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by Lord-Abbot Squire Katzushima the Farquestor artwork and layout by Alona | ||
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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 | ||||
| 9. Quicksand/Deep Swamp/Seaweed | ||||
| ii. Spell and Assassin List Check f. Class Masters and Masterhood Abilities g. Encourage the Colors, Damnit! | ||||
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The Amtgard Questing Guild
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 | ||
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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.
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. | ||
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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. | ||
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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
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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)
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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. |
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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.
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.'
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. | ||
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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.
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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.
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 | |||||
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bribe them.
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. |
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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 | ||
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| 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 | ||
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| 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. | ||||||
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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 | |||||||
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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. |
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| 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. | ||
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