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Monsters
nonmembers of swil and their friends are recruited to be monsters. we do
not advertise all-campus for monsters, since we got too many monsters
and not enough hunters when we tried that. get monsters by sending a
signup sheet at meeting and e-mailing it to curswil. if multiple people
want to be a particular monster, wizards decide. seniors get preference.
here's a list of the (current as of fall 1999) basic monsters. i've given
some casting advice where i can think of any. usual advice about grains
of salt applies (especially since i've never been a hunt wizard, though
i've helped out a few times):
- pterodactyls (2): kill hunters by squirting them on the
armour with a water gun, and are killed by being hit three times
on the feet with a newspaper sword, by someone with a hunting license.
each pterodactyl carries a glowing heart (glowstick) around his neck,
which is redeemable for a free pizza by whoever kills the 'dactyl.
- dactyl guards (6): these are orcs (or is it hobgoblins?) with
pencil swords and shields with relevant verse written on them. they guard
the pterodactyls (three per dactyl). near the end of the evening, it is
sometimes advisable to disband the dactyl guards so the hunters have a
better chance, at which point they all become ordinary orcs (or
hobgoblins).
- oracle (1): cannot kill hunters or be killed. the oracle
sits in her tower12 and offers advice to hunters, who must kill the black
knight to approach her. hunters may offer some sacrifice in order to get
better advice, and then may ask a question. it is valid for the oracle
to reveal ways of killing monsters, locations of pterodactyl eggs, etc.
the oracle has always been female, as far as i know. ren faire dress
is appropriate.
- black knight (2, trading off): guards the oracle and fights
hunters in single combat. this can take place with ordinary swords,
in which case the black knight must, in monty python style, be hit once
on each arm and each leg (but still kills with one hit to the hunter's
armour), or with pvc swords, if anyone has them. in either case,
the black knight should have some advantage, and should probably be a
reasonably good swordfighter as well. the black knight often gets swamped
with attacks, so it has been suggested that it should be possible for
some hunters to bypass the black knight by bribing the oracle.
- jabberwock (1): armed with two newspaper swords, killed by
a hit on the armour with a vorpal (gold) sword. the jabberwock is a
good candidate for someone who's not an especially good fighter, since
then hunters who buy a vorpal sword have a better chance.
- werewolf (1): kills by touch, killed by a hit on the armour
with a silver sword. the werewolf is a fun part for someone who likes
to dress up and has a good recipe for fake facial hair. as with the
jabberwock, no particular talent is required: the werewolf is unarmed,
so once someone has the silver sword, it's almost impossible for the
werewolf to defend himself except by running.
- wizards' familiar (1 or 2): kills by touch, cannot be killed.
the familiar is basically a cat, and can dress for the part as much
as desired. the familiar is placated by fish, and can do something useful
when offered fish, if someone thinks of something, or can simply not
attack.
- fishmonger (1): cannot kill or be killed. the fishmonger
wanders the playing field selling fish. there is not a fixed price for
the fish. it is not appropriate for the fishmonger to tell hunters what
the fish actually do, but he should try to come up with other reasons
they might want them. this part is largely irrelevant to the action of
the hunt, but can be a lot of fun if played enthusiastically. if there
is no fishmonger, sell fish at hunt central for a fixed price.
- vampire/shadow (2): vampire kills by touch, shadow is
harmless; neither can be killed. these can be played by similar-looking
people (we had identical twins one year), but, at any rate, should
have some token which they pass back and forth to identify which is the
vampire at any given time. the vampire must stay away from hunters
with amulets13. the shadow doesn't need
to be warded off by the amulet, but can pretend to be. costume is
encouraged.
- troll (1 or 2): cannot kill or be killed. the troll wanders
the playing field with a book of riddles and bad jokes. at will,
the troll can shout ``stop!'' at a hunter.14 the hunter must stop and listen to one of the
troll's riddles. if the hunter cannot answer the riddle correctly,
he must stay and listen to one of the troll's jokes. troll jokes do not
actually kill the listener, but they should be pretty bad. the purple
joke is appropriate, and if the troll wants to supplement his catalogue
with passages from advanced class reading, that's okay too. the troll
may coordinate with monsters by keeping hunters captive until the monsters
are ready to attack. costume is at the troll's discretion -- bright
colour is one approach.
- thief (1): cannot kill or be killed. the thief
catches hunters by touching them and steals gold pieces or other
valuables.15 the thief
cannot approach a hunter who has an amulet. the thief should be played by
someone who runs fast or has some talent in sneaking up on people, since
no one seeks the thief out intentionally, so it can be a frustrating part.
- wraith (1): cannot kill or be killed. like the thief,
the wraith catches hunters by touching them, but he steals experience
points instead of gold or items. the wraith is also warded off by the
amulet.
- orc king and hobgoblin king (1 each): armed with two newspaper
swords, killed by a hit on the armour. nominally, these two monsters are
the leaders of the orcs and hobgoblins, so they should provide leadership
and encouragement for their troops. the observant reader will note that
there is no difference whatsoever between orcs and hobgoblins in terms of
game play. since they both exist, it can be fun for the kings to create
some distinction. as the hobgoblin king, i brought orange construction
ribbon as headbands for the hobgoblins, which everyone seemed to like.
- orcs and hobgoblins (many): armed with one newspaper sword,
killed by a hit on the armour. these are the foot soldiers of the
pterodactyl hunt kingdom, so it's important to get a reasonable number
of them (six is a minimum, more is better, if possible). as mentioned
in the section on kings, it can be fun to distinguish between them by
costume; this can be arranged by the kings, or by an enterprising orc
or hobgoblin.
- squires (2-4): cannot kill and be killed. squires are not
battle monsters at all, but are there to help the wizards, usually by
manning hunt central so the wizards can keep an eye on the playing field,
or to help collect swords from monsters, if traffic at hunt central
is low. wizards and squires often try to wear cloaks, so they can be
easily identified by hunters and monsters.
Next: Things monsters and hunters
Up: The pterodactyl hunt
Previous: Advertising for hunters
  Contents
Amy Marinello
2002-02-21