IT WILL GO DOWN LIKE THIS

KONDORIE KOMBAT is going to be a whole lot of fun. And likely pretty hectic. So please, get to know the rules and regulations.

  • Characters are to be created following standard D&D 5e Rules, with the following specifications:

    1. Each player has 500 gold to spend on weapons, armor, and equipment.

    2. Players can use the Players Handbook (PHB) and the Dungeon Masters Guide (DMG) to identify and price items.

    3. If they can be purchased within the allocated budget, magic items are allowed. For simplicity, all common magical items cost 100gp, all uncommon cost 350gp.

    4. Rules around carrying capacity will be enforced. A character’s carrying capacity in the KOMBAT Arena is measured for battle, not for general travel. For KONDORIE KOMBAT each player’s carrying capacity is measured at only 10 times their strength. So a character with 15 strength can carry 15 × 10 (150 pounds before being burdened)

    5.  For the sake of simplicity, if a character is carrying more than their allocated carrying capacity, they will be considered burdened, and unable to move.

    1. Players will have 10 minutes prior to KOMBAT to cast spells, take potions and prepare.

    2. Each KOMBAT Arena will be controlled and regulated by a KOMBAT Master. These masters have total control of the environment and will have the final say for their arena.

    3. Flanking is allowed

    4. Potions are all worn on belts to facilitate quick access. Using a potion requires an action (Not a bonus) and players can force feed a potion to an ally if they are down. When giving another player a potion you can use your own potion or theirs.

    5. Players will have their health and resources fully reinstated for each battle.

    6. Characters with the ability to summon as part of their class or spell list, may do so.

  • Spells that slow the pace of combat or that could allow escape from the KOMBAT Arena are not available for preparation. Attempted use of a banned spell will cost the player the action and the spell slot used in casting the spell:

    1. Demiplane

    2. Forcecage

    3. Gate

    4. Leomund’s Tiny Hut

    5. Mordenkainen’s Magnificent Mansion

    6. Plane Shift

    7. Word of Recall

  • KONDORIE KMOBAT can get rough. Gladiators may use course language and deaths may be grisly, but a few things are off limits and will lead to players being ejected from the tournament:

    1. No sexual assault-related role play, in-game actions or jokes. (Lewd jokes are ok.)

    2. No child abuse-related role play, in-game actions or jokes. (Spooky kids is fine.)

    3. No bigotry that could be mistaken for real world bigotry. (Jokes about half-orc body odor is fine.)

    4. No verbal abuse or intimidation of other players.

    5. There are no secrets on your character sheet. If you’re asked by the AM to explain an action your character takes, refusal to answer will be interpreted as evidence of cheating.

    6. Be mindful when other are talking and avoid talking over others unless it is a matter that is important such as casting counterspell.

    7. When it is not your turn please pay attention to what is happening and try to plan at least your general actions for when your turn comes. This will speed games up and make more time for more games!

    We understand that the game can get exciting but please keep in mind these simple rules that will help improve the overall KONDORIE KOMBAT experience.

  • You won’t have your own entrance song, but how you enter the KOMBAT Arena may be just as important as what you do in the fight.

    Before KOMBAT commences, choose how you’d like to get things started:

    Arena Ghost

    Some people want to get noticed in the arena. But not you. You have some assassinating to do. Beat the global save DC on a stealth check to enter the arena unnoticed. For as long as you don’t get spotted, you have the opportunity for a surprise attack.

    Enemies remain unaware of you until you:

    • End your turn in an enemy’s line of sight.

    • Attack an enemy

    • Take a magic action

    Come at Me!

    Feel like testing the durability of your armor? Pass an intimidation check to get the attention of your foes. Attacks against you are at disadvantage if you are in another player’s line of sight. An enemy may take an action to make a wisdom saving throw against the arena Global Save DC. On a success, they are no longer intimidated by you.

    Head on a Swivel

    Your opponents may be trying to hide. You’d like to keep an eye out for that. Roll a perception check. If the result is higher than your passive perception, alter your passive perception to reflect the change until the end of the match.

    On Your Mark

    Maybe you’d like to get out ahead of the pack? Beat the global save DC with successful acrobatics or athletics check, and you can take a free dash action on you first turn.

    Play to the Crowd

    Show the crowd why you’re special! If you beat the global save DC on a performance check, you get a point of inspiration. Use it soon though, as it is only available for the current match!

SIGN UP NOW

Interested in testing your skills? Maybe winning some swag? Or even becoming the first KONDORIE sponsored role player in the world?

Register to compete at KONDORIE KOMBAT 2026.

Lake Monster Brewery
Saturday January 3rd
4pm - 11pm

KICKSTARTER LAUNCHING SOON

KICKSTARTER LAUNCHING SOON