Subject: MYSTARA-L Digest - 11 Mar 2002 to 12 Mar 2002 (#2002-71) From: Automatic digest processor Date: 13/03/2002, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 41 messages totalling 1799 lines in this issue. Topics of the day: 1. Mystic's Magic Touch 2. Bastard Swords (8) 3. hafling immortals 4. Mystics and Battle axes 5. FSS Beagle Crew and their fates (5) 6. Blackmoor Downloads and maps found! (2) 7. Am I the only one ? (3) 8. Krazadorian Military Technology (1000 AC) (2) 9. Citizens of Blackmoor 10. Steam and Gunpowder (was: Krazadorian Military Technology) 11. 3E Half Orcs in Mystara (5) 12. Treel is back? (Was: FSS Beagle Crew and their fates) (3) 13. Adri Varma Plateau : Oghriz Stats (3) 14. Treel is back? (Was: FSS Beagle Crew and their fates) 15. Steam and Gunpowder (was: Krazadorian Military Technology) 16. Steam Technology 17. Oghriz Errata 18. Oghriz Magical Items ******************************************************************** 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: Tue, 12 Mar 2002 03:26:55 -0500 From: Dan Eustace Subject: Re: Mystic's Magic Touch > I am still inclined to go with levels instead of Hit Dice. Call me picky but > I just dont see a 16th level mystic killing a 36th level fighter with one > blow. Now a 36th level mystic...thats another story..... Yeah, it does seem kind of easy, and I'm sure the player of a F36 would think it is pretty unfair, but the fighter would have 4 attacks which would do 24-52 hp with a sword, and this is w/o Wpn Mastery! (assuming +5 combined bonus due to Str + magic). With damage like that, would the mystic ever get to use his power? Maybe it really is balanced. Without having really used mystics a whole lot its kind of hard for me to know for sure. And what the frick am I doing up at 3:30 AM writing M-Almanac stuff and looking up obscure D&D rules on mystics! Time for bed - gotta work in a few hours! ------------------------------ Date: Tue, 12 Mar 2002 02:20:38 -0700 From: Angelo Bertolli Subject: Bastard Swords You know, it's always bothered me about what they decided to do with = bastard swords... "because this sword has a slightly longer handle, you = can use it either one OR two handed, and it does different damage." But = you know, there's PLENTY of room for your hands to use a spear = two-handed, but it's still just a one-handed weapon. Shouldn't using it = two-handed be an option here also? Also I've always hated the fact that battle axes require two hands but = do the same damage as a sword. Battle axes are pretty cool, but they = are so rare unless you make cool magical versions of them. Angelo Professional: http://rsf.htmlplanet.com/ Personal: http://members.fortunecity.com/abertoll/ Help Fight Disease: http://www.intel.com/cure ------------------------------ Date: Tue, 12 Mar 2002 11:36:16 +0100 From: Jacob Skytte Subject: Re: Bastard Swords Angelo Bertolli wrote: >> You know, it's always bothered me about what they decided to do with = bastard swords... "because this sword has a slightly longer handle, you = can use it either one OR two handed, and it does different damage." But = you know, there's PLENTY of room for your hands to use a spear = two-handed, but it's still just a one-handed weapon. Shouldn't using it = two-handed be an option here also?<< The D&D Rules Cyclopedia has an optional rule for using one-handed = weapons with two hands on pg. 66. Most weapons can be used (except Other Weapons; blowguns, holy water, = slings, etc.). You lose individual initiative. You can't effectively use = a shield (lose the AC bonus). You get +1 to damage. That's it. So in = OD&D using a spear two-handed is an option. As is using a dagger = two-handed. The bastard sword is still a special case, because you don't = automatically lose initiave when using it two-handed and you inflict a = different amount of damage. But that's how they chose to handle it = (argh! Bad pun). Jacob Skytte scythe@wanadoo.dk ------------------------------ Date: Tue, 12 Mar 2002 11:42:26 +0100 From: Giampaolo Agosta Subject: Re: Bastard Swords Angelo Bertolli wrote: > You know, it's always bothered me about what they decided to do with bastard swords... "because this sword has a slightly longer handle, you can use it either one OR two handed, and it does different damage." But you know, there's PLENTY of room for your hands to use a spear two-handed, but it's still just a one-handed weapon. Shouldn't using it two-handed be an option here also? > > Also I've always hated the fact that battle axes require two hands but do the same damage as a sword. Battle axes are pretty cool, but they are so rare unless you make cool magical versions of them. You could rule that a one-handed weapon used with two hands does +1 damage, or that the die rolled is increased by one size step, so that a spear, which does 1d6 damage, would do 1d6+1 or 1d8. If you go by the rules for swords, you would have: 1-h weapon basic die size 1 1/2-h weapon as 1-h one step smaller, +1 as 2-h basic die size, +1 2-h weapon one step larger The spear-types would only have the 1 1/2-h version, obviously. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Tue, 12 Mar 2002 03:05:29 -0800 From: Andrew Theisen Subject: Re: hafling immortals At 07:54 PM 3/11/02 +1100, you wrote: > > could someone with a copy of Gaz 8 either give me a copy (my little joke) > or let me know if these three are portrayed as immortals, maybe immortals > or what. Gaz8, pg 10: "... All Sheriffs know that they are under the eyes of The High Heroes (halfling Immortals) at all times. A Sheriff who is unfit for office will be told so by a Keeper or Master who may have received a sign from an Immortal..." (Under "Leaving Office") "...Some few (ex-Sheriffs) adventure outside the Shires, or serve the High Heroes in mysterious ways..." pg. 11: "A Sheriff may also call upon a High Hero or a human cleric to quest a being they have judged guilty to perform some dangerous or difficult service to benefit the Shires." Gaz8, pg 19 (player's guide- under "The Master: A Halfling Sub-Class"): Masters know that their powers come from "the Hight Heroes" (halfling Immortals) Nob Nar, Coberham Shadowglint, and Brindorhin. Like these halfling Heroes once did in mortal life, Masters are dedicated to preserving and protecting the land and people of the Shires..." pg 20: "A Master who decided to travel outside the Shires... unless called upon to do so by a tutor, Sheriff, or a sign from the High Heroes would certainly be abandoning his calling..." pg 21: "Attack Rank J achieved. Higher Masters who wish to become Immortal and are judged suitable by the High Heroes may become candidates..." Note though, the discrepancy between Nob Nar's dates of existence- in the Players Guide (p. 15), he lived around 612 AC. In the DM's Guide (p. 7-8), Nob Nar is said to have existed in the Time of Heroes: (p. 7, under "The Time of Heroes:) "Many Hin ballads tell of the deeds of hin Heroes of this time- Nob Nar (perhaps the most famous hin of all), Brindorhin, and Coberham Shadowglint, to name a few..." (p. 8, under "Timeline") "743-610 BC: The Time of Heroes. Hin warrior-adventurers flourish in the land, eventually reclaiming much of it from the invaders. Rebuilding of a hin kingdom begins." In any case, the description of Hin Heroes as adventurers who ascended to something greater than mortality and who grant powers to their followers seems indicative of the general description of Immortals, and would thus seem to indicate that they are, in fact, Hin Immortals. ------------------------------ Date: Tue, 12 Mar 2002 12:09:52 +0100 From: Thibault SARLAT Subject: Re: Bastard Swords i do agree about the poor damages made by non magical battle axes... i guess the rules say 1d8 + strength bonus but i would correct it to 2d4 = or 3d4 + strength bonus the minimum damage should be higher than what it is in the canon rules. that's probaly why some of my players would rather pick a human warrior o= ver a dwarf armed with a battle axe. thibault ------------------------------ Date: Tue, 12 Mar 2002 13:12:24 +0200 From: Ville V Lahde Subject: Mystics and Battle axes I've never had PC Mystics in my campaign, but instead I have created some notable NPC Mystic adversaries. Right now I'm introducing a Sindian/Hulean Mystic of 16th level, working as the chief emissary of the Master. (He comes from a Mystic order that has been closely linked to the cult of Hosadus. In effect, he is one of the few "evil" mystics mentioned in the class description). When creating the character, I decided that using the Gentle Touch offsets the possibility of using the multiple attacks. SO: the 16th level mystic can use either his 6 powerful attacks OR try one Gentle Touch. The likelyhood of scoring a hit is reduced, but death is still unavoidable if the touch hits. - I decided to picture the Gentle touch like a second in slow motion, when the mystic reaches out to caress the cheek of his enemy, smiling sadly... About the battleaxes, regarding the ongoing discussion: I decided LONG ago, that the Battleaxe must be a 1d10 weapon like the 2-handed sword. If you like, add a 1-handed battleaxe with a damage of 1d8. The "handaxe" remains essentially a lighter throwable weapon. Ville ------------------------------ Date: Tue, 12 Mar 2002 03:30:12 -0800 From: Andrew Theisen Subject: Re: FSS Beagle Crew and their fates At 12:01 PM 3/11/02 +0100, you wrote: > > I've found that the known members of the Beagle crew > are: > > Are there any more known crew members out there? >> From DA2: Brand Kirk- Hydroponics technician Dygar Mendel- Quartermaster's mate Lynn Raupp- Assistant commander of Stephen's security section Willis Strom- Assistant engineer of S.S. Beagle Also, the cyborgs Norn (in the service of Saint Stephen), and Weewak (in service to Bork Riesling) The Frog People were also created by the science of the Aliens of the Beagle. > Sait Stephen is from what I understand responsible for > the creation of the Order of the Frog. I assume that > he is killed by adventurers in one of the Blackmoor > modules? Not necessarily. There is a possibility that he is killed in either DA2, but he plays a role in DA3, so it is likely that he survives that first module, and quite possibly the second (DA3) as well. I think he is intended to be an ongoing villain in a Blackmoor campaign. > Bork Riesling: I don't know what happens to him. I > think he ordered his men to go into suspended > animation, but when St Stephen and his allies > disobeyed that order, he must have gone after them or > something. I know that he is gone (and probably dead) > when Treel wake up about 2 centuries later. He evidently (according to DA3) becomes very paranoid, battle conditions (ie, brainwashes) his remaining crew into extreme loyalty and suspended animation, and reprograms two cyborgs and surgically alters them to look like him. He also arms the Sand People who live around the Beagle so that they can keep away any intruders, and has his robots capture specimens for study and keeps them attacking the traitorous Stephen Rocklin and his agents. An interesting possible storyline (of my invention, as it were) is that the "real" Bork Riesling is actually a cyborg himself (let's call him "Cybork"). Cybork was programmed to go into functioning if Bork were killed or otherwise put out of commission, but to believe that he is Bork (as the cyborgs of DA3 are programmed to do). Cybork became paranoid (combination of cyborg personality disorder and robotic dislike/distrust of biological creatures) when Stephen Rocklin led a rebellion against him. It then reprogrammed two other cyborgs to believe they were Bork (except when in the presence of Cybork). What will happen if the real Bork is somehow resurrected or revived from animation? Then you've got Cybork vs. Bork, each believing/knowing that it is the real thing. ------------------------------ Date: Tue, 12 Mar 2002 12:29:28 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Blackmoor Downloads and maps found! I checked out Dave Arneson's website at: http://www.castleblackmoor.com/ and lo! Under the D&D section, the original Blackmoor book (not much setting info though) and a hand drawn map by Dave himself can be downloaded for free! Stan and Thib, maybe some of this can be transferred to your sites (or at least links should be provided)! (Sorry if this is old news, but I hadn't seen it before...) Håvard ______________________________________________________ Sjekk snørapporter... fra 500 ski-destinasjoner i Europa på http://no.snow.yahoo.com/ ------------------------------ Date: Tue, 12 Mar 2002 12:50:46 +0100 From: Thibault SARLAT Subject: Re: Blackmoor Downloads and maps found! sure thing i'll see for it tonight at home... thib > Messsage du 12/03/2002 12:29 > De : Mystara RPG Discussion > A : > Copie =E0 : > Objet : [MYSTARA] Blackmoor Downloads and maps found! > > I checked out Dave Arneson's website at: > http://www.castleblackmoor.com/ > > and lo! > > Under the D&D section, the original Blackmoor book > (not much setting info though) and a hand drawn map by > Dave himself can be downloaded for free! > > Stan and Thib, maybe some of this can be transferred > to your sites (or at least links should be provided)! > > (Sorry if this is old news, but I hadn't seen it > before...) > > H=E5vard > > ______________________________________________________ > Sjekk sn=F8rapporter... > fra 500 ski-destinasjoner i Europa > p=E5 http://no.snow.yahoo.com/ > > ******************************************************************** > 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: Tue, 12 Mar 2002 12:57:14 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: FSS Beagle Crew and their fates --- Andrew Theisen wrote: > Not necessarily. There is a possibility that he is > killed in either DA2, > but he plays a role in DA3, so it is likely that he > survives that first > module, and quite possibly the second (DA3) as well. > I think he is intended > to be an ongoing villain in a Blackmoor campaign. Interesting... Any theories about what really happened to him? :) Riesling: > > He evidently (according to DA3) becomes very > paranoid, battle conditions > (ie, brainwashes) his remaining crew into extreme > loyalty and suspended > animation, This could explain Treel's behaviour when he wakes up a few centuries later... I never thought it made sense how he just at random started selling off all the tech and killing his fellow crew members. You'd think he'd want their company, right? > What will happen if the real Bork is somehow > resurrected or revived from > animation? Then you've got Cybork vs. Bork, each > believing/knowing that it > is the real thing. I like this! Its also very Star Trek which is very appropriate anyways :) At what point would Bork have been replaced with his replica in the first place? How would the real Riesling handle the fake one? IIRC you were once working on your own version of DA5. Whatever happened to that one? :) Is your website still around btw? I couldnt find it.. Håvard ______________________________________________________ Sjekk snørapporter... fra 500 ski-destinasjoner i Europa på http://no.snow.yahoo.com/ ------------------------------ Date: Tue, 12 Mar 2002 09:27:29 -0500 From: Geoff Gander Subject: Re: Am I the only one ? Gilles wrote: > Hi I just wanted to know Im I the only one who plays the Mystara setting = > with no "major" modification. I pretty much follow the timeline as written, except for adding my Lhomarr and Carnifex materials at the very beginning of "recent campaign history". I haven't changed any of the Immortals or nations, or added any new ones in the Known World region. 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: Tue, 12 Mar 2002 09:44:48 -0500 From: Geoff Gander Subject: Re: Krazadorian Military Technology (1000 AC) Mike wrote: > Hmmm. That could really alter the ballance of power. BUT, I'd say that > would practically bankrupt the Thyatian economy... > > Of course, if the Alphatians learn how to harness steam power for airship > mounted ballista, we could be back to square one... I think both empires could probably afford to develop and implement a steam-powered artillery system, though Thyatis would be more likely to do so, since they would probably see the military applications of steam power fairly quickly. Alphatia would probably investigate it on a kingdom-by-kingdom basis (owing to the more decentralised nature of the empire), with some regions developing it (like Stonewall, Randel, Bettellyn, Greenspur, and Theranderol), and others not doing so. I could see some Alphatian mages, convinced that they could do better than "a mere machine", inventing new spells to duplicate the effects. How this could be done I don't know, but if you use the AD&D Manual of the Planes, they might tap into the Quasi-elemental plane of steam. Regardless, steam power, like gunpowder, is something that would drastically alter the campaign setting. Has anyone introduced steam in their campaigns? If so, what was the result? 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: Tue, 12 Mar 2002 15:49:27 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: Citizens of Blackmoor --- Alex Benson wrote: > Perhaps the original Dragonlord? In one of my > unfinished projects (one of > many), the original Dragonlord went on to become the > Immortal, Nolan. In life > he was a third borne minor noble during the > intermediate period of BlackMoor. > Nolan plays heavily into the Divergan pantheon and > acts as an > enforcer/sergeant at arms for the Immortal Council. Ah yes ofcourse. I even included him in my own Blackmoor Timeline (working on it these days), but forgot about him when I was writing that email. Maybe I'll just steal the name Nolan.... Håvard ------------------------------ Date: Tue, 12 Mar 2002 16:22:00 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Steam and Gunpowder (was: Krazadorian Military Technology) --- Geoff Gander Wrote: > Regardless, steam power, like gunpowder, is > something that would > drastically alter the campaign setting. Has anyone > introduced steam in > their campaigns? If so, what was the result? I disagree. I see this argument all the time against introducing these elements into a fantasy campaign. However, IMO you can easily introduce both gunpowder and steam tech into your campaign without altering it a single bit. Why? The Chinese invented gunpowder centuries before the europeans, but never throught of using it for weapons. The Greek knew about steam power but only used it for opening palace doors (the steam producing mysterious effect as the doors opened of themselves). Also, Mystara has an extensive availability of teleportation, flying carpets, telepathy etc etc which replaces 20th century communication technology, plus weapons of mass destruction such as a fireball _and_ dragon riders somehow without changing society from a medieval/renaissance type. This doesn't make sense, but people accept it, so why not a few invensions thrown in? The problem with steam power and gun powder is if its mass produced. But this will only happen when society is ready for it. 19th Century Britain had undergone a series of changes before steam power became widespread, not the least in mentality. Gunpowder weapons were not the end of the Era of Knights. What ended it was advanced weapons such as (ta-tam) the Crossbow and the Longbow! Also, the expenses of equiping a Knight became too high, especially with the Plague killing off all the serfs... The bottom line is: If you think it looks cool, then go ahead and use it. If not then dont' but it only affects the setting as much as the GM allows for anyway. Håvard ______________________________________________________ Sjekk snørapporter... fra 500 ski-destinasjoner i Europa på http://no.snow.yahoo.com/ ------------------------------ Date: Tue, 12 Mar 2002 09:56:08 -0600 From: John Polacek Subject: Re: 3E Half Orcs in Mystara If it were a pen and paper campaign I was doing, I would stick with the traditional half orc as we know them on Mystara. However, at Realms of Mystara, we'll be stuck with the half orcs that the game (Neverwinter Nights) gives us, which will be the 3E style of half orc. The way I'm thinking, we'll implement them as being treated the same as orcs by the common populace, unless they are carefully disguised, but they'll be accepted amongst the humanoid population, as long as they are of evil alignment. Any half orcs that are not of evil alignment will basically have to be played as outcasts, not accepted by either side of their genetics. We're going to work on creating Threshold first when the game comes out, so I'm thinking any half orc PCs will basically be confined to Fogor Isle, and even then they'll still have to be careful. We'll not be allowing many half orc PCs, since they are pretty unusual in Mystara. _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com ------------------------------ Date: Tue, 12 Mar 2002 09:57:22 -0600 From: John Polacek Subject: Re: Am I the only one ? Yeah, that's the way to do it!!! > When I start a new campaign it is always in the year 1000 AC. Everything is > canon. Where it goes from there is anyone's guess! :) > I use some aspects down the line from the MML and Shawns site, but mostly > my > own creations. > > Multizar the Mage > > >> From: Gilles Leblanc >> Reply-To: Mystara RPG Discussion >> To: MYSTARA-L@ORACLE.WIZARDS.COM >> Subject: [MYSTARA] Am I the only one ? >> Date: Mon, 11 Mar 2002 18:19:58 -0500 >> >> Hi I just wanted to know Im I the only one who plays the Mystara setting >> with no "major" modification. I for one follow the timeline except for >> Alphatian contact with Nayce after Wrath. I have kept all NPCs and >> Immortals "as is" and didnt change anything big or important and use all >> the gaz info "as is". I know many poeple have lowered the importance of >> immortals, changed the power of some countries, etc. That doesnt mean I >> don't introduce some of my own stuff or allow the PCs to make changes to >> the world around them or the timeline. But am I the only one to DM mystara >> like this ? Just wanted to know.... >> >> ******************************************************************** >> 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. >> > > > > > _________________________________________________________________ > Join the world’s largest e-mail service with MSN Hotmail. > http://www.hotmail.com > > ******************************************************************** > 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. >
Ashlander Developer, Realms of Mystara Webmaster, NWN Mystara Project _________________________________________________________________ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx ------------------------------ Date: Tue, 12 Mar 2002 11:17:17 EST From: Alex Benson Subject: Re: Am I the only one ? <> [snip] Actually, my old gaming group called it quits. Our Mystaran Campaign essentially died in the Gaz era...AC1002 to be exact. For awhile the MA was as close to an active campaign as I had. Now I just do my little projects...yes the same ones I seem to never finish. ------------------------------ Date: Tue, 12 Mar 2002 11:25:56 EST From: Alex Benson Subject: Re: FSS Beagle Crew and their fates [various snippage] <> Well my memory was rusty on all that. Thanks for the clarification. <> Forgot about that. Hmm...makes you think though. Why were the bones retained even when the original Beagle was destroyed and moved (IIRC). I mean, Treel's fate could have been easily told by Benekander. And even the bones mean little to the PCs in their relevance in being their and who they are. > They > could make an interesting animated NPC for use in a campaign; either as him > trying to seek revenge or seek redemption. Or maybe he could warn or confront > PCs running the Wrath campaign. > Wouldn't it be fun if Treel is actually "Gareth, returned from the Vortex"? ;)>> I would be happy just to see someone or the MA make a declaration of just who Gareth is/was. As for Treel being Gareth, why not? That theory is as good as any. ------------------------------ Date: Tue, 12 Mar 2002 17:41:37 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: 3E Half Orcs in Mystara --- John Polacek : > We're going to work on creating Threshold first when > the game comes out, so > I'm thinking any half orc PCs will basically be > confined to Fogor Isle, and > even then they'll still have to be careful. We'll > not be allowing many half > orc PCs, since they are pretty unusual in Mystara. Actually, I don't think they are that unusual. Afterall, they are mentioned several times in the Darokin Gaz. I don't think the should bee too common in Threshold as that town is mostly surrounded by Gnoll lands, but in other parts of Karameikos...why not? They would probably receive the same treatment as in Darokin; They are despised and feared, but tolerated aslong as they stay in the lower class quarters. Since not too much has been done on Half-Orcs in Mystara before, I see no reason not to keep them the way they are in 3E. Good luck with your project :) Håvard ______________________________________________________ Sjekk snørapporter... fra 500 ski-destinasjoner i Europa på http://no.snow.yahoo.com/ ------------------------------ Date: Tue, 12 Mar 2002 17:46:36 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Treel is back? (Was: FSS Beagle Crew and their fates) --- Alex Benson : > Wouldn't it be fun if Treel is actually "Gareth, > returned from the > Vortex"? ;)>> > > I would be happy just to see someone or the MA make > a declaration of just who > Gareth is/was. As for Treel being Gareth, why not? > That theory is as good as > any. It makes sense actually. In any case, I think this is a good oportunity to bring Treel back. Not that he is an extremely interesting character. (Well he might be, but so far he only strikes me as your average psycho). OTOH, having Treel around might give Benekander a more interesting role... Håvard ______________________________________________________ Sjekk snørapporter... fra 500 ski-destinasjoner i Europa på http://no.snow.yahoo.com/ ------------------------------ Date: Tue, 12 Mar 2002 14:47:08 EST From: Alex Benson Subject: Re: Treel is back? (Was: FSS Beagle Crew and their fates) <> Howabout something along the lines of.... Treel was not killed by the Dbots, just mortally wounded. When the Beagle imploded, he (his spirit) was drawn into the NoS (or the encompassing structure) much like Benekander was drawn into his shield. When Benekander was released, he inadvertantly initiated Treel's return. This first manifest itself as the appearance of Treel's mortal remains outside of the NoS. When Benekander and Company closed out Wrath, the Imprisoned Treel was released as an Immortal. His emergeance was not noticed amid the chaos unleashed by the WwoM and its chaos. The following months saw Treel studying the changes of "this pathetic world" and assess the new capabilities of his new form. Embittered by the millenia of imprisonment and a disdain for Mystara and his own ambitions, Treel formulated a plan to rise amid the "primitives". He decided to undermine the "old order" of Immortals and pave a path for a technological based Mystara to replace his long lost Federation culture. Of course, he shall be that culture's chief diety. He assumes the identity of Gareth and begins undermining that Immortal following. He doesn't seek to soley steal followers, but to also alter the role of Immortals in human cultures. Thus he removes the other Immortals by removing their followings. His first target is the lands of Hule/Sind who seem less a priority to the Immortals. The desert peoples are living in a harshly oppressive state. Their minds would be open to salvation he brings. He will act as their benefactors whereas the other Immortals have ignored their state. From there he will spread out into the KW and establish his edict. Being trapped inside the NoS Treel is well aware of its powers. Unlike Benekander who was trapped outside of it and away from it, he has had centuries to understand its workings. Thus he has an advantage over Benekander, Rafiel, and even Etienne (should he ever return). Well? Comments? Suggestions? I know it's rough and crude, but I typed it on the fly. Anyway, my project docket is full and I don't want to take this on as well. I'd never finish it LOL. I am just tossing up some ideas. ------------------------------ Date: Tue, 12 Mar 2002 12:05:44 -0800 From: Chris Furneaux Subject: Re: Bastard Swords I am scared of my computer now... windows is evil, windows is very evil... Apparantly hitting Ctrl+w closes the current window... agggh. I was almost finished my mail even. *sigh* Anyway I have a few ideas, see if I can remember them all again: --- Angelo Bertolli wrote: > You know, it's always bothered me about what they > decided to do with bastard swords... "because this > sword has a slightly longer handle, you can use it > either one OR two handed, and it does different > damage." But you know, there's PLENTY of room for > your hands to use a spear two-handed, but it's still > just a one-handed weapon. Shouldn't using it > two-handed be an option here also? I would have it do normal sword dammage one handed and +1 two handed. 1 Penalty: +2 bonus to anyone trying to disarm someone useing a basted sword one handed because of the extra handle. The extra weight of a basted sword is countered by it's slightly longer length making it as effective as any other one-handed sword. Spears. Bonus to AC in hand to hand against opponants in front (max 3, no bonus when surounded i.e. keeping them at a distance). Usually only good in groups. 1 handed Spears 1d6 2 handed spears 1d8 > Also I've always hated the fact that battle axes > require two hands but do the same damage as a sword. > Battle axes are pretty cool, but they are so rare > unless you make cool magical versions of them. 2-handed weapons always strike last not because of their speed and weight but because they are the weilders deffence and attack and it takes a few moments to recover from a strike so against oponants with sheilds or off weapons they need to parry before they strike so the oponants main weapon is ocupied and they will not be hit when striking. Optional rule for Battle Axes. Battle axes can be used differently, axes generally take longer to recover from a strike then a sword and do not flow as well. Therefore when useing an axe as defence and attack one must be less commited with their strikes then other two-handed weapons. Battle Axes are however heavy enough that they could be used to make pre-emptive strikes. I would write the rule as follows: Battle Axe: When useing a battle axe normally, the weilder loses inititive and does 1d8 points of damage per strike, however a skilled user can also chose to make a pre-emtive strike which can only be made while stationary with good footing. The weilder automatically wins inititive (unless the opponant is hasted in wich case roll, or DM's choice) even against a charging opponant, and does 1d8+4 points of damage, however they also suffer a -4 penalty to their AC against any opponants already in combat with them (DM's choice what clasifies as in combat but the player has the right to know before calling the blow). When using this option the weilder can only make one attack in the round (unless magiacally aided) What this Means: A skilled weilder is assured, if they hit, to take out most opponants of 1st or 2nd level in one blow. It is however dangerous because it leaves the weilder exposed to counter attacks and the attacks of others so it is best not used against opponants with many hit points or when in combat with multiple targets. This strike is often favoured by the dwarves in battle as they are usually skilled fighters, or the Norse as dieing in battle is glorious and honorable. Chris. __________________________________________________ Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! http://mail.yahoo.com/ ------------------------------ Date: Tue, 12 Mar 2002 17:47:04 -0500 From: Gilles Leblanc Subject: Adri Varma Plateau : Oghriz Stats Here are the stats for the Oghriz defined in the Adri Varma plateau = mini-project. I plan on doing more stuff for the Adri Varma plateau in = the upcomming weeks. ------------------------------------------- Oghriz Statistics OD&D statistics=20 Oghriz=20 Armour Class: 8=20 Hit Dice: 2 (L)=20 Move: 130' ( 65' )=20 Attacks: By weapon Damage: By weapon No. Appearing: 1d4 - 3d20 Save As: Fighter 2=20 Intelligence: 8-12 Alignment: Lawful ( town ), Chaotic ( nomad ) XP Value: 180 Monster Type: Monster ( Very Rare )=20 AD&D 2E statistics=20 Oghriz=20 Climate/Terrain: Adri Varma Plateau Frequency: Common Organisation: Tribe or village Activity Cycle: Day=20 Diet: Omnivore, mostle carnivore=20 Intelligence: Average ( 8-12 )=20 Treasure: L Alignment: Lawful Neutral ( town ), Chaotic Neutral ( nomad ) No. Appearing: 1d4 - 3d20=20 Armour Class: 9=20 Movement: 13=20 Hit Dice: 2=20 THAC0: 17 No. Of Attacks: 1=20 Damage/Attack: By weapon Special Defences: None Magic Resistance: Nil=20 Size: M ( 8' tall )=20 Morale: Steady (12)=20 XP Value: 180=20 Description : The Oghriz are tall bulky humanoids. They have broad faces = espacially foreheads and noses .They were originally a cross between = ogres and humans with some orcish blood as well. The race is now well = defined. The Ogrizh are also not half-ogres. For a more complete = description of the Ogrizh and their society read = http://dnd.starflung.com/oghriz.html. Combat : In combat the Oghriz make good use of their great size and = bulk. Oghriz attack with a +1 bonus to hit and to damage on all attacks = because of their great strength. Ogrizh use a variety of weapons ( = http://dnd.starflung.com/og_weap.html ), most common is their great axe = ( 1d10 / 1d12 ). When engaging in close combat, Oghriz use a style of = figthing similar to sumo wrestling. ------------------------------ Date: Tue, 12 Mar 2002 19:21:34 -0500 From: Christopher M Cherrington Subject: Re: Adri Varma Plateau : Oghriz Stats > > Combat : In combat the Oghriz make good use of their great size > and bulk. Oghriz attack with a +1 bonus to hit and to damage on > all attacks because of their great strength. Oghriz use a variety > of weapons ( http://dnd.starflung.com/og_weap.html ), most common > is their great axe ( 1d10 / 1d12 ). When engaging in close > combat, Oghriz use a style of fighting similar to sumo wrestling. > Usually this means they can attempt a bear hug to do double damage, the Oghriz will attempt two off hand attacks (no penalty for the second attack). If successful, in both attacks, consider this as an instant pin. The victim must make a strength check every round to break out of the hold, if the victim is unsuccessful in 3 continues rounds, the Oghriz may add his full strength score to his damage roll. Note: this is only if the Oghriz has no weapons in his hands at the beginning of the combat round. Another Oghriz attack, ala sumo style, is the belly attack ;) The Oghriz opts to lose initiative for that round, and gets a +4 penalty to his AC as he may use his full girth in the attack. This can be done while holding any weapon, but he cannot use that weapon at the same time. Calculate the chance to hit by the victim's base AC (Heavier armor just gets in the way of the wearer to get out of the way). If the Oghriz has any bonuses to hit from his weapon, he may add the bonus of the weapon in hand (but not to damage). If a hit is scored, the victim must make a DEX check, or be thrown off his feet by 1d4 +1 foot by difference in save. The Oghriz are so good at this attack, they choose the direction the victim falls (into a pit, towards a mage trying to cast a spell, into a campfire, et.) This attack is also more effective on the first attempt. The Oghriz will gain a +2 bonus to hit and the victim will gain an additional +2 feet thrown on the first attempt. The only damage suffered in this attack is on the first successful attack per encounter, at the rate of 1 point of damage per foot thrown. ------------------------------ Date: Tue, 12 Mar 2002 16:59:38 -0800 From: Jordi Castille Subject: Re: Treel is back? (Was: FSS Beagle Crew and their fates) : Treel was not killed by the Dbots, just mortally wounded. When the Beagle imploded, he (his spirit) was drawn into the NoS (or the encompassing structure) much like Benekander was drawn into his shield. When Benekander was released, he inadvertantly initiated Treel's return. This first manifest itself as the appearance of Treel's mortal remains outside of the NoS. When Benekander and Company closed out Wrath, the Imprisoned Treel was released as an Immortal. His emergeance was not noticed amid the chaos unleashed by the WwoM and its chaos. The following months saw Treel studying the changes of "this pathetic world" and assess the new capabilities of his new form. Embittered by the millenia of imprisonment and a disdain for Mystara and his own ambitions, Treel formulated a plan to rise amid the "primitives". He decided to undermine the "old order" of Immortals and pave a path for a technological based Mystara to replace his long lost Federation culture. Of course, he shall be that culture's chief diety. He assumes the identity of Gareth and begins undermining that Immortal following. He doesn't seek to soley steal followers, but to also alter the role of Immortals in human cultures. Thus he removes the other Immortals by removing their followings. His first target is the lands of Hule/Sind who seem less a priority to the Immortals. The desert peoples are living in a harshly oppressive state. Their minds would be open to salvation he brings. He will act as their benefactors whereas the other Immortals have ignored their state. From there he will spread out into the KW and establish his edict. Being trapped inside the NoS Treel is well aware of its powers. Unlike Benekander who was trapped outside of it and away from it, he has had centuries to understand its workings. Thus he has an advantage over Benekander, Rafiel, and even Etienne (should he ever return). Well? Comments? Suggestions? -------------------------------------------------- My suggestion, is that since Loki is being the smug one among the immortals, Is that he might be the one helping "Gareth" behind the scenes, we have discussed the Gareth deal before. Jordi Castille Knight of Darokin --------------------------------- Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! ------------------------------ Date: Tue, 12 Mar 2002 17:19:34 -0800 From: Jordi Castille Subject: Re: Steam and Gunpowder (was: Krazadorian Military Technology) Havard Faanes wrote: The problem with steam power and gun powder is if its mass produced. But this will only happen when society is ready for it. 19th Century Britain had undergone a series of changes before steam power became widespread, not the least in mentality. Britain was industrialized before then, they used the advantage of their small island to maintain their secrecy then. (IIRC)They had trains too. Gunpowder weapons were not the end of the Era of Knights. What ended it was advanced weapons such as (ta-tam) the Crossbow and the Longbow! Also, the expenses of equiping a Knight became too high, especially with the Plague killing off all the serfs... Havard is right, The Era of Knights was at it's very height during the crusades, the last crusades being the Moors vs. the Knights of Rhodes then, The Hundreds years war caused the Knights to decline with the weapons mentioned by the Knights and gave rise to the Cavalry once again. Gunpowder was just the last nail in the coffin of the armored knights.. The bottom line is: If you think it looks cool, then go ahead and use it. If not then dont' but it only affects the setting as much as the GM allows for anyway. I agree. Håvard --------------------------------- Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! ------------------------------ Date: Tue, 12 Mar 2002 20:25:48 -0500 From: Gilles Leblanc Subject: Re: Adri Varma Plateau : Oghriz Stats Thanks for the input, and afterall their your creaton. > > Usually this means they can attempt a bear hug to do double damage, the > Oghriz will attempt two off hand attacks (no penalty for the second attack). > If successful, in both attacks, consider this as an instant pin. The victim > must make a strength check every round to break out of the hold, if the > victim is unsuccessful in 3 continues rounds, the Oghriz may add his full > strength score to his damage roll. Note: this is only if the Oghriz has no > weapons in his hands at the beginning of the combat round. > Another Oghriz attack, ala sumo style, is the belly attack ;) > The Oghriz opts to lose initiative for that round, and gets a +4 penalty to > his AC as he may use his full girth in the attack. This can be done while > holding any weapon, but he cannot use that weapon at the same time. > Calculate the chance to hit by the victim's base AC (Heavier armor just gets > in the way of the wearer to get out of the way). If the Oghriz has any > bonuses to hit from his weapon, he may add the bonus of the weapon in hand > (but not to damage). If a hit is scored, the victim must make a DEX check, > or be thrown off his feet by 1d4 +1 foot by difference in save. The Oghriz > are so good at this attack, they choose the direction the victim falls (into > a pit, towards a mage trying to cast a spell, into a campfire, et.) This > attack is also more effective on the first attempt. The Oghriz will gain a > +2 bonus to hit and the victim will gain an additional +2 feet thrown on the > first attempt. The only damage suffered in this attack is on the first > successful attack per encounter, at the rate of 1 point of damage per foot > thrown. ------------------------------ Date: Tue, 12 Mar 2002 17:26:12 -0800 From: The Stalker Subject: Re: Treel is back? (Was: FSS Beagle Crew and their fates) On Tue, 12 Mar 2002 14:47:08 EST, Alex Benson wrote: > < a good oportunity to bring Treel back. Not that he is > an extremely interesting character. (Well he might be, > but so far he only strikes me as your average psycho). > OTOH, having Treel around might give Benekander a more > interesting role...>> > > Howabout something along the lines of.... > > Treel was not killed by the Dbots, just mortally wounded. When the Beagle > imploded, he (his spirit) was drawn into the NoS (or the encompassing > structure) much like Benekander was drawn into his shield. When Benekander > was released, he inadvertantly initiated Treel's return. This first manifest > itself as the appearance of Treel's mortal remains outside of the NoS. When > Benekander and Company closed out Wrath, the Imprisoned Treel was released as > an Immortal. His emergeance was not noticed amid the chaos unleashed by the > WwoM and its chaos. > Well, the theory is sound enough, but... uhm... guys? You *do* know that I was kidding, right? :) > The following months saw Treel studying the changes of "this pathetic world" > and assess the new capabilities of his new form. Embittered by the millenia > of imprisonment and a disdain for Mystara and his own ambitions, Treel > formulated a plan to rise amid the "primitives". He decided to undermine the > "old order" of Immortals and pave a path for a technological based Mystara to > replace his long lost Federation culture. Of course, he shall be that > culture's chief diety. > > He assumes the identity of Gareth and begins undermining that Immortal > following. He doesn't seek to soley steal followers, but to also alter the > role of Immortals in human cultures. Thus he removes the other Immortals by > removing their followings. His first target is the lands of Hule/Sind who > seem less a priority to the Immortals. > > The desert peoples are living in a harshly oppressive state. Their minds > would be open to salvation he brings. He will act as their benefactors > whereas the other Immortals have ignored their state. From there he will > spread out into the KW and establish his edict. > > Being trapped inside the NoS Treel is well aware of its powers. Unlike > Benekander who was trapped outside of it and away from it, he has had > centuries to understand its workings. Thus he has an advantage over > Benekander, Rafiel, and even Etienne (should he ever return). > > Well? Comments? Suggestions? > > I know it's rough and crude, but I typed it on the fly. Anyway, my project > docket is full and I don't want to take this on as well. I'd never finish it > LOL. I am just tossing up some ideas. > Well, it makes sense and it's seems no less possible than any of the other theories that have been made about Gareth, at least not as far as I can tell at the moment. In truth, I don't really care which is really true about Gareth as long as it's revealed at some point - the plot was begun and we sort of owe it to ourselves and other fans to think of an answer. Hell, with this theory, it could even be that Treel read Rad/Etienne's mind and returned posing as him, so that the Etienne who returns in "Mark of Amber" is actually Treel masquerading as Etienne/Rad, while the real Rad remains trapped inside the NoS. Okay, it's a stretch, but actually not that implausible. Not that I'm suggesting it. But then I wasn't actually suggesting Treel was Gareth either... He could even be both! - The Stalker ------------------------------ Date: Tue, 12 Mar 2002 17:31:02 -0800 From: Jordi Castille Subject: Re: Krazadorian Military Technology (1000 AC) Geoff Gander wrote: I think both empires could probably afford to develop and implement a steam-powered artillery system, though Thyatis would be more likely to do so, since they would probably see the military applications of steam power fairly quickly. Alphatia would probably investigate it on a kingdom-by-kingdom basis (owing to the more decentralised nature of the empire), with some regions developing it (like Stonewall, Randel, Bettellyn, Greenspur, and Theranderol), and others not doing so. I could see some Alphatian mages, convinced that they could do better than "a mere machine", inventing new spells to duplicate the effects. How this could be done I don't know, but if you use the AD&D Manual of the Planes, they might tap into the Quasi-elemental plane of steam. --------------------------- In the Case of Alphatia i would have to say that they would get help from there Gnome allies living on a floating island inside the Hollow World. Alphatia did liberate that domain from the Heldannic Knights that once controled that layer.. In that case they would be first to get steam power between them and Thyatis, that would help them be able to move between the Hollow World/Mystara Anti-Magic Zone due to the fact that steam power is non-magical --------------------------------- Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! ------------------------------ Date: Tue, 12 Mar 2002 17:35:03 -0800 From: Jordi Castille Subject: Re: FSS Beagle Crew and their fates Havard Faanes wrote: > > He evidently (according to DA3) becomes very > paranoid, battle conditions > (ie, brainwashes) his remaining crew into extreme > loyalty and suspended > animation, This could explain Treel's behaviour when he wakes up a few centuries later... I never thought it made sense how he just at random started selling off all the tech and killing his fellow crew members. You'd think he'd want their company, right? I guess this would mean that the crew of the Beagle(Benekander, and Treel) would unknowling have been on the path of Dynasty and did not even know it. This has happened before, (Example Yav.) --------------------------------- Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! ------------------------------ Date: Tue, 12 Mar 2002 17:55:33 -0800 From: Jordi Castille Subject: Steam Technology Chris Furneaux wrote: > For Dwarves, Steam Driven Weapons might be the way > to start like Ballista that use Compressed steam to > fire it's projectiles further than the conventional > Ballista. sorry this is a bit late but hey. I don't know how much power you could get into a steam powered gun but perhaps it could be the loading mecanism, then you could build wapons more powerful then any mortal could load by hand. even perhaps have a steam loader for the bolter. That way they are one shot, but re-loadable at the factory. Chris. I Intended for the Ballista to be reshaped like the modern Harpoon, which uses pnuematic systems to launch it, we're talking about a iron or steel metal Steam Cannon, that is relaoded manually by placing the Ballista wooden bolt in the launcher hole, aim and release the steam valve, filling the chamber, adding pressure to the miniature chamber, once the pressure is at the right level, The bolt is release with a trigger, and the Bolt is shot at 1.5x the range of a normal ballista and twice the level of damage.at the near range due to the speed of the ballista bolt. Jordi Castille Knight of Darokin. --------------------------------- Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! ------------------------------ Date: Tue, 12 Mar 2002 18:01:57 -0800 From: Jordi Castille Subject: Re: 3E Half Orcs in Mystara Dan Eustace wrote: I never really used 1/2 orcs alot, but I always thought that the ones that ended up in human societies tended more toward their human side (but with many of the unpleasant traits common to orcs). How many of them would even know that they were 1/2 orcs, anyways? I doubt that they would be raised in a caring family with both parents! The ones found in human societies would be born there by human mothers, usually as the result of an unfortunate attack by a marauding orc. Mothers would either give the baby up to an orphanage, or whatever, or make up a tale about the baby's father. I don't think a whole lot of them would be brought up being told that their "father was a monster who attacked me." If 3E half-orcs are hulking monsters, just modify them so that Mystaran 1/2 orcs aren't really like that, and tend more toward humanity, at least in appearance (not that any of them would ever win a beauty contest, mind you!). ******************************************************************** You might have to say that Half Orc are more accepted in Darokin than in any other place in the Known world, Specifically in the Corunglain area, I wouldn't be surprised if there was a company of Half-orcs serving in the Darokin army at Fort Nell and uses as part of the military escort going into the Orclands with the DDC. After all, Torreon has a group of Afflicted mercaneries, so I can believe if there a company of Afflicted soldiers serving for a country on the Savage Coast, then i believe it is possible for a company of Half-Orc to be serving in the Darokin Army, akin to the Black Cavalry men known as the Buffalo Soldiers in the early history of the U.S. Army. Jordi Castille, Knight of Darokin. --------------------------------- Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! ------------------------------ Date: Tue, 12 Mar 2002 21:24:30 -0500 From: Christopher M Cherrington Subject: Oghriz Errata The Oghriz favored class is fighter, or for their spiritual leaders they prefer the shaman with druid abilities. Oghriz children are very adept thieves, they need to hide and steal their food and shelter for survival. When Oghriz children become adults, they begin to lose their thieving abilities and supplant them with another class. So if a third level 'thieving' child becomes an adult, and earns enough xp to become a first level fighter, he will have the abilities of a second level thief and a first level fighter. Oghriz with green or blue eyes are immediately snatched by their shamanistic leaders, and are then immune from the normal childhood that the nomadic and town Oghriz have to live; but they still have a very dark outlook on life. Many of these aspiring shamans cannot take in all the necessary rituals and learning (it takes 30 years of training to become a name level shaman, 9th level). These 'Oragma' as they are called, live very solitary lives as hermits in the plains. They have the knowledge for a true shaman, but if they are not named by the tutor shaman, they become a form of pariah and not much respected. These embittered shamans are rumored to be devil swine, and seek other Oragma to strengthen their numbers. Clan leaders are taught by the shamans in diplomacy and leadership. The shamanistic leaders, although tend to be lawful neutral, encourage the leaders to be a bit more chaotic neutral. This will ensure a strong rivalry for clan leadership (continuing the survival of the fittest), and the dominated clansmen will always look to the shamans for spiritual leadership before being belittled by their leaders. ------------------------------ Date: Tue, 12 Mar 2002 21:33:18 -0500 From: Dan Eustace Subject: Re: Bastard Swords > you can use it either one OR two handed, and it does different damage." But you know, there's PLENTY of room for your hands to use a spear two-handed, but it's still just a one-handed weapon. Shouldn't using it two-handed be an option here also? There should be some rule for using any 1 handed weapon with 2 hands, since it would obviously cause more damage. I read something years ago (in Dragon maybe?) - it was something like lose initative, but add +1 to damage, but there might have been more to it. In fact, I think spears would probably be a 2-handed weapon. Sure, you can throw it with one, but it would be much more effective with 2 hands in a melee situation. Not they modified it IMC at all. I did modify the rules for which weapons hin can use, making alot of the normal sized weapons usable for them in a 2-handed manner. > Also I've always hated the fact that battle axes require two hands but do the same damage as a sword. Battle axes are pretty cool, but they are so rare unless you make cool magical versions of them. I modified the sword's weapon mastery damage to reflect that the weapons do similar damage: BS 1d8 SK 1d10 EX d12+1 MS P:2d6+4, S:2d4+4 GM P:2d6+8, S:2d4+8 Maybe a battle axe should do d8+1 at Basic skill level. ------------------------------ Date: Tue, 12 Mar 2002 22:22:26 -0500 From: Christopher M Cherrington Subject: Oghriz Magical Items Oghriz magical items tend to be more shamanistic, much like the druid items from the RC. Just as powerful, but very rustic in appearance. So here are a few not so common magical items known to have been passed down from generations of Oghriz living on the plateau... Salve of Girth This magical lye and ash salve is specially prepared to give the wearer a few extra pounds. The user will gain 50% more weight, and 2d8 temporary hit points. When an Oghriz uses his special belly attack, he will always cause damage, and not lose his first attempt bonuses. When a non-Oghriz character uses this salve, he will gain the weight and hps, but not gain the belly attack. Also a non-Oghriz character must make a save to avoid permanent stretch marks left when the effect wears off (-2 to CHA). The weight is lost when the user takes on enough damage to remove the extra hps, or after 6 hours, whichever comes first. Hand of Nafet This animated mummified hand of an ogre is particularly useful during a slapping contest for entertainment. The user will gain a temporary bonus to his 'dancing' skill of +4 (its always good to have an extra hand). If used during important haggling, this hand will always grant the user the best deal (if the merchant gets a better roll, give it to the user of the hand). When in combat, this animated hand will slap the opponent once every other round at the same level as the user. Although it causes no damage, each successful hit will cause the victim to lose initiative for the next round, and get a +1 penalty to AC. If the user attempts a belly attack, then roll for initiative. This hand always remains invisible when being used, otherwise it looks just like a mummified giant hand on a beaded chain for a necklace. Sandals of Stomping These useful sandals look like simple leather thonged sandals. When used by someone proficient in the Oghriz stomping 'dancing' skill; these sandals will cause an earthquake as the spell being cast by a 25th level cleric. This is usable once a week, but has a 1 in 6 chance of summoning an earthquake beetle that will be hostile to everyone, friend or foe. When used for entertainment, these sandals will confer a +2 bonus to the users skill in stomping. ------------------------------ Date: Tue, 12 Mar 2002 22:38:12 -0500 From: David Knott Subject: Re: FSS Beagle Crew and their fates From: "Havard Faanes" > > I'd appreciate it if you do. Is the Saint name > something given to him by the Order of the Frog? Isn't > Stephen a rather odd name for an alien? (Then again, > the Blackmoor products used alot of funky names...) Then again, these aliens did have some dealings with the people of Blackmoor and so might have passed on names and words from their native language to them and their descendants in later millennia. Otherwise, I have no real explanation as to why most of the names of the crew of the Beagle look and sound like human (usually European) names. ------------------------------ Date: Tue, 12 Mar 2002 22:47:39 -0500 From: David Knott Subject: Re: 3E Half Orcs in Mystara From: "Jeff Daly" > > And heck, why couldn't half-orcs take more after a human? Half-elves in > Alfheim tend to take after one or the other. On that basis, Mystara might have no half-orcs -- just orcs born to human mothers if all races follow the same genetic rules as described for elves and humans in Gaz 5. Of course, another possible place for half-orcs would be within orc society. Keep in mind that shadow elves have this habit of abandoning their deformed babies where orcs and goblinoids are likely to find them, and these babies are then brought up to think of themselves as orcs or goblinoids. If they are lucky, they grow up and mate with orcs and possibly breed offspring who have the general characteristics of half-orcs. ------------------------------ Date: Tue, 12 Mar 2002 22:58:56 -0500 From: David Knott Subject: Re: 3E Half Orcs in Mystara From: "John Polacek" > > I'd love to hear people's opinions on campaigns set in Karameikos with > half-orc PCs. Is the above a reasonable assessment? Does anyone have a > different or more detailed point of view? I can actually think of several backgrounds for Karameikan half-orcs: 1) The standard explanation of a Karameikan village woman raped by marauding orcs and then giving birth to an extremly ugly baby a few months later. 2) The sinister Black Eagle Baron might be breeding half-orcs deliberately in his dungeons, seeking to combine the strength of orcs with the human ability to function in full daylight. 3) A minion or mortal identity of an Entropic Immortal might get together with a normal Karameikan human. The taint of one parent's association with Entropy could result in the birth of a caliban (a race described in the Ravenloft d20 setting, with stats basically identical to those of a 3E half-orc). 4) An orc who has a few too many ancestors who were deformed shadow elf babies abandoned at birth grows up to be wiser than but weaker than a standard orc. Every possibility except the last one could work for a half-orc character brought up in human society. ------------------------------ Date: Tue, 12 Mar 2002 20:56:44 -0800 From: Chris Furneaux Subject: Re: Bastard Swords > There should be some rule for using any 1 handed > weapon with 2 hands, since > it would obviously cause more damage. I read > something years ago (in Dragon > maybe?) - it was something like lose initative, but > add +1 to damage, but > there might have been more to it. In fact, I think > spears would probably be > a 2-handed weapon. Sure, you can throw it with one, > but it would be much > more effective with 2 hands in a melee situation. > Not they modified it IMC > at all. I did modify the rules for which weapons > hin can use, making alot > of the normal sized weapons usable for them in a > 2-handed manner. Having fought against both one and two handed use of short spear and used and fought against two handed long spears, short spears have simmilar power capabitities IMO 1 or 2 handed but move far faster 2 handed and so can be aimed better at more critical areas thus doing more damage/hitting more. Long spears probally are better termed pikes. Thus do more damage in game as in life(more leverage). Just some RL observations Chris. __________________________________________________ Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! http://mail.yahoo.com/ ------------------------------ Date: Wed, 13 Mar 2002 00:07:12 -0500 From: Dan Eustace Subject: Re: Bastard Swords > Having fought against both one and two handed use of > short spear and used and fought against two handed > long spears, short spears have simmilar power > capabitities IMO 1 or 2 handed but move far faster 2 > handed and so can be aimed better at more critical > areas thus doing more damage/hitting more. > Long spears probally are better termed pikes. Thus do > more damage in game as in life(more leverage). > > Just some RL observations I what way did you use these weapons (or have them used against you)? Do you fight in something like the SCA? ------------------------------ End of MYSTARA-L Digest - 11 Mar 2002 to 12 Mar 2002 (#2002-71) ***************************************************************