Tournaments of Artemis XII This Event is Called It’s Called What’s It Called
June 07, 2025
Site is
West Stafford Fire Department Pavilion - Stafford Springs, CT (View Map).
Site opens at 11AM and closes at 8:30PM.
Event starts at 12:00 PM, on Saturday June 07, 2025.
Event ends at 07:30 PM, on Saturday June 07, 2025.
Cost is $10 - $20 (pay what you can sliding scale).
Pre-registration is suggested (Register for Event).
The Huntress Guild presents: Tournaments of Artemis XII(!!!)
Come on down for a full day of war tourneys. We got castles. We got Huntresses. We got some good eats. We got bombs. They may or may not explode!
Two team war maneuvers. If you plan to play as a Huntress–a leader on the field and a captain of your team–please leave us a note in your registration. This option is open to women and gender minorities: anyone comfortable with taking on the title “Huntress.” Everyone else, show up with your weapons, your best attitude, and all the hype you can muster and you’ll be sorted on a team.
Please take a look at the following rules for NEW, spicy tournaments (and also some old, mildly complicated ones). If you have any questions, do not hesitate to contact one of the Guild Lieutenants.
New (or updated) this year:
Hadrianna’s Bomb Shelter
The objective of this tournament is to disarm the bomb in Hadrianna’s Bomb Shelter! (Don’t ask why the bomb is inside the bomb shelter, something went very wrong). This is a limited castle defense tournament. The castle, AKA bomb shelter, houses a four-part puzzle with stationary set-ups that cannot be removed from their set locations. The four different puzzle stations are in different locations inside the castle. There is a marshal at each puzzle station. This will be a respawn fight in which one team starts inside the castle and one team starts outside. To disarm the bomb, the defending team must solve all four puzzles. When a puzzle is in its solved state, the corresponding marshal will raise their hand or a flag to indicate this. When all four are disarmed/solved at once, the tournament is over and that team’s time is recorded. The opposing team may touch the puzzles and “unsolve” them by rearranging the tiles, but they cannot remove any of the tiles. If the time limit is reached, the bomb explodes and the team inside gets points for each puzzle currently solved. Teams can run or walk back to respawn points. The team outside will have two respawn points on two different sides of the castle, and they may choose which point to go to. Marshals will announce the halfway point on the bomb timer and provide a 1 minute warning.
Oops, We Died Again
This is a limited tournament (no regular spell builds and no armor). Each team will be allotted a total, finite pool of lives (or respawns) that is shared across all team members. The Huntresses will have their own pool of lives, distinct from the rest of the participants but shared amongst all Huntresses on a team. All tournament participants on each team will start with two magic missiles. On their first respawn, each participant will gain access to a single short. On their second, a true florentine set or a hand-and-a-half weapon. On their third respawn, each participant will gain access to a shield or marn. Participants may retain and use their missiles throughout.
Squad Shush ‘n Shelter
This is a limited tournament (no spells, no armor). Only the Huntresses on each team will be allowed to speak after the call of “lay on.” The supporters on each team must remain silent, apart from calling their shots (and of course, in emergency situations); they also may not make nonverbal noises like clapping or stomping to get someone’s attention. The team will be divided into squads–each squad will be headed by a Huntress and each squad will have its own designated regen point. Each team will receive a large safe (box, palanquin, boulder?). This will start on the field, behind the squads’ regeneration points. In the middle of the field, there will be 4 points (squares drawn on the ground). The object of this tournament is to defend your team’s safe at each of these 4 points, for 6o seconds at a time. There will be a marshal timing at each point that will start the clock whenever a team’s safe is placed on the ground, fully within the square. The timer will stop and reset and the point will not count if the safe is picked up and moved fully or partially out of the box. A safe requires four hands to move.
Jills of All Trades
In this tournament, we will ask Huntresses to assign the supporters on their teams to different tasks. The full nature of these tasks will only be revealed after the tournament has commenced. Huntresses will receive hints to help them determine where to assign supporters; for example, “this task is suited to your most athletic supporters,” or “this task is best suited to the sharpest minds on your team,” etc. Once supporters have been assigned, the tournament will begin and the specific rules for each task will be explained. Supporters cannot be reassigned and are committed to the task to which they were assigned. Huntresses are free to move between tasks, assisting their supporters and carrying information or suggestions between them. The team that successfully completes the greater number of tasks will win.
Team Try Not to Laugh
This non-com tournament will test the comedic chops of each team! Each team will have 5 rounds to send in up to 3 performers to make the opposing teams huntress's laugh. We will provide a bin of props, and teams will use them to plan funny bits. Each team will be given 5 minutes to prepare each time the Huntress in the hot seat changes. Each round will be 60 seconds.
Back again this year:
Dungeon Danger Dice
Each team’s Huntresses roll 2 d6s each round. The results of these die rolls produce a pool of points for the team. This tournament is fought in rounds and all Huntresses participate in each round. Before the start of each round, the Huntresses will decide how to use the points in their pool. It costs 1 point for a Huntress to “activate” their unlimited build. It also costs 1 point to bring in a limited supporter for the round and an additional point to activate a supporter’s unlimited build (AKA their spells or armor). For example, by spending 3 points, a Huntress may activate their own spells and bring in an unlimited supporter; or, they may choose to remain limited and bring in 3 supporters to fight with them that round, all also limited. Unspent points will roll over to the next round.
Huntressassins
Huntresses are given tokens labeled with various point values. They may distribute these tokens among Huntresses as they see fit. Each round only lasts until a team defeats one Huntress on the opposing team. When this happens, all of Huntress's tokens are transferred to the opposing team.
Stay in Your Lane
Huntresses can travel between lanes. Everybody else has to Stay. In. Their. Lane.
Fights of Valor
Challenge any Knight of a Knighthood or an Order to a best 2 out of 3 fight. Gain one point for the initial challenge. Gain three points total for winning. Huntresses will receive five points for the initial challenge & ten points for winning. Each team supporter may only participate in one Knight challenge, but a Huntress may participate in any number. Each Knight present may only accept one challenge from either a huntress or supporter from each team.
We look forward to seeing everybody on the tourney field!
-- Huntress Guild Lieutenants
181 Cooper Lane
Stafford Springs, CT
From Eastern/Central MA and New Hampshire:
Find your best route to 84 West into Connecticut. Once over the Connecticut line, take exit 73 for state route 190.
Take a right off the exit onto 190 West. Travel 9.7 miles on 190. The fire department will be on the left. Go just past the fire department and take a left onto Cooper Lane.
Once on Cooper Lane, take your first left into the back driveway of the firehouse grounds. Park on either side of the driveway after you pull in.
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From Western MA and Vermont:
Find your best route to 91 South into Connecticut. Once over the Connecticut Border take exist 47E onto state route 190 East.
Once off the exit you will travel 12.9 miles on route 190. The fire department will be on the right, immediately after Cooper Lane. If you see the Fire department you have gone too far.
Turn right onto Cooper Lane then take your first left into the back driveway of the firehouse grounds. Park on either side of the driveway after you pull in.