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The Crucible Games

The objective for all contestants competing in Crucible of Fate is simply to survive all three games, thereby surviving the episode and moving one step closer to reclaiming their mortal soul and being liberated back to the Material Plane. Below, you will find the rules that govern each of the three games that will be played in each episode of Crucible of Fate:

  • Hunter and Hunted

    During Hunter and Hunted, contestants are teleported within the lair of a creature or creatures. Initially it is unknown whether the contestants are the hunters or the hunted in this game, but the roles are not permanent as the hunted may become the hunter in time. The game of Hunter and Hunted is typically comprised of a combat encounter where contestants need to not only consider their common foe in the form of a creature of some kind, but also be wary of the actions of their fellow contestants.  

    Game Time Limit. None

    Game End Conditions. Once one of the following two conditions are met, the game of Hunter and Hunted will stop:

    • A contestant is killed by a creature, trap or encounter within the dungeon.
    • The contestants kill their prey.

    After a Game End condition has been met, contestants will be afforded an opportunity to immediately leave the game zone, in initiative order, as a free action.

    PVP Rules. Contestants can attack, damage, or even kill other contestants during Hunter and Hunted, but this would not constitute a Game End Condition. Killing another contestant during Hunter and Hunted simply increases the probability of death of the remaining contestants and might deprive themselves of the skillsets of their fallen companion that might be key to their success in the next game!

    Initiative. During Hunter and Hunted, initiative order will be established by contestants using a standard Dexterity based initiative roll, a Perception Skill Check, or an Intelligence Ability Check. Contestants can then add any other applicable Initiative bonuses from Feats, or Class or Racial Abilities. Results are then put in descending order.

    Player Turns. Players have two minutes to ask questions, clearly state the actions, bonus actions and movement their character will take and begin executing the declared actions within the two minute time limit. Failure to do so will result in a contestant’s turn being cut short or lost. Time spent by the Killer DM resolving the turn as a result of the actions taken does not count for this time limit. This restriction is meant to induce stress as well as keep the game moving as smoothly and quickly as possible.

  • Escape the Room

    During a game of Escape the Room, the contestants’ objective is to discover and, if necessary, activate an exit that lies somewhere within the room. Contestants that survive long enough to successfully activate the portal can use it to return to the safety of the Fate’s Hand Tavern.

    Game Time Limit. Varies

    Game End Conditions. Once one of the following two conditions are met, the game of Escape the Room will stop:

    • A contestant is killed by a creature, trap or encounter within the Room.
    • All of the contestants Escape the Room.

    After a Game End condition has been met, contestants will be afforded an opportunity to immediately leave the game zone, in initiative order, as a free action.

    PVP Rules. Contestants can attack, damage, or even kill other contestants during Escape the Room, but this would not constitute a Game End Condition. Killing another contestant during Escape the Room simply increases the probability of death of the remaining contestants and might deprive themselves of the skillsets of their fallen companion that might be key to their success in the next game!

    Initiative. During Escape the Room, initiative order will be established by contestants using a standard Dexterity based initiative roll, a Perception Skill Check, or an Intelligence Ability Check. Contestants can then add any other applicable Initiative bonuses from Feats, or Class or Racial Abilities. Results are then put in descending order.

    Player Turns. Players have two minutes to ask questions, clearly state the actions, bonus actions and movement their character will take and begin executing the declared actions within the two minute time limit. Failure to do so will result in a contestant’s turn being cut short or lost. Time spent by the Killer DM resolving the turn as a result of the actions taken does not count for this time limit. This restriction is meant to induce stress as well as keep the game moving as smoothly and quickly as possible.

  • Split the Party

    During a game of Split the Party, contestants square off in a deadly battle royale that takes place in one of the many arenas within the CoF grounds. Split the Party is always played last in every episode and continues until only three contestants remain alive.

    Game Time Limit. None

    Game End Condition. Contestants fight to the death until only three contestants remain.

    PVP Rules. Anything goes.

    Initiative. During Split the Party, initiative order will be established by contestants using a standard Dexterity based initiative roll, a Perception Skill Check, or an Intelligence Ability Check. Contestants can then add any other applicable Initiative bonuses from Feats, or Class or Racial Abilities. Results are then put in descending order.

    Player Turns. Players have two minutes to clearly state the actions, bonus actions and movement their character will take and begin executing the declared actions within the two minute time limit. Failure to do so will result in a contestant’s turn being cut short or lost. Time spent resolving the turn as a result of the actions taken does not count for this time limit. This restriction is meant to induce stress as well as keep the game moving as smoothly and quickly as possible.