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Grave Disturbance 2

Monster and NPC Guide.

Monsters

Death and Re-spawning When you die announce, Dead! loudly and clearly. Stay where you are count to 30 this gives adventurers time to loot you. After your count is up or the adventurers have moved away from you, move at least 50 from living players and come alive. Do not announce, Alive! as you would normally. Stealth is an important factor in monster behavior for this quest.

Monsters

Harriers Harriers are the most common monster to be encountered by the adventurers. Not a threat on their own, Harriers rely on teamwork and sneak attacks to bring down heroes. Harrier Behavior Tier 1 During this tier Harriers will be stationed at Harriers Pass, two Harriers per opening. They will not attack each team until the team has entered the pass and made it through halfway (in fact, hiding out of sight so that they dont even notice until you attack would be awesome). Tier 2 During this tier Harriers will patrol in pairs from the entrance to Harriers Pass to the Castle, attempting to sneak attack adventurers who arent paying attention to them (please avoid parties that are actively engaging in a Mission related actively). There will be a Scavenger Hunt style missions happening during this tier, so there should be plenty of wandering adventurers. Punish the lone hero types. Tier 3 During this tier the adventurers have a Mission to actively seek out and slay Harriers and Hunters. For this tier the Harriers and Hunters group up, and either split into two teams comprised of a single Hunter leading a pair of Harriers, or one mob of monsters. Stick to the Ancient Cemetery for this tier. Final Tier This tier involves defending The Unknown King, and the Soul Battery. Harriers should divide their time between defending the King/Battery and patrolling for adventurers who are on Scavenger Missions. The Unknown King can also give you orders, or send you on missions.

Monsters

Hunters Hunters are less common than Harriers, and have a much more straightforward behavior. Generally the Hunters stick together and hunt as a partners. They enjoy hunting down adventurers, and will stalk them for a considerable distance (play this up by following a party without attacking for a little bit). Hunter Behavior Tier 1 During this tier the Hunters should be stalking adventurers and looking for easy targets. Avoid the Harriers Pass, but patrol from the Castle to the Ancient Cemetery. If it looks like a team is dominating, focus on them. Tier 2 During this tier Hunters will be part of a Mission to hunt down marked players. The marked player will be wear a purple armband, and you will be assisted by a team of adventurers in tracking this player down and capturing him/her for a 60 count. The marked players goal is to read the Outpost without being captured, so patrolling from the Outpost to the Harriers Pass is a good strategy. Tier 3 During this tier the adventurers have a Mission to actively seek out and slay Harriers and Hunters. For this tier the Harriers and Hunters group up, and either split into two teams comprised of a single Hunter leading a pair of Harriers, or one mob of monsters. Stick to the Ancient Cemetery for this tier. Final Tier This tier involves defending The Unknown King, and the Soul Battery. Hunters should focus their energy on defending the King and the Soul Battery (both will be located in the same area). You must also obey the Unknown Kings orders, he may send you on missions.

Monsters

The Flesh Golem Theres only one Flesh Golem, and he is the Tier 3 Boss Monster. The Flesh Golem should be intimidating, but not punishing to the adventurers. For role-play imagine that youre in excruciating pain from all the mismatched nerves firing. Scream, yell, roar, or whatever else. Remember that you have the Slow and Relentless traits, and must constantly walk towards an opponent. Stay inside of the Castle, or within 20 of the Castle. The Magic Circle on the ground is your weakness, but you have to ignore it. Dont hesitate, dont back up. The heroes wont know about the Circle unless they figure it out. Flesh Golem Behavior Tier 1 During this tier the Flesh Golem hasnt been made. Play a Harrier or Hunter. Tier 2 During this tier the Flesh Golem is being made, get garbed and painted up if you havent already. Tier 3 Defend the Castle, maybe patrol around the Castle. The idea is for the adventurers to lure you onto the Magic Circle, but they will have no idea thats what they have to do at first. You cant be killed any other way, so dont chase and punish. Let them come to you. Follow slowly. Remember that youll be fighting one team at a time, so youll fight multiple teams this way. Final Tier The Flesh Golem has been slain, so join either the Hunters or Harriers for the final tier. Defend The Unknown King or the Soul Battery.

Monsters

The Unknown King The Unknown King is the Final Tiers Boss Monster. Hes a powerful creature, filled with pride and cunning. The Hunters will gather to you, and defend you. The Harriers will switch between defending you, and patrolling for wandering adventurers. You are to patrol from the Castle to the Ancient Cemetery. Ignore wandering adventurers, and punish the ones who are clearly attempting to slay you. The Unknown King Behavior Tier 1 During this tier The Unknown King is not active. Play a Harrier or Hunter. Tier 2 During this tier The Unknown King is not active. Play a Harrier or Hunter. Tier 3 During this tier you can continue playing Harrier or Hunter, but you should be preparing to play The Unknown King. Final Tier The Unknown King is active, and has installed the Soul Battery in the Ancient Cemetery. The Hunters should gather to you, and act as your guards. You may send them on missions, and have the ability to command Harriers as well. The teams may have to group up to defeat you, and remember that it only counts for one team at a time (since teams can only take on one mission at a time). That means youll likely fight several teams in a row.

Non-Player Characters The City Gate Guard The City Gate Guard is in charge of assigning Missions to teams. Only one mission per team can be handed out at a time. Its first come, first serve on Mission choice. Youll also have a handful of Magical Items to give out as rewards for completed Missions. Youll be assigning grades for completed Missions- S,A,B, and C are the Mission Completion Ranks. These are used to assign points to each team, and determine the overall winner of the Night Quest. You can re-spawn players- youll also be in charge of collecting the Secret Scavenger Hunt items, and award points for those as well. Missions Ending at the City Gates Tier 1 Harriers Treasure Collect Harriers Treasures from the teams as they turn them in. Pass out a T-1 Trinket to each team upon completion. Mail Delivery Pt-2. Collect the Outposts Letter, and give the team a Guards Reply. Grave Robbing Collect Tombstones from the teams as they turn them in. If they turn in at least 3 tombstones, pass out a T-1 Trinket to the teams upon completion. Tier 2 Paupers Potion Collect at least 3 of the following: Bone Meal, Wormy Apple, Toxic Slime, Stinky Cheese or Bat Bile. Pass out a T-2 Trinket upon completion. Tier 3 Bounty Hunting Collect Team Flag cards from the teams. In exchange for a Flag Card from each of their opposing teams, pass out a T-3 Trinket.

Non-Player Characters The Outpost Guard The Outpost Guard is in charge of accepting Mission items, and respawning players. The Outpost Guard can also give hints to players if they are stuck on a particular Mission, generally for a favor or bribe. Youll also have a handful of Magical Items to give out as rewards for completed Missions. Youll be assigning grades for completed Missions - S,A,B, and C are the Mission Completion Ranks. These are used to assign points to each team, and determine the overall winner of the Night Quest. Missions Ending at the Outpost Tier 1 Mail Delivery Pt-1. Collect the Guards Letter, and give the team a Outposts Letter. Mail Delivery Pt-3. Collect the Guards Reply, and give the team a T -1 Trinket. Night Shift Collect Tombstones from the teams as they turn them in. If they turn in at least 3 tombstones, pass out a T-1 Trinket to the teams upon completion. Tier 2 Brought To Life Collect at least 3 of the following: Decaying Arm, Strange Claw, Rotting Ribcage, Lumpy Legs, or Shrunken Head. Pass out a T-2 Trinket upon completion. Tier 3 Lost Artifacts Collect at least 3 of the following: St. Ajoras Toe, Holy Water Bottle, Prayer Beads, Crown of Ages, or Hallowed Seeds. Pass out a T-3 Trinket upon completion.

Monster Sheets Harriers Harriers are ashen skinned humanoids, thought to be infiltrating into our plane of existence. The wear patchwork clothing and armor taken from their victims, and adore collecting trinkets. Garb: Tattered garb or patchwork armor. White or gray face paint or mask. Weapons: Short, Light Thrown, Heavy Thrown, Javelins Shield: None Armor: 1pt Blink 1/Life Shadowstep 2/Life Hold Person 1/Life Cowardly (T) Cowardly: Only attacks from behind, when there is a clear advantage or when cornered with no chance of escape. Hunters Hunters are thought to be of the same species as Harriers, but have a darker gray to black skin tone. They make paint from bone meal and other strange ingredients to paint their faces. Garb: Dark colored garb, gray or black face paint with white or light gray designs. Weapons: Short, Long, Bow, Light Thrown, Heavy Thrown, Javelins Shield: Small Armor: 2pts Blink 1/Life Tracking 2/Life Resistant to Projectiles May take 1: Pinning Arrow or Poison Arrow. If within 50 of another Hunter, may not possess the same specialty arrow.

Monster Sheets Flesh Golem An abomination created by a mixture of science and magic. Parts from numerous corpses have been crudely attached and given a sort of life. Strong and mindless, the Flesh Golem is a terrifying enemy to encounter. Garb: Tattered rags, gory make up or red body paint. Weapons: Short, Long, Hinged Shield: None Armor: None Immunity to Wounds Immunity to Death Slow (T) Relentless (T) Magic Circle (T) Unnatural Strength (T) Un-Killable (T) Slow: This creature must always walk. Relentless: This creature must always attack the nearest target within 20 ignoring any terrain. Magic Circle: This creature has a 10 cloth circle that removes its Immunities. Unnatural Strength: This creatures weapons are Armor and Shield Destroying. Un-Killable: A spell or ability that would kill this creature instead affects it as per Stun.

Monster Sheets The Unknown King The Unknown King is the paragon of his species. He rules them with an iron fist, and sharp wit. Draining the souls of each world he conquers, he hopes to rebuild what was once a vast empire. Garb: Dark colored garb, gray or black face paint with elaborate white or light gray designs. Weapons: Short, Long, Great, Bow, Javelin, Hinged Shield: Large Armor: 4pts Resistant to Wounds Resistant to Flame Resistant to Projectiles Immune to Command Immune to Death Inspiring (T) Call To Arms 2/Life Awe 2/Life Mass Throw 1/Life

Call To Arms: Incant: Rise and serve me! x3 Effect: Allies within 20 are Immediately Resurrected. Mass Throw: Incant: My power throws you all! x3 Enemies within 20 are effected as per Throw. Inspiring: Allies within 20 lose the Cowardly trait.

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