by Lord-Abbot Squire Katzushima the Farquestor

artwork and layout by Alona


Fortes Fortuna Juvat

(Fortune Favors the Brave)

(All rules presented herein are for purposes of defining the specialized world presented by the Amtgard Questing Guild and under no circumstances should these rules be used in normal battlegames to supercede the rules presented in the most current version of the Amtgard Handbook on the Rules of Play produced by Amtgard, Inc.)


Table of Contents

6. Light

7. Shallow Water/Swamp

8. Deep Water

9. Quicksand/Deep Swamp/Seaweed

10. Whirlpools

11. Directional Current

12. Lost Woods

13. Poisoned Fruit

14. Walls

15. Doors

16. Indoors

17. Locks

18. Boulders

19. Fire Wire

20. Ground Traps

21. Magic Dead Areas

22. Spikers/Spear Traps

23. Unsafe Footing

24. Avalanche

25. Pits

26. Fevers/Diseases

i. Crafting Magical items

j. Using Radios

k. Adjudicating unorthodox actions on course

V. Post-Game

l. Guildhall as Bookkeeper

m. Cleanup

n. Report to the Guild

VI. An Example of Play

I. Introduction

II. Game Design

III. Pre-Game

a. Preparation

i. Monster Garb Prep

ii. Magic Item Prep

iii. Card/Sheet/Write-up Prep

b. The Night Before

c. The Game Day

i. Monster/Reeve Briefing

ii. Player Briefing

IV. The Game

d. Player Log-in

i. Weapon Check

ii. Spell and Assassin List Check

e. The Guildhall

i. Guildhall as Logistics

ii. Guildhall as Bank

iii. Guildhall as Item Shop

f. Class Masters and Masterhood Abilities

i. Masterhood Abilities

g. Encourage the Colors, Damnit!

i. Photo Contests

ii. Station Reeves

iii. Random Sub-Plot Hooks

h. The Quest

i. New Abilities

ii. New Spells

iii. Searching/Looting

iv. Death

v. Waypoints

1. Spirit Circle

2. Gate Circle

vi. Standardized Terrain Rules

1. Graveyards

2. Unholy Ground

3. Putrescence

4. Darkness

5. Fog


 

The Amtgard Questing Guild

Introduction

Let me lead off by stating that this will be the only section in the book where Katzu will act like the arrogant ego-centric brat he is (note I said `in the book.')

For those of you reading this book for the first time, I want to welcome you to what started as an attempt to bring Amtgard kicking and screaming into becoming a LARP. Over the years of seeing this system refine itself into what you hold now, it became apparent that such an aggressive goal was not attainable. What this evolved into, however, was a system designed to link provinces across Amtgard into a standard magic item system, a standard gold system, and a standard quest medium. Because of this system, Freeholds across Illinois Amtgard have begun to network and build major plot threads that will one day lead heavens knows where.

For you old salts that remember the days of the nobility gaining obscene sums of cash initially, the inception of the item tag system, and the "Omens of Death and Despair" Trilogy (The Return of Maphic quests,) I want to first off thank you for your devotion to the evolutionary process I mentioned above. Most of what has stayed familiar has done so because of the non-stop stress-testing we put this system under in the early days. My thanks go out to you for helping me to keep this system `combat rigged' as only my peers can.

By way of thanks and recognition, I want to first extend the biggest share of the credit for this work to Sir Luke Stargazer of the Wetlands, whose work is quoted in the standardized terrain section of this book. His inspiration and presence convinced me that I was a Smith and that to not tap that energy would be doing the game a great disservice. Secondly, I wish to thank Sir Wisp Nevoralis of the Rising Winds for asking me the one question that prompted me to re-work this document yet again; "So what's happening now?" While his `Knoblander Death' system is featured in this handbook, his major contribution is in the form of "Knoblander," a 100% RP event that set the bar for me to exceed. You are both paragons of the game and deserve much more than my praise.

And now, without any more ado I give you the next iteration of the Amtgard Quest Guild Handbook, asking that you remember the motto of the Guild in all you do with these rules; "Fortune Favors the Brave."

~ Lord-Abbot Squire Katzushima the Farquestor

 


 

Game Design

All great quests begin with strong Game Design. To start think up a concept, or at minimum develop what your final enemy will be. With that in mind, work up related monster encounters and/or trap/challenge areas (a Barbarian Warlord will attract savage allies and will favor vicious traps over delightful wordplay riddle areas.) A safe rule for involved and/or long quests is that for every 4 `danger' areas you create you should set aside a non-nirvana area friendly to the questors (we will discuss Waypoints and the like later on.) Now with the skeleton of the quest in place, place the monsters and encounter areas in a decent order and then lay them out over your site. Finally, develop the WHY behind the quest (WHY are we going to thrash this particular bad guy today?) Write at least one role-play post detailing exactly how evil this bad guy is, and there you have a fully fleshed out main plot.

Never underestimate the boredom of your players, however. Be ready at all times with a few minor sub-plots to keep the tension on high alert, such as assassination contracts, serving as Town Guard, escorting a noble/color/caravan to a particular location, or even paying them to spend a life as raiders intent on sacking the town! In smaller groups you won't have access to a dozen NPCs and wandering monsters, so use dead players to keep the disinterested players on track.

Pre-Game

Prep

Monster Garb Prep

First person all Questmasters need on `retainer' is a Garber who loves making mountains of monster garb all to satisfy your sadistic whim. Should you be unable to find such a living saint, you should begin to build a garb tub. Every time you add a new monster to your repertoire, add at least one set of its garb to your tub. If the monster is carrying any special items or has anything associated with his presence in the quest (specific circlets in case of multiple Skeleton Warriors,) now is the time to add it to your tub. For any given quest, you need the minimum garb listed in the monster's write-up. More is better, but remember that the players will form their own mental images provided you meet them with the right preparation.

 


 


Magic Item Prep
Secondly, always have a disposable set of
the game items and significant relics in the quest.
Some of them will get lost or wander home with the
players. Not by theft, mind you, but sometimes even
the best intentions fail. Also think in terms of open-
nded measures. Make covers rather than incur the
expense of building actual shields and swords. Also
search thrift shops and Garage Sales for interesting
props for future quests. Store them with or near
your garb tub for future `off-the-cuff' quests.

e

Card/sheet/write-up Prep

Finally, make sure you have write-ups for EVERY monster in play. Print out a few extra just in case, `cuz they'll get lost. On the back of the major monsters' write-ups, feel free to write their proper Name and their motivation for being there (it sounds stupid, but it helps to keep the monster players in a position to role-play, which will throw a bunch of questors not expecting diplomacy from an Ogre.)

Also, all traps and events need to have index card-sized prompts to hand to the appropriate reeves to be governed as the quest rolls. Be sure to make the effect clear, and feel free to have the reeves don their D&D DM hats to ham up the location.

The Night Before

The final 18 hours before your quest runs is a very different time for each questmaster. Some of us cram all the details into a last-second burst of clarity, while others actively distance themselves from the quest to relax before the storm. Don't expect one style to work for everybody, so let your body dictate what is best for your particular style. At minimum, it is HIGHLY advised that you run down your checklist of stuff to make sure you have everything (or at least know where everything is.)

 


 

The Game Day

Focus will be essential, as you have four very important things to do between now and lay on. You have to walk the site for potential hazards (this should be your second walk-through of the site,) run the Monster/Reeve briefing, get the monsters into place, and run the Player briefing. Ideally the first three should be done while another reeve (in the Guildhall) runs weapon/list check and gets everybody's gold and items out of the `bank.' Typically this phase will last an hour, though at larger events the Reeves may need to be briefed separately, which will bring the time to 1.5-2 hours.

Monster/Reeve Briefing During this briefing the big parts are given a chance to ask their last-minute questions and instructed on where and how to set up their areas. The wandering monsters are told where to roam and who to pick off, and the Reeves get to not only overhear the general plan, but also have the chance to ask their questions before being assigned to areas of the quest field.

Player Briefing This briefing is mainly to let the questors know what the storyline is for those who haven't been following the e-mail list RP as well as brining up any specific `global' rules they will need to know. The essential Guild system will be provided in 1-page format for easy reference to take the place of reciting the rules needlessly. The other bonus of the Player Briefing is that it

buys your monsters and reeves a chance to get into place while the questors are distracted.

 


 

The Game

Player Log-in

The origin of the Guild system was an attempt to pull inactive Amtgard members away from Sony's Massively Multiplayer Online RPG, Everquest©. Similar to that and other MMORPGs, the guild system developed a "Log-in" process, whereby we check and tag all equipment and lists for legality and then send them into the `world' to fare as they may.

1 Weapon Check Before the quest begins, every weapon, shield and projectile will be checked by the provincial champion and the quest reeves for legality, flagging what they can with a strip of NEON PINK flagging tape. Any weapon that does not have this tag will be removed from the field (Exception: Monsters will have their equipment checked beforehand and will not have any tag whatsoever.)

2 Spell and Assassin List Check All spellcasters and Assassins will present a list outlining what spells/abilities they will be bringing into quest. At any time a reeve may call for your list, and failure to present it will result in a death. Exceptions will be made in certain circumstances.

The Guildhall

All Quests will have a Guildhall. This simple building serves as a store, a bank, and the nerve center of the quest. The Guild's physical presence in the game world is from start to finish an essential tool in maintaining the effective network the Questing Guild seeks to establish in member parks. Without a guildhall we can't track gold or items, well-being of major plot-essential villains, and at that point the system dissolves. In essence the Guildhall consists of a reeve, a walkie-talkie, a chair or table, a roll of NEON ORANGE flagging tape, and a clipboard with paper on it. Oh, and a beverage of your choice.

1.Guildhall as Logistics The Guildhall serves as the command and control of the event; the hub from which all other activity emanates. Controlled Items created and/or `withdrawn' from the Guildhall are brought into play here, and as such it is where the most responsible reeves should be stationed. Also as interest begins to slack, it falls to Logistics to run `mini-quests' meant to keep the players moving and the adrenaline flowing. Also, people who shatter out early can always be put to use in other ways, and if nothing else getting a few guys to run around as Goblins is always great fun.

MOST IMPORTANT QUEST RULE OF ALL TIME: DO NOT LET THEM START A DITCH!

 


 

2 Guildhall as Bank At the beginning of a player's first quest, they will receive 50 gold pieces from the guild. From that point on the player has an account with the Guild, and into this account the player can deposit gold as well as magical and purchased equipment. This is the most valuable network in the game, as members can then travel to any other member park and withdraw their equipment and gold from there. Most important is the keeping of the Guild books, as they detail every player-member of the Guild. Only objects `withdrawn' may be brought into play (save for treasure introduced in that quest,) and anything not checked back into the guild by the `close of business' is considered lost and removed from play. Special (or `Controlled') items will be issued a Control Number. The purpose of this number is to track where a given item is at any time, and to observe the system for any abuse. The player in possession of the control number is considered to be the owner, and failure to have the properly-issued control number and designator will result in the forfeiture of the item. Finally, Member Provinces are granted gold to be used for bounties and such (1000 for Shires/Freeholds, 2000 for Baronies, 3000 for Duchies, 4000 for Principalities, and 5000 for any Kingdom.) Any province can petition the guild to reimburse gold spent to further the Guild (i.e. rewarding questors for cleaning up after a quest, etc.)

3 Guildhall as Item Shop In addition to its importance to command and control, the guildhall also serves as a place to procure services to make any adventurer's life easier. Every Guildhall has a reasonably-stocked item shop, and once it sells out on a particular item the guildhall cannot sell any more. The list is by no means exhaustive, and it is often encouraged that a non-combat/non-questing spellcaster sit near the shop and sell whatever spells the shop lacks, even going so far as to begin selling their own spells outside the Hall for a competitive price (hint: don't discourage this. It promotes an active, `organic' town with merchants and a thriving adventurer's market…)

Class Masters and Masterhood Abilities

While some systems choose to encourage the nobility, the Quest Guild chooses to acknowledge and honor those players who exemplify their class and have been judged as a master of their class. To represent this and to thank them for drawing out their best by playing their mastered class, the guild bestows upon them an additional ability from the list on the following page.

 


 

Masterhood Abilities

1. Anti-Paladin +1 point to any Armor Worn (5 pts max.) and a Non-Magical Bladesharp 1/Game.

2. Archer The Master Archer's aim is so precise that he may cast one Healer Wounding per Life. He must have an arrow nocked in order to use this ability.

3. Assassin May pick an additional Assassin ability from the Assassin class.

4. Barbarian Immunity: Control at all times.

5. Bard Greater Presence Master Bard counts as 7th Level for purposes of Presence only (Lower Level Druids and Monks may not attack the Master Bard. Master Monks and Master Druids count as 7th.)

6. Druid May Summon Elementals as described in the Dor un Avathar.

7. Healer May raise the Max available Stuns to 3.

8. Monk 1 point of natural Armor.

9. Monster May play a monster with a Q:M ratio of 2:1 or less in quests. Final approval for any

monster is up to the Questmaster.

10. Paladin +1 point to any Armor Worn (5 pts max.) and a Non-Magical Bladesharp 1/Game.

11. Scout Armor-Piercing Arrow (as the Archer ability).

12. Warrior Warrior Improved Shield becomes 1/Life.

13. Wizard May fashion Golems as described in the Dor un Avathar.

 


 

Encourage the Colors, Damnit!

An important thing that has kept the Guild System alive has been the concept that NOBODY sits the sidelines. Herein lies your chance to encourage the color players of Amtgard, because not everybody wants to sally forth or buckle a swash. While there are myriad ideas to have colors aid the quest, the most common are as follows:

1. Photo Contests One of my initial (and indeed most successful) ideas was to sponsor a photo contest. After all, if you run a rocking quest and there wasn't photo proof of how much ass you kicked, did the quest even happen? Walgreens™ pharmacy started a `free film for life' deal, where you pick up a $10 camera and shoot the roll (27 exposures of 400 speed film,) then return it for 1-hour developing. You get the camera reloaded and the pics processed in about an hour. Buy two and color-code the tops, and mark the packets when you send them for developing. Award the best photos some gold or an item in keeping with the quest's theme. The only rules for the contest are as follows:

§ The pictures must be pertaining to the Quest.

§ Nothing illegal should be going on in the shot.

2. Station Reeves Those who can't do, Reeve. Be it telling the questors a story while portraying a book or wall plaque or swinging a polearm as part of the mechanism of a fiendishly clever spear trap, there are always things non-combat Amtgarders can do for the quest. Ask for their help, then bribe `em with gold if being polite fails. It really is just that simple.

3. Random Sub-Plot Hooks Damsels in distress, wealthy nobles needing a bodyguard, or a stranded and defenseless merchant caravan, non-combat Amtgarders can serve as the `hook' for many a sub-quest going on in the game. Encourage their participation and if nothing else this will serve to build up a support staff on the ground the next time you run a quest at their park.

 


 

The Quest

Here is the most important thing we as questmasters do: run the quest. Everything I've said up until now exists to help you to run this smoothly. The next few hours of your life will be an exercise in controlled chaos, so lean on your support staff to keep the action going. In addition to knowing the current Amtgard rules of play, you will need to have functional knowledge of the following new rules.

New Abilities

1. Levy A Power reserved only for the Monarch of the hosting park and the Monarch of the park's host Kingdom, he may raise a Levy consisting of up to 10 1st level Warriors. These warriors will each have one life, but in all other respects will function as normal members of the Warrior class. The Levy will usually be drawn from shattered monsters and questors, as this gives them a chance to continue to play after their lives are spent.

2. Bypass Security This ability is used to disable locks. In order to use this ability, you must possess a rated lockpick, kneel beside the lock, place both hands on the lock, and say "Picking"x(level of the lockpick x 10.) If the lock is too tough for a certain set of lockpicks, any traps on the lock will activate.

New Spells Note that these spells are not automatically gained, but instead must be learnt via gameplay.

1. Permanency

C: Bard3, Druid3, Healer3, Wizard3

SP: 2/game, Max 1

T: Neutral

S: Neutral

M: 4 of the Caster's lives, Reeve, Orange control strip, Item to be enchanted, spell to enchant the item, & 50 gold per spell level.

I: Must state "Permanency" before casting the spell

E: Creates a permanent magical item for use in the Amtgard Quest Guild. If the enchantment was per life, then the effect is usable 1/Life. If the effect was per game, then the effect is usable 1/Game. Protective enchantments only cover the item enchanted unless it would be unreasonable for it to do so (a sword is immune to poison, so the Cure Poison enchantment would transfer down to the player.)

L: Armor Magics (Barkskin & Stoneskin) transfer down, regardless of the item enchanted. When a person learns this spell, they must be registered with a Reeve to control the spread of magic items in the game. The attending reeve has final say on any permanent enchantments created.

 


 

2. Glyph

C: All (Normal version of spell+1)

SP: As base spell (see below)/game, no Max

T: Enchantment

S: Sorcery

M: Enchantment strip and Item to be enchanted

I: "By my Will I form a Glyph of [state spell]" x5

E: This enchantment is a semi-neutral, as it will allow you to enchant an item with a spell. Anyone who disturbs the Glyph will trigger the effects of the mentioned spell. Common Glyphs are Wounding, Curse, Paralyzing Touch, Firetrap, and Charm.

L: Each Glyph is subject to Reeve's approval. Glyphs must be bought

separately from their normal variant and must be purchased with spell points from one level higher than the relevant spell (A Healer Glyph of

Wounding would require spell points from your 4th level allotment rather than

3rd.)

3. Light

C: Bard1, Druid1, Healer1, Wizard1

SP: 1/life, no Max

T: Enchantment/Spell

S: Sorcery

M: Enchantment strip and Item to be enchanted

I: "I bring forth light to cast away the darkness!" x5

E: As the spell it negates any area of magical darkness and illuminates a 40'

area per the Light rules in the Standard Terrain Rules (below)

Searching & Looting

The biggest part of questing is lets face it looting swag off of monsters (and the occasional player.) The easiest way to handle this is via the two-hand search method. You may search virtually ANYTHING by touching the target with both hands and saying "Searching" x10. This must be an un-interrupted count and any break in the search means you must start over. This simulates a complete search of all freely accessible areas of the item/person and so nothing can be hidden more securely without reeve's approval.

 


 

As we allow looting players, it should be stated now that this practice is discouraged but not illegal. Looting a player allows you to take all of their gold on hand or any one item they possess, but never both. Looting of a Kingdom or Local Relic only lasts for the life of the actual owner, but items fashioned using the guild system (see below) is considered permanent and whoever checks in with the control number by the end of the event is considered to now own the item. If a player is killed and looted, they may not hunt down their killer in their next life (we call this the `Inigo Montoya' clause.) As we push for a live-action town at each quest, the monarch and champion are responsible for seeing justice done.

Death

Most quests will have you running across a park or other similar wide area of land. In non-linear quests (also called world quests,) a trip to Nirvana is inconvenient at best, fatal at worst. A linear (line) course is worse, as with sufficient NPC support a player could possibly never rejoin his team as the initial encounters keep killing him. To remedy this, we are implementing the idea proposed by the `Knoblander' event series.

`Upon being killed (be it by spell or sword) instead of returning to a Nirvana, you must instead fall to the ground where you were slain. At that time you may begin your normal death count as if you were in Nirvana. At the conclusion of your five minutes, you are returned to life with a two minute grace period during which no one may attack or be attacked by you, nor may they follow you should you leave the area. We call this "blinking" and is represented by saying "blinking" once every five seconds. You may however choose to ignore this grace period by shouting "ALIVE" and rejoining the game without the benefits described above.'

Waypoints

Some quests are designed to run long to promote deep role-play. During that time there comes a point where its more trouble returning to Nirvana than just pressing on and hoping you have the skills to see yourself through to victory. In an attempt to balance this out, the Guild has created areas of power in the Amt-Universe known as `Waypoints.' These are used only in longer quests, mainly because they are meant to conserve time and magic on course.

 


 

1. Spirit Circle Spirit Circles allow magic of the Spirit school to affect a large group at once. Mend will still only restore one point to one section per casting, but each casting affects everyone in the circle (everyone gets a point of armor back.) Spirit circles must be at least 10' from edge to directly opposite edge, but no larger than 20' from edge to directly opposite edge. All Spirit circles are marked by WHITE flagging tape placed on the ground to signify the affected area. There is an overwhelming sense of calm within the radius of a Spirit Circle.

2. Gate Circle Teleportals can transport you from one Waypoint to another connected Waypoint. This functions exactly as the spell Teleport. When the Teleport incantation is finished, the reeve will inform the person(s) of their arrival point. Gate circles must be at least 10' from edge to directly opposite edge, but no larger than 20' from edge to directly opposite edge. All Gate circles are marked by BLUE flagging tape placed on the ground to signify the affected area. There is a sense of the very air being charged within the radius of a Gate Circle, like static electricity gone berserk.

Standardized Terrain Rules

A Good part of playing under a unified quest system is not only the regulation of gold and items, but for the ease of all questors (and the already overwhelmed questmasters) is the ability to have a common universe, where with rare exception the world will function the same way at every quest. Continuity is the biggest shortfall infesting how Amtgard runs quests, and its exactly what the Guild has been designed to take to task.

Below I have compiled all of the Terrain standards found in Sir Luke Stargazer's monster books into this document for ease of reference and to make these (established and fairly standard) rules our established and fairly standard rules.

1. Graveyards Designated by BLACK RIBBON and often decorated with foam headstones and other gothic paraphenalia, Graveyards grant an extra life to any undead dwelling there and capable of benefiting from it, excapt creatures that Steal Life, who gain an additional Steal Life per life instead.

2. Unholy Ground Designated by DARK RED OR MAROON RIBBON, this area has been desecrated by the Dark Powers and is often used to summon forth Daemons and other summoned beings of great evil. While inside Unholy Ground, no Spirit magic functions (Heal, Ressurect, etc.) and any natural healing fails. The only exception is Reanimate.

3. Putrescence Designated by an UGLY GREEN RIBBON, this area (quite simply) stinks to high heaven. Anyone not immune to this stench suffers the following effects:

§ Must only walk within the marked area (heel-to-toe is a good measure.)

§ Must cover nose and mouth with one hand or else be Stunned until removed from the area.

 


 

4. Darkness Designated by a NAVY BLUE RIBBON, this area is cloaked in darkness (magical or not.) Anyone not immune to Darkness suffers the following effects:

§ Must move no faster than a walk (heel-to-toe is a good measure.) Anyone that runs suffers an immediate leg wound to represent falling and twisting their ankle.

§ Players within 20' of a Light may move and fight normally. If they leave the 20' area, they suffer an immediate leg wound as above.

§ Projectile and Thrown weapons only function within 20' of the shooter/thrower, regardless of light sources. Similarly, you may not shoot or throw into an area of darkness.

§ All spell ranges are HALVED in darkness, and no magical attacks can take place outside of 20'

5. Fog Designated by LIGHT GREY RIBBON, this area represents the pea-soup-like London Fog. Fog follows all the rules of Darkness except that light sources do not function in Fog and the Wizard Wind spell will dispel the Fog.

6. Light Rather than an area effect, Light is used to counteract certain effects such as Darkness. The rules for light are as follows:

§ Torches must be simulated by taking a safe foam weapon and tying a couple of ALTERNATING RED AND ORANGE RIBBONS to the tip area of the weapon. Alternately, crafting an actual combat-legal prop is acceptable. Amtgard-Legal lanterns may also be used, provided there's no glass or similar surfaces in the construction.

§ The Sword of Flame and Flameblade serve as a light source, as will a charged Fireball or Lightning Bolt. Remain-active Fireballs also serve as a light source.

§ Players within 20' of a Light may move and fight normally. If they leave the 20' area, they suffer an immediate leg wound as above.

§ Multiple Light sources stack their effects. This means that 3 torches and the Sword of Flame create an 80' area of Light.

7. Shallow Water/Swamp Designated by LIGHT BLUE RIBBON, this area represents hip-deep water or swamplands, where rapid movement isn't possible and combat can bog down fairly quickly. All creatures (except Flying, Aquatic, or Giant) must fight from their knees.

 


 

8. Deep Water Designated by ROYAL BLUE RIBBON, this area represents typical large bodies of water that require the ability to float or swim to avoid death. The following rules are to be followed in areas designated as Deep Water:

§ Must only move at a walk (heel-to-toe is a good measure.)

§ Must have one hand free (no weapon in hand or shield on arm, etc.) Failure to have a free arm within 10 seconds results in death by drowning.

§ People wearing 1-3 points of armor

may stay in water for a 100 count before they die by drowning. People with 4+ points may not enter water at all without drowning.

§ Magic may not be cast while in water.

§ Fireball is negated if the target is in the water. Iceball functions normally, except the person floats on the surface. Lightning Bolt will kill everyone in a 10' radius of where it lands. Entangle does not function. Petrify causes death. All other ball spells have their normal effect.

§ Stun, Sleep, and other such spells cause death.

9. Quicksand/Deep Swamp/Seaweed Designated by OLIVE GREEN RIBBON, this area is a great way to immobilize players and test their ability to think quickly. Upon entering an area so marked, the player gets EXACTLY THREE STEPS before becoming immobilized. From that point on he has a 100 count to find anything nearby to grab hold of to pull himself to safety. Failure to grab hold and pull himself free in that time means that the player is dead and may not be resurrected.

10. Whirlpools Designated by a BLUE TARP laid on the ground, any creature that enters this swirling maelstrom of death will die in a 10 count unless able to escape by such methods as Flight, Teleport, and Pass Without Trace.

11. Directional Current Designated by an arrow laid out in BLUE RIBBON, this is a particularly strong stream of water. It is so powerful that all players (even aquatic ones) may only move in the direction of the arrow, though it is possible to swim or step out at some point. Large creatures and Flyers are immune to this effect. This is best used with trails or other easy to see pathways.

 


 

12 Lost Woods While not a specifically marked effect, any densely wooded area with a defined trail

system is ideal for `Lost Woods' rules. The following are rules to be followed in a Lost Wood:

§ With the exceptions below, players may not venture more than 5' off the established path. Doing so causes the players to be immediately Lost (per the spell) and must return to Nirvana and enter the wood again (only this time alone or with other lost players who were waiting at Nirvana.)

§ Assassins may move singly (or with other immune classes) up to 50' from the path.

§ Barbarians, Druids, and Scouts are immune to the effects of the

Lost Woods and may move about freely. Any of these classes can escort one additional player through the Lost Woods, but that player may not travel farther than 10' from the escort at any time or they will become Lost.

§ Scouts may guide a party of adventurers through the Lost Woods, though no more at a time than the Scout has levels (a 3rd level Scout can guide 3 players into the Woods.) Players thus guided may not travel farther than 20' from the scout at any time or they will become Lost.

§ Most monsters will be immune to Lost Woods, but should still consult the Reeve on a case-by-case basis.

13 Poisoned Fruit Designated by a BASKET OF FRUITS AND OTHER SNACKS set beside a tree or bush, this marks out a fruit-bearing tree in bloom. Problem is the fruit is poisonous. When the first person starts to eat, the reeve should begin a silent 100 count. In 100 seconds (unless immune to poison) the first player will die. The counts on everybody else are a few second afterwards.

 


 

14. Walls Designated by WHITE OR YELLOW flagging tape, walls come in two varieties. White walls may be demolished or battered down, while Yellow walls may not. The following rules should govern all White Walls on course:

§ Sphere of Annihilation, Fireball, Lightning bolt, Stone to Flesh, and Pyrotechnics will each destroy a 10 x 10 section of wall. Further, Fireball and Lightning Bolt will catch any flammable substance on fire.

§ Burning Structures are completely destroyed in a 300 count. After that time, any player inside the structure will die in a 50 count.

§ Mend and the Homestone may be used to repair a 10 x 10 section of wall.

§ Siege Weapons will also destroy a 10 x 10 section of wall. Monsterous White Weapons take three strikes to destroy a similar section.

§ Teleport and similar abilities will only function as line-of-site (if the reeve can see the arrival point without his vision crossing a wall, closed door, or another player the arrival point is legal.)

15. Doors Where there are people, there are people trying to keep others out. Doors on course will come in two varieties: normal doors (signified by a BROWN PVC PIPE,) and special doors (signified by a SILVER PVC PIPE.)

§ Normal Doors are considered to be made of wood. Opening a door requires you taking the door, moving it to simulate the door being open, and saying "Opening" x1. Players may Close a doorway by placing the door in such a way as it blocking the doorway and saying "Closing" x1. Some doors will be Locked and follow the Lock rules below. Normal doors may be battered down by 10 strikes from a regular weapon, 5 strikes from a Red weapon, or one hit from a Fireball, Lightning Bolt, or Sphere of Annihilation.

§ Special Doors are considered to be made of either stone or iron. These doors open and close similar to a normal door, except the opening and closing count is x5 instead of x1. Some doors will be Locked and follow the Lock rules below. It requires a single hit from a Siege Engine, Monsterous White Weapon, or Sphere of Annihilation to destroy a special door; nothing else will work.

 


 

16. Indoors Certain classes have spells or abilities that do not function exactly as written in an interior setting. The following rules exist to clarify this change of setting:

§ Scout Entangle Trap does NOT work inside a building, castle or dungeon. It may be used normally in a cave setting.

§ Barbarians may not Heal Self unless they carry their herbs with them into the structure.

§ Pass Without Trace does not function inside man-made buildings or dungeons. This ability functions without modification in natural cave surroundings.

§ Call Lightning may not be cast while totally indoors. This spell may be cast and targeted normally if the caster has line-of-sight with the outside world.

§ Players cannot be transformed into a Giant while indoors.

§ Teleport and other such magics are line-of-sight into unexplored areas. Familiar or explored areas may be the destination for these spells.

§ Unless stated otherwise by the Reeves, trees do not exist in caves and dungeons. Any spell or ability that requires a tree will fail.

17. Locks As with Doors, people don't like other people gaining unrestricted access to their things. In quests we use locks to prohibit access (or rather to allow a person a shot at a bit of controlled B&E action.) There are two types of Locks in quests: standard locks and magical locks. Each has its own rules and methods of bypassing.

§ Standard Locks Designated by a DARK GREY RIBBON tied to an object, this requires a lockpick rated at or above the level of the lock (known only to the questmaster and the reeve.) In order to defeat this lock, the players will need to Bypass Security using the rules listed under the "New Rules" section on pg.7 of this handbook.

§ Magical Locks Designated by the appropriate CLASS ENCHANTMENT STRIP, this is essentially a spell requiring a particular item or phrase to disable the lock. Should you not wish to open this lock legally, Dispel Magic should work fine.

18. Boulders Hang three or four foam "boulders" up in the trees with sturdy rope, effectively barring a passage or a trail. Have a Reeve or two stand to the side of the walkway and swing the boulders to and fro. Any player who contacts a boulder is considered to have been struck by a Siege Weapon. Optionally, have several children roll the boulders downhill towards the players.

 


 

19. Fire Wire From the minds of mages come the most deadly ideas. Designated using: RED RIBBON in a crisscross pattern between several trees to achieve an obstacle course-style challenge. Players must weave through the wires without touching any. To touch means death, unless Protected from Flame or bearing an Invulnerable armor. Touching a wire counts as a physical hit to whatever location contacted it for purposes of determining damage to Invulnerable armor. Wires remain in play for the entire game, or may be removed once it has been contacted, at the Questmaster's option

20. Ground Traps Designated by a TAN RIBBON in the desired shape of the trap. Floor-level obstacles are often overlooked and can be the source of much vexation for unwary adventurers. Make sure reeves are informed as to the effects of the trap and optimally there should be enough Reeves so that each trap (or series of traps and encounters) has its own individual judge (See: Encourage the Colors Damn-it). Additionally, give each trap a physical description, because smart players will ask, "What do I see?" Best bet: write the information down on a card so the Reeve can refer to it during the game.

21. Magic Dead Areas Designated by an UNDETERMINED ITEM. These areas, through accident or design, are permanently under the influence of an Anti-Magic Spell. No magical effects may be initiated or allowed to pass through these areas: Spells Fizzle, Enchantments vanish, and relics cease to function. Enchantments reappear intact once the bearer leaves the Magic Dead Zone. Non-magical Class and Monster abilities function without penalty.

22. Spikers/Spear Traps Whether a common spear, a poisoned javelin trap or the shellfish-like Spiker, adventurers face a great number of sharp, pointed objects flying their direction at great velocity. Of course, few people want to be on the business end of such things, but Reeves can use this theme over and over in hopes of knocking a few lives off those cocky Questors. The premise is simple: one or more non-combatants stand stationary with a couple of javelins or spears and tries to poke, impale or stab any passerby. There are many variants to this, including:

§ Spikers: decide how many Spikers (a gastropod with a sharp, pointy shell. It hangs from ceilings in wait of prey to fall upon) you want and give the non-combatant(s) just that many javelins. Each javelin may be thrown only once. They strike as Siege, and may only be retrieved and thrown again after a 1000 count (Spikers move very slowly unless falling.)

§ Spear Trap: Non-combatants get a polearm, but may only stab with them. Thrust at regular intervals, like a mechanical trap would. Pull back and reload.

§ Scything Blades: Same as above, but spears move in regular up-and-down motions. Both options attack as a normal spear.

§ Poison: as any of the above, but… you know, Poison (as in assassin ability)

 


 

23. Unsafe Footing Woe betide unto those intrepid explorers who do not watch where they walk, particularly underground or on the side of a mountain. Designated by a BROWN RIBBON. Players attempting to navigate such areas are subject to the following rules:

§ No movement faster than a slow walk is permitted. Running players take an automatic leg wound.

§ If a rope is anchored to the far side of such areas, players may move normally so long as they hold onto the rope with one free hand.

24. Avalanche Another common hazard of dungeoneering, the cave-in or avalanche is both a hindrance and danger to Questors and Monsters alike. They are treated as the same for rules purposes.

§ Any area designated as Caved-in is totally impassible. Stone to Flesh and Sphere of Annihilation can clear a 10x10 section of rock per usage.

§ Anyone caught in an Avalanche or Cave-in is instantly slain and may not be Resurrected until dug free.

§ A 10x10 area may be "cleared" by a 500 count. Divide this total by the number of players helping to clear the area if more than one player performing the work. (i.e. an 10x10 area is cleared in a 100 count if 5 people are assisting)

25. Pits These traps represent a hole in the ground. This can be anything from naturally hazardous footing to devise pits with spring doors and razor spikes. A few examples of the Pit Trap:

§ Half Hole Step in and take a leg wound unless protected by Invulnerable armor or enchantments. Counts as a physical hit to one leg.

§ Whole Hole fall in and die unless protected by Invulnerable armor or enchantments. Counts as a physical hit to all locations.

§ Poisoned Spikes take a leg wound and die in 100 count unless Cured of Poison. Normal immunities apply, as do rules for Invulnerability.

§ Acid Pit all non-Hardened weapons, shields and armor destroyed, death in a 50 count unless pulled free. Enchantments offer no protection and natural Invulnerable armor is dissolved completely in 15 count per point.

§ Fire Trap BOOM! Death unless wearing Protection From Flame or bearing Invulnerable armor. Counts as a physical hit with Fireball to all locations, including armor and weapons.

§ Electrical Trap ZAP! Take a wound (reeve's decision, usually the first location to touch the trap) unless wearing Protection From Flame or bearing Invulnerable armor. Counts as a physical hit to one location. Victims wearing metal armor are slain unless protected.

 


 

§ Entangle Trap Player is held in place and must strike each leg 10 times with an edged weapon to be freed. Armor and enchantments do not stop this trap. Barbarians are immune.

§ Bottomless Pit Good Bye, thank you for playing, go straight to Nirvana unless you can Fly or Teleport. Victims are considered Severed (no body left to Resurrect).

·§ The Chasm different from a Pit, the Chasm is a naturally occurring hole in the ground, ranging from the easy-to-step-over kind to the impossible-without-wings variety. Fall in and suffer the effects of the Half Hole, Whole Hole, or Bottomless Pit. Chasms are not considered Traps and therefore class immunities offer no protection.

26 Fevers/Diseases Want to simulate a crawling mass of poisonous scorpions or a buzzing throng of biting bees? Designated by a BRIGHTLY COLORED FLAGGING TAPE. Any unprotected player passing through the area is affected per the type of Swarm represented. In all cases, Invulnerable Armor (including Natural, Stoneskin and Protects) is worn away at the rate of one point, all over, per 5 count spent in the area. Furthermore, unless noted otherwise, all Swarms can be effectively Dispelled should an active Fireball, Flameblade, Flamewall or Sword of Flame enter the area, and remain so until the flaming object leaves the area for a 30 count. Some examples, and other potential protections, are detailed below:

§ Poisonous Enter and be Poisoned (as assassin). Die in a 100 count. No wound taken.

§ Stinging Enter and take a Wound (arm or leg of the Reeve's choosing). Class immunities do not apply. Players with one empty hand may slap at themselves to keep these bugs away indefinitely.

§ Paralytic Enter for more than 10 count and be Held, regardless of class immunities.

§ Deadly You have 5 seconds to leave the area or die. Usual immunities to Death apply.

§ Confusion As Druid, after 5 seconds of unprotected exposure. Players with both hands empty may slap at themselves to keep these insects at bay.

§ Webbing Anyone entering this area may only take one step every 10 seconds. No one is immune, except maybe Giants, Dragons, and other huge Monsters.

§ Corrosive These horrors act as Death Swarms, but also function as a Sever Spirit to anyone so slain. No one is immune.

§ Stink Bugs Ugh! Step into this area and no one can come near you for a 300 count (except Troglodytes and other "smelly" Monsters!)

 


 

Crafting Magical Items

Yeah a Bladesharpened sword is nice if you're able to get a Wizard to keep you enchanted every life, but what if you've got the money and time to never have to worry about it again? What if a system was in place to fashion for you a permanent item of power? The Guild has since its infancy maintained a method of item creation to those with the predisposition towards such pursuits.

Unless bestowed by consent of the monarchy, all equipment is considered to be of standard quality and manufacture. All Magic Items must be approved by the monarch before they can be awarded in Quest.

First off, the item crafter has to be a spellcaster that knows the Permanency neutral. These casters are all registered via the Guild and tracked to insure fairness. They must sacrifice 4 lives and cast the spell in front of the Guildhall Reeve, who will then record the caster's name, the new item's name (if desired,) and issue the item a control number, tying a strip of NEON ORANGE flagging tape to the item to signify its power.

The Control number will consist of 4 sets of numbers, those being the year the item was created, the number signifying the item type, the number identifying the particular item, and the creator's ID. For example, the first dagger crafted in the Guild's system (the Magi Dagger) bears control number 03-01-01-01. For ease of reference, the Item Types are listed below. The creator numbers and Relic Registry will be located in the Files Section of the Questguild Yahoogroup, as it will need to be updated more regularly than the Guild handbook.

#

Type
#
Type
#
Type

1

Dagger
13
Pole Flail
25
5-pt Armor

2

Short Sword
14
Short bow
26
6-pt Armor

3

Long Sword
15
Longbow
27
Ring/Bracelet/Anklet

4

Greatsword
16
Crossbow
28
Talisman/Amulet/Torque

5

Sm. Axe/Hammer
17
Buckler
29
Wand/Rod

6

Lg. Axe/Hammer
18
Small Shield
30
Scroll

7

Greataxe/Maul
19
Medium Shield
31
Potion

8

Staff
20
Large Shield
32
Cloak/Tabard/Surcoat

9

Short Pole (<10')
21
1-pt. Armor
33
Top/Tunic/Dress

10

War Pole (>10')
22
2-pt. Armor
34
Bottom/Pants

11

Short Flail
23
3-pt. Armor
35
Belts/Bracers/Boots/Gloves

12

Long Flail
24
4-pt. Armor
36
Misc

 


 

Using Radios

Although it should go without saying, longer quests will require long-distance communication with other Reeves and/or the Guildhall. In these cases ONLY may Radios be used on-course, and even then only by the Reeves or in cases of medical emergency. Let the questors bring in Night vision, bells and whistles, rocket propelled grena… okay so maybe not all that, but the ONE thing to be stressed is THE SECOND MOST IMPORTANT QUEST RULE OF ALL TIME: DO NOT LET THEM HAVE WALKIE-TALKIES!

Adjudicating Unorthodox Actions on Course

These rules cannot answer every question put to the Support Staff of an event or quest, but as St. Benedict included in his Monastic Orders: Not all Perfection is Herein Contained. In all cases, the Reeves have full discretionary power over everything in their zone of control, and the Questmaster has full discretionary power over the entire quest. Use your best judgement and always think in terms of furthering

the plot and encouraging the fairness for everyone involved. If anything occurs that affects the Quest (permanent enchantments, random act of brutality, medical emergency, etc.) then a Reeve must be present.

Unless otherwise noted, no one may summon Elementals, Angels, Daemons, or Golems. There's no easier way to put it than that.

 


 

Post-Game

Guildhall as Bookkeeper

At the end of the quest, the Guild comes back to complete the administration process. Any gold and items that the player wishes to carry over to other quests must be `deposited' into their account before the Guildhall closes for the event. Anything that entered play that is not deposited vanishes from Amtgardia to be unearthed at a later date. It is not recoverable short of extreme situations (you had to leave site before the quest ended due to urgent medical/personal business.) The Guildhall reeve shall take care to record clear and accurate information for the deposits of EVERY player on course. Further, the Guildhall reeve should record the newest additions to the relic registry (including control numbers) and update the list of those casters who possess Permanency.

Cleanup

Minimum standards for quest site clean-up includes removal of all of the guild-placed flagging tape, take-down and clean-up of the in-game `town,' and storage of the vital resources of quest running for the next person to borrow them. Under no circumstances should the Guild abandon a site in worse shape than they found it, and in fact they should do their best to leave the site better than they found it.

Don't be afraid to ask for help, and any Guild member is assumed to have unlimited gold to further the goodwill toward the guild. If an awesome site, and the prospect of loosing said site rise up, feel free to

bribe them.

Report to the Guild

As the final action of the Guildhall reeve to the quest, he is to provide the deposit and withdrawal lists, to include the items added to the Relic Registry and anyone who can now cast permanency.

 


 

An Example of Play

Arrival, Check-In, and Team Draft

Nimble decides to go to the Shire of Phoenix Tears and play in a quest, having heard they were not to be missed. As he arrives he is directed to the "Guildhall," where his weapons are checked for legality and the Guildmaster checks the Quest records for any other entries for Nimble. He doesn't find one, and so after approving his weapons the guildmaster sits down and starts a new record for the 4th Level Assassin.

Starting off, the guildmaster issues Nimble five (5) silver coins, representing 50 gold. In terms of possessions, Nimble had the foresight to bring a `torch' representation (a weapon with red and orange streamers attached,) along with a 5' length of rope (to simulate the 20' of rope his character carries,) and a notebook and pen to track information. Using most of his gold he buys a Class 1 lockpick so he can Bypass Security.

As he wanders around taking in the sites of Phoenix Tears, he sees two reeves with clipboards start to line up the players, separating the people that have played in a Guild Quest from those that haven't. Not wanting to be missed or looked over, Nimble slides over into the newbie group. The reeves talk among themselves and each one select one of the experienced questors. They call those two questors `team leaders.'

Every time a team leader picks an experienced questor, he grabs a player from the newbie group and brings him onto his team. Being the most experienced `newbie' helps Nimble get selected quickly, where he and the other classes that require a class list begin drafting their lists.

Taking Care of the Details

Once the teams get picked, the reeves give the teams five minutes to finalize their plans. During this time the team leader heads a debate over how the upcoming treasure gets split, makes sure the spellcasters have made lists to compliment each other, and getting a feel for his team's strengths and weaknesses. The team leader also looks over both of the lists prepared by the team's assassins to assure legality. The players also introduce themselves to each other and decide if there is any animosity or goodwill amongst the other players. Nimble and a barbarian decide that they don't trust each other, mainly because Nimble comes from a culture that conquered the barbarian's tribe.

With everything finally set up, the team leader announces the specific objectives given to him by the team's Gamemaster (or reeve). They are to obtain the Eye of Gevak, a powerful talisman that would fetch quite a price if it can get back to the city. Also a little girl has gone missing and her parents will pay dearly for her safe return. A few more moments pass by and then the Gamemasters retrieve their teams. Its time to play…

 


 

The Quest for the Eye of Gevak

Early into the Quest one of the 1st level players is named the "Henchman," or the guy who carries the party treasure until the end of the quest. It only takes a few minutes for the party to reach their first test: a 15' chasm with nothing around save a tree on the party's side of the chasm. The veteran assassin asks how deep the chasm is, to which the GM says it could very well go on forever, it looks so deep. Suddenly Nimble has an idea.

Checking with the reeve, he checks to see whether he can knock down the tree, but fails. When he sees this, the team leader turns to the nearest barbarian and asks him to try knocking the tree over. After a cooperative effort by a few questors, the tree is knocked over and the party continues on.

Moving past the chasm, the party enters the grounds of a once-mighty castle. As they move slowly, the party's Bard asks if he knows anything from local rumors about this place, and the GM informs him that this is the castle of the Arch-Lich Gevak, a Necromancer of the highest order. The party's Healer asks what he knows of this place and is told that Gevak was known to sacrifice to the darkest of demons and was always surrounded by a retinue of skeletons and other undead.

As they near the door, the GM tells the party that they see a fairly ornate lock on the door. The barbarian, still beaming over having helped conquer the tree, offers to knock down the door, but the Team Leader stops him, suggesting that knocking down the door might alert the guards inside. Nimble decides to try to bypass the lock, and produces his Class 1 lockpick, kneels down by the door, and starts his 10-second use time. 10-seconds later, the GM tells him that his attempt fails, but there doesn't seem to be any traps on the door and so if he could use a higher-rated lockpick it might succeed. Just as Nimble is about to back away from the door, he feels the presence of the veteran assassin, who lowers his own set of lockpicks down to Nimble. Suggesting he use the Class 5 pick, Nimble smiles, takes the pick, and spends the 50-second use time to spring the lock. The GM says the lock comes open freely and the door can be opened at any time.

Once everyone is ready, the party rushes in, bashing and hacking their way through the lower levels and heading for the master suite, where Gevak would be resting. Along the way the party finds the young girl, and the veteran assassin uses his teleport to spirit her away to safety. With Nimble as the only remaining assassin, the Team Leader instructs him to stay near the Henchman unless things get bad. As the party continues on, they eventually reach Gevak's chamber and thrash him completely. Sweeping the castle they find the Eye, a magical dagger, a blood ruby, and 300 gold. After a fair amount of healing the party returns to the town, where the Assassin has already completed the deal for the return of the little girl.

With everyone together and the treasure in one place, the party begins to divvy up the loot…

 


 

Dividing up the Loot, Check-Out, and Clean-Up

The girl was ransomed back for 50 gold, the Eye resold for 350, and then the 300 gold from the castle leaves a total of the magic dagger, a blood ruby, and 700 gold. As per party agreement, 10% of the final cash goes to the GM for doing such a good job on the course, leaving 630 gold. The best player award goes to the veteran assassin, who takes the blood ruby (for `his own reasons.') The best performance by a newbie goes to Nimble for trying to topple the tree and for bypassing the door to Gevak's castle, and so he is given the magical dagger (which turns out to be the Bladesharpened Dagger `Shadowbiter.') Per the party rules, best player and best newbie don't get cash if an item is able to be awarded, so the remaining 630 gold is divided among the six other members, meaning that everyone other than the two assassins receive 105 gold.

Nimble wanders around until the bank re-opens, when he deposits his Class 1 lockpick and Shadowbiter. Meeting up with the veteran assassin later, they converse and decide to offer their services as a team next quest. With everything taken care of, the GMs begin cleaning up. On a whim, Nimble decides to help out with the clean up. He stays to even help the GMs and the Questmaster (who happened to have been the Guildmaster this game) pack their vehicles. Overjoyed at the sight of a happy and devoted

questor, his former team's GM awards him 20 gold for his time, and the QuestMaster notes it in his log-book along with asking Nimble if he'd like to be a team leader next quest. Overjoyed, Nimble says yes and so he departs for his home with ideas of the glories yet-to-come in the next quest.

 


 

The Guildhall

Item Cost Available

Magic

Spells

(cast by the Guildmaster. Only enchantments and spells are for sale. Enchantments may be sold as scrolls for +10 gold above cost. Spells may be sold as potions for no cost difference. Guildmaster has final approval over which spells may be sold. Enchant strips from the guildhall will be bright orange with the spell name spelled out on the strip.)

Bard Magic 10*Spell Level 2 per spell

Druid Magic 20*Spell Level 2 per spell

Healer Magic 20*Spell Level 2 per spell

Wizard Magic 30*Spell Level 2 per spell

Blacksmith

Mend Weapon 5/foot Unlimited

Mend Shield 10 Unlimited

Mend Armor 5/Point(/section) Unlimited

Items

Lock Pick*** - -

Class 1 40 6

Class 2 80 5

Class 3 120 4

Class 4 160 3

Class 5 200 2

Class 6 240 1

Divine Services

Holy Symbol* 50 20

Holy Icon** 200 2

Lives 150 One Per Person per Quest

* - Any Undead touching someone wearing a Holy Symbol looses a limb.

** - A Holy Icon allows a player to Turn Undead as per Monk once per Life. In addition, a Holy Icon counts as a Holy Symbol.

*** - Lockpicks disable locks of their level or lower. In order to use a lockpick, the user must kneel beside the lock, place both hands on the lock, and say "Picking"x(level of the lockpick x 10.) If the lock is too tough for a certain set of lockpicks, any traps on the lock will activate.

Example: Bob the Barbarian owns a set of class 3 lockpicks. It costs Bob 30 seconds to disable any lock rated 1-3, even if it is only a level 1 lock. If he tried picking a level 5 lock that has been poison trapped, after his 30 seconds the attempt would fail and the poison effect would activate.