A FRIENDLY COMPETITION
aybe in the depths of the Fey Wild or in
the magical arts district ofa great city,
or the tent ofa travelling salesman, an
adventuring party might encounter a
jovial gnome advertising a thrilling
game of skill where for a small entry
fee a group of participants can test
their mettle and fight against their closest friends with no
consequences at all. Transferring their awareness into
adorable wooden toys that battle to the death on a stage of
their own creation, they can finally answer the age old
‘question: "Which of us would win ina fight?"
Summary
In this 25 hour adventure for players of any level the party
stumbles onto a travelling stall that advertizes a chance for
them to fight eachother with no consequences, Should they
accept, the players work together to build a miniature
battlemap in a wooden arena on a table, then have their
minds transfered into miniature wooden toys of themselves
so they can fight eachother to the desth on the stage they
built. Who will be the last one standing?
paneer nne he
WHY USE THIS?
Many adventuring parties reach a point in their
journey where they think it would be fun to duke it
‘out and see who among them would be the last
‘one standing in a friendly Battle Royale. However
some players can have trouble fully engaging, with
that premise. Simply saying "this isn't canon” is
‘enough for some, but many need more reassurance
that their gentle character would reasonably attack
their best friends with a deadly sword.
This adventure allows for a PvP Battle Royale to
happen within the canon of your adventure in 2
way designed to keep every player involved and
‘engaged all the way to the end even if combat is
not their cup of tea, and to make the lack of stakes
a clear as possible to everyone.
Hopefully with whats provided here, nothing will
be able to get in the way of everyone getting to let
loose and enjoy some good old PvP chaos!
v -
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INTRODUCTION
‘During a lll in their adventures, the adventurers come upon
a tent witha loud decorative sign that reads "Super Clash of
Brotherhood”. A gnome in large hat stands outside shouting
ins carnival barker voice to anyone who walks by
“Test your mettle, friends! Come in and see how you would
fare in pitched battle against your closest compatriots! No
chance of injury, some chance of bruised epos and 100%
‘chance of Fun!
Upon entering they see another adventuring party standing
around a table excitedly looking down into a model wooden
collossetm. Inside the collosseum they can see that tiny
‘wooden toy versions of each of the party are battling in the
arena. When the final toy shatters its opponent to splinters
with miniature punch, a dragonborn standing above the table
jumps and cheers while a human barbarian curses in
frustration, After the winner is rewarded and the group leaves
happy, The gnome, whose name is Skrimblefitz, welcomes
the players and begins to explain the game.
PHASE 1: BUILD YOUR FIGHTER
Scrimblefitz hands each player a blank wooden humanoid
‘mode! with articulated joints, similar to a small artists
‘mannequin. As they hold the toys in their hands, each one
magically transforms to reflect aspects of the character:
holding them, until each character is holding a whimsical
wooden representation of themselves. Players should be
encouraged to describe how their miniature doppleganger
Tooks, keeping them crude and clearly made of small
household materials. For example a napkin as a rogues cloak
of elvenkind tin foil plate armor on the paladin, yarn as a
wizards curly red hair, a sewing needle asa fghter's sword,
and other such cute nonsense.
PHASE 2: THE ARENA
‘To make sure the battlefield doesnt benefit any one player
more than others, every player has a chance to build the stage
together. Scrimblefitz presents several baskets labelled with
point values. In each basket are the items and elements the
players will use to build the stage.
“4 »
The stage elements and their point values are
completely up to whoever is running the game. If
you are playing in person with miniatures feel free
to present anything you can find around the house
that seers fun to Build with. Prepared Dn terrain
pieces work great but also dollhouse pieces,
wooden building blocks, LEGO pieces, or anything
you can get your hands on might work. Ifyou use a
Virtual Tabletop or online battlemap, the elernents
should be anything that you have easily find tokens
to represent.
VeEXAMPLE STAGE ELEMENTS AND THEIR POINT VALUES
‘point — 2 points 3 points 4 points: 5 points 6 points
VOx20 wall 10x50 fe Spiked WallTrap Lightning Pitcher of water to pour on the Pitcher af Acid to pour
ae ee cet ee eee orc
ea ) feet aes)
eae 50x50f olson baloon Taltower_ Secret tmp payer wits down Stara ff that
Sem arr (2x ates fir har ce hoca onan ettect ed -Te eile prea Tremere
damaged nto apolson "ats only when iis triggered)
‘loue)
S20 10x50R 20 ftradusfogcloud 109m 1 room furished house
walkway walkvay ernie
(Popsicle “ulen house
sch)
(Chestwithay Chest witha 30 ft'squre room Chest with
fandom arandom ey
uncommon tare item rar em
iam
Tree Srrallpool 3 30ftpillars Condor of Large mounted balista
ofeed song wind
Hazarps ASSEMBLING THE STAGE
ies etteaeect reneenemret teats Et payee eG ie acne pce
et cease ee have (or 2 if you havea big party Or want to ced things
eee ere ee ae eee ea
movement Iniative Hazards which affect large ateas and taking the at 20 ro,
are wiggeted atthe end ofeverycound at inatve 20, and (On their tor in intative each player spends thet pont to
Permanent Hazarda which presenta constant elect ce sear Seat ete eee ee
eee {continuing trough the order one em aa tne unt all
eee
Hazagp EXAMPLES a -
Permanent
Traps Initiative Hazards" Fazarés Ifyou are using a VITItis best to give al players
the ability to move the terrain tokens while they are
Weighted net that falls Fire wall that bisects Bonfire ate er ecovatd errant era
on crentunes beneath ie S8) arrange the tokens in groups according to their
Spiked Pit Trap Lightning bolts that Pool or point value next to the rap. Once the stage is
cross the Stage in anX river of Complete, lock the positions of the tokens or move
acid them to the map layer so they wont interfere with
Crossbow trap in a wall Radial blast of psychic Icy floor iheimoyement of players’ character tokens luring
* energy form astatue the fight
[more than one initiative hazard is placed on the map, —_
only one may be triggered each round Assign values to each
option using an appropriate die ifthere are 2 hazards, fip a
coin, if 3 roll a d6 and divide by 2, etc... and on initiative 20
uring the fight roll to see which hazard triggers.
i
Hazard damage should be decided based on your
party's average level and the intended difficulty of
the battle Use the Improvising Damage tables on
249 of the DMG as a guide but keep in mind that
getting killed by a trap ina battle royale is usually
Linsatisfying forthe player. Lean toward creating
hazards that do small damage and impose
conditions and status effects instead, Hazards exist
mainly to give players creative ways to use their
environment against each other, not as ways for
the DM to deal damage
—_—_—,Puase 3: Reapy...FIGHT!
Once the stage is set and the players are ready
explains the rules:
When the players inhabit their toys they will have access
to their full abilities as if they were fully rested. Meaning
players start with full hit points and may prepare new
spells and attune to new items.
Chests take a bonus action to open and any items gained
from chests can be attuned to instantly
When a fighter is brought to zero hit points the wooden
body will be scattered into inert pieces and the characters
‘mind will return to their body. There are no death saves.
+ Ifa fighter leaves the arena they will be eliminated the
‘wooden toy will become inert and the characters mind
will return to their body
+ Other than that, Anything Goes!
‘To determine everyone's starting positions, each player
rolls ad12 and places their toy sel 10 ft from the outer wall
atthe corresponding clock position (I2=straight atthe top,
‘right side, 6=bottom, and s0 on).
‘The players reach in and place their wooden fighters in
their starting positions. As soon as the toy's feet touch the
ground, the character looks up to see their own god-sized
hand retreating into the sky and the battle begins! Roll
Initiative!
Lostne IsNr THE ENp!
Whenever a player is reduced to zero hit points and.
eliminated, their wooden toy selfs splintered into pieces and
they blink awake in their original body standing over the
arena. Skrimblefitz offers condolences but then explains that
although they can no longer win, they arent out ofthe game.
‘As the fight goes on, the eliminated characters can use
their turn in initiative to add remove, or reposition any piece
ofthe stage that is worth up to a number of points equal to
the number of rounds they have been eliminated for.
For example, on a players first tur after being killed they
could place a door in an existing wall on their 4th turn after
being killed, they could add another initiative hazard, and if
they've been dead for 6 turns they could pour acid on the
‘whole floor, forcing all remaining combatants to scramble for
higher ground
PHASE 4: HERE IS YOUR WINNER!
When only one toy is left standing, that character wins and is,
returned to their body while the toy continues to do alittle
victory dance. The winner is given their reward (DM's choice)
by Skrimblefitz and the party heads off to continue their
adventure as Sksimblefitz urges them to return anytime and
tty again,
ll lt
‘The cost of entry and the reward for the winner is
up to the DM, but be careful not to give rewards
with any significant mechanical benefits as players
might tr to strategize based on which of the party
they think needs it the most. When in doubt a
good reward is just to let the winner take the toy
Version of themselves home with them as atrophy,
either as an inert wooden toy, ora lightly magical
animated object that can still move around and
make gestures.
eekY(‘l}@}f}&°QQG..APPENDIX: VARIATIONS
PLAYING WITHOUT A DM
‘This adventure is designed such that all elements outside the
players control are transparent or randomized, which means
that with very small adjustments, itis possible to run this
adventure fairly with the DM as one of the combatants, or
even with no DM at all making ita useful one-shot for a
session when the party's normal DM canit make it but the
players want to play anyway. This is recommended only for
relatively experienced groups as it requires a lot of trust and,
familiarity with the rules, but as long as everyone is working
together in good faith to make it work, it can be done with,
very little hassle
Prayer As DM
Ifyou would lke to run this battle royale as a player and
make sure that your role as DM doesn't give your character
any advantages, simply make these adjustments:
* Before the fight begins announce that all saves and ability
checks that are called for will have the same DC which,
should be equal to 10-+ the party's current proficiency
bonus.
+ Also announce what the damage of all the hazards and,
‘raps will be and what conditions they will impose if
activated
Once players have been guided through the setup process
and battle has begun, you should have very little
responsibility as a DM since the only moving parts are the
players who can handle themselves. All you should worry
about is handling the traps and hazards, and calling for
ability checks and saving throws when you see that they are
necessary, and roleplaying as Serimblefitz. As long as you are
‘honest with yourself and your party, you make sure any
knowledge you have from being DM is proactively shared
‘with everyone, and you defer to party consensus when there
are disagreements about rulings, you will be able to
participate ina fair fight with a clear conscience.
DM-Less GAME
In order to play with no DM at al it's possible to treat this
document like you would a rulebook fora board game. All
players should have access to the adventure text so they ean,
refer to them at any time. Someone may take charge of
explaining the structure and the rules, guiding everyone
through the setup process, but they should not have any
‘control over the game world like a DM. The party can work
together to collect the pieces A player can volunteer to
roleplay as Skrimblefit or the party can decide to ignore the
‘character and focus on the mechanics of the game. Once
battle starts, the game can rely on each players knowledge of,
their character sheets and the D&D combat rules to carry you
through the fight.
When playing the game in this way, use the same
adjustments to the rules as with the previous variation, as
‘well asthe following adjustments:
+ When a combatant attempts an action that seems
especially challenging, another player can call for a skill,
check. Any other player besides the one attempting the
action can then veto that call, and ifno one vetoes the
player must make the check with the same DC as all other
saves and checks.
‘+ Encourage everyone to visually describe their own
actions, including reactions to damage and things outside
of their control, as much as possible to make up for the
Jack of narration
Credit: Sander Goldman