Subject: MYSTARA-L Digest - 4 Dec 2001 to 5 Dec 2001 (#2001-334) From: Automatic digest processor Date: 06/12/2001, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 23 messages totalling 1305 lines in this issue. Topics of the day: 1. The Firelord Saga - Part II 2. Update-OD&D CLASS TEMPLATE (2) 3. The Nomad War Update - Month 1 (very long) 4. Aztec-like settings 5. Threshold 6. LotR (was Threshold) 7. Aztec-like Setting? (4) 8. magical scrolls (survey) (4) 9. Playing time (survey #2) (7) 10. Gnomes of Mystara ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Wed, 5 Dec 2001 15:02:55 +0200 From: Ville V Lahde Subject: The Firelord Saga - Part II Here's the second part of the Firelord Saga. The introduction and the first chapter can be found in the Vaults, in the Campaign ideas -section. ------ 2) Ancient History of the Thanegioth Archipelago The Mythic History of the Islands, as told by the various peoples There are some scattered legends about the origin of the Thanegioth in the oral traditions of the Nuari people and the people inhabiting the Serpent peninsula. But most of these are merely metaphoric stories, very much like the legend of the Fastitocalon as a metaphor of the fall of Numenor in the stories of J.R.R. Tolkien. Some tribes tell the story of the Father of All (sometimes Red) Dragons, who reached the end of his days and crashed down, the fall creating the Sea of Dread. The Thanegioth Archipelago is said to be the remnants of his gargantuan body. It may well be, that these legends are transformed memories of the Great Rain of Fire, the destruction of Blackmoor, and the time the Northern and the Southern continents were violently ripped apart, forming the Sea of Dread.(This is just one hypothesis about the birth of the sea. It may well be that it was formed much earlies during slow tectonic movements.) But there is the fact that the islands have always been the home for a host of Red Dragons, beings for whom societies are elsewhere in the world scarce. In the languages of some tribes of the Seprent Peninsula this myth gets some confirmation, although with some variations. (Or at least there's confirmation for theories that there have been movements of Nuari people to the peninsula long ago, transmitting languages and myths). The southern island chain of the peninsula, the one "reaching" towards Thanegioth Archipelago, is called in some of their languages "Than-e-gia" (the tongue of the serpent). The southern large island is "Than-e-gil" (the head of the serpent), and Thanegioth could be "Than-e-gia-othi" (the flame tongue/fiery spit of the serpent). Thus, the Serpent peninsula is mythically pictured as a large fire-berathing dragon/serpent. It is very likey that the first explorers to name the peninsula had stumbled upon these legends. Although no explorers or scholars, with the possible exeption of Rathanos cultists, haven't yet found it out, this legend is repeated by both of the dragon tribes living in the islands. Just to the north of the Archipelago there's a large reef area, called the Dragon Reef due to its peculiar shape. The Sea Dragons are convinced that the reef was born from the body of their ancient predecessor, who fought the Father of All Reds. The Reds, in turn, see the islands as the bones of their forefather (although, the term might also be "Mother"). In any case, these various mythic histories of the Thanegioth Archipelago picture cataclysmic encounters with the elements of Fire and Water, and this can't be coincidental. Especially the eastern islands have strong presence of the Plane of Fire, and in the waters surrounding the Archipelago, there are various powerful wormholes. One of them manifests as a large Whirlpool, which travels to and fro in the waters south of the Isle of Dread. (The Sea Dragons refer to it as "the Home-Song Fountain".) The legends of the sea elves, the Children of the Swan, don't mention the origin of the islands, of course. They arrived there long after the Archipelago was formed. The rakastae of the Isle of Dread don't talk about such things. If pressed, they say that their patron the Lion brought them here from unknown lands aeons ago. Their fall from their early days of glory has wiped out most of their lore. (More info about the people of the archipelago, see the latter sections.) Hypothetical demographic history of the Thengioth Archipelago Some notes on the various migrations to Thanegioth: As suggested, the red dragons and the sea dragons are the earliest inhabitants of the islands and the surrounding waters. The Children of the Swan were the next to arrive. Stories of their history suggest that they were a splinter group originating in the great divide between the elves of Grunland and Vulcania, and that they took to the seas after reaching the southern shore of the Sea of Dread. Or that they were trapped in their island after the Blackmoor cataclysm (if the sea was formed during it), which would suggest that they had separated from the mainstream elven civilisation earlier, perhaps due to some form of technofobia. As told before, the arrival of the rakastae is shoruded in the mist of history: perhaps there is a kernel of truth in their mythic tales, or perhaps they were an isolated group of were-creatures (about this more later). The next migration was that of the Nuari people. The Era of the first Firelord, or the Fiery Pharaoh The first Firelord was originally a member of a ruling family in Nithia. He was also an accomplished mage, and like many others of this vocation, he was obsessed with Fire magics of all kinds. Around 1500 BC he stumbled upon the secret of the Nexus - how this happened is unknown. Perhaps he learned this from the verious elemental beings he summoned and bound, or in his travels in the Elemental Plane of Fire… it is even possible that he stumbled upon some scattered textual fragments from the possible first age of Ascension. During this time he understands that he doesn't have a chance of becoming a pharaoh, and actually his life may be in danger in midst of the plotting in the Nithian aristocracy. He sees a chance for glory in the ritual of Ascension, and starts exploring this further. Later on, with a group of trusted followers from the Magian Fire Worshippers, Rathanos clerics and some obscure fire elementalist sects, he retreats to the Thanegioth Archipelago. In his studies he has found out about the powerful presence of the element of Fire in some of the islands, and decides to construct the Ascension platform there. Essentially, this signals the birth of the Cult of the Starfire Sphere on Mystara. Arriving in Thanegioth Archipelago, the Nithian mage assumes the title of the Firelord, or the Fiery Pharaoh. He starts building his own little empire in the middle of the Sea of Dread. His seat of power is on the easternmost, largest island. He makes alliances with the efreeti and fire giants living in/near the volcanoes of the easternmost big island, and with the red dragons of the central Archipelago. Together they complete a wonderful construction, the Plateau of Fire. It is an artificial plataeu raised by diverting magma in the bottom of the Island (I got the idea from a great Yoko Tsuno comic stroy). Permanent wormholes are created there, and made controllable by complex rituals and incantations, some of which are described in the sacred texts of the Rathanos canon (see above). it is possible that parts of them were written by the Fiery Pharaoh himself. In the centre of the plateau is a dome-shaped temple of the Starfire Sphere, specially crafted for the ritual of Ascension. The Rise and Fall of the Firelord Empire, the Lion King Rak'Asta When the Fiery Pharaoh started expanding his hatchling empire to the western islands, his forces met with opposition. The ancestors of the present-day rakastae lived on the Isle of Dread. At that time they resembled weretigers, and they has a highly advanced society that centered on the worhip of their patron "the Lion". The cultural centre was on the plateau in the northern part of the island, from where their king Rak'Asta led them. When the minions of the Fiery Pharaor invaded the island, Rak'Asta managed to make alliances with the Children of the Swan, and the remaining Sea Dragons, who has been beaten to submission by the Reds in several draconic wars. It is told that some groups of Sollux warriors joined them also, as their main enemies the efreeti were on the side of the Fiery Pharaoh. The armies of Rak'Asta defeated the invasion force, and with great cunning he made a spike assault in the isle of the Fiery Pharaoh. Rak'Asta stopped the Ritual of Ascension and killed the Firelord in a duel. Later on he continued the battle to the islands of the red dragons and killed their leader, an ancient red, but was also slain. The duel decimated an entire island, the second easternmost one, and left both of them dead. Since then the schorched island has been a taboo to the nuari, a sacred place for the Reds, and forgotten by the rest inhabitants of the archipelago. After the war the Sea Dragons withdrew beneath the waves, where they still live, near the great whirlpool, waiting for the rise of the next Firelord. The proud ancestors of the rakastae fell from grace of their patron and "diminished", transformed into the feline creatures we know. The Children of the Swan withdrew to their island, limiting their shipping to short fishing expeditions, centering instead on nursing their Tree of Life. (Yes, they have one of the lost trees - but this will depend on where the DM wishes to pinpoint the creation of the Trees. In the Twin Campaigns they were created much earlier. But the Dm can devise some other, alternative cultural focus for these seagoing elves.) The (mainly Nithian) followers of the first Firelord were slowly assimilated by the local Nuari. The creatures of fire remained, but kept close to the volcanoes of the easternmost island, and the deserted Plateau of Fire. The Artefacts of Rak'Asta: The great king Rak'Asta succeeded in his efforts not only due to his own cunning, but also because he had two very powerful artefacts in his possession. His sword "the Dragon-tooth" was crafted from the tooth of an ancient Sea Dragon and enchanted with powerful powers against red dragons. (For example: Sword +3, +5 Against dragons, Triple damage against red dragons. Add other powers if you like.) "The Lion Head" was a helmet crafted to the likeness of a majestic lion, giving protection against the element of Fire, and enhancing the wearer's abilities of leadership and warfare. (For example: Extra -1 to AC, +2 to Fire Saves, Deduct 2d10 from Fire breath damage, Skill bonuses to leadership and tactics/strategy.) When the king Rak'Asta left to battle the ancient red dragon, he left his helmet, the symbol of the king, for his followers. They brought it back to Isle of Dread, where it was left in the palace on the plateau, waiting for the Future king. (Nobody knows it, but Rak'Asta was allowed by his patron to leave a small portion of his soul in the helmet. If someone gains it, the next wearer's soul will meld with Rak'Asta's, permanently transforming him.) The sword is still in the decimated island, beneath the bones of the king and the dragon. ------------------------------ Date: Wed, 5 Dec 2001 08:34:09 -0500 From: scott ludwig Subject: Re: Update-OD&D CLASS TEMPLATE > I know when I first started in 1991? they used to have two large >poster = > maps call TRAIL MAPS: Eastern Countries, and another called >Western = > Countries. Thanks for the heads up :-) Were they a separate product, or did they come packaged in another? Scott Ludwigshafen-- http://home.earthlink.net/~scottludwig/index.htm _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 5 Dec 2001 16:41:29 +0200 From: Ville V Lahde Subject: The Nomad War Update - Month 1 (very long) Here's the war update of the first month of the Nomad War IMC. I use the rule modifications I sent to the list before, so anyone interested can look how they work. Ville --------------------- THE GREAT NOMAD WAR The war begins in Yarthmont 1011 of the Twin Campaigns timeline. The invasion of Akesoli was preceeded by the invasion attemps of the hivebrood, but was repelled by the PCs, the coming Darokinian embassadors. Changes on the battlemap: I've made some changes and additions of the X10 battlemap in order to flesh out the lands a bit better. Darokin: Corunglain-Darokin city road and the village of Favaro in the hex 2716. Tracks from Akorros to Corunglain. There aren't trails even in the Gazetteer map, but I decided that there must be some sort of trails that link the two cities to the villages between them. Ft. Lakeside in 1812, Ft. Anselbury in 1616, Tenobar in 2024, Ft. Cruth in 3319, Ft. Hobarth in 4016 Glantri: Erendyl in 2408, Ft. Monteleone in 2508, New Alever in 2507, Bramyra in 2906, Skullhorn Pass Camp in 2705, Castle Crownguard in 2402, Glenmoorloch in 2502, Ft. Tshernovodsk in 2902 These additions, plus some extra hexes in the northern Glantri, were added in case the Ethengarians attack the country. Alfheim: Elleromyr in 2915, Ironbark in 2916, Shieldtree in 2917 (Most likely targets of the Nomads, should they attack the forest) Shires: Rollstone keep in 3224, Tothmeer in 2527. Karameikos: The Specularum-Rugalov road. Rifflian in 3924, Duke's keep in 4121, Rugalov in 4425. Ylaruam: Parsa in 4616, Cinsa-Men-Noo in 5316, Ctesiphon in 5121, Abbashan in 5719, Tameronikas in 6023. The northern and southern hills and highlands were added, plus some eastern seaside hexes to show the coastal route to Soderfjord. Rockhome: Ft. Denwarf in 4209, Karrak Castle in 4612, Smaggeft in 4711, Evekarr fort in 4807 Ethengar: More hexes to the north to show the Heldann border. Deleted "Ethengar", replaced with Bargha in 3506, xantha in 3804 and Chagon-Nah in 4006. Thyatis: Ft. Nicos in 4922, Ft. Zendrol in 5927. NOMAD SETUP: Legion of Doom: Sayr Ulan 21st & 22nd: Pramayana (Awaiting shipping to the Karameikan civil war!) The First Army: 1st HQ and 1st & 2nd Combined, 3rd & 4th Combined: 1314 5th: Akesoli (This army invaded the city in the beginning of the module.) The Second Army: 2nd HQ, 10th: 1213 6th & 7th Combined and8th & 9th Combined: 1113 The Third Army: 3rd HQ, 11th & 12th Combined, 13th & 14th Combined: 1012 15th: 0913 The Fourth Army: 4th HQ, 16th, 17th: 0813 18th, 19th: 0714 20th: 0613 DAROKIN SETUP: xxx: 1616 (Ft. Anselbury) xxix: 1812 (Ft. Lakeside) Note: These units are not those actual legions, but their peacetime equivalents. After the winter and in the midst of spring field labour, this is the usual garrison in the Lake Amsorak Forts. THE FIRST WEEK: 1st - 7th of Yarthmont PC Actions: After losing the valiant battle for Akesoli, the PCs commandeer the last refugee ship left, saving the local wizard and his pupils. The get some children onboard, but mainly the passengers consist of rich merchants and their valuables. During the voyage over Lake Amsorak, the thief Yuri Turambar breaks into the safebox of the wizards' guild and steals some valuable potions and artefacts. In Akorros they are contacted by General "Winter" and the Glantrian envoy Laran, and are nominated ambassadors for the duration of the war. Switching horses on the road, they manage to reach Corunglain in the night of the 7th. NOMAD Movement: 1st HQ & 5th: 1616 (Attack the Garrison of Ft. Anselbury) 1st & 2nd Combined, 3rd & 4th Combined: 1717 (Bypass Anselbury, the besieged troops cannot stop them.) 2nd HQ, 10th: 1613 (Actually in the process of crossing the river. Next turn take 1 MV cost. They race towards Ft. Lakeside.) 6th & 7th Combined and8th & 9th Combined: 1514 15th: Akesoli ("Keeps the peace" in the city. The walls are riddled with spiked infidels.) 3rd HQ, 11th & 12th Combined, 13th & 14th Combined: 1516 (They follow the southern push.) 4th HQ, 16th, 17th: 1414 18th, 19th: 1314 (Just not enough move to reach the outskirts of Akesoli.) 20th: 1113 1st Week Combat: 1st HQ and 5th vs. Darokin xxx in Ft. Anselbury (The HQ only supports with the Stone juggernaut.) (In a siege, the Attacker can choose only Attack+ or Attack tactics, as defender always holds. Envelope would be best, but that would offset the Fortress bonuses. Anyway, siege is always a sort of "envelope" but not that effective.) Round 1: 5th xxx Basic: 103 (Attack) Base: 44 (Hold, C-1 modifier) No troop bonus, Fortress doubles defender troops. +10 Troop Class +10 Dominion +25 "Hosadus" +50 Fortress +10 Juggernaut Totals: 148 114 Difference: +48 for the Nomads Rolls: 90 + 48 = 138 09 (Astounding luck for the Nomads!) Difference: 127 Results: xxx: Rout = Surrenders to the invader, as there is no route of escape. 5th: 10% Casualties, 58 Wounded (return week 13), BR 104 THE SECOND WEEK: 8th - 14th Yarthmont PC Actions: They race through the Broken lands in a record time, regardless of a bloody assault by a tribe of red orcs. Now it's the ground that is red... They heal and feed their mounts with magic, and stimulate them with herbs, thus keeping up a steady pace. They reach Trintan in the late evening of 10th. They ride to Glantri city, where they meet lady Diaura (and get news of the war) and Jherek, who gives them the Glantri Unit. They start the negotioations, and get to present their case to the Council of Princes. The voting day will be after little over one week. Time to haggle. NOMAD Movement: 1st HQ, 1st & 2nd Combined, 3rd & 4th Combined: 2018 (3rd & 4th Forced March, HQ relieves fatigue with caravan loot) 5th: 1918 2nd HQ, 10th: 1812 (They race the walls of Ft. Lakeside.) 6th & 7th Combined and8th & 9th Combined: 1813 (Both Forced March, 6th&7th Moderate Fatigue. Bypass Lakeside.) 3rd HQ, 11th & 12th Combined, 13th & 14th Combined: 1817 15th: 1717 4th HQ, 16th, 17th: 1616 (Ft. Anselbury) 18th, 19th: 1516 20th: Akesoli (This unit Holds the city and awaits future shipping over the Lake.) DAROKIN SETUP: (No move allowed yet!) I and XIII&XIV Combined: 2520 (Darokin main city, west side unmanned) III and IV: 2117 (Akorros) II and V&VI Combined: 2713 (Corunglain) VII: 2716 (Favaro) - The town isn't counted as a walled city, so it doesn't affect much. VIII: 4016 (Ft. Hobarth) IX and X: 4118 (Selenica) XI: 2425 (Athenos) XII: 3319 (Ft. Cruth) XV: 3119 (Dolos, which doesn't figure as a town in this scenario.) 2nd Week Combat: 2nd HQ and 10th vs. xxix in Ft. Lakeside The first round is identical to the previous battle! Round 1: Rolls: 10th: 65+48 = 113 xxix: 30 Difference: 83 xxix: 40% Casualties, left 400, Serious Fatigue 10th: 10% Casualties, 58 wounded (return 13) Round 2: xxix decides to "Alamo" Changes: 10th: xxix: +15 Troops -30 Fatigue Diff: 93 Rolls: 88 + 93 = 181 85 Difference: 96 xxiv: Routs = surrenders 10th: Not a scratch, BR 104 THE THIRD WEEK: 15th - 21st Yarthmont PC Actions: During this week and on to the next, the PCs try to convince various Princes to join the war effort. During 16th to 18th they stop a FAERY plot in Ellerowyn, convincing Carlotina to vote for them. During 18th to 21st they destroy an "infestation" of a strange la Terran monotheistic cult in New Averoigne, battling a strange "angelic" creature. Reinforcements: Darokin XVI and XVII arrive in 2419 (East side Darokin City, which is considered walled for battle purposes.. They can't move this turn!) NOMAD MOVEMENT: 1st HQ, 1st & 2nd Combined, 3rd & 4th Combined: Attack Akorros! 5th: 2218 2nd HQ joins 6th & 7th Combined and8th & 9th Combined at 1813. HQ relieves Fatigue. The units FM successfully to 2215, crossing a river on their way. 10th: 2014 (In the process of crossing a river, 1MV cost next turn) 3rd HQ, 11th & 12th Combined, 13th & 14th Combined: FM succeeds, HQ relieves fatigue: 2118 (Just not enough to cut the Akorros-Darokin Road! 15th: 1817 (makes politely way for the 4th Army) 4th HQ, 16th, 17th: A stupendous FM to 2018, no fatigue! 18th, 19th: FM to 1918, both Medium Fatigue. 20th: Remains in Akesoli. - The PC Glantri Unit moves to 2712. As established in "the Geopolitics before the Nomad war", Thar won't get involved in the war. And the lesser tribes aren't that stupid as to attack such crack troops! - The PC Darokin Unit arrives in 3218 (Dolos) DAROKIN MOVEMENT: VII: Makes a fortified camp at 2716 (Favaro, which doesn't have walls!) XV: 2618 XII: 2619 3rd Week Combat: The Battle of Akorros The Local Thieve's Guild disrupts the defenders by raiding a munitions depot, giving -5 to all Darokinians. The thieves leave the sinking ship behind... The civilians flee. Next week there will be a lot of fat merchants on spikes, if the Nomads make a push towards Darokin city! Round 1: 1st&2nd vs. IV Difference: -20 Nomads After Rolls: 38 1&2: 20% Casualties, Medium Fatigue IV: 15% Casualties, Serious Fatigue 3rd&4th vs. ½ III Difference: +40 Nomads After Rolls: + 35 Nomads 3rd&4th: 20% Casualties ½ III: 15% Casualties, Serious Fatigue 1st HQ vs. ½ III Difference: +75 Nomads (Note: includes immunity bonus for 1% troops: mages, juggernauts…) After Rolls: 69 1st HQ: 30% Casualties, Moderate Fatigue ½ III: 25% Casualties, Serious Fatigue Round 2: 1st&2nd vs. IV Difference after rolls: 9 for Darokin! 1st & 2nd: 20% casualties, still MF IV: Not a scratch, still SF 3rd&4th vs. ½ III Difference After Rolls: 69 3rd&4th: 30% Casualties, Medium Fatigue ½ III: 25% Casualties, Serious Fatigue 1st HQ vs. ½ III Difference After Rolls: 160 1st HQ: 10% Casualties, Medium Fatigue ½ III: DESTROYED, no rout possible Round 3: 1st&2nd vs. ½ IV: Difference After Rolls: 56 1st&2nd: 20% Casualties, Serious Fatigue ½ IV: 20 % Casualties, Serious Fatigue 3rd&4th vs. ½ IV: Difference After Rolls: 60 3rd&4th: 20% Casualties, SF ½ IV: 20% Casualties, SF 1st HQ vs. ½ III Difference After Rolls: 113 1st HQ: 10% Casualties, Serious Fatigue ½ III: DESTROYED, no rout possible! Aftermath: Darokin IV: Serious Fatigue, 690 troops, BR 72, 235 wounded 1st HQ: 224 troops, BR 154, 86 wounded (return 17) 1st&2nd: 1188 troops, BR 104, 568 wounded (return 10) 3rd & 4th: 1041 troops, BR 104, 642 wounded (return 11) THE FOURTH WEEK: 22nd - 28th Yarthmont PC Actions: On 23rd the ambassadors meet Jaggar and convince him to vote for war intervention. But to achieve this they have to strike deals with him about future help against Ethengarians, and Jaggar want a clause that will allow Glantri to leave as much troops in the defence against Thar and Ethengar as it wishes. The Council of the Princes convenes in Glantri City on 24th, and decides for the war intervention. The ambassadors travel to the southern parts of the Broken lands. Note: the Glantri units will mobilise next week, and the Council will still decide on the details of mobilisation. The wizards start battling the magical forces of Hosadus, and will remove "Hosadus bonus" next week. The inhabitants of Darokin City see a glimpse of the dreaded Red Storms… Reinforcement Phase: DAROKIN: XVIII, XIX in 2620 (Don't move this turn.) Nomads: 5th HQ, 23rd and 24th arrive in 0213. 25th arrives in 0113. Note: These units don't suffer from the move limit. Unlike the Darokin units, they don't have to gather in staging areas. These units have already been travelling to the front for some time. - PC Glantri Unit moves to 2719, and manages to get through just before the Corunglain siege. NOMAD MOVEMENT: 1st HQ, 1st&2nd and 3rd&4th: They attack Akorros once again, despite their deep fatigue! 5th: 2418 (4th Army takes over its command as it joins the Darokin city operation. The unit clears the road of refugees, massacring hundreds, maybe thousands.) 2nd HQ, 6th&7th and 8th&9th: 2614 (Reach the road from Corunglain to Favaro and Darokin city!) 10th: 2316 (Secures the trails from Akorros to Corunglain.) 3rh HQ, 11th&12th and 13th&14th: 2419 - These units charge into the Darokin Legion staging areas. Fortunately the legions can use the west side palisades of Darokin City (still not a SIEGE!) 15th: 2018 4th HQ, 16th, 17th: 2418 (And we are officially "breaking" the stacking limit - units not combined.) 18th, 19th: 2217 (They can use the Akorros road cleared by the 4th Army. Lots of looting and people on spikes.) 20th: Remains snugly in Akesoli 5th, 23rd, 24th: 0813 25th: 0714 DAROKIN MOVEMENT: XV: 2716 (Joins the encampment in Favaro. Messengers rush for Alfheim, but the emissaries are still far away.) XII: Joins the encampment in 2716. Darokinian Strategy: The Darokinian High Command realises that it cannot stop the Darokin City siege in time, so it decides to gather forces for future counter-offensive. They anticipate the Glantri alliance, perhaps because it is their only real chance of victory - the Favaro encampment could launch attacks against the coming Corunglain siege. It is also a good staging area if the elves join the war, and it will function as a "magnet" that keeps the Nomads from pushing on eastward and leaving the Darokin siege undefended. 4th Week Combat: * THE SECOND BATTLE OF AKORROS Round 1: 1st&2nd vs. 1/3 IV Basic: 104 72 Difference: 72 After Rolls: 119 1st&2nd: 20% Casualties, SF Still 1/3 IV: Destroyed! 3rd&4th vs. 1/3 IV Identical to previous After Rolls: 163 3rd&4th: 10% Casualties, SF Still 1/3 IV: Destroyed! 1st HQ vs. 1/3 IV Difference: 97 After Rolls: 150 1st HQ: 10% Casualties, SF Still 1/3 IV: Destroyed! Aftermath: 1st&2nd: Serious Fatigue, 950 troops left, 119 wounded (return 14), BR 105 3rd&4th: Serious Fatigue, 937 troops left, 52 wounded (return 16), BR 105 1st HQ: Serious Fatigue, 202 troops left, 11 wounded (return 14) NOTE: You can see, how impossible such a swift invasion by the nomads would have been, if I hadn't added the special bonuses. Akorros would have been besieged for weeks, draining troops from the front. Even now one botched roll from the nomads might have been fatal to the Nomads. In my mind conquering Akorros is vital if the DM wishes to keep up the dramatic feel of near-defeat of Darokin in the early stages of the war. * THE FIELDS OF DAROKIN CITY, WEST END (The 3rd HQ won't participate. It only lends its mages, clerics and juggernauts to the effort. Thus both nomad divisions get a +10 bonus. Normally in sieges just one unit would get the bonus, but these are palisades.) Round 1: 11th&12th vs. XVI Difference: 85 (Nomad favoured tactics) After Rolls: 98 11th&12th: Not a scratch XVI: 40% Casualties, ROUT (Return on phase 7 - PUT ON TRACK!) 13th&14th vs. XVII Difference: 65 (Tactics favoured Darokin!) After Rolls: 55 13th&14th: 30% Casualties, Medium Fatigue XVII: 50% Casualties, Serious Fatigue Round 2: Only 11th&12th engage XVII Difference: 145 (Tactics slightly in favour of Darokin) After Rolls: 50% (Nomads roll 05, Darokinians 100!) 11th&12th: No Scratch, still Medium Fatigue XVII: 20% Casualties, Still Serious Fatigue Round 2: Repetition of the last battle! Difference now 155 (Nomads BOTCH their tactics - difference switches to 135) After Rolls: over 200! (Darokinians: bad luck, love.) 11th&12th: 30% Casualties XVII: Destroyed! Aftermath: 11th&12th: 1627 troops left, BR 105, 349 wounded (return 14), MF 13Th&14th: 1627 troops left, BR 104, 349 wounded (return 13), MF ------------------------------ Date: Wed, 5 Dec 2001 10:01:36 -0800 From: Rich Guth Subject: Re: Aztec-like settings Date: Wed, 5 Dec 2001 01:03:53 +0000 From: Gilles Leblanc Subject: Re: Aztec-like Setting? > First in the Hollow World there are the Azcans and Oltecs which are pretty > much the Aztec and .... maybe Incas or whatever, but the Azcan are evil and > Oltec good ( this is really simplifying it a lot ). But because you didnt > mention the HW I guess you either don`t know a lot about it or don't want to > consider it ( as I would as it really isnt realistic or plausible to have an > HW character on the surface world. ) Honestly, I never bought the Hollow World setting. So, I don't really have it to my advantage. But I am more than willing to check it out. Thanks for the heads-up. > Falling that im pretty stumped for > ideas. As the Azcans and Oltec cultures existed on the surface worlds a very > long time ago you could have some native from maybe the Savage Coast ( not > the savage baronies but maybe some remote village on the nortern plains ) > who venerated an Immortals of the old Azcans ( which are actually normal > immortals who assumes another identity for these pantheons, but your PCs > don't need to know that ) Thanks for your suggestions. :) ------------------------------ Date: Wed, 5 Dec 2001 10:10:00 -0800 From: Rich Guth Subject: Re: Threshold Well, that makes me feel better to hear that members of th list combine settings as I do. I was afraid to post my URL here because I had this fear that I'd get all kinds of flames from the list. I am running a campaign for 3E D&D (that's what my players wanted to play, and I am cool with that) based in Mystara Known World, using the boxed set of Karameikos. I have made a website I call "Karameikos Reborn" and some of the material in the webpage links to Official Mystara Webpage. (I have several links and reference notes) If you would like to take a look, I will include the URL at the end. Bear in mind, this webpage is mainly for my players and myself to use for the campaign. It is geared in that manner. There is also midi music on the website (stuff from tori amos, black sabbath, and metallica) so if midi music annoys you, be forewarned. Rich http://www.geocities.com/padungeonmaster/index.html ------------------------------ Date: Wed, 5 Dec 2001 15:37:29 +0000 From: Gilles Leblanc Subject: Re: LotR (was Threshold) > I don't think they cut out ole Tom, skimmed him over, maybe. Tom is very > important, and actually more powerful than Gandolph, Sauron is actually > scared of him. It would be a shame to cut him and Goldberry out. The only > difference from the books is the romance between Arogorn and Arwen. Fans > have kept very close spies to keep Peter Jackson in line. I can't wait for > the theaters to open on the 19th. 8) > Yes they have, there are some interview in real video format on the official movie site and when asked if anything has been cut, changed he says he cut Tom Bombadil entirly. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 5 Dec 2001 10:44:28 -0500 From: Kevin Powers Subject: Re: Aztec-like Setting? >> Which of the Mystara-based settings or lands would best fit an Aztec-type setting? I have a player who has recently become obsessed with the Aztec culture and wishes to play a wizard who is subserviant to some of the OD&D Aztec gods. Thanks in advance. >> Easily the most Aztec-like settings are to be found either in the Hollow World of circa 1,000 A.C. or in Blackmoor-era and the time immediately post-Blackmoor on the continent of Brun. These would be the Azcan (i.e. Aztec-Incan) Empire and the Oltec (i.e. Olmec-Toltec) Empire, with the latter occupying a substantial area of the central-Icirian mountain range in the HW at the present time, and the former occupying jungles to the NW (remember, this is up-right on the map, because this is the HW). For very specific information on the Azcan Empire, see HWR1, Sons Of Azca. If I recall correctly, both the Oltecs and Azcans existed during the age of Blackmoor, though they were severely backward from where Blackmoor ended up after the whole Beagle incident. It is probably the geographical separation (Blackmoor on Skothar, Oltecs/Azcans on Brun) which allowed this to be perpetuated until the Great Rain Of Fire. If you are looking to run a Blackmoor-era campaign on the outer world empires of Azca and Oltec, you may still likely find the HW boxed set and HWR1 useful for, if nothing else, historical and cultural/weapons/theological use. And if you run a time-travel campaign, then things could get REALLY interesting. Try using the AD&D 1st Edition module C1, Hidden Shrine Of Tamaochan, with the Azcans. Hope this helps, Kevin ------------------------------ Date: Wed, 5 Dec 2001 08:07:40 -0800 From: Joe Kelly Subject: Re: magical scrolls (survey) > When my PCs find a magical scroll they just note it on their chacter sheet if they know/learn the spell(s) on it they do that also and when they want to use them they tell me. I do not actually write them scrolls if that's what you mean ? When you say make them up you mean the scrolls content ? No, I meant do you just choose one yourself or do you use the one out of = the module/adventure? _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Wed, 5 Dec 2001 09:27:08 -0800 From: John Calvin Subject: Aztec-like Setting? >> Which of the Mystara-based settings or lands would best fit an Aztec-type setting? I have a player who has recently become obsessed with the Aztec culture and wishes to play a wizard who is subserviant to some of the OD&D Aztec gods. Thanks in advance. << I have a few suggestions that might work for you. Of course the most obvious choice is the hollow world Azcan/Oltec empires. These might not be vialble if you don't have the HW boxed set, but there may be a way to use a character from this setting anyway. Perhaps the character in question was sent to the surface by one of the immortals (Atraughin/Atrautzin) in order to purge the taint of Atzanteotle from the Tiger/Viper Clan living there. In this case they would have taken Atraughins Mystical Conveyor to the surface world and ended up in Tiger/Viper clan territiry. This might be the basis of a long term campaign as the character works to free "his people" from the evil immortals grasp. A slightly different tack assumes that Atraughin may still have some loyal followers in the lands of the Tiger/Viper and the character could be one of these. Perhaps they were driven out of the land as a heritic and their goal in life is to return (once powerful enough) in order to userp Atzanteotle's control. As others have mentioned you could use a person from a far off land. I think an islander from one of the Isles of Dread would be a good choice for possessing Aztec like qualities. If you want something closer to the Known World, then you might want to try a some of the magian fire worshipers in Ylaruam. Sure they are based on Egypt, but you could tweak a couple minor tribes for your purposes. Then there are the ShattenAlfen Elves and Oenkmarian Orcs. Both of these cultures have been influenced by Atzanteotle and therefor have Azcan traits. Both of these cultures might be present in the Known WOrld depending upon your timeline of events. Anyway, I hope you keep us updated on this one. It sounds like it could be interesting. -John ===== Rule #53. If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Buy the perfect holiday gifts at Yahoo! Shopping. http://shopping.yahoo.com ------------------------------ Date: Wed, 5 Dec 2001 10:12:56 -0800 From: Joe Kelly Subject: Playing time (survey #2) 1) How often does your group play? 2) What is your average time frame per session?(1 day,1 week, 1month, 1 = year?) ------------------------------ Date: Wed, 5 Dec 2001 20:06:41 +0100 From: Agathokles Subject: Re: Playing time (survey #2) Joe Kelly wrote: > > 1) How often does your group play? Not enough... my campaign is currently by e-mail only. > 2) What is your average time frame per session?(1 day,1 week, 1month, 1 year?) When we still played at the university, we had short sessions (2 hours), so the time frame was obviously reduced--from less than 1 day, to a few days at most. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 5 Dec 2001 20:08:12 +0100 From: Agathokles Subject: Re: magical scrolls (survey) Joe Kelly wrote: > > No, I meant do you just choose one yourself or do you use the one out of the module/adventure? I modify (or remove) almost all of the magic items found in modules: there are too many of them, and too generic. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 5 Dec 2001 20:24:23 +0100 From: la Volpe Subject: Re: magical scrolls (survey) Agathokles wrote: > Joe Kelly wrote: > > > > No, I meant do you just choose one yourself or do you use the one out of the module/adventure? > > I modify (or remove) almost all of the magic items found in modules: > there are too many of them, and too generic. > -- > > Giampaolo Agosta Same here. (Hey, this isn't a "Mee too" message. I answered "Same here". Ok, I was joking...oh, %%$£!!!, I forgot there are TWO humourless wizards on the list now! AAAAAGH!!!!!!!!!!!!!!!!!!!!!!!!!!!) 8-) Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ------------------------------ Date: Wed, 5 Dec 2001 19:57:53 +0000 From: Gilles Leblanc Subject: Re: Aztec-like Setting? > I have a few suggestions that might work for you. Of course the most > obvious > choice is the hollow world Azcan/Oltec empires. These might not be vialble > if > you don't have the HW boxed set, but there may be a way to use a character > from > this setting anyway. Perhaps the character in question was sent to the > surface > by one of the immortals (Atraughin/Atrautzin) in order to purge the taint > of > Atzanteotle from the Tiger/Viper Clan living there. In this case they > would > have taken Atraughins Mystical Conveyor to the surface world and ended up > in > Tiger/Viper clan territiry. This might be the basis of a long term < Actually if I remember correctly he was asking this because his played wanted to follow an Azteq god which Atruaghin isnt. Also I ifnd it imprbable that Atru would send an Azcan to defeat the tiger clan when so few Azcan venerate him and live so far ( below ) when he has plenty of dedicated warriors right on the plateau. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 5 Dec 2001 12:30:33 -0800 From: Joe Kelly Subject: Re: Playing time (survey #2) >>> joe_kelly@DAVIS.CA 12/05/01 10:12AM >>> 1) How often does your group play? My group plays about every two to three weeks. 2) What is your average time frame per session?(1 day,1 week, 1month, 1 = year?) One Session is One day so far. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Wed, 5 Dec 2001 15:13:10 -0600 From: Stone Marshall Subject: Re: Playing time (survey #2) 1.My group tries to play at least once a week for about 3-6 hours, depending on wives, lives, and other constraints. :) 2.When we complete an adventure we usually take a couple of weeks off in game time, but sometimes a month. > From: Joe Kelly > Reply-To: Mystara RPG Discussion > To: MYSTARA-L@ORACLE.WIZARDS.COM > Subject: [MYSTARA] Playing time (survey #2) > Date: Wed, 5 Dec 2001 10:12:56 -0800 > > 1) How often does your group play? > > 2) What is your average time frame per session?(1 day,1 week, 1month, 1 > year?) > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 5 Dec 2001 15:59:32 -0600 From: George Hrabovsky Subject: Re: Playing time (survey #2) I have two groups that play weekly. It is difficult to judge the average time frame (and somewhat misleading, since the standard deviation is so large). If I had to guess I would say we cover a couple of days each game session; when the action gets heavy we may not complete an hour, and when between campaigns months can pass. George ----- Original Message ----- From: "Joe Kelly" To: Sent: Wednesday, December 05, 2001 12:12 PM Subject: [MYSTARA] Playing time (survey #2) 1) How often does your group play? 2) What is your average time frame per session?(1 day,1 week, 1month, 1 year?) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Wed, 5 Dec 2001 13:59:42 -0800 From: Chris Furneaux Subject: Re: Update-OD&D CLASS TEMPLATE > Hey All, > > Just subscribed, so this will be my first post. Welcome, where are you from? > Incidentally, does anybody know where I can get my > hands on a complete, > poster-type map for the Known World (similar to what > was included in the > Hollow World Campaign Setting)? Assuming such a > thing even exists. > Were they a separate product, or did they come > packaged in another? The Trail maps were two products and almost imposible to get your hands on although people have found them in the past. I would recomend two websites though instead. You can find almost any part of the world you want: Thibault's Page: www.mystara.fr.st and Darkbloods site: http://www.geocities.com/Area51/Keep/7983/ > http://home.earthlink.net/~scottludwig/index.htm Nice. Chris. __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com ------------------------------ Date: Wed, 5 Dec 2001 14:01:36 -0800 From: "Jenni A.M. Merrifield" Subject: Re: Playing time (survey #2) At Wednesday, 5 December 2001, Joe Kelly wrote: > 1) How often does your group play? Well, we try to play twice a month. Sometimes we've snuck in three a month, and in busy months (like in December we may be lucky to get in one game). Of course, we also have three campaigns, run by three different DM's, going on more or less concurently, so each individual campaign may get played only once a month, once every month and a half, or even less than that, depending on the particular DM's schedule for preping and the players schedules for getting together as there are a couple of individuals who don't play in every campaign. > 2) What is your average time frame per session?(1 day,1 week, 1month, 1 year?) > I'm assuming you mean the "in game" time frame... and that's all over the board. If the campaign in question is deep in the middle of an intense adventure, one four to five hour session could conceivable cover even less "in game" time. On the other hand, if the campaign is shifting from one major scenario to another whole weeks, or even months, could slip by in a similarly lengthed session. I don't think we've ever hit a situation where "whole years" have gone by yet, but none of the campaigns have gotten up to levels where years might be needed for individual development or research, etc. (Two are at the 5th to 6th level range, and one is about half way to 3rd level) Jenni A. M. Merrifield -=> strawberryJAMM <=- ------------------------------ Date: Wed, 5 Dec 2001 01:10:47 +0100 From: Daniel Mayer Subject: Re: magical scrolls (survey) la Volpe wrote: > Same here. (Hey, this isn't a "Mee too" message. I answered "Same here". Ok, > I was joking...oh, %%$£!!!, I forgot there are TWO humourless wizards on the list > now! AAAAAGH!!!!!!!!!!!!!!!!!!!!!!!!!!!) > 8-) > > Iulius Sergius Scaevola Two? WHO? *I* have humour! Much! Very much! You should've seen my ex-party! One had to have humour to survive these crazy guys! My, my. Ok, at least now it's off-topic. So let's seee. Hmmm. Scrolls. Hmmm. I've many of them. Don't know the spells of most of them. Simply don't have the time :) But I've never used the ones stated in to-buy-adventures. From the beginning I had severe feelings against these "standard" spells of OD&D. I often gave them unusual spells from the netbooks, for example. Gave much more fun to the games :) I once gave the mage a spell that created an additional leg to any one creature... He instantly copied it into his spellbook and made use. On himself. The spiderclimb got him 50 pounds extra to carry because of this :) Yep. And I was (as PC of course) trained in Glantri. And it's kind of boring to invent spells that someone already has invented. So: Unusual spells on scrolls found in unusual places. Old towers = old spells (old Traladaran, for example). On-topic now. good night Daniel Mayer aka Laren Nightmaster ------------------------------ Date: Wed, 5 Dec 2001 23:55:58 -0500 From: scott ludwig Subject: Gnomes of Mystara Is there any consensus on what the Gnomes of Mystara are like--I'd like to add them as a character race to my template. Which, if any, of the following would apply? *As strong as Elves (-2 Str IMC) *As strong as Halflings (-4 Str IMC) *Smarter/more inquisitive than Humans (a bonus to Int) *Less wise (perhaps the flip side to their inquisitive nature) *A Con similar to Humans or Dwarves/Halflings *Affinity with technology/mechanical contraptions *Affinity with illusions *Magically resistant *Lack of affinity with magic *As dextrous as Humans or Halflings/Elves You get the idea :-) Thanks, Scott Ludwigshafen-- http://home.earthlink.net/~scottludwig/index.htm _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Thu, 6 Dec 2001 02:13:43 -0500 From: Dan Eustace Subject: Re: Playing time (survey #2) 1) How often does your group play? It averages out to about once a month between 3 different groups of PCs. Some of the PCs only play 1-2 times/year, but the main group gets in 8-10 games. Our games tend to be long, since we play infrequently (6-12+ hours). 2) What is your average time frame per session?(1 day,1 week, 1month, 1 year?) Like many of the other replies, this varies greatly. Sometimes it takes 3-4 gaming sessions to play a single day of game time. Others, we can cover a few weeks at a time, especially, if travel is skimmed over. For high-level PCs ruling dominions, we can cover a few months or more in one game. The average is probably a few days per session. ------------------------------ Date: Thu, 6 Dec 2001 08:45:15 -0500 From: Giampaolo Agosta Subject: Re: Aztec-like Setting? Gilles Leblanc wrote: > > Actually if I remember correctly he was asking this because his played > wanted to follow an Azteq god which Atruaghin isnt. Well, inlife he was Azcan, IIRC. > Also I ifnd it imprbable > that Atru would send an Azcan to defeat the tiger clan when so few Azcan > venerate him and live so far ( below ) when he has plenty of dedicated > warriors right on the plateau. Since the character is going to be some kind of wizard, then perhaps Atruaghin needs some magic more powerful (or just different) than that of the Atruaghin clans. Or, he wants to have an Azcan follower trained in the ways of the Outer World, in order to send him back to free the Azcans (this could be used with the MA timeline for Azca, IIRC). -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ End of MYSTARA-L Digest - 4 Dec 2001 to 5 Dec 2001 (#2001-334) **************************************************************