Storyteller’s Preview for Spring LARP #10 (2018): Death Walks Amongst Us

With the help of their new giant friends, the adventurers have been busy hunting down and eradicating the minions of Lord Maul. The decimation of his Maul Corp legion has enraged the evil master, and so he has reached out to his ally, Death, and together they have hatched a most evil plan to destroy all the heroes of this dimension and secure them for the legions of Death. Now Death walks the prairies, the woods, the fields, even the waters of Dragonwood.

The adventurers have an advantage though. Death has entered this dimension by taking possession of his great24-grandson, Ace, who is one of their own number and one who they know how to free from the grip of Death. Without a body to possess, Death will be sucked back into his own realm. To free Ace, the heroes must find his half-brother, Spade. This is their current problem, for Spade has gone missing. But they have heard tales of Spade being seen near Decision Point, and so armed with a map, they set off to find him with Death close on their heels.

Death will be close on their heels the entire time, so he may engage them in battle at any point that he catches up with them. While Death cannot die, Death can only take 6 hits before needing to rest to recover. It takes Death a mere 15 seconds to do so, but if he receives another 6 hits that same day, it will take him 30 seconds to recover. If he receives yet another 6 hits, it will take him 45 seconds to recover, and so on and so forth. Because Death has taken the body of the quarter-Phoenix-quarter-dragon Ace, he is also immune to fire and heat, but he is extra susceptible to water and cold. Cold will slow him down for 10 seconds and the use of water doubles any damage done. He can breathe fireballs (sock bombs) and those have an explosion radius of 1 yard (which is a 6-foot diameter) and their damaging heat will pass through any shield. Fireballs deal 2 damage 5 seconds apart (that is, first damage, 5 seconds, second damage).

If in their quest, all of the adventurers should die, the Guardian of the World Tree has agreed to revive them. They will respawn at the last location they searched for Spade, while Death will be cast back to the one before that with his respawn time will be reset to 15 seconds.


Post-LARP Addendum

Storyteller’s Notes for the Wandering Wizard

At Decision Point, the adventurers will not find Spade but will be met by a Wandering Wizard who approaches with news of Spade’s whereabouts. The Wandering Wizard tells the adventurers that Spade is at the World Tree, but they must move quickly as Death is following them.

The Wandering Wizard offers to travel with the adventurers. He may join them in their battle to help them defeat Death. Water spells deal double damage to Death, but if the WANDERING WIZARD casts a water spell, he himself takes 1 damage. If the Wandering Wizard casts a cold spell, he is unable to run or move quickly but can only walk or move slowly for 10 seconds.

Upon reaching the World Tree, the adventurers will discover that Spade has moved on ahead of them again. The Wandering Wizard will scry his next location.

Upon arriving at the Elven Hideaway, the Wandering Wizard will reveal himself to be Spade in disguise. Telling the adventurers that they have proved their worth as loyal friends of Ace, Spade tells the adventurers that he needs their help to gather 5 magical artifacts to drive Death from Ace.

Upon returning to the Field of Destiny, Spade will collect the soul of a fallen warrior. The adventurers must have disabled Death enough times for his regeneration to be at least 1 minute long. Then the adventurers must then once again defeat Death, and while Death is still reviving, Spade must assemble all five artifacts and chant his spell and then Death will leave Ace and all will be well.


This is the path on which the WANDERING WIZARD/SPADE shall guide the adventurers in their search for Spade.

    1. Decision Point (the intersection of East Circling Path, South Circling Path and Shimmering Alley, and the Somber Footbridge)
    2. East Circling Path (or better yet, the as yet unnamed dirt path that runs between the East Circling Path and Silver Lake)
    3. The World Tree (scrying)
    4. East Circling Path past Dragon’s Way
    5. Dragons’ Smorgasbord (scrying)
    6. East Circling Path
    7. The Crossroads
    8. Last Circling Path
    9. Valhalla (scrying)
    10. Last Circling Path
    11. Kattyswampus (scrying)
    12. Hidden Way
    13. Ent Graveyard (scrying)
    14. Elven Hideaway (revelation)
    15. Hidden Way
    16. Last Circling Path
    17. Portal (Ever Flowing Mug)
    18. North Circling Path
    19. Vagabond Nest (Heart of a Crystal Giant)
    20. North Circling Path
    21. Invisible Mill (Dagger of Destiny)
    22. West Circling Path
    23. South Circling Path
    24. Everchanging Artifact (Shard of the Sun)
    25. South Circling Path
    26. Decision Point
    27. Field of Destiny (Soul of a Fallen Warrior)

Supplies for Death and the wandering wizard:

    • maps of the Realm of the Silver Elves
    • scrying bowl for the wandering wizard
    • 4 magical artifacts (Ever Flowing Mug, Heart of a Crystal Giant, Dagger of Destiny, Shard of the Sun)
    • 1 soul of a fallen warrior
    • firebombs for Death

“Amongst our weaponry are such diverse elements as: fear, surprise, ruthless efficiency, an almost fanatical devotion to the Pope, and nice red uniforms…” — Monty Python, “No One Expects the Spanish Inquisition”