Tribes at War Quest Write-Up

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Revision as of 21:35, 27 December 2007 by 68.8.236.223 (talk) (New page: ==Scenario== ===Questers=== Two tribes of Orks have recently revived an age-old feud. As long as they are determined to wipe each other off the face of the earth, there’s no reason why ...)
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Scenario

Questers

Two tribes of Orks have recently revived an age-old feud. As long as they are determined to wipe each other off the face of the earth, there’s no reason why you can’t make a profit off of it. A group of wealthy merchants has offered a cut of their profits in exchange for escorting and protecting a caravan of goods as it passes through Ork territory.

Monsters

Fertile hunting grounds have been slowly dwindling over the past few years and the fragile peace between the tribes has grown weaker as the tribes have been forced to compete over territory. As such, the ancient feud between them has once again erupted and war is being waged day and night. Word of a caravan filled with valuable supplies has reached both tribes and its retrieval would be well rewarded by either chieftain and the raiders praised by their respective tribes for their success. However, failure will most likely be severely punished.

Reeves

The questers goal is to protect the merchant as he carries the box/crate from one end of the field to the other at a slow pace. The questers will receive 1 gold simply for participating, and will receive an additional gold for each life the merchant has remaining. The merchant has 6 lives and will lose a life each time he reaches his destination, in addition to being killed. If he dies, he will return in a 300 count at the crate where he may resume carrying the box/crate, unless the box/crate is in the possession of the Orks. No one but the merchant or the Orks may carry the box/crate. It takes either 4 Northern Orks or 2 Southern Orks to carry the box/crate, and they may only do so at a slow pace. The Northern Orks outnumber the Southern Orks 2 to 1, but even that can be hard to withstand. Just a few Southern Orks can demolish equipment and armor, while the Northern Orks maintain astounding numbers in some parts of their territory. Luckily though, the questers are likely to encounter only a patrol or two in this quest. If the Orks retrieve a box/crate they will receive a number of gold equal to the merchant’s remaining lives. At which point, the box/crate is returned to the starting point where the questers may try again, until the merchant has run out of lives.

Monsters

Ork, Northern

  • Description: Skilled fighters, these Orks tend to fight using group tactics rather than just brute force. Due to the might and muscle of their southern counterparts, they have learned the art of creating and maintaining superior arms and equipment. This has allowed them to withstand the constant onslaught of brutal adversaries. On top of this, the Northern Orks breed at a prolific rate to keep up their numbers.
  • Garb: Blues, furs and leather. Must wear a blue sash with fur that cannot reasonably be mistaken for the sash of any other class.
  • Type: Humanoid
  • Q/M Ratio: 1/1
  • Armor: 1 point natural, up to 3 additional points. May use any shield.
  • Weapons: All melee.
  • Immunities: None.
  • Natural Lives: 4 (Unlimited lives if there is a totem present

(Quests only)).

  • Abilities & Traits: None
  • Vulnerability: None
  • Levels
    • 1st No additional abilities.
    • 2nd Improve Weapon (1/game). (T)

M: Purple ribbon tied to weapon, E: Weapon deals +1 damage when wielded in a slashing or bludgeoning manner, N: Does not confer shield-breaking abilities.

  • 3rd May use short bows. Total lives increases to 5 (T)
  • 4th May wear additional armor up to 4 points.
  • 5th Improve Weapon (1/life),

Improve Shield (1/game), M: Purple ribbon visibly tied to shield, E: Shield may only be destroyed by magical balls, Verbal magic, or siege weapons and is considered to be metal for game effect purposes.

  • 6th Repair (1/life),

E: As per the Mend spell, L: May only be used on one’s own equipment, I: Repeat x10 “Make this item whole again.”, R: Touch, E: Will repair a destroyed item or restore one point of armor in one location, L: Cannot be used to negate the affects of Heat Weapon, N: If an enchanted item is Mended, its enchantment stays intact.

Ork, Southern

  • Description: Huge, marauding brutes with the intelligence of a table leg. They are irrepressible bullies, but will not shy away from larger opponents. These Orks have an extreme distrust of magic and will shy away from anyone who uses it.
  • Garb: Red, furs and leather. Must wear a red sash with fur that cannot reasonably be mistaken for the sash of any other class.
  • Type: Humanoid
  • Q/M Ratio: 2/1
  • Armor: 2 points natural, up to 4 additional points. May use any shield.
  • Weapons: All melee and thrown weapons
  • Immunities: Subdual
  • Natural Lives: 3
  • Abilities & Traits:
    • Strong

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

  • Vulnerability: None.
  • Levels:
    • 1st Fear (2/life). (T),

I: Repeat “I make thee afraid.” x3, R: 20 ft., E: Target may not attack or cast magic at the caster and must remain at least 20 ft away from the caster at all times for a 300 count., L: If the caster attacks or casts another magic at the target, this spell’s effect is negated.

    • 2nd All weapons do an extra point of damage.
    • 3rd Berserk (ex) on last life. (T),

M: A red headband or armband., I: You may choose to go Berserk at any point on an eligible life by tying on the red band and announcing your Berserk state., E: While Berserk you gain the following traits a. Natural armor: 2 points on all hit locations., b. Strong: Melee weapons become Red. Melee weapons that are already Red do an extra point of damage to armor for a total of three. This stacks with itself., c. Rage: Weapons used while berserk must be over two feet in length. Players may not cast magic, use projectiles, shields, hinged weapons, or activate class abilities (except Berserk). Armor worn is considered destroyed, and cannot be used while berserk. You may not retreat from combat unless facing odds of at least 5:1, monsters with a ratio of 5:1 or greater, or a Wizard, Healer, Druid, or Bard., d. Immunity: Control.

  • 4th Natural Armor becomes 3 points.
  • 5th Fight After Death when Berserk. (T),

E: Occurs immediately after having died. Player continues to fight for 10 seconds—which must be counted out loud—after dying. Limbs and armor lost before death remain lost, and additional limbs and armor can be removed, but this does not stop the berserker from continuing to function (save for losing the use of the limb) for the duration of the fight after death. Additional killing shots do not kill the barbarian. Fight After Death does not count as ‘moving after having died.’, L: Being struck by a Sphere of Annihilation or a siege weapon will prevent or end Fight After Death., N: This ability does not free the player from any pre-existing effects such as Stun or Earth Bind. As a reminder, a player is always required to stay in control of his actions. Violent flailing with real life disregard for others – during this or at any other time – is grounds for punishment or expulsion by the reeve. You can role-play a crazy person, but you must still have control of your actions at all times. Reeves are encouraged to remove this ability from those who are hurting or endangering others.

  • 6th Berserk on last two lives. (T)

Terrain

None