From jravage1@swarthmore.edu Mon May 31 18:33:42 2004 Date: Mon, 15 Sep 2003 20:50:47 -0000 From: jravage1@swarthmore.edu To: hunt@swil.org Subject: [HUNT] Documents from Last Year's Hunt Mark, could you post the Monster and Hunter orientation sheets as well? The following is the notes that I had concerning hunt stuff from last year. Monsters (2002) Pterodactyls (2) Dactyl Guards (6) Hydra (1, 2 people) Werewolf (1) Vampire/Shadow (2) Kobolds (4) Jabberwock (1) Achilles (1) The Tortoise (1) Orc-King (1) Hobgoblin King (1) Black Knight (1) Oracle (1) Cat (1) Fishmonger (1) Troll (1) Orcs (8-10) Pterodactyls: Great winged birds of prey, these monsters are the undisputed masters of the land^×until the arrival of the white-shirted hunters. ^ÑDactyls are armed with poison venom (supersoakers), and can only be killed by having panels in both wings knocked out, and then being hit in the chest. It is vitally important for ^ÑDactyls to make sure that both of their wing panels are gone before allowing a hit to the chest to slay them. ^ÑDactyl Guards: Armed with their dactylic shields and pencils (for the Pen is mightier than the Sword), these brave orcs and hobgoblins protect the ^ÑDactyls from ravening hunters. These fearless eco-terrorists, devoted to preserving the area^Òs monstrous wildlife, store their life-forces in their masters^×when they die, they are resurrected by the mere presence of their ^ÑDactyl. (They don^Òt go to Monster Regeneration to respawn). Hydra: The fearsome Hydra is very hard to kill. Both of its heads must be dealt with within ten seconds, or the fallen head regenerates: ^ÓAnd the Hydra grows another head,^Ô as the nature shows put it. Werewolf: Armed with bloody claws and killable only with silver daggers, the Werewolf is a fearsome foe. Only the inexplicable hatred of the Kobolds, and the fact that there^Òs only one of him/her, keeps the werewolf numbers in check. Vampire/Shadow: Neither the Vampire nor the Shadow can be slain. The Vampire kills with a touch. The Shadow is harmless. The two are identical. And when the Vampire passes through the Shadow, the two switch identities^Å The Vampire and Shadow should be two people who look, and are dressed, alike. They have a token which must be prominently visible (a necklace, etc) and which can be passed between them. Whoever has it at the moment is the Vampire. Kobolds: The Kobolds, a small communist collective, are recent arrivals in the land. They are dedicated to slaying the Werewolf, and have reserved the use of all silver dagger, which only the Chairman is allowed to wield. He gives it up to the hunter who slew him, if the hunter is honorable. The loss of the dagger invariably leads to a loss of prestige, and the Chairman thus perishes in the ensuing purge, and a new one is appointed. Kobolds wield daggers and small shields, and work together, fighting in formation. Jabberwock: The claws that bite, the jaws that catch^Åthe little head bobbing up and down^Åthis is the Jabberwock, the manxsome foe of the Tulgey Wood. The Jabberwock has two sets of long claws capable of rending any hunter in two, and can only be killed by a blow to the ^Óhead^Ô at the end of the upper^Å headpiece. Achilles: Philosophical counterpart to the Tortoise, Achilles has escaped from the land Through the Looking Glass and, fleeing from his new master Douglas Hofstadter (sp?), has arrived in the land ready for action. Achilles wears two trash bags, one on each foot (tied off above the knee) can only be killed by being hit there, in his Achilles^Ò Heel, so to speak. The Tortoise: Philosophical counterpart to Achilles, The Tortoise has escaped from the land Through the Looking Glass and, fleeing from his new master Douglas Hofstadter (sp?), has arrived in the land ready for action. The Tortoise can only be hit in the chest (not the back) and can, by falling to his knees, make himself almost invulnerable, though unable to effectively attack. The Orc-King: Ugluk hasn^Òt seen anything yet! The Orc-King wields a massive greatsword capable of outreaching any hunter^Òs blade. This alone makes him a fearsome warrior, but when surrounded by his fractious subjects, he is powerful beyond measure! Only his rivalry with the Hobgoblin King, and the presence of the Hobgoblins^Ò ^ÑDactyl, prevents his dominion over all the land. The Orc-King has a whacking great sword that^Òs about as big as a fun-noodle can be and still be wieldable. The Hobgoblin King: Grishnakh hasn^Òt seen anything yet! The Hobgoblin King, wielding two longswords, is as dangerous a foe as his rival the Orc-King. What makes him especially dangerous is his fortress, an Escher-like space of ascending and descending staircases in the center of a^Åwait, that^Ò the ^Ö Goblin- king. The Hobgoblin king just has two swords and a smaller target area than the Orcs. The Black Knight: An island of honor amidst the vile monsters, the Black Knight protects the Oracle, challenging all who wish to receive answers to single combat. The winners may ask questions^×the losers depart. The Oracle: The Oracle gives hints and answers the questions of those brave enough to face and defeat the Black Knight. The Cat, Fishmonger, and Troll: I^Òm not really sure what they do, so you ought to fill these in. The Troll will be nobody or it will be Joel (we should ask him)^×the other two, I think, are claimed. Orcs: Orcs, the brave soldiers of the Orc-King, have longswords and normal target areas (and most fetching insigniae on their target areas). Although they are literally common grunts, they are numerous and fierce, and more than a match for white-clad invaders. Hobgoblins: Hobgoblins have normal swords and target areas slightly smaller than orcs^Ò. They also have fetching insigniae. While Orcs are common grunts, Hobgoblins are common shouts and rumbles. Gold Piece Stuff(2002) Dactyl Hunting License--100gp Shield--15gp Longsword--10gp ('dactyl Eggs: Sold Out) (Silver Daggers: Reserved by Kobolds) (Pizza--1 'Dactyl Heart) This looks excellent. Can you do one more thing, namely format the original thing I gave you and give it to Qian? Then we'll be all set. GP: How's this for a pricing scheme? White chips: 1gp Red chips: 3gp Blue chips: 9gp Longsword: 10gp Shield: 15gp Amulet: 20gp Hunting License: 60gp Orc, Hobgoblin, Kobold, Achilles, Tortoise (1gp for cheap shot, 3gp normal, 4- 6gp superb) (Note--Tortoise will get few cheap shots) (Note--Kobold Chairman gives out silver sword in place of 3gp) Orc King, Hobgoblin King, Jabberwock, 'Dactyl Guard (1gp for cheap shot, 6gp normal, 9gp superb) (Note--'Dactyl Guards are worth 0gp when defending their 'dactyl) Hydra, Werewolf (3gp for cheap shot, 9gp normal, 12gp superb) This way, there's a maximum of 2 coins changing hands each time a monster dies. Transactions will be massively quicker. Things Hunters Should Know 1: Basics This is a foam sword. It is the weapon you will be using during the hunt. In order to kill most monsters, you hit them in the area covered by the trash bag (usually the torso). All weapons are reversed-vorpal--Any shot to the head, intentional or not, results in the wielder^Òs instant death. When you kill a monster, it gives you gold pieces (poker chips). If you run up behind one and stab it in the back, you gain a minimal amount of gold (usually 1 gold piece, 3gp for tougher monsters). If you slay one face to face, you get more gold. Monsters can give you more gold than normal at their discretion, if you are especially gallant. You receive a foam sword for free upon arrival at Hunt Central, which is at the back door of Sharples. If you are killed, you lose your equipment (but not your gold), and should go back to Hunt Central to rearm. You can also buy a number of other items at Hunt Central, including Shields (gp?), Longswords (gp?), etc, and Pterodactyl Hunting Licences (gp?). Without a Hunting License, you cannot fight the Pterodactyls. There are also Silver Daggers, but the Kobold Collective has reserved all of them. If you want a Silver Dagger, you should speak to them. Note^×you may wield only one weapon at a time. The playing field is Sharples Field, from the lowest of the paths leading to Sharples patio down to the path leading to the railroad tracks, and from Magill Walk to the path on the near side of Sharples. (Orienter should point to this as best they can, perhaps from a map). Anything that happens outside of this area does not count. 2: Special Monsters (Should we tell them this or just leave it to Qian (oracle)?) Most monsters are like Hunters^×killable in the trash bag, wielding swords. There are several exceptions. Jabberwock: The Jabberwock has two Claws that Catch, and also Jaws that Bite. He is wearing a foam headdress, suspended from the end of which is a head containing the Jaws. You will recognize him^×nothing else looks like him. To kill him, you must hit him in the foam head. If you kill him, instead of gold you receive a Fun-size Snickers Bar (the Vorpal Blade went Snicker-Snack). Of course, you receive gold for fighting him face to face or with honor. Vampire and Shadow: Neither the Vampire nor the Shadow can be slain. If the Vampire touches you, you die. The Shadow is harmless. They are identical save for one feature that identifies the Vampire. (should we tell them what it is?) The Hydra: The Hydra is two monsters armed with flails and connected by a ventilation tube. Both halves of the Hydra must be killed within ten seconds, or the dead head regenerates. The Kobolds: If you slay the Kobold Chairman in fair combat, you receive a Silver Dagger (gift certificate for one, redeemable at Hunt Central?) The Werewolf: The Werewolf has fearsome claws, and can only be killed with silver daggers. The Tortoise: The Tortoise cannot be hit in the back, which is covered in duct-tape armor. This makes for a very distinctive look. Achilles: Achilles, invulnerable over most of his body, can only be killed by being hit below the knees. He wears trash bags there, so be careful where you aim. 3: Other Stuff The Oracle and the Black Knight: On the far side of the field, by the Hemlock Tree, lives a powerful Oracle, guarded by a fearsome Black Knight. If defeated in fair combat with his chosen weapons (nonlethal), the Black Knight allows his brave opponent to ask the Oracle one question about the Hunt (such as, how do you kill a certain monster, where is one of the eggs, etc). There are, scattered about the grounds, pterodactyl eggs with various goodies in them, such as candy and Get-Out-Of-Death Cards (Present these to a monster who has beaten you and your life will be spared). (Here is where the description of the other quests should go) The people without trash bags going around collecting swords from monsters are Squires. DO NOT KILL THEM! They are noncombatants, charged with keeping the Hunt running and making sure that whenever you die, there^Òs a sword for you at Hunt Central. 4: The ^ÑDactyl. Pterodactyls can only be killed by being hit once on each wing, and then in the chest. The wings each have a panel in them that pops out when hit vigorously by a foam sword. (At this point, the ^ÑDactyl should be making his appointed rounds and arrive there. The Orienters pick up their swords and demonstrate killing the ^ÑDactyl.) ^ÑDactyls are armed with supersoakers. If you are hit with ^ÑDactyl venom, you die. Venom against trashbag makes a distinctive sound. (Also, perhaps, demonstrate?) The ^ÑDactyls each are guarded by 3 guards. You don^Òt have to kill all of them before killing the ^ÑDactyl, but it^Òs a lot easier if you do. -- "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