amtgard expansion one-thousand and one amtgardian nights

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Edited and Compiled by Draggo Vindictus and the Amtgard X Group AX:03 one-thousand and one amtgardian nights Amtgard Expansion Manual, No. Four for use with amtgard, version 8

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Page 1: Amtgard Expansion one-thousand and one amtgardian nights

Edited and Compiled by

Draggo Vindictusand the Amtgard X Group

AX:03

one-thousand and one

amtgardian nights

Amtgard ExpansionManual, No. Four

for use with amtgard, version 8

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contents

about amtgard xForged in the fires of the early 00's, the Amtgard 7 Expansion group stepped forward to lead the way toward the game you know today. A dedicated, autonomous group of creative and rules-proficient writers and editors came together to create a series of professional-grade publications that not only added entire worlds of adventure to the game but withstood the test of time.

Now Amtgard has entered a new age. The core game is more streamlined than ever before and our player base is at an all time high, as Kingdoms have continued to grow and expand across the country and internationally. The proliferation of social media has brought us closer together, even as our populace gets more spread out.

And, as with the last age, the time has come to bring our 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 quality, player-made expansion content possible to the populace of Amtgard.

As always, the Amtgard X Group is continually accepting new editors, writers, artists, designers, content-creators and, most importantly, play-testers. From these ranks come the very people who are now helming projects and taking the lead in bringing older content up to date - and creating never-before-released expanded worlds for an inter-Kingdom audience.

If you've got an idea, if you enjoy proof-reading, rules-tinkering or just want to lend a hand, drop us a line. You can find us on Facebook.

Amtgard X Group

In Service,Luke WyngardeSage of the Wetlands

About Amtgard X ......................................................2Introduction & Crew .............................................3Format ............................................................................4Regarding the Theme .............................................4The Sultan’s Menagerie Anubite ...................................................................5 Camel ......................................................................5 Cockatrice .............................................................6 Crocodile ...............................................................6 Desert Giant .........................................................7 Flame Cobra .........................................................7 Mantid Warrior ...................................................8 Reptilicar ...............................................................8 Roc ............................................................................9 Sand Elemental ...................................................9 Scorpion, Giant.................................................10 Vistank.................................................................10Scenario Monsters Djinni ....................................................................11 Manticore ...........................................................12 Sand Shark .........................................................12 Sand Worm ........................................................13 Sphinx ..................................................................13

Archetypes Sand Shaman ....................................................14 Pit Fighter ..........................................................14 Oasis Protector ................................................15 Nomads of the Shifting Sands...................15Booty and Plunder Trinkets ...............................................................16 Talismans ...........................................................16 Artifacts ..............................................................16The Sandy Wastes Desert Terrain ..................................................17 Other Monsters of the Wastes ...................17Tombs & Crypts Construction Tips ...........................................19 Basic Interior ....................................................19 Traps, Tricks & Pointy Things ...................20 Ground Traps ....................................................20The Arena and the Pit Desert Caravan .................................................21 Fight for the Oasis ..........................................21 Gladiator Arena ...............................................22 Open Sesame ....................................................22 Pharaoh’s Crypt ...............................................23 Ziggurat Showdown .......................................23

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introduction

the cast and crew

P R O J E C T L E A DDraggo Vindictus of Ironwood

(Ironwood, Wetlands)

C O N C E P T, D E S I G N & L A Y O U TLuke Wyngarde

(Stormwall, Wetlands)

E D I T O R I A L S TA F FUncle of Ironwood, Imber Covington, Tenebrus of Rivermoor, Sober, Azalin d’Vraxzal,

Artorius Dragonwrit Ebonmoon, Ice Diamondstone of Goldenvale, Odereus, Kraesh

D E D I C A T I O NFor Carrie the Princess and Robin the Genie

The desert winds blow grit and sand into the air and the dunes are ever shifting. The heat drags down even the most hardy adventurer and traveler.

This guide will take you to a whole new world of Arabian Nights. The background and cultures of the desert-dwelling peoples will come to life as players immerse themselves into a world of danger and fantastical exploits.

Within the pages of this manual, you will find strange, new creatures as well as arid variations of more common beasts. You will also find an assortment of terrain challenges that can be used in all manner of battle games and quests related to the real, mythical and literary genre of desert travel and adventure.

Also, there are new archetypes that can be used in your themed games, such as the Pit Fighter and the Sand Shaman, as well as battle game suggestions and rules for running your very own desert-themed adventures.

As with Scheherazade’s tales, these words have been presented to enhance your games and your player’s worlds, bringing the heroes to a wonderful place of unrelenting heat, fatal dangers and wondrous rewards. Let the One Thousand and One Nights begin!

Your Humble Guide,Draggo Vindictus, Wetlands 2017

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Description: This includes physical descriptions and role-playing tips.

Garb: The distinguishing features of a particular Monster. Players should endeavor to look as much like this description as possible. Items listed as “Suggested” are optional, including gender suggestions. All monsters are required to carry a copy of the monster entry and wear a silver sash in addition to any listed garb requirements. Exception: If the person playing a monster has excellent monster garb that leaves no doubt (from a distance) what monster they are playing as, then the game designer may waive the silver sash requirement. Example: A person playing an Elf whose only distinguishing garb is pointed ears will have to wear a silver sash as well. A person playing an Elf with: long, flowing, blond hair, pointed ears; tribal face paint, and leather armor shaped to look like leaves should be allowed to forego the silver sash with permission of the game designer.

Requirements: Lists any in game restrictions on who may play the Monster, such as Knight only.

Type: There are a number of Monster types, each with special qualities, including certain Immunities, Vulnerabilities, and other special rules. Monsters may have several types, and the effects are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the Dor Un Avathar X.

Level: This entry indicates the minimum level in the Monster Class that a player must have in order to play the Monster in a regular battlegame. Questmasters and

game designers may allow a player to play a Monster regardless of the player’s actual Monster level. Only Battlegame Monsters have this entry.

Power Rating: This entry indicates the monsters power relative to other monsters and is listed on a scale of 1-10. The higher the Power Rating, the stronger the monster.

Armor: Indicates the number of points and types of armor the monster has. Worn armor points require rated, approved armor constructed using the guidelines in the Rules of Play.

Shields: Here is the largest shield the monster may use. A Monster may always choose to use a shield smaller than the type listed. If no shield types are listed, the Monster may not use any shields.

Weapons: This lists the specific categories of weapons the monster may use. If a weapon category is listed as Single, the monster may only wield one of that weapon type at a time, though the monster may carry more.

Abilities: This is a list of the various Abilities the Monster has access to. Rules for all Abilities found in this volume are located in and function exactly like those listed in the Dor Un Avathar X or the Amtgard Rules of Play, v8.

Vulnerabilities: A list of limitations, restrictions, and weaknesses the creature has. This entry may be omitted if the creature has no significant vulnerabilities.

Special Notes: This section included only if the Monster has any unusual properties or rules that can affect game play or inclusion in battlegames, quests, or scenarios.

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.

regarding the themeA thousand salaams, esteemed effendi! As you peruse the pages of this expansion book, be sure to hydrate properly and shield your eyes from the burning sun. Life here is treacherous and the unwary can meet an easy, if ignominious ending.

From the multiple translations and editions of 1001 Arabian Nights to the books of Herbert’s Dune saga, humanity has found adventure and inspiration buried beneath the sands of time. Stories of Aladdin and his Lamp, of Ali Baba and his Forty Thieves, of the Mos Eisley spaceport of Tatooine - all of them and more offer a game planner everything she needs to entertain her populace with heroic exploits in these harsh environs.

Look no further than popular fiction to find examples of ancient curses and long-forgotten treasure hidden

beneath the waves of sand. Raiders of the Lost Ark, is a fine example - as are all of Brendan Fraser’s The Mummy movies, with the original Boris Karloff film being the archetype for desert-themed horror that all others have endeavored to emulate and improve upon.

Finally, one could find endless inspiration in ancient Egyptian, Indian and Arabic mythology - the birthplace of the Djinn, the roc and myriad other beasts both mystical and mundane. Alongside those sightings, you will find stories of intrigue and treachery, of bravery and cowardice and of the divine will of the gods as they struggle to rule over their mortal servants.

Now, start turning some pages and taking notes. It is time to build a crypt, stock it with gold and jewels and watch your players unlock it’s secrets!

format

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the sultan’s menagerieW elcome stranger! I see that you are shopping through the Bazaar! For a humble price, I can show you

many wonders that are within our lands. You are wanting to hear the legends and tales about the beasts and dangers outside of these walls? Of course, as they say, “Knowledge is power!” Come this way to the

Menagerie and learn what awaits, sirrah!

5

Garb: Silver sash, brown clothing and a hump (or two)Type: BeastPR: 1Level: 2Armor: 1 (Natural) or 3 (Worn)Shields: NoneWeapons: Long (Natural), Great (Natural)Abilities: Many Legged (1) (N) Adaptive Blessing (Death or Command only) (Self only) (Ex) Abeyance (Ex) 1 ball/unlimited

Be careful! They spit! The ships of the desert, these animals are valued above horses in arid climates, but can have a distinctly bad attitude if abused or improperly cared for by their owners. Known for their ability to withstand the rigors of surviving in the desert and traveling for days on end without water, a provoked camel is no laughing matter!

camels

Garb: Silver sash, Egyptian garb, jackal make-upType: AnimationPR: 3Level: 5Armor: 1 (Natural) or 2 (Worn)Shields: NoneWeapons: Any meleeAbilities: Immune to Command Immune to Death Immune to Subdual Tracking 1/Life (Ex) Stone Form 1/Life (Ex) Leap 1/Life (Ex) Player Class (Healer 2) (T) Altered effect (Dispel Magic: Lost) Altered Effect (Anti Magic: Lost)Vulnerability: Aversion (Anti-Magic Zone)

anubite

When the God of the Dead wants to make sure someone stays buried, his favorite tools are the Anubites - a race of intelligent golems, brought to life through the will of the Gods and given a modicum of free will. An Anubite begins “life” as nothing more than an extremely elaborate statue or bas-relief carving of a jackal-headed man of heroic proportions. Through the prayers of the devout - or out of a sense of divine knowledge - the statues animate and are given life to carry out their duties as protector, and barring that, as avenger.

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Be wary of these terrible creatures!

They have been known to drag adult cattle into the river

- can a man be more than a light snack to such a beast? Powerful jaws and razor-like teeth, armored body and the ability to lay undetected in the shallows for hours at time combine to

create one of the most feared animals to roam the flood

plains and watering holes of the desert.

Garb: Silver sash, green face paint, green scales, big teeth or tailType: BeastPR: 3Level: 5Armor: 3 (Natural)Shields: NoneWeapons: Short (Natural), Hinged (Natural)Abilities: Immune to Command (T) Aquatic (T) Strong (T) Blink 2/Life, Charge x5 (Ex) (Limitation: Only while in Water) Entangle 1 ball/unlimited (Ex) Dragged Below 1/Life, Charge x5 (Ex)

crocodiles

Garb: Silver sash, leathery wings, chicken head or feathers around the collarType: BeastPR: 3Level: 5Armor: 3 (Natural)Shields: NoneWeapons: Short (Natural), Long (Natural), Hinged (Natural)Abilities: Immune to Command (T) Flight Unlimited (Ex) Thick Skinned (T) Adaptive Blessing (Flame only) (Self only) 1/Life (Ex) Icy Blast 1/ Life, Charge x3 (M)

This mythical beast is a strange hybrid of flying lizard and evil rooster. Cockatrice (singular and plural) are foul-tempered, feral - and capable of turning a man to stone merely by meeting its corrupt gaze! Their eggs are a prize sought by many a Caliph, as they make fine guardians for treasures kept were human guards might find temptation or where the environment is too harsh or remote.

cockatrice

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Garb: Silver sash, turban, Bedouin-style robesType: HumanoidPR: 2Level: 4Armor: 2 (Natural)Shields: LargeWeapons: Any Melee, RocksAbilities: Large (T) Immune to Subdual (T) Strong (T) Adaptive Blessing 1/Life (ex)Special Notes: Immune to all adverse effects from desert-type terrain.

desert giants

Garb: Silver sash, red face paint, red scales, red clothingType: BeastPR: 3Level: 5Armor: 4 (Natural)Shields: NoneWeapons: Short (Natural)Abilities: Immune to Command (T) Immune to Flame (T) Lightning Bolt (Ex) 3 balls/unlimited Amorphous (T) Steal Life Essence 2/Life, Charge x3 (Ex)

Don’t touch! Please step back. This creature is not one that we should ever handle - and whomever brought it here is obviously insane! This red-scaled snake has the “Touch of Death.” It can grow to the size of a man and has been recorded that one can devour an entire sheep in seconds! Be very wary of this foul-tempered serpent - though it is unusually easy to spot the lair of one, as the surrounding grass and trees with be burnt and marked with soot.

flame cobra

A sound like boulders being slowly crushed together? Oh! That! Look behind you ... and up! What you see here my friend is a sleeping Desert Giant and that ruckus is just snoring. These huge beings are usually docile unless provoked or otherwise attacked. Let us move along though. As they say, let sleeping giants lie ... or is it lay? Bah! I can never remember! Move along, move along!

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Do not bang on the cage sir! It hurts their ears. Reptilicar may look small and harmless but they are vicious when encountered out in the wild. I understand that you have larger versions of this in the swamps near your home, they are called Lizardmen though. Well these are not as large but they can be quite deadly when they mass together. Never under-estimate the power of small things in large numbers - particularly the Reptilicar.

Garb: Silver sash, brown tunic and lizard scale face paintType: HumanoidPR: 0.5Level: 1Armor: 1 (Worn)Shields: SmallWeapons: Short, Light ThrownAbilities: Sheer Numbers 2/Life (T) May use bow if not using a shield Poison (Self only) 1/Life (Ex)Vulnerabilities: Fragile (T)

reptilicar

Garb: Silver Sash, green or brown scaled clothing, tribal markings, bug-eyes and/or antennaeType: HumanoidPR: 2Level: 5Armor: 3 (Natural)Shields: SmallWeapons: All Melee, javelin, light thrownAbilities: Hard to Kill (T) Iron Will (T) Tracking 2/Life, Charge x5 (Ex)

mantid warrior

The Mantids are a tribe of fierce insect-men. Highly-intelligent and downright civilized when approached with offerings of food or drink, the Mantids are known for their bonds of loyalty to one another, as well as their ferocity in battle. To say a single Mantid fights with the fury of several men is to underestimate just how deadly these beings truly are.

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Garb: Silver sash, feathers, wings, beakType: BeastPR: 3Level: 6Armor: 4 (Natural)Shields: NoneWeapons: Short (Natural), Long (Natural), Rocks (Only usable while Flying)Abilities: Immune to Subdual (T) Flight Unlimited (Ex) Aerial Superiority (T) Dive Attack Unlimited (Ex) Large (T) Tracking 1/Life, Charge x3 (Ex)

Why did you jump at that shadow that went over us? Oh that is just a humongous bird of prey. It is called a Roc. Does that frighten you a bit? They are fairly common in the deeper desert but also hunt domesticated herds closer to civilized lands. They very much enjoy picking up camels and carrying them off, saddle and all.

roc

What? You are complaining about seeing a glass cube full of sand!? I promise you that this is something rare and wondrous. Look closer ... closer ... closer! See that swirl of grit? That is a small elemental. You couldn’t tell by looking at this specimen, but Sand Elementals can grow to be as large as a nomad’s camp - and the sand storms caused by these mischievous spirits have been known to get out of control, causing widespread damage! Not so boring now, eh?

Garb: Silver sash, tan clothing with fringeType: Extra-PlanarPR: 3Level: 6Armor: 2 (Natural)Shields: NoneWeapons: Short (Natural, Magical), Hinged (Natural, Magical)Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Amorphous (T) Entangle 2 balls/unlimited (Ex) Shadow Step 2/Life, Charge x3 (Ex) Teleport (Self Only) 2/Life (M) Altered Effect: [Banish] - (Lost) (T) Altered Effect: [Dispel Magic] - (Lost) (T) Altered Effect: [Anti-Magic Zone] - (Lost) (T)Vulnerabilities: May be targeted by Banish as if they were Insubstantial. Aversion: (Anti-Magic Zone) (T)

sand elementals

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the sultan’s menagerie

Are you ready to venture out into the desert? I have plenty of camels to sell ... ah, you do not like camels? Looking for something a little more docile and a lot less spitty? The Vistank are for you! These giant, friendly lizards will let almost anyone ride them. As long as you keep them fed and watered, they will do whatever you wish. They are also quite tireless when hauling wagons and skiffs across the desert.

vistankGarb: Silver sash, Black, red or gray armor or scales, lizard tail or make-up.Type: BeastPR: 2Level: 4Armor: 3 (Natural Ancestral)Shields: NoneWeapons: Short (Natural)Abilities: Immune to Death (T) Many Legged (1) (T)Special Notes: Immune to all adverse effects from desert-type terrain.

Garb: Silver sash, black chitinous armor, scorpion tailType: BeastPR: 3Level: 3Armor: 4 (Natural Ancestral)Shields: LargeWeapons: Short (Natural), Long (Natural) or Hinged (Natural)Abilities: Immune to Subdual (T) Immune to Death (T) Lair (T) Many Legged (3) (T) Poison 1/Life, Charge x3 (Ex)

Come quickly! We are about to witness something very special. Witness two majestic creatures about to fight to the death! Do not worry. You are safe, as long as you stay behind the fence - and so long as the giant scorpions are focused on each other! Ha! Here we have healers and unguents, should the worst occur. In the wild, though, we’d have no chance against the snapping claws and deadly poisonous tail. I shudder to think of the pain a man would suffer!

scorpion, giant

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the legendary bestiaryDjinni (commonly spelled Genies) are magically-bound supernatural, elemental spirits - a race of cosmically-powered servants of unknown origin, though speculation and conjecture as to their nature run wild. The temperament of any given Djinn is as unpredictable as the weather; there are just as many kind, friendly Djinn as there are treacherous, deceitful ones. Regardless of morality, once a mortal comes into possession of their Lamp, the Genie within

is obligated to serve at the whim of the new owner. Each Djinn sets its own rules (number of services, length of

service and even sacrificial requirements) and is likewise obligated to making sure every new owner is aware of the rules. It is not unheard of for a Genie to become attached to a particular master and will go to great lengths to assure their safety.

djinniGarb: Silver sash, Arabic garb, turbanType: Extra-PlanarPR: 8Armor: 4 (Natural Invulnerable)Shields: NoneWeapons: Short, LongAbilities: Immune to Death (T) Immune to Sorcery (T) Immune to Command (T) Lair (T) (The Lamp) Large (T) (May turn off and on at will) Strong (T) Regeneration (T) Player Class (Wizard 6) (T) Player Class (Druid 6) (T)Limitation: Beneficent (Only toward the possessor of the Lamp) Must obey the commands of the possessor of the Lamp.

phenomenal cosmic power, itty-bitty living space

This is the fight for the Lamp that holds the Genie. Each team tries to gain control of it and use the Genie to their own design.Teams: 2+ teams, plus 1 player being the Genie.Lives: UnlimitedRespawn: 45 seconds counted at death, must respawn at base.Base: Each team has a base at opposite ends of the field.Players: 3+ per TeamObjective: Control the Lamp at the end of the gameRefresh: Not ApplicableScenario Rules: Each Team gets a spellcaster to lead their team. There should be a Lamp (or representation of one) in the middle of the field. Each time a player picks up the Lamp, that person controls the Genie and can direct it to fight whomever the holder wishes. If the holder of the Lamp dies, the Lamp must be dropped. Anyone can pick it up. The Genie has unlimited lives and spawns on the holder of the Lamp. If no one holds the Lamp then, the Genie will be neutral and only attack a player that attacks him first.Types Best Supported: Class

team 1base

team 2base

the lampa cave

of wonder

enterhere

enterhere

X

X

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the legendary bestiary

Move your hand now, sir! That is not just an open box of sand you are leaning against! It contains one of the most insidious creature living in the dunes - the Sand Shark! Like their sea-dwelling cousins, the only way you will see it coming is by the fin slicing through the sand. You are lucky that is just a young one - and that it just ate - or else we’d be cleaning

sand sharkGarb: Silver sash, gray tabard, dorsal finType: BeastPR: 4Armor: 4 (Natural Ancestral)Shields: NoneWeapons: Long (Natural), Great (Natural)Abilities: Immune to Command (T) Immune to Subdual (T) Adrenaline (T): Unlimited Hard to Kill (T) Strong (T) Fight After Death 1/Life (Ex) Blink 2/Life, Charge x3 (Ex)

up a pretty big mess. The only good thing about Sand Sharks is they are solitary hunters. The only time two Sand Sharks share a territory is during breeding season - and woe unto anyone foolish enough to interrupt such a union.

Garb: Silver sash, fur mane, bat wings, scorpion tailType: BeastPR: 4Armor: 2 (Natural)Shields: NoneWeapons: Short (Natural), Hinged (Natural), Light Thrown (Wounds Kill)Abilities: Immune to Subdual (T) Immune to Sorcery (T) Flight Unlimited (Ex) Aerial Superiority (T) Poison (Self Only) 1/Life, Charge x3 (Ex) Terror 1/Life (Ex)Limitation: May only carry up to three Light Throwing Weapons

manticore

Oh, now we are getting to a very interesting and rare animal. Only the bravest of hunters will try to track down this beast. Note the wings of this creature are dragon-like, but the body is that of a lion. Of course, that is not the most interesting thing. Gaze upon a face that looks human, but see the gleam of evil and malice in the eyes? Also, be careful of the tail. Yes, sirrah, that is the tail of a scorpion back there. Overall, a very nasty beast.

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the legendary bestiary

No. That is not another Manticore. Do you not see the difference? The tail, it has no barbs and there are no wings. This is a Sphinx, sir, and it is always a pleasure to meet one. Unless they are in the mood to tell you stories or give you riddles, then they can be quite tiresome after a while. Let us move along before this one notices us or else we’ll be here all day playing guessing games.

Garb: Silver sash, tawny fur, dark maneType: BeastPR: 5Armor: 2 (Natural)Shields: NoneWeapons: Short (Natural)Abilities: Immune to Sorcery (T) Immune to Command (T) Bear Strength (T) Suppression 1 ball/unlimited (Ex) Lost 2/Life, Charge x5 (Ex) Player Class (Bard 6) (T)

sphinx

Burrowing under the dunes is an ancient creature that can devour entire villages. This enormous worm tunnels through the sand and only raises itself when it hungers. Larger than the largest whale - truly the size of a dozen whales! - we are fortunate indeed the Worms only dwell in the deepest desert.

Garb: Silver Sash, gray or tan tabardType: Legendary BeastPR: 6Armor: 6 (Natural Invulnerable)Shields: NoneWeapons: Great (Natural)Abilities: Immune to Command (T) Immune to Subdual (T) Immune to Death (T) Immune to Flame (T) Large (T) Hard to Kill (T) Blink (Ex) unlimited Mighty (T) Regeneration (T) Ravage 1/Life, Charge x3 (Ex)

sand worm

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men of the sandsAre your feet tired from all the walking, sirrah? Here. Let us sit at the hana, a tavern. While we sit and relax, let me tell you about some of the people that you will encounter out in the desert. You will have to be sure to understand them all or you might end up as a skeleton in the wastes.

sand shamanThe Sand Shaman is a master of the Dunes and a shaper of that which would kill lesser men. They have linked themselves to the power of the wind and sand and can turn it into a devastating force against their enemies.

6th level Ranger Druid Build6th Level: Ranger - 2 points Sand Storm’s Sting Call Lightning - 1 point One with the Storm Naturalize Magic- 2 points

5th Level: Equipment: Weapon, Great (Free via Ranger) Rise From the Sands Troll Blood - 2 points Poison Glands - 2 points Ambulant - 1 point

4th Level: Equipment: Weapon, Long (Free via Ranger) Scorched Weapon Flame Blade- 4 points Storm’s Smiting Force Bolt 2 balls/ unlimited - 1 point

3rd Level: Sandskin Stoneskin - 2 points Searing Blessing Gift of Fire x2 - 2 points Dispel Magic - 1 point2nd Level: Equipment: Shield, Small (Free via Ranger) Sandform Stone Form x2 – 2 points Dune’s Blessing Gift of Earth - 2 points Hand of the Storm Iceball- 2 balls/unlimited - 1 point

1 Level: Equipment: Weapon, Short (Free via Ranger) Desert Winds Entangle- 2 balls/unlimited - 1 point Sun’s Curse Heat Weapon x2 - 2 points Weathered Hide Barkskin - 2 points

pit fighterNo matter how “civilized” we pretend to be, there has been and always will be the need for Gladiators of one kind or another. From the flash of modern professional wrestling to the blood-soaked, dusty floor of the Colosseum, men have always traded in their own flesh for the chance at gold and glory. The Pit Fighter is the most primitive iteration of this tradition - a warrior-slave or feral free-man with naught to offer the world but the ability to spray the roaring crowd with the blood of his enemies.

Barbarian or Warrior are the best routes to fighting in the Pits. Dress in typical Roman gladiator style, leather armor at best, small shield and short sword, a trident or any non-standard Great weapon. Always look for the most experienced fighters in the enemy ranks to challenge. You should always call out for honor duels in the middle of combat. Above all else, fight with honor to show those around you that you are the toughest fighter in the kingdom!

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men of the sandsoasis protector6th level Healer Build6th Level: Blessings of Water Mass Healing - 1 point Matallah’s Scoldings Stun x3: 3 points Drop down 1 Point

5th Level: Stand in the Shade Abeyance: 2/balls unlimited - 2 points The Mirage is Gone Dispel Magic x2 -2 points Steal Life Essence x2 - 2 points

4th Level: Swift (Heal) - 1 point Swift (Resurrection) - 1 point Teleport x2 - 2 points Drop down 1 Point

3rd Level: Equipment: Medium Shield - 2 points Iceball x2 4 balls/unlimited - 2 points Mend - 1 point Come back from Paradise Resurrection -1 point

2nd Level: The Oasis Embraces You Entangle 2 balls/unlimited - 1 point Hold Person x2 - 2 points The Oasis Rejects You Shove x2 - 2 Points

1 Level: Equipment: Short - 3 points Heal - 1 point Begone from My Oasis Banish - 1 point

nomads of the shifting sandsAny Archer worth his salt can find work as a caravan or fortress guard.Assassins work is never in short supply in lands rife with intrigue and subterfuge. The caliphates are not immune to the dark dealings that would call for such a slayer to enter polite society. Anti-Paladins, Paladins and Warriors: These heavily armored warriors could be seen more asCrusaders that have entered into the lands of the desert people.Bards: Musicians and storytellers abound in the desert societies. The most famous storyteller of all is Scheherazade who told the One Thousand and One Nights stories.Druids are usually seen as worshipers of the Earth and many become Sand Shamans. Every now and again though, one can be found tending an oasis or the royal garden of a wealthy sultan.Healers come from many different walks of life, from the humble physician to the servants of mighty gods. Many healers can be found plying their trade as Oasis Protectors, setting themselves up to preserve the truce surrounding their chosen watering holes.Monks are less militant and more scholarly in the desert climates, but there is no shortage of death-cults and serpent-worshiping religions with monks acting as shock-troops and temple guards.Scouts are an easy fit within this world since there is always a need for the nomadic guides of the desert wastelands. The people living in the remote places must learn survival techniques and Scout personifies that.Wizards are both respected and feared in desert cultures - and many a sultan has lost his kingdom to the sinister depredations of a wicked, wizardly vizier.

A lone pilgrim who stays at the life springs of the desert, their tents and homes offering a welcome respite to the weary traveler. These powerful men and women are revered by all in the civilized lands. They are considered essential to life in the desert and food and gifts are always brought to them by travelers.

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the bizarre bazaar

trinketsTrinkets are lesser Magical Items that are not overly powerful and can safely be used in most battlegames.

Quenching PotionUse: One UseMaterial Component: A bottle measuring at least 2 cubic inchesIncantation: “I drink to quench my thirst”Effect: Player not effected by any desert terrain for one life

Scroll of the MirageUse: One UseMaterial Component: A scroll measuring at least 15 square inchesIncantation: “I read from a scroll of the mirage.”Effect: As per Shadow Step

Scroll of the Sand StormUse: One UseMaterial Component: A scroll measuring at least 15 square inchesIncantation: “I read from a scroll of the storm.”Effect: As per Blink

talismansTalismans are Magical Items of meaningful power that may require consideration before being allowed in some battlegames.

Headband of ResilienceUse: Always active while wornMaterial Component: a leather or cloth headbandEffect: Player not effected by desert terrain features for entire game (self only)

Wristband of the NomadUse: 1/GameMaterial Component: A wristband or bracers that has wood grain on itEffect: Acts as Barkskin (Self only)

Boots of the DunesUse: 2/GameMaterial Component: A pair of bootsEffect: Player given the ability Release (self only)

artifactsArtifacts are powerful Magical Items which require careful consideration before being allowed into any battlegame. Artifacts are unique; there may only be one of each Artifact awarded per kingdom at a time.

I’timad’s Shemagh of SurvivalThe wandering philosophers of the desert have long heard of a piece of clothing that was upon the head of their greatest prophet. This item is revered by many desert dwelling tribes and will usually enact a riot if someone that is not a native is wearing it.Use: Always active while wornMaterial Component: A large cloth head covering that wraps around the face as wellEffect: Wearer gains Enlightened Soul (T) while worn.

Scorpion FlailA crude but effective weapon made from attaching the tail glands of a giant scorpion to a sturdy handle via a length of rope or chain. Use: Always active while being carriedMaterial Component: A black flail marked with red ribbonsEffect: Bearer gains Poison Glands (1/Life) Charge x5

Shandahlla’s Gnomic SwordThis legendary sword was used by the great Pit Fighter Shandahlla. This pit fighter’s favorite enemy was the cannibalistic gnomes of the wild. Because of the number of Gnomes obliterated the sword has gained special properties.Use: Always active while being carriedMaterial Component: A flat-blade short sword with yellow ribbons.Effect: Bearer gains Steal Life Essence 1/Life and Adrenaline 1/Life.

Shula’s MaskThis mask was the favorite item that the great desert wizard Shula wore when going into battle. Because of her affinity with the element of fire, the hero that finds and wears this mask will receive the affinity to fire.Use: Always active while carriedMaterial Component: A mask that has a flame motifEffect: Wearer gains Fireball 1/Ball and Immune to Flame (including Heat Weapon).

Welcome to the Bazaar! Here you will find many mysterious and unique items of wondrous power. Many of them will make an ordinary man into a hero. Do you want to be a hero, sirrah?

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the sandy wastesDunesMarked with brown or tan tape/ rope, the Dune impedes mobility. A player can only move at a slow walk while in the marked area. If the character tries to run, they become immobile (as the spell Entangle) due to the shifting sands.

Sand StormThis is an all encompassing terrain effect. It is not in any one area, but the entire battle field. All players have limited visibility (see Darkness) and their movement is slowed to a walk. If a character tries to run or move quickly, they will take a wound to a limb (reeve’s choice).

OasisMark the oasis edges with a green tape. This marks the edge of the oasis. Place a smaller circle of blue in the center to denote the water. The first time any person enters the Oasis, he is healed of one wound or state (players choice). Being in the Oasis area also grants an Adaptive Blessing on the player toward Flame. This does not count toward an enchantment limit. This is immediately removed once a player steps outside of the Oasis area.

QuicksandMark out areas in brown or orange tape. Any player that enters these areas are immediately slowed and can only walk slowly through it. After a 10 count, the player become Stopped (as if hit by an Entangle spell) for 60 seconds. If the player has not been released or rescued by the end of the count, they are dead. A player can be “pulled out” by an ally if the safe player (the one on the outside of the area), reaches in and touches the sinking player (or tosses them a length of Rope, q.v.). The sinking player can then move slowly toward the edge until safe.

Carnivorous SwarmSomething small and annoying is eating your flesh if you enter this area, which should be marked with a red ribbon. Take a wound to any location (player’s choice) after 5 seconds and a Wounds Kill woundafter 10 seconds. Wounds Kill wounds continue at the rate of one per second after the initial 10 seconds. Ignores armor.

A few examples of how deadly the desert environs can be to the unwary! Pay heed to your steps and never stray far from the caravan path, or else you could find yourself in a world of trouble.

other monsters of the wastesThere is no shortage of terrible beasts to be found over, on and beneath the sands. This section details a few of the more notorious monsters that can be encountered in these harsh environments.

Basilisks and other big lizards are well-adapted to life in the dunes. Birds of Prey and their scavenger cousins are a common sight in the skies above oasis and desert alike.Giant Cats are rare in sandy regions but are found in packs and prides near oasis and in bordering savannas.Rumors persist of clans of Elves living in the deep desert. None who have gone in search of the elusive tribe has ever returned with more than empty-hands and sun-sickness.Gargoyles have long been hired or bred to protect the palaces of the wealthiest sultans and caliphs. Rarely, a tribe of gargoyles will take up residence in an abandoned tomb complex or ruined city in the deep desert.Ghosts, Ghouls, Skeletons, Zombie and all manner of “lesser” undead can be found wherever the dead rest uneasily or under the direction of foul necromancers. Griffins can frequently be seen flying the updrafts near many oasis and along coastal regions.Mummies: The most ubiquitous undead of the desert cultures, mummies can be found any place the dead have been interred using the ancient methods in the Book of the Dead. Rumors persist of entire cities of living slaves ruled over by mummies revered as gods by the locals.

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tombs and crypts

How to Build a Crypt in Ten Minutes or LessOkay, so few Amtgard Parks have actual underground facilities like caves or bunkers. So, how does one go about recreating those environments without spending hundreds or thousands of dollars in building materials or hay bales? Well, the answer is: use what’s available. Failing that, go to Home Depot and buy a case of “flagging tape” and some garden staples.

What’s AvailableWooded Trails: By far the simplest method of dungeon construction is to use your imagination. If your park has clearly defined trails, it’s just a matter of saying “the trails are dungeon halls, the clearing at 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 preparation time, it also makes for a greater chance of argument about who stepped “out of bounds.”

Sparse Forest: Second in ease is to run flagging tape between some trees at roughly chest-level. While it takes a little while to properly plan out, this option provides are far more stability and predictability in game sessions - just by virtue of the fact that everyone can see the boundaries. Use different colored ribbon to denote different encounter areas, doors, traps and so forth. Also, be sure to clean up after yourself by removing the tape and placing it in a trash receptacle.

Open Fields: Yeah, I know, this option totally sucks compared to the other two, but what can you do? If you don’t have a forest, you don’t have one. This option requires a lot of imagination, mostly because all the encounters will be visible (if not reachable) from the very start (Pay no attention to the Mummy behind the curtain). Mark off the halls and rooms with flagging tape nailed to the ground. Use all the rules for imaginary walls presented following and be sure to hold all players to them. This option really works best for Maze Battles, but less so for true tomb-raider-style Questing.

Crypts and TombsEither using a little flagging tape or a lot of imagination, these types of environs make for a wide array of battlegame types. Role-playing scenario, grand Quest, obstacle course or hardcore Militia battle alike can be held in a well-designed crypt. These tombs should be clearly marked with tape or well-defined trails. Encounter areas, assuming your game is more than simple Mutual Annihilation, are

generally set apart from one another to keep the action moving, but not confusing. An abundance of Reeves is essential in running such games, unless run “linear style” with one Reeve walking different teams through each encounter area separately.

Mazes & LabyrinthsBest done in open fields, the Maze is marked out on the ground. Be sure to use plenty of nails to hold the ribbon in place. Remember, a lot of feet are going to be moving around it, and nothing sucks more than having to stop and rebuild a messed up wall. Since one wall often serves to divide multiple areas, be sure to clarify in advance exactly how much combat can take place “through” the walls. (i.e.: melee attacks pass through, but not projectiles; all attacks pass through but players may not move through the walls; only magic passes though, etc.) Encounter areas often run into one another, as space constraints make maneuvering more difficult.

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 long-forgotten tomb or burial complex of an ancient pharaoh. These rules may be used to

simulate the interior of buildings, caves or crypts alike. Be sure your players are clear on the hazards involved when venturing forth!

the basic interiorThe following optional rules can be used to make tomb-raiding a little more interesting for plunder-happy heroes..

WallsThe most important aspect of any structure are the walls of which it is comprised. Generally, crypt walls are considered to be invulnerable to all forms of attack. This just keeps the rules-lawyering to a minimum.

DoorsDoors come in a variety of types, most of which may be used to hinder players entry into a particular section of the structure. Varieties include:

Normal Doors may be entered freely, just touch the door and say “Open” x1. Players may also “Close” a portal.Locked Doors may require a key, object or special phrase to open.Wooden Doors may be battered down by 10 strikes with a melee weapon. Fireball, Sphere of Annihilation and Lightning Bolt will completely destroy a wooden door. Stone or Iron Doors may not be battered down with ordinary weapons. Siege Weapons and Sphere of Annihilation may be used to destroy this type of door in one shot.Shove, Corrosive Mist, or Corrosion (DUAX) may force a door open, at the Reeve’s discretion.

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tombs and cryptsLight Sources

The following objects count as a source of light in a game with simulated Darkness.• Any prop representing a torch or lantern• Any charged spellball or active Flameblade• Any Artifact approved by the quest master

Spell Adjustments: IndoorsMagic works normally indoors and underground, with only a couple of exceptions:

Call Lightning may not be cast while totally indoors. This spell may be cast and targeted normally if the caster has line-of-sight with the outside world.Teleport and other such magics are line-of-sight into unexplored areas. Familiar or explored areas may be the destination for these spells.

DarknessIt is dark inside an ancient crypt. Really dark. Areas of Darkness may be marked with black ribbon, or the entire playing area may be designated Darkness. Optionally, any portion of the playing field laying wholly in shadow (from trees or other object or structure) may be called Darkness in a given game,.

Players must keep one foot on the ground at all times in an area of Darkness Doing otherwise will result in a leg wound (player’s choice of leg). Players within 20’ of a Light Source may move normally.Line of sight is limited to 20’ inside an area of Darkness. This is the maximum range for spells and projectiles as well.Undead, nocturnal creatures, and some others may be immune to Darkness. Reeves may make any final ruling on which Monsters are immune.

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

Fire WireFrom the minds of mages come the most deadly ideas. This trap was perfected by Master Wizard Gideon Goldmoon to help defend his mysterious Crypt against invaders. Stretch red or orange ribbon in a crisscross pattern between several trees to achieve an obstacle course-style challenge. Players must weave, bend and crawl through the wires without touching any. To touch one means death unless Protected from Flame or bearing Ancestral Armor. Touching a wire counts as a physical hit to whatever location contacted it for purposes of determining damage to Ancestral Armor. Wires remain in play for the entire game, or may be removed once it has been contacted, at the game master’s option. Extinguish (DUAX) can also remove the flames.

Magic Dead AreasThese 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.

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

Spear Trap: Non-combatants get a polearm, but may only stab with them. Thrust at regular intervals, like a mechanical trap would. Pull back and reload.Scything Blades: Same as above, but polearms move in regular up-and-down motions. Both options attack as a normal spear.Poison: As any of the above, but ... you know, Poisoned. As Assassin ability.

traps, tricks and pointy thingsThis 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.

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tombs and cryptsground traps

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

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 during the game.

Life is the PitsThese traps represent a hole in the ground. This can be anything from naturally hazardous footing to devised pits with spring doors and razor spikes. A few examples of the Pit Trap:

Half Hole: step in and take a leg wound unless protected by enchantments. Counts as a physical hit to one leg.Whole Hole: (wounds kill) fall in and die unless protected by enchantments. Poisoned Spikes - take a leg wound and die in a 100 count unless Healed or already Immune to Death.Acid Pit - all non-Hardened weapons, shields and equipment is destroyed, death in a 20 count unless pulled free. Enchantments offer no protection nor does Ancestral Armor (gaps in the armor make it moot).Fire Trap - BOOM! Death unless Protected from Flame or bearing Ancestral Armor. Counts as a physical hit with a Fireball to all locations, including armor and weapons.Electrical Trap - ZAP! Take a wound (reeve’s decision, usually the first location to touch the trap) unless Protected from Flame or bearing Ancestral Armor. Counts as a physical hit to one location. Victims wearing metal armor are slain unless protected.Entangle Trap - Player is held in place and must strike each leg 10 times with an edged weapon to be freed. Armor and enchantments do not stop this trap. Barbarians are immune.Teleportal - step in and be transported to another location (which may or may not have a teleportal back out!). All classes are effected and enchantments confer no protection. A Dispel Magic cast on a teleportal renders it inoperable for a 100 count.Bottomless Pit: Good bye, thank you for playing, go straight to base unless you can Fly or Teleport. Victims are considered Cursed (no body left to Resurrect).

Climbing OutAny trap that represents a normal hole or pit can be climbed out of at a rate of “Climbing” x Number of feet deep the trap is supposed to be (i.e.: a twenty foot deep pit takes Climbing x20 to escape). Both hands must be empty in order to climb, which may mean leaving items “at the bottom”. Teleport, Pass Without Trace (DUAX) and Flight (DUAX) can be used to escape a pit much more quickly if the victim is capable of such feats.

Rope (or a Tomb-Raider’s Best Friend)Some pits may be described as too steep or slick to climb. Other than the above mentioned spells, the only way of escaping such a trap is to have someone outside the trap “throw down a rope” and pull the victim to safety. A roll of ribbon easily simulates rope if no real rope or twine is available. Once the rope is thrown down, the usual Climbing rules apply.

Unsafe FootingWoe betides those intrepid explorers who do not watch where they walk, particularly underground or on the side of a mountain. An area may be designated as Unsafe Footing by marking it with brown ribbon. Players attempting to navigate such areas are subject to the following rules:

No movement faster than a slow walk is permitted. Running players take an automatic leg wound.If a Rope (q.v.) is anchored to the far side of such areas, players may move normally so long as they hold onto the Rope with one free hand.

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the arena and the pitdesert caravan

Transporting goods and merchandise from city to city can be very dangerous business. Often Caravans hire guards and adventurers to keep them safe. Now the Caravan is being attacked and the heroes must save the goods.Teams: 2 Teams One class team and one monster team Lives: UnlimitedRespawn: 60 seconds, counted at deathBase: Defender’s at the beginning of the path, Attacker’s on either side of the pathPlayers: 5+ per teamRefresh: Not ApplicableObjective: The monster team will try to get all the “crates” back to their Base, Caravan team will try to move the “crates” to the end point on the path.Scenario Rules: Lay out a path 10’ wide that goes fairly straight from one point to another. The terrain outside of the path is considered Dunes (see Terrains section). The attackers are not effected by the terrain. The Defenders will move a cart or wagon from one end of the path to the other while trying to protect it from the attackers. The cart only moves at a slow pace. The Defenders can retrieve stolen cargo if it dropped before the Attackers can get it to their own respawn point.Optional Rules: Have the Defenders escorting a person/ people instead of cargo.Types Best Supported: Class

fight for the oasisThe Oasis is the wellspring of life in the arid desert. To control one means great power. Now there is a fight over the right to control an Oasis. Too bad there is an Oasis Protector there. Which side will he fight for?Teams: 2, plus one Oasis ProtectorLives: UnlimitedRespawn: 60 seconds, counted at deathBase: One for each Team on opposite sides of the field and one in the Oasis for the Protector.Players: 3+ per TeamRefresh: Not ApplicableObjective: Control the Oasis by the End of the time limit.Scenario Rules: Mark out the Oasis on the playing field. Each team tries to take and hold the Oasis from the other team. The Protector will be on the side of whomever has control of the Oasis at the time. The Protector will NEVER leave the Oasis. At the end of the time (20 minutes) the group that holds the Oasis wins. If there is one or more active players from the other team in the Oasis, then it is a draw.Optional Rules: Include some Monsters - a tribe of Reptilicars, a pair of cantankerous Camels or a thirsty Mantid or two are sure to spice things up!Types Best Supported: Class

team 1base

team 2base

X

X

oasisprotectorX

caravanstarts

caravanends

several crateshere awaitingtransport

dunes

X

X

monsterbase

X

crates arevery heavyobjects!

dunes

dunes

caravan pathis not

considereddunes

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the arena and the pit

open sesameAli Baba and the Forty Thieves. A classic tale of a young poor woodcutter who comes across a group of thieves and bandits entering into their lair. Now is the time for Ali Baba to enter into the cavern and claim his treasure!Teams: 2Lives: 40 lives for each side (Adjust for size)Respawn: 60 seconds counted at deathBase: Each team has a base at opposite sides of the fieldPlayers: 5+ players per TeamObjective: Open the door and steal the treasure or shatter the enemy team.Refresh: Not Applicable.Scenario Rules: Each time a player is slain, the opposing team gains a token. Once 10 tokens are collected, the scoring team may enter the cave and attempt to return the Game Object to their base.Optional Rules: This can be done without the tokens and the players must get inside the cave and retrieve a treasure chest (Very Heavy Object in this case). A Mummy or pair of Anubite might lay within, waiting to serve those who claim the treasure. Or maybe they’re fighting to keep it hidden against all comers!Types Best Supported: Class, Militia or Ditch

gladiator’s arenaThose of us about to die, salute you! Ha! So say the slave-warriors and free gladiators alike - I say they are mad. Fighting for freedom is one thing, but for gold? For sport? Not for me, but maybe you’ll enjoy it.Teams: 2+ TeamsLives: UnlimitedRespawn: After all Gladiators have fought at least once.Base: Gladiators begin equidistant from the center of the arena. Players: Free-for-All or 2+ teamsRefresh: Not ApplicableObjective: Get the most wins in a row.Scenario Rules: Two or more gladiators enter the arena and fight to the death. The loser exits the arena, the winner continues on for another round. A Reeve or chosen player calls out matches or players enter from left to right. Optional Rules: Place various melee and throwing weapons around the arena and have gladiators start empty-handed. Maybe toss in a small shield or a single polearm.Types Best Supported: Ditch, Militia (modified, no bows, no more than 2 points armor, small shields only)

other fighterswait in thewings for

theirturn

gladiator

X

place weapons,shields or

terrain obstaclesin the center

gladiatorX

playmovesfrom leftto right

enterhere

X

first team tocollect 10 life

tokens gains theability to open

the cave

thievesspawn

Xali-babaspawn

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the arena and the pit

ziggurat showdownA massive pyramid rises up from the desert floor - an ancient and mysterious tower holding untold riches and power for those bold enough to claim it. It seems as though your team isn’t the only group of tomb-raiders looking to own a piece of history.Teams: 4 teamsLives: UnlimitedRespawn: Instant at baseBase: Each team gets a base 30 feet from their side of the Ziggurat.Players: 3+ per sideRefresh: Not ApplicableObjective: King of the Hill (Timed, Hold the Top Tier)Scenario Rules: Concentric squares should be laid out for the battle field. Each team must ascend to the top of the Ziggurat and hold it for the most amount of time during the duration of the game (20-30 minutes). The Players that are ascending the sides can only move at a slow walk.Optional Rules: Perhaps a Roc has taken to nesting on the top tier - and she has several Very Heavy Eggs that can be taken back to base. Each Egg adds 5 minutes to the teams Controlling Time total.Types Best Supported: Class, Militia or Ditch

each team spawns at Xeach tier takes 10 seconds to ascend

and descend. hold the top to score control points

XX

X

X

pharaoh’s cryptThe tomb of an ancient king is unearthed in the deep desert. Only the bravest and most fool-hardy adventurers have any hope of solving his riddles and besting his guardians to recover the lost treasure.Teams: 2 (Tomb Raiders vs. Monsters)Lives: 1 per encounter areaRespawn: 60 seconds counted at deathBase: Slain players respawn at the tomb entrance. Players: 2-4 players per Team of Tomb Raiders.Refresh: Not Applicable.Objective: Navigate the perils of the crypt. The team with the fastest time to completion (or those who last the longest if no one completes the maze) is declared the winner. Monsters can be rotated out for other players if the monster-players want a chance to run the maze.Scenario Rules: Each team gets a chance to complete the crypt and each player is allowed one life per encounter area. If a second life is lost, that player does not respawn until their team moves to the next area.Types Best Supported: Class

skeletons

key hiddenbehind fire wire maze

key hiddenbehind scarab swarm

mummy and hisanubite guardiansin an unhallowed

ground area

area lockeduntil sphinx isencountered

in theprevious

area

enter

trapped hallway

door

safezone

anubites try to turn

players back

helpful sphinxoffers clues

puzzle or riddle to open

the doors

doordoor

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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.

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