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The Corelli Games

Divine Entertainment from Infernal Beings

A Super Heroic Campaign Setting

by Paul Seyfarth

Table of Contents
Overview ....................................................................................................................................................... 4 Home Courts ................................................................................................................................................. 8 Earth 47 ..................................................................................................................................................... 8 Monstergheddon ...................................................................................................................................... 9 The House of Shrouds ............................................................................................................................... 9 Twilight Space ......................................................................................................................................... 11 The High Courts....................................................................................................................................... 12 The Great Road ........................................................................................................................................... 13 The Blasted Road .................................................................................................................................... 13 The Shard Worlds .................................................................................................................................... 14 The Black Hole......................................................................................................................................... 14 The Sea of Dreams .................................................................................................................................. 15 The Cloudlands........................................................................................................................................ 15 Sponsor Boroughs ....................................................................................................................................... 16 Canal Street ............................................................................................................................................ 16 Hells 12th ................................................................................................................................................ 16 Towns End .............................................................................................................................................. 16 The Downs .............................................................................................................................................. 16 Temple District ........................................................................................................................................ 17 Gates ........................................................................................................................................................... 18 Challenges ................................................................................................................................................... 20 Ladder Challenges ................................................................................................................................... 20 Scavenger Hunt ....................................................................................................................................... 21 Check Point Race ..................................................................................................................................... 25

Earth 47

The Cloudlands

The Blasted Road

2
Towns End The High Courts

7 8

Monstergheddon

1
Temple District

5 4

Hells 12th

9
Nexus Stadium

The Shard Worlds

10 15 11

The Sea of Dreams

Canal Street 13 14

The Downs

12
House of Shrouds

Twilight Space

The Black Hole

The Field of Play

Overview
Every few millennia the demon overlords of the black planet Correllia sponsor an Epic Olympics. At first the games took place on planes of existence scheduled for an apocalypse. The Correllians are in charge of devouring universes when their time is up. The games started out as something fun for the Elder Demons to watch and bet on. As time passed they began to populate these worlds with reproductions of famous heroes and put them in weird or challenging situations. Over uncountable millennia the games evolved and grew in complexity and popularity. Now every deity, demon, demigod from here to the deepest void looks forward to the games. Correllia had to standardize the rules and limit the players just to keep their planet from being overrun by eager heroes and sponsors. Among the many changes, Correllia moved the main stadium to Nexus, which is much more hospitable and better equipped to handle throngs of visitors. The games have also become a team sport. In many of the early games the most successful heroes almost always banded together into teams. So Correllia simply incorporated it into the rules as a standard. Finally, Nexus holds a kind of minor league version of the games, in the down time between official Correlli Games. The Nexus Leagues culminate in the City Series where the top five teams from inside the city are invited to play in the Correlli games, and the Open Games where teams from outside Nexus compete and the top 5 contenders from those games are invited to join the Correlli games. The games consist of a variety of events from arena combats, to races, to scavenger hunts, and many more. Every competing team hosts an event, plus the Correllis set up hundreds of side events and several main events. The most popular events are the Ladder Battles which pits one hero against another in a no holds barred fight to submission or unconsciousness and the Battle Royale where heroes bring themselves plus any armies or allies they have mustered over the course of the games for one great big final battle in the Stadium. The Battle Royale serves as the big finale.

Nexus
Here's the Nexus Dime tour. Because of the vastness of Nexus you can assume if you have ever heard or read or thought of anything vaguely citylike, it exists in Nexus. Any event you could think of is probably taking place somewhere in Nexus, and someone or something is probably paying to watch it. So only points of salient interest to the entire group of players are discussed here, you can make up the rest for yourselves as we go along. Basic Geography & Physical laws Nexus is infinite and mostly flat. It is completely covered in one humongous city. At the distant edges the laws of reality as we know them disappear piece by piece. One of the major hearts of the city is called the Council Boroughs. The Council Boroughs are bordered On the North by a bustling seaport where ships bring in the impossibly large amounts of supplies from every corner of the multiverse. To the South and East the physical laws of Nexus are set by the Ministry for the Public Works' Department of Standards, so they change from block to block. Graft and incompetence have contributed greatly to the variation. For the most part however, the environment of earth is imitated in the districts inhabited by humans and humanoids. Distance and Time are frequent victims irregularity. A good cabbie can get across town in an hour, while a newcomer could spend their whole life walking in one direction across a

single borough. This is why dates and times are not generally used, instead the history of Nexus is given as a collection of events that most people agree happened or are going to happen. Population and Inhabitants You name it, and you can probably find it in Nexus. Humans and Humanoids tend to dominate here since they are so fond of building cities, but other city building races are represented here as well. There are of course anomalies from even non-city-dwelling races here as well. The Ministry for the Public Works (MPW) continues the running census but the shifting of the boroughs has made it impossible to complete. Supervisors at the MPW only dole out the job of census keeper as a punishment anymore. Organization The Nexus Council is in charge of the city though the day to day operations are left up to the Impossible tangle of bureaucracies collectively know as the Ministries, as well as the Senate, the Chamber of Commerce, the House of Magistrates, and the Burgermeisters Federation. There are police departments, fire departments, trade commissions, and sundry other agencies, belonging to the Ministries, individual burroughs, or both, serving the people of the city. However, the general rule is, if you have a problem its best to solve it yourself because getting help from the city is murder. Though the MPW seems to be able to pull it together really fast if the property of someone wealthy or important is endangered. The Ministries- There are countless Ministries the largest and most important is the Ministry of the Public Works. Often a Ministry is formed at the whimsy of a council member or important senator, given funding and regulatory power then forgotten about until it runs afoul of something dreadful and is disbanded or occasionally eaten. The Nexus Council - a 13 seat council of the most important entities in Nexus. This council has effectively run the city with an ironfist for as long as anyone can remember. An unknown time ago the council went back in time to establish itself before Nexus existed. The Senate - This enormous and pretty much ineffective branch of government is meant to represent the vwill of the people of Nexus. It is pretty much a bribe magnet under the thumb of the council. The senate is elected by land holders in the city. If you don't own land you pretty much don't count and that goes for almost all levels of government. The Chamber of Commerce - a tight knit club of mercantile houses that run trade in Nexus, most council members have dual membership. Though this body has no official authority they are the last people you want to piss off if you want to get anything done, they have absorbed most of the guilds and unions that have any clout and keep a vicelike grip on the docks. The House of Magistrates - This is the only true check to the power of the council. Magistrates are like judges who perform oversight on the Ministries and also operate the courts of all burroughs. Magistrates are on the whole pretty corrupt but command tremendous fear and respect.

The Burgermeisters' Federation - The infighting of the Council is rivaled only by the infighting in this long obsolete political body. Each burrough tends to have a head being that speaks for it and often owns most of it, those entities are called burgermeisters. Once upon a time before history was corrected, the Burgermeister's guild was the government in Nexus, now it's hardly a footnote. It's only mentioned here to highlight the fact that burroughs have established leadership that wants desperately to assert itself. Places of Merit The Central Gardens This is where most of the action happens, the Central gardens is home to the Senate House, The Council Chambers, and The House of Magistrates. It is a breathtaking manicured landscape dotted with grottos and huge columned pavillions. Three streets spiral out from the middlelined with Stone Monuments to past Council Members. One of the most commonly visited monuments is the Statue of the Angel Heshariel who formed the Stopped the War of the Jade Gate and the Long lasting Pax Celestia which was not broken until Damien and Eh D'shi took their council seats. Nexus Academy This is the finest wizarding school in Nexus and very likely the entire multiverse. It is a dark gothic affair with a walled grounds it looms withing view of the Central Gardens. It is only mentioned here because most of it's headmasters have gone on to serve as council members. Daniel's Tower This is an Academy for young warriors founded by the human sorceror and Nexus Keystone Daniel. It is an ugly plain pockmarked black obelisk in an otherwise completely undesireable section of town. It is mentioned here for it's nearly constant involvement in the secret wars fought between council members, young graduates are highly prized as mercenary captains and assassins. Canal Street Canal Street Runs from the Wharfs to the 10,000 Heavenly Choirs Temple District. It is THE largest and busiest Market place anywhere. You can purchase ANYTHING on Canal Street. 10,000 Heavenly Choirs Temple District This is the cool neighborhood for Gods. It runs alongside Dream Valley on the Canal Street side of the Central Gardens. It is home to the coolest clubs, the swankest resturants, and the most sycophantic cab drivers. Most Apartments in the 10,000 are the size of palaces. Hell's 12th This road runs out the back of the Central Gardens along the opposite side from Canal Street. It is the Slum Highway and leads to every lousy section of town. The most noteworthy Demons, Devils, fiends, monsters and unspeakables, live in Hell's 12th right near Central Gardens. If you have a shameful, wicked, or secret vice it can be satiated in Hell's 12th. Dream Valley Forming the buffer between Hell's 12th and the 10,000 is Dream Valley. It is home to the Nexus Academy. This idealic park filled burrough is home to Nexus's Most Noble Fae. With the unseelie courts

set up along the 12th side. If you want hospitality here is where to find it, but most mortals still steer clear of the Vale because the laws there are nearly incomprehensible and very unforgiving.

The Multiverse
At the center of this decaying 23 dimensional spiral sit the infinite earths: a giant cluster of parallel dimensions that are each different timelines and iterations of reality as we, the players, know it. The God sages refer to the spiral arms as the Great Rivers or Great Roads. Here lay the dimensions increasingly unlike our own. These dimensions are wreathed in the energies of their spirit worlds. These worlds give the spiral arms the shimmery glow making them visible from the Void. Chaos, noise, death, and darkness lay between the spiral arms giving the negative relief. Hell planes, Afterlives, or Wild planes dot the dimmer regions. Paths that connect worlds along the Great Rivers appear as a spider web cross hatching the multiverse. Above and through out weaves the great city of Nexus.

Home Courts
The home courts are the dimensions the 5 teams invited from outside the city hale from. The home courts existed before the games and will probably continue to exist after the games are through.

Earth 47
Earth 47 is home court to Team Deluxe. The bounds of play are the equivalent of modern day America from the Pleasantville timeline. Earth 47 plays host to the Road Trip Race. Time passes at about the same speed here as in the Nexus Stadium. Earth 47 is similar to our earth except one corporation has pulled significantly ahead of the pack, Lucent (combine GE, Honda, Microsoft, Apple, most of South Asia, and Motorola and youll start to get the picture). Lucents main offices are in Pleasantville (an enourmous metroplex stretching from Clare to Lansing). In the 80s a series of small scale nuclear exchanges left much of Eastern Europe and Central Asia even more undesirable places to live. America opened its borders to immigration in a great humanitarian gesture and then compensated by stuffing the new arrivals into unlivable ghettos and industrial wastelands. Supers began appearing in the 90s. After the turn of the millennium, a limited but democratic world government emerged from the ashes of the UN (which had collapsed during the 80s.) 2000 to 2015 (the current year) saw enormous growth and humanitarian change in the world and the US has enjoyed more than its share. Lucent developed interdimensional travel capabilities in 2010 and so far Lucent has kept the discovery under wraps.

Monstergheddon
Monstergheddon is a world in the perpetual throes of Armageddon. It was like our earth until it was invaded by evil sorcerers and D & D style monsters and demons. The whole planet is riddled with subterranean complexes. The bounds of play are the planet, and Monstergheddon plays host to the Dungeon Crawl Challenge. Time passes faster on Monstergheddon, one year can be spent here while only a month will pass at Nexus Stadium.

The House of Shrouds


The house of shrouds is an incomprehensible grayscale and silver palace hanging in a breathtaking cloudscape It is roughly the size of Manhattan if viewed from the outside. However, the inside is a vast labyrinth of curtains and secret passages riddled with temporal and spatial anomalies. The palace is always shifting, and the inhabitants are a race of sublime immortals who train from birth to be assassins, liars, and diplomats. The House of Shrouds is home to the Escape! challenge. Different parts of the palace pass time differently, some parts are even

said to run backwards in time.

Twilight Space
Twilight space is a binary star system surrounded by a vast nebula. The bounds of play are the 23 inhabitable moons and planets in the system. The Twilight Stars were home to the original Corelli games. The planets and moons are dotted with Warp gates allowing instantaneous travel between most worlds though teams were warned to be prepared for the possible necessity of space travel. Twilight space is home to the Arrive Alive Challenge and has more points available for the scavenger hunt than any other home plain. The Twilight Star time is equivalent to the rest of the Great Road, a hero can spend a year here for evey month that passes in Nexus.

Iceberg Station

Betra Secundis

Betra
Betra Prime

Kharsh

Damar

Tsveril

Gnitz

Caspia

The Twilight Star

Coryn

The High Courts


The High Courts is a paradise, or to be more accurate a bunch of paradises. The central features in the landscape are the ornate Pearl palace of The Yellow Emperor at one end of the massive gardens and the dizzying Crystal Spire of Queen Margarite.

It is surrounded by expansive gardens and hundreds of other unthinkably opulent palaces and temples. From the Mountains that border the high courts, they appear to occupy a valley, but once you descend the slopes the landscape unfurls revealing an infinite tangle of microcosms. Time everywhere else basically stands still when you enter the High Courts, you can spend an eternity here without a moment passing in Nexus. The High Courts is home to the Septathalon challenge.

The Great Road


The circle all the home courts rest on is called the Great Road, So named because a player can actually physically travel along the road from one home court to another, provided they know the way. With the exception of the Black Hole time on the great road goes faster than Nexus allowing characters to spend a year on the road for every month that passes in Nexus.

The Blasted Road


The Blasted Road runs from Paradise, Idaho (a super creepy ghost town in Earth 47) to Felixgate in Monstergheddon (which corresponds roughly to St Louis, Missouri in MG). The Blasted Road is 3700 miles of post nuclear war hellscape, complete with frigid cold, radiation poisoning, and vicious cannibal mutants. Due to the many hidden dangers, local guides are highly recommended. You can try to travel by car but most play testers ended up on foot. . . and eaten.

The Shard Worlds


This is a bunch of destroyed fantasy worlds all kinda stuck together barely holding on against impending dissolution into chaos. Here you will find the left over bits and pieces of Xorn, Coneworld, Talislanta, and a host of other fantasy favorites. The tangle of paths and roads and seaways run through anywhere from 1200 to 120,000 miles of high fantasy adventure, heros are encouraged to take on local guides. Side tracking adventures abound if you stop to engage with the Shard Worlds. And while the Shard worlds play host to a number of official side quests and scavenger hunt items. The majority of the quests the heroes are likely to encounter here have nothing to do with the Games.

The Black Hole


Travel from The house of Shrouds to the twilight star requires navigating a Wormhole that runs from just outside the cloud line of the House of shrouds to deep in the nebula where the Twilight stars are hidden. The Shroud side is close to the floating palace but the Twilight Star side requires crossing 1.7 parsecs of treacherous pirate infested space. The wormhole itself takes an apparent 2 hours to travel through but that time occurs outside of normal time and is not apparent to observers elsewhere. The trip through the wormhole itself is incredibly dangerous requiring an expert astrogator.

The Sea of Dreams


A vast ocean where heroes can voyage through a surreal reinterpretation of the earths oceans at about the time of Marco Polo. It picks up on the shore of Dantha in the twilight star system and lets off at the Port of Harmonic Light in the High Courts. It constitutes about 14,000 miles of sea voyage. The great Danger in the Sea of dreams is that a hero will get lost, the Sea is almost incomprehensible to anyone not accustomed to sailing it, local guides are indispensably important.

The Cloudlands
Two words, dirigible race. The Cloudlands are a world in the clouds filled with steam punk flavor. Try traveling through this picturesque world in anything faster than a dirigible and you risk running into one of the many floating mountains. The entrance for earth is Nome Alaska. Heroes must cover about 12,000 miles of sky from there to reach the dirigible dock of Margarites Crystal Spire. The wind currents of the Cloudlands are complex and variable, characters are encouraged to engage a local guide.

Sponsor Boroughs
Each borough in Nexus sponsors a team hoping they make it into the games. The contest to determine which 5 boroughs will make it into the games is called the City Series. The top 5 competitors in the City Series become Sponsor boroughs. Sponsor boroughs must build a stadium, host an event, and sponsor a team (often teams are reformed after the city series to replace weak links or members lost to death or permanent injury.) This year the lucky boroughs were Canal Street, Hells 12th, the Temple District, Towns End, and the Downs.

Canal Street
Canal Street is Nexuss main market its often said that everything sold in the city moves through Canal Street at one point. Canal Street gets its name from the glassy broad canals used to move goods out of Dockside and Towns End. Canal Street is also home to Nexuss financial district and Chamber of Commerce. Canal Street fields the most expensive talent for the games but is notorious for crushing the competition in the pregame series and folding once the actual games begin. Even with this history they are favorites this time around. The Canal Street challenge this year is the Faerie Market challenge

Hells 12th
Hells 12th got its name by being home to a huge number of devils and demons. It gets its name from an old joke, the tour guide says It was said that it was annexed by Lucifer to be the 12th circle of Hell. To which, the straight man replies, thought there were only 9 circles of hell. Says the tourguide, those are the ones you would know about. Hells 12th is steeped in creepy art and architecture and nearly constant sweltering heat. Hells 12th always fields one of the best teams out there and has never finished at less than 3rd place. Most people outside the borough believe them to be consummate and unrelenting cheats. The truth is Hells 12th often enjoys a low level of favoritism from the judges ever since Corrella agreed to stop fielding their own teams. Hells 12th always hosts the Boss Fight challenge, where any hero or team can show up anytime and try to beat down a demonic pit boss. This is not a challenge to take lightly, the pit bosses usually far outclass entire teams.

Towns End
Towns End is contending for the first time ever having gained a great deal of New wealth and talent after the decline of Dockside, during the ascension wars, Towns End stepped up to provide import and warehousing services to the Canal Street Chamber. Towns End is really not a very nice place to live consisting of mostly low end housing and sporting a huge mortal population. Towns End is plagued with gang violence and crime but the Towns End Team has a fanatical fanbase. Towns End is home to the WhoDunnit? Challenge.

The Downs
Its a slap in the face of most Bergermeisters to call the Downs a borough, to most of the residents of the city, the Downs is the city dump. In fact most of the borough itself is in other dimensions. The

Downs came out of left field to shock the whole city by fielding a team at all. When that team ended up placing in the top 5 it was a tremendous upset. The Downs has no real resources and no true Bergermeister, the team put together the stadium in the trash heap and is hosting the King of the Hill challenge.

Temple District
The Temple District are home to the old Bergermeisters Guild house and some of Nexuss most expensive real estate. The Host, a local angelic army, ensures that the Temple District is Nexuss safest neighborhood. The temple district always fields a top notch team and its reputation for putting together unbelievably challenges. This year the Temple District is hosting the Good Housekeeping challenge where teams manage a cadre of Weaver Spirits creating new worlds. The team with the most viable world at the end of the challenge wins.

Gates
1) Shortcut - The Hanging Gardens- This spectacular gardenscape takes up the space roughly equivalent to 100 square miles. It is warm and humid, rich with the odor of its million perpetually blossoming flowers and lush fruit trees. exits to earth (at Lucent Gardens in Pleasantville), the celestial palace (in the garden arch outside the Tower of Supreme Serenity ), and Nexuss temple district (at the Swefnstor). The Hanging garden is where heroes can collect a fig leaf from Eden or complete the Million Years of Serenity side challenge. Time in Nexus basically stands still in comparison to the Hanging Gardens (1 year in the gardens equals 1 second in Nexus). Also characters heal normally but do not age or grow hungry or thirsty in the hanging gardens. 2) Terminal - The Wisefool Gate This history gate seperates The Temple district from Towns end. A supplementary portal has been set up there for the games, that leads to the Washington Square Arch in NYC on Earth. To Access the portal on either side you must stare into a graffiti sigil. This is literally a place in nexus and uses nexus time. It is a checkpoint on the checkpoint race but other than that it has no significance. 3) Terminal - The Shimmering Stair is a breathtaking waterfall in nexus that leads down from the temple district to Canal Street. The portal from the Shimmering Stair to the Celestial court predates the games. Utilizing the Celestial court portal involves looking through your reflection in the stair in the moonlight. Like the Fools Gate it is a real place in Nexus and a checkpoint but otherwise not significant. 4) Challenge - The Academy This challenge opens in the middle of year 5 and closes in the middle of Year 7. The grounds of Nexus Academy play host to a magical Easter Egg Hunt, Characters are expected to enlist the services of students however . 5) Challenge Atlantis This challenge microcosm opens In the middle of year 3 and closes in the middle of year 4. The entire challenge is in the bottom of the sea in a sunken ruins. Characters must find the hidden treasure all the points go to the team who pulls the hidden treasure to the surface. 6) Shortcut - The Tree of Lost Prayers - This eerie dead tree is surrounded by a 40 radius of blasted earth hemmed in by thick brambles and fog. This tesseract constitutes about one acre and exits into both Monstergheddon and Earth at the Concrete Jungle near LA (an abandoned mental hospital), theTowns End burrow of Nexus at the dead end of Wicker street. The dead tree is covered in paper held by nails. Often the vampire and Nexus Keystone, Angelface can be found here. Heroes can get the scavenger hunt item Prayer nail here as well as begin the Answer Angels Prayer side challenge. Sufficiently magically wise characters can also exit to a wide variety of places through here. 7) Terminal - Cock Roach Run is a smugglers tunnel running from Towns end to Hells 12th, a nasty stretch of sewer that was overlooked by the NPWD when Heshariel sealed off the demonic burrough. The Run is stocked with some of Nexuss most dangerous cut throats and run by Boujabon himself. A

side tunnel here runs to ShyCo (their Chicago) in MonsterGheddon, this gate predates the games. The Smugglers Gambit side quest is located here. 8) Shortcut The Stacks The stacks of the law library at Stygian University in Hells 12th connect with the Library on the Isle of Myst on Monstergheddon, and the Stacks of the House of Shrouds main library. If you get lost in any of those stacks you could just as easily come out in any other place listed and possibly a few other places as well (Coneworlds Isle of Myst and Saumutes city, are known possibilities.) The stacks is host to the needle in a haystack side quest. 9) Challenge The Wastes The wastes are primal steppelands populated by the nastiest predators in the multiverse. Heroes can expect to battle barbarians, dinosaurs, giant spiders, dire lions, as well as a host of magical beasties. Characters must survive for one month in Chars wastes. Chars team didnt make the cut for this round of games and you can bet hes looking for some payback. 10 The Rift This patch of broken wall provides the demons of Hells 12th another secret exit from Heshariels barrier. Due to its undesirable point of egress (the Nexus city dump) it has either never been detected or simply never sealed back up. Heroes can travel from the rift to the house of shrouds through use of a portkey and come out in the otyughs pit there. 11) Challenge - Necropolis Challenge Necropolis is simple storm the Necropolis in Athos. Fight off giant waves of undead and bring back the head of The Lich king Yorif Hood. 12 Shortcut Nassims Junk Shop Nassim is a Kashmiri junk merchant based in the out skirts of the Coryns eponymous capital city in the Twilight Star system. A secret room in the back of his shop is coterminous with a secret room attached to one of the House of Shrouds attic store rooms. His junk pile out back can transport a hero to the Downs (in either of its locations) as well as a number of other dumps and junkyards. 13) Shortcut The Dancing Bear Inn this quaint in exists in the foothills on the edge of the valley of the High Courts, as well of the foothills of Yharesh Nelrath, and in Basin Park in Canal Street. In each place it is difficult to find. There is no side challenge for this shortcut but it is enourmously valuable to any hero looking to hire help or recuperate. The help someone is looking for has a magical way of stumbling upon the Inn accidentally after a couple days time. 14) Terminal Blackwater Black water is a canal running into the downs from canal street. An enormous shanty town has built up in this forgotten quarter that forms the border of Canal Street and the Downs. Blackwaters canal runs into the Downs carrying away a slues of garbage, sewage and rainwater. The shanty town lives on the stuff the rest of Nexus discards. A side alley here empties into the slums of Bharad-Nor on the planet of Yrnt Nahasish in the Twilight System. Blackwater is home to the Pax Purgamentum side challenge. 15) Challenge Fools Pudding This playful challenge takes place in a medieval village (prepare for some period clothing.) The town is full of simmering anger and distrust. The characters must find a way to bring the whole town together for a festival where each contributes something to the feast.

Challenges
Challenges are how the game is won. Teams accumulate points by completing challenges, the team with the highest team score by the end of the games wins. Individual heroes can also score what are called MVP points. The Hero with the highest MVP score is the Games Champion. Other Team Scoring Considerations The team with the MVP (as calculated at the End of the finale) gets 5 points The team with the most official Side quests completed gets 5 points Losing a team member (this is interpreted a number of ways) is a 1 point foul Killing another Hero outside of sanctioned combat is a 2 point foul Forfeiting any challenge without a separate forfeiture penalty listed is a 1 point foul Cheating is a 3 point foul God swapping (hiring powerful proxies and disguising them as team mates) will get the whole team disqualified.

MVP Scoring considerations Singlehanded completion of a side quest is worth 1 MVP point Forfeiting a Ladder battle before blood is drawn is a 1 point foul After the winning team is selected all players on that team are given 10 MVP points before the MVP is selected Dying is a 5 point foul (per death) Killing another hero outside sanctioned combat is a 7 point foul Cheating is a 3 point penalty (cheating involves breaking any of the rules of any challenge, poisoning or drugging other heroes, or going out of bounds)

Ladder Challenges
Day One, Year One To Day One Year 9 - Whole Board The first Round of ladder battles are fought in Nexus Stadium. After the first round the ladder challenges are not tied to any particular place. The challenger with the better record picks the weapons and location, which can be anywhere in play. Equivalent records are compared based on how quickly

the hero took out their opponents and how many wins were by submission (which is considered more impressive than a knockout.) If you lose more than two ladder battles youre eliminated from the ladders. Heroes get one point for their team plus one MVP point for every ladder battle they win. The finalists (top 4) get an additional MVP point and the overall victor gets a bonus of 5 points for their team plus 5 MVP points. Ladder challenges time out after one week of combat, If a battle reaches time out the judges give a partial victory to one combatant (usually the crowd favorite.) No points are awarded to the winning team or hero in the event of a partial victory. The loser of a time out battle takes a 1 point foul in addition to suffering the loss.

Scavenger Hunt
Day One Year One to Day One Year 9 Whole Board To win the scavenger hunt teams collect the items or perform the tasks listed below. The Scavenger hunt starts at the beginning of the game and ends just before the final battle. Many items on the scavenger hunt list are valuable all by themselves. Scavenger hunt is a true team challenge with no possible MVP points. The top 5 teams get 10, 7, 4, 2 and 1 points respectively. Teams must scor at least 10 scavenger hunt points or they are considered to have forfeit and lose 2 points. The scavenger hunt is judged at dawn on day one of year 9, in the scavenger hunt where items are concerned, possession is 10/10ths of the law. Characters may lock in their finds by turning them in to the judges before that time, however items turned in are out of play for the remainder of the game (they are returned to the hero after the games though). Items marked with a (u) are unique, only 1 team can score on those items. Tasks Marked with a (i) are scored on a first come first served basis (the first team to complete the task gets the points.) The points listed below next to the items and tasks are not added to the team score, they are simply used to tally up the scavenger hunt winners. Items Earth 47 Declaration of Independence (u) 3 points (the one in the National Archives display in DC.) Cherry Bowl Drive Inn T-shirt (can be acquired from the concession Stand in Beulah, MI) Hawaiian Lay (from Hawaii) (traditionally given to arriving guests) Vail Lift Ticket (bought in vail allows access to chailifts up the mountain.) Monstergheddon Fen Goblins Tooth (the fen Goblins are a southern Michigan goblin tribe kill one and take its tooth), Skippys Staff of Power (u) 3 points, (skippy is the oldest and most cunning Dark Lord of Monstergheddon, steal his most prized possession. Btw, this is basically impossible) Stygian Candle (stygian candles are basically creepy sculpted candles with continual light cast on them, they are extremely common in the Prawian Empire (Central and Eastern Europe)

Tana Khadi garment from Bharat (these homespun clothes are made from the warp cotton that grows like a weed all over Monstergheddons version of Bangladesh. This fabric is simple and uncomfortable, extremely rare outside of the region) Terracota Golem, (these clay soldiers guard the forbidden City, they wont leave willingly but the palace staff can be bribed into gifting them away.) Spelljammer (these magical spaceships are found on Monstergheddon and the Shardworlds. They are rare and extremely expensive.) 2nd Edition Dungeon Masters Grimoire a sorcerer on Monstergheddon with one of these has

House of Shrouds Shroudsmans Garb - get a local to give you a set of grey robes and a hooded cloak. Tome of Seven this text holds 3 rituals, one a non diminishing level 13 timestop, a bestowable version of regeneration, and a location hopping dimensional gate between the house and nexus. The Saints Steel This sword is a historical artifact kept in the grand hall. Twilight Space *** A puck engineer

The High Courts The Blasted Road The Shard Worlds ** The Black Hole The Sea of Dreams The Cloud Lands Canal Street

Hells 12th Towns End The Downs The Temple Dstrict The Hanging Gardens The Academy Cock Roach Run The Wastes The Necropolis Blackwater Tasks Earth 47 Monstergheddon* House of Shrouds Twilight Space *** The High Courts

The Blasted Road The Shard Worlds ** The Black Hole The Sea of Dreams The Cloud Lands Canal Street Hells 12th Towns End The Downs The Temple Dstrict The Hanging Gardens The Academy Atlantis Tree of lost Prayers Cock Roach Run The Wastes

The Necropolis Blackwater

Midyears Day Year One - Academy Egg Hunt Scheduled Teams must assemble the ingredients to their own potion using the help of students. The challenge is one week long The top 3 teams receive 5, 3, and 1 point. Special awards go to the hero who taught the students the most, and to the hero with the most ingenious solution to a problem. Teams that complete the task successfully get to keep their potion of life (this potion will restore life to a fallen team mate, provided the body is basically intact.) The ingredients are Phoenix feather there is a phoenix in the aerie but youll have to catch it. Remember dying phoenixs immolate and leave no feathers, teams who kill the phoenix intentionally lose 2 points. The phoenix can be caught by a nimble flyer (11/9 with dex/flight) or lured with its favorite foods. True Easter Egg A Leapis Renascor (egg laying magic bunny) is said to have a burrow somewhere on the grounds. This extremely rascally creature can turn invisible, create illusions, and teleport. It is known to steal vegetables from the school garden and enjoy playing tricks on the grounds keeper. Its eggs could be bargained for (though it wont trade if it knows what theyre to be used for) or stolen from its nest while its away. It will also give up an egg if it feels sufficiently threatened. Gnomes Stool This rare mushroom can be found in the haunted wood. Watch out for the gnomes though. Pufferfish Water This extremely poisonous ingredient must be harvested from the aquarium or stolen from the storehouse. Living Deaths head Chrysallis these are plentiful on the grounds when in season (unfortunately they are not in season now. Assembling the potion is a 9/9 occultism test.

Check Point Race


Day One, Year 2 to Day One Year 5 - Whole Board This is pretty much what it sounds like the heroes must visit a long list of land marks moving from one to the other as fast as possible. Best time wins. Skipping a checkpoint adds a week to a teams time. Teams that skip more than 2 check points are eliminated. The top 3 teams get 5 3 and 1 point. Teams that fail to finish in the allotted time or who are eliminated lose 2 points. The check point race is scored

by team. At least 3 members (or all remaining team members if only 2 or fewer remain) must be at each checkpoint for that check point to count. Heroes who hit all the checkpoints before the time is up earn 1 MVP point Nexus Nexus Stadium Nexus Stadium to the Shimmering Stair is a 2 mile straight Keystone Boulevard through the Central Gardens District The Shimmering Stair From the Shimmering Stair to Tommy Buttons is anywhere 2 to 5 miles through the winding alleys and convoluted streets of the Brightland neighborhood of the Temple district and the Sunnyside neighborhood of Dream Valley. This leg is very easy to get lost in. Tommy Buttons Tommy Buttons is only 3 blocks up Rue Bouton to the Academy. Tommy is an old friend of the games and
always want to see the contestants up close before they get too mangled.

The Academy The quickest way from the Academy to Blackwater back through the Central Gardens District to Canal Street then down the hill at Sentinel Park to Blackwater. Blackwater To get from Blackwater into the Downs you just follow the Water. Watch out for swarming urchins. The Downs The Blackwater slues actually flows right by Yericks less than 2 miles in. Yerics Hovel Dreamfalls is about 60 miles up into the hills and technically by the time you can see it youre already in Coneworld. Dreamfalls The Shard Worlds From Dream Falls to the golden cusp is about 1200 miles as the crow flies but the easier route involves 600 miles ofoverland travel and 1300 miles of Sea travel. The straight shot puts a team afoul of vampires, the necropolis, and the super technologically advanced Betran Dwarves of Coneworld. The Golden Cusp

The Golden Cusp to Talislanta is a short voyage (100 miles oversea) And lets out near Phantas. From Phantas to Cymril is 1200 miles as the crow flies. There are a number of paths but each is frought with perils. Cymril Cymril to Sharna is another 1200 miles of considerably more dangerous landscape. The Labrynths of Sharna 600 miles north of Sharna lie the Kharakhan Ruins. Hidden in the Ruins lies a machine capable of sending a people from Kharakhan to the Vortex Plains. The trip from the Vortex plains involves about 2500 miles of mostly impassible mountains. Ahnk Morpork Ahnk Moporks Unseen University has a broom closet that is coterminous with a broom closet in the house of shrouds. The windswept stair is simply the highest place in the palace. House of Shrouds The Windswept Stair The Stacks Hells 12th Brute Alley Lucy Lane The Stuck Pig The Wastes There are 4 paths into the Wastes from Nexus, the first is from the main entrance made especially for the games near the stadium, this entrance puts you 800 miles from Storm Rock and 200 miles from Shangri La. The second is through the downs at Foul Ridge (about 7 miles in), leaves you 500 miles from Storm Rock and 1500 from Shangri La. The third is through the Yawning gate in Hells 12th, This entrance leaves you half a world away (more than 6000 miles from either). The final entrance is through the Wicker Ave dead end in Dockside which opens less than a days walk from Storm rock and 1000 miles from Shangri La (only really intimately familiar Nexus denizens will know about this entrance) Storm Rock A thousand miles of deadly waste lie between Storm Rock and Shangri La. Using the gates and taking short cuts through Nexus is the best strategy.

Shangri La Towns End The Will of the People Monument Towns End Stadium Canal Street The Feast Fountain Square The Temple District Heshariels Tomb The Temple of Supreme Harmony The Hanging Gardens The High Courts The Walk of Ancestors The Antechamber of Margarite The Sea of Dreams Jellyfish University The Bandit House Twilight Space The Brass Stair on Betra Secundis Coryns Hilltop Park Kasmyr Clocktower on Tsveril in the city of HMmunss Sweetwater Bay on Seamoon GYarvol Gorge on Gnitz Hearthside Tavern on Iceberg Station The Temple of Betra on Betra Prime

The Black Hole The Shard Worlds Whistling Pine Valley The Gates at Neroraj Monstergheddon Fire Mountain Manchester Arena Dark Lord Nassirs Palace The Blasted Road The Foundry (nuclear NY, NY, Gads Hamma Arena The Cloud Lands The Umbral Crest Grey Stone Citadel Earth 47 Las Vegas The Statue of Liberty New York City, theres not much to say Mas Coffee Pot Disney Land - yep disneyland.

Whodunnit? Towns End - scheduled Faerie Market Canal Street - Scheduled Road Trip Race Earth 47 Dungeon Crawl Monsterghedon - scheduled King of the Hill The Downs - scheduled

Septathalon High Courts - scheduled Raise an Army Whole Board Battle Royale Nexus Stadium

Walk up challenges Ring around the Board Whole board walk up Boss Fight Hells 12th walk up Atlantis Treasure hunt Walk up Necropolis Storm the castle Walk Up Fools Pudding Walk up Dont Eat the purple ones. Walk up Good Housekeeping Temple District Arrive Alive Twilight Star walk up Escape House of Shrouds walk up

Side Games A million years of Serenity Hanging Gardens Angels Prayer Tree of Unheard Prayers Shard Worlds Side tracks Shard Worlds Smugglers gambit Cock Roach Run Needle in a Haystack The Stacks Pax Purgamentum - Blackwater

Walk up Events and Side Challenges

Scheduled Events Mid Yearsday, Year 3 - Atlantis Challenge Atlantis Challenge Microcosm -

Day One Year 5 - Whodunnit? Towns End

Dungeon Crawl Monstergheddons Cannonball Run Earths Muster Year - Whole board Ladder Challenge Finale Battle Royale All Armies to the middle

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