Subject: MYSTARA-L Digest - 6 Dec 2001 to 7 Dec 2001 (#2001-336) From: Automatic digest processor Date: 08/12/2001, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 13 messages totalling 998 lines in this issue. Topics of the day: 1. Playing time (survey #2) 2. Gnomes of Mystara (3) 3. holidays in the savage coast (4) 4. savage coast nations (3) 5. Aztec-like settings 6. new adress for THE WILD MAPPER THIB ******************************************************************** 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: Fri, 7 Dec 2001 19:37:19 +1000 From: Michael Diehm Subject: Re: Playing time (survey #2) > 1) How often does your group play? Once a week. > 2) What is your average time frame per session?(1 day,1 week, 1month, 1 > year?) 4 hours/wk _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Fri, 7 Dec 2001 05:24:38 -0600 From: Roger Girtman Subject: Re: Gnomes of Mystara This is what the RC says about "normal" gnomes in the appendix (page 293)... It's rather simple, but sufficient... *Gnomes use halfling details unless otherwise noted. *Gnomes use the attacks and saving throws of dwarves. *Gnomes speak gnome, dwarf, goblin, and kobold. *Instead of the halfling's "hiding" ability, gnomes have the dwarven "detect trap" and "infravision" abilities. PC2 lists rules for normal AND Sky gnomes (PC2 pages 11&12) ... Be careful to check the read teh "Special Abilities" list, as not every ability applies to both subraces... the XP chart on the bottom of page 11 shows who gets what abilities at what levels... (we can assume that the 0-level abilities are racial for all gnomish subclasses As far as culture and community, Best sources are GAZ1 and PC2... I do believe theres a section on gnomish communities on the Rockhome and Northern Reaches gazetteers, but don't quote me on that... Till next time, Roger PS: IMC, during the initial week of no magic from WotI, Serrianne crash-landed (relatively safely) in the hills north of the Blight swamp... theres an ongoing (NPC) effort to get her flying again, to no avail... (Remember, what made it work in the first place was some lost Blackmoor technology... and Glimreen Gemeye, Retchfoot, and Ack-Ack--the people who initially restored her--are long since dead.) I tend to think that Serrianne was also draining from Mystara's magic (albeit very very little, because its so far from the Radiance and doesn't have the protective benefit of Rafiel's "soul crystals")... I don't know yet whether she'll ever fly again or if King Stefan will grant them a dominion, equal in stature, to that of the Alfheim refugees in the Radlebb Woods... What do y'all think? ______________________________ "Chivalry doesn't mean that a woman CAN'T open a door for herself, only that a lady SHOULDN'T HAVE TO." ______________________________ http://www.geocities.com/gawain_viii/mystara _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Fri, 7 Dec 2001 13:14:01 +0100 From: Francesco Defferrari Subject: holidays in the savage coast Hello, anybody knows if there is somewhere a list, canon or not, of festival = and holidays in the savage coast ? i cannot find it, nor in the savage = coast campaign book neither in the almanacs.. but if such a list doesn't = exist i think we should make one, maybe taking something from spanish or = mexican holidays... : - ) Bye Francesco "What can change the nature of a man ?" ------------------------------ Date: Fri, 7 Dec 2001 13:33:29 +0100 From: Francesco Defferrari Subject: savage coast nations Hello, about savage coast (i just posted something about holidays) i was = thinking how nations of the coast correspond to (was inspired by) real = world nations... i think that: Vilaverde is Brasil (more yavdlom background than Texeira) Texeira is Portugal, but texeira has many brasilian traits, too Torreon is inspired by countries like Uruguay and Paraguay, IMHO,or = maybe Colombia and Per=F9 Narvaez is XVI century Spain (nobility, inquisition, imperialism..) Gargona could be Venezuela, or southern central america in golden times = (panama, costarica etc) Almarron is Mexico (peones, civil war, revolution..) Saragon could be southern Spain (andalusia) for its mixed population = ylari/ispan Guadalante is Argentina (gauchos, plains..) Cimmarron is obviously US west What do you think about ? Bye !=20 (you could think that my PCs are playing in the SC : - ) Well, it's so ! = ) Francesco "What can change the nature of a man ?" ------------------------------ Date: Fri, 7 Dec 2001 16:16:27 +0100 From: Agathokles Subject: Re: savage coast nations Francesco Defferrari wrote: > > Vilaverde is Brasil (more yavdlom background than Texeira) > Texeira is Portugal, but texeira has many brasilian traits, too I think it is more the reverse, as Vilaverde is the older state, and Texeiras was absorbed an entire Yavdlom colony (the Dominion of Tanaka). However, the two baronies are pretty similar. > Torreon is inspired by countries like Uruguay and Paraguay, IMHO,or maybe Colombia and Perù More the latter two. It seems to represent the spanish colonies at an earlier stage (heavy armor and weapons), and it has a large number of "natives" (i.e., Oltecs) and a clear division between the nobles and the commoners, with only a thin middle class. > Narvaez is XVI century Spain (nobility, inquisition, imperialism..) > Gargona could be Venezuela, or southern central america in golden times (panama, costarica etc) > Almarron is Mexico (peones, civil war, revolution..) > Saragon could be southern Spain (andalusia) for its mixed population ylari/ispan > Guadalante is Argentina (gauchos, plains..) > Cimmarron is obviously US west These are all pretty easy (except Gargoña, which could be based on a number of RW cities). -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Fri, 7 Dec 2001 16:38:33 +0100 From: Agathokles Subject: Re: Gnomes of Mystara scott ludwig wrote: > > 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) I'd say the first. They're somewhat stronger than halflings, IMO. > *Smarter/more inquisitive than Humans (a bonus to Int) > *Less wise (perhaps the flip side to their inquisitive nature) There is nothing supporting this (in PC2, at least), but neither there is anything against, and I'd think both modifiers would be appropriate. > *A Con similar to Humans or Dwarves/Halflings > *As dextrous as Humans or Halflings/Elves According to PC2, the Gnomes have minimum scores of 8 and 6 in Dex and Con, respectively. I'd give them no bonus to Con, just the minimum score. OTOH, if you choose to give them a penalty to strenght, Gnomes could well have a bonus to Dex (nothing big, though). > *Affinity with technology/mechanical contraptions Yes. According to PC2, higher level gnomes gain the ability to meddle with techno-magical devices. > *Affinity with illusions Not necessarily. If you allow gnomes from Nouvelle Averoigne (like Matou in Ierendi gaz), it could apply. Rather than affinity with illusions, Mystaran Gnomes do have affinity with elemental magic (high level gnomes in PC2 can cast aerial servant, wall of stone, and the like, and gain bonuses to ST vs their element). > *Magically resistant As dwarves. > *Lack of affinity with magic Not at all. Gnomes can be both priests and wizards (shamans and wicca, actually). However, one could (and probably should) limit their access to certain schools, in order to stress their ties to the elemental magic. Myself, I see Mystaran Gnomes as prevalently linked to the elements, using them to power their mechanical constructs. Canon-wise, there are only Sky and "common" (Rock, in AD&D terms) Gnomes. However, there have been several speculations on Fire Gnomes (Earthshaker-builders, in Davania, and perhaps also the Gnomes of Honour Island in Ierendi) and Ice and Water Gnomes. I also use Illusionist Gnomes clans in Nouvelle Averoigne (if you want an elemental link, than they have affinity with the ether, and the Etheral Plane). -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Fri, 7 Dec 2001 14:55:24 -0500 From: scott ludwig Subject: Re: Gnomes of Mystara Giampaolo, Thanks for the detailed responses regarding my queries--and especially for the paragraph (below) outlining your personal views. I think I'm going to get busy and see if I can come up with a racial template that incorporates them. The only Mystara material I'm fortunate enough to have access to (it's devilishly difficult to acquire these days) is the Hollow World Box Set, Champions of Mystara, 3 Almanacs, a partial GAZ12, and the maps in the back of the Cyclopedia :-( However, following some of your insights (as well as the responses others have been kind enough to offer) will hopefully help create a race of Gnomes that is truly unique--more than just a Dwarf or Halfling with a big nose and short beard. Thanks again, Scott http://home.earthlink.net/~scottludwig/index.htm (Ludwigshafen--A Classic D&D Campaign) > From: Agathokles > Reply-To: Mystara RPG Discussion > To: MYSTARA-L@ORACLE.WIZARDS.COM > Subject: Re: [MYSTARA] Gnomes of Mystara > Date: Fri, 7 Dec 2001 16:38:33 +0100 > > > > Myself, I see Mystaran Gnomes as prevalently linked to the elements, > using them to power their mechanical constructs. > Canon-wise, there are only Sky and "common" (Rock, in AD&D terms) > Gnomes. However, there have been several speculations on Fire Gnomes > (Earthshaker-builders, in Davania, and perhaps also the Gnomes of Honour > Island in Ierendi) and Ice and Water Gnomes. > I also use Illusionist Gnomes clans in Nouvelle Averoigne (if you want > an elemental link, than they have affinity with the ether, and the > Etheral Plane). > -- > > > Giampaolo Agosta > > > agathokles@libero.it > agosta@elet.polimi.it > http://digilander.iol.it/agathokles > > ******************************************************************** > 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: Fri, 7 Dec 2001 21:30:27 -0500 From: Christopher M Cherrington Subject: Re: holidays in the savage coast > Behalf Of Francesco Defferrari > > Hello, > anybody knows if there is somewhere a list, canon or not, of > festival and holidays in the savage coast ? i cannot find it, nor > in the savage coast campaign book neither in the almanacs.. but > if such a list doesn't exist i think we should make one, maybe > taking something from spanish or mexican holidays... : - ) Bye > Ooh! This is a good one! I had to reply! The old cannon source for the Savage Coast, was a module. From the module, the Thyatians that first colonized the areas was a group of religious missionaries, the Lawful Brotherhood. Eventually they turned to more economic gains, than converting; but I am sure their should be some type of remnants of original Thyatian holidays that have been 'Mexicanized' to fit the Savage Coast theme. There is no cannon source for the Lawful Brotherhood in the Dawn of the Empires set, so this could mean several things... 1. The Lawful Brotherhood was originally outcast from Thyatis. 2. The Lawful Brotherhood was too lawful to stay under Thyatian Imperialism. 3. The Lawful Brotherhood was persecuted for some odd reason. 4. The Lawful Brotherhood never existed as a religious movement, and was only interested in making colonies for profit (What an idea for Asterius, the patron of merchants and thieves). ------------------------------ Date: Fri, 7 Dec 2001 22:18:31 -0500 From: Jeff Daly Subject: Re: holidays in the savage coast Or in keeping with the Latin American theme the missionaries could simply have been missionaries. ----- Original Message ----- From: "Christopher M Cherrington" To: Sent: Friday, December 07, 2001 9:30 PM Subject: Re: [MYSTARA] holidays in the savage coast > > Behalf Of Francesco Defferrari > > > > Hello, > > anybody knows if there is somewhere a list, canon or not, of > > festival and holidays in the savage coast ? i cannot find it, nor > > in the savage coast campaign book neither in the almanacs.. but > > if such a list doesn't exist i think we should make one, maybe > > taking something from spanish or mexican holidays... : - ) Bye > > > Ooh! This is a good one! I had to reply! The old cannon source for the > Savage Coast, was a module. From the module, the Thyatians that first > colonized the areas was a group of religious missionaries, the Lawful > Brotherhood. Eventually they turned to more economic gains, than > converting; but I am sure their should be some type of remnants of original > Thyatian holidays that have been 'Mexicanized' to fit the Savage Coast > theme. There is no cannon source for the Lawful Brotherhood in the Dawn of > the Empires set, so this could mean several things... > 1. The Lawful Brotherhood was originally outcast from Thyatis. > 2. The Lawful Brotherhood was too lawful to stay under Thyatian Imperialism. > 3. The Lawful Brotherhood was persecuted for some odd reason. > 4. The Lawful Brotherhood never existed as a religious movement, and was > only interested in making colonies for profit (What an idea for Asterius, > the patron of merchants and thieves). > > ******************************************************************** > 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: Sat, 8 Dec 2001 03:41:53 -0000 From: Paul George Dooley Subject: Re: Aztec-like settings ----- Original Message ----- From: "Rich Guth" To: Sent: Wednesday, December 05, 2001 6:01 PM Subject: Re: [MYSTARA] 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. > If you manage to get the "Blood Brethren" trilogy of modules (HWA1-3) then if the player waits a bit there is plenty of chance to add an azcan character to the party. Considering the powers involved there is plenty of scope for further adventure in the outer world afterwards too. Paul ------------------------------ Date: Sat, 8 Dec 2001 00:29:17 -0500 From: Dan Eustace Subject: Re: savage coast nations From: "Francesco Defferrari" To: Sent: Friday, December 07, 2001 7:33 AM Subject: [MYSTARA] savage coast nations >> From the Dragon issue in which the Savage Baronies 1st appeared (by B. Heard): > Hello, > about savage coast (i just posted something about holidays) i was thinking how nations of the >coast correspond to (was inspired by) real world nations... i think that: > Vilaverde is Brasil (more yavdlom background than Texeira) > Texeira is Portugal, but texeira has many brasilian traits, too Vilaverde & Texeras were inspired by RW Portugal > Torreon is inspired by countries like Uruguay and Paraguay, IMHO,or maybe Colombia and Perù Torreon is based on conquistador-era Spain > Narvaez is XVI century Spain (nobility, inquisition, imperialism..) Bingo! Narvaez is Spain during the Inquisition > Gargona could be Venezuela, or southern central america in golden times (panama, costarica etc) > Almarron is Mexico (peones, civil war, revolution..) > Saragon could be southern Spain (andalusia) for its mixed population ylari/ispan > Guadalante is Argentina (gauchos, plains..) > Cimmarron is obviously US west > What do you think about ? Bye ! > (you could think that my PCs are playing in the SC : - ) Well, it's so ! ) Nothing definitive on these as they were in the next issue, but you're probably right. > Francesco ------------------------------ Date: Sat, 8 Dec 2001 00:38:27 -0500 From: Dan Eustace Subject: Re: holidays in the savage coast From: "Christopher M Cherrington" > Ooh! This is a good one! I had to reply! The old cannon source for the > Savage Coast, was a module. From the module, the Thyatians that first > colonized the areas was a group of religious missionaries, the Lawful > Brotherhood. Eventually they turned to more economic gains, than > converting; but I am sure their should be some type of remnants of original > Thyatian holidays that have been 'Mexicanized' to fit the Savage Coast > theme. There is no cannon source for the Lawful Brotherhood in the Dawn of > the Empires set, so this could mean several things... > 1. The Lawful Brotherhood was originally outcast from Thyatis. > 2. The Lawful Brotherhood was too lawful to stay under Thyatian Imperialism. > 3. The Lawful Brotherhood was persecuted for some odd reason. > 4. The Lawful Brotherhood never existed as a religious movement, and was > only interested in making colonies for profit (What an idea for Asterius, > the patron of merchants and thieves). The Lawful Brotherhood survived to the present as the LB Trading Company, based in Cimmarron. Their interests were definitely more mercantile than clerical, and it is likely that the "Lawful" description is more of a cover than reality. There's some more info on them in Tortles of the Purple Sage (Dungeon magazine), but I'd have to dig that out. The original LB settlement was located at the present site of the Old Fort at the tip of the Claw Peninsula. Option 4 is probably the closest to the truth, with wiggle room to incorporate #1 & 3 to some degree. ------------------------------ Date: Sat, 8 Dec 2001 08:38:41 +0100 From: thibault sarlat Subject: new adress for THE WILD MAPPER THIB hello i just got a 20 times faster access than i had before (ADSL). so my mail has changed according to my provider. My new address is thibault.sarlat@wanadoo.fr thanks to change your bookmarks. PS: the old address shalls still work for a month or two and will be shut then. Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.fr.st Join me at: thibsylv@club-internet.fr or at clenarius@hotmail.com ----- Original Message ----- From: "Ville V Lahde" To: Sent: Wednesday, December 05, 2001 3:41 PM Subject: [MYSTARA] 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 > > ******************************************************************** > 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. > ------------------------------ End of MYSTARA-L Digest - 6 Dec 2001 to 7 Dec 2001 (#2001-336) **************************************************************