attlegamers Anonymous 1: Deep Dark Sea ************** Boarding Parties (Class, Militia, or Ditch) Materials: several rolls of surveyor's ribbon and small stakes, 4 milk crates or boxes, a plank Set-Up: Using the ribbon and stakes, mark off two sections on flat ground (the ships). Connect the two with the plank (or use ribbon to simulate a plank) Multiple planks may be used, depending on the relative size of the ships. Both ships should be close to the same size, unless the Reeves decide otherwise (or you start running out of ribbon! ) Place a crate at the center of each ship, near the fore and aft sections. The crates represent the helm and the main mast. Also, mark off a "Lifeboat" for each ship, tied to the back or either side. Object: Two teams, representing pirate crews, do battle for each others ship. Divide the populace into two teams, put one team in each ship. The plank(s) is (are) the only "safe" way to cross the distance. Anyone who steps or falls "overboard" is subjected to the Water Rules (q.v.) and must walk slowly back to the Lifeboat (or die trying). Once inside the lifeboat, the player must count "Climbing" x 10 and may then board the ship. Climbing players are subject only to missile fire and polearm attacks. Players may board on their opponent's lifeboat. The goal is annihilation of the opposition or capture of their vessel. Capture is accomplished by a) subduing or killing the rival Captain or b) destroying both the helm and the main mast (i.e.: 10 chops with a blue or red weapon, Fireball, Lightning Bolt, etc.) Options: 1. Place one or more Sharks (q.v.) or other Terrors of the Deep in the water to make things more interesting for players who fall overboard. 2. Place the ships close enough to jump between, though caution should be used to ensure safe landings. ****** Bridge Battle (Ditch, Militia or Class) Materials: Something to denote the sides of a "bridge"; a trail, ribbon, rope, etc. Set-Up: Divide the populace into two equal teams. Draw or mark off a section of flat and debris-free land, roughly 30 feet long by 5 feet wide. Object: A team enters at either end of the bridge and must battle their way past the opposition to the other end. Players who die exit the bridge and re-enter after a 20 count from the end the started from. Players who step out of the boundaries are considered to have fallen from the bridge, and must similarly exit and re-enter after a 20 count. The team who reaches the opposite end first, wins. Sides refresh and begin again after each scoring. Options: 1. Impose some interesting weapon restrictions, such as all players must use a single short sword, or each team is allowed only one polearm, or no shields, etc. 2. Set a Water Area running "under" the bridge, so any who fall off are subject to the usual Water Rules. Aquatic Environment (the Water Area): used to simulate areas of deep water. 1. No one may move faster than a walk in water. The Reeve will determine just how fast that is. (Heel to toe is a good pace to use.) 2. A person must have one hand free in water at all times. This arm may hold neither a weapon or item in the hand, nor a shield on the arm. If one arm is not freed within a 10 count of entering water, then the player drowns. 3. People with one to three points of armor may only stay in water for a 100 count before drowning. People with 4 or more armor points cannot go in water at all without drowning. 4. Magic may not be cast in water. 5. Fireballs are negated if the person is in water. Iceballs have the same effect that they do on land, but the person is an ice cube that can be pushed around in water as they "bob". Lightning Bolts kill everyone in a 10 feet radius of where they land. Petrify bolts cause death. All other bolts have their normal effects. 6. Optional: Stun, Sleep, and other such spells cause death unless the person is rescued within 10 seconds of the spell being completed. The rescuer must still have one hand free while dragging the ensorcelled back to land. 7. Optional: Each person can be allotted a 25 count Dive (1/Life) which is activated by saying "Dive!" x5. While under water, the person cannot have magic cast upon them, they also cannot attack though they can be attacked by someone else. No spell ball except lightning bolt will affect them. They return to the surface By saying "Surfacing!" Xl. Terrors of the Deep Sharks The Kings of the Deep. These horrible foes are doubtless the most feared of all natural terrors of the sea, and this reputation is well deserved. Sharks are confined to Water Area only and may not move or attack outside of those areas. A Shark should be allowed to roam freely within these areas at whatever speeds they can manage (basically, Sharks may run in Water, and are not limited to baby-steps). Sharks should be armed with a polearm, to simulate their attacking speeds and length of their bodies. A Shark may be given a point or two of Natural armor if the need for an especially brutal underwater encounter is called for. All spells that work in water may effect a Shark, though they are not effected by spells that Charm or Control. Sharks may be attacked at range by spellcasters and archers. Players killed by a Shark are considered Severed and may not be Resurrected. Piranha School Next to the Shark, these diminutive monstrosities might pale in comparison. Still, few creatures can last long in Piranhainfested Waters without suffering some damage. Piranha are not represented by actual players, but instead are treated similar to a Fixed-Area Enchantment. A red ribbon or red markers are placed in/around a Water Area to denote the range of the Piranha school. Any non-armored being who spends 10 seconds inside the Piranha school suffers a Wound to the leg (players choice which one). An additional 10 seconds brings death. Armor (both regular and Invulnerable) is consumed at the rate of 1 point per 5 seconds in the Piranha school until destroyed, after which time, the rules above apply (Wounded, then dead). Players killed by a Piranha school are considered Severed and may not be Resurrected. Seaweed Beds The aquatic equivalent to Quicksand (q.v.). Seaweed is marked within a Water Area by green ribbons. Anyone "swimming" into a Seaweed Bed may swim no farther and will drown in a 100 count regardless of armor or free hands. Victims may be pulled out just like Quicksand. Creatures with Aquatic Nature are immune to Seaweed. Aquatic Natures Many Amtgard Monsters are Aquatic in nature, though this ability is rarely discussed in the Monster's description. Creatures of this type are immune to the adverse effects of Water Areas, may move at full speed in water, and possess unlimited "Diving" ability. Additionally, Aquatic creatures are immune to Seaweed and may avoid Piranha schools without damage. Listed below are the creatures in the Dor Un Avathar, 7th Edition, who are considered to have Aquatic Natures: Aquatic Dor Un Avathar Monsters - Deadly Slime, Lizardman, Kraken, Scalor, Siren, Troglodyte, Water Elemental Aquatic Monsters of the Wetlands - Giant Crocodile, Spitting Snake, Amphiboid, Calimarin, Crahman, Rainbow Elementoid, Mudman Elementoid, Sea Giant, Merfolk, Naga, Protozoan, Genie, Thunder Giant, Kappa, Sea Zombie.