Fourthcore Team Deathmatch (Afternoon Entry Round)
Summary:
This is a contest of skill, wits, luck, and winning. Small teams are pitted against each other in a frenzy of carnage in a team-based, player-vs-player competition.
Description:
This is a contest of skill, wits, and luck. FTDM is about winning D&D. Small teams of 1st Level dungeoneers are pitted against each other in a no-holds-barred frenzy of carnage in a team-based, player-vs-player competition. The competition will consist of individual encounters called matches. Each match will last sixty (60) minutes. At the end of every match, the number of dungeoneer deaths will be tallied, and the team with the least number of deaths will be declared the winner. The winners will proceed to the Afternoon Finals match. Terrain powers and hazards will be displayed on our website. Fast, frantic play is encouraged. Any dungeoneer deemed to be stalling, delaying (including using the Delay or Ready actions), or in any way slowing the game will be killed ("gibbed") at the Dungeon Master's decree.
This is a contest of skill, wits, luck, and winning. Small teams are pitted against each other in a frenzy of carnage in a team-based, player-vs-player competition.
Description:
This is a contest of skill, wits, and luck. FTDM is about winning D&D. Small teams of dungeoneers are pitted against each other in a no-holds-barred frenzy of carnage in a team-based, player-vs-player competition. The competition will consist of individual encounters called matches. Each match will last sixty (60) minutes. At the end of every match, the number of dungeoneer deaths will be tallied, and the team with the least number of deaths will be declared the winner. The winners will proceed to the Afternoon Finals match. Terrain powers and hazards will be displayed on our website. Fast, frantic play is encouraged. Any dungeoneer deemed to be stalling, delaying (including using the Delay or Ready actions), or in any way slowing the game will be killed ("gibbed") at the Dungeon Master's decree.
This is a contest of skill, wits, luck, and winning. Small teams are pitted against each other in a frenzy of carnage in a team-based, player-vs-player competition.
Description:
This is a contest of skill, wits, and luck. FTDM is about winning D&D. Small teams of 1st Level dungeoneers are pitted against each other in a no-holds-barred frenzy of carnage in a team-based, player-vs-player competition. The competition will consist of individual encounters called matches. Each match will last sixty (60) minutes. At the end of every match, the number of dungeoneer deaths will be tallied, and the team with the least number of deaths will be declared the winner. The winners will proceed to the Afternoon Finals match. Terrain powers and hazards will be displayed on our website. Fast, frantic play is encouraged. Any dungeoneer deemed to be stalling, delaying (including using the Delay or Ready actions), or in any way slowing the game will be killed ("gibbed") at the Dungeon Master's decree.
Teams of 3-4 players battle against each other using D&D4E Rules. The teams play for an hour, highest number of deaths loses. Two teams enter, one team leaves; keep fighting till you're eliminated!
Description:
This is a contest of skill, wits, and luck. FTDM is about winning D&D. Small teams of 1st Level dungeoneers are pitted against each other in a no-holds-barred frenzy of carnage in a team-based, player-vs-player competition. The competition will consist of individual encounters called matches. Each match will last a short 45 minutes. At the end of every match, the number of dungeoneer deaths will be tallied, and the team with the least number of deaths will be declared the winner. Teams will continue to play until eliminated by an ever-changing roster of new players and new maps.
Your party heads out into the savage jungle fleeing the bounty hunters on your trail. You emerge out of the brush and discover the Lost Shrine of Tamoachan. Will the party survive?
Description:
Your party is lost! You should never have abandoned the ship and struck out into the wild jungles of the savage land, but the bounty hunters were closing on your trail and it seemed the only way. Before you is a clearing. There is an ancient ruin - a worn and overgrown pyramid fills the courtyard. You tread carefully across cracked and overgrown flagstones, stepping over fallen and shattered pillars, pushing aside vines and briars. The earth shudders and gapes open beneath the party's feet and you are falling amidst the roar of collapsing masonry. Dust fills the air and the sunlight disappears as the darkness swallows you. Will the party escape the Hidden Shrine of Tamoachan?
Trapped in the dungeons of the Slave Lords, can you find your way out using only your wits and courage before everything is destroyed by the dreaded Earth Dragon?
Description:
This challenging module was originally used for the final round in the GenCon XIII Advanced Dungeons & Dragons Open Tournament in 1980. Bring your thinking helmet and prepare to have fun.
Trapped in the dungeons of the Slave Lords, can you find your way out using only your wits and courage before everything is destroyed by the dreaded Earth Dragon?
Description:
This challenging module was originally used for the final round in the GenCon XIII Advanced Dungeons & Dragons Open Tournament in 1980. Bring your thinking helmet and prepare to have fun.
Think you're the best GM in the world? Prove it! Take 1 hour to weave adventure from 3 secret story elements and amaze players with your game. GMs win big prizes, but only 1 wins the Iron GM title.
The world’s best GMs fight to deliver the game of your life. Given 3 secret elements they improvise RPG brilliance. Play and decide: is your GM a contender or a pretender? Win prizes just for playing!