Dunjonbowl diaries (Inactive)

Game Master TheNine

The newest recruits to an unlucky team. Will the brand new players shine in the league or will they fail utterly?

Map


The Halmyris Havok are in Dire need of bodies for the upcoming finals. Owner Hobart Gruder is so desperate to get his team to show, he has enlisted the help of local ne'erdowells and concerned adventurous citizens to field a team. What adventures and shenannigans occur from there are yet to be seen!

game basics:

The match takes place in two half's lasting approximately 10 rounds game time. (like soccer the referee's decide the official ending time each half.)

After every score and the start of each half, the team that scored (or lost the toss) kicks off to the opposing team. The recieveing team then proceeds to try and march down the pitch and either kick, shoot, or rush for points. Their attempt is deemed over when the opposing team takes the ball away, via intercepting it, stripping it, or recovering it. In the event of a scrum or possession by two teams, a jump ball is declared.

8 players are allowed on the pitch per team at any one time. Players may leave the pitch during the action and have a reserve sub in at any time, but the player is required to leave the field via the sub box before the other player can enter.

(think like hockey when they change lines)

If a player is knocked unconcious they remain on the pitch until either a jump ball, a score, or one of their team mates dragging them from the field of play occurs.

(indeed a solid strategy to score the big points is to indeed knock the opposing team unconcious for the easy tries.)

The red zone - the final 10 feet on the pitch on either side is the 'red' zone. Any player with the ball who is tackled to the ground in the red zone with the ball has the play blown dead, the opposing team immeadiately gains possession of the ball in a sort of free kick restarting play.


game time feats:

Dodge - players receive a +1 to their acrobatics to avoid AoO's they also get one acrobatics reroll per half to avoid an opponents attack
Block - player gets a +1 to his block roll, and furthermore only fails prone if they fail the dc by 5 or more.
Accurate - player recieves a +1 bonus on all throws, opposing players receive a -1 to intercept.
Break tackle Players receive a +1 bonus to staying upright(CMD) during an opposing players tackle.
CatchPlayers recieve a +1 bonus to their attempt to catch both a pass to them, or a chance for an interception.

[spoiler=Actions availible in the game]
Block/Tackle - A blocking or tackle action are strength based. A player rolls 1d6 per 5 points in Strength. The base DC for a success is 10. But that can be modified by skills, armor, and allied players within a square of the blocker/tackler.
Pass/Catch/Interception - A Passing or Catching action is Determined by Dexterity. A player rolls 1d6 per every five points in Dexterity. The base success for passing and catching is dc 10, But can be modifed or penalized by armor, opposing players within a square or other skills modified by feats. A player attempting an interception rolls 1d6 per every 5 points in Dexterity, the base DC for the interception is a DC 15 check, it can be modified by skills taken from feats.