King Of The Hill

Objectives

Get to the Hill. Stay atop it longer than anyone else. And most importantly, stay alive.

Victory Conditions

Free-for-all. There are no teams here. The single character who has held the Hill for the greatest number of rounds at the end of the Match and who has not been eliminated, is declared the winner.

Here’s the Twist!

1. Once a character takes the lead in the Match, he is immediately outlined in a faerie fire effect and bound by a dimensional anchor effect, making him easy to spot and identify, while also making it difficult for him to hide or flee.

2. The Hill is a Hallow that moves every three rounds. The Hill can appear in one of three different locations. The characters are aware of all three locations before the Match begins, but they must determine the Hill’s current location on their own.

3. The three locations of the Hill will not necessarily all be at ground level. The GM may place a Hill’s location atop a building, floating on top of water, or on other such unconventional locations.

4. Any character declared a casualty is eliminated from the Match. A casualty cannot be declared the winner. Therefore, characters are struggling not only to claim the single space that is the Hill, but also to keep themselves from being eliminated from the Conflict. Characters who take a significant lead will find themselves becoming targets.

Match Events

Hallow Hill: The Hill is a 10’ Hallow. At all times, it glows with a pale light. Whenever the Hill moves and before any character has taken any action, dancing lights appears over the hill, rise thirty feet into the air,
where they remain for a single turn, before descending and disappearing into the Hill. The dancing lights are unhindered by physical objects and therefore will unstoppably pass through any roofs, walls and creatures that are in the way.

Kill of the Hill: Faerie fire and dimensional anchor spells appear on any character who takes the lead. These effects will circumvent all magical and physical resistances. If the lead is currently tied, all leaders are
equally affected. The instant a character is no longer in the lead or is eliminated from the Match, the spells leave him.

Gia’s Reach: The Hill begins at one of the predetermined locations in the first round of the Conflict. At the beginning of the fourth round and every three rounds thereafter, it shifts to another of its predetermined locations. A simple fifty-fifty die roll (made by the GM) determines which of those other two locations becomes the next Hill.

Match Rules

No Sidekicks: All characters are prohibited from the use of bonded animals and summoned creatures.

Infinite Enemies: There is no limit to the number of characters that may participate in a Kill of the Hill Match.

Two-Footed: In order to be awarded a victory point, a character must have two feet firmly planted on the Hill at the end of his turn and he must keep them there until the start of his turn on the following round. Hallow activation is not required to score in this Match.

Eliminations: Any character who is declared a casualty is eliminated and thus cannot win the Match.

Hard to Reach Hallows: The three locations of the Hill will not necessarily all be at ground level. The GM may place a Hill’s location atop a building, floating on top of water, or on other such unconventional locations, but the Hill will always be reachable through mundane means.

Crowded Hallows: More than one person can occupy and score the Hill in a round.

Tied Matches: Should a Match end in a tie, the GM may rule that the Match will be extended for 5 rounds, or that the Match will enter Sudden Death. If the Match enters Sudden Death, all un-eliminated characters
fight on, with any scored round eliminating any character who did not score, until only one character is left and is declared the winner.

Match Setup

Match Length Minimum Team Members Maximum Teams Map Points
10, 15, 20 None No Teams! 0

◆◆ The GM assigns three potential Hill locations and marks those locations on the map. She then informs the players that these will be the Hill’s three potential locations for the Match.

◆◆ Players place their counters after learning of the three potential Hill locations, but before they are informed which of those locations is the initial Hill.

◆◆ All characters must begin the Match within two squares of the Map Edge. All characters begin on the same side of the map positioned 15 feet from one another.

◆◆ The player with the highest Conflict Advantage roll chooses his starting location and places his counter first, or may elect to pass. The player with the lowest Conflict Advantage roll cannot elect to pass.
◆◆ All characters are informed of the Hill’s initial location as the Match begins

Law Suggestions (optional)

Simple Movement: Characters can only use mundane means of travel.

Dead Lands: The Match is set in dead lands – a place where all magic fails to work.

Cries of the Gods: A fierce wind hinders flight, hampers the movements of small creatures and greatly reduces the effectiveness of missile fire.
Spell Bound: Characters must come from one of the classes with 6 or more levels of spellcasting ability.

Variants

Mocking Hill: The Hill is not scored normally. Instead, occupying the Hill prevents the loss of victory points. The GM assigns a Victory Condition of from 5 to 20 points, but this number
is usually equal to 5 less than the Match Length. This number is the number of victory points that each character starts the Match with. Every round that a character occupies the Hill, his victory point total remains unchanged.
However, every round that he is not occupying the Hill, he loses 1 of his victory points. Any character who loses all of his victory points is immediately eliminated from the Match. At the end of the Match, the
character with the most victory points remaining, wins.

Elimination Hill: The Hill only moves every 5th round and only after at least one character has scored it. The Hill moves at theend of the round that both of those conditions have been met. Any
character who did not score the Hill at that location before the Hill moved is eliminated from the Match. The winner is the last character not eliminated.

Team Kill of the Hill: There are now teams. Players form into teams of two. Only one team member needs to be on the Hill to score it. Having both team members on the Hill still only scores the team one victory point, but having both team members on the Hill does mean that there are two squares on the Hill that the enemy cannot occupy. Team members begin the Match standing next to each other at the Map Edge.

Hold the Hill Teams: Gia’s Reach is not active and the Hill remains in one location for the entire Match. The Hallow Hill is a 20’ square. Players form into two teams: the “Attackers” and the “Defenders.” The Defenders must protect the Hill by preventing the Attackers from scoring it. The Attackers seek to score it and any number of them can score the Hill in a round. The GM assigns a Victory Condition of from 3 to 10 points and if the Attackers manage to score that many points during the Match, they are immediately declared the winner. The Defenders win if the Match ends without the attackers having scored the required number of victory points.

Guardians of the Hill: This Variant allows teams. The Players form into two teams. One of these teams will be the “Defenders,” the other will be the “Attackers.” Gia’s Reach does not activate normally. Instead, it is activated via a ritual performed by the Defenders. Only the Defenders know this ritual, and only they can perform it. At any time that a Defender is standing on the Hill and no Attackers are occupying any part of the Hill, that Defender can use a move action to perform the Ritual of Gia’s Reach, sending the Hill to one of the other two Hill locations. The new Hill location is determined randomly, as normal. The GM assigns a Victory Condition of from 3 to 10 points and if the Attackers manage to score that many points during the Match, they are immediately declared the winners. The Defenders win if the Match ends without the attackers having scored the required
number of victory points.

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