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AX : 02 Amtgard Expansion Manual, No. Two

For Use with Amtgard V8

Written and Compiled by Lord Uncle and the Amtgard X Group contents 2 15 3 15 About Amtgard X...... 4 Archetypes Thing Below...... Introduction & Crew...... 4 Grudge-Worthy Enemies...... 16 GrudgesFormat...... of Battle 16 Regarding the Theme...... 5 Death-Seeker...... 5 Runepriest...... Attercop...... 6 Thunderer...... 1817 Basq...... 6 The TheDwarven Dwarven Hoard Horde...... 17 Burrow ...... Warden of the Deep...... 18 Calimarin...... 19 Cave Fisher...... 87 All That Glitters...... 19 Giant, Fomorian...... 87 Trinkets...... 19 Goblin Hound...... 9 In DungeonsTalismans Deep...... and Caverns Cold Grimlock...... 9 Artifacts...... Grue...... 21 Kobold...... Dungeon Construction Tips...... 2220 Lost...... 1110 Interior Rules...... 23 Mycon...... 1110 Free-Form vs. Linear Quests...... 24 Orc, Deep...... 12 Traps, Tricks and Nasty Things...... 25 Snake, Danger...... 12 Grudge Ground Games Traps...... Squirk...... 13 Slimes, Molds and Fungus...... 26 Strangler...... 13 26 Grudges Talpini of...... Legend Escape from the Goblin City...... Zyglethe...... 14 Gideon's Crypt...... Long-Forgotten Gold...... 27 Orb of Eyes...... Lost in the Dark...... 27 about amtgard Something Stinks Downx Here!...... 27

Forged in the fires of the early 00's, the Amtgard 7 quality, player-made expansion content possible to the Expansion group stepped forward to lead the way populace of Amtgard. toward the game you know today. A dedicated, As always, the Amtgard X Group is continually autonomous group of creative and rules-proficient accepting new editors, writers, artists, designers, writers and editors came together to create a series of content-creators and, most importantly, play-testers. professional-grade publications that not only added From these ranks come the very people who are now entire worlds of adventure to the game but withstood helming projects and taking the lead in bringing older the test of time. content up to date - and creating never-before-released Now Amtgard has entered a new age. The core game is expanded worlds for an inter-Kingdom audience. more streamlined than ever before and our player base If you've got an idea, if you enjoy proof-reading, rules- is at an all time high, as Kingdoms have continued to tinkering or just want lend a hand, drop us a line. grow and expand across the country and internationally. YouAmtgard can find Xus Group on Facebook. The proliferation of social media has brought us closer In Service, together, even as our populace gets more spread out. Luke Wyngarde And, as with the last age, the time has come to bring our Sage of the Wetlands worlds out of the past and into a more vibrant future than any of us could have imagined so long ago. With the changes to the game, so comes a change in name, though the mission remains the same - bring the highest 2 introduction

Few things are as commonly utilized in the realm of fantasy adventure than dungeons and caverns deep beneath the earth. In this lightless realm, countless treasures await those who are brave enough to venture into the depths. However, this is no small task, for strange creatures exist below the earth. Nonetheless, the proud Dwarves have managed to carve a thriving society out of unforgiving stone, creating architectural marvels far beneath the earth. Dwarves are well-known as excellent craftsmen and their halls are works of exceptional beauty, decorated with intricate carvings and precious gemstones. Living high atop (and deep within) inhospitable mountains, they rely on the riches of the Underdark to survive. Dwarf clans regularly trade with their surface-dwelling allies and are known enemies of Orcs, Goblins and other evil subterranean races. Their vast riches often attract jealous eyes from other races, leading them to have a dim view of outsiders - most of whom are assumed to be bandits or con-men out to relieve the Dwarves of their hard Bookwon gold.of Grudges So it is to the Dwarves we dedicate this - a collection of enemies from lore and legend, arrayed against our sturdy heroes. You will also find in-depth instruction on how to recreate dungeons, crypts or even a Stronghold of your very own to challenge your players and bring tales of glory to life. Uncle November 2016 the cast and crew

PROJECT LEAD

ADDITIONALUncle of Ironwood CONTENT

Draggo VindictusCONCEPT, of Ironwood, DESIGN Odereus &of theLAYOUT Nightmare Plains

Luke Wyngarde,EDITORIAL the Sage ofSTAFF the Wetlands

Azalin d'Vraxzal,,SPECIAL Klause the THANKS Combustible, & KraeshINSPIRATION Rronnack, Limbo, Cormano

The Populace of Spidervale, Stormwall and Granite Spyre Sir Porthos de Monterrey, Sir Gideon and All of House Goldmoon, Sir Weasel, Sir Blackwolf and all the Styx Kids, Juju Mojo Hex 3 format Monsters detailed in this volume follow a distinctive format, each having similar entries, as detailed below. This tome offers no new Abilities or rules alterations. See the Dor Un Avathar X and the Amtgard Rules of Play, v.8 for all details. Description:

This includes physical descriptions and to play the Monster in a regular battlegame. Questmasters role-playingGarb: tips. and game designers may allow a player to play a Monster regardless of the player’s actual Monster level. Only The distinguishing features of a particular BattlegamePower Rating: Monsters have this entry. Monster. Players should endeavor to look as much like this description as possible. Items listed This entry indicates the monsters power as “Suggested” are optional, including gender relative to other monsters and is listed on a scale of 1-10. suggestions. All monsters are required to carry a TheArmor: higher the Power Rating, the stronger the monster. copy of the monster entry and wear a silver sash in Indicates the number of points and types of addition to any listed garb requirements. Exception: armor the monster has. Worn armor points require rated, If the person playing a monster has excellent approved armor constructed using the guidelines in the monster garb that leaves no doubt (from a distance) RulesShields: of Play. what monster they are playing as, then the game designer may waive the silver sash requirement. Here is the largest shield the monster may use. A Example: A person playing an Elf whose only Monster may always choose to use a shield smaller than distinguishing garb is pointed ears will have to wear the type listed. If no shield types are listed, the Monster Weapons: a silver sash as well. A person playing an Elf with: may not use any shields. long, flowing, blond hair, pointed ears; tribal face This lists the specific categories of weapons the paint, and leather armor shaped to look like leaves monster may use. If a weapon category is listed as Single, should be allowed to forego the silver sash with Requirements: the monster may only wield one of that weapon type at a permission of the game designer. time,Abilities: though the monster may carry more. Lists any in game restrictions on This is a list of the various Abilities the Monster whoType: may play the Monster, such as Knight only. has access to. Rules or the for all Abilities found in this volume are There are a number of Monster types, each located in and function exactly like those listed in the Dor Vulnerabilities: with special qualities, including certain Immunities, Un Avathar X Amtgard Rules of Play, v8. Vulnerabilities, and other special rules. Monsters may A list of limitations, restrictions, and have several types, and the effects are cumulative weaknesses the creature has. This entry may be omitted if unless indicated otherwise in the specific Monster theSpecial creature Notes: has no significant vulnerabilities. entry. Rules for specific Types can be found in the DorLevel: Un Avathar X. This section included only if the Monster has any unusual properties or rules that can affect game This entry indicates the minimum level in play or inclusion in battlegames, quests, or scenarios. the Monster Class that a player must have in order regarding the theme Dungeons & Dragons

Ever since first came out, the and bring them to life, creating lasting memories and conceptHobbit of exploring underground passages for treasure engaging your populace as never before. Inside you has captivated nerds everywhere. And with such films will find horrific beasts from beneath the earth. There as the trilogy and books like the Drizzt series, are things better left forgotten and evil destroyers these conceptsZork have become entrenched The tropes Lord ofwithin the intent on enslaving all of civilization. You’ll also find Ringsthe genre. Even one of the very first interactive video suggestions on how to bring all these things forth from games, , is all about this concept. the page and into your weekly battlegames - or even captivated us with the fallen Moria and the horrors large-scale, Kingdom-level events of epic proportions that lurked in the depths (not to mention in the pond capable of entertaining hundreds. Now, settle in for outside). a bit, kick back and let the inspiration wash away the boredom of another plain old battlegame. THE BOOK OF GRUDGES attempts to capture this idea so that you might take them back to your Amtgard chapter Just make sure your light doesn’t go out. It is very dark. You are likely to be eaten by a Grue. 4 grudges of battle Atte r cop

Defy these creatures, as they twist the proud form of a Dwarf and find sport in slaying our brothers for food. Their arachnid limbs and ichor-dripping fangs make them more formidable in a melee, while their webs allow them to ambush the unsuspecting. Should you hear the skittering of their sorties, grip your axe tightly, for they are almost upon you. attercop Garb:

Type: Silver sash, green, black, or PR: 1brown garb, extra legs. Level: Humanoid2 Armor: Shields: Weapons: 1 (Natural) Small Abilities: Dagger (Natural), ManyShort Legged(Natural) Entangle Poison (2) (N) Special Note: (M) 1 Ball/Unlimited (Ex) 1/Life Charge x3 Web Attercops are immune to the effects of areas. Basq

Basq are dimwitted, foul-smelling brutes, resembling a shaven ape or misshapen savage Man. Basq speak their own primitive, grunting language, although a few of the brighter ones have picked up smatterings of the common tongues. Although not generally a threat to our strongholds, there has been no shortage of feral Basq raids against our caravans and patrols. basq Garb: Type: PR: Silver1 sash, furs, dirt. Level: Humanoid1 Armor: Shields: Weapons: 2 (Worn) Abilities: Medium AnyScavenge Melee, Rocks Enlightened Soul (Ex) Unlimited Brutal Strike (T) (They are too stupid to understand magic) (Ambulant) (M) 2/Life 5 grudges of battle Burrow Hulk

Part insect, part humanoid, all muscle, talons and bad attitude, Burrow can, occasionally, be tamed and trained by more intelligent races. Burrow Hulks are exceptional excavators and once trained, can be monumentally useful on a delve – while feral Hulks are a frightening presence near a mine shaft or other earthen structure. Never look a Burrow Hulk in the eye, for even under the best circumstances, their visage causes the head to swim and knees to buckle. burrow hulk Garb: Suggested: Type: Silver sash, carapace-like garb. PR: 2 Big bug eyes. Level: Beast4 Armor: Shields: None Weapons: 4 (Natural) Abilities: LongImmune (Natural) to Command Immune to Subdual Hold Person (T) Teleport (T) (Ex) 2/Life Stoneform (M) 2/Life (Represents Burrowing) (Ex) 1/Life Charge x3. calimarin

What a vile mockery of Man these creatures are! A hideous combination of tentacle- beast and Human, Calimarin enslave entire populations, treating them as servants, livestock and worse. When one of these abominations chooses to breed, it removes the brain from a host creature and inserts a larva into the cavity. This disgusting parasite will control the host until it erupts from the rotting head. Guard yourself against magic, for these mockeries are naturally adept spellcasters. calimarin Garb: Type: PR: 3Silver sash, robes, a tentacle “beard.” Level: Humanoid6 Armor: None Shields: None Weapons: Abilities: PowerDagger, Word Single Short Dragged Below Hold Person (M) Unlimited Player Class (M) 4/Life (M) 2/Life (Wizard 5) (N) 6 grudges of battle Cave Fisher

What sort of twisted, malevolent deity could create such an ill-begotten thing? A heinous cross between lobster and spider, Fishers hide amongst the cave walls and snare our brothers in sticky webbing, only to reel them in to be shredded by vicious claws. Surely it is kinder – and safer for all - to slay such foul things rather than to allow them to live.

cave fisher Garb: Type: PR: 2Silver sash, dark carapace-like garb. Beast Armor: Shields:Level: 3 Weapons: 2 points (Natural) Abilities: Large ImmuneHinged (Natural) to Command or Long (Natural) Immune to Subdual Entangle (T) Dragged Below (T) Steal Life (M)Essence 2 Balls/Unlimited (M) 2/Life (M) 1/Life Giant (Fomorian)

Hated are these twisted, massive abominations, for they readily devour our brothers who chance upon their filthy, reeking lairs. It is wise to bring fire when Fomorians attack, for it drives them back into the shadows, where our Wardens may deal with them from afar. Their clumsy ambushes, while inept, have nevertheless inflicted great casualties to our trading parties. fomorian giant Garb: Suggested: Silver sash, rags, hunchback or other deformities. Type: anything that makes you look taller PR: 2or larger. Level: Humanoid3 Armor: Shields: None Weapons: 2 (Natural) or 3 (Worn) Abilities: LargeAll Melee, Rocks Strong Tracking (T) Vulnerabilities: (T) Added Effect: (Ex) 2/Life Terror A Fomorian Giant affected by Flame is affected by as though it were cast by the caster of the Flame effect. 7 grudges of battle Goblin Hound

These abhorrent beasts - a contemptuous amalgamation of bird, rat and canine - are the favored pets of the skulking Goblins. Between their wicked claws, hooked beaks and lashing tails, the beasts are often more dangerous than their masters when assaulting our Strongholds. Slay them at once, lest more of our Kinsmen fall to these horrific creatures.

goblin hound Garb: Type: PR: 1Silver sash, brown furry garb, beak, tail. Level: Beast1 Armor: Shields: None Weapons: 1 (Natural) Abilities: ImmuneShort (Natural), to Command Hinged (Natural)

(T) Immune to Subdual (T) Many Legged (1) (T)

Grimlock

No debasement is beneath the foul, reeking Grimlocks. They will devour any meat they happen upon, Dwarf, Human, even their own kind – fresh, rotten or still living, makes no difference. When one Grimlock is spotted, several dozen are doubtless nearby, as they lack the courage to strike out on their own. These blind creatures rely on their hearing as we rely on our eyes, so best to strike silently if you are able.

grimlock Garb: Suggested: Type: Silver sash, tattered furs and rags. PR: 2 A see-through “blindfold.” Level: 4Humanoid Armor: Shields: Weapons: 1 (Natural) or 2 (Worn) Abilities: Small BerserkDagger, Short, Long, Rocks Sheer Numbers Scavenge (T) Adrenaline (Ex) 1/Life (Ex) 1/Life (Ex) 1/Life 8 grudges of battle Grue

Beware the deep darkness, for there you will find the Grue. Those who have seen a Grue cannot agree as to their appearance – four legs or two or none at all, toothy maw or vacant void, glowing red eyes or empty hollow sockets - but all will agree to stay out of the shadows, for the Grue will not approach open light. Entering the Underdark without a torch or lantern is a quick invitation to being devoured by an unseen Grue. grue Garb: Type: PR: Silver2 sash, pitch-black garb, lots of teeth. Level: Beast3 Armor: Shields: None Weapons: 4 points (Natural Invulnerability) Abilities: ImmuneAny Melee to (Natural)Command Immune to Death Immune to Subdual (T) Amorphous (T) Imbue Weapon (T) Adrenaline (T) (T) Limitations: (Ex) Unlimited (Ex) 2/LifeDarkness Blink Blink Darkness Can not leave areas unlessLight using Source. . must begin and end in . Will not attack players carryingKobold a

Pitiable lizard-dog-men, Kobolds are a constant menace to our brothers. While a single Kobold is no match for even a crippled Dwarf, in massive numbers they are dangerous foes. Ensure your stores are guarded, for Kobolds target supplies in stealthy raids. They speak of a legendary Kobold who defied the world and ascended to Godhood, but surely this is a lie spoken by their odious witch-doctors. kobold Garb: Suggested: Type: Silver sash, scales, tail, dark garb. PR: A lizard-like snout. Level: Humanoid1 Armor: 0.5 Shields: Weapons: 1 (Worn) Small Dagger, Short, Light Thrown. A bow Abilities: may be used if the Kobold is not Smallcarrying a shield. Fragile Sheer (T)Numbers (T) (Ex) 2/Life 9 grudges of battle The Lost

Man was not intended to live in the Underdark, but the greed of some Men is boundless and stories of unattended treasure have long lured fools and misers into the deep depths. Most die quickly, unaccustomed and unprepared for the depredations of the Dark, but those who survive change over generations into something far less than human. Now they are little more than craven, feral scavengers lurking on the edges of our lands – the Lost, to be pitied or destroyed, or perhaps both. the lost Garb: Type: PR: Silver2 sash, ragged clothing, gray face paint. Level: 4Humanoid Armor: Shields: Weapons: 2 points (Worn) Abilities: Small ImmuneDagger, Short to Death Energy Proof (Cold) Hard to Kill (T) Entangle (T) Shadow Step(T) ( Tracking (Ex) 2 Balls/Unlimited Ex) 3/Life (Ex) 2/Life Charge x5 Mycon

Deceptive, loathsome creatures, the Mycons neither speak nor read any language known to Dwarf or Man. All too often, one of our scouts has happened upon a promising fungus patch, only to find it guarded by these silent creatures. Beware their spores, as they can lure even the strongest-willed Dwarf into a deep slumber.

mycon Garb: Type: PR: 1Silver sash, mushroom hat. Level: Botanical2 Armor: None Shield: Weapons: Abilities: Medium Dagger,Immune Short, to Command Great Immune to Death Immune to Subdual (T) Abeyance (T) Special Note: (T) (M) 1 Ball/UnlimitedDangerous Fungus and Mold Mycons are immune to all area. 10 grudges of battle Orc, Deep

As though foul greenskins of the surface were not bad enough, there are bands of Orcs who, through artifice or pigheaded stupidity, ventured into the Underdark eons ago. Living near the volcanoes lining our realms, these disagreeable brutes have become stronger and fouler than their surface brethren. Fortunately, their numbers are few, for a coordinated attack from above and below would be more than most Strongholds could withstand for long. deep orc Garb:

Type: Silver sash, pale greenish gray face paint or PR: 3mask, tusks, crude looking clothing or armor. Level: Humanoid4 Armor: Shields: Weapons: 3 (Worn) Abilities: Large ImmuneAll Melee, to Javelins Command Immune to Subdual Immune to Flame (T) Berserk (T) Fight After Death (T) Adrenaline (T) Scavenge (Ex) (Ambulant) 1/Refresh (Ex) 2/Life (Ex) 3/Life Snake, Danger

These massive reptiles are eating machines, capable of devouring an entire warband of Dwarves whole. Their long fangs drip with a corrosive venom that none can withstand. Unlike many of the horrors plaguing our realm, these worms are colored with brilliant blue and gold stripes. Stare not into their horrible eyes lest you find yourself powerless to resist the serpent devouring you. danger snake Garb: Type: PR: 3Silver sash, yellow and blue garb, scales. Level: Beast5 Armor: Shields: None Weapons: 6 (Natural) Abilities: ShortLarge (Natural), Hinged (Natural) Strong Amorphous (T) Poison (T) Blink (T) Hold Person (Ex) 1/Life Charge x3 Dragged (Ex) Below 2/Life ( (Ex) 2/Life Ex) 2/Life 11 grudges of battle Squirk

Abominable spore-hounds of the Mycons, Squirks are gruesome mouths-on-legs that have been seen in the care of Deep Orcs and Goblins of late. Their bounding leaps make them impossible to predict. Be always on guard when these creatures are seen, as they can be upon you, biting and clawing, in a heartbeat. squirks Garb:

Type: Silver sash, fangs, more fangs, PR: 2red, orange or yellow face paint. Level: Botanical4 Armor: Shields: None Weapons: 1 point (Natural) Abilities: ShortImmune (Natural) to Command Immune to Death Immune to Subdual (T) Berserk (T) Leap (T) Steal Life (T) Essence Shake (Ex) it Off 3/Life Charge x3 (M) 2/Life (Ex) 2/Life Strangler

More scavenger than warrior, Stranglers prefer to hide amongst the stalagmites and stalactites of a cavern. Using four long, flexible limbs to earn their dreadful name, Stranglers lay in wait and attack lone travelers or the occasional two-man patrol. Be on guard, for they can blend into the caverns in a way that can fool even the most cunning Dwarf.

strangler Garb: Type: PR: 1Silver sash, black garb, black face paint. Level: Humanoid2 Armor: Shields: None Weapons: 1 (Natural) Abilities: HingedShadow (Natural), Step Rocks Blink Entangle (Ex) 2/Life Charge x3 Dragged (Ex) Below 1/Life (M) 1 Ball/Unlimited (M) 1/Life

12 grudges of battle Talpini

Normally dwelling just below the surface, Talpini occasionally dig too deep and find themselves in our tunnels. Resembling nothing so much as an upright, giant mole - sharp digging claws, thick fur and senses attuned to life underground, Talpini are more threatening than they appear. Do not trust their protests or gestures of peace. Talpini are vicious and opportunistic, taking advantage of any deal or treaty offered. talpini

Garb: Silver sash, brown furs, overalls and/or hardhat. Type: Humanoid PR: 1 Level: 1 Armor: 1 point (Natural) Shields: Medium Weapons: BlinkShort (Natural) Abilities: (Ex) 2/Life (Represents Burrowing) Zyglethe

Ancient, slimy invertebrate monsters out of nightmare, Zyglethe prove still waters hide the greatest dangers. Multiple tentacles sprout from a heaving, fish-like body, while three giant, unblinking eyes stare out from beneath a sheen of putrid ooze. Zyglethe never leave the water and use their innate telepathy to enslave villages of Scalor, Troglodytes and even Deep Orcs to do their foul bidding. zyglethe Garb: Type: PR: 3Silver sash, blue/green garb, tentacles. Level: Beast6 Armor: Shields: None Weapons: 2 points (Natural Ancestral)

Abilities: Short (Natural), Long (Natural), ImmuneGreat (Natural) to Command or Hinged (Natural) Immune to Subdual Aquatic (T) Hard to Kill (T) Regeneration (T) Terror (T) Lost (T) Shove (Ex) 1/Life Hold (Ex)Person 1/Life Vulnerabilities: (M) 2/Life (Ex)Water 2/Life

May not leave terrain. 13 grudges of legend Orb of Eyes

Except for the Dark Elves, the Orb of Eyes represents the greatest persistent threat to the Dwarven kingdoms. Hateful and malevolent, the Orbs use the magic of their eyestalks to bully and subdue legions of followers from any species unlucky enough to cross its path. Then the Orb will hover behind a wall of flesh and launch devastating attacks against our kin and clans. Neither master nor slave is to be shown mercy, for their only goal is our total destruction.

orb of eyes Garb:

Silver sash, dark or ruddy garb, single big eye. For the Head, include PR: a big mouth. Variable: 2 per Eyestalk Type: + 1 for the Head Armor: Head: Beast Eyestalks: 4 (Natural) Shield: None 2 (Natural) Weapons: Head: Eyestalks: Short (Natural) Abilities: Dagger (Natural) Head: Immune to Magic Tracking (T) Suppression Bolt (Ex) 4/Life (M) Eyestalks: 4 Balls/Unlimited Immune to Command Immune to Death (T) Immune to Subdual (T) Hold Person (T) Force Bolt (M) 1/Life Fireball (M) 2 Balls/Unlimited Iceball (M) 2 Ball/Unlimited Lightning Bolt (M) 2 Balls/Unlimited (M) Elemental Barrage 2 Balls/Unlimited Special Note: (Ex) 1/Refresh

Eyestalks must remain within 10' of the Head. All Eyestalks are slain when the head is slain. 14 grudges of legend The Thing Below

Beware how deep you delve, brother, for there are things we wish not to awaken. Let not your lust of gold drive you to excavate the lair of the Things Below – beasts made of shadow and fire and terror and death. Entire Holdings have been lost to just one of these dreadful, terrifying fiends, and once loosed upon the world, only the most powerful of Wizards can hope to cage or subdue it again. the thing below Garb:

Type: Silver sash, red and black garb PR: 6with flame patterns, bat wings. Armor: Legendary Extra-Planar Shields: None Weapons: 8 (Natural Invulnerability)

Abilities: Short (Magical), Long (Magical), ImmuneHinged (Magical) to Command Immune to Death Immune to Flame (T) Immune to Subdual(T) Enlightened Soul (T) Flight (T) Power Word (T) Aerial (N)Superiority Unlimited Flameblade (N) Unlimited Mighty (T) Fireball (T) Shadow (T) Step (M) 2 Balls/Unlimited (Ex) Unlimited Grudge-worthy Enemies A Partial Collection of Ancient Foes Who have Earned Our Eternal Hatred and thus are entered into the Book of Grudges for All Time Corrosion Beasts! Orcs!

Anything that eats metal and gold Only the Greenskin Horde comes close to rivaling isDark a natural Elves! enemy of Dwarvenkind. the sheer might of our Armies. Take every chance to disruptScalor! and destroy Orcish fortifications! No curse exists to describe the depth of our Grudge against our most ancient and visceral foes. When Mountain meets the Sea, the Fish-Men SlayGoblins! them on sight, for they are sure to return the favor. appear in droves, eager to feast on our flesh. Put a quick endSkirit! to these brutes or end up as fish food. How we loathe these pathetic cowardly back-stabbers!Hill Giants! Offer no mercy! A new threat to our realms, but no less Grudge- worthy than the Goblins. The Rat-Men are poisonous Best tackled with a regiment of siege andTroglodytes! their dens are a threat to our safety. weaponsMedusa! from afar, Giants are no laughing matter! The stench is the first tell-tale sign of No Dwarf is safe where a Medusa is free to Troglodyte incursion. Kill them at range or end up roam.Minotaurs! It is our duty to rid the Dark of this blight! smellingTrolls! like dead fish for months to come. Show the Bull-Men no quarter in their No. Just ... no. You know what to do, children. lair, though some are more civilized than others - one Put them out of our misery while you are able. look in their eyes will tell you all you need to know. 15 archetypes Dwarven Deathseeker 6th Level Barbarian Build

Dwarves take honor more seriously than they take their beer, which should say something. A Dwarf who feels his or her name has been besmirched (or worse, who feels they have dishonored their family) will often shave their face and wander into the Underground, searching for the enemy that will finally put them out of their misery and restore their honor. Dwarves do not fight to lose, however, and oftentimes it can take ages for one to find their final end.

Everything about a Barbarian plays into the Deathseeker archetype. Paint tattoos onto your body. Spike up your hair and/or dye it a bright, non-Dwarven color (bright orange is a favorite). Throw yourself (safely!) headlong into the enemy, fighting as hard as you (safely!) can. Use your abilities to make your enemy have to take you out. Remember,Runepriest safety first. Level 6 Healer Warden Build

When the armies of the Dwarves march to battle, they do so with their weapons and armor engraved with magic runes. Runepriests are the Dwarves whose mastery of magic allows them to enchant their allies to make them more effective. Residing behind the steel walls of the Dwarven throng, the Runepriests use their magic to keep their allies standing and to ensure that all look out when the Dwarves are marching to war. 6th Level 1st Level Warder Blessing Against Wounds: Persistent Cancel: Phoenix: Tears 2 points Equipment: Weapon, Short 1 point (2/Life) x2: 2 points 1 point0 points 5th Level Heal: x2: 2 points 1 point x1: 3 points Enlightened Soul Release: Dispel Magic x3: 3 points (6/Refresh) 4th Level x2: 2 points Imbue Shield Protection from Projectiles x2 : 2 points (4/Refresh) Blessing Against Harm: x2: 2 points (4/Refresh) 3rd Level 1 point (2/Refresh) Adaptive Protection: Equipment: Shield, Medium: Mend: 1 point 1 point (2/Refresh) Resurrect: 1 point 2 points 2nd Level Greater Release: 1 point Shove Summon Dead: 1 point Drop Down x2: 2 1 points Point 16 archetypes Thunderer 6th Level Wizard Build

Many strongholds have embraced black powder and have begun equipping an elite cadre of warriors with long guns. Known as Thunderers, these veterans blast off round after round, spitting flaming hot lead at the enemies of the Dwarves. 6th Level 1st Level Headshot (Finger of Death) Equipment: Weapon, Short: Grenado (Sphere of Annihilation): Blasting Charge (Force Bolt) x4: 4 points Disarming Shot (Heat Weapon)2 points x2 5th Level 2 points Airblast (Shove) x2 x2: 2 points Rune Shot (Phase Bolt) Explosive Shot (Pyrotechnics) Take Cover! (Ward Self): x2: 1 point2 points x2: 2 points 4th Level Etherial Ammunition (Dimensional Rift): 1 point Firebomb (Fireball) Steady Shot (Wounding) x2: 2 points 3rd Level x2: 2 points Shock Bomb (Lightning Bolt) Crippling Shot (Ravage) Concussive Blast (Throw): 1 pointx2: 2 points x2: 2 points 2nd Level Slip Away (Release) Drop Down 3 points x2: 2 points the dwarven horde Archers Healer

Dwarven adore crossbows and entire Rune Priests are the ubiquitous Dwarven , legions of Quarrelers make up the backbone of many though there are certainly less militant Healers within regimentsAssassin and expeditions. every hospital and encampment.Monks Dwarves are not as uncommon as one might Focused and masterful Dwarven seek inner think. These dark-minded souls use their skills to lay peace and serenity while tending to the spiritual needs theAnti-Paladins clan's enemies low before they know what hit them. ofScouts the realms. among the Dwarves serve as grim are required in nearly every venture outside the defenders of the realm, called upon to carry out stronghold walls - and outnumber warriors in remote missionsBarbarians the average warrior would balk at performing. regions where OrcsPaladins and Goblin still wander free. are not limited to the crazed Death- Most Dwarven answer directly to the King Seekers, but also those rugged Dwarves who dwell in Under the Mountain and serve selflessly in defense of the wilds Bardsoutside the Kingdom walls. all citizens. Warrior Dwarven are called Skalds and their deep, rich Every Dwarf is a at heart - combat and war baritone voices echo songs of valor across the warrens being as natural to their people as mining and drinking and dens. ale. Almost every citizen owns an axe or hammer and a Druids serviceableWizards shield. Some Dwarves worship the Earth in the same way as in other nations. Such powerful protectors of are rare, but not unheard of in Dwarven the warrens are rare, but always welcome additions to lands. Scholarly pursuits are put to good use among the a war band. dangerous lands of the Underdark. 17 archetypes

Warden of the Deep 6th Level Druid Ranger Avatar of Nature Build

With dangerous beasts and Dark Elves outside the city gates, the Dwarves cannot risk a surprise attack and so constantly patrol their borders. These brave individuals must be self- reliant and ready for anything for their enemies are numerous. Festooned with weapons and traps, The Wardens of the Deep make their way into the darkness in order to spare their people an untimely demise at the hands of hidden foes.

6th Level Ranger: Avatar of Nature: 1 point all that Imbue Weapon:2 points (Bow-use recommended!) Shock Trap (Call Lightning): 1 point 2 points (1/Refresh) glitters 5th Level Equipment: Weapon, Great: Dwarves and dungeoneers alike love treasure! Sadly, Essence Graft: Amtgard does not really provide for loot outside of the Ironskin: 0 pts usual Relic Quest - and let's be honest, when there are Drop Down 1 point 2 points (1/Refresh) a hundred or more players, plus Monsters and Reeves, 2 points (1/Refresh) and only a half dozen rewards to go around, someone 4th Level (in fact, almost everyone) goes home empty-handed. Equipment: Weapon, Long: No matter how hard you fight, how well you perform, Relentless Companion (Golem): how awesome your role-playing was, the truth is, Swift 0 points unless you are one of the lucky few, all your efforts Teleport 2 points (1/Refresh) will be for naught but memories. This is where mock x2: 2 points treasure comes in to its own glory. 3rd Level x2: 2 points Freezing Spray Trap (Icy Blast): 1 point Now look, honestly, it's nothing more than worthless Stoneskin baubles - fake gold coins, Mardi Gras style bead necklaces, glass-drop jewels and Burger King crowns. 2nd Level x2: 4 points (2/Refresh) However, to a hard-playing adventurer, even a small Equipment: Shield, Small: piece of plunder is better than no loot at all. When preparing to run a series of Dwarven or Heal 0 points dungeon themed games, or should you be preparing Ice (Note: Trap (Iceball) may not be used with bow) a full reign of such games, do your populace favor and Skulk x2: Away 2 points (Stoneform): 1 point drop $20 on plastic doubloons and other assorted x2: 2 points (4 balls/Unlimited) shiny things and fill up a wooden box or other 1st Level treasure chest with the plunder. Net Trap (Entangle) Equipment: Weapon, Short Then, at the end of every game, dole out a few Snaring Trap (Heat Weapon)x2: 2 points pieces to everyone involved, including those playing Mend x2: 0 points Monsters and even those reeving or just helping out. : 1 point Your populace will now have some lasting loot to x2: 2 points remember your games by - and no one goes home 18 without some goodies! the dwarven hoard Dwarves have little real love in their stony hearts - kin and clan, king and stronghold - but above all is the love of gold and treasure. Any game featuring Dwarven themes should come with a reward worthy of the King Under The Mountain! TRINKETS ARTIFACTS Trinkets are lesser Magical Items that are not overly Artifacts are powerful Magical Items which require powerful and can safely be used in most battlegames. careful consideration before being allowed into any battlegame. Artifacts are unique; there may Potion of Darkvision only be one of each Artifact awarded per kingdom at a time. Use: One use Book of Grudges Material Component: A bottle measuring at least two cubic inches Darkness Incantation: “I drink a potion of darkvision.” Use: Always on while carried Effect: Player ignores the effect of terrain for Material Component: a leather-bound book at Scroll of the Shadows the remainder of this life. least 45 square inches at the cover. Optionally, a printed copy of this book of at least 8.5 x 11 Blink Insult (Ambulant) inches. Use: One Use Blink Effect: Player gains (Ex) Incantation: “By my scroll” + Incant Durin’s Axe Effect:Slime Master's Player is Cowl affected as per Unlimited.

Use: Always on while worn Use: Always on while carried. Material Component: a scarf or muffler Material Component: A short weapon with a Effect: Player is immune to all Slimes, Molds and silver color or runic decorations. Must have a Fungus terrain effects. red and white Enchantment strip tied to it. Must TALISMANS have at least 6” of Heavy Padding and be shapedEnergy Talismans are Magical Items of meaningful power that Prooflike an (Lightning) axe. Armor may require consideration before being allowed in some BreakingEffect: The bearer Shield Crushing.of this weapon gains battlegames. (T). This weapon is and Does not count as Amulet of Flame Hammeran enchantment. of Mending

Use: 1/Game Use: Always on when carried Material Component: Pendant or Amulet measuring Material Component: A short weapon with a at least one square inch which mustGift beof Fireworn around silver or lava-themed cover. Must have a red and the neck. Gift of Fire yellow Enchantment strip tied to it. Must have Incantation: “By my amulet” + Incant Black Jewel at least 6” of heavy padding and beWeapon shaped like a Effect: Player receives the Enchantment. Destroyinghammer. HeatEffect: Weapon. This weapon ignores allArmor Breaking. USE: 1/Refresh effects andMend may not be targeted by This weapon is Material Component: A black "jewel or gemstone" The Oakenshield of at least 4 inches in diameter if held or an amulet The wielder gains (Ex) 1/Life Charge x3. featuring a large blackAdaptive stone. Blessing Incantation: “The Black Jewel absorbs that spell!" Use: Always on while worn Effect: Player gains , but the school/ Dwarven Ale Material Component: A small shield with a effect may be chosen at the time the relic is used. brown cover or painted to look wooden. Effect: This shield may be carried by any class USE: 3/Game regardless of equipment limitations and costs Material Component: A mug or horn measuring at no points for a spellcaster to use. The shield is least six cubic inches. Shake It Off. immune to shield crushing hits. Does not count Incantation: “I quaff my Dwarven Ale.” as an enchantment. Effect: Player is affected as per 19 in dungeons deep Dungeons, Caves, Caverns and Crypts

These standards of fantasy literature lend their potential to Amtgard with relative ease. With a little imagination and several rolls of ribbon, hundreds of battlegames can be brought to life in the darkened corridors of a rank dungeon or the convoluted passages of a cavernous underground complex. These rules may be used to simulate the interior of buildings, caves or dungeons. Be sure your players are clear on the hazards involved when venturing forth! How to Build a Castle in Ten Minutes or Less Castles

Okay, so most Amtgard Parks don’t have a real, safe The simplest type of structure to build is the Castle, Castle upon which to play. Even fewer have actual mostly because all you really need are the outside underground facilities like caves or bunkers. So, how walls. Castle walls should always be marked with does one go about recreating those environments bright flagging tape, either stretched between trees without spending hundreds or thousands of dollars in or nailed to the ground. If the Castle is also to serve building materials or hay bales? Well, the answer is: as a Team Base, be sure to make it larger than 20' use what’s available. Failing that, go to Home Depot and/or equip it with a door to help slow an invading andWhat’s buy aAvailable case of “flagging tape” and some small nails. teams progress. Castles should use the Indoor Rules (unless constructed with a Courtyard in mind), but not the rules for Darkness. This is the one type of Wooded Trails: By far the simplest method of game where hay bales are awesome. If you can afford dungeon construction is to use your imagination. If it, have the place for it and don’t mind having to clean your park has clearly defined trails, it’s just a matter up the mess, hay bale Castles are a great way to spend of saying “the trails are dungeon halls, the clearing at theDungeons, afternoon Crypts fighting. and Caves the end is a large room.” Have any Reeves keep an eye on the players to keep them “within the boundaries” of the encounter. While this does save a lot of Either using a little flagging tape or a lot of preparation time, it also makes for a greater chance of imagination, these types of environs make for a wide argument about who stepped “out of bounds.” array of battlegame types. Role-playing scenario, grand Quest, obstacle course or hardcore Militia Sparse Forest: Second in ease is to run flagging tape battle alike can be held in a well-designed Dungeon. between some trees at roughly chest-level. While it Dungeons should be clearly marked with tape or takes a little while to properly plan out, this option well-defined trails. Encounter areas, assuming your provides are far more stability and predictability game is more than simple Mutual Annihilation, are in game sessions - just by virtue of the fact that generally set apart from one another to keep the everyone can see the boundaries. Use different action moving, but not confusing. An abundance of colored ribbon to denote different encounter areas, Reeves is essential in running such games, unless run doors, traps and so forth. Also, be sure to clean up “linear style” with one Reeve walking different teams after yourself by removing the tape and placing it in a throughMazes & each Labyrinths encounter area separately. trash receptacle. Open Fields: Yeah, I know, this option totally sucks Best done in open fields, the Maze is marked out on compared to the other two, but what can you do? the ground. Be sure to use plenty of nails to hold the If you don’t have a forest, you don’t have one. This ribbon in place. Remember, a lot of feet are going to option requires a lot of imagination, mostly because (Pay no attention to the Minotaur be moving around it, and nothing sucks more than all the encounters will be visible (if not reachable) behind the curtain) having to stop and rebuild a messed up wall. Since from the very start one wall often serves to divide multiple areas, be sure . Mark off the halls and rooms with to clarify in advance exactly how much combat can flagging tape nailed to the ground. Use all the rules take place “through” the walls. (i.e.: melee attacks for imaginary walls presented following and be sure pass through, but not projectiles; all attacks pass to hold all players to them. This option really works through but players may not move through the walls; best for Maze Battles, but less so for true Dungeon- only magic passes though, etc.) Encounter areas style Questing. often run into one another, as space constraints make 20 maneuvering more difficult. and caverns cold The Basic Interior

Everything you need to know to adventure indoors Darkness Extinguish It is dark underground. Really dark. While Dwarves and Orcs have little fear of the gloom, humans and (see DUAX) will also stop flames from other surface-dwellers have to import their own light burning further stopping the count. If structure is lit aflame again, count continues where it left off or end up lost - or worse. Areas of Darkness may be Mend, Greater Mend, Word of Mending marked with black ribbon, or the entire playing area (unless was mended, see next) may be designated underground. Optionally, any and may be used to repair a 10x10 section of wall. (from trees or other object or structure) may be Siege Weapons will also destroy a 10x10 section Teleport calledportion Darkness of the playing in a given field game,. laying wholly in shadow of wall per hit. Teleport Players must keep one foot on the ground at all and other such abilities will onlyTeleport function times in an area of Darkness Doing otherwise will as line-of-sight (i.e.: players may into a result in a leg wound (player’s choice of leg). room with an open door, but may not Players within 20’ of a Light Source may move around corners or into areas obstructed by walls, normally. Doorsdoors, or other players). Line of sight is limited to 20’ inside an area of Darkness. This is the maximum range for spells Doors come in a variety of types, most of which may and projectiles as well. be used to hinder players entry into a particular Undead, nocturnal creatures, and some others section of the structure. Varieties include: (Dwarves, Elves, etc.) may be immune to natural Normal Doors may be entered freely, just touch Darkness the door and say “Open” x1. Players may also which Monsters are immune. “Close” a portal. . Reeves may make any final ruling on Light Sources Locked Doors may require a key, object or special phrase to open. The following objects count as a source of light in Fireball, Sphere of a game with simulated Darkness. AnnihilationWooden Doors mayLightning be battered Bolt down by 10 • Any prop representing a torch or lantern strikes with a melee weapon. and will completely • Any charged spellball or active Flameblade destroy a wooden door. • Any Artifact approved by the quest master SphereStone orof AnnihilationIron Doors may not be battered down with ordinary weapons. Siege Weapons and Walls may be used to destroy this Shove, Corrosive Mist, or Corrosion type of door in one shot. The most important aspect of any structure are the walls (DUAX) may of which it is comprised. Generally, walls are considered Spellforce Adjustments: a door open, at Indoors the Reeve’s discretion. to be invulnerable to all forms of attacks. This just keeps the rules-lawyering to a minimum. On the chance that a scenario requires a wall or building to be breached or Magic works normally indoors and underground, Sphere Call Lightning destroyed, we offer the following suggestions: with only a couple of exceptions: of Annihilation, Fireball, Lightning Bolt. Spells that may be used to destroy a wall: may not be cast while totally Fireball Lightning Bolt Each indoors. This spell may be cast and targeted normally if the caster has line-of-sight with the of these spells will destroy a 10x10 section of Teleport wall. and will also catch outside world. inflammable buildings on fire. and other such magics are line-of-sight BurningLava Bed. structures are completely destroyed in a into unexplored areas. Familiar or explored areas 300 count. After that time, treat the structure as may be the destination for these spells. a Any player inside a burning structure will perish in a 50 count. 21 in dungeons deep Quest Types: Free-form Vs. Linear

There are two major categories all Quests fall into, the Free-form Quest and the Linear Quest. Both have strengths and weaknesses, but managed properly, either can provide a fulfilling day of fighting and role-playing. And we're talking about REAL Quests, not battlegames or other scenarios disguised as a Quest... The Free-form Quest The Linear Quest

This is the type of Quest where everyone has a part, Far simpler to manage on a small scale, the Linear and plays that part for the entire game. Players Quest is more akin to tabletop role-playing than portray their classes, a Monster-player Troll stays a the Free-form Quest. The Reeve sets up a series of Troll and the NPC Innkeeper maintains that role for encounters and walks with a team of Questors from the entire day. Encounters are usually set up across one zone to the next, describing things all along the the playing area in no particular order, allowing way. One team of Monsters can actually challenge players to roam freely from place to place in search multiple teams and play multiple parts, because they of clues or just a good scuffle. These Quests should only encounter one group at any given time. The be designed so they can be solved without having to Monsters fight in one area, and then move ahead of resort to the “do this first, do this next, then this, and the questors to prepare for the next. While this might finally fight the Monster to win” mentality (see Linear seem an extremely basic way of questing, it is the Quest). The greatest strength of the Free-form Quest best way to run a quest for groups of 20 people or is versatility; situations can be solved or experienced less. Also, the Linear Quest presents a much greater in any order, allowing for a great range of experiences opportunity for players to get good information and and tales between Questors. Free-form Quests are far descriptions from the Reeve, enhancing the fantasy more work for the Reeves, however, as several areas role-play atmosphere in ways that a Free-form Quest may require their attention at once, or the conditions never could. The best part of this kind of game is in one area might have unforeseen consequences on the near-total control the Reeve has over the action, other areas. Good advice: Get some walkie-talkies! allowing for changes to be made on the spot and givingUsing the players the same an instantset of trails information and same source. basic Enter locations, a creative quest-master should have Exit Encounter 9 Encounter 7 no problem inventing a new set of challenges to Necromancer & Zombies Zombies present to players on a regular basis. All it takes is Encounter 1 Skirit have 3 Lives Encounter 8 Rest Area a change of theme and a bit of imagination - and at each of their Skirit Pack encounter areas. Skeletons Refresh what was a Skirit Warren last weekend will be a Goblin City this week, and next Saturday? The crypt of a risen Necromancer? The Halls of a twisted Dwarf King sick with gold lust? The stories are Encounter 2 Encounter 6 endless. A couple of examples are detailed below. NPC Enchanter EncounterSkirit 5 Pack Encounter 3 Encounter 4 Warren Entrance Poison TrapDark InteriorSkirit Rules Pack Giant Spiders From Here Out Zone Enter Encounter 9 Exit Encounter 7 The example above outlines the discovery of a Skirit Calimarin & Burrow Hulks Orcs Warren near the heroes home village. Encounters Encounter 1 Goblins have 5 Lives Rest Area 1, 4 and 6 are fights against the rat men. Encounter at each of their Encounter 8 Goblins! encounter areas. Refresh 2 is a helpful enchanter. Encounter 3 is an obstacle Trap Area course of poison traps that leads to the warren

entrance. Once "inside" the attacks increase until the heroes arrive at the Refresh Area. After a Encounter 2 Encounter 6

short rest, the enemies become lesser undead until Hill Giants Goblins! Encounter 3 Encounter 5 they reach the end, where it is discovered an evil Cave EntranceEncounter 4 Necromancer is pulling all the strings. Bears Dark Interior Rules Spiker From Here OutGoblins! Area 22 and caverns cold Traps, Tricks and Other Nasty Things

This section details several ways to make life miserable for your players. Use with caution, and be sure Reeves and players are aware of any special rules involved. Falling Boulders Spikers & Other Pointy Things

Hang three or four foam “boulders” up in the trees Whether a common spear, a poisoned javelin trap with sturdy rope, effectively barring a passage or trail. or the shellfish-like Spiker, adventurer’s face a great Have a Reeve or two stand to the side of the walkway number of sharp, point objects flying their direction and swing the boulders to and fro. Any player who at great velocity. Of course, few people want to be on contacts a boulder is considered to have been struck the business end of such things, but Reeves can use by a Siege Weapon. Optionally, have several children this theme over and over in hopes of knocking a few roll the boulders downhill toward the players. lives off those cocky Questors. The premise is simple: one or more non-combatants stand stationary with a Boulders can also block a path (for multiples see couple of javelins or spears and tries to poke, impale Avalanche below). It takes a 20 count to remove a or stab any passerby. There are many variants to this, single boulder. Barbarian or someone enchanted including: with the following: Bear Strength, Lycanthropy, Void

Touched, or Mighty (DUAX) can remove a single Spikers: Decide how many Spikers (a gastropod boulder. with a sharp, pointy shell. It hangs from ceilings in wait of prey to fall upon) you want and giveArmor the Anyone able to use Boulders (Rocks) as weapons, Fire Wire Breakingnon-combatant(s) Shield just Crushing that many javelins. Each may do so if not in motion. javelin may be thrown once. They strike as and , and may only be From the minds of mages come the most deadly ideas. retrieved and thrown again after a 100 count This trap was perfected by Master Wizard Gideon (Spikers move very slowly unless falling.) Goldmoon to help defend his mysterious Crypt Spear Trap: Non-combatants get a polearm, against invaders. Stretch red or orange ribbon in a but may only stab with them. Thrust at regular crisscross pattern between several trees to achieve an intervals, like a mechanical trap would. Pull back obstacle course-style challenge. PlayersProtected must weave, and reload. frombend Flameand crawl throughAncestral the wires Armor. without touching any. To touch one means death unless Scything Blades: Same as above, but polearms or bearing Touching a move in regular up-and-down motions. Both options attack as a normal spear. Ancestralwire counts Armor. as a physical hit to whatever location Poisoned contacted it for purposes of determining damage to Poison: As any of the above, but ... you know, Wires remainExtinguish in play for the entire . As Assassin ability. game, or may be removed once it has been contacted, at the game master’s option. (DUAX) can alsoMagic remove Dead the Areas flames.

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.

23 in dungeons deep Ground Traps

Floor-level obstacles are often overlooked and can be the source of much vexation for unwary adventurers.

Mark off a section of ground with ribbon in the desired shape of the trap. Don’t worry if it is clearly visible, someone will step on it whether it is bright orange or cleverly camouflaged. Make sure reeves are informed as to the effects of a trap and optimally there should be enough Reeves so that each trap (or series of traps and encounters) has its own individual judge. 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 Life is the Pits during the game. These traps represent a hole in the ground. This can be Fly or Teleport anything from naturally hazardous footing to devised Bottomless Pit: Good bye,Cursed thank you for playing, pits with spring doors and razor spikes. A few examples Resurrectgo straight to base unless you can . of the Pit Trap: Victims are considered (no body left to Climbing Out).

Half Hole: step in and take a leg wound unless Any trap that represents a normal hole or pit can be protected by enchantments. Counts as a physical climbed out of at a rate of “Climbing” x Number of hit to one leg. feet deep the trap is supposed to be (i.e.: a twenty foot deep pit takes Climbing x20 to escape).Teleport, Both Pass Whole Hole: (wounds kill) fall in and die unless Withouthands must Trace be empty in orderFly to climb, which may protected by enchantments. Healed Immune to mean leaving items “at the bottom”. Death.Poisoned Spikes - take a leg wound and die in a (DUAX) and (DUAX) can be used 100 count unless or already to escape a pit much more quickly if the victim is Hardened capableRope (or of asuch Dungeoneer’s feats. Best Friend) Acid Pit - all non- weapons, shields and equipment is destroyed,Ancestral death Armor in a 20 Some pits may be described as too steep or slick to count unless pulled free. Enchantments offer no climb. Other than the above mentioned spells, the protection nor does (gaps in the Protected from only way of escaping such a trap is to have someone armor make it moot). Flame Ancestral Armor outside the trap “throw down a rope” and pull the Fire Trap - BOOM! DeathFireball unless victim to safety. A roll of ribbon easily simulates rope or bearing . Counts as if no real rope or twine is available. Once the rope is a physical hit with a to all locations, thrown down, the usual Climbing rules apply. including armor and weapons. Unsafe Footing Electrical TrapProtected - ZAP! from Take Flame a wound (reeve’s Ancestraldecision, usuallyArmor the first location to touch the Woe betides those intrepid explorers who do not trap) unless or bearing watch where they walk, particularly underground or . Counts as a physical hit to one on the side of a mountain. An area may be designated location. Victims wearing metal armor are slain as Unsafe Footing by marking it with brown ribbon. unless protected. Players attempting to navigate such areas are subject Entangle Trap - Player is held in place and must to the following rules: strike each leg 10 times with an edged weapon No movement faster than a slow walk is to be freed. Armor and enchantments do not stop permitted. Running players take an automatic leg Rope this trap. Barbarians are immune. wound. Teleportal - step in and be transported to If a (q.v.) is anchored to the far side of such another location (which may or may not haveDispel areas, players may move normally so long as they Magica teleportal back out!). All classes are effected hold onto the Rope with one free hand. and enchantments confer no protection. A cast on a teleportal renders it inoperable for a 100 count. 24 and caverns cold Avalanches and Cave-ins Slimes, Mold Another common hazard of dungeoneering, the cave- and Fungi in or avalanche is both a hindrance and danger to Questors and Monsters alike. They are treated as the Caved-in same for rules purposes. Sphere of Annihilation Any area designated as is totally Another popular element of fantasy dungeoneering: impassible. can clear a the limitless variations of algae, mold, slimes and Avalanche or Cave-in 10x10 section of rock per usage. oozes ever-present in caves, caverns and other Resurrected underground environs. Such basic life forms come in Anyone caught in an is an amazing variety, each suited for the particular niche instantly slain and may not be until it has managed to carve out for itself. dug free. To place some in your dungeon, mark off an area with A 10x10 area may be “cleared” by a 100 count. appropriately colored ribbon, preferably close to the Divide this total by the number of players ground. What any particular mold does it left to your helping to clear the area if more than one player imagination, but a few of the more common types performing the work. (i.e.: a 10x10 are is cleared include: in 20 count if 5 people are assisting.) Bear Strength, Lycanthropy, Void Green Slime; Step in and take a leg wound Touched,Barbarians, Strong Dwarves or Mighty or those enchanted with instantly. If you can’t make it out in 10 seconds, the following: you’re dead. (DUAX) can reduce the Lavacount Beds by 10 per person so enchanted. StunnedGelatinous Cube: Marked a 5x5 or 10x10 square with white ribbon. Anyone entering the Cube is Lava Bed and will die from slow digestion in a 50 Just like in childhood,Immunity the floor to is Fire hot lava! Any area count unless pulled free from the outside. Careful not to step in while rescuing your friends! designated a is instant fiery death to any Stunned who step in it. Only offers protection Yellow Mold: Tread in this mess and you are from such a raging . Use red or orange ribbon for a 50 count. Exit the area immediately to mark the boundaries. afterward. Lava Bed, Flaming Fungi: Touch some and BOOM! Treat as a but it doesn’t function for 10 seconds after every detonation.(Once it goes off, better run fast!) Usual immunities apply. Immunity toDeath Death Spore - this malignant plant causes instant death to any who enter its area of effect. Death Spore renders a target immune. Choking Spore - as , but is only lethal after 30 seconds of exposure. Blue Algae - See, not all this stuff is bad! Rest in this area and be Healed of wounds and cleansed of all negative states after a 30 count. This effect does not work on Undead, Lycanthropes or non- Death Spore, living targets of any kind. Zombie Moss - as but slain victims are turned into a Zombie for their next life. (See DUAX for details.) Beneficent Happy Grass - Enter this area and become for the rest of this life. These are, of course, only samples. Feel free to invent your own versions to harass your Questors! 25 grudge games A brief collection of quest and battlegame ideas using the rules presented herein. Escape from the Goblin City Exit Exit Exit

Goblins are omnipresent in the Underground. Their cities are ramshackle at best, with constant dangers of collapse from the multiple bridges and platforms they build across the caverns they inhabit. To the Goblins, this just makes things more interesting. Of course, when taken prisoner by Goblins, fighting your way out presents an entirely different issue. Not only do you have to deal with the swarming enemy, but you have to be quick enough to get away before everything collapses.

Teams:

Lives: 2 (One team are the captives, playing Class. The other team is composed of Goblins and should be more numerous) Captives Respawn: Base Base: Unlimited 60 count, taken from time of death Players:The captives' base is at the center of the field. The goblins have a Objective:base at any exit. 10+ per team Scenario Rules: Escape from Goblin Town (for the Class players). Contain the Captives (for the Goblins). This is a timed game lasting 30 minutes. Every 3 minutes, a bridge or platform should “collapse,” killing any and all on it and rendering it unusable. Keep at least one exit available from the center of the field. OptionalWhen time Rules: is called, if at least 50% ofDarkness the captives have escaped, they win. Escaped players may not reenter the field. Refresh: Impose a field of over the entire field. Limit the TypeClass playersBest Supported: to single short (their weapons were captured). Exit Exit Exit Not applicable. Two very slow Class Gideon has returned as a zombies in this Necromancer, a Ghost, or Gideon's Crypt room. The floor other powerful undead. has several trap He guards his treasure The legendary Arch-Mage prepared for his demise with doors scattered jealously and fights until a particularly deadly style. Firewire Maze around that can slain. Optionally, he might affect both player be a powerless apparition and zombies. Slay being tormented by a both zombies to couple of Skeletons or even advance. Zombies a Calimarin. Low- Gideon's Crypt is an obstacle-course style dungeon guard a small sack level version should be a of gold. Level 3 Wizard "ghost". intended for one player at a time. Players advance through the Crypt accompanied by a Reeve, whose Except for the initial responsibility it is to set the scene and provide a hallway and room, Gideon's Crypt is a zone running narrative throughout. of Darkness. The Crypt may be run as a "low-level" Militia or even A torch may be looted An Assassin has beat the player Scything Ditch Rules game. The "high-level" version is full or borrowed from the Blade Traps Assassin in Room One. to this room! The class and features far more powerful encounters. killer is hunched at each door Reeves should cater to their player base to provide a Assassin should be same over a chest in the Otherwise a level as player - and far corner and does safe spot challenging but not frustrating game. might be convinced not engage until not to attack, possibly fully described by Encounter areas may not be skipped and the following becoming an ally for the the reeve. The Assassin may be encounter does not begin until the prior is solved. final encounter. May be RP'd with! bribed with gold from Room One! Each player gets one life. Players are timed starting the moment they cross the entrance threshold. The 26 player with the best time to completion wins. grudge games Long-Forgotten Gold

A Stronghold has been lost to a fell creature. Now, a party has come to reclaim their birthright. Little do they know that another group has set off on a similar quest - and the great beast is not dead, but merely sleeping... Teams: Lives: Respawn: 2 or more plus a neutral monster (or more) Base: Unlimited 60 seconds counted at death Players:Each “Questing Party” gets a base at opposite ends of the field. Monsters may respawn anywhere so long as Objective:they are no less than 20' from an opponent. Scenario Rules:3+ per side plus monsters Recover the treasures The field should have coins, gems, chests, trinkets, and talismans scattered across it. Chests are considered a heavy object, while the rest may be carried in a hand, a pouch, etc. When a player is killed, he or she drops any treasure on their person. Magic items may be used, and trinkets that are used are destroyed per normal. At the end of the game (20 minutes), the side with the most points in treasure wins. Coins are 1 point, gems are Optional3, chests are Rules: 15, trinkets are 5, and talismans are worth 20. The monsters should be suitably powerful (think TypeDragons, Best obviously) Supported: and will attack anyone and everyone. Include an artifact. This item is worth a mighty 50 points and should be hotly contested. Class, MilitiaLost in the Dark

It is pitch black. You are likely to be eaten by a Grue. Why did you pursue the enemy down into this depth? Teams: Lives: Respawn:2, plus one or more “Neutral” Grues Base: Life pool. 10 per player. Grues have unlimited lives. Players: 60 seconds, starting at base Objective: Each team gets two bases at opposite corners of the field Scenario Rules:3+ per Team Darkness Shatter the Opponents Optional Rules: The entire field is Heavy. Objects The Grues will attack anyone they come upon regardless of team. Grues do not attack one another. Type Best Supported: Include one or more in the field. Bringing them to a base will award that team five additional lives. Class, Militia. Something Stinks Down Here!

Sometimes, Dwarves come across a cavern full of Undead. Whether the forgotten remnants of a Necromancer's horde or a long-forgotten, zombie-riddled catacomb, the stinking creatures must be put down! Teams: Lives: Respawn: 2. One team plays class, the other is composed of any number of Undead, balanced accordingly. Base: 5 per player Whenever 3 friendly players are at a base. Objective: Each team gets a base at opposite sides of the field. ScenarioPlayers: 3+ Rules: Zones of Stench per the Immune to Death Defeat the enemies. Optional Rules: Include a large number of (large) Dor un Avathar. As Undead are , they will likewise be immune to the stench. Type Best Supported:Add another team. Two warring clans accidentally open a cursed, ancient crypt. Who will survive, and what will be left of them? Class 27 All artwork and iconography is the property of the original company, artist or stock collection and is presented without challenge to copyright. All Rights Reserved unless licensed through Round Table Media. This document is not to be bought or sold for profit. Amtgard is a trademark of Amtgard International, Inc. All Rights Reserved. Amtgard X Group is run by fans and players and is not affiliated with Amtgard International, Inc. Layout and design, Amtgard X Group, 2016.