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Defend the Forge

Class Ditch Militia

Objective: Raiders want to bomb the forge. Guards want to defend the forge.
Teams: 2
Lives: Infinite
Respawn: 30 seconds. Raiders spawn in the red zone. Guards spawn in the blue zone.
Refresh: None
Players: 4+ per team
Equipment: A bin (the forge) and a small object (the bomb)
Credited To: Ilkay
Description:
Raiders are attacking the town forge. If they can plant or throw their bomb into the forge, the bomb will go off, ending the game.
The Bomb
The bomb is a small object, roughly dagger sized. The raider team may have only one bomb in their possession at a time. A bomb takes one free hand to carry and is considered a weapon for the purpose of any effects. If a player is killed, frozen, or stunned while carrying a bomb, it falls harmlessly on the ground. A bomb may also be placed or dropped safely. If a bomb is damaged, thrown and lands on the ground, or is subjected to a Flame school effect, it will explode. Any player caught in the explosion is killed. A player is considered caught in the explosion if they are carrying the bomb when it explodes, strike the bomb with a melee weapon, or make contact with it during a throw but after failing to secure it the bomb strikes the ground. The guards may also disarm the bomb on a five count (but may not otherwise move the bomb). When a bomb explodes or is disarmed, it may be returned to base by a dead member of the raider team, or a nearby live member may declare themselves out of game to return the bomb. If the latter, they resume play as soon as the bomb has been placed in their base.
The Forge
The mouth of the forge is roughly 2ftx2ft (ideally use a bin shaped container), situated on the opposite side from where the guards are entering the battlefield, near-ish the doorway. It cannot be moved, and the magic and heat within makes it too dangerous to place one’s body or equipment over it (even for those immune to flame). The bomb may be placed or thrown into the forge to destroy it. The game ends in the raiders’ victory if the forge is destroyed.

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Easygard Mobile Amtgard

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Domination

Class Ditch Militia

Objective: Turn all capture points to your colour, and hold for a predetermined time.
Teams: 2
Lives: Unlimited
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Colored cloth to indicate team captures
Credited To: Elm the Bold / Ursus MacGroighar / Wunjo, Twilight Peak
Description:
Two or three capture points should be interspersed throughout the field, each manned by a Reeve with some way of indicating which team currently controls that point (whether two pieces of cloth to hold aloft, or a staff with one colour at each end, etc.). A team can capture a point by touching it and stating “I capture this point” x5, at which point the Reeve for that point puts the colour of that team in the air to indicate it is controlled by that team.

When a controlled point is touched by the opposing team, and “I capture this point” is stated once, the point becomes neutral. It is not captured by the team until all five iterations of the incant have been completed.

If a team manages to control all of the points, a count-down begins. The size of the game and field should determine the count, but a standard for small games is 15 seconds, and 30 seconds for mid to large games.

When the count-down ends, a point is scored, and all players return to their starting points for the next round. Enchantments in play remain, but this is not a refresh of Spells or Abilities (though in very large games, this could be altered to include a Refresh).

Larger games can also include the addition of more capture points if necessary.

Eye of the Storm (Ethryn / Ducryus, Northern Empire): A variation of Domination uses seven control points represented by flags standing in tubes or pylons. The flags are typically old sword cores or spare arrows with flags attached, and each control point has one of each team's colour. Capturing a control point simply requires removing the opposing team's flag, and adding your own.

The control points are set up in a circle, with the odd one in the center. Flags should be at least twenty feet from one another - though in larger games fifty feet may be more appropriate.

When one team holds the majority (four or more) of the control points, a 30 second count is started, after which a point is scored. Respawn counts are typically 30 seconds, with each Respawn point being at least twenty feet away from the cluster of control points.

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Don't Wake Grampa

Class Ditch Militia

Objective: Shatter the enemy team and make it across the line
Teams: 2 + A Reeve to be Grampa
Lives: 5
Respawn: Respawn at end of round
Refresh: Up to Reeve
Players: 4 minimum
Equipment: Cones to mark lines and side boundaries if you want to keep Grampa within an area
Credited To: Darkcast (Neverwinter)
Description:
This is a variation of Sharks Vs Minows. Have a reeve in the middle of the field. They are Grampa. Two teams line up across from each other. They must get to the other side safely.

As the teams cross they may fight. A player who is killed is out of the round until everyone has crossed. They then may enter the game at the start of a rew round unless shattered.

As the teams cross they can fight, cast spells, etc. However if a player is standing within 20 feet of the Reeve, speaking any words, or starting any incants wakes Grandpa. Upon being awake, Grampa yells "YOU WOKE GRAMPA"!. Grampa will then run around as per Fight After Death for 15 seconds before falling back asleep. Grampa can kill players. Grampa's weapons are a siege weapon and getting struck acts like a siege weapon.

Grampa is immune to any wounds or magic.

Last team standing wins.

Note: Any abilities that are per life that were used in a round do not come back if you survived the round as it's the same life. Enchantments do carry between rounds
Second Note: Works even better when Grampa is being roleplayed really well
Third Note: The game doesn't end until the round that the enemy team is shattered in ends. (Example: if only one person from each team are left with 1 life each and Grampa is woken up and shatters one of them the other player must still make it to the other side. If he dies then Grampa wins. A FAD Barbarian can also cause this to happen

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Duelling Chargos

Class Ditch Militia

Objective: To Charge scoring zones more than the opposing Team
Refresh: None
Equipment: Hula-hoops or something for zones
Credited To: Wunjo
Description:
Two zones are placed on the field between the two Teams. Hula-hoops work best for the zones, but anything comparable will work. To score points, Players enter these scoring zones and Charge x3.

Only one player may occupy and Charge a zone at a time. The most points after 20 minutes wins.

Note that Song of Power will reduce the repetitions of the Charge incant required to score points.

Originally, this game was intended to be played with every Player playing the Bard class. However, it will work just as well with all classes available to Players (however, keep in mind Bards while balancing, since Song of Power can swing the balance greatly).