Come One Come All! You Are Hereby Invited to Attend the
Drakenfjord Coronation Celebration
Location: 136 Belladona Drive, Onalaska, TX 77360
Date: October 28 - 30, 2011
Site & Feast Fee $ 10.00 per person (children 10 and under only $5.00)
Partial Site & Feast fee payments accepted on the Fjordsmen's Financial Futures plan starting June 1, 2011
Feast'o'crat : TBA
We will start the activities off with a few Practice Bouts to be followed by a game of Capture the Egg After everyone has settled into camp we will have a Tavern Brawl. Then after the Tavern Brawl there will be Zombie Games for those who are still interested in combat activity.
Saturday will start with a Knife Fighting Tourney to warm up while the Haunted Artisan Competition begins. While the entries are being judged there will be an adventure in the Lost Woods. Afternoon Court will follow the Yeoman's Tourney. Then it will be time for all adventurers to fend off the ware creatures and find their way out of the Maze. As darkness falls we will set up Feast as the last pack attack takes place. Feast shall include a peoples choice award for the best tasting, most inspired, ghoulish food or drink entry.
Evening Court will be followed by a break while all ready themselves for the Masquerade Ball and Games. After the Ball the guests will need to cross Icabod's Bridge to find their way to their beds.
Planned Activities Include:
This practice game is used to allow competitive practice among fighters of widely different abilities. For those who like competition even in practice it is pretty fun. The game is basically a normal hold the field ditch battle style where fighters go after each or one on one until one of them wins and then the looser leaves the field while the next player in line fights the winner. (with two players obviously they just keep fighting each other. Scoring for this works as follows. Each player has a starting score equal to the number of Combat awards that he or she has earned. Players with Zero Orders of the Warrior start with one point. All players with ten or more Orders may start with only 10 points. Each time a player wins a duel he or she looses a point. The first player to get to zero wins the round. All players go back to their starting number of lives and begin a new round if desired. It is recommended that if you plan to play multiple rounds, each time a player wins a round that he or she adds one point to his or her starting score each round for the rest of the play session. This helps deal with the problem of fighters who have on yet received Warriors commensurate with their abilities..
This is simply "capture the flag", only a large watermelon is lugged around instead of a flag. The egg is hidden out in the woods. When one team gets the egg back to it's base and has held the egg for ten minutes, it hatches and the reeve joins that team as a first level Basic Dragon. Play until one team is shattered and re-set if time allows.
Full Class Battle…Tavern weapons will not be supplied! You must build you own…Table legs (legal sword under 30" with brown cover); steak knives (melee daggers); pots and pans (foam constructs only); plates, bottles, cups and mugs (safe foam throwing weapons); meat cleavers (flat blade melee daggers); rolling pins (legal sword under 24" with brown or gray cover); table tops (medium shields with brown covers, may not be affixed to the arm but may be held by the cover); sausage links (brown or red covered nunchucks). Other foam representations of food, kitchen items or anything that might be found in an actual fantasy/medieval tavern. May be brought and used.
Normal weaponry is not permitted inside the Tavern, but may be stored outside the tavern door. All items carried into the Tavern Brawl must look like tavern items. No weapons permitted longer than 36" unless approved by the Reeve. Armor and shields are not permitted. Throwing weapons are permitted, so long as they meet the above criteria. Bows and siege weapons are not allowed (well, maybe a huge Keg thrown by three people!)
One skilled fighter shall be selected to be the Zombie and set loose on the field. The rest of the populace makes up the other team. Sounds like a mosh, right? Well not exactly. See, this Zombie has all the regular abilities and a few extra tricks. It has unlimited lives, gains Replication (unlimited) and does not have the Slow trait. Also, this Zombie comes back to life in a 10 count! Replicated Zombies keep their normal life count, number of lives and gain the Slow trait. Replicated Zombies don't convert their victims - only players slain by the original Zombie becomes Monsters. However, replicated Zombies may drag a subdued or slain victim back to the original Zombie to do his dirty work!
A favorite pastime amongst pirates, two men are tied together by the wrists and battled it out with daggers. No grappling, wrestling or excessive physical contact is permitted. Any such behavior results in an immediate expulsion from the game.
The theme of the event is All Hallows Eve…all the Monsters are out and looking to have a good time. This tournament is to follow the theme. Bring out your most decayed looking, death centric, Halloween themed, gruesome, and horrific pieces for this one. Categories include: Performance, Written work, 3 - D art, 2 - D art, Jewelry Making, Garbing, Armor and Needlework
The woods are said to hide great treasure…A diamond of untold worth was lost somewhere in the woods many years ago. There is a bounty of 2 Golden Skulls on the diamond.
Except as noted below, players may not venture more than five feet off the established path. Doing so causes the players to become instantly Lost (as Healer spell) and must return to Nirvana and enter the Woods again (only this time alone, or with other Lost players who are waiting in Nirvana).
Assassins may move singly (or with other immune classes) through the Lost Woods up to 50 feet from the path.
Barbarians, Druids and Scouts are immune to the effects of the Lost Woods, and may roam freely throughout the gaming area. Any of these classes can escort one additional player through the Lost Woods, though the escorted player must stay within 10 feet or suffer the usual Lost Woods effects.
Scouts may lead a party of adventurers through the Lost Woods, though no more at a time than the Scout has levels of ability. (i.e.: a 6th level Scout may lead up to 6 players) However, the escorted players can not roam more than 20 feet from the Scout, or they are subjected to the usual Lost rules.
Most Monsters Classes are usually are immune to the Lost Woods, but not in this scenario.
Test you skill with Spear, thrown weaponry and Bow and Arrows.
Awards granted, Announcements made, Queen Katrin Ii steps down…
will be a maze roped off on a large area of ground. All ropes are counted as
impenetrable walls and may not be crossed or fought through, without magical
aid.There are lots of little flags all over the maze. The team who collects the most flags and returns them to their base wins the round.
Each player may only carry one flag at a time.
A renegade Pack of Wolves is roaming the
countryside, slaying farmers and disrupting the trade routes leading to town.
Only a band of brave adventurers can root out the true cause of the attacks!
Divide the Populace into two teams: one team is the Adventurers, the other
team is the Pack. The Adventurers are less numerous, but full class. The Pack
has more players, but they are all Wolves. This will be a Bounty
Hunt. Each of the
Wolves has a set number of “tails”. The Adventurer to bring in the most
“tails” wins the Bounty. Feast
will be served cafeteria style by the denizens of darkness. The known menu is:
A renegade Pack of Wolves is roaming the countryside, slaying farmers and disrupting the trade routes leading to town. Only a band of brave adventurers can root out the true cause of the attacks! Divide the Populace into two teams: one team is the Adventurers, the other team is the Pack. The Adventurers are less numerous, but full class. The Pack has more players, but they are all Wolves.
This will be a Bounty Hunt. Each of the Wolves has a set number of “tails”. The Adventurer to bring in the most “tails” wins the Bounty.
Feast will be served cafeteria style by the denizens of darkness. The known menu is:
·Witches fingers (breadsticks)
·Scabs (dried cranberries)
·Goblin Balls with pus sauce (Brussels sprouts with cheese)
·Brain pate (mashed potatoes)
·Dead Man's Dip with molded skins (chips and dip)
·Flayed Face (cold cuts)
·Roasted Innards (sausage)
·Mold & Pus Dip (artichoke & cheese dip)
·A fresh bleeding heart (jello)
·Worms in dirt (tootsie rolls in crush chocolate cookies)
·Spiders & webbing (cotton candy & chocolate)
·Blood Punch (punch)
Witch's Brew (Iced Tea)
The idea is to create a tasty yet ghastly dish or drink to set out with the Frightful Feast. These items will be judged on taste, appearance and presentation. Entrants are responsible for supplying everything needed to serve and to maintain the dish. If it needs to be chilled or heated, bring a method to do so. All entries will need a ghoulish name, and a standard name with ingredients listed on the back to prevent any allergy issues. Any entries without an ingredients list will be disqualified and removed for safety.
The New Monarch will step up and take his place as King of Drakenfjord. Awards earned will be granted and whatever other announcements the new King has planned.
There will be a Masquerade Ball during which there will be a Mystery Game. This Mystery Game will test your knowledge of the personas around you. There will be music, refreshments, drinks, and good company…there may even be dancing at the ball.
One end of the field is Town, the other end is the Haunted Woods, and a Bridge connects the two. In the forest and bridge, hunting for grisly trophies, roams the Headless Horseman and his ferocious mount (a War Horse or Dark Steed, at the Reeve's discretion). All the Questors start out on the farthest end of the Haunted Woods and are sent forth, one at a time, toward Town. Anyone making the trek is safe once they cross the Bridge, otherwise they're fair game!Travelers may not run through the Haunted Woods. Travelers may wait at the Bridge to help other Questors combat the Horseman. Travelers must move on their knees, while the Horseman may move normally. This simulates the far superior speed of the Horseman.
More of a theme than an actual battlegame, the eternal struggle between the Lupine moon worshippers and the undying bloodsuckers provides a great variety of opportunity for adventure. Place one or more Werewolves (or Cats, or Rats or whatever) on one side, and a Vampire and/or Nosferatu or two on the other. Have them lead the normal players in battle against the other team. Be sure the Lycanthrope you choose can injure the Undead, and vice versa, even if this means just making a “quest only” rule that the Monsters may harm one another normally.
The Weres defend their den against whatever the minions of darkness can throw against them. Use of colored headbands to denote teams is mandatory in these games, since both the vamps and the weres can convert players from the other side, and players will be switching teams with a fair amount of regularity.
Form up into two teams in the usually way. Each team should have a reeve. The reeve for each team chooses one player on his own team to be a ‘spy’. The reeve then whispers to each member of the team whether he or she is the spy or not. To the one person who is the spy he also whispers a code word. After the lay on is called the reeves yell out random words regularly until they see a time for their spy to wreck some havoc. When a reeve calls out the code word his ‘spy’ switches teams for the rest of one life and tries to do as much damage to the team that picked him as possible. After a ‘spy’ has been killed the reeve again goes up to each player and whispers if they are the new ‘spy’ and a new code word if they are. Obviously, since both teams are occasionally turning on them selves this can be a chaotic variation.