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We're going to make this as easy as possible. PLEASE READ.

GOAL: To hit as many people with paint orbs as possible within the time limit. There will be a 30 minute break at half time.

If you need to leave early, please give Meraki (DMs) as much warning as possible, and she will pull you from the maze at the right time.
Please avoid this if you can!


You will begin on a BLUE ORB POSITION. You can immediately pick up ONE orb from this position.
All BLUE ORB POSITIONS give ONE orb per ONE action. You do not need to be ON the orb position, only adjacent to it.

On your turn you are allowed THREE ACTIONS. You can do any of the following in combinations:
* Move (Walking or Portaling)
* Use Magic
*Pick Up (Item or orbs- number based on your spot color)
* Use / Throw (Item or orb)
* Place traps, if applicable.
* Drop item / Orb

Everyone's walking or running movement has been extended to 15 squares maximum distance per 1 action.

You may portal but will not have any control over your landing portal space without the use of a unique key item. These single-use items can be found in the maze or have been specifically given to you for this round by Legend.

If you come across ice, your first step onto it means you must roll a 1D20 and meet or beat a 13 to move normally. If you fail this roll, your Pravda slips and falls on the spot, and your movement action is over. You may use subsequent actions to walk regularly without rolling until you hit a new ice patch.

Items you find in the maze can be picked up, but you must USE them in a particular way in order to make them do something. Some items have been listed below. you may interact with more than what is shown.

When you come to a GREEN ORB POSITION, ONE action gets you TWO ORBS. As soon as you do this, roll a 1D3. If you hit a 2, everyone else not in your team in the maze is hit with a paint grenade.

If you come to a GOLD ORB POSITION, ONE action refills your TWO ORBS and gives you ONE GOLD orb. This gold orb must be announced when thrown, as it gives off gold paint. You may choose to drop this orb, but it will cost you one action. You can never pick up a third BLUE orb from this position.



When another character comes into your field of vision, as long as there is no wall blocking your line of sight forcing you into a diagonal throw around that wall. NOW, you will announce your intention to throw it BEFORE doing so due to a NEW MECHANIC.

The other player will roll a 1D3. If they roll a 2, they hear you coming, and if they have an available reaction, it becomes a PRIORITY ACTION (triggering first). When this happens, their options are:
- Move 1 space in any direction to avoid line of fire.
-Throw Orb, if available, in Hail Mary fashion.
- Use Magic (Some characters have priority actions built in. This is not for them.)

If a 1 or 3 was rolled, reaction is normal to the throw, allowing you to attempt to dodge or use reactionary magic only.

If the throw is successful, trigger the orb effects Macro on your character's sheet. This will tell us if you have been hit with paint, or your team was hit with a grenade.

REMEMBER: If you ever start a turn orbless, you must announce this to the DMs so they can spin the orbless wheel.

Nat20's rolled during any action have a to spin their own reward wheel, so don't let us miss those!

MERAKI IS IN THE MAZE THIS TIME. She is an active event that will move around the map as she goes. She is worth the points she has if she can be hit, but she does have an automatic special reaction when hit.  Consider her a bit like a golden snitch if it didn't end a game.
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