NDDA Teams
Southern Conference
Western Division
- Las Vegas Sinners
- Honolulu Fire
- Truth or Consequences Dare
- Ensenada (Mexico) Cenicienta (Cinderella)
- Hollywood Dream
- Los Angeles Cool World
Central Division
- Houston Prosperity
- Oklahoma City Oilers
- Mexico City Luchadors
- Pittsburgh Union
- Austin Revival
Eastern Division
- Jacksonville Floridaians
- New Orleans Evening Star
- Havana Beat
- Atlanta Mind
- Birmingham Dixie
Northern Conference
Western Division
- San Francisco Virtual
- Seattle Stormborne Merwyrms
- Vancouver Predators
- Boise Rollersongs
- Portland Streetbrewers
Central Division
- Colorado Springs Fighting Falcons
- Shaunavon (Canada) Sasquatch
- Deseret (Salt Lake City) Honeybees
- Chicago Mafia
- Bismark Presidents
Eastern Division
- London Golden Dawn
- Boston Buglers
- Salem Wicked Witches
- New York Five Boroughs (The Five)
- Montreal Expos
- D.C. Congress
The Rules of the NDDA - This Section Will Take Time To Write Down. Please Be Patient.
The Dungeon
Each team will have an Association approved Dungeon for the purposes of Association play. A Dungeon is approved if it follows the following code. This does not apply to non-Association play, such as seating, non-Association business, offices, ect., unless otherwise noted. Numbers in parenthesis () apply only to Final Dive
All Dungeons will have a Mana Cap of 1200 Mana worth of improvements, traps, and creatures, in any manner, in a season, with 700 (1200) Mana worth of improvements active during any one Dive. This does not include improvement on the Final Boss, and counts half of improvements on Bosses
All Dungeons can contain no less than 16 (28), and no more than 24 (36), active rooms during any one Dive, not counting connecting corridors or stairwells of 30 feet or less. This limit does not apply to the Lair or the Entrance. A non-room corridor must not be able to fit two unmodified Humans side by side, and cannot have traps or monsters in that location. A Dungeon may have any number of floors, provided it does not violate other Association or local rules.
All Dungeons will have An Entrance. The Offense will start within this location. This location must be at least 20 feet in all directions, and be free of traps and monsters. It may be decorated as the Core sees fit, at the NDDA's expense, provided it does not violate rules
All Dungeons will have a Lair. The Final Boss must stay inside this Lair during a Dive, This location must be at least 30 feet in all directions, with at least 20 feet worth of non-lethal floor. It may be decorated as the Core and Final Boss sees fit, at their own expense.
All Dungeons must have a Dungeon Core Room. This is where the Dungeon Core resides. It must be free of monsters and traps, and must reside on a pedestal not to exceed 5 feet. The Core must be free to access, with nothing to restrict a person from touching it. It may be decorated as the Core sees fit, at the NDDA's expense, provided it does not violate rules
All Dungeons must have a Final Boss. The Final Boss must represent the identity of the team, and will be crafted with the help of the NDDA. The Dungeon Core may choose to be the Final Boss themselves, may craft one from Mana, or may sign an Adventurer to a Contract. If a Final Boss is crafted, it must be sapient, sentient, and be given all rights guaranteed to it by local laws. The Final Boss may have improvements up to three times the Adventurer Mana Cap, or four times if the Final Boss is crafted. All improvements are not counted on the Defense Cap. A Final Boss may have up to three different Forms at any one Dive, though they may share improvements. These forms must be different to a notable degree. A Final Boss may have up to 75 (150) Mana worth of creatures or traps with it at any one Dive
All Dungeons may have up to 5 Bosses during a season, and cannot change Bosses during a Season without permission from the Association. A Dungeon may field no more than 3 (5) Bosses during a Dive. The Dungeon Core may craft one or more from Mana, or may sign an Adventurer to a Contract. If one or more Adventurers are signed, you may improve them up to the double the Adventurer Mana Cap collectively. Half of those improvements are counted against the Defense Cap. If a Boss is crafted, and it can think for itself, it must be given all rights guaranteed to it by local laws. A Boss cannot start in a room or floor that contains another Boss, unless the number of floors is smaller then the number of Bosses. A Boss cannot leave the room they start at, unless there is a mechanism that would allow it, and is Association approved. A Boss may have up to 30 (60) Mana worth of creatures and traps with it at any one Dive.
All Dungeons may have any number of traps and creatures within it, provided they do not violate the rules. They must reflect the identity of the team in a reasonable fashion, at the discretion of the Association.
The Adventuring Roster (Roster) and Adventuring Party (The Offense)
Each team will have an Association approved Adventuring Roster for the purposes of Association play. A Roster is approved if it follows the following code. This does not apply to non-Association actions, unless otherwise noted. Numbers in parenthesis () apply only to Final Dive
A team may have 10 people on their Roster at any one time, and may only have 5 (10) members of your Roster in your Offense in a Dive.
Any one member of your Party may have no more than 100 Mana worth of magical improvements on their person at any one time. This does not include improvements gained during the Dive, such as items brought into or found in the Dungeon. There is no restriction on natural improvements, such as by physical training, learning of spells, ect. All members of the Roster will be examined 5 minutes before a Dive for compliance.
A member of a Party may bring in up to 3 (5) Association-Approved Items with them into the Dungeon, along with 2 (3) weapons, not including non-enchanted clothing. Armor or other protective gear counts as an item. Only 1 of those weapons may be magical, and must be approved by the Association before the Dive. Up to 2 (4) members of a Party may bring in up to 2 (4) Pets with them into the Dungeons. Said Pets cannot be higher than 5 feet naturally, or weight more than 150 pounds. This does not apply for Summons, though Summons cannot be Summoned until the Dive starts.
During a Dive, any loot dropped by creatures may be picked up and used by any member of the Party. If a piece of loot is not used up, they may take it with them out of the Dungeon, regardless of if they are defeated or not by the end of the Dive.
During a Dive, the Offense may defeat any member of the Defense they may encounter. They may also destroy or use any item they see fit. Once a room is clear of all members of the Defense, no member of the Offense can stay in that room for longer than a total of 1 minute. This includes time spent in a room after having already left it. If this rule should be broken, the following punishments shall be applied.
First time: All creatures in that room shall be revived, if there were any.
Second time: A boss monster not in use this Dive may enter into that room.
Third time: One member of the Offense (at random) is defeated
Fourth time: Automatic Disqualification.
The Offense wins if the following conditions have been met:
The Final Boss is defeated, and not revived via penalty
At least one member of the Offense physically touches the Dungeon Core.
The Offense may not touch the Dungeon Core with a weapon, or magic, or any other attack. Doing so purposefully will result in an automatic Disqualification for the Offense. Doing so by accident will be at the Association's discretion