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Warbook 2024

Drachenfest US 2024 Warbook pdf version

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0% found this document useful (0 votes)
106 views41 pages

Warbook 2024

Drachenfest US 2024 Warbook pdf version

Uploaded by

Stephen Shaw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DrachenFest U.S.

War Book v2.1


© 2024 DRACHENFEST US
What’s all in here anyway?
This document is designed to teach you the rules behind the DrachenFest competition.

First, you'll learn about the war... Go over armaments...


What War? Overview
Scoring Attack Time & Monster Hp Chart
What's a Battle? Large Monsters
Battle Refs War Machines
Banners Explosive Barrels
Dragon Eggs Safety
Alliances
And finally...
The different kinds of battles... The End of the Day
Field Battles Checking Out
Sieges
The Final Battle

We'll talk camp setup...


Borders
Gates
Palisades
Gatehouses
Sabotage

Thanks to
Designers Based On Editors
Brendan Faithful, Carissa Donker,
Dan Comstock DrachenFest Dan
Jake Gardner, Spencer McGhin,
Zach Hershberger Codex Beli Comstock
Rhys Benson, and Dan Eisele.
Bela Turk by Jannis
Contributions from Hearthlight
Wick
Illustrations and art by Emmaline
Mae, Ara Mercado. Marx Fidel,
Design and Layout by Sammy
Stone
“What war?”
At DrachenFest, five great dragons and their armies compete to capture and hold each other’s
banners. Successful teams will win Dragon Eggs, a type of scoring token. Whoever has the most
at the end of the week will rule the Dragon Realm for the coming year. This document presents
rules for these large-scale war games.

The war game is a critical aspect of the DrachenFest contest. It ties into plots, politics, and other

realms of gameplay - all driven by you! But you can contribute without picking up a sword.
Diplomacy, sabotage, or even walking the runway—everybody has a way to influence which
cosmic force deserves to rule.
Learn the battle
basics.

What’s a battle? Initiating a Battle?


A battle is a conflict where there are at least 50 When your army is getting ready for war,
people (in total), or when a camp is threatened referees (Refs) must be informed of your
(regardless of the number of combatants). intentions. You can’t “schedule” battles ahead
Anything else is called a skirmish. of time - when your group is starting to
assemble, that’s the right moment to tell a Ref.
Battles may only be initiated after the Opening That formally “initiates” the battle, and
Ritual, and no later than 9pm. On Thursday triggers the back-end communications which
and Friday, battles can take place between 9am move Battle Referees to the right spot.
and 9pm. Battles on Saturday morning may
only be initiated until 11am. If you are organizing a battle-whether you are
part of a large army, or are in a group of over
Saturday afternoon is reserved for the Final 20 people with the intent to get into a fight, go
Battle. on a raid, or just look for some action, inform a
Ref as soon as you can.

Skirmishes can happen spontaneously.


Sometimes they escalate into battles. That's
why you should tell a Ref if you're looking for
trouble with a big group!
Battle Basics

What do battle refs do? Treat them well


A battle Ref's ultimate goal is safety. They may Some calls made by a Ref may feel unfair. For
use their body and arms to secure and block example: a call to evacuate a portion of the
safety hazards, form safe exits out of potential battlefield due to a potential crush situation
‘crush’ situations, or interrupt the battle with (where one force pushes another against a
a global “time out” call if they see a situation barrier, or into a crowd of downed players) may
that needs to be addressed. feel like a lost opportunity for the attackers. These
calls are made for safety and fairness, based on
Battle Refs also check fairness in combat and what the Refs can see. When a call is made, do not
game mechanics, calling out individual players argue. Follow the Ref's instructions as quickly and
who they see as either ‘not taking hits’, (ie not safely as possible. Refusing or ignoring a Battle
reacting), using faulty or dangerous Ref’s calls on the field may result in disciplinary
equipment, or potentially endangering other action.
players with their playstyle. They may remove
potential issues (player or equipment) from If you feel a call was unfair, approach the
the battlefield as required. Battle Ref team after the battle to discuss.
Refs are only human and can make mistakes!
Arrows and Orbs We are open to feedback, and can only
During a battle, Refs will also collect arrows off improve with your help.
the ground. Arrows with broken nocks should
be handed to Refs. After the battle, arrows and
Orbs of Power will be dropped off in a pile by
the edge of the battlefield or nearest camp.

It’s a good idea to put your name or an


identifying mark on your own arrows. Archers
will often meet up after the battle to return
arrows to their owners.
Let’s talk about
banners & eggs.

Banners are Important Carrying Them


Each camp has a unique banner which is The belt cannot be stolen or in any way withheld
usually kept on their Banner stand. There are from its team; it can always be summoned by a
special rules for moving banners and everyone brief ritual at a Dragon Shrine. While blessed and
should be familiar with them. wearing the banner carrier belt, and carrying a
banner, the banner carrier cannot be attacked.
Most importantly: To transport a banner The camp can change banner carriers, but can
outside of a camp, it must be moved by a only designate one at a time.
banner carrier. An Avatar can designate one
barrier carrier at a time. While carrying a banner, a magical force
prevents weapons, spells, and poisons from
The character must be blessed by the Avatar affecting the banner carrier. But in this state,
while wearing the banner carrying belt they may not carry weapons or cast spells
(provided by the game) and only one banner either. They cannot move faster than a slow
carrier per camp can be anointed at a time. walking speed. If surrounded by enemies, the
banner carrier is considered “captured” and
must go wherever they are led. A banner which
is outside of a camp cannot be “dropped”.

Sneaky Captures?
Can a banner carrier steal a banner in a sneaky
way ? During normal war hours, yes. But only
if the gate is open, and nobody is on guard in
the enemy courtyard.

If the banner isn't contested, then it's not


anchored; a banner carrier may take the
banner and walk home with it. As usual, a Ref
needs to be present to supervise, and the
banner carrier can only walk away at a slow
pace.
Banners & Eggs

Dragon Eggs They're magic


are DrachenFest’s scoring tokens. They don’t Each Dragon Ark is enchanted - when a Dragon
contain baby dragons - the dragons created Egg is in the ark, its carriers are immune to
these eggs as symbols of victory. They are weapons, arrows, magic, and poison (but cannot
about 10 inches tall, but in-game, we roleplay take offensive actions either). If you surround a
that they weigh hundreds of pounds. Dragon Ark with warriors, there is no need to hit
the carriers - they must surrender the chest’s
They can be earned through war, tournaments, contents to their attackers, or go where they are
and quests, among other things. Similar to led.
banners, there are special rules for moving
Dragon Eggs. Dragon Eggs are one of the most The Dragon Ark cannot be destroyed in any way,
potent forms of diplomatic currency, as they and it cannot be withheld from its faction - like
can be traded between camps or sacrificed to the Banner Carrier belt, they can summon it back
further empower ritual magic in the great to their camp with a brief ritual (providing that it
ritual circle, for example to create magical is not currently holding a Dragon Egg).
artifacts.
Don't drop them
They're heavy... If a Dragon Egg is left on the ground for more
and should be roleplayed as such. If you are than 60 seconds (which may happen if its holder
holding one, you cannot move—the egg is fixed is killed), it vanishes forever. Each camp has an
in its location. No passing the egg to others, Egg Stand, a space where their Dragon Eggs are
either. Eggs have to be moved using a Dragon stored. Once an egg is placed in one of the sockets
Ark. Dragon Arks are chests with handles for on the stand, it counts towards that team’s score.
two people, provided by the game. It can only be It can’t be removed until the end of the game. If
carried by members of the camp it originated you want to trade an egg, or use it in a ritual,
from. If there is an egg in the Ark, it cannot don’t socket it! Unsocketed eggs can be kept in
move unless two people carry it. They must the Dragon Ark, or on a table next to the
move at a slow pace. Up to three eggs may be courtyard. On Saturday before the final battle, a
carried in an Ark at a time. team can summon their own banner back to their
camp by performing a ritual that consumes 2
A Camp Ref must be informed any time an Dragon Eggs. Unlike other rituals, already
Ark is brought out of its camp. socketed eggs can be used.
What about Alliances?

Your camp diplomats can forge relationships with other


camps. One of their formal tools are alliances.

A war alliance is an agreement to siege together. A defensive


alliance is a call to arms when a camp needs support while
being sieged.

Alliances must be sealed in writing, and stamped by a camp


Ref.
We won’t call them in.

Refs will not call in an alliance for you. You must determine an
attack is imminent on your own, and send a runner. The ally
can then assemble their forces and march to your camp’s
defense.

If allied forces (or helpful bystanders) support the defenders


during a siege, they can only do so via the front gate,
surrounding the siege force from the outside. If the attacking
army has already won—that is, they've captured the banner
and is on their way back—then another force may engage
them in a field battle and attempt to intercept the banner.
Field battles
and Sieges?

Besides small personal skirmishes between a few Always tell a ref


people, there are three types of battles at Traveling forces who know that a field battle
DrachenFest: Field Battles, Sieges, and the Final could take place must inform a referee. Often
Battle. times, a ref or a battle ref team may
accompany them as soon as they leave their
Field Battles camp. Sometimes a battle may break out
are planned or spontaneous battles between spontaneously, and sending for refs would
two camp armies that occur away from a camp's spoil the moment. You don't have to wait for a
gate. Sometimes called “honor battles”, these ref to arrive, but do your best to loop them in
typically take place in a neutral location. when there is a chance of a battle occurring.

If planned, these battles may have terms or


conditions prenegotatied by a camp's diplomats
or warmaster.

For example, a camp may agree to wager a


Dragon Egg or a banner on the results of the
fight. Or two armies may meet on the road and
exchange insults - if a fight breaks out
spontaneously, and there are enough people
involved (about 50 or more), it's a battle!
Battle Types

Sieges Stay in Courtyards


A siege is a direct attack on a faction’s camp. A After the attackers break open a gate, the
siege can only be initiated against a camp siege’s final beats will take place inside. The
which currently has a banner. All attacks must courtyard border becomes important -
be directed at a camp’s front gate—you can’t attackers cannot pass the courtyard and enter
snipe or cast spells into a camp by walking the defending camp. Defenders must remain
around it. inside that box - they can’t shoot or cast into
the courtyard from outside of it.
Players should treat any border ropes the
same as large walls. During the battle, anyone who steps out of the
courtyard border has forfeited and may not
Siege Overview rejoin the battle. Refs who see people step over
The attacker's goal is to use a Large Monster or the border will remove them from the fight.
War Machine to break open the camp gate, This does not apply to the area immediately
take control of the defender’s courtyard, and outside the gate - attackers can fall back, and
finally, seize the banner and return home. If defenders can push the attackers out and hold
the attackers defeat all the defenders in the that area - without leaving the battle.
courtyard, or if they occupy it with more
combatants than defenders for a full five Damaged armor cannot be repaired during the
minutes, the siege is successful. A Ref will battle. Defending healers tending to active
indicate when either of those conditions has combatants must remain within the courtyard.
been accomplished. Any banners present in the If someone is treated within the camp, outside
courtyard are no longer anchored to their of the courtyard, they cannot re-enter the
Banner stand, and can be captured by a banner battle.
carrier (see rules about Banner Carrying). A
siege cannot be initiated without a Large The courtyard border will be marked on the
Monster or War Machine. ground with flagging tape.
What about Banner Protocol?

Banners may only be moved by a designated Banner Carrier


wearing the banner carrier's belt. Make sure to bring one with
you when you siege another camp!

If you are successful in conquering another camp and don’t


have a banner carrier with you, you will either have to leave
without the conquered banner or wait until your banner
carrier has arrived with their belt.
In the mean time...

You risk being expelled from the camp by defenders or other


challengers.

If multiple banners are present within a camp, the attacking


army’s banner must be captured first (if present) and the
defenders flag must be captured last. IE. Pink Camp has the
Pink, Purple, and Teal banners on display. If the Purple army
wins a siege, they must first take their own banner, then return
to take the Teal banner, then the Pink banner. Remember: a
Banner Carrier may only hold one banner at a time.
Let’s talk about
defending camps.

Building Defenses For example...


Each camp is provided with a basic gate, with If a gate has a 20-minute Defense Timer, and is
palisades on either side of it. Camp members attacked by a Large Monster with a 5-minute
can enhance (or replace) this structure during Attack Time, the gate will open after 15 minutes of
the pre-game days (up until the opening ritual) its sustained attack. These calculations and
by decorating it and building features. timers are tracked by the Referees. When the
timer runs out, the Refs will call a Time-Out so
These determine the gate’s “Defense Timer” or the doors can swing open and be fastened in
the amount of time it takes to destroy the gate. place before melee begins.

Gate Crashing Broken Gates...


When a camp sees an enemy force Once a gate’s Defense Timer has been reduced to
approaching, they may seal their gate. Tell a ref zero, the gate is broken. The combat near the gate
that it's sealed. It can't be opened and closed will time-out, and resumes once the gate is lashed
while under attack; if you open it during a opened and securely out of the way.
siege, the gate can't be re-shut until the siege is
over. War Machines, Siege Monsters, and other Broken gates can’t be sealed again until a
methods of attacking a gate have an “Attack Carpenter repairs at least 10 minutes of Defense
Time”. When they first hit a gate, they reduce Time.
the Defense Timer by that amount, to a
minimum of 5 minutes, and then the clock
begins ticking down!

An Explosive Barrel speeds up the process (but


can't open a gate by itself). Monsters roleplay
slow heavy attacks, and War Machines must
fire at the gate at least once per minute.
Referees pause the timer if attacks cease, if
numerous attacks miss, if attacks don't reach
the gate, or the gates are opened from within.
Attack Times from multiple sources can be
combined.
Siege Breakdown

Sieges from attacker’s position... Sieges from the defender’s position...


Tell a Referee what camp you're going to
Spot the enemy army approaching.
siege, and what you're using to do it
If you have a defensive alliance, send a
March to the enemy camp
runner to call it in
Get your Large Monsters / War Machines in
Seal your gate by barring it shut. Tell a Ref it's
position to attack the gate. When the first hit
sealed.
against the gate lands, the Defense Timer is
Archers and spellcasters who have some
decreased by the Attack Time (minimum: 5
means to see over / through the wall attack
minutes), and starts ticking down.
the enemy, especially the War Machine crew.
When the timer runs out, the gate will open.
If that doesn't work, you've only got a few
Fight your way into the camp.
minutes before the gate is bashed open - call
Defeat the defending forces, or hold their
your forces to the courtyard, get ready to
courtyard for 5 minutes.
rumble!
Banners are now unanchored, the banner
carrier takes one.
Go home and celebrate!
The final battle is a
big deal.

Almost everyone fights or watches. At the beginning...


The final battle of DrachenFest takes place on of the Final Battle, camp armies begin on the field,
Saturday afternoon, in an open field featuring a in a position determined by the Referees. Refs
castle facade. All camps bring their banner to may permit allied teams to start together, but will
the battlefield. Each force tries to capture each make the final call about army starting positions.
other’s Avatars and banner carriers, and bring Camps can set up their own water/shade stations
them through the castle gate. at the edge of the battlefield.

Nearly everyone prepares for it. Each team assembles around their Avatar and
Diplomats and the camp council should work banner carrier. The Avatar and banner carrier are
especially hard on Friday and Saturday treated as a unit and must remain within 20 feet
morning to secure written alliances for the of each other throughout the final battle (so that
final battle. the Avatar’s position is visible to all). Once the
battle begins, teams confront each other,
Last minute betrayals and side-switches can be attempting to capture each other’s Avatars.
pre-planned—"If our camp's part of the final 3, Avatars and banner carriers should not be
let's team up against the third, then have a attacked directly, and may not flee or intervene in
final showdown!" the battle. If they are surrounded, they will
surrender and are considered Captured.

What if we have no banner?


A faction can only score in the Final Battle if it can
bring its own banner. If not, the faction can cast a
ritual at its Dragon Shrine, spending 2 Dragon
Eggs to summon its banner (for this ritual only,
you can use “socketed” eggs). If a faction does not
have 2 Dragon Eggs, we recommend using
diplomacy and bartering with other camps for
them.

Failing that, they can only join the Final Battle


by supporting another faction’s army.
The Final Battle

The Objectives Scoring


The goal of the final battle is to capture each Dragon Eggs are also awarded to the last three
other’s Avatars and then bring them to the castle camps standing on the battlefield with their
gate. Once the Avatar steps into the castle gate, Avatars. The last Avatar standing receives 4
they are removed from play and that faction is Dragon Eggs. The second-to-last Avatar on the
considered defeated. field earns 3 Dragon Eggs, and the third-to-last
earns 2.
Surviving members of that faction may continue
to fight by joining their allies. The faction who After the final battle, no more official battles may
delivered the Avatar to the castle gate will be be initiated, save for small skirmishes or honor
awarded 1 Dragon Egg. duels. The results of the final battle will be
announced at the closing ceremony ending the
Dying & Knockout DrachenFest contest on Saturday night
During the final battle, if you are killed, you don’t
go to Limbus–head to the spectator area. There Final battle ranking - Eggs Awarded
will be an area designated as an off-game
The Last Camp Standing 4
spectator area. You may watch the remainder of
2nd Place 3
the final battle from there.
3rd Place 2
4th & 5th Place 0

+1 Dragon Egg per Avatar delivered to the Castle


gate.
What about the camp set up?

Each camp has a few elements and locations that are part of
warfare. The most important of which are the Front Gate,
Palisades, and Borders.

The Front Gate is a camp's only access point. Players who wish
to enter, exit, or attack the camp must do so through the gate -
you cannot walk around the camp's boundaries, or enter
through the sides or back of the camp. The gate can be opened
and closed, and can be improved to withstand attacks.
We take camp borders very seriously.

The front of the camp has a gate and palisde walls on either
side. If you want to observe the camp, or fight it, you have to
go through that gate—no going around, or through the back.

Camps may have a border marked with stakes and twine.


Outside players should treat the camp’s boundaries like a big
wall - you can't spy on a camp or shoot at people over the
border.
A camps’ setup has
some rules.

Camp Gates
are tactical elements. The game will set up a The courtyard
basic framework, which may be enhanced and is an area at least 30’ x 30’ which begins
decorated by players of that camp during the immediately inside of front gate.
"early arrival" days, before the opening ritual. The borders are marked with flagging tape.

Before the game begins, the gate will be If a siege begins, this area must be cleared of all
evaluated by Referees and assigned a “Defense tents and structures immediately.
Timer”, the amount of time needed to force it
open.
Camp Setup

The Egg Stand The Banner Stand


is a board with holes in it, provided by the is adjacent to the courtyard. The camp’s banner
game, where captured Dragon Eggs are is displayed here. Enemy banners can be
displayed. These are, essentially, a team’s displayed near here, or in front of the camp,
“score”. Dragon Eggs can be traded or stolen or displayed on the palisade wall.
used in rituals until they are socketed into the
Egg Stand. Then, they are locked in place until All Banners are “anchored” in place until the
the end of the event. Socket eggs into the stand courtyard has been captured by an attacking
by performing a short (~3-5 min) ceremony. force. If multiple banners are present, follow the
Banner Protocol.
A Referee must be present, and this can’t
happen during a battle (once the enemy force
is in view of the gates, it's too late).
You’ll defend
your Gates.

Defense Time can be increased There are safety Requirements


The gate’s Defense Timer can be increased by Gates must easily close and open: specifically,
constructing features on pre-game setup days. the hinges attaching the gate to the palisade
The max Defense Timer is 60 minutes. anchors must be of sufficient strength to support
the weight of the gate, without sag, & in good
Construction should be planned collectively by oiled working condition.
the camp, before everyone arrives. Wrap it up
by the Opening Ritual! If you plan to replace or Must be light enough to be opened by 1
significantly reconstruct a camp gate or person: No extremely heavy materials or stakes &
palisade, let the Build Team know before the ground anchors into the middle of the gate
event, so they can account for that in their opening, which may hinder opening the gate for
plans. emergency processes, or require 2+ people to
move the gate.
The Gate Itself
The basic gate starts with a 10-minute Defense The Gate latch must be a simple unlocking
Timer. You cannot attack (using weapons, spells, mechanism, such as a sliding wood 2x4 or
or arrows) through any holes in the gate. similar - opening & closing the gate via cracking
real-life locks or playing with complex unlocked
Tier 1 puzzle mechanisms is not allowed. Puzzle
Basic gate provided by camp. Includes two doors, mechanisms can be attached to the gate to
and a canvas covering. represent the 'lock', but must not be part of the
Base Timer: 10 minutes mechanism itself.
Tier 2
Basic gate is painted and decorated.
Base Timer: 15 minutes

Tier 3
The camp constructs their own custom gate.
Base Timer: 25 minutes

Tier 4
Fortress-style gate, a significant
construction project.
Base Timer: 30 minutes
Gate Defense

Repairing Gates Spying on Gates


Crafters who know Carpentry can repair gates. An engineer can spy on a gate to evaluate its
Time spent working on the gate recharges the Defense Time. First, they should contact the
Defense Timer. This cannot be done during battle, camp’s Referee, to let them know their goal. The
and the engineer must work on both sides of the engineer must study the gate and palisades,
gate (inside and out). A repair session takes a making sketches and calculations, while
minimum of 10 minutes, even if the gate requires remaining within roughly 30 feet of the gate for
less than 10 minutes of repairs. five continuous minutes. If successful, the camp
Ref will reveal the Defense Timer.
During a repair session, multiple Carpenters may
work together as a team. For example, two Decorations
engineers working together restore 2 minutes of Up to six decorative elements contribute to the
Defense Timer for every minute they work. Defense Timer. Each unique element can add up
to 4 minutes to defense. Multiple elements of the
Broken Gates same type (ie six arrow slits, four matching
If a gate has been broken down (ie, its Defense gargoyles) generally count as one element. These
Timer has been reduced to zero), the gate can’t be could include:
closed until the timer has been repaired to at least
10 minutes. Military Decorations - murder holes or arrow
slits on the palisades, portcullises, larp-safe
For example, if a destroyed gate had a 20 minute spikes, etc. Any holes in canvas must be
Defense Timer, repairing it takes one Carpenter anchored to a wooden frame.
20 minutes, or two Carpenters 10 minutes. Civil Decorations - Artwork, sculptures,
Additional Carpenters can't help, because the clocks or clock towers, material covering,
minimum repair time is 10 minutes. gargoyles, plant life.
Palisade Protocol
must be followed.

Palisades Decor Matters


The game provides canvas covered walls for 15- Palisades can also be decorated or improved to
20 feet on either side of your gate. These can be increase your gate's defense timer.
expanded, decorated, or replaced completely.
If the camp palisades have holes or windows, Tier 1: Basic walls with no additions: +0
anyone can attack through them with ranged minutes
attacks and spells but not melee weapons. Tier 2: Walls are completely repainted: +5
minutes
Any holes must have a wooden frame anchored Tier 3: Walls are completely replaced with
to the canvas. These gaps can be blocked by custom camp construction: +15 minutes.
things like shields. Don't lean on the palisades (Any tier) Extending walls, at least doubling
or push on them during combat. A hole in the their total length: +5 minutes
wall must be at least 3 feet by three feet for a (Any tier) Building crenelations along the
War Machine to fire through it. top of the wall: +5 minutes

Shooting Over Walls


For defenders to shoot over the wall at attackers,
they must be able to clearly see over the wall.
Cooper's Lake (the campsite) does not permit us
to build structures that can be stood upon,
however existing campsite structures or objects
may be approved by a Ref on a case by case basis.
Please be aware that shooting over a wall may,
(purposely or not) make your face a target. If you
can shoot out, they can shoot in. Plan accordingly.

Attackers outside the wall can't hit archers with


melee weapons, even if they can reach.
Gate Houses

The Gatehouse Gatehouses have limits


Each camp gate swings open against a backstop, They can’t be used as a defensive position to
five feet away from the wall, which blocks it from shoot inwards at the battle square (after the
opening further than 90 degrees. camp's gate has been breached). However, with
an arrow slit or two, it could be used as a
This backstop creates a small empty space just defensive position to fire outwards.You can't
inside of the gate, which can be decorated and build on the courtyard, but gatehouses attached
built into a gatehouse. A small gatehouse could to the wall are an exception as long as they don't
stow equipment and checked weapons, and complicate camp entry. You can't turn the
larger gatehouses could even host entire guard entryway into a corridor or funnel.
enterprises.
Tier 1: Backboard covered with canvas,
canvas awning and pole create a roofed area.
Has a table and chairs or other basic
decorations. +5 minutes
Tier 2: Gatehouse has walls on all sides, and
a door. +10 minutes
Tier 3: Gatehouses on both sides of the gate,
decorated, built into wooden constructions,
highly decorated. +15 minutes.
You can
sabotage camps.

There’s a process for Sabotage You can’t sabotage everything


You want to sabotage another camp’s tactical Player projects and spaces, your own props, or
elements, like their alchemy lab, herb garden, any form of sleeping tent, can never be a target of
dragon shrine, or war machines? First, check-in sabotage. If you create tactical elements for your
with that camp’s Ref. They will give you the camp, such as an armory tent, or a great magical
parameters of your task. If you succeed, check-in obelisk which is involved in camp rituals, you
with that Ref again. They will review whether may choose to tell your camp Refs that this item
the goal has been fulfilled (ie placing fire ants in can be sabotaged. If the item provides some kind
the herb sabotage receptacle, or completing a 5- of boon, this will increase its effect.
minute desecration ritual).
Saboteurs should bring well-contained props to
Refs may also disallow sabotage if a camp is leave as evidence of their mischief. The target
having a very rough time OOG, or has already camp’s Ref will give the parameters about how to
been the target of relentless sabotage and would use that prop (ex: “You must place your locust
not benefit from the roleplay. props in the sabotage receptical in the corner, but
don’t step on the dirt.”). Saboteurs may never
In these cases, we ask that you respect a Ref’s damage props, or spill liquid, flour, or any
discretion and pivot your nefarious intentions other materials on a camp’s tactical elements.
elsewhere.
Sabotage

Some spaces can be sabotaged...


Dragon Shrines
You do not need special skills to sabotage an
The Dragon Shrine is a sanctified nexus of
enemies’ herb garden or alchemy laboratory
magical power, allowing a camp to cast smaller
but sabotaging an enemies Dragon shrine
rituals. The shrine can be desecrated by an enemy
requires a 5 minute ritual and the Ritual Magic
ritualist casting a 5-minute long ritual there.
skill. Rumor has it, some Alchemists know how
Then, it cannot be used again until it is re-
to raise special animals which can harm an
sanctified by a Ritualist.
enemy's garden. Other creative sabotage
gameplay is potentially possible, but at the
target camp Ref’s discretion.

Gardens, Alchemy Labs, and


Crafting Workshops
Gardens, Labs, and Crafting Workshops will also
be adjacent to the courtyard. These areas and
props may only ever be touched by their owners.
However, the garden, laboratory, and crafting
workshops have a sabotage receptacle where
enemies can place game items, like fire ants, to
devastating effects.
What about the big guns?

Each Camp’s army can include Large Monsters or deadly War


Machines (sometimes called Armaments).

Large Monsters are towering mobile combatants


representing fantasy creatures such as giants and treants
or magical constructs like golems and elementals.
War Machines are portable heavy ranged weapons like
catapults, cannons, and ballistae.

The more detailed, large, and impressive the prop/costume,


the more powerful it is.
You need to register them.

Take your armament to the design team for evaluation. They will
assign it a “tier”, 1-4. Evaluation takes place during the following
hours outside the Design Team HQ.

Tuesday 4-6pm
Wednesday 11-1pm
Thursday 11-1pm

While this is a subjective rating; it factors size, operator equipment,


visual appearance, and the atmosphere it brings to the battlefield.
They will also check armament safety by looking for structural
integrity (does it fall apart if hit?), sharp edges, hard spikes/exposed
nails or screws, or any caustic/staining pigments. All striking
surfaces and projectiles must be sufficiently padded. They’ll test fire
at a referee. If it fails any of these tests, a Referee will discuss
suggestions to bring the construct within compliance. (So bring
your tools!)

By default, all armaments are immune to spells. During evaluation,


some may negotiate special weaknesses or vulnerabilities. This
information will be written on a card and attached to the War
Machine or carried by the monster handler.
How do you use
Armaments?

One at a time Getting Help from the Bazaar


A War Machine must be “built” or Large Monster The Dragons care deeply about balance, so only
“summoned” to “activate” it before it can be one Large Monster AND one War Machine from
brought to a battle. the bazaar can join a given side in a conflict
(whether that side is a single army, or a coalition).
The higher the tier, the more roleplay should go There can never be two bazaar Monsters or two
into its building or summoning. bazaar War Machines on the same side.

Each Camp is only allowed to field one War If a side arrives with multiple bazaar Monsters or
Machine and one Large Monster at a time. Want multiple bazaar War Machines, they must choose
more on your side? Have your diplomats get help which one to field. The other can't join that battle,
from other camps! even if the first one is defeated. If there's time,
two bazaar Monsters who happen to have been
They're counters hired to fight on the same side could choose to
War Machines and Large Monsters are foils for have a brawl for dominance to see who gets to
one another and act as direct counters. join the battle. (Because this is just a cool
showcase duel, the winning monster wouldn't
War Machine projectiles that score a direct lose any hp for the upcoming battle).
hit on a Large Monster deal 5 hp damage.
War Machine projectiles that score a direct
hit on another War Machine disable them for
five minutes.
Large Monsters destroy a War Machine by
roleplaying striking it in melee.
When Large Monsters fight, they brawl to
the death. Like any brawl, it can be
interrupted.. But Monsters hate it when
people interfere, and sometimes unite to kill
distractions.
Armaments times & hp by tier

Large Battering Cannon / Explosive


Tier Ballista Trebuchet
Monster Ram Catapult Barrels

5 min 5 min per barrel


0 min 5 min 10 min 15 min
Tier 1 5 hp (max 3 barrels per
siege)

10 min 5 min per barrel


5 min 10 min 15 min 20 min
Tier 2 10 hp (max 3 barrels per
siege)

15 min 5 min per barrel


10 min 15 min 20 min 25 min
Tier 3 15 hp (max 3 barrels per
siege)

20 min 5 min per barrel


15 min 20 min 25 min 30 min
Tier 4 20 hp (max 3 barrels per
siege)

Combined Attack Times can't reduce a Defense


Timer below 5 minutes.
Large Monsters
and their use.

They’re big A large monster's purpose


Large Monsters are, as a rule, oversized costumes When a large monster is brought into play, they
that should make one’s frame appear at least must be given a purpose, either “Siege” or
seven feet tall. Large Monsters must be “Combat”.
summoned or animated during a group ritual at
the camp’s Dragon Shrine. Siege monsters can only attack camp gates
Combat monsters can only attack creatures
One of the participants in this ritual is marked as and war machines.
the “handler” who will wear an orange
“noncombatant” sash (supplied by the monster’s To change the monster’s purpose, the camp must
“owner”), and accompany the Large Monster complete a ritual inside their camp. This cannot
into battle. This role has a purely out-of-game be done during battle.
purpose: to help ‘count hits’ for the monster and
watch out for unsafe situations. Unlike other
noncombatants, the handler cannot be captured
or executed. They need to stay by the monster’s
side at all times. If the monster dies and the
person in the monster outfit doesn’t need more
assistance, the handler can remove their sash
and become a regular combatant.
Large Monsters

Timers Monster Tiers


Large Monsters have a number of hit points equal Tier 1 Monsters have a costume covering
to 5 x their tier. the wearer’s head, arms, and torso. A body
suit, platform boots, and mask is not
Large Monsters are not affected by weapons, enough–the costume must include
spells, or arrows, except for the Smite Monster additional bulking or a frame so that the
spell. Some monsters may have a secret weakness monster’s silhouette is visually distinct from
(negotiated at time of evaluation). a regular combatant.
Tier 2 Monsters: the full body is covered by
Lost hp can be recovered after battle by casting a the costume and the size and bulk is much
10 minute ritual in the dragon shrine, or by larger than a person. The creature attacks
normal healing practices. with specially made monstrous weapons
and appendages.
Tier 3 Monsters: have ‘massive’
appearance, much much bigger than a
human and include some special effects or
extraordinary decoration.
Tier 4 Monsters: are truly humongous,
often requiring a vehicle or multiple people
to pilot.

Monsters must fight and move slowly, using


large deliberate motions. When you’re hit by
any part of a Large Monster, you lose 3 hp and
go flying back.

Weapons and armor ap cannot block any Large


Monster attacks. Shields struck by a monster are
broken.
War machines
and their use.

They’re crafted in play Damaging them


War Machines must be crafted in-play during a War Machines do not have hit points, but they
group roleplay scene where the device is can be destroyed when the machine’s operators
“finished”. Most are large enough that they can’t are defeated and at least 3 people with two
be moved by a single person - a ballista or handed weapons mime attacking it for one
cannon needs a team to operate it. Only people minute.
who participated in the “building” scene can be
part of the machine’s crew. While roleplay is encouraged, never actually
strike the War Machine prop with a larp weapon.
In order to attack, War Machine must have a The War Machine is “damaged” and must sit still
crew with the War Machine’s tier + 1 members. or be walked directly back to its camp and remain
This group must include someone with the there. It may not be reactivated for 2 hours. After
Crafting (Engineer) role. War Machines can fire that, an engineer can fix it by performing 10
once every 30 seconds. They must be reloaded minutes of repairs. If new members want to join
after each shot - no automatic or “multi-shot” the crew, they must help.
weapons are possible!
Getting hit by them
When you’re hit by a projectile shot by a War
Machine, you lose 3 hp and go flying back.

Weapons, shields and armor ap cannot block


any War Machine attacks.
War Machine projectiles no longer cause
damage once they touch the ground.
Never steal or kick War Machine projectiles
on the ground.
War machines

War machine Types... Explosive barrels


Catapult: tiers are largely determined by their Anyone can use a charge of blasting powder
frame’s height. Catapult heights range from three (which can be manufactured by some guild-
feet (tier 1) to six feet (tier 4). trained alchemists) to make small explosive
barrels. These can't open a gate all by
Cannon: tiers are determined by caliber, mass,
themselves, but they can support a Large
and look. Tier 2 requires a wheeled carriage, tier 3
Monster or War Machine.
requires a “massive” look, and tier 4 requires
special effects like smoke simulation, muzzle
Props must be at least 2 feet high. To attack a
flash, etc.
gate using these explosives, first coordinate with
Trebuchet: tiers are also based on size. They are a Referee. The explosive must be placed along
the most powerful siege weapon due to their the palisade wall next to the gate, but not in its
difficulty to construct and operate. We'll be footpath. These take a minute to set, and must be
generous with their tier ratings. “lit” by some method.

Ballista: tiers are influenced by their size,


Special effects using smoke or loud noises should
‘massive’ look, and projectiles. A tier 1-2 ballista
be cleared with Battle Refs prior to use. Any effect
shoots small projectiles or larp arrows. To be tier
that produces a sudden flash of light, a loud
3, it must stand five feet tall, and fire specially
noise, or smoke should be preceded by a loud
made projectiles. Tier 4 requires a massive
verbal countdown of “THREE, TWO, ONE.”
construction, larger than a person.

Battering rams: can only be used versus gates Each Explosive reduces a gate’s Defense Timer
and cannot damage creatures or War Machines. by 5 minutes (to no less than 5).
They are carried by their crew, and must be made A maximum of 15 minutes per siege can be
of larp safe materials (because they are used in earned this way.
close quarters, and may be dropped on feet).
Battering rams include a base and a head. The Kaboom!!
head’s size and appearance is a large factor in its Smoke effects cannot include pyrotechnics or
tier. Tier 3 requires a wheeled carriage. A Tier 1 anything that can create burning or choking
battering ram can be used without an Engineer. hazards. (remember, the wall is canvas!)
Safety and
Restrictions.

Being safe with the big guns Hard war machines


Large Monsters and War Machines can only stay War Machines that shoot projectiles are not
active and participate in battles if they are in contact safe for fighting and the crews operating
good working order. Damage sustained in them should keep the safety of others in mind
transport or during battle should be repaired as when moving or firing the device. Never actually
best and safely as able. strike a War Machine. All participants should
practice care when fighting near and especially in
If the prop has become unsafe it must be front of a War Machine. War Machines should
immediately removed from the field of battle not be fired at short ranges unless specifically
and inspected by a Ref before being used again. built to do so.

Soft Monsters If a Ref feels that any Large Monster or War


Large Monsters must be constructed contact- Machine is too dangerous, they may pull it
safe in a similar way to a larp shield. No metal or from play.
wood can be exposed or unpadded. All
participants should practice care when fighting
near Large Monsters as the internal operators
have a reduced capacity to perceive and balance.
Never shove, push or swing hard at a Large
Monster.

Take care not to damage the prop, all attacks


on a Large Monster should be “big-dramatic-
lightest touch” as the controller is counting
the hits.
Restrictions

The last call to “initiate” a battle is 9pm When it’s over


This doesn't mean the fighting needs to start by Our Referees will go off duty at 1am. After that
9pm, it just means that by 9pm, your camp point, roleplay and diplomacy continue, but
Referee has been informed of your intent, and some mechanics become limited:
your battle force is gearing up to march on their
enemy. You can't steal from camps or open enemy
lockboxes
In the interest of fair play, you also can't You can't sabotage locations like the
voluntarily move your Banners or Dragon Eggs alchemy table, herb garden, or camp ritual
after 9pm, as there is no opportunity for enemies shrine
to seize them in transit. You may have skirmishes and smaller
fights outside of the camps. Bandits (and
bandit hunters) on the field are fair play! But
be respectful of the player—if your victim is
heading to bed or the showers, let them go.

Does your camp need to have guards posted 24


hours a day? No! But until 1am, there is a chance
for thieves and saboteurs to sneak into your
camp. Full gameplay resumes in the morning
at 9am.
Need to close your camp and “Check Out”?

At the request and consensus of camp players, whole camps


can be ‘checked out’ of the war game. This is primarily a safety
mechanism to focus on enjoying other aspects of the game
without having to worry about their camp being sieged,
sabotaged, or otherwise attacked.

If your camp has been repeatedly besieged and just feels


beaten down, wants to focus on shopping in the bazaar or is
just too tired to continue - your camp can check out of the
competition. While checked out, your camp remains in-game.

This safety mechanism may not be used to give your camp a


benefit or edge in the contest, e.g. to avoid a hostile reaction to
a siege, conflict plot, or great ritual you have just initiated.
The procedure...

This safety mechanism can be employed by...

Talk to your camp leaders about how you’re collectively


feeling.
Camp leaders talk to the Referees about closing your
camp. Your Referees will discuss how long your camp will
be checked out (for a few hours? or until the next day?).
Tie up and cease any outgoing conflict plots which your
camp has initiated. This includes sieges, sabotages, great
circle rituals in the name of your camp. (Personal conflict
plots may be continued, but outside of the camp.)
Place all banners you currently have outside of your gate,
or in the most central accessible location via banner
carrier. These can be captured without siege by an enemy
camp.
Tell your Referees that your camp is ready to check out.
Referees will let all teams know that your camp is checked
out, and may not be attacked.
Go and enjoy any other part of DrachenFest, or get some
much needed sleep!

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