Monster |
History |
Description |
Implementation |
Demon
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Added in "Field Guide 1st Edition".
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There are many types of demons. One of the greatest demons is the Demon of Darkness, Mnairgh.
The demon Mnairgh is very dangerous and can not be harmed by normal weapons. In fact, the very touch
of the demon, either directly, or indirectly through a weapon causes immediate and painful death.
Mnairgh can also kill by spitting venom which the demon can do with great accuracy and over long
distances.
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Costume created by my wife.
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Dragon
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Part of the original Quest. Not in of any Field Guide.
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A powerful and dangerous creature.
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The dragon consisted of
four SCA fighters roped together, a "head" fighing with shield and sword, two
"pairs of legs" each fighting with two swords, and a "tail" fighting with a long
weapon.
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Dwarf
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Added in "Field Guide 1st Edition".
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Dwarfs are short, sturdy, and frequently bad tempered. They have no love of hunans
and will often attack for what appears to be little of no provocation. They are
hard to kill, an it typically requires three or four blows to kill them, whereas
it would take only a single blow to kill a human.
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Dwarfs were half way between monsters and NPCs. If the players were having too
easy a time, the dwarf made things more challenging. If the players were having
problems and getting frustrated, the dwarf grudgingly provided clues.
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Ghoul
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Added in "Field Guide 2nd Edition".
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Ghouls are loathsome undead creatures that feed primarilly on human flesh.
They are often found around catacombs and graveyards. The touch of these
hideous creatures causes instant paralysis that lasts until the ghoul is killed
or driven off. Ghouls are very hard to distroy, often requiring five of six
blows to kill them. Ghouls can usually be turned by a devout cleric strongly
displaying his or her religious symbol.
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Costume consisted of full head undead, gloves with foot long finger extensions
made of foam pipe insulation, a tattered
tunic, and trues. Fought by failing around with hands trying to hit players
with the foam finger extentions.
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Goblin
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Added in "Field Guide 1st Edition", description expanded in "Field Guide 2nd Edition".
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Goblins are chaotically evil little creatures that live in swamps and other dismal
ans deserted places. They are tricky and will often ambush a party from behind,
using hit and run tactics. Although tricky, goblins are no harder to kill than humans
and can be killed by a single well placed blow.
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Goblins were kids whose parents were players in the quest and did not want to play
wood sprites. They fought with swords and daggers and had a great deal of fun doing it.
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Green Slime
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Added in "Field Guide 2nd Edition".
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Green slime is a discusting parasitic plant that is occasionally found in dark
and damp places such as caverns and dungeons. Green slime infects any human or
animal that is careless enough to come in direct contact with it. Once the
insidious stuff touches flesh, the green slime quickly takes control of the victim's
mind. The victum will then be compelled to run away and hide in a dark and deserted
place where the slime can feed undisturbed. The infection can only be cured by a
cleric, who takes a specially blessed cloth and gently wipes the affected area,
while saying a blessing (see Cure Disease).
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Used in traps, applied to places where careless players might touch, or set to drip
on players. Kept clerics busy curing disease.
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Orc
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Added in "Field Guide 3rd Edition".
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Orcs are ugly creatures with a temper to match. They are fierce fighters but have
few other virtues and no scruples. Orcs often work as mercenaries or hired guards,
serving anyone, even the Cult of the Dark. Orcs are hard to kill, often requiring
three or four blows to kill them.
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A little makeup, some random pieces of plastic armor, and a "bad" attitude.
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Spirit Warrior
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Added in "Field Guide 1st Edition".
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Spirit Warriors are members of the Cult of Darkness that have given their lives in the
sacrifice rituals to become the "fighting class" of the Cult. These ghostly shadows,
when seen, often appear as empty suits of armor, or sometimes as robed and armed
faceless wraiths. They always seem to be flickering just on the edge of reality,
which make them formidable opponents, as one is never sure where--or what--they are
fighting. The only rhing that is unmistakably real about a Spirir Warrior is the
edge of their sword.
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This creature was one of the scariest
creatures in the quest. The costume was a long robe with a hood and a piece of
thin black fabric covering the face. The creature was in a pitch-dark room in the back
of the dungeon. When players entered the room, a strobe light was triggered and
the creature attacked.
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3 Headed Bird
3 Headed Bird
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Added in "Field Guide 1st Edition".
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The three headed bird is a rare beasty with special healing powers. This creature,
when cooked just right, not only tastes delicious, but is also capable of healing
wounds to the soul, and in some cases, actually restoring a missing soul.
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Never an actual character in a Quest, the three headed bird
was aften served at a feast associated with the Quest.
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Vampire
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Added in "Field Guide 3rd Edition".
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Vampires are powerful undead creatures that feed on human blood and lifeforce.
The touch of a vampire causes theit victim to fall into a deep sleep from which
they can only be aroused by the prayers of a devout cleric. Vampires are invulnerable
to normal weapons and can only be harmed by magic weapons or direct sunlight.
Vampires are very hard to kill, often requiring
five or six blows with magic weapons to kill them. Vampires can often be held at bay by a very devout cleric
strongly displaying his or her religious symbol.
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One year we made a full sized coffin for our Halloween dungeon (we turned our
basement into a dungeon for Halloween each year, but that is a different story).
The vampire stayed in the coffin until some player made the mistake or opening
the coffin to look for treasure.
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Wareboar
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Added in "Field Guide 1st Edition", description expanded in "Field Guide 2nd Edition".
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Wareboars, ar veriety of lycanthrope, are men who have the uncontrollable power to
transform into a wild boar.
They are often seen in the halfway state, with the body of a man and the head of
a boar. They almost always turn fully into a boar when the moon is full. Wareboars
are often found in dence woodlands. They are fierce fighters, and have an ugly
temper. They are fearless breasts, and quite likely they
will attack even a relatively large party. They are hard to kill, and require six
to eight blows that would kill a human.
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Costume consisted of full head boar mask, monster gloves with long claws, a loose
tunic, trues, and boots. Typically fought with two swords. Like many other monsters
took multiple plows to kill so we needed less cast than players.
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Wood Sprite
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Have been part of the Quests since the begining.
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Wood Sprites are magical little woodland folk, thought to be a cross between pixies
and elves. They are mischievous, but usually harmless. It is considered bad luck to harm a wood sprite.
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Like goblins, Wood Sprite characters were kids whose parents were players in the quest. They
wore Halloween type fairy wings and created havoc with "Pop Pop" snappers that made a loud
when thrown on the ground (scare spell).
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Yellow Mold
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Added in "Field Guide 2nd Edition".
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Yellow mold is a poisonous fungus occasionally found underground in caverns and
dungeons. It is bright yellow to yellow-brown in color and dusty in appearence.
If disturbed it often exploads, filling the air with its deadly yellow spores.
Amyone who inhales the spores instantly dies.
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Very effective in traps made out of mouse/rat traps.
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Zombie
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Added in "Field Guide 2nd Edition". |
Zombies are undead creatures created from human corpses by high priests and
priestesses of the Cult of the Dark. Zombies are hard to distroy, usually
requiring three of four blows to kill them. They can usually be driven off by a cleric
strongly displaying his or rer religious symbol. Zombies are often used by the
Cult as guards and messengers.
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White face makeup, black around eyes, tattered clothes.
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