Missing Peasants Quest Write-Up

From AmtWiki

Scenario

Questers

An unknown threat has come to the lands of (Insert Land’s Name Here). Peasants, as of late, have been disappearing during the night and have not been heard from since. A single witness tells you that he saw the last victim being taken towards the graveyard. Your quest is to find the missing peasants and bring them back. You will receive 1 gold piece for each peasant you return.

Monsters

Having recently arrived to (Insert Land’s Name Here), the Vampire, (Insert Name Here), has been taking peasants prisoner, in order to quench his thirst. He seeks to establish a domain within the region and will negotiate with questers to reach such an end with the Monarch. As the quest carries on, (Insert Vampire’s Name Here) will send out his minions to retrieve a member of each of the following classes to form a jugging team: Assassin, Barbarian, Magic Caster, Monk, and Warrior. Once the team is formed, if the questers have not attempted to establish negotiations, (Insert Vampire’s Name Here) will send an expendable messenger to meet with the Monarch to issue the challenge, a Jugging tournament in 2 weeks, to decide if (Insert Vampire’s Name Here) and his brood are granted domain in (Insert Land Here). If the vampires win, the domain is theirs, if they lose they will leave. (Insert Vampire’s Name Here) will give up all prisoners in exchange for an agreement to the terms above, and will suggest that the questers hold a jugging tournament among themselves to determine who the best juggers are among them, and who shall participate in the match.


Reeves

Ensure that you check the kinds of weapons (metal/wooden, piercing/bludgeoning) that are on the field and inform your monsters before hand. Though the vampire may seem powerful between Tough, the ability to see in the dark, and the questers lack of knowledge about what they are facing; allowing them to make staves into spears and daggers into stakes quickly balances this.

Monsters

Vampire

  • Description:

Vampires are the ultimate form of parasite. They sustain their undead immortality with the blood of the living. Provided with regular “meals”, a vampire could virtually live forever.

  • Garb: White make-up with a black arm-band, fangs
  • Type: Undead Humanoid
  • Q/M Ratio: 3/1
  • Armor: Per Player Class
  • Weapons: Per Player Class
  • Immunities: Death, Control, Subdual, Disease, Poison
  • Natural Lives: 1
  • Abilities & Traits
    • Conversion (1/Life per Required Class)

Players protected from or immune to Disease are immune to this ability. Materials Needed: Copies of the converted Monster. Effect: A victim slain by a creature with this ability rises as a nearly identical Monster on their next life and serves the killing Monsters team until slain. Once this life is lost, the player resumes the game on his original team as his original class with one fewer life remaining. Notes: Only the original Monster possesses this power. (In other words, Converted Monsters do not convert other players.)

    • Magic-Caster or Player Class:

Vampires are humans who have died while infected with a mystical disease. They retain all class abilities they had in life. Each Vampire must choose a class. They play that class at a level they have attained in that class. The remainder of the Vampire’s powers is in addition to the normal class abilities. The Vampire must abide by all limitations and restrictions of their chosen class.

    • Tough

These creatures are innately able to resist most weapons. Strikes from non-magical weapons do not affect them. Characters with Powerful Blows can attack Tough monsters with their weapons.

  • Innate Ability
    • Steal Life (1/life)

School: Death Materials needed: Dead person Incantation and gestures: Touch target on their shoulder and recite “I take your life” Range: Touch Effect: Target loses one life from their total and the user gains one life. This life is in addition to the person already being dead. You cannot steal lives from those already shattered. Notes: This effect may be used on any dead person who has not yet reached nirvana, even if they have moved from where they died. This may be used while moving.

  • Vulnerability: Wooden stabbing weapons do normal damage to vampires.
  • Levels
    • Per Player Class

Zombie

  • Description:

These are foul unfortunate creatures doomed to walk the earth as undead. They are always in pain, and only brains sate that pain for a short time. These are the simple ones raised by dark means as animated corpses.

  • Garb: Grey Rags and a gory face makeup. Suggested: the more gore the better.
  • Type: Undead Humanoid
  • Q/M Ratio: 2/1
  • Armour: None Initially
  • Weapons: 2 bludgeoning blunt clubs. These represent the zombie’s fists.
  • Immunities: Control, Death, Poison
  • Natural Lives: Infinite
  • Abilities & Traits
    • Rubbery: Immune to bludgeoning weapons.
    • Regeneration

Lost limbs return in a 50 count. Act as if resurrected in a 100 count after death. Flame, and Flame magics, Sphere of Annihilation, or death by a magical weapon negate these effects. (Thus being killed by a Fireball stops Regeneration, a limb lost to a Flameblade or blade-sharpened weapon, cannot be regenerated, etc.) Innate Abilities:

    • Slow: Zombies may only walk, and cannot run or jump. The player must make constant noises like screaming, saying “brains,” or other such unintelligent words.
  • Levels
    • 1st: No additional abilities.
    • 2nd: No additional abilities.
    • 3rd: Strong

Melee weapons (including natural weapons) become Red. Melee weapons that are already Red do an extra point of damage to armour for a total of three.

    • 4th: No additional abilities.
    • 5th: No additional abilities.
    • 6th: One point of natural armour.

Terrain Effects

Darkness

  • 1. Any area set aside as Darkness should be marked with dark blue ribbons for ease of boundary recognition.
  • 2. No movement faster than a slow walk should be undertaken in Darkness. Running players (Questers) will be penalized with a leg wound to represent falling and twisting an ankle.
  • 3. Players within 20 feet of a Light Source may move normally. If they leave the 20 foot area, the usual rule for running is invoked

(See above).

  • 4. Projectile and Thrown Weapons may not be used at a range of more than 20 feet, regardless of nearby Light Sources. Likewise, you may not fire a bow or throw a weapon into an area of darkness.

Bows must be half-drawn, regardless of nearby light.

  • 5. Nocturnal creatures, Undead (Including Vampires and Zombies) and some Personas (Elves, Dwarves, etc.) may be immune to the effect of darkness. Check with a Reeve before the quest begins to clear up who is affected and who is not. Players who can “see in the dark” may lead other players as though they carried a Light Source (see #3 above) even if no light is present.
  • 6. Range of all spells and abilities is limited to the extent of available light. In the absence of light all spells and abilities are limited to touch.

Graveyards

Places where the dead are buried serve to enhance the Legions of the Undead. Areas marked with gray ribbon, or perhaps even foam tombstones or similar signs, can be assigned as a Graveyard. Any Undead dwelling in a Graveyard (or other place of interment such as a Mausoleum or Crypt) may add one additional life to their starting total. The exceptions to this are life-stealing Undead such as Vampires. These creatures do not gain an additional life, but they do gain one additional use of the Steal Life ability per game if it is used within the boundaries of the graveyard. (So, if they want an extra life, they have to go hunt for one!)

Fog

Foggy areas serve much the same function as Dark areas, only to a lesser extent. Fog can be simulated by gray ribbons marking out the chosen zone, and then alerting the players to the effects. All the rules for Darkness apply in the Fog, with a few minor adjustments.

  • 1. Light Sources do not function in the Fog; therefore everyone must walk, unless a specifically-immune Monster.
  • 2. A Fog area may be cleared by the Wind spell for a 500 count.

Light Sources

In order to survive in the darkness, intelligent creatures have developed a variety of means to combat the gloom. Torches, lanterns and the like may be simulated in an Amtgard battle game when needed.

  • 1. Torches may be simulated by taking a safe foam weapon and wrapping a couple of red ribbons or bandanas round the top. Real sticks should never be used, though safe props are acceptable.
  • 2. Never carry any lantern with glass or breakable parts on to an Amtgard gaming area. Use foam to construct a suitable prop or just use the torch rule above.
  • 3. The Sword of Flame or a Flameblade may serve as a Light Source.
  • 4. Remain Active Fireballs serve as a 20 foot Light Source until they expire.
  • 5. Players within 20 feet of a Light Source may move normally. If they leave the 20 foot area, the usual rule for running is invoked (see above).
  • 6. Multiple Light Sources in a single area may stack their effects. In other words, two torches on a questing team make a 40 foot area of light - with commensurate benefits to movement, missile fire and the like. A maximum of 50’ of light per team may be gained in this way.
  • 7. Any hand holding a Light Source may not hold a weapon or shield

(Except a buckler strapped to the forearm).

  • 8. If a Light Source is used as a weapon (and it should be a safe foam weapon!) the light is immediately extinguished. The only exceptions to this are the Sword of Flame and Flame blade enchantments.
  • 9. If a player holding a Light Source is subject to Iceball, Petrify or

Entangle, the light goes out and is unrecoverable until the spell is ended. Likewise, if a player is slain while holding a Light Source, the party has 10 seconds to recover it or lose the benefit of the light until relit.

  • 10. Lighting and relighting a torch or lantern takes a chant of “Lighting” x10.