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Dragonchess

Dragonchess is a game popular amongst wizards and the elite where opponents match wits
orchestrating the two sides of 42 pieces over three 96-square (12x8) boards representing
the Sky, the Earth, and the Underworld. The game has existed long beyond the memory in
some variant in cultures around the world. One might see different pieces but the same
rules with Tamire Elves and Marak Kender.

The goal is to capture the enemy King using traditional pieces of 6 sylphs, 2 griffons, the
dragon (air); King, mage, paladin, cleric, 2 thieves, 2 heroes, 2 unicorns, 2 oliphants, and
12 warriors (earth); 6 dwarves, 2 basilisks, the elemental (underworld). One side uses
Scarlet, the other Gold. Starting is generally random with one player hiding a colored pawn
in each hand and the other choosing the hand.

Scholars claim the game is a metaphor for the celestial struggles of fundamental law, chaos,
good, and evil. While this may be the case in the heady world of the scholarly elite, in
Diamond Lake, it’s principally another justification for gambling.

A game of dragonchess takes a full hour to play (longer for "big" games) and is played
conversationally. Many casual players prefer the discussions to the game and play
accordingly. Others dedicate considerable passion toward memorizing strategies and
perfecting surprise traps and feints. It is said that you can learn more about a person in an
hour of dragonchess than you could spending a year otherwise - the game perfectly reflects
a player’s personality.

To resolve a game of dragonchess, one must trap the enemy King, who is most vulnerable
when left on the top or bottom boards.

The Rules

The base skill for dragonchess is Profession (gambler). If the player has no ranks in
Profession (gambler), they can still play, using a Wisdom check with a possible -2
circumstance penalty if they are not basically conversant with the rules - for example if it is
their first game or they have not seen a few games being played.

This base check may be modified by the following circumstances:


+1 bonus if at least 1 rank in Bluff, Diplomacy, Intimidate, Knowledge-Arcana, or Sense
Motive. These bonuses stack. It is considered rude to use skills like Bluff/Intimidate during
a game, though some may “shark” a player by opting not to use these skills.

+2 bonus for masterwork playing pieces (Masterwork pieces are usually individualized
making it easier for that player to remember the myriad of special skills of each individual
piece)

+2 bonus if the player has levels in wizard (the flow of the game is similar to that of
preparing to cast arcane spells making all wizards naturally adept at the game)

A player with control of the Earth board may add their Intelligence modifier to their skill
check as a circumstance bonus.

A player with control of the Air board may add their Wisdom modifier to their skill check as
a circumstance bonus.

A player with control of the Underworld board may add their Charisma modifier to their skill
check as a circumstance bonus.

Note that it is not essential for a player to include a bonus upon a skill check. In fact, in
casual or friendly games, it is normally considered impolite to use skills such as Bluff and
Intimidate. For some though, not using particular bonuses is a key element of sharking an
opponent. Any sharking attempt can be discovered by an opponent using the usual
Bluff/Sense Motive opposed roll. In a serious game, sharking is considered poor form
(particularly if spectators have also placed wagers upon the outcome).

The first opposed checks are made to decide which player gains control of the Earth
(starting) board. Use the best 2 out of 3 rolls to determine who gains control. This player
then gains the benefit of the Earth board. The controlling player then chooses the next
board to play for (Sky or Underworld). Again, checks are made with best 2 out of 3 until a
player controls all 3 boards (trapping the King).

Typical Lazare's House patron:

Allustan +15
Lazare +20
Dannath +6
Trevant +11
Golgan Hant +10
Khellek +20
Melinde +5
Prince Moonmeadow +8
Chaum Gansworth +7
Luzane Parrin +8

Introductory Adventure

Adventure begins with Chaum Gansworth at The Rusty Bucket having invited the
folk to a Dragonchess tournament.

The tourney involved 32 players in single elimination. The main room of the
restaurant was laid out with tables for playing while spectators watched from a
roped off area along three sides. At the fourth side Chaum sat with Luzanne at his
table on the raised platform. There was also a platform with a chalkboard for
keeping track of the players, a referee with a bell, and runners to check on the
games in progress.

It was very crowded, and though the referee announced NO betting before each
match, much gold changed hands. Before the tourney began, Balabar Smenk had
the audacity to appear and wish all the players luck, even though it was not his
tourney. Accompanied by his albino half-ogre body guard Kullen he pushed through
the crowd and asked Chaum if he could join him at his table. Luzanne whispered
madly in Chaum's ear, and eventually Chaum declined to have Balabar join him.
The surly mine-manager and his body guard leaves, pushing their way back
through the crowd.

Then with a ring of the bell, the tourney began.

In order to speed up the games to play an entire tourney, rather than having to win
two rolls in a row to capture a board, we played "best 2 out of 3". By narrating
between each roll various made up moves and "gambit" or "strategy" names I
added some sense of tense anticipation.

Round 1:
 Dobrun Trent, half-elf militia lieutenant, new to the game (+1, I+1)
o Stay alert I always say. I’ll be watching your moves carefully.
o The militia could use a few more sturdy backs.
 Dietrik Cicaeda, cartographer who talks about geography (+1, I+2, W+1).
o Abandoned claims on tombs or supposed mines are not infrequent.
The hills still have dangers. Pretty sure there’s still tombs missed.
o Northern Hosk is largely unmapped. The Tamire Elves and Uigan know
it instinctively and need no maps, and who wishes to venture into the
rifts, volcanoes or fields of glass that others call home? Still, maps are
knowledge and knowledge is power.
o The garrison to the north by the swamps is largely token. The League
advances into territory it doesn’t need. Still, I cannot complain of the
fort’s presence as it ensures our town is secured.
 Fester Trollump, local trapper and novice (+1, W+1)
o The game is scarce but I stick around.
o I’d be richer if the Emporium weren’t around. Then again, why would I
stick around, har har.
 Tidwoad, gnomish proprietor, eager to learn (+2, I+2)
o If you strike it rich, drop by the store. I have the best rates for
appraisal and gem exchange, better than Kristophan.
o Originally from Aldinananchru, with King Telemandarklosminarus IV, a
fascinating place.

Round 2:

 Melinde, fire-haired Qu’an paladin (+5, W+1, Ch+2)


o Strength of conviction for peace is just as prized as strength of
conviction for war.
o Mobility is key in all conflicts, including this one. It is not the square
one controls that is so important as the squares around your piece that
are affected.
o (Flirts with males, pouts when losing, invites to temple if similar)
 Rontabont Mur, visiting copper merchant & sore loser (+3, I+2)
o Staying at the Able Carter Coach, better than most dumps around here
o (accuses of cheating, asks for referee rulings)
o (If he loses the Underworld board, stands up and knocks all pieces to
the floor, enraged and spouting insults. Gets ejected.)
 Tyrol Ebberly, weapons dealer (+3, W+1, Ch+2)
o Could show you my wares, but always make a better deal when I buy
customers a drink
o I used to adventure, have seen the Bilo gnome columns, even stood
against an attack by the hobgob’s.
o I used to hit up the Feral Dog, but too much when one gets older
 Another player (2 on each side of bracket)

Round 3 (8 players left)

 Another player(?)
 Allustan, local wizard (+15, I+5, W+2)
o It is not wise to bring the big pieces out before developing moves of
lesser pieces, for properly arranged lesser pieces can harass and force
you to defend that major piece while the opponent continues to
develop his strategy.
o The Dragon protects the King and one that leaves the King early will
lose the game.
o Muses about mud sorcerer tombs
 Ellival Moonmeadow, elf mine manager (+8, I+1, Ch+3)
o (if non elf, won’t talk), No one expected an elf to control mines, but I
have. Take this lesson into your game, never underestimate the cleric
in favor of the dragon.
o Music makes the miners move more quickly, though the coins should
do just the same.
 Khellek (+20, I+5, W+2). Use for history of world, exploring Stirgenest
Tomb, tsk tsk if anyone thinks its empty.

Final Matches (use above NPCs listed if needed, Khellek should be in final)

Now, with only the final match left, the referee called for a 10 minute break.
Sarbanne joined his friends and they discussed the interesting social games going
on around them, like the two strange men who made reference to Rontabont Mur's
loss to Sarbanne, and the possibility that it was fixed.
Chaum had the two players approach his table where he made a short speech and a
toast to the contestants while behind them the regular tables were removed and a
special final game table was brought to the center of the room.

Prize: masterwork dragon chess set and 50 gold. The restaurant emptied with the
tournament over.

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