It just depends on the rolls. You reward the last person standing with something.. up to that DM. You'll obviously have to change Vagan to someone else if you want to host it.

1. Instantly gain 400k gold
2. +1 str
3. Gain a Familiar (no special attacks etc)
4. -1 str
5. You will never again get hungry (unless you want to)
6. +1 dex
7. INSTANT DEATH
8. Gain one Talent point.
9. Nothing Happens.
10. INSTANT DEATH
11. -1 dex
12. Choose one item out of any shop. 1d13 to see which shop.
13. +1 int
14. Artifact item
15. Learn one additional Language.
16. +1 con
17. Gain 5 hp. (perma)
18. -1 int
19. -1 con
20. INSTANT DEATH
21. Forget one Language. Roll 1dwhatever on their list to see what it is.
22. +1 wis
23. Get a weapon from Vagan.
24. Gain armor from Vagan.
25. -1 wis
26. One free trade you can Master
27. Play a drinking game with Vagan. If you win 300k. If you loose.. INSTANT DEATH.
28. You will be thirsty all the time.
29. Lose one Talent point.
30. INSTANT DEATH
31. +1 cha
32. Lose 5 HP (Perma)
33. Change Races: Human 1, Half elf 2, Elf 3, Ogre 4, Gnome 5, Hobbit 6, Demon 7, Angel 8, Pixie 9, Demonfae 10
34. Food Summoner: Summons bread
35. INSTANT DEATH
36. Gain the ability to soak one 30 crit a day.
37. Loose 1000 exp. If multiple classes roll 1dwhatever and you will loose it on the class it's rolled on.
38. Loose all money out of your bank. Roll 1dhowever many other party members to see who's bank it goes into.
39. Loose your armor.
40. INSTANT DEATH
41. -1 cha
42. You will never again get thirsty (unless you want to)
43. Gain 1 level 1 spell of any spell song or prayer. You must pick then from the list of those on the site.
44. You are instantly best friend with 1dwhoever in the party. They can do no wrong in your eyes.
45. You lose your first trade skill that you had and can never make up those trade points.
46. Nothing Happens.
47. Gain 1 weapon from Vagan (good weap)
48. INSTANT DEATH
49. You gain the ability to fly, are given wings.
50. INSTANT DEATH
51. Resist Vagan's dragon roar and get +1 WP. If fail.. you piss your pants.
52. Drink Summoner: Summons a flask of juice
53. You get to tell Vagan a joke. (roll cha) If he likes it you get 1 luck. If not your turn is over.
54. Gain 1000 exp. If multiple classes roll 1dwhatever, you will gain it in the class that it rolls on.
55. Loose your weapon.
56. Lose one powerful item. DM disgression. Choose the playesr top 5 items, list htem in chat, roll 1d5 to see what they lost.
57. You will be hungry all the time.
58. One wish, choose wording wisely.
59. You instantly gain 1 perma DR
60. INSTANT DEATH
61. 100k
62. 200k
63. 300k
64. 400k.
65. INSTANT DEATH
66. Russian Roulette. Vagan hands them a dagger. They have to hold it to their throat. The dagger has a mind of it's own. 1d100, 70 and over they live. 69 and under they kill themselves.
67. Artifact item
68. You randomly cry each time you see 1dwhoever is in the party.
69. You lose all the money on your sheet.
70. INSTANT DEATH
71. Player turns bright purple for 1d8 days
72. Weapon shatters and can be repaired but you need a master smith, the cost is 50k. The weapon also loses all magical properties until repaired.
73. Player loses 6 inches of height
74. Playger gians 6 inches in height.
75. INSTANT DEATH
76. Player falls ill having the strength of a gnat for 1d4 days. Str is 1.
77. Player glows with a radiance of their God for 1d20 minutes, immune to all negative effects (accept Vagan breath/roar). You feel as if you have been embraced by your god, roll 1d20 to see how long it lasts
78. Player is moved to the opposite alignment for 1d4 days.
79. Player is instantly struck dumb for 1d4 days. You're a retard. Intel is 1.
80. INSTANT DEATH
81. The player is fast as a snail. Dex is 1 for 1d4 days.
82. The player is very sickly. Con is 1 for 1d4 days.
83. The player feels all their intuition and experience in life leave them. You dumb ass. Wis is 1 for 1d4 days.
84. You're as perty as an Ogre. Cha is 1 for 1d4 days.
85. INSTANT DEATH

I do NOT recommend this for new DMs. I do NOT recommend this for any DMs that can not handle stress. I do Not recommend this for any DMs who are scared or slow at rolls. Use common sense and don't try to tackle this unless you know you can handle it. If you wish to run it learn the rules well before hand. Know that the first Inning is going to be rather difficult on the players, they will be learning. You and the players will both need to acknowledge before hand that the event is going to be a challenge. Make sure to reward appropriatly. This is to be handled as a death penalty quest (double exp) although there will obviously be no dying. You earn double exp just because it is so hard to run and to play. This is only for DMs with shere will, shere force of power, shere courage, shere.. balls, or perhaps shere insanity. Any that wish to tackle it have much respect from me.

Positions
Pitcher
Catcher
First Baseman
Short stop
Second basemen
Third basemen
Left field
Right Field
Center Field

Rules
1)18 Characters must play to run this.
2)There are no spells and there is no flying. The DM character is the ref. The DM character will KNOW if you try to mental, silent etc cast. You will be thrown off your team. That character will never be allowed to play the game again. Anything the DM character views as cheating (DM descression) will need to be announced priar to the game. Any breaking of the rules will end up with the character being kicked from the game.
3)There is no fighting. The DM character will enforce this. It's a team
sport. Any fighting will cause the character to be thrown from the game.
4)When you pick teams a 2d18 will be rolled. The two numbers that come up will be the Captains. The Captains will then roll 1d30. Whoever gets lowest will be able to pick first. Each Captain picks until the teams have 9 players.
5)The Captain and team will then decide who will be best in each position. The Captain that did not get to pick first will be able to decide if their team bats or is on the field first.
6) On rolling stats: If you have over 28 that does not count for yoru minuses. If you truely have 32 str and must roll at a -5, you are at 23 STR not 27.
7)The game may last a long time, especially depending on the players. How fast they can look up what they need to do, how well they know their chars stats etc. The DM can call the game due to "rain" but the game will be OVER. The DM MUST make sure it has been even for both teams at this point so a winner can be called. This has to happen since getting the same 18 characters on is very hard to do.
8)The DM will reward the winning AND the losing team. The winning team will of course receive a bigger reward but everyone wins in sports! Any players who tackle this deserve a reward whether they win or lose. This reward will vary depending on each DM.

Throwing
Throwing- You will throw a ball with your Melee ThT.

Pitcher Throwing-
Pitcher to Catcher- Just roll Melee tht.
Pitcher to 1st, 2nd, Shortstop, 3rd- Must pass Str roll.
Pitcher to Outfield- Must pass str -5

Catcher Throwing-
Catcher to Pitcher- Just roll Melee tht.
Catcher to basemen- Must pass str roll -1
Catcher to Outfield- Must pass str roll -6

Basemen Throwing-
Basemen to Pitcher- Must pass STR roll
Basemen to Catcher- Must pas str roll -1
Basemen to Outfield- Must pass str -3
Basemen to Basemen- Just roll Melee tht

Outfield Throwing-
Outfield to Pitcher- Must pass str -5
Outfield to Catcher- Must pass str -6
Outfield to Basemen- Must pass str -3
Outfield to Outfield- Must pass str -2

Catching
Catching- You will catch an air or thrown ball with your defense ThT. You will field a ground ball with your defense tht AND a dex roll.

Pitcher
1)A pitcher will pitch vs their melee tht.
2)When a pitcher rolls a 26-28 on a Pitch the batter must roll INT to tell if the pitch is not a ball.
3)When a pitcher rolls a 1 or 2 the batter knows the Pitch is a ball.
4)When a Pitcher rolls a 29 or 30 the batter automatically will not swing, thinking it's a ball.
5)When a pitcher rolls a 3-Their melee tht (if they were capped 3-5) the batter must roll INT to see if they know it's a ball.

Catcher
1)When a Pitcher rolled a 1 or a 2 the Catcher must roll defense ThT to catch like normal PLUS dex-2 to not drop the ball.
2)When a Pitcher rolls a 29 or a 30 the catcher must roll defense ThT to catch like normal and dex-2 to not drop the ball.
3)When a Pitcher rolls a 26-28 the catcher must roll defense ThT to catch like normal as well as dex.
4)When a pitcher rolls a 3-Their melee tht (if they were capped 3-5) the catcher must roll defense tht to catch like normal as well as dex.
5)The catcher must roll melee tht when throwing back to the Pitcher. If they fail the PITCHER must roll dex vs the batter. The batter MUST choose if they are running priar to the dex rolls.

Ex: Batter dex- 25
Pitcher dex- 25
Batter rolls 1d30 gets 20
Pitcher rolls 1d30 gets 5
25-20= 5 (Batter Score)
25-5=20 (Pitcher score)
The Pitcher in this case is much faster and therefor may attempt a throw to the first basemen if the batter chose to run.

Rounds
Rounds will work off of Dex checks. Let's use the example from above. The Catcher failed his throw to the Pitcher. The Pitcher now is rolling dex vs the batter. Let us say the batter has chosen to run.

Ex: Batter dex- 25
Pitcher dex- 25
Batter rolls 1d30 gets 20
Pitcher rolls 1d30 gets 5
25-20= 5 (Batter Score)
25-5=20 (Pitcher score)
The Pitcher in this case is much faster and therefor may attempt a throw to the first basemen.

Now, The pitcher attempts his throw to the first basemen. He must roll Melee tht and Strength as stated above. Let us say that the Pitcher makes it. A pitch and a catch together are one round. Now, the first basemen will attempt to catch the ball (rolling his defense tht). If he fails, the runner has the base, if he passes the runner is out.

Batting
1)Batting is done vs your Melee THT
2)Once you hit a ball you will then roll both dex and str.
3)If you fail your dex the ball is in the air and can be caught.
4)Your str will determine how far the ball will go.
a) If your Str roll is less than 10 from your STR. (IE: Your str is 25 and you roll a 23.) The ball is in the infield.
1.) You will roll 1d4 to see where your ball is going. 1) First 2) Shortstop 3) Second base 4) Third base
b)If your STR roll is between 20 and 11 of your STR it will go to the outfield. (IE: Your str is 25 and you roll a 13, 25-13=12)
1.)You will roll 1d3 to see where the ball is going. 1) Right field 2) Center Field 3) Left Field c) If you roll 21 or OVER from your str you have hit a home run regaurdless of your dex roll. (IE: If your str is 25 and you rolled a 2, 25-2=23, you have hit a home run.)
d) If you fail your str roll the ball is going to the Pitcher but has still been hit.

Fielding
1) The batter has hit the ball and now it must be fielded. This is the same round as when the batter is running.
a) To catch an air ball you must roll your defense THT
b) To field a ground ball you must roll your defense THT + Dex If you catch an air ball the runner is out. If you failed those the runner has the base.
2) If you passed fielding the ground ball the fielder must now roll dex vs the runner.

ex: Batter dex- 25
Pitcher dex- 25
Batter rolls 1d30 gets 20
Pitcher rolls 1d30 gets 5
25-20= 5 (Batter Score)
25-5=20 (Pitcher score)
The Pitcher in this case is much faster and therefor may attempt a throw to the first basemen.
3) Whoever the fielder was throwing the ball to now must catch it if the fielder makes the throw. If they do not catch it, the runner has the base. If they do catch it the runner is out.

On Pickles ETC
If a ball was thrown to a basemen and dropped, the runner now has the base. Now the runner must choose if they are going to attempt and steal the next base before ANY rolls are made. If they choose to do so do the following:
1) The basemen picking up the ball must roll dex vs the runner.
If the basemen is faster: They are tagged out.
If the runner is faster: They now procede towards the next base.
2) The basemen can now pick up the ball. They will then attempt to throw it to the next basemen in that turn. If they pass, the next basemen must attempt to catch it.
3) If the basemen makes the catch. The runner now must roll dex versus that basemen. If the basemen did not make the catch, the runner has the base and now may decide if they are bold and wish to attempt another steal.
If the basemen is faster: They are tagged out
If the runner is faster: They have the base

On throwing out multiple people
1) Follow the rules on pickle. If the basemen/pitcher whoever throws out that person then they MAY attempt to try another person who is advancing. The basemen with the ball must roll dex-10 versus the runner. Then follow the same rules on Pickles ETC. If, for some reason a fieldman decides he is godly that day and wants to go for three.. The dex is now at dex-20 versus the third runner.