From jravage1@swarthmore.edu Mon May 31 18:43:48 2004 Date: Thu, 2 Oct 2003 08:09:54 -0000 From: jravage1@swarthmore.edu To: hunt@swil.org Subject: [HUNT] Orientation Sheets Here they are. Could someone better-informed than me check them for accuracy, especially about monster gold values? JC Hunter Orientation Sheet Hello, and welcome to the Pterodactyl Hunt. All of us want you to have a good time, but there are several things you should know before you enter the playing field. The two basic items you will have are a sword and a trash bag. You wear your trash bag over your torso. It represents your target area. If a monster strikes you in the target area, you are dead. When you die, you surrender all of your equipment, but not your gold, to the monster. You then should return to Hunt Central, located at the foot of the stairs on McGill Walk, to get a new sword and rejoin the fray. The sword is how you kill monsters. Most monsters can be killed by striking them with your sword in their target area, indicated by a black trash bag. If you kill a monster, it will reward you with some gold pieces. Some monsters give more gold than others, and some will give you something other than gold. White pieces are worth 1 gold, blue and red pieces are worth 3. When you kill a monster or a monster kills you, you should step aside from the battle and complete the transaction. Whoever survives the battle can then rejoin the fray. The gold can be used at Hunt Central to purchase various items that will aid you in your quest. You cannot kill anyone not wearing a black trash bag. You can, however, interact with them. They may help you in your quest or they may kill you, so beware. Also, dead monsters will carry their swords over their heads. Dead monsters must respawn before they can be attacked again. There are several very important rules that you must always obey. Never hit anyone in the head with a weapon. If you hit anyone in the head, you are immediately dead. The monsters have the final say in any dispute. If you are very unhappy with a monster^Òs word, seek out a hunt wizard (Jillian Waldman, Arthur Chu, or Nick Ward). You may only use one weapon at a time. If you obtain a new weapon, you should give your old weapon to the person giving you the new weapon. You may only use the weapons distributed as part of the Pterodactyl Hunt. You also may only hunt as in groups of up to six. Groups of greater than six will be dispersed. Finally, never engage in combat outside the playing area. The playing area is the field adjacent to Sharples plus Mertz Field. The path before Mertz and the construction area for the new dorm form the eastern boundary. The paths directly adjacent to the field, running from the train station to the back of Sharples, along the east side of Sharples, and across from Sharples patio, over McGill walk, to the far edge of Mertz Field, form the other boundaries. In other words, if you cross a path except for McGill Walk, you have gone out of bounds. Anything that takes place of bounds doesn^Òt count. The main object of the hunt is to kill the Pterodactyls. Before you can attack the Pterodactyls, you must obtain a Pterodactyl Hunting License. Only people with licenses can attack the ^Ñdactyls, or the ^Ñdactyl guards while the latter are within sight of a ^Ñdactyl. To kill the Pterodactyl, you must strike both wings such that the round target piece falls out. After the wings are hit, you may kill the Pterodactyl by striking it in the target area as you would any other monster. Beware the Pterodactyl^Òs venom, it is as deadly as any monster^Òs blade and can kill from a distance. If you are shot in the target area, you are dead. If you are successful in killing the Pterodactyl, you will be handsomely rewarded. IMPORTANT: There are no lines to fight the ^Ñdactyls. If you are waiting to engage a ^Ñdactyl, you are subject to attack by other monsters. In addition to seeking to purchase ^Ñdactyl hunting licenses and kill the ^Ñdactyls, there are a number of ways to earn fame. Inquire at Hunt Central for more information. Additionally, at the end of the hunt, the hunter with the most gold will also be rewarded, as will the hunter with the most ^Ñdactyl scales. If there is something else you wish to know, consult the oracle. The oracle can be found at the Hemlock Tree between the back door of Sharples and the tunnel. But before you can consult the oracle, you must prove that you are worthy. Good luck and happy hunting. Monster Information Sheet Target areas are trash-bags. If you^Òre struck in the trash bag, you^Òre dead. Pull the hunter aside and give him some gold (or whatever else is appropriate for your monster type). If you^Òre in dactyl combat, wait until the end to distribute funds. If you kill the hunter, take his sword and any other equipment he may have (shield, license, etc.). When you are killed, place your sword over your head and go to monster-regen. Monster regen locations are at the entrance to the tunnel under the train station and in the area tucked in between Sharples and the hill. Deposit any bounty you^Òve obtained from the hunters and refill your gold supplies, if necessary. Then rejoin the fray. If you see any hunter acting inappropriately and or unsafely, tell him or her to stop. If the behavior continues, tell a squire or wizard. You have the final word in any dispute. Be honorable about this, but be fair. White chips are worth 1 Red chips are worth 3 Blue chips are worth 9 Level 1 Monsters: Orcs, Hobgoblins, Kobolds, Achilles, Tortoise 1 Gold for Cheap Shots 3 Gold for Standard Kill Up to 6 Gold for Exceptional Kill Level 2 Monsters Dactyl Guards, Monster Royalty 1 Gold for Cheap Shots 6 Gold for Standard Kill Up to 9 Gold for Exceptional Kill Level 3 Monsters Werewolf, Hydra, Jabberwock 3 Gold for Cheap Shots 9 Gold for Standard Kill Up to 12 Gold for Exceptional Kill Monster Descriptions: Orcs are common grunts. They are issued a longer sword than the standard hunter sword. They are led by the Orc King, who has an even longer sword. Fierce rivals of the Orcs, Hobgoblins have a standard-length sword but have a smaller target area. The Hobgoblin leader wields two swords. The four members of the Kobold Collective are armed with daggers and small shields. When slain, the Kobold Chairman will surrender a silver dagger. The Tortoise cannot be hit in the back, which is covered in duct-tape armor. This makes for a very distinctive look. He is accompanied by Achillies, who can only be slain by being struck below the knees. Dactyl guards are armed with swords and shields and can be found near the Dactyls. The presence of the Pterodactyl is enough to regenerate the guards. The Jabberwock has two claws that catch, and also jaws that bite. The target area is the end of a long head piece. Upon being slain, the Jabberwock will surrender both a copious amount of gold and a ^Ósnicker-snack.^Ô The Hydra is two monsters armed with very long flails and connected by a tube. Both halves of the Hydra must be killed within ten seconds, or the dead head regenerates. The Werewolf has fearsome claws that kill instantly. The Werewolf is immune to most weapons; the silver daggers will slay this fearsome beast. Neither the Vampire nor the Shadow can be slain. The touch of the Vampire is fatal, but the Shadow is harmless. They are identical save for one feature that identifies the Vampire. The Vampire and Shadow will switch roles several times during the course of the evening. The Cat is playful but can be deadly. The Fishmonger sells fish, which, if given to the Cat, will please her greatly. The Oracle is also said to be fond of fish. -- "In order, therefore, that man might have a goodness of his own, bestowed on him by God, and there might be henceforth in man a property, and in a certain sense a natural attribute of goodness, there was assigned to him in the constitution of his nature, as a formal witness of the goodness which God bestowed upon him, freedom and power of the will, such as should cause good to be performed spontaneously by man, as a property of his own, on the ground that no less than this would be required in the matter of a goodness which was to be voluntarily exercised by him..." --Tertullian, Adversus Marcionem, Book 2 Chapter 6