Pterodactyl Hunt 2003

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Note: This page is a historical record of the decisions and events involved in the 2003 Pterodactyl Hunt. It was not and should not be used in the planning of any Pterodactyl Hunt, except as a reference.
The appropriate venue for those running the Pterodactyl Hunt to plan is the hunt list, hunt (at) swil.org.

The 2003 Hunt took place on October 3rd. It was run by Jillian Waldman, Arthur Chu, and Nicolas Ward as the Hunt Wizards, with considerable assistance from presidents Mark Handler and JC Ravage, as well as the Hunt Committee and the Hunt List.

Table of contents

Monster list

The following monsters were used in the 2003 hunt:

Monster Played by
The Black Knight Matt Fowles
The Cat Sam Crane
The Fishmonger Abigail Friedman
Hobgoblin Queen Rachel Sapiro, with Chris Segal as Chieftan
Hydra Lisa Spitalewitz and Jackie Werner
Oracle Zara Yost
Orc King Adrian Packel, with Jawaad Hussain as Warchief
Pterodactyl(s) Ben Bagley, JC Ravage, Michael Noda
The Werewolf Tom Winner
The Sphinx Mai Pucik
The Jabberwock Mark Handler
Turtles Ben Newman, Miriam Newman, Ross Messing, Eliza Blair

The Sphinx was invented this year by Mai Pucik, who after some conversations with JC Ravage and the hunt list came under the impression that she was merely reviving a retired monster, not creating an entirely new one. Mai's Sphinx was vaguely similar to the retired Troll, but had much stronger interactions with players. Dressed in vaguely tawny and outrageous colors, she told riddles for money. She was also one of the monsters on the list for the sticker side quest. To her immense frustration, she was often mistaken for a squire, though she didn't get to maim the rugby players in return for the insult.

The Vampire and Shadow were deliberately allowed to skip a year, because someone argued that they were too powerful.

This was the first year where we used PVC-framed wings for the Pterodactyls, and since there were three sets of wings, it was the first year in which there were three Pterodactyls.

During hunt planning, people tossed around the idea of upgrading from two to three basic monster races, with Kobolds supplementing Orcs and Hobgoblins. However, this idea got lost when we implemented modifications to make the two monster races not just culturally, but also functionally different. Both Orcs and Hobgoblins were given special advantages over the hunters: Orcs were given longswords, and Hobgoblins were given reduced target area, in the form of a standard black trashbag with the end cut off, duct-taped around the hobgoblin's stomach. This was supposed to reinforce the general stereotype that orcs were large and brutish, and hobgoblins were smaller and brutish. In order to maintain game balance and give hunters some monsters to fight that weren't more powerful than them, we added a third race of Grunts. Like hunters, Grunts were armed with a standard sword and trashbag, and no special perks. They outnumbered each of the other two races slightly, and were recruited primarily from freshmen and groups like Sixteen Feet. Trying to improve monster recruitment numbers and reach out to the rest of campus, we also recruited a large number of Orcs from the Men's Rugby Team.

The Wizards did a terrible job of informing the Oracle about what was supposed to be going on, forgetting that she was a Mawrtyr who hadn't memorized all the details of the Hunt.

Side Quests

  • Sticker quest
  • Most gold

Rule Set

  • Daggers: Silver daggers were on sale at Hunt Central, and could be used both as offhand weapons and to kill the Werewolf
  • Duels: A player or monster could accept a challenge to single combat, and was immune to other attacks until he or his opponent was killed
  • Amulets: On sale at Hunt Central, warded off the Cat and Werewolf
  • Hunt licenses: Every member of a team attacking a Pterodactyl needed a license. Hunt licenses are lost when a player is killed in a conflict with the Pterodactyl or its guards, but not otherwise.

Anecdotes and Gameplay

The wizards spent the first part of the Hunt going crazy trying to find the glowing hearts, which eventually turned up at the bottom of the box at Monster Central.

One or two of the Rugby team Orcs showed up drunk.

The PVC Pterodactyl wings turned out to be more fragile than previously expected, with pieces of PVC coming loose from their joints when Pterodactyls were attacked. At least two of the Dactyls managed to break a wing in their final battle.

Orientation

Hunter Orientation was run in small groups in Parrish Parlours, with an experienced monster or wizard orienting each group, and handing out trashbags once they had gone over the rules. Each orienter was given a piece of paper with the rules on it to go over, and a team of demonstrators visited each group to show how to kill a Pterodactyl properly.

The contents of the Hunter Orientation sheet was quite similar to that written for the 2002 Hunt, and is as follows: The following rule sheet was handed out to all hunters. Orienters used it as a guideline for what they told hunters.

Hunter Orientation Sheet
Hello, and welcome to the Pterodactyl Hunt.  All of us want you to have 
a good time, but there are several things you should know before you
enter the playing field.
          The two basic items you will have are a sword and a trash bag.  You
wear your trash bag over your torso.  It represents your target area.
If a monster strikes you in the target area, you are dead.  When you
die, you surrender all of your equipment, but not your gold, to the
monster.  You then should return to Hunt Central, located at the foot of the 
stairs on McGill Walk, to get a new sword and rejoin the fray.  The sword is 
how you kill
monsters.  Most monsters can be killed by striking them with your sword
in their target area, indicated by a black trash bag.  If you kill a
monster, it will reward you with some gold pieces.  Some monsters give
more gold than others, and some will give you something other than gold.
 White pieces are worth 1 gold, blue and red pieces are worth 3.  When
you kill a monster or a monster kills you, you should step aside from
the battle and complete the transaction.  Whoever survives the battle
can then rejoin the fray.  The gold can be used at Hunt Central to
purchase various items that will aid you in your quest.  You cannot kill 
anyone not
wearing a black trash bag.  You can, however, interact with them.  They
may help you in your quest or they may kill you, so beware.  Also, dead
monsters will carry their swords over their heads.  Dead monsters must
respawn before they can be attacked again.
          There are several very important rules that you must always obey.
Never hit anyone in the head with a weapon.  If you hit anyone in the
head, you are immediately dead.  The monsters have the final say in any
dispute.  If you are very unhappy with a monster's word, seek out a hunt
wizard (Jillian Waldman, Arthur Chu, or Nick Ward).  You may only use one 
weapon at a time.  If you obtain a new weapon, you should give your old 
weapon to
the person giving you the new weapon.  You may only use the weapons
distributed as part of the Pterodactyl Hunt.  You also may only hunt as
in groups of up to six.  Groups of greater than six will be dispersed.   
Finally, never engage in combat outside the playing area.  The playing
area is the field adjacent to Sharples plus Mertz Field.  The path before 
Mertz and the construction area for the new dorm form the eastern
boundary.  The paths directly adjacent to the field, running from the
train station to the back of Sharples, along the east side of Sharples,
and across from Sharples patio, over McGill walk, to the far edge of Mertz 
Field, form the other boundaries.  In other words, if you cross a path except 
for McGill Walk, you have gone out of bounds.  Anything that takes place of 
bounds doesn't count.
         The main object of the hunt is to kill the Pterodactyls.  Before you
can attack the Pterodactyls, you must obtain a Pterodactyl Hunting
License.  Only people with licenses can attack the 'dactyls, or the 'dactyl 
guards while the latter are within sight of a 'dactyl.  To kill the 
Pterodactyl, you
must strike both wings such that the round target piece falls out.
After the wings are hit, you may kill the Pterodactyl by striking it in
the target area as you would any other monster.  Beware the
Pterodactyl's venom, it is as deadly as any monster's blade and can kill
from a distance.  If you are shot in the target area, you are dead.  If
you are successful in killing the Pterodactyl, you will be handsomely
rewarded.  IMPORTANT:  There are no lines to fight the 'dactyls.  If you are 
waiting to engage a 'dactyl, you are subject to attack by other monsters.
In addition to seeking to purchase 'dactyl hunting licenses and kill 
the 'dactyls, there are a number of ways to earn fame.  Inquire at Hunt 
Central for more information.  Additionally, at the end of the hunt, the 
hunter with the most gold will also be rewarded, as will the hunter with the 
most 'dactyl scales.
If there is something else you wish to know, consult the oracle.  The oracle 
can be found at the Hemlock Tree between the back door of Sharples and the 
tunnel.  But before you can consult the oracle, you must prove that you are 
worthy.
         Good luck and happy hunting.

The Monster Orientation Sheet was similarly written by JC and Mark from the previous year's content, and contained economic information and summaries of what each monster did:

Monster Information Sheet
Target areas are trash-bags.  If you?re struck in the trash bag, you?re 
dead.  Pull the hunter aside and give him some gold (or whatever else is 
appropriate for your monster type).  If you?re in dactyl combat, wait 
until the end to distribute funds.  If you kill the hunter, take his 
sword and any other equipment he may have (shield, license, etc.).

When you are killed, place your sword over your head and go to 
monster-regen.  Monster regen locations are at the entrance to the 
tunnel under the train station and in the area tucked in between 
Sharples and the hill.  Deposit any bounty you?ve obtained from the 
hunters and refill your gold supplies, if necessary.  Then rejoin the fray.

If you see any hunter acting inappropriately and or unsafely, tell him 
or her to stop.  If the behavior continues, tell a squire or wizard.

You have the final word in any dispute.  Be honorable about this, but be 
fair.

White chips are worth 1
Red chips are worth 3
Blue chips are worth 9

Level 1 Monsters:
Orcs, Hobgoblins, Kobolds, Achilles, Tortoise
1 Gold for Cheap Shots
3 Gold for Standard Kill
Up to 6 Gold for Exceptional Kill

Level 2 Monsters
Dactyl Guards, Monster Royalty
1 Gold for Cheap Shots
6 Gold for Standard Kill
Up to 9 Gold for Exceptional Kill

Level 3 Monsters
Werewolf, Hydra, Jabberwock
3 Gold for Cheap Shots
9 Gold for Standard Kill
Up to 12 Gold for Exceptional Kill

Monster Descriptions:

Orcs are common grunts.  They are issued a longer sword than the 
standard hunter sword.  They are led by the Orc King, who has an even 
longer sword.

Fierce rivals of the Orcs, Hobgoblins have a standard-length sword but 
have a smaller target area.  The Hobgoblin leader wields two swords.

(The four members of the Kobold Collective are armed with daggers and 
small shields.  When slain, the Kobold Chairman will surrender a silver 
dagger. (this part was left out of the final copy))

The Tortoise cannot be hit in the back, which is covered in duct-tape 
armor.  This makes for a very distinctive look.  He is accompanied by 
Achillies, who can only be slain by being struck below the knees.

Dactyl guards are armed with swords and shields and can be found near 
the Dactyls.  The presence of the Pterodactyl is enough to regenerate 
the guards.

The Jabberwock has two claws that catch, and also jaws that bite.  The 
target area is the end of a long head piece.  Upon being slain, the 
Jabberwock will surrender both a copious amount of gold and a 
"snicker-snack."

The Hydra is two monsters armed with very long flails and connected by a 
tube.  Both halves of the Hydra must be killed within ten seconds, or 
the dead head regenerates.

The Werewolf has fearsome claws that kill instantly.  The Werewolf is 
immune to most weapons; the silver daggers will slay this fearsome beast.

Neither the Vampire nor the Shadow can be slain.  The touch of the 
Vampire is fatal, but the Shadow is harmless.  They are identical save 
for one feature that identifies the Vampire.  The Vampire and Shadow 
will switch roles several times during the course of the evening.

The Cat is playful but can be deadly.  The Fishmonger sells fish, which, 
if given to the Cat, will please her greatly.  The Oracle is also said 
to be fond of fish.

Layout

  • Campus map (http://www.swarthmore.edu/visitordash/map_campus.html)
  • Hunter Orientation: Parrish Parlours
  • Playing field: Sharples and Mertz fields, from the hemlock tree to Parrish steps (most of Mertz field didn't actually get used)
  • Hunt Central: Magill Walk
  • Monster Central: Sharples back door
  • Oracle: Under the hemlock tree

Economy

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