Call or Text (250) 891-3027 TheGriffonsDen@Gmail.com

2025 holiday

battle royale

The Arena Map

DM the DM challenges all comers! 

December 13, 2025

6:30 pm – arrival, orientation and character vetting
7:00 pm Start – fight until one player standing or…
11:00 PM cut-off

Build your most deviously optimized RAW character to compete for glory and the Grand Prize of one month free membership at the Griffons Den!

ADMISSION

$25 for Den Members
$35 for Non-Members 

PRIZES

Grand Prize: 1 free month membership at the Griffons Den
Runner Up: $35 credit at the Den’s Trading Post
Door prizes for all entrants!

 

Turning in for the evening, the fire gently sparks and pops, lulling you to sleep. As your breathing settles into a deep rhythm you perceive a powerful psychic consciousness intruding into your awareness….

“Hear me adventurer, for I am N’il Ralglum of the Elder Brain, Chief Herald to The Great Old One, Nyarlathotep. I have been commanded by The Lurker at the Gate to seek out the most powerful of your kind. You have been selected for battle to the death. May the rolls be ever in your favour!”

THE RULES

The 2025 Holiday Battle Royale adheres to 2024 5e and the PureRAWdnd Shared Campaign rules:
https://purerawdnd.com/shared-campaign-rules/

Each player must bring a brand new LEVEL 5 character especially created for the event using the PureRAWdnd Shared Campaign rules as posted here:
https://purerawdnd.com/shared-campaign-rules/#new-character

All characters must use the 2024 Rules, which includes the backward compatibility rules – anything 2014 without a newer 2024 version is legit. Be sure to use 27 point-buy, positively no rolling random abilities.

Each character starts with 750 GP, one uncommon and one common magic item, plus normal starting equipment for their background & class.

Vending rules are in effect as normal during character creation. Starting money may be spent using DMG magic item prices assuming presence in an urban center.
https://purerawdnd.com/shared-campaign-rules/#vending

Shared Campaign Rule Remediations, including the banning of certain spells, remain in effect.
https://purerawdnd.com/shared-campaign-rules/#rule-remediations

RAW CLARIFICATIONS

  • Only clear-cut RAW will be allowed, no grey-areas permitted. All attempts to leverage areas where the RAW is unclear will automatically be denied.
  • Stare Decisis: if a particular rule has been commonly played a certain way at Griffons Den tables since the release of the 2024 rules then the rule shall remain the same during the event, regardless of other potential factors.
  • Any player trying to leverage some sort of rule mechanic that is not commonly used in play should receive RAW rule clarification before the event by emailing thegriffonsden@gmail.com to seek an advance ruling. If you are trying a rule combo out for the first time you better seek clarification ahead of time or risk it being disallowed during the event.
  • All RAW will be adjudicated by DM the DM, and hidden or secret actions will be adjudicated by DM Chris.

RULE ARGUMENTS

There will be zero tolerance for rule arguments once the timer starts. If a rule adjudication is required during the event then DM the DM will hear the argument and make a FAST decision based on RAW. Once the decision is made the matter is closed. Any argument after the ruling is made will result in immediate disqualification. No one wants to have their time wasted listening to you argue rules. If you have a rule question get it resolved before the event.

Soul Coins

Whichever character owns the most soul coins at the end of the contest wins. The battle continues until only one player remains or time expires.

Each character starts with 1 incorporeal soul coin hanging from a chord around their neck. Removing the chord (and all attached coins) requires an action while the character is incapacitated, and immediately results in the owner’s death with no revival possible.

Soul coins are unaffected by all magic, including mage hand, telekinesis, polymorph, etc. The upshot of this is that any incapacitated character can be instantly killed by simply walking up and using an action to remove the coin. Beware spell effects that cause the incapacitated condition, they are lethal in this context!

The Quickening

Any player action that results in another player’s hp dropping to 0 immediately extracts all soul tokens from the dead character and magically transfers them to the victorious player’s chord. A character that drops to 0 hp through actions not caused by other players (such as falling or other self-inflicted damage) will follow standard 5e rules for dying and bleeding out. When a PC dies, all familiars, companions or other followers also immediately die.

Lack of Engagement

If at the end of any round no player characters took any damage then all creatures lose half their remaining HP, rounded up.

The Ice Storm

The Frostbound Maze map posted above will be the arena for this Battle Royale. An intense eldritch blizzard is stirring. Starting at the end of round 5 and each subsequent round, all creatures lose half their remaining HP (including temporary HP), rounded up. Nothing may reduce or negate this damage, although maximum HP and healing are not affected.

Player Agency

The Influence Action has no effect against PCs or their followers/thralls.

Character Positioning

As per RAW, all participants in combat know the exact position of all other participants of combat, unless they are in stealth. Invisible, heavy obscurement, darkness and similar conditions impose disadvantage on attacks but do not constitute stealth, and thus do not allow the mini to be removed. That means that the position of all creatures must be represented on the map at all times unless the creature makes a stealth check that achieves at least a 15 DC, in which case the mini is removed and their position becomes secret. To attempt to attack a character in stealth means guessing the square to target and then rolling an attack with disadvantage. IF and only IF the guessed square actually contains a hidden character AND the attack roll with disadvantage hits the AC of the hidden character does the attack succeed, and only then would the hidden character be revealed. In all other cases the only information provided by the DM is that the attack missed. This is all as per RAW.

Secret Actions

In a Battle Royale the job of the DM is to regulate timekeeping, adjudicate secret actions and act as a neutral referee. Actions of a secret nature, such as hidden movement or casting spells, can be declared secretly to the DM, which could take the form of passing index cards, sticky notes, text messages, or simply whispering; whatever is easiest. It is only necessary to publicly reveal information about your character or actions if they are perceivable to others, but everything must be revealed to the DM privately, if necessary or if asked. Index cards will be made available for all characters to use to log their actions, it is recommended to log your actions ahead of time to help make turns go faster.

Rolls and Cheating

This is a fun event so it is assumed and expected that everyone will adhere to the honour system. Anyone caught cheating will be suspended/expelled from the Griffons Den, depending on severity. No pre-rolling will be allowed and all rolls should be made where they are clearly visible to other players and the DM. Under no circumstances should anyone be touching their dice immediately after a roll until the effects of the roll have been fully implemented.

Spellcasting & Spell Identification

The rules for spellcasting on Xanathar’s p.85 are in full effect.
https://5e.tools/actions.html#identify%20a%20spell_xge

When casting a spell the character should simply declare they are casting a spell, including whether there are V or S components, and secretly inform the DM what they cast. Other players must then have an opportunity to react, such as by casting Counterspell or identifying the spell with the use of the Arcana skill as a reaction. Once the spell is cast the caster should accurately describe the perceivable effects, if any.

Deception or Misdirection

All publicly announced information must be true and accurate. Deception or misdirection must be done through hidden or secret actions, not through public statements. If, for example, a player blurts out the name of the spell as they cast it, or in other ways openly provides more information than necessary, that is their prerogative, however the information must be true, it can not be used as a means of deception, misdirection or obfuscation.

Picking Up Objects

Characters may pickup or loot any objects or gear found within the play area or from the bodies of dead characters, adhering to RAW for interacting with objects: one item at a time, one interact with object per item. Each creature gets one free interact with object per turn, additional interacts with object each requires a utilize action.

Leaving the Arena

Creatures and their soul token may enter extra-dimensional space or the Border Etherial, but divine wards prevent a soul coin from leaving the arena through any other form of movement or extra-planar travel. An effect that causes a PC to leave the arena (teleport, dimension door, banishment, plane shift, etc.) will separate their body from their soul token, instantly killing the character. If the movement was caused by another player (or thrall under their control) they will immediately kill the character and trigger The Quickening. If the effect was not caused by another character then the token falls to the ground at the point where the character left the arena.

Game Start Rules

  • Each character must be privately vetted by the DM prior to start to ensure it complies fully with shared campaign, event and general 2024 5e RAW rules.
  • Players will start at evenly disbursed locations around the perimeter of the map, depending on the numbers of players present at start.
  • Player starting locations are surrounded by a bubble of invulnerability that extends 5′ in all directions from their starting zone. All players are 100% invulnerable to any and all damage or game effects until they move away from their starting zone.
  • Prior to start each player will describe their character’s external appearance and introduce their name, race, and class level. All further details are optional at the discretion of the player, but they must be true.
  • All familiars/animal companions/thralls etc. must start in the same position as the character controlling them, and must also be introduced in the same manner as the PC.
  • All items/familiars/companions/class features/etc. begin fully charged, loaded, deployed and in whichever optional state the owner chooses.
  • Any spell, feature or effect with an activation time of one action or bonus action and a duration of 10 minutes or longer may be considered pre-activated (ie. mage armor, shield of faith, Draconic Flight, etc.) Effects with a duration of less than 10 minutes must be activated in-game.
  • After rolling initiative there will be a “round 0,” during which time players select their starting position in initiative order and have one standard turn (action, bonus action, interact with object) to prepare (cast spells, drink potions, activate abilities or items, etc.) but can not move. The match begins with normal turns on initiative round 1.

Miscellaneous Rules

  • An unbreakable magic wall of force surrounds the edge of the map, 60 feet below the surface of the ground/floor and 60 feet above.
  • All maze walls are 2′ thick by 10′ high for the purposes of consistency and provide full cover. Climb DC for walls = 15.
  • Traversing the tops of walls requires a DC 10 Acrobatics check at the start of each turn, with disadvantage due to snow, to avoid falling prone on the top of the wall. If you fail by 5 or more you fall off the wall to one side or the other (50% DM rolls) and take 1d6 falling damage.
  • Squares with at least 50% foliage are heavy obscurement, not difficult terrain, and provide concealment for stealth. DM decides unclear cases.
  • Additional rules may be revealed by the Elder Brain at match start.

CORNUCOPIA

  • A cornucopia containing numerous magical items will be located in the “dead” centre of the map.
  • Each item is clearly labeled and requires one interact with object to pick-up into a free hand.

CORNUCOPIA CONTENTS

+2 shield
+2 longsword
+2 rapier
+2 short sword
+2 great sword
+2 whip
+2 heavy crossbow attached to a quiver of 20 bolts
+2 light crossbow attached to a quiver of 20 bolts
+2 hand crossbow attached to a quiver of 20 bolts
+2 javelin x5 wrapped in a bundle (one interact to grab all)
+2 dagger x5 in a bandoleer (one interact to grab all)
+2 hand axe x5 wrapped in a bundle (one interact to grab all)
+2 spear x5 wrapped in a bundle (one interact to grab all)
+2 trident x5 wrapped in a bundle (one interact to grab all)
+2 sling stones x5 in a pouch (one interact to grab all)
+2 dart x5 in a bandoleer (one interact to grab all)
+2 arrows x5 (in a single quiver)
+2 bolts x5 (in a single quiver)
+2 longbow attached to a quiver of 20 arrows
+2 shortbow attached to a quiver of 20 arrows
+2 Wraps of Unarmed Power
Basic Poison x5
Vial of Antitoxin x1
Executioners Axe
Carpet of Flying, 3 ft. × 5 ft.
Arrow of Slaying (Humanoids)
Bolt of Slaying (Humanoids)
Iron Bands of Bilarro
Horn of Blasting
Bag of Holding
Dagger of Venom
Wand of Magic Missiles
Goggles of Night
Eyes of the Eagle
Wind Fan
Keoghtom’s Ointment (x3 doses in one bottle)
Gem of Brightness
Eversmoking Bottle
Circlet of Blasting
Chime of Opening
Boots of Elvenkind
Javelin of Lightening
Necklace of Fireballs x1 beads

Chests

5 Chests containing random potions will be distributed around the map. All chests are locked with an open DC of 15, break DC of 20 Strength (athletics), and an AC of 15 with 50 hp.

Once chest is in each corner of the map and the 5th is at the Cornucopia in the centre. Each chest contains three random potions. All potions are labeled correctly, except one potion which is mislabeled and is actually a potion of poison. It is a standard action to identify a potion by tasting it. Rules on mixing potions are NOT in force, any mixed potions operate normally.

Potions

– Vitality
– Speed
– Greater Invisibility
– Flying
– Cloud Giant Strength
– Invulnerability
– Heroism
– Elixir of Health
– Force Resistance
– Fire Resistance
– Necrotic Resistance
– Radiant Resistance
– Supreme Healing
– Fire Breath
– Poison (Labeled ‘Supreme Healing’)

Happy Holidays, and May the Rolls be Ever in Your Favour!

THE GRIFFONS DEN

WATCH PARTIES

CRITICAL ROLE – CAMPAIGN 4

MONDAYS 5:45 pm @ The Griffons Den

920 Hillside – Unit 202

Come join us at the Griffons Den to watch the exciting new campaign 4 of Critical Role with Brennan Lee Mulligan as DM. Each Monday we will play the latest episode from the previous Thursday live-stream.

NOTE: Please do not arrive late to avoid disrupting the actual live D&D game in the other room!

  • Free Drop-In for Griffons Den Members

  • By Donation Drop-In for Non-Memebers

  • Plentiful free parking

  • Free Popcorn!