1259 Adventurers' Tournament

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THE ALL DARFURIA TOURNAMENTS OF 1259

Judging

Healers are judged by the average amounts of healing done at each level, temporary magical enhancement e.g. incense of meditation etc. will lead to disqualification.

Thieves are judged according to who wins their contest.

Spellcasters are judged by a ratio of (damage caused : damage received), opponents felled, and repeated quickness of action in combat (winning reaction 3 times in a row).

Warriors are judged by a ratio of (damage caused : damage received), opponents felled, and repeated quickness of action in combat (winning reaction 3 times in a row).

Key to side tents

All free entry to those with a ticket to that day of the arena events.

1. Boxing – contest take place daily as a knockout competition with the final on the last day.

2. Bards’ stage 1 – contemporary bards and ensembles. Performances by many famous and celebrated bards as well as the new, fresh upcoming talent take place every day from 12:00 until 02:00.

3. Exotic dancers’ bar – performances begin nightly from 23:00 until 06:00.

4. Wrestling – daily knockout contest, finals on Sunday.

5. Comedy bar – nightly shows from 21:30 to 02:00 including all forms of jesting and famous stars of the scene.

6. Hall of illusions – for general amusement and wonderment.

7. Martial arts – daily knockout contest, finals on Sunday.

8. Rave tent – run by wizards, for a small fee people entering may drink a potion of speed, MCs have shout cast on wand, lazer shows by illusions of dancing lights etc, tensers floating discs for decks, ottiluke’s irresistible dance cast on area while music is playing, Ventriloquism projects sound from ‘speakers’ etc., raves run nightly from 20:00 until 05:00 + (1d20 x 15 mins).

9. Circus tent – shows begin at 15:00 daily and include clowning, acrobatics, knife throwing, escapology and dangerous stunts, trapeze, hi-wire, animal tricks, juggling and fire breathing. From 10:00 until 14:00 each day there are workshops in various circus skills and sometimes by bards.

10. Arm wrestling bar – knockout contests twice daily with the finals on Sunday.

11. Bards’ stage 2 – more traditional bards and ensembles. Performances by many famous and celebrated bards as well as the new, fresh upcoming talent take place every day from 12:00 until 02:00.

12. Weightlifting bar – daily knockout contest, finals on Sunday.

13. Hospital tent – healing for all!

14. Food/bar – selling meat from beasts felled by competitors, customers may bid for meals, minimum charges apply.

15. Latrines – generally rather unpleasant.

16. Meeting tent – for briefings etc., guarded.

17. Noticeboard – anyone can post what they want.

18. Security HQ

19. Security posts

TIMETABLE OF EVENTS

Tuesday 31st

18:00 Deadline for entries to the official tournament to be received!!!

20:00 Opening ceremony with all the associated pomp and glamour. Introductions of some of the more favoured competitors, heroes of the past, officials and the Prince and Princess whose hands are up for marriage by King Elbedor IV.

21:30 Kaber tossing.

23:00 Steeplechase. Four laps of the arena over jumps including a water jump.


Wednesday 1st - Initial qualification.

12:00 The Beastmaster will produce increasingly more challenging beasts for warriors to defeat. A bull, a rhinoceros and an elephant will be provided for each entrant. Victory in all three combats is required to enter the tournament proper.

13:00 Martial arts contests take place in a side tent.

15:00 Arm wrestling knockout. Takes place in a side tent.

16:00 Paintball contest part 1. Contestants are each provided with a weapon that is -2 to hit and -1 reaction. Part 1 of the contest is a quickdraw style knockout.

18:00 Jousting contest in main arena. Contest continues until the loser is prone.

20:00 Boxing contest begins in side tent.

20:30 Arm wrestling knockout. Takes place in a side tent.

21:00 Wrestling contest in side tent.

21:00 The Beastmaster will produce increasingly more challenging beasts for spellcasters to defeat. A bull, a rhinoceros and an elephant will be provided for each entrant. Victory in all three combats is required to enter the tournament proper.


Thursday 2nd

12:00 Archery contest part 1. Three pigeons shall be released by the beastmaster, all must be felled before they fly away for the entrant to continue to part 2.

13:00 Martial arts contests take place in a side tent.

14:30 Missile contest part 1. Contestants able to fell a goat in three shots from their weapon’s maximum range may proceed to part 2.

15:00 Arm wrestling knockout. Takes place in a side tent.

17:00 Weightlifting. Takes place in side tent.

17:30 Blunt weapons contest. Burning rats are fired at contestants, they must be beaten away as far as possible.

19:00 Jousting contest in main arena. Contest continues until the loser is prone.

20:00 Boxing contest begins in side tent.

20:30 Arm wrestling knockout. Takes place in a side tent.

21:00 Wrestling contest in side tent.

22:00 Warriors are provided with a suit of padded armour (base AC8) and a wooden sword, club, staff or mace. Each weapon does base 1d6 temporary damage, ¼ is true damage. All warriors enter the arena, the last one left standing is the winner.


Friday 3rd

12:00 Archery part 2. A row of targets shall be set up considered AC 0 to -5. Highest points scorers proceed to part 3.

13:00 Martial arts contests take place in a side tent.

14:00 Missile weapons part 2. The same as for archery part 2.

15:00 Arm wrestling knockout. Takes place in a side tent.

16:00 Paintball contest part 2. Combatants enter the arena which will have been prepared with different kinds of terrain and cover, the last one unpainted shall be declared the winner.

17:00 Weightlifting. Takes place in side tent.

18:00 Jousting contest in main arena. Contest continues until the loser is prone.

20:00 Boxing contest begins in side tent.

20:30 Arm wrestling knockout. Takes place in a side tent.

21:00 Wrestling contest in side tent.

21:30 Warriors form teams and fight barefisted in a knockout tournament until one team wins. Further gold and points awarded.

23:58 The Assassins’ Guild tournament begins. First prize is a substantial amount of cash, possibly future offers of ‘work’, contestants need to arrange their own healing.


Saturday 4th

12:00 Missile weapons part 3. Same as for archery part 3 except only one of each weapon type will be permitted to continue to the finals.

13:00 Martial arts contests take place in a side tent.

13:00 Archery part 3. Moving targets of baneful and innocent creatures shall be released into the arena, points are scored for hits on evil creatures and hits on innocent creatures result in a loss of points.

14:30 Blunt weapons contest. Statues on unpopular figures are brought into the arena and they have to be reduced to rubble by the contestants.

15:00 Arm wrestling knockout. Takes place in a side tent.

15:30 Warriors dual one-on-one and are healed between each round.

17:00 Weightlifting. Takes place in side tent.

19:00 Jousting contest in main arena. Contest continues until the loser is prone.

20:00 Boxing contest begins in side tent.

20:30 Arm wrestling knockout. Takes place in a side tent.

21:00 Wrestling contest in side tent.

22:00 Spellcasters dual one-on-one and are healed between each round.


Sunday 5th

12:00 Archery finals. Notorious criminals will be released into the arena, the finalists must take down as many as they can, the winner being the one with the most kills.

12:30 Missile weapon finals. Same as for archery finals.

13:00 Warriors dual one-on-one and are not healed between rounds.

15:00 Arm wrestling knockout. Takes place in a side tent.

15:30 Martial arts contest finals take place in a side tent.

17:00 Weightlifting final. Takes place in side tent.

17:30 Jousting final in main arena. Contest continues until the loser is prone.

18:00 Wrestling finals in side tent.

19:00 Blunt weapons finals. Contestants each have a clay/stone/iron golem to defeat, whoever does so in the quickest time wins.

20:00 Boxing contest finals in side tent.

20:00 Special contest for artists, climbers, locksmiths and acrobats.

20:30 Arm wrestling knockout final, winners only. Takes place in a side tent.

21:00 Spellcasters dual one-on-one and are not healed between rounds.

22:00 Results and winners announced. Warrior and spellcaster invited to dual each other, the winner invited to dual the previous champion (Ragnar).

23:00 Prizes given.

23:30 Closing ceremony.

Results

Position Name Points
1 Terrafarlow 1431
2 Sub-Zero 1205
3 Fruban 1160
4 Bolarb 1077
5 Walmerz 1076
6 Grolamitsu 1015
7 Zegclite 914
8 Chilimo 899
9 Senal 830
10 Mullan 807
11 Grobal 771
12 Lido 768
13 Chastan 635
14 Wedoja 600
15 Dagzadric 549
16 Spierdalaj 512.5
17 Ksnimitsu 445
18 Twang 416
19 Skah 415
20 Shevasta 404
21 Flenred 395
22 Dudric 390
23 Devolia 380
24 Blit 347
25 Maca 301
26 Grogafarla 286
27 Ramble 285
28 Ozar 273
29 Zailean 270
30 Monjunkin 260
31 Tugan 253
32 Tyvole 245
33 Hagrid Itzinfan 228
34 Prdele 210
35 Ramesh 205
36 Jackey Bodon 175
37 Baznu 163
38 Mentarq 155
39 Grollopus 150
40 Celedorn
Radric
105
42 Guban 100
43 Gethsemane 89
44 Chumble 85
45 Fabien
Yanta
80
47 Streenyara 55
48 Devero Thragabou 53