Barrok
13th February 2005, 09:05 AM
The Garshash Duelling Labyrinth
Under the duelling guild’s tower there lies a huge labyrinth full of strange dimensional portals leading to different parts of the maze. The Garshash Duelling Guild have prided them on their ingenuity and insanity when constructing this chaotic place. The corridors and rooms are laced with death traps, wandering lost wizards from other duels, roving bands of monsters, Garshash death squads and it is rumoured that a minotaur lord feasts on the lost and damned.
When a duel is held in the labyrinth all duellists are teleported into random parts of the Labyrinth, the wizards must then navigate their way around trying to knock out or kill the other wizards who have entered. When the final opponent is knocked out the last wizard standing is teleported out and receives there prize. Though if it’s a a group duel the winning side who are left standing are all teleported out of the labyrinth.
The wizards left in the labyrinth must venture its winding corridors and death trapped rooms trying to find the centre stone which will give them freedom from the maze. Though the wizards have to defeat a regenerating Pyro Hyrda to get to the stone.
The contestants are watched on a huge magic mirror in the Garshash halls (80’ * 30’), the mirror also provides full surround sound to add to the viewer’s pleasure.
Rules
-When entering the competition you must state whether you are a solo or team player.
-Only killing, incapacitating or knocking out the other wizards or teams will result in you and/or your team being teleported out.
-All magics are permitted. Even though teleportation and dimensional travel magic does not work as it should in the labyrinth.
-All magic items are allowed. When a wizard is incapacitated then you may take all there items.
Special Features
Teleportation magic/ dimensional travel magic does not really work. Though using it causes monsters to be summoned, fire to blast the area, bright colours blinding the caster etc.. in other words it produces varied and nasty effects which is up to the DMs ingenuity
Under the duelling guild’s tower there lies a huge labyrinth full of strange dimensional portals leading to different parts of the maze. The Garshash Duelling Guild have prided them on their ingenuity and insanity when constructing this chaotic place. The corridors and rooms are laced with death traps, wandering lost wizards from other duels, roving bands of monsters, Garshash death squads and it is rumoured that a minotaur lord feasts on the lost and damned.
When a duel is held in the labyrinth all duellists are teleported into random parts of the Labyrinth, the wizards must then navigate their way around trying to knock out or kill the other wizards who have entered. When the final opponent is knocked out the last wizard standing is teleported out and receives there prize. Though if it’s a a group duel the winning side who are left standing are all teleported out of the labyrinth.
The wizards left in the labyrinth must venture its winding corridors and death trapped rooms trying to find the centre stone which will give them freedom from the maze. Though the wizards have to defeat a regenerating Pyro Hyrda to get to the stone.
The contestants are watched on a huge magic mirror in the Garshash halls (80’ * 30’), the mirror also provides full surround sound to add to the viewer’s pleasure.
Rules
-When entering the competition you must state whether you are a solo or team player.
-Only killing, incapacitating or knocking out the other wizards or teams will result in you and/or your team being teleported out.
-All magics are permitted. Even though teleportation and dimensional travel magic does not work as it should in the labyrinth.
-All magic items are allowed. When a wizard is incapacitated then you may take all there items.
Special Features
Teleportation magic/ dimensional travel magic does not really work. Though using it causes monsters to be summoned, fire to blast the area, bright colours blinding the caster etc.. in other words it produces varied and nasty effects which is up to the DMs ingenuity