Warning: Cannot modify header information - headers already sent by (output started at /home/dzucker/public_html/amtgard/games/list.php:1) in /home/dzucker/public_html/amtgard/games/class.dz_rtf_create.php on line 179

Warning: Cannot modify header information - headers already sent by (output started at /home/dzucker/public_html/amtgard/games/list.php:1) in /home/dzucker/public_html/amtgard/games/class.dz_rtf_create.php on line 180
{\rtf1{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil\fcharset0 fonts/Times-Bold.afm;}{\f2\fnil\fcharset0 Helvetica.afm;}{\f3\fnil\fcharset0 fonts/Times-Bold.afm ;}{\f4\fnil\fcharset0 fonts/Times-Roman.afm ;}{\f5\fnil\fcharset0 fonts/Times-Roman.afm;}}{\colortbl ;\red0\green0\blue0;\red51\green102\blue154;}{\*\generator dz_rft_create;}\f0\f1\cf2\fs40 \b Amtgard Games\par \cf1\f2\fs20 \par \par Entered by various users of the Amtgard Community\par \par \par \fs20 \par Downloaded and printed from games.dzucker.com\par \fs20 \par RTF creation David Zucker's dz_rtf_Create\par \f3\cf2\fs32 \b \ul Devil's Sword\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-05 03:13:04\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-05 03:13:04\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1, posted by the effigy.\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Some sort of effigy to represent the devil\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par The Devil has designs on possessing a fabled sword that will allow him to enter this world and overthrow the forces of good for all time.<\par > \par 1. In a remote location, such as high on a cliff, place an effigy, who will be the devil. This location will be the base for the "evil" team. The evil team shall consist of a mynoch, summoned by the devil to retrieve his sword, and one or more skeletons.<\par > \par The purpose to which the Mynoch has been summoned is to retrieve the sword and place it upon the effigy.<\par > \par The Mynoch is a special monster class, which reads as follows:<\par > \par Mynoch\par The Mynoch is a creature conjured by powerful magic to accomplish a single goal. They are relentless and embued with magical powers. The magic used to conjure them is part of an arcane body of study that is dark and corrupt. They are therefore always evil in intent.\par Type: animation\par Garb: panty hose on the head like a bank robber or Ed McMahon in "Daughter of Horror," white robe or all white garb.\par Q/M ratio (not fixed at present time, needs more test playing)\par Armor: none\par weapons: reach or longsword.\par shields: no\par Immunities: subdual, control, death, poison, disease\par Natural lives: infinate (see below)\par inante abilities/traits: mimic (as the bard spell), changeling once per life\par volnerabilities: dispell magic, anti-magic field (see "animation," DUA) dies on completion of goal, or if thwarted while attempting to complete goal.\par levels:\par 2- gains mirror image once per life, one mirror\par 3- mirror image is now two mirrors\par 4- gains blend, unlimited, when in shadows. mirror image is now three mirrors\par 5- mirror image is now four mirrors, and is now unlimited.\par 6- changeling now unlimited. mirror image is now five mirrors.\par 1. The Mynoch has infinate lives but only one purpose, designed in the battlegame. Once that purpose is fulfilled or if they are thwarted in any way while attempting to execute that purpose, they cease to exist. \par The goal can be to retrieve a game item, assassinate a key player, or anything else the game calls for.\par 2. changeling. Mynoch states "changeling" while touching a player or hitting them with their weapon. Mynoch will whisper to that player, "I am thee" or "I am me."\par In the brief instance it takes the mynoch to do this, neither they nor their victim may be attacked or interacted with.\par The effected player must now do everything the Mynoch does, say everything the Mynoch says, and go everywhere the Mynoch goes. The Mynoch and their victim may not use other abilities while this is in effect, nor engage in any combat or magic. "changeling" must be ended before the Mynoch can achieve their goal.\par The effect of changeling depends on whether the Mynoch has said "I am thee" or "I am me" to the victim. Only the Mynoch and their victim know which condition is in effect. If the Mynoch has said "I am me" there is no effect, attacks on the victim harm the victim. Attacks on the Mynoch harm the Mynoch.\par But if the Mynoch has said "I am thee" attacks on the Mynoch effect the victim, and attacks on the victim will harm the Mynoch. \par In either case both the Mynoch and their victim will behave as though they are the one being attacked, although death effectively ends the spell.\par This simulates no one being able to tell the Mynoch and its victim apart.\par The Mynoch's natural immunities extend to the victim, but not its volnuerabilities.\par This is considered control magic.\par This can not be used on monsters, and can not be used on Paladins, or anti-paladins unless the player who is playing a Mynoch is also a knight.\par 3. Mirror image. The Mynoch will carry a note pad and a pen. They may write a number on this pad prior to game play and between lives. If use of mirror image is unlimited, they must write down a new number without being attacked, perhaps doing so while blended. The number will be any number between 1 and "x". x= monster level. This represents the Mynoch and how many mirror images they are allowed to project. \par Mynoch must remain still and repeat "mirror image" a number of times equal to the number of mirrors. \par Mirror image is in effect as long as the Mynoch does not move its feet or attempt to use any class abilities. The Mynoch may fight as long as they do not move their feet. Any time any spell is cast against a Mynoch, or any spell ball hits it, or anyone otherwise attacks a Mynoch, even with a spell they are otherwise immune to or which is not harmful in nature (such as truth), the player who has interacted must guess a number between one and the Mynoch's level. If the number is not the one written down the attack has no effect and one mirror image will vanish. If the number is correct, it will dispell all mirrors and effect the Mynoch normally.\par The number will be written when the game starts and between lives for verification purposes. Otherwise an unscroupilous monster could slough the numbers.<\par > \par 2. Place a sword at the far side of the field. This is the devil's sword. It shall be considered out of play until the Mynoch is able to place their hands on it.<\par > \par 3. The skeletons can not be killed or harmed directly. In order to defeat them the "good" team must strike the effigy. The Reeve will then perform a coin toss. The player who strikes the effigy calls heads or tails. If they call the coin toss correctly, they may then select a skeleton to destroy. If they fail, they must return to their base before attempting to strike the effigy again.<\par > \par <\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par Good team: the good team wins by stopping the Mynoch before it can place the sword in the effigy's hands.<\par > \par Evil team: the evil team wins if they can retrieve the devil's sword and place it in the hands of the effigy.<\par >\par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Surveyor of the forest\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-01 21:35:23\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-01 21:35:23\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Half Count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par A quick battlegame that can be played with as few as five players.<\par > \par You need a path and three forested areas. We had a path that went of in a loop with exactly three well defined forest areas.<\par >\par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par A monk has been sent into the wilderness to survey a forest so that his church can set up a mission and small town. There are three forests, one belonging to a barbarian, one belonging to a druid, and the last belonging to a scout.<\par > \par The forest dwellers have heard that civilization is coming and are not going to take it.<\par > \par 1. The scout, the Barbarian, and the Druid have only one life. The Barbarian may be berzerk. Each woodland class must stay in their own forest. They will not tread on the road. All three may cross the road or venture from their forest to recover arrows, projectiles and spell balls. The barbarian may also leave his forest if they are dead and have fight after death.<\par > \par 2. There is a gypsy in the forest who will either be the alternate class \i \b gypsy\b0 \i0 , or an NPC. In either case The monk may not pass the gypsy without permission, and the gypsy may relocate anywhere along the road and hinder the monk's progress. The gypsy may fight the monk, or require the monk to recover something from the forest for her. The gypsy also has unlimited resurrection by touch and may choose to resurrect any of the players with one life only or the monk.<\par > \par 3. 1-4 extra players may play mercenaries as archers, assassins, barbarians, scouts, or warriors hired by either the woodland classes or the monk. <\par > \par 4. Any more extra players will be barbarians, druids, monks, or scouts and will align themselves appropriately all have only one life, except the monks.<\par > \par \par <\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par The Monk must complete the entire pathway without being shattered to win.<\par > \par The other classes must shatter the monk.<\par >\par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Murderville\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-06 09:53:53\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-08 21:54:40\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 3 lives\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Half Count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Timer, clock, or stopwatch. Each player brings their own rope to mark their place of business, various lots: 1 rumor lot, 2 wild rumor lots. 1 job lot. Coins or play money. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Reeve names the town and the monetary units, writes rumor lots, wild rumor lots, and job lots. 1 or 2 people are declared watchmen and given $5 ($ can be dollars, rupees, dinars, etc.,). These players are selected for having the highest points of armor in the game. Each player writes down the name of another on a ballot. The player with the most votes is mayor and collects $1 a day from every other player. Job lots are then drawn with a job and starting money for each player, from $5-$20.Mayor collects $1 from each player, every day.<\par > \par Barkeep gets the rumor lot, and two other people get wild rumor lots-- beggar, for example, or barber.<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par 1. Game is timed. Entire game is 1 hour. Every ten minutes the Reeve will cry out loudly: "Day" or "Night."<\par > \par 2. Each player has three lives.<\par > \par 3. No player may attack another without a reason. Any player attacking the mayor or watchmen loose a life, all their money, or are imprisoned (you may erect a jail), decided by the Reeve.<\par > \par 4. Daytime: No class ability or magic is permitted. Anyone attempting to rob or kill anyone else may be caught and imprisoned. Most businesses are open. Duels are permitted, bodies may not be looted. <\par > \par Night time: Class abilities and magic are permitted. People may now rob or kill without being caught by watchmen. Most businesses are closed. Anyone committing a crime may or may not be caught, decided by the reeve.<\par > \par 5. Trade is encouraged during the day. Drinking and roaming the street are encouraged at night.<\par > \par 6. Drinks are $1 at the bar. Each time you buy a drink you will draw a rumor lot about another player or yourself. You may act on the rumor. Each time wild rumor businesses are interacted with you will draw a wild rumor lot about another player or yourself. These are less believable rumors so it is encouraged not to act on them, but you may choose to do so. The consequences of acting on rumors or wild rumors differ, according to the reeve, as to whether this is a rumor lot or a wild rumor lot.<\par > \par \b \i 6a. example of a rumor-- "Zombiac is having an affair with Sttar" would be cause for her husband, Harkilar to want to kill either of them.\i0 \b0 <\par > \par \b \i 6b. example of a wild rumor-- "Fangoor is stealing babies and sacrificing them to his god" would be a rumor you would have to really stretch your imagination to justify acting on, unless you were Fangoor and you were pissed off that anyone would say something like that about you.\i0 \b0 <\par > \par 7. Duels are legal and have no consequences. Murder and other acts must be explained to the Reeve. The Reeve then will determine whether or not the player gets caught.<\par > \par \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par Points will be added at the end of the game. 1 point per life, 1 point per $5 possessed. In the case of a tie, the winner is determined by the Reeve, for best roleplay.<\par > \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par 1. Healing: each time the Reeve calls "day" after night, all wounds are healed.<\par > \par 2. Trash pick up: instead of issuing coins or paper money, assign a monetary value to each piece of trash a player picks up in the park. (variation created by Baron Harkilar)<\par > \par \fs20 \par \f3\cf2\fs32 \b \ul Doolittle\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-07-27 23:56:09\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-27 23:56:09\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 six talismans, and extra berzerk band, animal costumes\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 1. teams. Two evenly matched teams which will include three talisman bearers, and one player who has the gift of talking to animals. This player has two extra lives. This player can be any class, but will default first to any druid, second to any scout, and third to any barbarian.\par 2. animals. armed with two natural weapons, daggers or short swords. Animals may include foxes, squirels, rabbits, chipmonks, woodchucks, otters, racoons, etc., Unless the animal has rabies, these weapons are used for defense only. Players playing animals may take one monster credit, not to exceed normal monster credit limits.\par 3. Talismans, six in all, three per team. No player may carry more than one talisman unless there are insufficient surviving team members.\par ***\par the game\par ***\par 1. goals: the team to collect all six talismans wins.\par 2. bodies can be looted, but only if there is no animal within 20 feet of the body. Any animal within 20 feet will announce "scurrying" then "looting" then " scurrying" again to steal the talisman. There will be no time to loot the body if these conditions are in play.\par 3. All animals can hide or scurry at any time, except when under attack. (see "animal theft" below). Scouts may use tracking to attack or otherwise interact with hidden or scurrying animals.\par 4. Special maneuver-- animal theft. Animals have no interest in the talismans unless the player is dead and they loot the body. However, any animal may be talked into stealing a talisman by anyone who can talk to animals. When stealing, the animal simply approaches the designated target and announces "theft." The target of this attack has one chance to kill the animal. If the animal successfully fends off this attack, the player must give the animal the talisman and allow the animal to scurry off.\par 5. Anyone with the gift of talking to animals may try to get the animal to surrender a talisman.\par 6. All animals have infinate lives, except the rabid one.\par 7. One animal, decided among the players who choose to play animals, has rabies and gets four lives. It will appear no different from any other animal, but may attack any player at any time. Any successful hit, in any location gives the target rabies. Players with rabies will die in 300 count if a cure disease is not administered. In addition, a player with rabies will go berzerk in the last 50 seconds of their count, put on a berzerk band, and attack the nearest player, as per confusion. The rabid animal should carry a few berzerk bands to give to players it attacks.\par 8. If the "doolittles" of both teams are shattered and no team has six talismans, the animals will drop all talismans, scurry off, and no longer show the talismans any interest. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 collect all six talismans\par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 This is a good game for younger players and noobs, they will do well as animals.\par \f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Valley of Death\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-07-28 00:14:48\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-28 00:14:48\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 a gem, a stone, a marble, or some other shiny, easily concealed object.\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Before the game, the gem is hidden by the monster\par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Ideally played in a park where there is a ditch or low area that can be designated the valley.\par 1. teams-- everyone for themselves, alliances permitted.\par 2. Monster-- I played this using my "oaf" monster. Monster will be somewhat dumb, and not particularly interested in killing anybody.\par 3. Special conditions-- pestilence, eminence of violence\par 4. Special items-- Jewel of the Valley\par ***\par The game:\par ***\par 1. The monster will hide the jewel in the valley. The monster, for all game purposes, will have no knowledge of where the jewel is hidden.\par 2. Pestilence-- there is a pestilence in the land and each village or tribe has sent out their best hope of stopping it. On calling alive, all players begin a 300 count. During this time, insects, leaches, arachnids, snakes, and carrion birds will be continually attacking all players. At the count of 300, each player will die of pestilence. Pestilence is suspended on entering the Valley of death. a healing spell or any healing ability will reset the pestilence count, otherwise count is resumed after leaving the valley.\par 3. Monster may hide. Monster is considered hidden if they do not interact with the players. They may move from one location to the next, if they appear to be "sneaking" around. When the monster interacts with the players, it is no longer hidden, but may return to hidden status by announcing "hiding" and leaving the place of the encounter. The monster may not leave the valley.\par 4. eminence of violence-- on entering the valley all players become quarrelsome and irritated. They begin a fifty count. The count may be suspended during interaction with the monster or to cast spells. At the end of the fifty count, all players must exit the valley and attack the nearest person they see until one or the other is dead. At thirty count, the monster may choose to reveal himself and can command any player at thirty or greater to attack another player. All players must say "thirty" and "fifty" loudly when counting off emminence of violence. \par 5. All counts are suspended during combat.\par 6. Nirvana where you die.\par 7. Any player finding the jewel will have the power to see the monster, and will be inexplicably compelled to destroy the monster. The jewel may be looted from a dead player. The jewel can not leave the valley until the monster is shattered.\par 8. If the monster is shattered and the jewel is taken from the valley, the player in possession of the jewel may recite, "By the jewel of the valley, I banish this pestilence!" upon which, the pestilence is ended.\par \par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 The player who banishes the pestilence wins. They will be celebrated as a hero who vanquished the terrible scourge.\par If the monster survives after all players are shattered, the monster is the winner and the pestilence continues, happy ever after in the valley of death. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Troll, ogre, orc, or other monster.\par \fs20 \par \f3\cf2\fs32 \b \ul Slaughter and Salvation\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-07-29 02:33:58\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-29 02:51:32\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 variety of melee weapons to include daggers, two sets of lots, one with the names of players, the other with weapons. one third of the weapon lots will be extra lots marked "slaughter/salvation." \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Lots with each player's name written on them, lots with each available melee weapon written on them. Reeve will first draw a lot for the maniac, then for a single melee weapon which the maniac wields. Then a lot is drawn for the vanquisher and a single melee weapon which the vanquisher wields. The Reeve then approaches each non combatant player and quietly designates one player as the traitor, one player as the trapper, and all others as "pass." This is done so that neither armed player knows who is the traitor and who is the trapper. <\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par 1. Only two players will be armed, the maniac and the vanquisher. The maniac wants to slaughter everyone, the vanquisher wants to save everyone. Unarmed players may walk but not run, milling about innocently. Maniac and vanquisher start on opposite sides of the field, with non-combatants between them <\par > \par 2. Maniac and Vanquisher are chosen by lots, two other positions are selected by the reeve. The maniac's goal is to kill as many unarmed people as possible. The vanquisher's goal is to stop the maniac and resurrect dead players. The maniac is an evil, possessed soul. The vanquisher is a holy noble warrior. Were these classes not reserved for knights, one might call them anti-paladin and paladin. <\par > \par 3. The maniac has wounds kill, and the vanquisher has unlimited resurrection by touch. If the maniac draws a weapon lot that says "slaughter/salvation," the maniac will wield a dagger and shall have two points of protect. If the vanquisher draws a weapon lot that says "slaughter/salvation," the vanquisher shall wield a long sword and may also carry a shield. <\par > \par 4. Secretly there is a traitor and a trapper. The trapper has the power to destroy the maniac and the traitor has the power to destroy the vanquisher. Although the traitor helps the maniac, the maniac is still only interested in killing as many people as possible. the maniac and the vanquisher are mortal enemies, and will fight at to the death at any given opportunity.<\par > \par 5. The traitor has touch of death, but may not use it aggressively by attacking the vanquisher. They may discharge it immediately after being resurrected, announcing "touch of death." <\par > \par 6. The trapper may discharge a trap if standing within range of the maniac by pointing at the maniac's feet and announcing the name of the trap (be imaginative-- "quicksand!" or "spiked pit!" or something of that nature is encouraged).<\par > \par 7. The game is played in rounds, until everyone agrees to quit playing. Each round ends on the death of either the maniac or the vanquisher. All players have one life per round.<\par > \par 8. The winner of each round becomes the reeve for the following round.<\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 On the death of the maniac or the vanquisher, a count is taken of the dead and living non-combatants. If the dead outnumber the living, the maniac wins. If the living outnumber the dead, then the vanquisher wins. If a tie results, the game is immediately reset. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 For fun, come up with good and evil garb for each of the armed positions. Suggestions include-- white tunic and holy symbol on the shield of the vanquisher, black tunic and scary helmet for maniac. \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 mark one weapon lot "flourentine." This further randomizes the game by randomly unbalancing it.\par \fs20 \par \f3\cf2\fs32 \b \ul Void and Dungeon\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-07-31 13:33:18\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-31 14:17:01\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 small buckets, several objects, padlock, key, ropes, 4 flags, lots, a staff. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par There is a cosmic gate from which an evil creature has come. A brave party of adventurers must enter a dark dungeon full of goblins in order to close the rift in the void and destroy the creature.<\par > \par 1. A tree or other designated area represents the rift in the void. A picnic table or other object will represent the village, in which is an assortment of lots. Four flags will represent the corners of a dungeon, at least 100 X 100 feet in size. Within the dungeon are several rooms, several goblins, and a rope circle, representing a pool of lava. In the center of the lava pool, a staff will be placed.<\par > \par 2. All monsters have infinate lives until the void is closed. All goblins must be killed or subdued in order to enter any room, not to exceed one room per cycle of goblin lives. Once a room has been entered, it may be re-entered at any time.<\par > \par 3. At the entrance to the dungeon are two sticks. One is a torch, the other is a flare. Only the reeve knows the difference. If the flare is lit, the player lighting it is blind for one life. They must roleplay being blind and can not use line of sight spells or ranged weapons and may only use melee weapons within 5' of their target. The torch must be lit in order to see any creature further than 20 feet away while within the dungeon. <\par > \par 4. Underneath each bucket is a trap or a treasure. Each bucket must be lifted up in order to discover what is underneath. Prior to the game, the reeve will describe each object beneath the bucket and explain its use or effect. One or more buckets can not be overturned without a key. The key can be carried by one of the goblins, who must be slain and his body looted, or underneath another bucket.<\par > \par Some \b suggested\b0 traps and some treasures (treasures that are designated with the letter "b" are not considered enchantments and may be used by barbarians):<\par > \par a-gauntlets of strength (b): anyone putting on these gauntlets gains the monster ability "very strong."<\par > \par b-poison gas cloud, when the bucket is lifted everyone within 20' is poisoned and will be dead in 150 count unless a cure poison or antidote is administered.<\par > \par c- Ring of holiness: wearer has two points of protect and the monster ability "holy sword."<\par > \par d-mask of possession (b): player who lifts the bucket must wear the mask. They will then attack their companions until killed.<\par > \par e-scroll: one word and one spell shall be written on the scroll. On pronunciation, the spell shall be discharged, and the scroll will vanish.<\par > \par f-wand of cold (b): this item \b must\b0 be included in this game (see below). This item will discharge an iceball that will automatically strike one target, pointed at within 50'. Once discharged, the player using it must count to fifty before they can use it again.<\par > \par 5. The "creature" is a voidstalker. The creature has a death count of 100 until the void is closed. It can be attacked at any time, but may not attack any player unless specified by lot or in defense. Each lot will have the name of a player on it. The voidstalker must go to the rift between kills and may not draw more than one lot per 100 count. Each lot will include the name of a player or the position of a townsman (mayor, doctor, cook, watchman, whore etc.,). The lots with the positions of townmen must equal the number of players. If the position of a townsman is drawn, the voidstalker will have instantly found and killed them. The voidstalker will loudly proclaim the position of each townsman it destroys.<\par > \par 6. The pool of lava must be transversed in order to retrieve the staff. This can be accomplished by pro-flame or if an iceball, or a blast from the wand of cold is used. Once the staff is touched, the reeve will ask the player touching it a riddle. If the player can not answer the riddle, they must drop the staff and exit the lava pool, after which, the lava will again be active.<\par > \par 7. In order to close the rift, a player must touch it with the staff and proclaim: "By the power of this staff I close this rift in the cosmos!"<\par > \par \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Close the rift and destroy the voidstalker. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Savages\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-03 17:40:10\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-08 15:09:04\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par spears, clubs, blowguns (see rules)<\par > \par magical herbs which can be mushrooms, herbs, biscuits made with green food coloring<\par > \par two cauldrons.<\par > \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Reeve will hide magical herbs somewhere on the field, in insect resistant containers. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par All players play barbarians. No armor, no shields, spears, clubs, and blowguns only. <\par > \par \par Effect: Does not do damage to persons or armor. Can be deflected without penalty by shields and weapons. If the "dart" hits any unarmored part of a player, they will be poisoned.<\par > \par \b amended:\b0 <\par > \par \i After lengthy discussion, it was decided that no amount of modification could make this weapon safe, as it would be introducing the face as a target, intentional or not, for other weapons. It is therefore decided that a small throwing weapon will be used as the blowgun dart, a small stick resembling a blowgun may be carried, but may not be placed near the face at any time, and the player shall make a puffy face and "blow" while throwing the "dart." The player may hold the "blowgun" two feet from their face while blowing, if this is deemed safe.\i0 <\par > \par \i The purpose for carrying a "blowgun" will be to make sure you don't carry another weapon, and for decorative purposes.\i0 <\par > \par 1. There will be two cauldrons in each camp. <\par > \par 2. The reeve will award 2 persons on each team the position of "shaman" based on how good their garb or war paint is.<\par > \par 3. If any player is killed their body may be dragged to the cauldron of their camp. A shaman may repeat: "cooking" 20 times. Then declares: "cannibal feast." If these conditions can be met without interruption by the opposing side, each person who stands around the cauldron in a circle gets an extra life. Anyone thus consumed is now shattered.<\par > \par 4. If a shaman finds a magical herb, or if any player finds one and brings it to the shaman, they may eat it. Once eaten, the Reeve will give the Shaman one druid spell of the Reeve's choice, which may be discharged in one life. <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Shatter battle \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Dinosaur: 1 player may be a neutral dinosaur, if they wear the appropriate garb. This monster is adapted by the rules for "Wyvern," except there is no flight. The dinosaur is free to roam, but will only attack players within thirty feet, and may not stalk any particular player. Anyone eaten by a dinosaur is shattered. \par \fs20 \par \f3\cf2\fs32 \b \ul Devil's Sword\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-05 02:55:51\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-05 02:55:51\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Magic Word\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-08 06:49:24\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-08 10:56:36\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 touch base\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Reeve will spend prep time coming up with enough anagrams for each estimated player. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Once there was a great war between two kingdoms, and the Kings dared send their soldiers to fight in a sacred field. When blood was first spilled on that ground, it angered a mighty spirit who dwelt there. The Spirit cast a terrible spell on all the soldiers that day, turning them into stone for 100 years. Now they have revived, but each has a magic word that will turn them back to stone forever. One team shall escape the curse and live again and the other will become stone.<\par > \par 1. Two teams, evenly matched, rush into battle. No one can die, but all must fight. The Reeve calls halt!<\par > \par 100 years pass<\par > \par Reeve calls "lay on!"<\par > \par Players revive and can now be killed.<\par > \par 2. Plants have grown around the living statues. Each player must treat their legs as though held in earthbind.<\par > \par 3 .Each time a kill is made the dead player will announce "dead," Say what anagram they have and give their killer 50 count to solve it, in their head.<\par > \par 4. During the 50 count both the killer, who must guess the anagram and the victim are out of play. <\par > \par 5. Each time a killed player's anagram is guessed, they turn to stone by the magic word and are now shattered. If the fifty count expires without guessing correctly, the dead player returns to base and calls alive.<\par > \par \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 First team shattered is all turned to stone. The other team is released from the curse of 100 years! \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par 1. no reeve, everyone comes up with their own anagram.<\par > \par \fs20 \par \f3\cf2\fs32 \b \ul Two monarchs, many armies\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac\b0 Entered by Zombiac\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-12 19:48:22\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-12 20:04:18\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Flags with the names of cities on them, to match the number of players. Two crowns. 1 very long rope or strip of cloth. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Pick two monarchs, Kings or Queens. These are team captains and they then pick teams. Set a strip up to represent the border between two Kingdoms.<\par > \par Explain the rules and allow each monarch thirty minutes to work out their strategy.<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par 1. Each player represents an army, stationed in one city. Each player will carry a single short sword and a shield (see variations)<\par > \par 2. monarchs have five points to spend on each player. The each point will give each player either a life or a point of armor:<\par > \par table 2.a:<\par > \par lives armor<\par > \par 1 4<\par > \par 2 3<\par > \par 3 2<\par > \par 4 1<\par > \par 5 0<\par > \par 3. Gameplay is turn based. Every turn the monarch will pick a player and issue one of the following commands:<\par > \par 3.a-- Remain to defend your city.<\par > \par 3.b-- Mass on the border.<\par > \par 3.c-- Attack another city.<\par > \par 4. Monarchs lay on. Players follow commands. Players in action on any given turn may attack opponents at any time. Turns end when:<\par > \par 4.a-- No one moves. This is the case if both monarchs have chosen to have their armies defend their cities and not move. In this case, the next turn will no longer include "defend" as an option for either monarch. "defend" remains an option in subsequent turns.<\par > \par 4.b-- No one moves, troops are massed, but do not attack each other. In this case, both teams may continue to mass armies on the border. <\par > \par 4.c-- One player kills another. This is the case if two players are in action and war breaks out.<\par > \par 4.d-- Any two players are killed. This is the case if each monarch elects to attack an opposing city and the cities being attacked are defended. If two players are sent to attack each other's cities and both cities are undefended, these two players must attack each other at the first opportunity.<\par > \par 4.e-- Any side has been killed. This is the case if, after many armies mass on the border all begin to fight. Surviving players remained massed on the border until given orders on the next turn.<\par > \par 5. At the end of each turn, players who are killed loose one life and return to their home cities, players who are injured retain wounds, and remain where they are. Players who are able to occupy an undefended enemy city without fighting gain a life. All points of armor are restored. Monarchs then have 100 count to decide on their next move.<\par > \par 6. Play continues until one team is shattered and all cities on that side are undefended. <\par > \par \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 The Monarch who destroys his/her enemy's army divides the remaining troops (in theory-- if there's only one player left, they obviously can't be in two places at one time) to occupy the enemy's territory. They have now conquered the other Kingdom and win! \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par 1. Any number of variations on weapons used may change the dynamics of the game. In this variation, each player will be armed with the same arsenal of weapons.<\par > \par 2. Open weapon. monarchs will have to think more carefully on how they distribute lives and armor.<\par > \par \par <\par > \par \fs20 \par }