Rules of the Xtreme Dungeon Crawling League
This Ain’t Your Daddy’s Dungeon Crawl
XCrawl is a sport. A bloodsport filled with danger and violence, but still a sport, and a wildly popular, televised one. Because of its televised and Empire-sanctioned nature, there are rules of sportsmanship and conduct that govern how players should behave while participating in a Crawl. And because limits are demanded from the Adventurer’s Guild and the producers, there are things that a Dungeon Judge cannot do when building a dungeon. Both sides are expected to keep things fair..
..but if you die, you die.
1. The Game: The DJ constructs a dungeon. He is charged with filling it with obstacles, puzzles, traps, monsters, locked entryways and distractions. The players must travel from one end of the dungeon to the other, defeating or circumnavigating the obstacles set before them. The DJ is free to present other contests or goals or win conditions, so long as the obstacles themselves fall within the rules. Players and monsters engage in combat, and it is understood by all parties involved that this combat may be lethal to any and all involved. The players agree to follow the directions, instructions and rulings of the DJ and his referees.
2. Fairness: Multiple teams should face equal challenges. No team should be singled out for a higher or lower level of difficulty, although the presentation, theme and individual aspects of each level may be different. Fairness to each team should be of paramount importance to an Event, and DJs who cross this line risk having their status revoked.
3. Players: Players must be members of the Adventurer’s Guild in good standing, with an unblemished citizenry record. Players may be human or any of the standard humanoid races, but not submen such as goblins, orcs, et al. An exception shall be made for human-monster crossbreeds who prove they can conduct themselves in a manner consistent with the laws and values of the North American Empire.
4. Equipment: Players may bring standard hand to hand and ranged weapons. No electronic, chemical, poisonous, motor driven or explosive weapons (Other than standard Alchemist’s Fire and similar Alchemical items) will be permitted. Other restrictions are in place based on Division.
- Division IV; Players may use padded (non-lethal) weapons and armor. Spellcasters may use only non-lethal, non-injurious spells to temporarily subdue obstacles. Magical weapons and armor are banned from use in Division IV, but may be given as treasure. Each player may have up to 2 consumable magic items (Potions, scrolls, etc) provided they are non-lethal in nature.
- Division III; Players may begin the dungeon with up to 4 consumable magic items each, although they may use or leave with any consumable magic items they find in the Dungeon. Magical weapons and armor may be used, but relics are banned at this level of play. Wondrous Items are limited to 1 per player.
- Division II; Players may begin the dungeon with up to 6 consumable magic items each, although they may use or leave with any consumable magic items they find in the Dungeon. Magical weapons and armor are allowed, but relics are banned at this level of play. Wondrous Items are limited to 2 per player.
- Division I; Players may begin the dungeon with up to 8 consumable magic items each, although they may use or leave with any consumable magic items they find in the Dungeon. Magical weapons and armor are allowed, and a player may bring a relic with them should they possess any. Wondrous Items are limited to 3 per player.
- Unlimited Class; Players may begin the dungeon with up to 10 consumable magic items each, although they may use or leave with any consumable magic items they find in the Dungeon. Magical weapons and armor are allowed, and a player may bring up to 2 relics should they possess so many. Wondrous items are limited to 5 per player.
The following items are banned from all XCrawl events: poison, firearms, combustibles excluding standard alchemist’s fire, acid or other corrosives or biohazards, biological hazards or contagion bearing weapons, unholy or blasphemous weapons or relics, electronic equipment and locating devices. The exceptions to these rules are as follows: Flashlights, watches, first aid kits and electronic instruments (so long as they have a self contained or man-portable way of producing their intended sound).
5. Magical Spells and Protections: Players may not enter into a Dungeon with pre-cast magical protections, enhancements, enchantments or camouflage/invisibility. Players may cast such spells on themselves and/or their teammates when a Referee declares the contest begun. This ban does not exclude magic items that produce the above effects – such equipment may be worn normally after the beginning of the contest.
6. Referees: The job of the referee is to insure the players and monsters conduct themselves in a manner consistent with the rules of XCrawl set forth in this document and by the Event’s DJ. The ruling of a Referee is final, no appeals shall be heard. Referees are responsible for checking any and all equipment the players may wish to carry into the Dungeon. The Referee may assign penalties to the players, and in cases where players refuse to listen to instructions, they may deduct points or disqualify the players of the game as they see fit.
Referees shall be issued a NonCom badge, and will be teleported away should they be put in pain or danger, or be caught in any enchantment.
DJs shall not disguise hazards, be they mechanical, living or undead, as Referees.
7. Personnel: Incidental personnel in the Dungeon, including but not limited to cameramen, security, handlers, and ushers are off limits to both players and monsters. They may not be petitioned for aid or advice except in the case of rules questions, and should be ignored during normal play. Incidental personnel with access to the Dungeon itself shall be issued a NonCom badge, and will be teleported away should they be put in any physical pain or danger.
DJs shall not disguise hazards, be they mechanical, living or undead as staff members, paramedics, cameramen, or event attendees.
The players may not bring personnel other than retainers through the Dungeon. Coaches and other staff may elect to wait for their team in the Break Rooms. That the players can make it to or even find these rooms is not guaranteed.
Break Rooms are safe havens. Break Room doors may not be trapped, although they may be guarded. DJs are obliged to provide food, toilet and shower facilities, rest area, and a licensed paramedic with sufficient first aid supplies.
8. Treasure: DJs may give away donated treasure, including magic items, as they see fit. They must submit lists of these treasures to the appropriate XCrawl committee for approval before every event. It is understood that the committee may rule on the usefulness of certain magic items and equipment given away, and that DJs should strive to provide magical items that will aid the players in completing the event. Generally, the magic items given should reflect the amount of danger the players will face, although the DJ has discretion in these matters.
Magical treasure is banned if it pierces dimensional barriers, causes instant or assured death, is poisonous, contagious or otherwise would be banned from normal XCrawl play, or is deemed offensive or unnecessary by the appropriate Adventurer’s Guild committee.
DJs shall not disguise hazards, be they mechanical, living or undead as treasure, prizes or rewards of any sort.
9. Retainers: Each team may bring up to one retainer into the dungeon. Hiring and financing a retainer is the responsibility of the team. Retainers may carry supplies including weapons and incidental equipment that the Referee permits, offer advice and encouragement, offer non-magical first aid, and speak freely to the camera and audience within the bounds of television decorum. Retainers may not initiate any direct action against creatures, hazards or obstacles they encounter, although they are free to respond when possible if attacked. Retainers shall be issued a NonCom badge, and will be teleported safely away should they feel any physical pain or danger, or come under any form of enchantment.
DJs shall not disguise hazards, be they mechanical, living or undead as the team’s retainer, coaching staff, family or loved ones or other personnel.
10. Death: The death of all participants is a possible outcome of any XCrawl match. Players who die in the games, and any family, friends, teammates and employers of the deceased forfeit their right to bring action against the DJs, the Xtreme Dungeon Crawl League, their teammates, the DJ’s staff, monster handlers and trappers and/or the Empire. Players caught attempting to exact any kind of revenge against parties who may or may not be responsible for the death of friends and loved ones shall receive the maximum penalty for their actions.
While no rule forbids outside parties from seeking resurrection for dead players, a player who dies during The Games is considered out of the contest. A substitute may be arranged between levels, but the player who died is lost for the duration of the competition in which they died, and may not be brought in as a substitution for a later player who dies or for another team in the same event.
There is one exception to this rule: if the DJ sees fit to place a scroll, relic or any other item with the intent that it may be used to revive a party member, the team may use the item. In this case, such items must be returned to the DJ at the end of the Dungeon, and the players shall not be given unlimited powers over death outside of the crawl without the explicit written permission of the Temple.
11. Win Conditions: The team or teams completing a dungeon level with the best score, which has also completed all of the tasks defined as win conditions, shall be declared the winner of the level and shall be eligible to go on to the next level as defined by the DJ at the outset of the event, ie. four teams may advance from level 1 to level 2, and two teams may advance from level 2 to level 3. A team completing the final level before all other teams shall be declared the winner and be eligible for whatever Grand Prizes the DJ has brought forth.
If a team fails at completing the final Dungeon level, the team with the second best score/time will be allowed a chance to try for the top prize. If that team fails or declines to enter for any reason, the next successively accomplished team is offered the chance to compete. If no team can be found to complete the dungeon, the DJ has two options; 1 – to declare the dungeon incomplete, with the farthest penetrating team considered the winner or 2 – to allow a Remainder’s Team formed of the willing remnants of the losing tams to be assembled and allowed to attempt the lowest levels. In this case, the Remainder team will be allowed three days to train, heal, equip and create a strategy.
12. Rules of Engagement: Players must fight whatever creatures are encountered in the Dungeon. The players may not surrender, but if they pass through a door to the outside or a door labeled NoGo, they are considered out of play.
Creatures and other opponents may surrender, and in the interests of expeditious gameplay and preserving resources, their surrender will be honored by players. Once a creature has surrendered, it will be removed from play by a Referee. If a creature or opponent breaks a surrender in an attempt to slay any or all players before it can be removed, its surrender is considered null and void, and additional requests for leniency, quarter or mercy shall be ignored.
Players may not strip opponents of weapons or armor, nor should DJs hide treasure on creatures to be looted in full view of the audience. The exception shall be made for players who have lost essential pieces of equipment such as weapons and armor, and in the case of a lost essential piece of equipment, a Referee shall be called to rule on whether or not an item may be removed from a slain or surrendered opponent. Equipment carried by opponents is a legitimate possibility for a trap, be it mechanical, magical, living or undead.
Players may not mutilate, interrogate, consume, torture, burn or otherwise violate slain or surrendered opponents.
Creatures may be charmed, mesmerized or otherwise compelled by magic or other hypnotic means. It is permissible to force monsters thusly compelled to fight one another. Once the Referee deems a room completed, all creatures charmed, mesmerized or otherwise compelled are considered removed from play. These creatures may not be taken out of their designated room by the players.