Subject: MYSTARA-L Digest - 21 Feb 2002 to 22 Feb 2002 (#2002-53) From: Automatic digest processor Date: 23/02/2002, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 13 messages totalling 1087 lines in this issue. Topics of the day: 1. Nomad War update II 2. Nomad War update III 3. Nomad War Update IV 4. Nomad War Update V/a 5. Nomad War Update V/b 6. Denvarf and the Dwarven Golems 7. NWN Realms of Mystara Chat 8. Elven Empire? (4) 9. Magic Points 10. Alex's Almanac Comments (was Torpin) ******************************************************************** 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, 22 Feb 2002 14:13:49 +0200 From: Ville V Lahde Subject: Nomad War update II Here´s the second Nomad War update, the First month update can be found at the list archives, and also at Vaults of Pandius. I'll send the Second Month in pieces. I'm pretty happy with the way the module X10 "Red Arrow, Black Shield" has worked out this far. Now the war has reached a critical stage. In the beginning of the Third Month, the Darokin-Glantri-Alfheim alliance will mop up the remains of the latest Nomad offensive (effectively removing Atruaghin from the war), and the Glantrians repel a Nomad attempt to destroy their already depleted relief force. In the following weeks the allied forces can begin the long-awaited counter-strike against the Nomads, trying to break the Siege of Darokin city. However, this will prove to be a very bloody engagement. But it is possible that by the end of the month Darokin City will be free. In the eastern Ylaruamian front, much will depend on whether the Darokinian embassadors manage to get Rockhome to join the war. Otherwise Selenica will be doomed. Right now the Rockhome alliance seems likely, however...But the situation may yet change when the Fourth Month of the war appraoaches. The Agents of the Master are at work, especially in Ethengar and Karameikos. - - - - - - THE FIFTH WEEK: 1st-7th Klarmont PC Actions: They bring news of the coming Glantri troops to Corunglain, boosting morale of the legionaires who fear the imminent Nomad attack. They cross the Streel River to the east to avoid the closing Nomads and ride south. On their way they defeat a Nomad strike team that was ferried across Streel to raid farms (the Scourge of War encounter, you have to give them the opportunity for some turkey shooting- and throw the cruel facts of warfare to their face). Reaching Favaro on 4th they learn of the progress of the war and decide to travel to Alfheim City, reaching it on 6th. On 7th they meet Grindolf the White, in the midst of a messy meal, and then contact Taragin Oakbranch. - At this time the sultan Ali-Ben Faisal of Ylaruam starts thinking seriously about joining the war, and makes some public speeches about the vile Glantrians joinind the side of Darokin, and the "defectors" harboured by the Al-Azrad house in Selenica. Reinforcement phase: Darokin: XX and XXI gather in 2521 (No move this turn!) GLANTRI SETUP: (No move this turn!) Morphail: 2902 (Ft. Tshernovodsk) Brannart: 2705 (Skullhorn) Carnelia: 2408 (Southern Glantri) Carlotina: 2508 (Southern Glantri) Jaggar: 2205 Jherek: 2406 (Glantri City) Volospin: 2169 Vanserie: 2306 NOMAD MOVE: 1st&2nd: break up the combination. 1st reinforces to full strength in 2112 (Akorros), 2nd moves to 2118 (Makes way to troops coming over Amsorak) 1st HQ, 3rd&4th: Move to 2116, prepare to encamp next round (deeply fatigued) 5th: 2520 (moves to Darokin City siege) 2nd HQ, 6th&7th, 8th&9th: Besiege Corunglain. They don't attack, as they realise that their magical support is gone. Also their spies tell them that the elite legion has elves, capable of destroying the Stone Juggernauts. 10th: Encampment 3rd HQ, 11th&12th, 13th&14th: 2519 (Cross Streel river, but don't continue due to fatigue and troop depletion. Won't attack the Darokinian reinforcement south &east of Darokin city, or push towards Favaro encampment. Are content with cutting the Favaro road.) 15th: 2419 (Secures the western Darokin City) 4th HQ, 16th, 17th: 2520 (Besiege Darokin City) 18th, 19th: 2520 (Besiege Darokin city) Note: I decided that the stacking limit should be relaxed here, or during any such a large siege. (There are 5 units and one pair isn't even combined.) Even now there are only over 6000 attacking troops, which is quite laughable compared to many real-world historical examples, and bearing in mind the sheer size of the city. There are 3381 defending troops, some of superior quality, so the Nomads (bereft of their magical bonuses) decide to empower their siege for some time. 20th: 2117 (Shipped to Akorros from Akesoli.) 5th HQ, 23rd, 24th: 1414 25th: 1314 - PC Allied Glantri Unit mones to 3119 (Dolos), joining with Darokinians. DAROKIN MOVE: II and V&VI combined: Stay in Corunglain, besieged. I and XII&XIV combined: Stay in Darokin City, besieged XVIII and XIX: 2818 (Protect the road to Eastern Darokin, at the edge of the forests.) XII: Joins the encampment at 2716 (Favaro) VII&XV combine in 2716 XX and XXI: 2621 (Retreat over the river south of Darokin city, tear down the bridges and lie in wait. Protect the road to Athenos.) Notes on Strategy: As Darokin has moved to its reserve legions in the reinforcement schedule, and some of its better units have been destroyed, not routed, they can't afford a brave attempt to break the Darokin City siege. (Then again the Nomads can't try to breach the walls yet.) Reports of the few aerial intelligence units, now bakc in air after the Red Storms have subsided, tell of supplies and fresh troops pouring across Amsorak Lake. Thus: Both Corunglain and Darokin hold, waiting for the Glantrians. Corunglain has ample supplies and experience in long sieges. ------------------------------ Date: Fri, 22 Feb 2002 14:17:43 +0200 From: Ville V Lahde Subject: Nomad War update III THE SIXTH WEEK: 8th - 14th of Klarmont PC Actions: Meet with the elven Council in Alfheim city on 9th. Travel to Elleromyr to meet the king, arrive on 11th. Kign Doriath agrees that the elves must join the war, but unfortunately the magical battles between Hosadus and the Glantrian wizards have activated all of the Bad Magic Points, and various dangerous monsters have been released into the forest. The elves aren't worried, though - they are expecting a good "game". Doriath asks the embassadors to kill a huge red dragon that desecrated the burial mound of the King Alevar. They travel there by a Lightboat, and arrive in the morning of 12th. They manage to kill the dragon and find the blade of the Crystal Dagger of Cymorrak. They forge an alliance with Alfheim and gain the Alfheim allied unit. They travel to Dolos and learn that some powerful thieves have breached the defences of the Merchants' Guild Hall in besieged Darokin City and stolen a lot of money. They learn of the Ylaruam situation (see below), and race toward the eastern border. They reach Ft. Cruth on 14th. - The sultan Ali-Ben Faisal of Ylaruam makes even more public claims about the "infidels" in Selenica, which he now claims to belong "really" ot Ylaruam. Darokin High Command decides to man the eastern passes, and sent an urgent message to Alfheim, urging the ambassadors to go to Ylaruam and try to stop the war. Reinforcement phase: Darokin: XXII: 4119 XXIII: 2525 NOMAD MOVE: (From now on, I'll include the units that stay put, to help recreating events on battlemap.) 20th: 2316 (Joins the encampment with 10th in the gap through the hills near Crowlerd. Rennydale has been thoroughly sacked by the passing armies and raiding groups in the past few weeks.) 3rd HQ, 11th&12th, 13th&14th: Encampment at 2519 15th: 2620 (North of Grayhare river. The bridges have been torn by the Darokinians.) 1st: also 2620 (Uses temporary bridges created by besieging Nomad units.) 2nd: 2117 (Akorros, waiting to be rebuilt.) 1st HQ, 3rd&4th: Encamp at 2116 (Try to remove fatigue and heal wounded in the next weeks.) 5th HQ: 1817 24th: Arrives in Akesoli, and is shipped to 2117 (Akorros) 23rd, 25th: 1515 (Akesoli) (At this time most Darokinians capable of wielding a weapon have been either slaughtered, sent for slavery, used as forced labour - or in the case of high-level individuals sent to Sayr Ulan to feed the Soul Gem of Thanatos or as hostages.) Legion of Doom: Sayr Ulan 21st&22nd: "Pramayana" (In reality the shipping to Black Eagle begins coverty. Will take a long time...) Darokin siege: 4th HQ + fatigue relief, 18th&19th COMBINE, 16th&17th COMBINE, 5th - Siege gains a +5 Bonus. Corunglain siege: 2th HQ, 6th&7th, 8th&9th (Siege gains a +5 bonus, but this won't be relevant...) ATRUAGHIN MOVE: Note: With the urging of the ambassador Radagast Emry, the Darokinian High Command redirected some of their rare aerial intelligence units to check out Aturaghin, as Emry has seen the Nomads escort the local "indians" home during the Akesoli battle. The Darokinian intelligence learned of Nomad Agents working in Atruaghin, having already convinced 4 tribes to join them. The Darokinians manage to assassinate some Agents of the Nomads, thus disrupting any more tribes from joining the Nomads- at least for now. They also find about the two Aturaghinian factions, the militant and the peaceful one. The Nomad Agents managed to get the militants upper hand in most of the tribes but one still follows the peaceful line. To their horror the Darokinians notice, that the Atruaghinians have been on the move for some time! Wolf, Bear: 1919 (on the move) Sea Turtle, Horse: 2019 (on the move) Boar: 0919 (pacifist faction) Elk: 1119 (militant faction) Tiger: 1419 (militant faction) DAROKIN MOVE: XI: 2425 (Athenos) XX, XXI: Encamp at 2621 I, XIII&XIV combined: Darokin city, besieged XIX, XVIII: Encamp at 2818 XII, VII&XV combined: Remain at encampment in 2716 (Favaro) The High Command is here. II, V&VI combined: Corunglain, besieged VIII: 4317 (Mans the eastern border passes. Officials of Parsa complain. Diplomatic pressure rises.) X: Remains in Selenica, even though one legion would be badly needed in the western front. But losing Selenica would basicly end it all. IX: Ft. Hobarth (Takes care or the orcs until XXII gets here.) GLANTRIAN MOVE: Glantri will commit troops to the Darokinian battle, but will leave a lot behind, as the Council fears the possible rise of Great Khan Chanai. (See: Geopolitics before the Nomad Invasion.) Vanserie: 2610 (Secures the passes of Broken lands, and keeps them open.) Carnelia: 2712 (Gets to Corunglain next turn! Nomads are not alerted due to extensive use of elven magics.) Jherek: 2712 Carlotina: Joins Brannart at Skullhorn Pass Morphail: Remains at 2902 (Ft. Tshernovodsk) Note: The northern river valleys are thus left relatively undefended. But leasons of Morphail say that the Prince will take care of the possible Ethangarian invasion. Jaggar: 2510 Volospin: Glantri City ------------------------------ Date: Fri, 22 Feb 2002 14:23:06 +0200 From: Ville V Lahde Subject: Nomad War Update IV THE SEVENTH WEEK: 15th - 21th Klarmont PC Actions: The ambassadors reach Selenica and stay there for a few days in order to learn some important Ylari customs from a Preceptor-symphatising trader. Yuri Turambar is contacted by his rival the Master Thief Danakhriss, who engineered the heist of the Guild Hall (see the 6th week). Danakhriss has decided to retire after getting filthy, filthy rich. He says goodbye to his old enemy, giving a strange obscure book that he saw in the Guild Hall library: "It seemed like my hand had decided to pick it up by itself, and the idea of giving it to you just seemed natural." The book "the Mad Prophesies of Insane Hosbaum", remains a mystery. Alexander Penhaligon gives a rousing sermon to the local Traladarans. They continue to the eastern border camp and receive news of the war. - Ylaruam mobilises its armies in response to the Darokinian border activity, but doesn't yet declare war, as some of the advisors of Ali-Ben Faisal are against the war. A few of them are poisoned by the Nomad Agents in the court. Alfheim mobilises and joins the war on the side of Darokin. Reinforcement phase: Darokin: XVI: reassebmles in 4118 (Selenica), badly depleted XXIV: 4119 XXV: 2525 ALFHEIM SETUP: 1st: 3116 (Alfheim City) 2nd: 2915 (Elleromyr9 3rd: 2917 (Shieldtree) 4th: 3716 (Feador area) 5th: 3213 (Ainsun area) 6th: 3613 (Desnae area) 7th: 3515 (Mealidor area) YLARUAMIAN SETUP: 1st, 2nd: 4616 (Parsa) 3rd&4th Combined, 5th&6th Combined: 5118 (Ylaruam) 7th: 5719 (Abbashan) - PC Allied Alfheim Unit: Moves from 2915 (Elleromyr) to 3218 (Dolos) - Joins the Darokinians and the Glantrians. NOMAD MOVE: 5th HQ: 2117 (Akorros) 2nd: 2117 (Akorros, Reinforce to full strength) 24th: 2619 1st and 15th: 2620 4th HQ, 16th&17th, 18th&19th: Darokin City siege, +10 this week 3rd HQ, 11th&12th, 13th&14th: In Encampment at 2519, Lose all Fatigue! 5th: 2619 (moves there) 2nd HQ, 6th&7th, 8th&9th: 2713, Corunglain siege 10th, 20th: 2316 (Encampment, 10th heals 50% of wounded) 1st HQ, 3rd&4th: 2116 (Encampment, All Fatigue gone - 3rd&4th BREAK Combination) 25th: Shipped to 2117 (Akorros) 23rd: 1515 (Akesoli) Legion of Doom: Sayr Ulan 21st and 22nd: 0326 ("Pramayana") ATRUAGHIN MOVE: Horse, Sea Turtle: 2417 Bear, Wolf: 2415 - "The Grain Silo of Darokin", the Streel Plains, stand on the verge of destruction. This is a great worry for the High Command, as the harvest has just been planted, and the winter will be harsh without it, especially when the Darokinian economy is crippled. DAROKIN MOVE: XXV&XXIII: Combine at 2525 XXI: 2425 (Athenos) XX: 2621 (in Encampment) XI: 2621 XXII: 4016 (Ft. Hobarth) IX: 4317 (Eastern Pass, ENCAMPMENT) XVI: 4118 (Selenica - Reinforces to Full Strength, can be counted a s a capital hex in this situation. Lowered BR remains!) VIII: 4317 (Eastern Pass, Encamps) X: Selenica (4118) XVIII, XIX: 2818 (in Encampment) I, XIII&XIV combined: 2520 (Darokin City) XII, VII&XV combined: 2716 (Favaro, Encampment!) II, V&VI combined: 2713 (Corunglain, prepare to break siege!) GLANTRI MOVE: Jherek, Carnelia: 2716 (Corunglain) - Attack the Nomads guarding the passes Jaggar: 2712 Vanserie: 2610 Volospin: 2406 (Glantri City) Brannart, Carlotina: 2705 (Skullhorn pass Camp) Morphail: 2902 (Ft. Tshernovodsk) 7th Week Combat: The Battle of Corunglain Some of the besieging Nomad forces have been told to guard the northern passes, so they get a +10 bonus against the Glantrians. The bonus is smaller than normal, as the magic-using Glantrians manage to surprise them. At the same time the Darokin forces charge the Nomads, and gain a tactical advantage in that the get to choose the order of engagement. Round 1: Jherek vs. ½ 6&7 combination Difference: +31 Glantri (Glantri favoured tactics) After rolls: +66 Glantri Jherek: 30% casualties, MF ½ 6&7 combination: 70% casualties, SF Carnelia vs. ½ 6&7 combination Difference: +31 Glantri (Nomads have astounding tactical luck, they trap a Glantrian full charge. But evantually luck and skill is on the Glantrian side.) After rolls: +13 Glantri Carnelia: 20% Casualties ½ 6&7 combination: 20% Casualties. V&VI vs. 2nd HQ Difference: +50 Nomad (note: 1% Immunity bonus, mainly due the juggernauts) (Tactics favour the Darokinians. Difference drops to +30 Nomad) After rolls: +20 Darokin (lucky…) V&VI: 10& Casualties 2nd HQ: 40% Casualties, MF II vs. 8&9 Combination Difference: +69 Darokin (N/E Tactics) After rolls: +60 Darokinians II: 20% Casualties, MF 8&9 Combination: 50% Casualties, SF Aftermath: All Nomad units are seriously depleted and will attempt withdrawal next round! Round 2: Jherek vs. ½ 6&7 combination Difference: +111 Glantri (Tactics increase Cas. on both sides) After rolls: + 67 Glantri Jherek: 20% Casualties, SF ½ 6&7 combination: 50% Casualties, SF - Withdraw 1 hex to 2714 Carnelia vs. ½ 6&7 Combination Difference: +41 Glantri (N/E Tactics) After rolls: +107 Glantri Carnelia: 20% Casualties ½ 6&7 Combination: 70% Casualties: ROUT, Return 11 - Note: I considered Nomad Division 6 to be the withdrawing one, and 7 routed, in order to simplify bookkeeping. V&VI vs. 2nd HQ Differrence: +20 Nomad (Tactics decrease Cas. on both sides) After rolls: +32 Nomad V&VI: 30% Casualties, SF 2nd HQ: 10% Casualties, SF - Withdraw 1 hex to 2714 II vs. 8&9 Combination Difference: +114 (Tactics favour the Darokinians) After rolls: +135 Darokin II: 10% Casualties, MF 8&9 Combination: 90% Casualties, ROUT, return 16 Aftermath: Jherek: SF, BR 160, 483 troops left, wounded 190 (return 20) Carnelia: BR 160, 552 troops left, 155 wounded (return 20) II: MF, BR 182, troops 786, wounded 156 (return 14) V&VI: SF, BR 74, troops 1462, wounded 429 (return 15) 2nd HQ: SF, BR 152, troops 182, wounded killed, location: 2714 6th: SF, BR 102, troops 175, wounded killed, location: 2714 ------------------------------ Date: Fri, 22 Feb 2002 14:26:36 +0200 From: Ville V Lahde Subject: Nomad War Update V/a THE EIGHT WEEK: 22nd - 28th Klarmont PC Actions: Crossing the border, they witness the Ylari mobilisation at Parsa. Reach the glittering spires of Ylaruam City. First they meet the local DDC representative at the Darokin embassy, where the officials are busy burning important documents. Then they meet the Grand Vizier Osman Ben Ayloob, and present their case to him. The Nomad Ambassadors counter their claims. The Darokin ambassadors are given quarters for the night, and are supposed to meet Ali-Ben Faisal tomorrow. During the night Nomad assassins attempt to steal the Crystal Blade of Cymorrak and plant evidence of theft, but alert ambassadors kill two and capture one. Using psi-magic and torture they manage to break the assassin's mental training (although the torture causes rifts between them, too), and they learn of the Crystal Dagger of Cymorrak, the quest of the Nomads to retrieve it, the location of the hilt in the Five Shires, and the fact that the Nomads don't know the location of the third piece. They don't lean much about the dagger itself, only that Hosadus considers it very dangerous. In the morning on 25th they attend the welcoming feast that is held by Ali-Ben Faisal. They learn that he has driven the Nomads out of the country ("asked them to leave"), since the Kalif knows the Nomads were responsible for the nightly attack, even though he doesn't make any public accusations. Ali-Ben Faisal declares that he won't join the Nomads in their war against Darokin, but this doesn't refute his "rightful" claims on Selenica. By the pretext of the Selenica issue, and the fact that Darokin is allied with the hated Glantriand and the perverse elves ("who weave their webs of deceit in the forest"), he declares bilateral war on Darokin - but makes a solemn promise not to extend the attack beyond the Selenica region, and not to join Hosadus. The Darokinian ambassadors decide to ride towards Rockhome, the Karrak pass, with haste. (They are contacted by a Preceptor agent, who tells them that the decision to attack was made in advance, and that their presence here only gave Faisal the chance to start the war "honorably".) On their way towards Prasa they are attacked by a group of bandits, who were hired by the Nomad Agents, but they repel the attack and get a lot of fresh horses. Reinforcement phase: Darokin: XXVI, XXVII: 2425 (Athenos) - Note: Units cannot be formed in Corunglain, as the area is not yet under full Darokin control. Nomads: 6th HQ, 1&2 Guards Combined, 3&4 Guards Combined: 0213 5th Guards, 6th Guards: 0113 7th Guards, 8th Guards: 0114 Ylaruam: 8th Division: 5118 (Ylaruam City) SETUP: No new countries. NOMAD MOVE: 21st, 22nd: 0326 ("Pramayana") Legion of Doom: 0317 (Sayr Ulan) 6th HQ, 1&2 GU, 3&4 GU, 0813 5th GU, 6th GU: 0714 7th GU, 8th GU: 0513 23rd DIV: 2117 (Akorros, shipped over the lake) 5th HQ, 2nd DIV, 25th DIV: 2519 (Take over the Encampment) 3rd HQ, 11th&12th DIV, 13th&14th DIV: 2816 (Intercept the advance of the elves, as their intelligence efforts are successfull. Due to the attack of the Atruaghinians, the Favaro troops cannot intercept the 3rd Nomad Army. Note: The Nomad Central Command knows that their army is outclassed, but they are convinced that inflicting heavy casualties on the elves will take out their will to fight in this war.) 2nd HQ, 6th DIV: Try to leave 2714 and continue their retreat, BUT Jherek and Carnelia intercept them successfully. 1st DIV, 15th DIV: 2620 (Encampment) 5th DIV, 24th DIV: 2619 (Encampment) 4th HQ, 16th&17th DIV, 18th&19th DIV: DAROKIN CITY siege, +15 bonus built this week! 10th DIV, 20th DIV: 2316 (Encampment) 1st HQ, 3rd DIV: 2117 (Akorros) - 3rd DIV Reinforces to full strength! 4th DIV: 2116 (in Encampment, heals 50% of the wounded) ATRUAGHIN MOVE: Horse, Sea Turtle, Bear, Wolf: All move to 2716 (Favaro), some use successfull forced marches. They manage to engage the Darokinians in a way that doesn't require crossing the river during the attack. I relinguished the stacking limit in this case due to the size and nature of the Atruaghin units - combining them didn't fit their clan nature. YLARUAM: 1st, 2nd: 4317 (Attack the border camp) 3rd&4th Combined, 5th&6th Combined: 4417 7th: Ylaruam City 8th: Ylaruam City DAROKIN: II, V&VI: Corunglain - V&VI Reinforces to full strength and loses fatigue. This is an exception, normally ONE unit can reinforce. But the liberation of Corunglain also liberates a lot of reserve troops that had been cut off. XII, VII&XV Combination: 2716 (Favaro, Encampment) - Attacked by Atruaghinians! I, XIII&XIV Combination: 2520 (Darokin city, besieged) XVIII, XIX: 2818 (Encampment) XI, XX: 2621 (Encampment) XXVI&XXVII: COMBINE in Athenos XXI: Athenos XXV&XXIII: 2722 X&XVI: COMBINE in Selenica XXIV: Selenica XXII: Selenica - Turns Ft. Hobarth to the elves, who won't take part in the defence of Selenica, as they aren't at war with the Ylari. however, the elves agree to guard the border to Orclands. IX, VIII: 4317 (Encampment) GLANTRI MOVE: Jherek, Carnelia: Battle at 2714 Jaggar: 2716 - Rushes to assist the Darokinians in Favaro! Vanserie: 2610 (keeping the Broken lands passes open) Volospin: 2406 (Glantri city) Brannart, Carlotina: 2705 (Skullhorn Pass Camp) Morphail: 2902 (Ft. Tshenovodsk) ALFHEIM MOVE: 1st: 2816 2nd: 2816 3rd: 2816 - All three gather together and try to join the Darokinians at the staging area of Favaro, but they are attacked by the 3rd Nomad Army. 4th: 4016 (Ft. Hobarth) 5th: 2915 (Protect Elleromyr) 6th: 3417 (Secures the southern Darokinian supply lines from bandits) 7th: 2917 (Protect Shieldtree) - Note: This will leave the northern borders open to humanoid raiders or attacks. Elves won't keep this up for long, especially the isolationist clans start to object. ------------------------------ Date: Fri, 22 Feb 2002 14:33:44 +0200 From: Ville V Lahde Subject: Nomad War Update V/b 8th Week Combat: * BATTLE AT 2714, Destruction of the 2nd Nomad Army remnants Round 1: Jherek vs. 2nd HQ Difference: +103 Glantri (Tactics: Nomads manage to trap the Glantrians) After rolls: +114 Glantri Jherek: 40% Casualties (still SF), BR 161, 97 wounded (return 22) 2nd HQ: 70% Casualties, ROUT, return 14, BR 151 Carnelia vs. 6th DIV Difference: +183 Glantri (Tactics: Nomads manage to trap the Glantrians) After rolls: +173 Glantri Carnelia: 30% Casualties, BR 161 6th DIV: DESTROYED! * BATTLE OF FAVARO Note: I broke down the VII&XV Combination in order to simplify bookkeeping. The battle takes place at the staging grounds, Darokinians receive behind the walls -bonus due to the encampment. Round 1: Horse vs. VII Difference: +7 Atruaghin (Tactics favour Darokinians) After rolls: +45 Atruaghin Horse: not a scratch VII: 20% Casualties, SF Sea Turtle vs. XV Difference: +7 Atruaghin (Tactics increade losses on both sides) After rolls: +31 Darokin Sea Turtle: 50% Casualties, SF XV: 30% Casualties, MF Bear vs. XII Difference: +7 Atruaghin (Tactics favour the Darokinians) After rolls: +20 Darokin Bear: 30% Casualties, MF XII: 10% Casualties Wolf vs. Jaggar Difference: +54 Glantri (Tactics decrease Glantrian losses) After rolls: +60 Glantri Wolf: 50% Casualties, SF Jaggar: 10% Casualties, MF Round 2: All Atruaghinian troops decide to try to withdraw, they are surprised by the Darokinian strong defence and the arrival of the Glantrians. "Behind the wall" bonus no longer applies, as the battle moves outside the encampment. Horse vs. VII Difference: +34 Atruaghin (Tactics implies NO COMBAT!) Horse: withdraw to 2616 Sea Turtle vs. XV Difference: +15 Darokin (Tactics favour the Atruaghinians) After rolls: +68 Darokin Sea Turtle: 60% Casualties, SF - Move to 2616! XV: 40% Casualties, MF, BR 74 Bear vs. XII Difference: +5 Atruaghinians (Tactics favour the Darokinians) After rolls: +23 Darokinians Bear: 40% Casualties, SF - Move to 2616! XII: 10% Casualties, BR 74 Wolf vs. Jaggar Difference: +101 Glantri (Tactics favour both sides) After rolls: +66 Glantri Wolf: 50% Casualties, SF - Move to 2616! Jaggar: 30% Casualties, MF, BR 160 - The battle of Favaro ends, and nearly 1400 Atruaghinian wounded are left on the battlefield. Darokinians lost over 1100 in dead & wounded, the Glantrians over 300 in dead & wounded. * BATTLE OF ALFHEIM ROAD (2816) The armies meet on the road. Neither gets any defender-specific modifiers. The elves will call this battle the "Summer's Midnight Sorrow". Note: The Nomad Divisions were already depleted by the battle of the West End Darokin City. They have managed to rest and heal wounded, but haven't received reinforcements. Round 1: 3rd HQ vs. 1st ELF Difference: +52 Elf (Tactics favour the elves) After rolls: +77 Elf 3rd HQ: 60% Casualties, SF 1st ELF: 20% Casualties, MF 11th&12th DIV vs. 2nd ELF Difference: +40 Elf (Tactics decrease elven losses) After rolls: +18 Elf 11th&12th DIV: 20% Casualties, MF 2nd ELF: Not a scratch 13th&14th DIV vs. 3rd ELF Difference: +41 Elf (Tactics increase losses on both sides) After rolls: +31 Nomad 13th&14th: 30% Casualties, MF 3rd ELF: 50% Casualties, SF Round 2: Nomads take Holding positions, trying to block the elves from Favaro. Thus they get a +10 defender bonus. 3rd HQ vs. 1st ELF Difference: +92 Elf (Tactics: The elves envelop the Nomads) After rolls: +153 Elf 3rd HQ: DESTROYED 1st Elf: 10% Casualties, MF still, BR 176 11th&12th DIV vs. 2nd ELF Difference: +40 Elf (Tactics: as above) After rolls: +71 Elves 11th&12th DIV: 80% Casualties, SF, (684 wounded are left on the field) - Move to 2717! 2nd Elf: 30% Casualties, MF, BR 176 13th&14th DIV vs. 3rd ELF Difference: +4 Nomad (Tactics favour the Elves) After rolls: +75 Elf 13th&14th DIV: 50% Casualties, SF, (814 wounded left to field) - Move to 2717! 3rd Elf: 30% Casualties, SF, BR 176 - Aftermath: Altogether the Nomads lose nearly 3000 troops, as old and new wounded must be left behind. Elves, to their horror, have 459 dead (exactly, the elves are strict in these matters), and as much wounded. It is rumoured that the enraged elves slaughter a lot of their HUMAN prisoners, not only the humanoid troops of the Nomads! * BATTLE OF EASTERN DAROKIN PASSES (4317) Round 1: VIII vs. 1st Ylari Difference: +7 Darokin (Tactics: Darokin automatic Hold, Ylari choose Attack+ [in such a situation Attack and Attack + are the only alternatives, like in a siege battle. For example, you cannot envelope or trap troops that are holding a pass.] The choice will increase Ylari losses but will make their victory more likely.) After Tactics: +18 Ylari After rolls: +2 Darokin (good luck) VIII: Not a scratch 1st Ylari: 30% Casualties IX vs. 2nd Ylari Before rolls as above! After rolls: +54 Ylari IX: 50% Casualties, SF 2nd Ylari: 40% Casualties, MF Round 2: VIII vs. 1st Ylari Difference After tactics: +3 Ylari After rolls: +45 Ylari VIII: 30% Casualties, SF 1st Ylari: 20% Casualties IX vs. 2nd Ylari Difference After tactics: +38 Ylari After Rolls: +97 Ylari IX: ROUT (203 left, return 13), BR 72 2nd Ylari: 20% Casualties, MF Round 3: The Ylari have good, but not astounding battle luck, and they manage to overrun the Darokinian border camp. (Read: This is one instance where I decided that for dramatic purposes it would be better to get the Ylari in as soon as possible. As seen later, this proved to be an OK decision, as it created a sense of urgency for the PCs. This was very important, as the Nomad advance in the west was clearly stalling at this stage, and a counter-strike was to be expected. Getting the Nomads to besiege Selenica changed the atmosphere a lot.) ½ III vs. 1st Ylari Difference: +48 Ylari After tactics: +73 Ylari After rolls: +98 Ylari ½ III: ROUT, return 12, 142 left, BR 72 1st Ylari: 20% Casualties, 321 left (40 wounded) ½ III vs. 2nd Ylari Difference: +38 Ylari After tactics: +63 Ylari After rolls: +113 Ylari ½ III: ROUT, return 12, 61 left 2nd Ylari: 40% Casualties, 206 left, (69 wounded) Total Aftermath of 8th Week battles: Jherek: BR 161 8won: ½ 6&7 DIV, 2nd HQ, 290 left (190 wounded, return 20, 93 wounded, return 22), SF 2nd HQ: ROUTED, return 14, BR 151, 27 troops left! (The command structure, basically) Carnelia: BR 161 (won: 6th DIV, 7th DIV), 386 left (155 wounded, return 20, 83 wounded, return 18) 6th DIV: DESTROYED Horse: No change, location 2616 VII: 928 left, 116 wounded (return 16), SF Sea Turtle: 132 left, SF XV: BR 74 (won: Sea Turtle), 487 left, 336 wounded (return 14), MF Bear: 278 left, SF XII: BR 74 (won: Bear), 940 left, 110 wounded (return 19) Wolf: 166 left, SF Jaggar: BR 160 (won: Wolf), 543 left, 159 wounded (return 21) 3rd HQ: DESTROYED 1st ELF: BR 176 (won: 3rd HQ), 537 left, 105 wounded (return 17), MF 11th&12th DIV: BR 105 (won: XVI, XVII), 260 left, MF 2nd ELF: BR 176 (won: 11th&12th DIV), 522 left, 112 wounded (return 20), MF 13th&14th DIV: BR 104, 570 left, MF 3rd ELF: BR 176 (won: 13th&14th DIV), 261 left, 243 wounded (return 12), SF 1st Ylari: BR 152 (won: VIII), 321 left, 197 wounded (return 17) VIII: ROUTED, return 12, BR 72, 203 left 2nd Ylari: BR 152 (won: IX), 206 left, 255 wounded (return 19) IX: ROUTED, return 13, BR 72, 203 left ------------------------------ Date: Fri, 22 Feb 2002 16:27:50 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Denvarf and the Dwarven Golems _The Truth about Denwarf:_ Denwarf was the original leader of the Dwarves of Rockhome. He was a King, a Priest and a Teacher. One of his greatest achievements was that of how to forge Golems. So Proud was Kagyar of his champion that when Denwarf was old and sick, Kadyar gave him a Golem body so that he could live forever. Kagyar promised that Denwarf would return to the Dwarves in times of need, and that with each coming, he would bring with him new technological secrets. (If the GM wants, Blackpowder or Steam technology might be brought with his next coming....) _Dwarven Golem Construction:_ Using the Forges of Power, Dwaves can create Golems. (Iron and Stone are most common). The Morigswerg have also learned this secret and through their own ways, they have learned to produce Bone and Flesh Golems. I'm not sure how much the experience cost or time should be for these kinds of creations however, any suggestions here are welcome. _Dwarven Golem Replacements_ The Dwarves have also learned to replace missing body parts using the secrets of Golemcraft. Arms or legs are most common. Although extremely difficult, Golem eyes have also been produced. Dwarves who have such Replacements are sometimes called Half-Golems. There is even talk of a Dwarf who has added two extra hands to his body, becoming the first 4-handed dwarf... Just a few ideas that came to me, last night...let me know what you think! Havard ______________________________________________________ Sjekk snørapporter... fra 500 ski-destinasjoner i Europa på http://no.snow.yahoo.com/ ------------------------------ Date: Fri, 22 Feb 2002 11:44:36 -0600 From: John Polacek Subject: NWN Realms of Mystara Chat Hey guys, For those interested, a chat log has been posted of the meeting we had last night. You can view it by going to: http://www.mystaranet.com/022102_Chat.txt - Ashlander Producer, Realms of Mystara (http://www.mystaranet.com) _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com ------------------------------ Date: Fri, 22 Feb 2002 12:51:04 -0800 From: Joe Kelly Subject: Elven Empire? IMC I have place the Scro on the Serpent Peninsula. But I have no clue = where I would place an Elvish Empire, who are the main antagonists of the = Scro. Any suggestions? ------------------------------ Date: Fri, 22 Feb 2002 22:25:13 +0100 From: thibault sarlat Subject: Re: Elven Empire? the SCRO???? what is that please? Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.fr.st Join me at:thibault.sarlat@wanadoo.fr clenarius@hotmail.com ----- Original Message ----- From: "Joe Kelly" To: Sent: Friday, February 22, 2002 9:51 PM Subject: [MYSTARA] Elven Empire? IMC I have place the Scro on the Serpent Peninsula. But I have no clue where I would place an Elvish Empire, who are the main antagonists of the Scro. Any suggestions? ******************************************************************** 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, 22 Feb 2002 14:07:54 -0800 From: David Keyser Subject: Re: Elven Empire? Orcs spelled backwards. The super-orc race who were one of the main evil empires from Spelljammer. thibault sarlat wrote: > the SCRO???? > what is that please? > > Thibault Sarlat. > ICQ 16622177. > homepage http://www.mystara.fr.st > Join me at:thibault.sarlat@wanadoo.fr > clenarius@hotmail.com > > ----- Original Message ----- > From: "Joe Kelly" > To: > Sent: Friday, February 22, 2002 9:51 PM > Subject: [MYSTARA] Elven Empire? > > IMC I have place the Scro on the Serpent Peninsula. But I have no clue where > I would place an Elvish Empire, who are the main antagonists of the Scro. > Any suggestions? > > ******************************************************************** > 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. > > ******************************************************************** > 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, 22 Feb 2002 20:46:04 -0500 From: Dan Eustace Subject: Re: Magic Points > Bad magic points? Dragontree in SW Alfheim - dragons gather here, and many non-corporeal undead haunt this area at night. Other monsters, mostly land creatures are summoned by the twisted magic here. Thornbush in central Alfheim - water creatures take to the River of Monsters and swim throughout Alfheim and beyond. Land creatures are not uncommon. Thornbush is an especially tangled thick mass of vines, thorns, and other growth that resists all attempts to remove it. Stalkbrow in SE Alfheim - some monsters do appear here, but more commonly phenomenon such as emanations which interrupt or distort spell casting, induction of elves toward evil, malice, insanity, or other such effects. There are also Good Magic Points: Glow Tree (S. Central) - The trees here glow noticeably. Light spells or crafting of healing magics have enhanced effects. Shadowdown (E) - Continually shaded, area benefits darkness spells and poisons. Misthaven (N) - A permanent silvery mist hangs here. Confusion, transport, concealment, and teleport spells are enhanced. Sometimes elves vanish from here and arrive elsewhere. Dewdrop (W. Central) - Very clear air. Detection spells and scrying are incredibly clear and accurate here. Those who remain in the area for some time gain a clarity of mind which allows them to memorize spells as if wizards of much higher level. (IMC, PCs found out about this and liked to study spells here, if possible. Add 1d6 to MU level to determine level of magical ability. Count a 6 as a 5, but roll an additional d6 and add to the total. Continue for any more 6's. This might be better if changed to d4s. They started to abuse this, so I started to have them build up a "Dewdrop tolerance" which made them have to rest here longer and longer to study their spells. I even considered having the studying of spells in a normal setting to be too distracting for spells to be learned normally. After too much Dewdrop, they *need* it to study any spells at all!). Turnclaw (S. Central, W of Glowtree) - The site where the elves closed the gate to the home plane of the wizard Illodious's beastman army in 550 AC. The effects here have changed over the centuries - originally enhanced spell memorization like Dewdrop, but now it usually affects animal and moster summonig/control spells. It has also been known to enhance polymorph or shapechanging. Dreamland (SW. tip) - Looks like normal forest, but is considered an elven treasure. Stress and worry are removed from elves who pilgrimage to here. *This is especiall true after wars and battles*. The memories don't vanish, but the elves become at peace with their traumas. Mind control spells are enhanced. Non-elves who have rested here can emerge with personality changes or disorders, some of them severe, and some of them permanent. Ironbark (W) - Made magical by the stress of battle. The forest itself helped to repel a band of human invaders. This is now a battlefield of choice for elven generals. The area will reverse or turn hostile magic. Dispel or reversal magics are enhanced. Goblin Park (E. Central) - An army of 10,000 goblins arrived here ~ AC 700, but were defeated. Teleport from here has no chance of error, and creation spells are enhanced. There is a dark side, though - the evil which drove the goblins here from another plane grows stronger with each use of this Magic Pt. Eventually, it will break thru the forest's magic into the forest... Algorn's Last Stand (SE) - Tree of Life shaped like an elf, named for a famous Tree Keeper, who vanished. Contact Outer Plane and other divinations are enhanced. See the Alfheim GAZ for further info, or the map in the RC for actual locations of the points. ------------------------------ Date: Fri, 22 Feb 2002 22:31:30 -0500 From: Former Mystaran Subject: Alex's Almanac Comments (was Torpin) I've rejoined the list for this one corrective mail, after which I will Unsub and return to exile again. I've momentarily and temporarily returned because I've been alerted to the fact that Alex made several posts snidely (and unnecessarily) denigrating the opinions and statements of folks he doesn't like who had participated in the Mystaran Almanac, in particular allusions to myself. It's unfortunate that Alex hasn't changed at all in all this time. He still thinks it's appropriate to mislead people about my views when he doesn't think anyone will call him on it. Alex, Your insistence upon accusing others of vices you engaged in helped promote the double-standard that infused the MA. Your insistence on rehashing these old quarrels in a mail that did not need to include them only shows that, contrary to your previous statements of being done with this and not wanting to discuss it anymore, you're interested primarily in pursuing a vendetta - as long as you think you can get ! aw! ay with it without contradiction. In the interest of fairness, here's my side of things on certain misstatements of facts he made. The length is due to the fact that it is easier to, in a few words, slander folks and leave people with a misimpression in a few words than it is to correct it with a fuller account. Alex wrote: "These are the same people that [sic] wanted a Thyatian colony of sorts amid Nace lands." If you're referring here to Aaron Alston, which it doesn't seem you are - since he was not involved in any discussions pertaining to the Mystaran Almanac - then you may have a point. He was the one who had the Thyatians create a colony of sorts amid what would become Nayce lands (Gaity, Aegos, and Dunadale). The truth here is the reverse of what you want people to believe. It was you (among others) who insisted that all lands of the former Alphatian Empire become Nayce lands. I also know, from Geoff (and a subsequently a discussion you later had with Solmyr explaining your position on these things, which confirmed what Geoff told me), that you pressed to have Nayce absorb the Pearl Islands and possibly Ochalea as well (see below), and that you tried to push Geoff into having Emerond join Nayce. "I always fond it humorous that certain people had this fear that "next year" the Nacers would unleash these forces upon Thyatis." You were the one who insisted in several mails that the Nayce would and should "take advantage of Thyatis' problems" by encroaching on it. Others, such as myself, tried to explain to you that Nayce, with problems of its own and being inferior in strength to Thyatis, would not be capable of doing the sorts of things you had them doing in, for example, your "Operation Hydra" script (which wasn't something you actively tried to put in the Almanac when it came to Nayce seizures of land on the Isle of Dawn, but is publicly available to folks who didn't witness the Almanac discussions and/or don't have access to the mails, but will give them some objective indication of the attitude you took vis a vi what the Alphatians could or should do). "However, there was strong opposition by some individuals for any Alphatian military changes. Ironically, one can see an increase in other nations' sea based warmachines during this period." These didn't include the sudden appearance of large fleets of expensive enchanted submersibles in nations with a tax base smaller than that of Darokin's - or the sudden, magical appearance of an army, naval squadron, and skyship squadron of Randelese troops some 25,000-30,000 that you inserted into the MA. Again, the truth here is more or less the opposite of what you would have folks believe in the quote above. It was you who kept asking how the Thyatians, for example, could afford even the few skyships they were scripted as building, in spite of the fact that the Thyatian tax base is around twice the size of that of Nayce's and skyships cost about half as much for them to build than it does for Alphatian's (including Naycese Alphatians) to build (due to the significant difference in Spellcaster Wages - which are about a fourth of that which Alphatian wizards demand), aside from having your scripting the bizarre intrusion onto the scene of thousands of Randel troops ex nihl ! o ! you e had no problem presenting the Nayce increasing its sea (and air) based war machines without restraint or reference to what it would cost - again while demanding of others that they account for cost of a considerably fewer number of such expensive enchanted items built by a relatively stronger power. This, again, even though, in the MA era, Thyatis has a tax base about twice that of Nayce (based upon comparable population), and in spite of it's tribulations the hub of it's economy (the Thyatian Imperial mainland) is still connected to the rest of it's economic zone (unlike Nayce, where for all practical economic purposes it's trading hub has disappeared. the mainland Alphatian market for colonial produce has sunk, or, if you will, shifted to inaccessibility, and the source of finished goods - that same continent - likewise, and little or no effort or even acknowledgement of this having occurred to Nayce's rulers). While it is true that Thyatis suffered economic & social dislocation, what you (among others) refused to account for in your scripting was that the Nayce areas (and FCA as well) suffered at least as much - unrest on Esterhold closing the mines and thus eliminating a source of wealth. It was always highly dubious that the Nayce, which should be (at best) trying ! to! recover from a devastating economic depression, would be financing the underwater city of Torenal (which it has no need for or even population to fill, it's existing lands being already sparsely settled), much less a flotilla of very expensive enchanted submersibles more powerful than even the Alphatian Empire had and simultaneously as many Skyships as you had them building in the Events and Misc. file &tc that you wrote. Economic conditions in Nayce lands would never have been as halcyon as you asserted. Economic conditions in the FCA, for that matter, would never have been as untroubled as you argued, either (not with its trading partners gone and two of its three largest cities destroyed, including its capital, it's showcase Kingdom - Vertiloch - devastated, with two thirds of its population killed, all its coastal seaports, ports no longer and thus not only failing to import from overseas but not even useful for transporting goods around the rim of the Continent itself by water - by far the most efficient way of transporting goods - for internal trade, and ten percent at least of its population gone). So here it is your insistence that the Nayce could afford numerous skyships, afford to build the underwater city of Torenal, the Torpin, and a flotilla of submersibles to patrol its seas in the place of normal (and far less expensive) ships, while ignoring the economic and social cataclysm that had befallen them as if it was nothing, and pointing fingers at others (such as myself) that is "ironic" and "humorous", and as you say: "I did not think it a big deal." Which is, again, ironic and humorous given what you had just described there (a presentation in your mail that implies the Nayce submersibles operate with a degree of impunity - a word you indeed did use in your file for the MA1017 Misc section - operating undetectable by other vessels and striking from ambush, with, presumably, as in your original version of the Ravager class Submersible, the enemy having no means of striking back effectively, is "no big deal" to you. Again, ironic that you would castigate others for introducing distortive and unacceptable things into the MA, and also contrary to canon, which has the Thyatian fleet & RAF in Wrath holding its own or better against Alphatian forces when they engage each other in the major "Imperial Navies Clash" battle). Your insistence upon accusing others of vices you engaged in helped promote the double-standard that infused the MA. Your insistence on rehashing these old quarrels in a mail that did not need to include them only shows that, contrary to your previous statements of being done with this and not wanting to discuss it anymore, you're interested primarily in pursuing a vendetta - as long as you think you won't be called on it. Anyhow, thanks, as always, for continuing to be you, and remind folks of the kind of person you are. ------------------------------ Date: Sat, 23 Feb 2002 17:12:09 +1100 From: Alfred O'Meagher Subject: Re: Elven Empire? Put them on Ierendi as the power behind the throne. ------------------------------ End of MYSTARA-L Digest - 21 Feb 2002 to 22 Feb 2002 (#2002-53) ***************************************************************