Quest Battle: Jailbreak
Description: A recently unearthed dungeon has been found, and powerful warlocks are locked within. Adventurers have found this accursed dungeon, and many have become lost within it. Brave (and misguided) heroes will delve into the depths and destroy the binding runes that keep them within the haunted halls to earn freedom and power both.
Summary: Heroes are carrying very heavy magical bombs to destroy the protections on the dungeon. Heroes spawn outside the jail. Guards spawn in a safe tower that they can teleport out of. When all three magical locks are destroyed, the Heroes can escape and win.
Setup:
Square field with:
Three control points representing magical "Locks".
One spawn point ("Base") for Heroes assaulting the jail.
One circular spawn point ("Tower") in the center for the Dungeon Guards with a marked teleport pad. It has impenetrable walls.
Impassable wall at an angle to create a dungeon entrance - have a gate in the center to pass through
Defenses for each of the three control point Locks, with a marked teleport pad:
First Lock is protected by a Void Moat (any crossing it die, even insubstantial but not out of game, does not block line of sight). There is a safe tunnel across, which you cannot be shoved/moved through.
Second Lock is protected by a wide water-moat. Any heroes stepping into the water is stopped for 3 seconds, unless insubstantial. Guards are unaffected.
Final Lock has a small, simple maze stopping line-of-sight. Stepping into the maze-path will remove any enchantments. Moving through the walls while insubstantial kills the target.
Three very heavy objects representing magic-destroying "Bombs". Bombs must be 'primed' at the base with a Charge x5, and requires two individuals with a free hand to carry. They are slow (normal walk), and lifting the bomb removes any enchantments. If a bomb is left unattended (no free hands), it will need to be primed again. A single person can prime the bomb, or hold it, but it requires two when moving.
Teams: Even teams?
Heroes spawn outside the jail's gate, with room for combat between base and gate.
Guards spawn in the central tower. They can teleport to any outside teleport pad.
Respawn:
Heroes respawn 40 seconds from death
Guards respawn 30 seconds from death
Half count game
Heroes Rules:
Heroes respawn at the Base with 40 second timer.
Guard Rules:
The guards spawn in the central tower, it is impenetrable by heroes.
Guards can teleport from the central tower to any of the teleport pads at the locks or outside the jail. This is a voluntary/self teleport, and they can step out of it early if desired.
30 second respawn.
Guards are immune to the defenses around the Locks: They are not dispelled, stopped, or killed by them. The exception is the Void Moat, where guards can survive if insubstantial (Lost, teleport, etc)
The guard goal is to stop heroes from planting bombs at the Locks.
To Win: Heroes destroy all three locks.
To Lose: 30 minutespass