Subject: MYSTARA-L Digest - 13 Aug 2002 to 14 Aug 2002 (#2002-210) From: Automatic digest processor Date: 15/08/2002, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 10 messages totalling 779 lines in this issue. Topics of the day: 1. Freeport city of adventure 2. Dave Arneson is still doing Blackmoor 3. The Bard Adventure I 4. [GANDERG@tc.gc.ca: The Kukarachans] 5. Dragon scale armour (2) 6. Alfheimer physical descriptions 7. Feat: Sworn Enemy 8. Using Illustrator for Maps 9. The Kukarachans ******************************************************************** 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, 14 Aug 2002 12:16:01 +0200 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: Freeport city of adventure --- Joe Kelly wrote: > Don't know if anyone is interested but the Freeport > City of Adventure module has been out for a bit, and > I quite like it. Anyone else pick this up? Hey, I also picked up that one, but I have only flipped through it yet. It seems decent enough, although the most useful info has already been mentioned in the Freeport Adventure Modules, which by the way are excellent. Somebody (Jenni?) made a timeline for fitting Freeport into Ierendi and I thinking about using that idea myself if one of my current campaigns end any time soon. Haavard ______________________________________________________ Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ Nå med webkamera, stemmechat, interaktiv bakgrunn og mye mer! ------------------------------ Date: Wed, 14 Aug 2002 12:19:35 +0200 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: Dave Arneson is still doing Blackmoor Its cool to see that Arneson is still alive and kicking. However I dont expect much from the Blackmoor line, personally. At we might be able to steal some of it for Mystara. (Ill probably buy the sourcebook, like the sucker I am.) Personally, I would rather like to see a Mystara Blackmoor online sourcebook made by fans written about Blackmoor, but with Mystara in mind, using Immortals, referring to the future events etc etc... Ofcourse, Dave Arneson's Blackmoor might be what happened to the Blackmoor Khoronos created after the Great Rain of Fire... Haavard --- David Keyser skrev: > Gamespy interviewed Arneson at GenCon, and he did > mention Blackmoor. > > The article is here > http://www.gamespy.com/articles/august02/gencon/arneson/index2.shtml > > but the relevant blurb is below > > GameSpy: Any new games coming from you? > Dave Arneson: We're redoing Blackmoor. But we're > playing a little hard > to get right now. > > > My reactions, > 1) Hurray, Dave is still working on it and planning > to release it. > 2) What the heck does hard to get mean? He is > holding out for a good > deal from a > publisher? Or just wants to be secretive? Darn it, > it's been 17 years > since the last > Blackmoor release, I need my fix. > > ******************************************************************** > 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. > ______________________________________________________ Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ Nå med webkamera, stemmechat, interaktiv bakgrunn og mye mer! ------------------------------ Date: Wed, 14 Aug 2002 14:18:10 +0300 From: =?ISO-8859-1?Q?Ville_V_L=E4hde?= Subject: The Bard Adventure I Specularum series IV "The Lament of the Wavering Bard" by Ville Lähde This adventure was originally written in Finnish and published in the RPG zine Claymore, issue 1/95. As the three previous Specularum-series adventures, it was originally written as a generic adventure with only bracketed refrences to Mystara, but the intended location is still Specularum in the Grand Duchy of Karameikos. Of course, this adventure can be also played separately, as there are no direct links with the others. "The Lament of the Wavering Bard" is a long storyline that centres on elements of horror and outlandish. It was designed to maintain tension and fear despite magical abilities of the PCs. The events of the adventure have been written quite loosely, so the DM must work a little to make is playable. The details of the NPCs haven't been included. The DM can draw them out to suit the levels of the PCs. "On the edges travelling, by the limits of senses the songs of lost memories unravelling Songs of pining, longing, that old acqaintance to the Channel of Sorrow belonging No sweet yearning, no fear inspiring shall you find on this poetic path The empty gaze of the one lamenting only sings of the bard Wavering" BACKGROUND The main protagonist of this story isn't actually a character at all. He/She/It doesn't have a personality, conscious intellect, or even a physical body. In fact, it doesn't even have a name, because until know it's existence has remained virtually unknown. From now on I'll use the term Being while referring to it, for the sake of clarity, even though even this word is quite questionable in this case. The closest approximation of the nature of the Being is "a present force", "presence", or "travelling ambience". There isn't clear knowledge of it's origins, or even if it is a unique phenomenon. Most likey it emerged from the thoughts and feelings of sentient beings at the moment of some great disaster, war, famine or drought - at least the Being remains closely connected and dependent on such thoughts and feelings. It "feeds" on thoughts of sorrow, fear and longing. The Being travels its mindless routes on the tresholds of this world, at the edges and borders of "the Other Side" (since no serious study hasn't been made of the being, this naive term shall suffice). It nourishes itself by negative thoughts and feelings, which it is capable of arising in the minds of the sentient beings whom its trek passes. However, it doesn't create these feelings itself, since it has no will or intentionality for such acts. Instead it is able to awaken ancient memories that are buried in the collective uncosciousness of sentient communities. The memories mustn't be alive and and fresh, the Being often brings scattered and distorted images to the surface (for inspiration read Clive Barker's "Candyman"). The Being invokes the memories into the physical realm as insubstantial ghostly images, that are able to cause negative feelings and thoughts in the minds of the locals. The ghostly images don't have any consciousness, except the memories of the moment from which they are drawn. They are not interested in of capable of hurting people physically. To "do" this the being will need a Catalyst, since it doesn't have a direct contact in this world itself. This catalyst is an archetypal mythical figure of the local culture. The Archetype isn't consciously known by the local people, it is more like a reflection or a metaphoric representation of their history/character/spiritual legacy. In this story the Catalyst will be the Wavering Bard. It symbolises the historical tension between the Traladaran and Thyatian people of Specularum, and the oral and musical traditions of the local culture. The latter is more important to the Traladarans. During the course of the adventure the Wavering Bard will travel through Specularum, thus preparing the way, "a Channel of Sorrows", for the Being to travel on. As the Being is able to gather nourishment, it becomes more powerful. Accordingly the essence of the Bard will become more clear. Little by little the Bard develops a personality and some form of intellect and sentience. It will become aware of its true nature (a creation of the Being), and what's more important, it will start to write it's own songs. Even before the bard becomes more material, the local people might start "remembering" fragments of poems, smatterings of songs, that seem strangely familiar… As the story unravels, the Bard gives the Being it's first real name, "the Gray Stream of Grief". The name is a description of the way how the Being seeks "anchor points" in the communities of Specularum and travels via them. The Bard will utilise this metaphor in the various ghostly images that it must awaken, the communal memories that were mentioned before - although the references to the Stream will always be symbolic and perhaps non-conscious. The first ghost, "the Weary Water-diviner", represents how the Being is seeking a point of origin, "a spring", for its Channel of Sorrows at the outskirts of Specularum. The second ghost, "Elder Guardians", is connected to an old channel that has been dismantled ages ago, and to the soldiers who guarded it. This of course represents the Being's efforts to build a channel through which it could surge through Specularum. The last ghost, "the Knight of Griffon", is the perhaps clearest hint of all, even though it is stilll pretty vague. It was created by the bard not only to serve the Being, but also as a direct warning to the PCs. It will be their last chance to stop the Being before the Gray Stream of Grief will surge through Specularum with full strength. If the Wavering Bard fails to warn the PCs of the danger and (reluctantly) manages to finish the Channel of Sorrows that the Being can use. The whole essence of the being rushes to Specularum. Behind its path it will leave hundrers of catatonic people, autistic children and insanity. The power and nourishment that it will get propels it to future paths, towards other Channels of Sorrow. The only remaining evidence of its passing will be the Wavering Bard, who will continue to sing its laments in the spiritual ruins of the city. THE STRUCTURE OF THE ADVENTURE The adventure is divided into three main sections, where the ghostly images that the Bard has created will appear in the city. Every section discusses the history of the images, the reactions of the local people, and the development of the Bard towards sentience and its attempts to warn the PCs. However, PCs like to fight against something else too that thin air and memories, so I've also devised some human adversaries, who try to take advantage of the situation. The DM will have to flesh out these adversaries her/himself. The DM is also advised to devise encounters with citizens who are disturbed by the presence of the Bard, the Being and the ghosts. This adventure will not be an easy one, so many PC groups might need some extra help. It is a rare thing to have to solve mysteries mainly by resorting to symbolic interpretation. The last part of the adventure discusses some ways to stop the Gray Stream of Grief. ------------------------------ Date: Wed, 14 Aug 2002 09:13:15 -0400 From: Geoff Gander Subject: [GANDERG@tc.gc.ca: The Kukarachans] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'au998@freenet.carleton.ca'") Subject: The Kukarachans Date: Wed, 14 Aug 2002 09:04:09 -0400 Hello all, Some of you may remember, back on the old MMB around 1998 or so, a discussion about a new breed of monster called the kukarachans. Essentially, they were cockroaches that had been mutated by high levels of Alphatian magic in Esterhold, with rather interesting side-effects. Jeff Daly came up with the idea, and both of us fleshed it out a bit. Now, I've decided to revisit it, and finish the job of adding further detail. This information in this article does not supersede what is already on Shawn's site (except the original description of the kukarachan warrior that I wrote there); it is intended to complement it, and to provide a bit of a introduction to it. Enjoy! ***** The Kukarachans, by Jeff Daly and Geoff Gander: Centuries ago, during the initial colonisation of Esterhold, the Alphatians sought a means of cleansing large swaths of what is now Esterhold of its indigenous Jennite population, who refused to accept Alphatian suzerainty over their tribal lands. A wide variety of magicks were used against them, with the result being the devastation of much of the interior of the Esterhold peninsula, which became almost saturated with magic for a time. The Alphatians gave little, if any, thought to the potential consequences of their actions during those years, and subsequently founded their Skotharian colony, thinking that they were truly masters of the land. They were quite wrong; while they had gained dominion over the Jennites living in Esterhold, they could not control that which arose from the magic-seared interior of the peninsula - the kukarachans. The kukarachans are a race of large, semi-intelligent insects descended from cockroaches, who had been exposed to high levels of Alphatian magic during the early years of the conquest of Esterhold. Over the following centuries, they continued to mutate, slowly becoming more intelligent, more resourceful, and more adaptable. Finally, they had reached a stage where they began to leave their own imprint on the lands around them, and they began to spread outwards from their original breeding grounds in central Esterhold. What makes these creatures so formidable is their adaptability - kukarachans can eat almost anything, and, when attacked with magic, they are capable of adapting to that form of magic, with often horrific results. The kukarachans have been kept in relative check historically by repeated Alphatian forays into Esterhold's interior, which served to reduce the risk to interior communities and mining operations - at least, those that were populated largely by Alphatians. Free Jennite tribes living in central Esterhold had to fend for themselves - a policy that also reduced the number of free Jennites roaming the interior. If Alphatian authority were ever to falter in central Esterhold (as it did in the years following the Wrath of the Immortals scenario), the kukarachans would likely multiply greatly, and place even greater pressures on the cultures and communities surrounding them. Kukarachan Warrior Armour Class: 2 Hit Dice: 1* Move: 120' (40') Attacks: 2 weapons Damage: By weapon +2 No. Appearing: 2-20 (up to 100 per nest) Save As: F 1 Morale: 9 Intelligence: 6 Treasure Type: None Alignment: Neutral XP Value: 13 This creature is the most common variant of the kukarachans. Standing about 7' tall, the kukarachan warrior is a powerful (+2 hit and damage) adversary capable of wielding a weapon in either hand. Its carapace provides excellent natural armour. It communicates with its hideous brethren through chemicals emitted into the air from its antennae. These organs also receive such messages from other kukarachans, with an individual kukarachan being capable of sustaining several such "conversations" at once. These chemicals are also used to manipulate magical fields around its body. When a group of kukarachan warriors are affected by a given spell, and survive, they transmit chemical messages to all other kukarachans in the immediate vicinity (100' radius), providing information on how to defend against that particular spell. Those who receive this message will become immune to that particular spell for the remainder of their lives. Further attacks have a 1 in 10 chance of causing a transformation, which takes three rounds to complete, and which will result in the creature turning into another form of kukarachan. The immunity lasts for one generation, being passed on to the offspring of the affected kukarachan, but successive generations are not immune. Kukarachan Mentor Armour Class: 5 Hit Dice: 5* Move: 120' (40') Attacks: by weapon or by spell Damage: By weapon +1 No. Appearing: 2-12 (up to 30 per nest) Save As: MU 5 Morale: 9 Intelligence: 11 Treasure Type: None Alignment: Neutral XP Value: 300 Kukarachan mentors are created when a member of the warrior caste is targeted by a thought-based spell, such as charm, ESP, and fear, according to the guidelines given above under the kukarachan warrior description. During the transformation, the warrior's head grows larger, its armoured exoskeleton softens slightly (reducing AC by 3), it becomes more intelligent, and it becomes tougher overall. Any further magical attacks against the kukarachan mentor allow it to make the same magical attack in return. Provided it survives the attack, it can store the magical energies from the spell in its chemical field and release it at a time of its choosing. Any spell may be captured in this way, and the relevant characteristics (such as range, damage, and duration) are identical to those of the original caster's spell. Kukarachan Terror Armour Class: 9 Hit Dice: 12 Move: 90' (30') Attacks: 1 bite Damage: 3d6 No. Appearing: 1-10 (up to 20 per nest) Save As: F 12 Morale: 8 Intelligence: 2 Treasure Type: None Alignment: Neutral XP Value: 1,250 If a kukarachan warrior is struck by a matter-based spell, such as meteor swarm, or ice storm, and it transforms as a result, it becomes a huge four-legged beast, resembling a 30' long, 12' tall cockroach with a huge set of mandibles. Its armour class drops to 9 due to its sheer bulk, but it becomes extraordinarily tough. Its intelligence also drops, and therefore it must be guided by more intelligent kukarachans or it will react in fear to everything that moves (50% chance each round that it will attack the nearest living creature - friend or foe). Kukarachan Dragon Armour Class: 6 Hit Dice: 10* Move: 120' (40') Flying: 240' (80') Attacks: 1 bite or 1 breath Damage: 2d8 (bite) or 3d8 (breath) No. Appearing: 1-10 (up to 20 per nest) Save As: F 10 Morale: 9 Intelligence: 3 Treasure Type: None Alignment: Neutral XP Value: 1,750 When a kukarachan warrior is hit by a fireball or lightning bolt spell, and transforms, it becomes a kukarachan dragon. In form, these creatures strongly resemble kukarachan terrors, except that they are slightly smaller, and they possess wings. In addition to its vicious bite, a kukarachan dragon may breathe either a line of lightning (3' wide x 30' long) or a cone of fire (30' long and 30' wide it is end), depending on what spell affected it originally. Kukarachan Zealot Armour Class: 2 Hit Dice: 3* Move: 120' (40') Attacks: 2 weapons Damage: By weapon +2 No. Appearing: 2-20 (up to 100 per nest) Save As: C 3 Morale: 9 Intelligence: 9 Treasure Type: None Alignment: Neutral XP Value: 50 Kukarachan zealots are created when warriors are affected by reversed clerical spells, such as cause critical wounds, curse, and the like. In all respects they are identical to the typical member of the warrior caste, except that they can manipulate their chemical fields to heal other kukarachans within ten feet of themselves. This healing ability can be used up to five times per day, and each use restores 1d10 hit points to all kukarachans within ten feet of the zealot. Kukarachan Lich Armour Class: -2 Hit Dice: 10* Move: 120' (40') Attacks: 2 weapons or 1 Death Ray Damage: By weapon +2 or special No. Appearing: 1-6 (up to 12 per nest) Save As: MU 10 Morale: 11 Intelligence: 9 Treasure Type: None Alignment: Neutral XP Value: 1,750 Kukarachan liches are created whenever warriors are hit by entropic spells, such as finger of death. They resemble their common warrior counterparts from a distance, except that they are pale white in colour. When approached, however, it soon becomes apparent that they are quite different. Their carapaces, although tough, look as though they are crumbling, and their heads sport empty sockets where their multifaceted eyes once were. Nevertheless, they are just as quick, and even tougher, than their living counterparts. In combat, kukarachan liches may either attack twice per round with melee weapons, or they may cast a death ray, which functions in an identical manner to the finger of death spell, once per round. This type of kukarachan is the only one that cannot reproduce, for obvious reasons, and they are almost as likely to start eating their fellow kukarachans as other creatures. -- Geoff Gander, BA 97, MPA 02 Carnifex Loremaster/Mad Roleplayer Master of the Elemental Plane of Bureaucracy au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ------------------------------ Date: Wed, 14 Aug 2002 09:44:54 -0400 From: Geoff Gander Subject: Dragon scale armour Hi all, I was wondering, how do you handle dragon scale armour IYC? Do you rule that it provides the same AC as leather armour, but provide immunity/protection againat the breath weapon of the dragon concerned? Or do you rule that it provides the equivalent of chain mail protection? Or something else? Geoff -- Geoff Gander, BA 97, MPA 02 Carnifex Loremaster/Mad Roleplayer Master of the Elemental Plane of Bureaucracy au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ------------------------------ Date: Wed, 14 Aug 2002 07:32:55 -0700 From: John Calvin Subject: Re: Alfheimer physical descriptions >> I'm not sure what you mean? Physically, members of different clans presumably look pretty much the same, I'd say. If you mean the way they dress and that sort of thing, I don't know of any info besides the pictures of clan arrows and sword hilts (in GAZ5) and helmets (in GAZ6). I don't think they'd generally distinguish themselves much beyond that, outside of formal occasions. There's always the clan symbols (in GAZ5) that the elves could wear on a coat of arms or something. << Yeah, I was looking for both a dress code and some physical description (hair, eye, skin color). Actually I was able to tease a lot out of Gaz 5 regarding the latter by skimming through the NPC section. Thank Ixion that each of the NPCs has an "Appearance" section. Anyway, since I'm at work now, I can look at my notes, but here are the ones I can remember: Chossum: dark hair and dark skin. many of these elves also wear facial hair. Sounds like they could be related to Belcadiz. Red Arrow: dark skin and red hair Erendyl: light skin, light hair. these are your "typical" elves. Grunalf: dark skin (probably very tanned by the sun), and light brown to blond hair. Mealidil: got nothing on this one. probably similar to Erendyl The others I can't remember. I can post the rest later if others are interested. __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com ------------------------------ Date: Wed, 14 Aug 2002 09:50:09 -0700 From: Darth Darknerd Subject: Re: Feat: Sworn Enemy Hey, Somehow, there was a copy paste problem. I resubmitted this with the full text... > From: Darth Darknerd > Subject: Feat: Sworn Enemy > > Hello again, > > This is one of the feats taught by the Order of the > Shadow: ----------------------------------------------------------- Sworn Enemy [General] You have pledged to destroy a specific breed of monster, such as aberrations, shapechangers, or the undead. When you meet such creatures on the field of battle, your attacks are stoked by your hunter's fury. Prerequisites: Skill Focus (Knowledge [monster lore]). This Knowledge skill must match your enemy creature type. You must have once been reduced to 0 hit points or below by a creature of your enemy type, or have been specifically been trained by the Order of the Shadow. Benefit: Select a creature type as your enemy: aberrations, anaimals, beasts, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, oozes, outsiders, plans, shapechangers, undead, or vermin. You must select a subtype if your enemy is the humanoid type, but need not if it is the outsider type. You receive a +1 moral bonus to your attack rolls against that creature type, but only when you know you are facing such a creature. For example, if your enemy is shapechangers, you do not receive the bonus when attacking a lycanthrope in humanoid form that you do not know to be a lycanthrope. Special: You cannot choose your own creature type unless you are evil. This feat cannot be taken more than once. __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com ------------------------------ Date: Wed, 14 Aug 2002 10:05:57 -0700 From: Darth Darknerd Subject: Re: Using Illustrator for Maps Multi-comments below... > From: John Polacek > Subject: Re: Using Illustrator for Maps > > I use Illustrator constantly. It's a great program, > once you get used to it. > To make a line, use the pen tool with the stroke > turned on (Illustrator 10 > has a line tool now, I believe). To create a > triangle, you can use the pen > tool, or make a square and take off one of the > points. Once you make one > triangle, it's a snap to copy them (just option or > alt drag them to make > copies, or do traditional copy and paste). Resizing > and rotation is quick > too. John, I use Illustrator 10 under Mac OS X 10.1. I really like it, but it's still hard to do things without basic tool widgets that other vector programs like Corel and Freehand have. I tried the rectangle trick before you suggested it, but I can never get the triangle exactly how I wanted it. It looks awkard. It's hard to get the measurements right. I was thinking of using an old version of Freehand to create some objects and import the vectors into Illustrator. Currently though, I created the old-school style hills and grassland hexes. Looks so cool. I am trying to create the mountain and volcano, which are simply a black or white triangle. I am experimented with creating a set of hexes, and then go in and do the maps. I imagine the lakes and rivers will be the most difficult, as these are hand drawn. I might consider borrowing a tablet or something for that operation. > From: Ricardo Matheus > Subject: Re: Using Illustrator for Maps > > That´s the problem with vector-graphics, they are > somewhat dificult to > control. You can´t exactly know what the viewer will > actually see. I used to [snip] Ricardo, Yes, vector graphics are difficult to use, but then DMs can actually print the maps with in a very high quality The maps can be converted to bitmaps for custom tailoring with PhotoShop, and can be easily edited in vector form. A DM can just plop a city hex in the desired area or easily change the names of locations. If I conquer the challenge to use Illustrator, I become knowledgeable about the program, and when I get time, I can make really cool maps. The highest quality maps ever mentioned on this list were created in Illustrator. Though the author informed me that the files were corrupted. :-( __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com ------------------------------ Date: Thu, 15 Aug 2002 08:11:25 +1200 From: Chris Furneaux Subject: Re: The Kukarachans Man those are mean guys to fight. very cool. I could see PC's being freaked out very quickly. It also gives some good reasons why easterhold is not fully populated. The only thing I need to work out is why they would be anywhere near my PC's. (could there be a carnifix connection too? that'd be even more terrorfying) Chris. ------------------------------ Date: Wed, 14 Aug 2002 20:21:30 -0700 From: Larry Subject: Re: Dragon scale armour IMC armor made from dargons is equal to scale mail. As for gaining protection form dragon attacks or the PC gaining the same protections that a dragon gets i dont alow that because the dragon dosent get its protection from its armor alone, its the whole make up of the dragon that gives its imunitey powers from. --- Geoff Gander wrote: > Hi all, > > I was wondering, how do you handle dragon scale > armour IYC? Do you rule > that it provides the same AC as leather armour, but > provide > immunity/protection againat the breath weapon of the > dragon concerned? Or > do you rule that it provides the equivalent of chain > mail protection? Or > something else? > > Geoff > > -- > Geoff Gander, BA 97, MPA 02 > Carnifex Loremaster/Mad Roleplayer > Master of the Elemental Plane of Bureaucracy > au998@freenet.carleton.ca : > www.geocities.com/TimesSquare/Realm/2091 > > ******************************************************************** > 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. > ===== "May Tyr be with us all and protect us all from the Wolfs Hook" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Happy Hunting!" My web site: http://www.geocities.com/boonedale/ My Robotech game on Yahoo! groups: http://groups.yahoo.com/group/RobotechGame/ __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com ------------------------------ End of MYSTARA-L Digest - 13 Aug 2002 to 14 Aug 2002 (#2002-210) ****************************************************************