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Battle Game Book - 2009/09/08 20:35 I know there are probably some Battle Game books out there, but I'm deciding as of now i'm interested in making another one. Anyone interested in this, please post. i've had a weird week and i've sat down and wrote out 10 battlegames

I'm not that good at formatting and drawing, so if i manage to make/gather enough battlegames to warrant making a book and posting it on the amtgard website, someone else will probably have to actually put it together.

I am very easy to please, and while i do find it easier to pull monsters straight out of Dor Un Avathar, i do encourage everyone to mess around with existing monsters or simply make up there own.

Hell, if you make a good enough monster, it might end up in the next edition of Dor Un Avathar, lol.

I will be posting some of my battlegames on this Forum at a later date. Feel free to use them, and any helpful critizism will be appreciated.
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Re:Battle Game Book - 2009/09/08 20:43 Wolfgang and myself have been working on one. We would be willing to help you out if we can. Kota Bloodmoore
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Re:Battle Game Book - 2009/09/09 00:48 I've started my own, which is aimed for your everyday champion. There is also another one under "files" at the top of the page.

The thing about writing a book like this is you need to test the games.
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Re:Battle Game Book - 2009/09/10 20:03 Hannibal CA wrote:
I've started my own, which is aimed for your everyday champion. There is also another one under "files" at the top of the page.

The thing about writing a book like this is you need to test the games.


i definately plan to, and i'd like to make them adjustable for small or larger groups. most are still rough drafts, but you can get the basic idea
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Re:Battle Game Book - 2009/09/10 20:04 Kota Kiaba wrote:
Wolfgang and myself have been working on one. We would be willing to help you out if we can.

I am going to post the ones i got in this Forum right now. they all probably need a little work
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Re:Battle Game Book - 2009/09/10 20:05 Keep in mind, i havent read the existing battlegame book, so any similarites with the games i'm about to post and those that already exist just means they're a good idea that someone else thought of 1st
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Re:Battle Game Book - 2009/09/10 20:07 Centaur Migration
By Sintra Drak

Monsters:
Centaur Chieftain:
Armor: 2 point Natural, may wear up to 6 points, any shield
Weapons: Any melee weapon, bows (no crossbows)
Immunities: Control, Subdual, Death
Natural Lives: 3
Abilities & Traits:
• Many-Legged
• Regeneration
• Innate Ability : Improve Shield (Infinite) Either
for self or another.
• Innate Ability : Attuned (Infinite) May carry two enchantments
in addition to the one used to summon it, if applicable.
• Innate Ability : Tracking (Infinite)
• Innate Ability : Bowyer (Infinite) Either
for self or another.
• Innate Ability : Stun Arrow (3/unlimited)
• Innate Ability : Flame Arrow (3/unlimited)
• Innate Ability : Armor Piercing Arrow (3/unlimited)
• Innate Ability : Penetration Arrow (2/unlimited)
• Innate Ability : Accuracy Trait

Centaur: (Dor Un Avathar)
Type: Fey Humanoid
Q/M Ratio: 2/1
Armor: May wear up to 4 points, any shield
Weapons: Any melee weapon, bows (no crossbows).
Immunities: Control (except Charm)
Natural Lives: 4
Abilities & Traits:
• Many-Legged
• Innate Ability : Attuned (2/game) May carry two enchantments
in addition to the one used to summon it, if applicable.
• Innate Ability : Tracking (1/life)
• Innate Ability : Bowyer (1/life)
• Innate Ability : Stun Arrow (1/unlimited)
• Innate Ability : Flame Arrow (1/unlimited)
Levels:
1st As above
2nd Gains Accuracy Trait
3rd Gains Innate Magical Ability : Armor Piercing
Arrow (1/unlimited)
4th Gains Innate Magical Ability : Penetration Arrow
(1/unlimited)
5th Tracking becomes (2/life)
Flame and Stun Arrow each become (2/unlimited)
6th Armor Piercing Arrow becomes (2/unlimited)


Battlegame:
*1 Centaur Chieftain, 10 Centaurs
The Centaurs homeland has been wiped out, and they now seek a new homeland, and yours looks just right. They don’t care for other beings, so they seek to eradicate their new found home from all other life. The Centaur Chieftain leads them into battle against this land's natural inhabitants. The game is over when either all Centaurs are destroyed or Nirvana is over-run
Special Note:
There will be a chosen marker (most likely a shield) at Nirvana. If the marker is struck 10 times by the Centaurs during the battlegame, then Nirvana is “over-run”, and the Centaurs win. The Marker may only be struck by a melee weapon (excluding polearm, spear, or reach weapons). A Centaur may only strike the marker once per visit to Nirvana. Immediately after striking the marker, the Centaur has safe passage to return back to base and is considered out of game until arrival. Once the Centaur has arrived back at base, the Centaur may then return to Nirvana to strike the marker again.
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Re:Battle Game Book - 2009/09/10 20:08 Daemons in the Forest
By Sintra Drak

Monsters:

Daemon:
Armor: 2 points natural on top of normal class armor
Weapons: normal class weapons
Immunities: normal class immunities
Natural Lives: normal class lives
May play any class at level they currently have (Paladin and Anti-Paladin are still reserved for knights)
50 death count
Must come back alive where slain
When shattered, must return to base and are resurrected with full reset after a 100 count (regain all lives and all per game abilities/spells)
When normally resurrected at base with full reset, may change to a different class that is to be played until shattered again

King Daemon:
Armor: 4 points Natural Invulnerability Armor
Weapons: Any Melee
Immunities: Subdual, Control
Natural Lives: 1
Abilities & Traits
• Strong
King Daemon can be resurrected by another Daemon who sacrifices a life. Touch and say “I grant you my live” x3
After life is sacrificed, either death count of 50 where slain or return to base and come back to life immediately

Game Items:
Spear of Healing:
Spear can be wielded by all classes, regardless of restriction
Spear is considered a relic and cannot be destroyed
Spear allows wielder to cast the heal spell regardless of class
Spear instantly kills any Daemon (except King Daemon) that comes within 10 feet wielded or otherwise
Spear forces all Daemons to reset death count to zero until spear is farther than 10 feet (even if spear is unwielded, no Daemon may come alive within 10 feet of it, and all Daemons must come alive where they die unless shattered)


1st Battlegame:
*5 Daemons
Spear of Healing is lost in woods. The champion who returns the spear to Nirvana gains the ability of wielding it in the 2nd battlegame. Players may team up in groups as large as 3, but a team leader must be chosen, and the team leader gains the ability of wielding it in the 2nd battlegame. All players shattered in the 1st battlegame are to play Daemons in the 2nd Battlegame

2nd Battlegame:
*Initial Daemons plus all who were shattered in the 1st battlegame
A hermit (any magic class) wonders through the woods, the wielder of the Spear of Healing is chosen to lead the other players in search of the hermit and return him to the safety of Nirvana before the Daemons shatter him. Hermit must start on other side of woods, and may make no progress toward Nirvana without being accompanied by a player, but may retreat to starting point if desired. Hermit cannot be attacked by Daemons while at his starting point. If the wielder of the Spear of Healing is shattered, then the spear must remain where the wielder died last, and the first player to return the Spear of Healing to Nirvana becomes the new wielder. Game is over when either the hermit is shattered or when the hermit is returned to Nirvana. All players shattered in the 2nd battlegame are to play Daemons in the 3rd Battlegame.

3rd Battlegame:
*All Daemons from the 2nd battlegame plus all who were shattered in the 2nd battlegame
*1 Daemon becomes the King Daemon
If hermit is shattered: Hermit is sacrificed to the King Daemon. A sphere is placed at Daemons base containing the soul of the Hermit. While the sphere remains, all Daemons are immune to the effects of the Spear of Healing. To destroy the sphere, the wielder of the Spear of Healing must take it to the Daemons base and strike the sphere with it. Once the sphere is destroyed all Daemons (except the King Daemon) are affected by the Spear of Healing again. The Wielder of the Spear of Healing dies when striking the sphere, but at the same moment all Daemons within 20 feet are instantly shattered. If this would shatter the wielder, then the Spear of Healing must remain in the base. If the wielder of the Spear of Healing is shattered another player may return it to Nirvana to be able to wield it. The destruction of the sphere causes the Daemons base to become unable to rebirth them, so all Daemons shattered after the sphere is destroyed are shattered for the game. Game is over when all Daemons are shattered.
If hermit is brought to Nirvana: The hermit casts a spell on the woods that takes away the Daemons power to be reborn (all Daemons that are shattered cannot come back). The King Daemon arrives to lead his troops into battle. The wielder of the Spear of Healing is to lead the players to eradicate the Daemons from the woods. If the wielder of the Spear of Healing is shattered another player may return it to Nirvana to be able to wield it. The game is over when all Daemons are shattered.

Special Note:
There will be a chosen marker (most likely a shield) at Nirvana. If the marker is struck 10 times by the Daemons during any of the battlegames, then Nirvana is destroyed, the Daemons win, and the battlegame must be replayed at a later date. The Marker may only be struck by a melee weapon (excluding polearm, spear, or reach weapons). A Daemon may only strike the marker once per life. If the Daemon wishes, he can choose to have safe passage to return back to his base after striking the marker, and is considered out of game until arrival.
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Re:Battle Game Book - 2009/09/10 20:09 Rabbit Hunt
By Sintra Drak

Monsters:
White Rabbit: (Dor Un Avathar)
Type: Mystical Beast
Q/M Ratio: 10/1 (QUEST)
Armor: 8 points Natural Invulnerable
Weapons: Two short swords (Natural)
Immunities: Control, Subdual
Natural Lives: 1
Abilities & Traits:
• Innate Ability : Animal Rights Activism (1/life)
• Innate Ability : Cuteness (4/life)
• Strong
Levels: None

Game Items:
Rabbit Ear:
False rabbit ears or some other item worn or held by each White Rabbit. When then White Rabbit dies, he/she hands over the item to the person who had the killing blow, or to a team member of the person who had the killing blow.

Battlegame:
* 5 White Rabbits
All players are split into 2 teams. They must hunt the White Rabbits who inhabit the local forest. When you slay a White Rabbit you take the Rabbit’s Rabbit Ears. To score a point you must get the Rabbit Ear safely to Nirvana. The 1st team to 3 points wins, though you may play to the last White Rabbit.
Special Note:
If a player has slain a White Rabbit and taken its Rabbit Ear, you may kill the player and take it from them if they haven’t reached Nirvana yet. The point is only finalized when the Rabbit Ear is returned to Nirvana.
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Re:Battle Game Book - 2009/09/10 20:10 Revenge of the Sith
By Sintra Drak

Monsters:

Sith Knight:
Armor: 2 points Natural Invulnerability
Weapons: 2 short weapons, 1 long weapon or 1 stave
Immunities: Control, Webs
Natural Lives: 3
Abilities & Traits
• Large (can jump high)
• Strong
• Innate Ability: Greater Missile Block
• Innate Ability: Holy Weapon (Infinite) may only use on own equipment
• Magic-Like Ability: Mass Shove (1/game)
• Magic-Like Ability: Shove (2/life)
• Magic-Like Ability: Call Lightning (1/life)

Giant Spider: (Dor Un Avathar)
Type: Standard Beast
Q/M Ratio: 2/1
Armor: 1 point Natural
Weapons: Two melee daggers (Natural)
Immunities: Poison
Natural Lives: 3
Abilities & Traits:
• Many-Legged
• Innate Ability : Entangle (2 bolts/U)
• Innate Ability : Poison Weapon (unlimited)
• Innate Ability : Webs (4/life)
Levels:
1st As above
2nd +1 point Natural armor (total 2)
+1 Natural Lives (total 4)
3rd Can use two short weapons instead of daggers
Webs become (6/life)
4th Poison Weapon kills in a 50 count instead of 100
5th +1 point Natural armor (total 3)
+1 Natural Lives (total 5)
6th Gains Innate Ability : Vermin Horde (Spiders, 1/life)
Webs become (8/life)

Ursunid: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 2/1
Armor: 2 points Natural
Weapons: Two short melee weapons (Natural)
Immunities: Subdual
Natural Lives: 3
Abilities & Traits:
• Lair
• Regeneration Only functions while in Lair.
• Strong
Levels:
1st As above
2nd May use one long or reach melee weapon instead of
Natural weapons
3rd May now use any shield
+1 point of Natural armor (total 3)
4th Gains Hard To Kill Trait
5th +1 point of Natural armor (total 4)
6th Regeneration becomes Greater Regeneration. Still only
functions in Lair.

Battlegame:
*5 Sith Knights, 2 Giant Spiders, 6 Ursunid
The Ursunid (wookies, ha ha ha) are under attack from the evil Sith Knights. The Ursunid have two “lairs” located in the woods; these “lairs” cannot be moved. In each lair is a marker that if struck 10 times, destroys the lair. There is also another marker in Nirvana that if struck 20 times, destroys Nirvana. Marker may be hit multiple times by the same Sith Knight. Any player or Ursunid may use any marker as a base, but if the marker is destroyed, then it no longer functions as a base. When all 3 markers are destroyed, then there is no base from which to come alive from. Only a Sith Knight may strike a marker. The Giant Spiders function as the Sith Knight’s ally, but cannot strike a marker. The Game is over when either all Sith Knights are destroyed or all bases are destroyed with no one left to repair them.
Special Note:
If a marker is destroyed, it can be repaired. Touch and say “I rebuild this lair”x25 for a “lair” and “I rebuild this castle”x50 for Nirvana. If the repairing is interrupted, then the count must be started over. Death Count continues even after all bases are destroyed, but you must wait until a base is repaired before you can come alive. An Ursunid may not repair Nirvana.

Post edited by: Sintra Drak, at: 2009/09/10 20:11
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Re:Battle Game Book - 2009/09/10 20:13 The Coliseum
By Sintra Drak

Monsters:

Minotaur: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 2/1
Armor: 2 points Natural
Weapons: Any non-hinged melee weapons
Immunities: Control, Subdual
Natural Lives: 3
Abilities & Traits:
• Strong
• Innate Ability : Tracking (unlimited)
Levels:
1st As above
2nd +1 point Natural armor (total 3)
3rd May now wear up to 2 points of normal armor
4th Gains Innate Ability : Fight After Death (1/life)
5th May now use any shield
+1 point Natural armor (total 4)
6th +1 Natural Lives (total 4)

Ogre: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 2/1
Armor: 2 points Natural
Weapons: Any melee weapons or two
short melee weapons
(Natural)
Immunities: Subdual, Poison
Natural Lives: 3
Abilities & Traits:
• Strong
• Innate Magical Ability : Fear (1/game)
• Innate Ability : Berserk On last life. This
ability grants two additional points of armor to
the Ogre’s Natural armor
Levels:
1st As above
2nd May now use boulders
3rd Fear becomes (2/game)
4th Boulders become Improved Rocks
5th Fear becomes (1/life)
Gains Innate Ability : Fight After Death
(on last life)
6th All Natural armor (including Berserk armor)
becomes Natural Invulnerable

Battlegame:
* 4 Minotaurs 2 Ogres
All players are split into teams of 2. The team members may not go more than 5 feet from each other. If one team member dies, he comes back alive where he died, and the one that is alive still must remain within 5 feet of the corpse. If a teammate is shattered, the one left alive must remain within 5 feet of where the corpse would be. The last team left alive wins.

Post edited by: Sintra Drak, at: 2009/09/10 20:14
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Re:Battle Game Book - 2009/09/10 20:15 The Gods walk among us
By Sintra Drak

Monsters:

Fire Giant: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 4/1
Armor: 3 points Natural, may wear up to 4 additional points of
normal armor
Weapons: Any melee weapons, boulders
Immunities: Flame
Natural Lives: 2
Abilities & Traits:
• Large
• Strong
• Magic-Like Ability : Fireball (1/bolt/U)
Levels:
1st As above
2nd Fireball becomes (2 bolts/U)
3rd Gains Innate Ability : Flameblade (1/life)
4th Fireball becomes (3 bolts/U)
5th Gains Innate Ability : Flamewall (1/life) Use red ribbon for wall.
6th Fireball becomes (4 bolts/U)

Frost Giant: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 4/1
Armor: 3 points Natural, may wear up to 3 additional points of
normal armor
Weapons: Any melee weapons, boulders
Immunities: Subdual
Natural Lives: 2
Abilities & Traits:
• Large
• Strong
• Magic-Like Ability : Iceball (1 bolt/U)
Levels:
1st As above
2nd Iceball becomes (2 bolts/U)
3rd Gains Innate Ability : Avalanche (1/life)
4th Iceball becomes (3 bolts/U)
5th Gains Innate Ability : Mass Shove (1/life)
6th Iceball becomes (4 bolts/U)

Thunder Giant: (Dor Un Avathar)
Type: Mystical Humanoid
Q/M Ratio: 6/1
Armor: 3 points Natural Invulnerable
Weapons: Any single short or long melee weapon
Immunities: Flame, Subdual, Projectiles
Natural Lives: 3
Abilities & Traits:
• Large
• Spell Mastery
• Strong
• Magic-Like Ability : Lightning Bolt (2 bolts/U)
• Magic-Like Ability : Iceball (2 bolts/U)
• Magic-Like Ability : Call Lightning (1/life)
• Magic-Like Ability : Shove (2/life)
• Magic-Caster : Wizard Gains spellpoints as a Wizard of half
the Monster’s level (round down).
Levels:
1st As above
2nd Lightning Bolt becomes (3 bolts/U)
3rd Gains Magic-Like Ability : Wind (1/game) only
need say the Wind chant once to cast
4th Lightning Bolt becomes (4 bolts/U)
5th +1 point Natural Invulnerable Armor (total 4)
6th Call Lightning becomes (2/life)

Battlegame:
*1 Fire Giant, 1 Frost Giant, 1 Thunder Giant
Three Giants have come and demand your loyalty and command you to destroy in their name. All players are split into 3 teams serving 1 Giant. For the team serving the Fire Giant, all players gain an immunity to Flame Magic. For the team serving the Frost Giant, all player gain an immunity to Subdual Magic. Sadly for the team serving the Thunder Giant, they gain nothing, except their Giant is slightly stronger than the other 2. All players are commanded to destroy the other teams Giants. When your teams Giant is shattered, you continue fighting to avenge their death. The Game is over when only one Giant remains
Special Note:
Any player who gains an immunity from their Giant that they already have gain 1 point natural armor instead every life they would normally have this immunity.
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Re:Battle Game Book - 2009/09/10 20:16 Where are my eggs???
By Sintra Drak

Monsters:

Great Dragon: (Dor Un Avathar)
Type: Mystical Beast
Q/M Ratio: 10/1 (QUEST)
Armor: 5 point Natural Invulnerable
Weapons: Two short melee weapons (Natural)
Immunities: None
Natural Lives: 1
Abilities & Traits:
• Natural Flight
• Large
• Very Strong
• Innate Magical Ability : Fireball (unlimited bolts) as breath
weapon, may not remain active.
• Innate Ability : Shove (unlimited) as a wing buffet
• Magic-Caster : Wizard (by levels) Great Dragons cast spells as
a Wizard of the same level as the Monster.
Levels:
1st As above
2nd +1 point Natural Invulnerable Armor (total 6)
3rd +1 Natural Lives (total 2)
4th +1 point Natural Invulnerable Armor (total 7)
5th +1 Natural Lives (total 3)
6th +1 point Natural Invulnerable Armor (total 8)

Lizardman: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 1/1
Armor: 1 point Natural, up to a medium shield
Weapons: Single flail (Natural) or any melee weapons
Immunities: Poison
Natural Lives: 4
Abilities & Traits:
• Strong
Levels:
1st No additional abilities
2nd Gains Innate Ability : Poison Weapon (1/game)
3rd +1 to Natural armor (total 2)
4th May now use javelins
5th +1 to Natural armor (total 3)
Poison Weapon becomes (1/life)
6th May wear up to 3 points of additional normal armor


Game Items:
Egg:
It is a cylindrical item that is considered large. Item must be held in both hands. Holder of the egg may not hold weapons, shields, or cast magic. If the holder were to lose an arm or to die, the egg is then “dropped”. If a single egg is dropped 3 times, then it is considered destroyed. The egg may be placed down to avoid breaking. A Lizardman may carry the egg with one hand

Battlegame:
* 1 Great Dragon
* Lizardmen equal to half the other players
The Lizardmen have devised a cunning plan, steel the 3 Eggs from the Great Dragon and make it seem like you did it. The 3 Eggs lie scattered around the forest, guarded by the Lizardmen, while other Lizardmen aid the Great Dragon in its quest to destroy you and retrieve her Eggs. The Dragon will only stop its rampage if you find and return all 3 Eggs to her undamaged. The Lizardmen will attempt to stop you, and if the Great Dragon isn’t looking, will return the eggs to their hiding place. The Lizardmen have 3 Bases, and the bases are considered underground, so the Great Dragon can’t come within 10 feet of them, and can’t see the Eggs hidden there. The Great Dragon will not attack the Lizardmen unless first attacked by them. The Game is over when all 3 eggs are returned to the Great Dragon or if the Great Dragon is destroyed

Special Note:
Just because your returning an egg to the Great Dragon, doesn’t mean she’ll spare your life.
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Re:Battle Game Book - 2009/09/10 20:19 Yummy Dwarves
By Sintra Drak

Monsters:

Crimson Dragon: (Dor Un Avathar)
Type: Mystical Beast
Q/M Ratio: 8/1 (QUEST)
Armor: 4 points Natural Invulnerable
Weapons: Two short melee weapons (Natural)
Immunities: None
Natural Lives: 3
Abilities & Traits:
• Natural Flight
• Large
• Very Strong
• Innate Magical Ability : Fireball (unlimited) as breath weapon
• Innate Ability : Shove (1/life) as a wing buffet
Levels:
1st As above
2nd Gains Magic-Like Ability : Dispel Magic (1/life)
3rd Dispel Magic becomes (2/life)
+1 point Natural Invulnerable Armor (total 5)
4th +1 point Natural Invulnerable Armor (total 6)
Shove becomes (unlimited)
Gains Immunity : Flame
5th Dispel Magic becomes (3/life)
+1 point Natural Invulnerable Armor (total 7)
Gains Magic-Like Ability : Mend (2/life)
6th Dispel Magic becomes (4/life)
+1 point Natural Invulnerable Armor (total 8)

Azure Dragon: (Dor Un Avathar)
Type: Mystical Beast
Q/M Ratio: 8/1 (QUEST)
Armor: 4 points Natural Invulnerable
Weapons: Two short melee weapons (Natural)
Immunities: None
Natural Lives: 3
Abilities & Traits:
• Natural Flight
• Large
• Very Strong
• Innate Magical Ability : Lightning Bolt (unlimited bolts) as
breath weapon
• Innate Ability : Shove (1/life) as a wing buffet
Levels:
1st As above
2nd Gains Magic-Like Ability : Dispel Magic (1/life)
3rd Dispel Magic becomes (2/life)
+1 point Natural Invulnerable Armor (total 5)
4th +1 point Natural Invulnerable Armor (total 6)
Shove becomes (unlimited)
Gains Immunity : Flame
5th Dispel Magic becomes (3/life)
+1 point Natural Invulnerable Armor (total 7)
Gains Magic-Like Ability : Mend (2/life)
6th Dispel Magic becomes (4/life)
+1 point Natural Invulnerable Armor (total 8)

Dwarf: (Dor Un Avathar)
Type: Standard Humanoid
Q/M Ratio: 1/1
Armor: May wear up to 4 points, up to medium shields
Weapons: Any short melee weapons
Immunities: Subdual, Poison, Disease
Natural Lives: 3
Abilities & Traits:
• Innate Ability : Improve Weapon (1/life) Either for self or
another, takes 100 count. May be combined with Warrior Improve.
• Innate Ability : Fight After Death (last life only)
• Vulnerability : Players may not carry more than one Dwarven
Improvement at a time. Only Dwarves themselves are the exception to
this rule, as they may wear any number of their own Improvements
(or the improvements of other Dwarves) without penalty. Dwarven
Improvements are not magic, do not count as enchantments, and
may be carried by any class.
Levels:
1st As above
2nd Improve Weapon becomes (2/life)
Gains Innate Ability : Improve Shield (1/life) Either
for self or another, takes 100 count.
3rd May use throwing axes or throwing hammers
Gains Innate Ability : Mend (2/life) only on
metal equipment.
4th Improve Shield becomes (2/life)
Gains Innate Ability : Armor of
Quality (1/life) Either for
self or another, takes
100 count
5th Gains Adamantine
Weapons
Trait
+1 Natural
Lives (total 4)
6th May Fight After
Death on last two lives
Gains Innate Ability :
Counterspell
(1/life)

Battlegame:
* 1 Crimson Dragon, 1 Azure Dragon, 5 Dwarves
Two Dragons have come to lay waste to the nearby Dwarven kingdom, and survivors of the first attack are heading your way. Apparently the Dragons have followers also. All Barbarians fight for the twin Dragons, while all others seek to protect the Dwarves from being devoured. The game is over when either all the Dwarves are shattered or the Dragons are shattered.
Special Note:
I made this battlegame at like 3am during a night I couldn’t sleep. I realize that Dwarves give nothing of value to a fight against Dragons. Improving armor, shields, and weapons do very little good in scenario. The attempt of making them at least a little useful by putting barbarians on the other side was an idea brought by severe lack of sleep.
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Re:Battle Game Book - 2009/09/10 20:20 Zombie Survival
By Sintra Drak

Monsters:

Zombie Lord:
Armor: 1 point Natural Armor
Weapons: Two short bludgeoning weapons (Natural)
Immunities: Death, Subdual, Control, Poison, Disease
Natural Lives: Infinite
Abilities & Traits:
• Magic-Like Ability: Dispel Magic (Infinite)
• Serial Immortality
• Greater Regeneration
• Rubbery
• Strong

Zombie: (Dor Un Avathar)
Type: Undead Humanoid
Q/M Ratio: 2/1
Armor: None
Weapons: Two short bludgeoning weapons (Natural)
Immunities: Death, Subdual, Control, Poison, Disease
Natural Lives: 3
Abilities & Traits:
• Regeneration
• Rubbery
• Vulnerability : Slow
Levels:
1st As above
2nd +1 Natural Lives (total 4)
3rd +1 Natural Lives (total 5)
4th Gains Strong Trait
5th Gains one point of Natural armor
6th +1 Natural Lives (total 6)

Game Items:
Cleansing Stone:
A stone that must be held in hand and touched to an “infected” corpse. Must repeat “I clean thy blood of all that is evil” x5. If the Cleansing Stone is used before the person starts their 1st life as a Zombie, then the person is cured, and they start their next life as normal.


Battlegame:
*1 Zombie Lord
There is a Zombie Lord out there and he’s going to convert some followers, whether they like it or not. Everyone is split into teams of 3 and each team is given 1 Cleansing Stone. No person may use their Cleansing Stone on a member of another team. Every person the Zombie Lord kills is considered “infected” and will come back on their next life as a new Zombie. For the purposes of this game all persons come back alive in the spot they died unless it is within 20 feet of combat, then the person moves to a nearby spot that is away from combat to come alive. Only the Zombie Lord killing you will turn you into a Zombie. If a normal Zombie kills you, then you will return to your next life as normal. The Zombie Lord cannot “infect” an already deceased person. Any person that is shattered comes back as a new Zombie. All Zombies may use the melee weapons they used in life, but may not use any projectiles or shields. The game is over when one team is left. Not all members of a team need to survive to win.
Special Note:
If the Zombie Lord kills a person that has a Cleansing Stone then it is considered destroyed, even if the person is cured with another Cleansing Stone. Members from one team may slay members from another and take the other teams Cleansing Stone, but each person is only allowed to hold 1 Cleansing Stone at a time.
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