EPIC, ALL DAY CAPTURE THE FLAG!
Map drawings are verrrrry approximate... sorry (also, you need to open the image itself to see the whole thing 'cause this site sucks... Sorry again): http://i252.photobucket.com/albums/hh31 ... 1368103676

Red team:
Fort and Flag down the power lines hill (“mod area”)
Hades somewhere near Northern Kingdoms camp
Blue Team:
Fort and Flag in the bowl below the tavern
Hades near Ched Nasad camp
There will be four, 1 hour quarters to this game. We will change bases after each quarter. The faster you get into your base, the faster lay on is called!!!
Tokens:
1 token is awarded to the team who scores a flag capture. NOT lootable except by thieves >edit< using their thief ability by the rules >/edit<. Must remain in play (Can not be taken back to camp, as camps are not part of the game)!!!!!!!! Only one token is allowed in a Thief Pouch at a time.
Rule Type Stuff:
- Headbands issued after check in when we see how many people are playing, you CANNOT PLAY without a team color headband on. You will be sat down for cheating, and your team will lose a token.
- Stay in bounds if you are playing. Make it OBVIOUS if you are NOT playing. You will be sat down for cheating, and your team will lose a token.
- Flags cannot be modified.
- A flag is captured by bringing the enemy flag back into your designated base area. Your flag does not need to be present to score, HOWEVER, when one team scores an air horn will sound three times quickly and both flags reset (so it’s a race if both flags are out) and hades will empty >edit< AND EVERYONE RETURNS TO THEIR BASE >/edit<.
- Flags do not instantly return if their team kills the flag thief. They MUST return it to their base IMMEDIATELY while being in play, it is your ONLY mission at that point if you kill the flag thief to return your flag TO YOUR BASE (this prevents one team from sending a fast guy off into the woods with their flag all day).
- Any class with disguise gets one headband of each color, just grab one of each at hand out time. **
- Hades release means you are alive, right then and there!
- NO HADES CAMPING (if your team starts this crappy tactic, you will lose tokens).
- Hades is 6 minute release cycles
- No real walls (fort building), no Darkon walls, ONLY Vine Walls (Druid, see bleow), camping areas are off limits. This is an open woods and trail fight only.
- You MUST attack OR flee from any player wearing the other team’s colored headband. No allying, no talking to them, you are either killing them or they are killing you! If you see someone with YOUR color headband on, running AWAY from you with YOUR flag, he MAY be on the other team... Just sayin’...
- Thieves and assassins, we recommend having your disguises up to snuff!!!!!!!! THERE IS NO LEVEL RESTRICTION ON DISGUISE.
** You figure out how to use this to your advantage.
Fighters: Normal fighter levels and rules. BUT, they gain one hit (AFTER armor) for every token they have on them. This is like a “skin” that stacks with armor. If you are hit with a spell that ignores armor, you absorb ONE of those spells PER token (you’d be alive after a fireball, with no armor left for carrying one token). Must wear a yellow headband (issued by elders upon scoring) as well as team color, if they are carrying tokens. Spread them out, or make one super beast... Up to you how to distribute.
Clerics: Unlimited HEALING spells (cures/rez) as per character level, offensive spells cost normal points.
Druids: Vine Wall (ONE (1) elder issued, 20 foot, yellow rope (issued to you at check in (say you are a Druid...)) that may only be tied between ANY 2 trees (not shrubs, not more than 2 trees). Make up a 60 word spell for this (costs no points). Normal Darkon wall rules apply. When the Druid dies, the Vine Wall goes away (Druids, you are in charge of running your Vine Wall, when you die, tell everyone “wall is gone” and get it back in your pouch or whatever. If you are not by your Vine Wall when you die, hurry back and take it down BEFORE you go to hades). Dispel magic makes it go away. The Brooch of Shielding allows bearer to pass through. The arrow of piercing goes through.
Rangers: Ignore Vine Walls. Enchanted arrows ignore vine walls (make sure you call this out LOUD).
Mages: Unlimited REPAIR/DEFENSE (mend/charge/gaseous form) spells as per character level, offensive spells cost normal points. NO Giant Growth.
Warrior Mages: Unlimited REPAIR/DEFENSE (mend/charge/missile ward) spells as per character level, offensive spells cost normal points. NO Giant Growth.
Thieves: Can wear opposing team’s colored headband as part of disguise. Can have one token in their pouch. Can loot tokens.
Assassins: Can wear opposing team’s colored headband as part of disguise. Assassins may turn 1 token into an elder in exchange for 2 black headbands. The Assassin may then kill an opposing team member while in disguise and choose to “assassinate them” by giving them one of the black headbands. The other member must wear the black headband (as well as their team color) and can only play a first level fighter (no token use) until they turn a token in to >edit< THEIR FLAG ELDER (in their base) >/edit< to have it removed. At that time they resume playing their original character.
Monks: Monks are 5 foot radius (so 2 feet farther than arm’s reach) giant growthed, ONLY if they have the flag. Monks must make their own giant growth headbands for this, and should just wear them if they want the bonus. Again, it ONLY counts if they are holding a flag, and represents their martial arts mastery.
Cavaliers: Same as fighters, but with normal cavalier abilities.
Team with the most tokens at the end of the day wins.
Each country on that team gets something fancy (if the people in charge allow it).
Tower, Boat, Gold....whatever makes people happy and is allowed.
The player with the most flag captures gets 200 gold!!!!
Have fun, fight hard, be strategic!
-Thrush & Cas
WE NEED RADIOS AND A FEW ELDERS! Thanks!