This time, we have the honor of having the use of "Sir" Wilfred Pennyweight's Emerald Dragon Inn to play host to what will be known as the "Tavern League". The Conjurer's Chess matches will take place on a small, indoor board (more details about this later), and patrons will be able to watch the match as it unfolds.
Many noteworthy guests will be watching our competitors during the match, including the other Summoners themselves, so best behavior is highly recommended. Any observer can "cry foul", and it'll be looked into.
The match will officially be judged by "Sir" Wilfred himself (Human Ftr 4/Exp 5), though he will be advised in technical arcane matters by Edwin Garlsnag "The Chikenhearted", our erstwhile bard-in-absentia from the first Conjurer's Chess tourney.
The rules are as follows:
1) The tournament will be run and moderated solely by me (Andorax). I will arrange the matches, adjucate them, roll all the dice, determine all the results...which will be made public within these boards. I am functioning as "DM" for the match, and adjucating all OOC matters, while the two NPCs ("Sir" Wilfred and Edwin Garlsnag) will act as the IC judges of the IC rules.
2) Matches will take place on a play-by-post basis. From when the match starts, participants will have 24 hours to post their move, starting from when the moderator (myself) posts the beginning of the match, or the results of the opponent's last move. Weekends are excepted from this rule, extending the timeframe to the same time on Monday that it *would* have been on Saturday.
3) Failing to post on time forefits your actions during that round. Victors in earlier rounds will have a full 24 in-game hours to rest, pray and rememorise (as needed) prior to the next day's match. While each round of the Tournament will proceed simuntaneously, in reality they're taking place over the course of an afternoon, one after another.
4) Each Player (a board poster) will be allowed up to two Summoners (PCs) to compete in the tournament, although only one is required. In order to avoid the "clone" effect, a given Player's two entrants, if they submit two, must have at least 3 levels in different classes from one-another.
5) Opponents will be paired off, with enough "byes" granted to advance non-paired opponents. Byes will be granted at random, but no Player will receive more than one bye until all still-active Players have done so. If a Player's two Summoners are matched against one-another in a round, the Player may opt to either play out the round, or else have one or the other Summoner concede.
6) Summoners are to be 8th level (including LA), are created using 32 point buy, and may be drawn from the following sourcebooks: Core, Expanded Psionics, all "Complete" books, all "Races of" books, Frostburn, the Planar Handbook, Libris Mortis, the Draconomicon, the Fiend Folio and the Monster Manual 3.
It is...requested...that Players create their Summoners as "whole characters", and not simple caracatures who exist for the sole purpose of winning the tourney. If any "alternate" summons beyond the default list (as put forth under rule 11) are to be employed, they must be submitted along with the Summoner.
Wizards (and similar casters) must include a copy of their spellbooks as part of their character submission. Use reasonable judgement as to the number of spells contained within (ie, do not list "every known spell of 0th through 4th level" or similar).
It is strongly recommended that you take careful note of the languages spoken by your creatures. Celestial creatures speak Celestial, Fiendish creatures speak either Abyssal (if non-lawful) or Infernal (if non-chaotic)...yes NE creatures are considered to speak both). Elemental creatures speak the appropriate elemental tongue (Aquan, Auran, Ignan, Terran).
Animals have no specific language, so "Speak with Animal" is highly recommended. Since Dispelling the enemy caster is a legal strategy (as shown in a past match), perhaps even multiple memorizations...
Due to there being creature substitutions that do not take the standard list of languages into account, please note the following additional language options:
Anarchic: Language common to Anarchic creatures.
Axiomatic: Language common to Axiomatic creatures.
Pos: Language common to Vivacious creatures and other beings of positive energy.
Neg: Language common to Entropic creatures and other beings of negative energy.
Beyond-Tongue: Language common to creatures of the Far Realms (Pseudonatural creatures).
7) For the purpose of this tournament, a variety of different "Summons" will be considered comparable, and equivalent, to the Summon Monster spells, including:
Summon Nature's Ally spells
Summon Undead spells (Libris Mortis)
Conjure Ice Beast (Frostburn)
Astral Construct (Expanded Psionics)
More details on permissible summons will be included further down.
8) Each competitor is permitted only their spell component pouch and any components needed to cast spells they have memorized, or known. No magical items will be permitted, nor any form of mundane weapon, armor, or piece of adventuring equipment.
9) The rules for Conjurer's Chess will be abided by, in accordance with how they are layed out (Complete Warrior, page 132-133) with the following specifications and exceptions:
A) First-round tournament play will consist of 6 total rounds, the first 3 of which are summoning rounds, and the designated summoning die shall be a D3. Summoners are permitted a single prep spell prior to the tournament beginning, though such a spell must be personal in nature, or target only the half of the board closest to the summoner.
B) Second-round tournament play will consist of 8 total rounds, the first 4 of which are summoning rounds, and the designated summoning die shall be a D3. Summoners are permitted a single prep spell prior to the tournament beginning, though such a spell must be personal in nature, or target only the half of the board closest to the summoner.
C) Third-round and later tournament play will consist of 10 total rounds, with the first 4 rounds to be summoning rounds, followed by 2 non-summoning rounds, 2 further summoning rounds, and the final 2 non-summoning rounds. The designated summoning die shall be a D4. Summoners are permitted two prep spells prior to the tournament beginning, though such a spell must be personal in nature, or target only the half of the board closest to the summoner.
D) If a summoner cannot summon a creature of the appropriate type, they forefit that summoning round, and may not summon anything else in it's stead, although additional spellcasting is permitted (see G).
E) Creatures are allowed to move (no more than 1 square per turn) and attack normally.
F) The Summoners will stand at opposite ends of the game board, on elevated platforms provided to give them a full view of the field. The horizontal row of squares adjacent to each Summoner's platform is their own "Summoner's Row". All summonings (or equivalents thereof) must place at least 1 creature in the Summoner's Row, and each following creature from the same summons adjacent to the first.
G) Opposing Summoners are permitted to cast non-summoning spells during the tournament (both during summoning rounds and afterwards). However, these spells may not target, damage, or include in their area of effect opposing creatures, and (with the exception of dispels and counterspells) may not target, include in their area of effect, or deny access to nearest Summoner's Row to the opposing Summoner. Summoned creatures are permitted to use any powers (spells, spell-like abilities, supernatural abilities, psionics, and the like) that they possess against opposing creatures (but see H below), but are likewise bound by the rule to not target, include in their area of effect, or deny access to the gameboard the opposing Summoner.
G1) Clarification: At no time may a Summoning be dispelled or counterspelled. Targetting an opponent's summoned creature with a targetted dispel with the intent of dispelling spell effects on said creature without dispelling the creature itself requires a DC 20 spellcraft check. A failed check subjects the creature to the dispel as well, and if successfully dispelled, results in the dispelling summoner being disqualified.
H) A summoned creature may use its attacks, or it's abilities (or both, if able) against an opposing summoned creature (or creatures) within the range of its abilities or attacks. Abilities with an area of effect may include multiple opposing creatures, but such abilities that include the opposing summoner, or the guests of the establishment, in the area of effect subject the Summoner controlling said creature to disqualification (and possible imprisonment). Note that this is a change from the previous tournament rules.
I) As a result of the confined space of the gameboard, only Medium or smaller summons will be permitted.
J) Specific, named, or unique creatures (DMG variant pg. 37) will not be permitted. Only standard representative examples of the respective races are allowed.
K) For the purpose of scoring, any game board square that is occupied by one Summoner's creature(s) solely is worth a point when the time has expired. The opposing Summoner's "Summoner's Row" spaces count double if occupied by the Summoner's creatures.
L) The Summoner may not move from the platform during the competition.
M) The Summoner must participate alone. No other animal companions, familiars, cohorts, allies, dominated minions, homunculus, undead creatures or any such "other beings" are permitted to take part in the match, though they are welcome to watch the match from the tables around the game board.
N) All full-round spells (such as summonings) must be begun with full-actions. Split-round actions (using a move from round 1 and a standard from round 2) will not be permitted, for the sake of efficient bookkeeping.
O) For the purpose of this tournament, the use of Sudden Metamagics, the Divine Metamagic feat and Contingencies will not be permitted to be used in conjunction with, or in order to effect, any Summoning. Such feats, spells, effects, and class features may still be employed for other spell effects.
10) The tournament venue consists of a 40' square board made up of 64 5' squares of wooden floor paneling in alternating light and dark colors. Summoners are asked to make every reasonable effort not to damage the establishment, either themselves or with their summoned creatures.
A raised platform sits at either end of the board, raising the Summoners 5' up above the level of the board. A Summoner can kneel down and reach a creature occupying any of the three spaces on their Summoner's Row adjacent to their platform (for the purpose of touch spells and the like). The ceiling of the Inn is only 12' above the floor level (and thus only 7' above the Summoner's heads)
The 5' space surrounding the board is clear of all impediments (other than the summoning platforms), and Inn staff will make every effort to keep them clear, but beyond that distance are numerous patrons who will be observing the match. Their safety is of considerable importance, so please keep a tight control over both summoned creatures and area effects.

11) Alternate Summons will be permitted, with the following rules applied:
Three types of alternate summoning exist:
A) Alternate creatures avaialble through the regular Summon Monster/Summon Nature's Ally spells.
B) Alternate versions of summoning spells, such as Libris Mortis' Summon Undead, or the Expanded Psionics Handbook's Astral Construct ability.
C) Specific "Summon" spells that, while not part of a I,II,III list, also summon creatures (usually only one).
All three of these forms of alternate summoning are permissable in one manner or another. The following list covers legal Summons within the I to IV range that is relevant to the Tavern League:
A) Alternate Creatures
For each alternate creature offered, another must be given up. The exception to this rule is the Celestial Summoning Specialist and Fiendish Summoning Specialist (Planar Handbook). This feat allows you to add one creature of the according alignment to your summons list at each level. You may use it to select appropriate-aligned creatures from the following list, or to "switch" an existing creature from Fiendish to Celestial (or vice-versa), or to change an existing Celestial or Fiendish creature's alignment to, respectively, NG or NE (for clerics with a law/chaos alignment restriction). Finally, you can use it to regain access to a creature you've given up for an alternate summons.
Casters with access to Celestial or Fiendish creatures may give up access to one (or both) entire types to replace them with Anarchic (PlH) or Axiomatic (PlH) creatures.
Casters with access to Celestial or Fiendish creatures may give up access to one (or both) entire types to replace them with Entropic (PlH) or Vivacious (PlH) creatures, raising their "list" by 1. If this option is taken, access to Celestial/Fiendish creatures on the I list is retained (otherwise the caster would be unable to cast Summon Is at all).
Alienists (CAr) replace all Celestial and Fiendish creatures with Pseudonatural ones, and lose access to all creatures not on the lists as Celestial or Fienidsh. They may also include the Katori (FF) as a Summon Monster II option. Other variations from the base list will not be permitted.
Remember that, throughout, you cannot give up something you do not have access to.
Summon Monster 1:
Elysian Thrush (PlH) replaces Celestial Owl or Celestial Monkey (choose 1)
Summon Monster 2:
Katori (FF) replaces Lemure or Fiendish Medium Viper
Varoot Nerra (FF) replaces Fiendish Medium Monstrous Scorpion or Celestial Giant Bombardier Beetle
Summon Monster 3:
Baccae (FF) replaces Celestial Dire Badger or Fiendish Wolverine
Summon Monster 4:
Storm Elemental, Small (MM3) replaces Mephits
Aoa Droplet (FF) replaces replaces Celestial Giant Owl, Celestial Giant Eagle, or Fiendish Giant Preying Mantis
Imp (FF, all 3 variants) replaces Fiendish Giant Wasp
Kalareem Nerra (FF) replaces Celestial Lion, Fiendish Dire Wolf or Fiendish snake, Huge Viper (choose 1)
Skeroloth Yugoloth (FF) replaces Yeth Hound
Elemental Grues (CAr) replace Mephits
Summon Nature's Ally 3:
Storm Elemental, Small (MM3) replaces Thoqqua
B) Alternate Summoning Lists
The following Alternate Summoning Lists are allowed, with notes on specific modifications as needed:
Conjure Ice Beast I-IX (Fbr)
No specific rules, but note that these are Conjurations, not Summons. Variations from the base list will not be permitted.
Astral Construct (XPH)
Types of constructs match summoning levels (I - IX).
Manifesters may add the following Augmentation: For each additional 2 points, another construct of the same type may be manifested.
Summon Undead I-V (LiM)
Permitted skeletons and zombies are restricted to the following list:
SU I: Human Warrior Skeleton; Kobold, Dire Rat, Gnome or Goblin Zombie
SU II: Human Commoner, Troglodyte, Gnoll Warrior, Skum or Wolf Zombie
Summoned Undead of all sorts are presumed to be able to fully understand the Summoner's native language.
C) Specific Summons
The following is a list of additional "specific summons" which will be legally permitted, and the summoning die that will be allowed to bring them:
II: Summon Dire Hawk (RotW)
IV: Summon Bearded Devil (PlH), Summon Hound Archon (PlH)
(PlH = Planar Handbook, MM3 = Monster Manual 3, FF = Fiend Folio, Fbr = Frostburn, CAr = Complete Arcane, LiM = Libris Mortis, XPH = Expanded Psionics Handbook, RotW = Races of the Wild)
This thread is open and available to ask any questions, request any clarifications of the rules that is desired. A separate thread will be made available for actual competitor submissions.


