Capture The Flag Rules
Capture The Flag Rules
Player Guidelines;
Each player creates a team that consists of 4 identical characters. All are the same
race and are level 2 fighters. Each character must have an individual identity (a name and
miniature to represent it).
Each player has the following values to distribute to each of their character’s
attributes; 17, 16, 15, 14, 13, 12. Each player’s characters must have the same values for
each attribute.
Each character starts with maximum hit points. Each player chooses feats for his
characters, but all of his characters will have the same feats at the start of the game.
Each player chooses starting gear for his characters, but all of his characters will
be outfitted the same. Starting gear consists of a suit of masterwork armor and 2
masterwork weapons. Ammunition for bows will be one full quiver of arrows or one full
case of bolts. Thrown weapons will have an ammo value of 5 (If a javelin is chosen as a
weapon, the character will have 5 javelins).
Referee Guidelines; (If there is no referee, players set up game map together)
Every increment of a character’s base movement that it moves is a 1 in 6 chance
that a random encounter will occur. Use the most distance that a character on a specific
team has traveled for the chance of an encounter for that team. (If someone plays a dwarf
team and the farthest one of his characters has moved is 20 feet, roll 1d6. On a result of
1, an encounter will occur. If a dwarf moved 40 feet, an encounter occurs on a roll of 1
or 2)
When a random encounter occurs, the player must roll a d100 and consult the
following table;
The player rolls on the appropriate table for a random encounter. After combat,
the player gains gold pieces equal to 1000 x the CR of the creature, if that creature carries
treasure and may distribute it to whichever characters he chooses even if the characters
are not close to one another. Also roll d100 (1 – 50 no result, 51 – 75 minor magic, 75 –
90 medium magic, 91 – 100 major magic). For every 5 the CR equals, add 10 to the roll.
At the end of combat, the player gains 1d4 tokens and a roll on the following
table;
The flag will be guarded by an encounter CR 3 levels higher than the highest level
team. The referee will choose the guardian before the game starts. (If there is no referee,
all players roll 1d20. High roll chooses the encounter)
All involved in killing the flag guardian gets one token and a share of the treasure
to be divided by the player who dealt killing blow.
Removing the flag from its post is a standard action.
The team that makes it back to their safe zone with the flag wins the game and
gains additional tokens equal to the level of the highest level character of that team that
survives. After the game, players may spend their tokens in the following ways;
Money may be spent to outfit characters with magic items or mundane items.
Character Death: After the game, a dead character can be returned to life. The cost is 1
token per character level. If the player doesn’t have enough tokens, a new character must
be made. The character creation rules apply except that the new character will be the
same level as the lowest surviving member of the team. After the new character is
created, it may be outfitted with any equipment the team possesses. (Any equipment that
was on the dead character is lost)