Subject: MYSTARA-L Digest - 30 Jan 2003 to 31 Jan 2003 (#2003-32) From: Automatic digest processor Date: 01/02/2003, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 13 messages totalling 1025 lines in this issue. Topics of the day: 1. Lupins, Hutaakans & Gnolls 2. Magical Engineering Skill (2) 3. IMC: Veiled Society Adv (Sess 1) (5) 4. The Constabulary of Glantri City- part 1 5. The Constabulary of Glantri- part 2 6. The Constabulary of Glantri 7. Dungeon mag map downloads deleted from Wizards site (2) ******************************************************************** 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, 31 Jan 2003 04:57:58 -0800 From: "Ohad Shaham (Morphail)" Subject: Re: Lupins, Hutaakans & Gnolls I think that Lupins are descended from Hutaakas and not were-wolves, and that was Bruce Heard's intention IIRC. On the same note, Gnolls (by their description in the Basic Rules boxed set) were a result of an experiment involving gnomes and trolls. While this sounds a bit silly, it worked nicely in Mystara. I wrote a history a while back about the origin of gnomes (together with Marco Delamonte and Geoff Gander). Its still somwhere in Stan's site (or Marco's or mine- http://www.geocities.com/morphail_o/) Basically, the gnomes were a race o slave for the Nithians (they are the ones who introduced all sorts of technology to the Nithians- cool traps for the pyramids for example). But some Nithian priests wanted a servitor race that could be used as mercenaries and gods. They tried to use trolls blod to make the gnomes bigger and stronger. The brutal gnolls were the result. I believe that the shape of gnolls comes from some ambition to make the new beings look like the Immortal ! Pflar's servitor race- the Hutakaans. So Hutakaans are a much older race than gnolls (and probably the progenitors of Lupins). BTW if you want to make all the doglike races related, remember that Hyenas (that gnolls are supposed to resemble) are not canines at all but a different group of carnivors (as close to cats as to dogs). Morphail --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now ------------------------------ Date: Fri, 31 Jan 2003 14:16:32 +0100 From: Jacob Skytte Subject: Re: Magical Engineering Skill Felix Holtschoppen wrote: > How do you guys handle the Skill "Magical > Engineering" (RC p. 84) for OD&D?=20 I will admit that I've never used it, but I will offer some comments. > There is a Detect Magic spell necessary > to identify any given item as magical in the first place. Then there's = the > Analyze spell to further identify the nature of any given item (at a = rather > low chance in comparison to a skill check). These spells would seem = rather > obsolete when there's the possibility of the Magical Engineering = skill. Not at all. Magical Engineering would allow you to guess at what a = "common" magical item is and, perhaps, does, detect magic tells you = beyond doubt whether an item is magical, analyze (when it works) also = gives you facts about its uses. I would, of course, rule that all rolls = for the Magical Engineering skill be made in secret by the GM, so = players won't know if the information they get is correct (made the = roll), misleading (didn't make it) or plain wrong ("fumbled" it). = Further, I would never give more than a fleeting description, such as: = "It seems this is a magical potion, and you think it could be a healing = potion of some kind" or "You are fairly certain that magic was used in = crafting this sword, but you don't know for what purpose." > Of > course, the skill gives other classes the possibility to identify some > items, but nonetheless it is far from balanced IMO.=20 I don't think it actually allows identification, it allows you to = "recognize" a magical item, like in my second example above. > I'm thinking about > disallowing it IMC. What are your opinions on this? That is, of course, your decision to make. But if used in the way I've = proposed, I don't think it's unbalanced. Jacob Skytte scythe@wanadoo.dk ------------------------------ Date: Fri, 31 Jan 2003 14:16:33 +0100 From: Jacob Skytte Subject: Re: IMC: Veiled Society Adv (Sess 1) Jonathan Nolan wrote: > Careful guys, we're all staying remarkably civil... we don't want to = get > drummed out of the D&D-related forums! I don't think we're in danger of that yet. Still, if I'm the only one = who felt provoked by Joaquin, I'll readily admit that I read too much = into his remarks, that I misunderstood him, and apologize. Role players = can be an opinionated lot and opinions tend to clash at times. :) On a cheerier note, I have (again) taken up some old work that Joaquin = and I started a few years ago, and I'm working on creating a Runecaster = class for OD&D, completely replacing the rules on Runes from GAZ7: The = Northern Reaches. It's coming along nicely for now, so I hope to = complete it soon, but inspiration comes and goes... Jacob Skytte scythe@wanadoo.dk ------------------------------ Date: Fri, 31 Jan 2003 06:25:14 -0800 From: "Ohad Shaham (Morphail)" Subject: The Constabulary of Glantri City- part 1 Hey you all. Here is another expansion for the best nation on Mystara- Glantri. I tried to give an overview of what could be a fun-to-play police force, complete with 3ed stats. The Questions and Answers format is so that I could expand this in the future, so if anyone wants to ask further questions about the constabulary (or answer them himself/herself) feel free. -------------------------------------- The Constabulary of Glantri City Q&A 1014 AC City watchmen. Ignorant fools in the way of the PC heroes? Certainly not in THIS city. The crafty coppers of Glantri City are the most hardy and clever people in the business. They don’t eat and nor sleep until the last crook is put behind bars (or under Black Pudding), until all subversive activities are crushed (or at least silenced) and until everyone pays their bloody taxes! Some say that the constabulary is a tool of the vile magocracy, and that is sometimes true, but mostly the constables are there to fight chaos and protect the common man. The people of Glantri can sleep soundly in their beds- brave men and women patrol the streets… …and so does a terrible winged creature of darkness. What does the constabulary do? ”To serve and protect, keep the peace and the council’s laws, stop forces undermining the magocracy and be ever vigilant”. That is the official vow of the constabulary, but what does it mean? The constables of the capital are in charge of patrolling the streets and maintaining law and order including mundane tasks such as monitoring the pedestrian and gondola traffic. The coppers arrest criminals and bring them to judgment, and try to combat the powerful groups of organized crime that thrive in the city. They are also in charge of locating and destroying nests of anti-government organizations, and they act as a counter intelligence body. ----------------- Typical tasks and forces (report by sergeant Drandon) Daytime: Tower of Sighs (5 constables, 2 sergeant, 1 lieutenant, 1 chief +10 soldiers) 7 guard posts (7-11 constables +1 sergeant each) -office work, public complains, arrests, local patrols City gates monitors (2 constables +1 sergeant/lieutenant +10 soldiers) Traffic Control in Merchant Quarter (2 constables, 4 in rush hour) 3 Regular daytime patrols (each with 4 constables+1 sergeant/lieutenant) Police Gondola (4 constables +1 sergeant) Nightime: Tower of Sighs (2 constables, 1 sergeant, +10 soldiers) 7 guard posts (2 constables each) 8 regular nighttime patrols (1 constable + 5 soldiers) On call Police Gondola (4 constables +1 sergeant) Special Tasks: Stakeouts (2 constables )- one or two every night on average Raid (5 constables, possibly with 10 soldiers)- once every week on average Major Raid- (up to 50 constables, possibly with military assistance) – once every other month on average Undercover Agents- about 2-3 constables are involved in continuous subterfuge activities in any given time How many constables are there? 166 personnel achieve all the tasks mentioned above: 1 chief 4 lieutenants 21 sergeants 140 constables Almost all staff give12-hour shifts a day at least. The chief works desperately to convince the council he needs more. How does the constabulary work with other bodies? The military Year round, there are 4 banners of military forces from 4 of the nation’s armies stationed in the city. There are almost 500 soldiers stationed in the city in the spring-summer season and approximately 400 in fall-winter. If so many armed men are in the city, why do we need a constabulary? The answer has a lot to do with the demography of the highlands. The soldiers of Glantri come from all over the different principalities, and with the rotation system, there is no way the units can keep up with the local criminal population. A soldier is not a match for a clever thief in the crowded streets and the busy waterways. The constables are city folk. They know the terrain, they are sharp thinkers and they are better equipped to operate in urban surroundings. The banners stationed in Glantri City are in charge of securing the walls and gates of the city, patrol the surrounding farms and countryside on horseback, train at The Citadel and be on call in case there is any serious uprising. Also the captains of the banners must assign 2 classes at daytime and 5 classes at night to assist the constabulary (see above). If any extra troops are needed, the Chief must feel out several forms to be approved by the captain of the appropriate banner. If there are disagreements between the officers (who are considered to be the same rank), only the Supreme Judge can issue a warrant that forces the captain to deliver the men. Of course, the captain of the banner can petition to his army’s commander (the prince) and than the final words lies with the Warden of the Marches. Needless to say this almost never happens. Private Guards The third (legally) armed group in the city is the various private guards. All nobles have hired fighters on pay for practical reasons, and some of the richer commoners have them too. These men and women receive licenses from the city to hold arms and to wear armor. Not working for the council, these mercenaries normally deal with criminals only if they enounter them breaking in to their masters’ homes. But they do prove useful to some extent. Mercenaries have a tendency to follow orders. Some constables play on that and deliver orders to local private guards with a stern voice. This often helps the constable to receive backup and information in a crime scene. Legally, the constabulary has no more power over private guards than any other citizen. They do however like to take a poor guard’s weapon license and tear it apart if a confrontation arises. Inspectors of the Utterance These undercover agents of the bureaucracy often clash with the constabulary. The inspectors hand the constabulary many reports (some of them just) on citizens who violated the Right of Utterance or spoke in public without a license. Chief Hollyander (see below) does not regard ‘The Utterance’ as one of the more important laws. The inspectors accuse the constabulary of being lenient against dangerous offenders. The inspectors have a sympathetic ear with lieutenant Hume (see below). Magistrates and Officials The multitude of laws and city regulations can give any person in his right mind a terrible headache. That is why most of the magistrates and bureaucrats of the city are not in their right minds. Magistrates pore an overflow of information on the constabulary, and listen to no feedback (unless it is filled up in triplicate). The constables deal with this in one of several methods; 1. The hard way: try and balance the different laws while keeping posted with the latest news from parliament. Very few constables choose this way. 2. The easy way: pick the most appropriate law or regulation that suits the situation. Only arrest people who break laws you know exist. 3. The dangerous way: grow a conscious. Follow it instead of any other directive. Are the constables really aided by undead monsters? Yes. There is one such creature that lurks in the dungeons of the Tower of Sighs during the day and at night it’s bat like silhouette can be seen masking the stars. The creature is an evil being called a nightwing. It is bound to the will of the Supreme Judge of the council by powerful incantations made by several council members (the only one of those who is still around is prince Morphail of Boldavia). It is one of the most powerful undead beings in existence. Besides being nearly unbeatable in combat, it has special powers that prove useful in a magic reach nation such as Glantri. It has the power to see invisibility, it is immune to most spells and effect and worse –it can drain magical items. The creature current orders from prince Jherek are to patrol the city’s sky all night and obey the chief of the constabulary. Chief Hollyander despises the thing. No one in the constabulary has magic strong enough to effect the creature if anything goes wrong and the thing could destroy the city if it was ever let loose. However prince Jherek does not allow for the discontinuation of the creature’s service. Each evening the chief words out these commands for the nightwing: “Fly over the government district alone. Do not fly lower than 60 feet above the highest tower. Only attack creatures that pose a serious threat to the life of the wizard princes. Never kill.” Hollyander knows that there are very few creatures that pose any threat to the wizard princes. The chief does not know of this fact, but a contingency spell is cast on the creature. If it ever gets loose or when it spots “prey”, princes Carnelia, Jherek, Harald, Isidore, Morphail, Urmahid and Dolores receive a mental note. [DM’s note: if you are using the net almanacs, Dolores becomes Supreme Judge in 1015. She dispels the contingency and casts a new one, with herself as the only address of the message…] How to recognize a copper? When a constable is on official duty and not undercover he/she wears a triangular badge made of silk on the right side of the chest: a green eye in front of a golden hourglass. In addition when a constable wants to be seen (like when directing traffic) she wears a stretch of yellow cloth tied over the left shoulder and right thigh, and a pointy yellow hat. Part for the badge, constables in Glantri don’t have any official uniform and dress in diverse ways, befitting the nation they serve. However, it is quite easy to recognize a constable by his weaponry. Most constables know how to use a hand-crossbow. This weapon is small, fast and good at close range. For melee (or for threatening melee), coppers use the faithful rapier- light, elegant and stylish. A constable wears light armor if any. Metal armor in a city of canals is an invitation for the grim reaper. There are many exceptions to the rule as you can see in the next section. ----------------------- More to come --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now ------------------------------ Date: Fri, 31 Jan 2003 06:28:23 -0800 From: "Ohad Shaham (Morphail)" Subject: The Constabulary of Glantri- part 2 So who are these constables anyway? Most Prominent Constables: (By Rank) Chief Constable Jeffrey Hollyander Human male Rogue 14, Neutral Good Chief Hollyander was appointed by Prince Jherek Virayana 5 years ago. Not the prince’s favorite man but an experienced copper nonetheless, chief Hollyander soon proved to be an excellent choice, if not for the Supreme Judge then for the city of Glantri. Jeffrey is a real peoples man with uncanny diplomatic skills. The chief was known to stop brawls between Flaemish and Ethengar gangs, and to persuade powerful mages not to blow each other up. Some attribute this amazing to his Darokinian ancestry. Hollyander’s dogma consists of keeping the peace in the city by distinguishing the real troublemakers from the mere pests. In addition, he tends not to get involved in the impossible hunt for the plethora of covert organizations in the city, especially the ones that are sub-legal, semi-legal, para-criminal, noble sponsored and so on. He knows that with his current personnel he can’t win against them all, but prefers to be on top by knowing everything. Unlike previous chiefs he is a ! field person and knows that the way to be informed is by hands on dealings with the populace instead of magical scrying from the top of a tower. Jeffrey likes to be present in every hot pursuit, every raid and every bust. When it comes to the most dangerous of offenders he was known to battle them himself and almost always bring them down. Chief Hollyander has gained the (questionable) respect of the Fellowship of the Pouch, and they see him as and honorable opponent. He also has personal friends with the Sisters of the Private Houses, which he uses as one of his information sources. Str: 11 Int: 13 Wis: 16 Dex: 13 Con: 9 Cha: 19 Feats: Alertness, Dodge, Mobility, Expertise, Improved Disarm, Leadership, Weapon Finesse (Rapier). Special Rogue Abilities: Evasion, Sneak Attack (+7d6), Uncanny Dodge (+2 against traps, can’t be flanked), Slippery Mind, Extra Feat. Skills: Bluff +6, Climb +6, Decipher Script +6, Diplomacy +17, Disable Devise +6, Disguise +6, Gather Information +11, Hide +6, Intimidate +6, Listen +16, Move Silently +6, Profession (constable*) +17, Search +11, Sense Motive +11, Spot +16, Swim +6, Use Magic Devise +11, Use Rope +6. Languages: Thyatian (Glantri), Taraldaran. Normally Carried Items: Rapier +2, silvered dagger, studded leather armor, Ring of Protection+2, Lieutenant Rosalind Duchenne Human female Fighter 9, Neutral A senior constable for many years, Rosalind shares Jeffrey’s ideas about officers in the field and confronting perpetrators head-on. But that’s where the similarity ends. A woman of few words, lieutenant Duchenne believes that the only good lawbreaker is a dead one. She is in concord with lieutenant Hume about the harsher hand that needs to be taken against all covert organizations and all criminals from thief-prince to petty pickpocket. In combat, Rosalind goes for the jugular. She likes to lead medium bands of constables to the perps’ hideout and take the bleeding survivors out for questioning. Her nickname in the underworld is “the Iron Gauntlet” and she likes it very much. Lieutenant “Iron Gauntlet” is top on the ‘to kill’ list of lord Ratibus, the king of beggars (see GAZ3 or G:KoM for information on lord Ratibus and the “Beggars’ Court”). Str: 13 Int: 11 Wis: 16 Dex: 16 Con: 11 Cha: 12 Feats: Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Hand Crossbow), Improved Initiative, Improved Critical (Dagger), Lightning Reflexes, Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse (Dagger) Skills: Intimidate +7, Profession (constable) +5, Search +3, Spot +3 Languages: Thyatian (Glantri) Normally carried items: scimitar +1 keen weapon, dagger +2, boots of water walking, hand crossbow (20 normal bolts, 5 silver, 1 red flare), leather armor+2. Lieutenant Yarul Dazent Human male Fighter 10 Lawful Neutral A veteran of many battles and a man who put many dangerous people (and creatures) behind bars, Yarul is a very good copper. A member of a working class family of Boldavian cobblers, he keeps good ties with the commoners of the city, especially the large ethnic group of Taraldarans. Str: 18 Int: 13 Wis: 11 Dex: 14 Con: 13 Cha: 10 Feats: Alertness, Dodge, Endurance, Exotic Weapon Proficiency (Hand Crossbow), Improved Unarmed Strike, Deflect Arrows, Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Track. Skills: Heal +5, Jump +5 Listen +3, Profession (constable) +10, Search+3, Spot+3 Languages: Thyatian (Glantri), Taraldaran Normally carried items: Short sword +2, Studded Leather+2, Hand Crossbow +1 (20 regular bolts, 5 silvered, 1 red flare) Lieutenant Frezrin Hume Human male, Wizard (enchanter) 12, Lawful Evil Hume is the self-proclaimed leader of the “old school” constables. As such, he thinks the constabulary is a much too important to be playing “cops and robbers”. As he sees it, the constabulary is first and foremost the body that battles the undercover agencies of enemy countries, monitors for subversive activity and enforces the reign of the Council of Wizards. He follows the laws of the city to the letter but interoperates them as he sees fit. Hume hates “field work” and says that the true job of the constable is in the office and in the deepest dungeon. He is also the official torturer of the “Tower of Sighs”. A powerful enchanter, Frenzin Hume combines magic and intimidation in a very Glantrian way to reach results with captives. The mundane torture devices that adorn his office are mostly for show, although he knows very well how to use them. Some nobles prefer to bring prisoners directly to Frenzin for “private” interrogations, without informing the chief of police. Whe ! n the time is right, Frenzin will use this to offer himself as the next chief before the council. Str: 9 Int: 17 Wis: 17 Dex: 10 Con: 11 Cha: 9 Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Silent Spell, Still Spell, Exotic Weapon Proficiency (Hand Crossbow), Exotic Weapon Proficiency (Shurikan), Point Blank Shot, Spell Focus (Enchantment). Skills: Alchemy +5, Bluff+4, Gather Information+4, Heal+4 Intimidate+5, Knowledge (Arcana)+5, Knowledge (guilds and brotherhoods in Glantri)+6, Profession (torturer)+5, Scry+5, Sense Motive+10, Spellcraft+10 Languages: Thyatian (Glantri), Flaemish, Ethangari, Elvish (Belcadiz) Normally carried items: Wand of Cold, Cloak of Protection (+4), (shadowelven) sacrificial dagger +2 of Slaying, Boots of Levitation, hand crossbow (10 regular bolts, 5 with paralyzing poison, 5 with lethal poison), and numerous acids, poisons and antitoxins. Normally carried spells: 5/6/6/6/4/4/3 0- Ray of Frost, Daze, Detect Magic, Prestidigitation, Read Magic 1- Hold Portal, Shield, Unseen Servant, Identify, Hypnotism, Cause Fear 2- Arcane Lock, Protection from Arrows, Detect Thoughts x2, Hideous Laughter, Misdirection 3- Silenced and stilled Charm Person, Dispel Magic, Tongues, Hold Person, Suggestion, Lightning Bolt 4- Mental Probe of Sighs (Wilhelm Bhes’s spells), Scrying, Emotion, Fire Shield. 5- Major Creation, Contact Other Plane, Feeblemind, Sending 6- Legend Lore, Mass Suggestion, Circle of Death Lieutenant Pedro de Asesalpha Elf (belcadiz) male, fighter 16, chaotic neutral Pedro, a rich merchant’s son, has originally joined the constabulary in order to fight his father’s hated enemies at the “Guild of Thugs”. Young by elven standards but a master swordsman and a clever man-hunter, he soon became one of the most prominent defenders the city has ever had. However, Pedro is hell to work with, and prefers to hunt criminals down by his own instead of having to work in a team. The only reason he rose to the rank of Lieutenant is that his father’s generous donations were far more important to the previous chief of police than human relations. De Asesalpha is neutral in the ongoing conflict that exists between the chief and lieutenants Hume and Duchenne. In fact he doesn’t really care how the laws of Glantri are interpreted. He only works to fight what he perceives as crimes against the people- theft, murder, rape and not much else. Str: 13 Int: 14 Wis: 12 Dex: 15 Con: 11 Cha: 14 Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Expertise, Improved Disarm, Whirlwind Attack, Improved Initiative, Lightning Reflexes, Quick Draw, Weapon Finesse (Rapier), Weapon Focus (Rapier), Weapon Specialization (Rapier). Skills: Balance+6, Bluff+4, Climb+6, Disguise+4, Escape Artist+4, Hide+4, Intimidate+3, Jump+6, Profession (constable)+4, Move Silently+3, Swim+3 Languages: Thyatian (Glantri), Elvish (Belcadiz) Normally carried items: Rapier +3, Elven Cloak, Elven Boots, Ring of Freshness (continuously emitting the “Finery and Freshness” spell effect), 3x Potion of Flying, Bracers of Defense (+2), Sergeant Xemus Rakasta (Mountain Pardasta) male Fighter 11, Lawful Neutral Xemus (no last name) is one of the proud few rakasta who make permanent homes in the city of canals (two others- a male and a female, are employed as guards for hire). A vary competent fighter he joined the Monster Hunters’ Union at a young age. Than disaster struck. His parents died by the hands of hooligans- self-proclaimed monster hunters. The murderers were soon apprehended and arrested; charged with hunting humanoid creatures without a license. Outraged, Xemus used his connections in the guild to make sure that the murderers will receive proper punishment. The MHU lobbied at parliament for Xemus’s cause (and for making an example for other non-union hunters…) and managed to correct the sentence from 3 months imprisonment to death by black pudding exposure. Xemus has left the MSU for a job in the constabulary. He is a very strict cop, and no one gets a second chance with him. Xemus has better relations with Lieutenant Duchenne and Lieutenant Hume than with the chief, and ! he will support one of these two if they try to take over the constabulary. Str: 16 Int: 11 Wis: 13 Dex: 19 Con: 13 Cha: 14 Feats: Alertness, Ambidexterity, Blind Fight, Combat Reflexes, Dodge, Mobility, Endurance, Exotic Weapon Proficiency (Hand Crossbow), Improved Initiative, Lightning Reflexes, Weapon Specialization (claws), [low-light vision] Skills: Balance +4, Climb+8, Jump+4, Listen+4, Profession (constable)+4, Spot+4 Languages: Thyatian (Glantri) Normally carried items: hand crossbow (20 normal bolts, 5 silver, 1 red flare), Steel Claws +2, Ring of Delay Poison (3 times per day caster level 5) Sergeant Bignen Glut Lupin (Hound of Klantyre) male Ranger 7, Neutral Good Bignen’s family came to the city from the mountains to become vermin hunters. The job was not up to scratch for Bignen who wanted to fight the REAL vermin of the city. At the age of 15 he joined the constabulary. Sergeant Glut is very clever and likes to track criminals down, usually at night. He manages to treat all of the human and elf civilians as equals and is respected by most. He is a staunch supporter of chief Hollyander and he shares the chief’s views about law enforcements and the required “hands on” approach. Str: 12 Int: 10 Wis: 18 Dex: 12 Con: 9 Cha: 16 Feats: Track, Ambidexterity, Two-Weapon Fighting, Alertness, Exotic Weapon Proficiency (Whip), Improved Two-Weapon Fighting, Run, [Scent] Skills: 40 Climb+4, Diplomacy+2, Heal+4, Hide+4, Listen+4, Search+4, Sense Motive+2, Swim+4, Use Rope+4, Wilderness Lore+4 Favored Enemies: +2 against vermin, +1 against humans. Languages: Thyatian (Glantri) Normally carried items: whip (masterwork), rapier, studded leather armor, 2x Potion of Healing, Elven Cloak Normally carried spells: 2 1- Alarm, Delay Poison Sergeant Billow Drandon Human male Wizard 3 Lawful Good Young Billow is the secretary of the constabulary. He has an office at the Tower of Sighs and is always found there or in one of the other constabulary towers around the city. Drandon is one of the only people in Glantri who knows all the laws and regulations the city has and keeps up with changing fads in lawmaking. Drandon came to this position after being kicked out of the Great School because his scholarship ran out. He suffers hollers from the impossible Lieutenant Hume just so he can save enough money to get back to school. Str: 9 Int: 18 Wis: 9 Dex: 11 Con: 10 Cha: 10 Feats: Scribe Scroll, Spell Mastery (Comprehend Languages, Feather Fall, Levitate, Knock), Brew Potion, Run. Skills: Alchemy+7, Appraise+3, Knowledge (arcana)+6, Knowledge (history)+6, Knowledge (nobility)+6, Knowledge (bureaucracy and law)+6, Profession (bookkeeping)+6, Spellcraft +6 Languages: Thyatian (Glantri and ancient imperial dialects), Taraldaran, Flaemish, Sindhi Normally carried items: Scroll of Magic Missile, Ring of Arcane Armor, Boots of Water Walking. Normally carried spells: 4/3/2 0- Mage Hand, Mending, Detect Magic, Read Magic 1- Identify, Sleep, Message 2- Locate Object, Levitate Sergeant Luarantina Erewan Elf female Wizard (diviner) 5/ Rogue 5 Lawful Good While traditionally the highest ranking diviner in the constabulary is supposed to remain in her office and scry the city for crime, Luarantina a young and devoted constable prefers chief Hollyander’s “hands on” approach. Besides, she is not versed in the truly powerful spells and was only a student in the Great School (under Wilhelm Bhes) for a couple of years. Instead she leads small groups of constables on reconnaissance missions. She also has contacts with various people around the city (especially in the entertainers quarter) who serve as her eyes and ears. Str: 9 Int: 14 Wis: 17 Dex: 14 Con: 8 Cha: 15 Feats: Scribe Scroll, Craft Wand, Enlarge Spell, Spell Focus (divination), Iron Will, Lightning Reflexes. Skills: 82 climb+6, gather information+12, listen+10 move silently+6, open lock+6, profession (constable)+6, search+10, sense motive+10, spellcraft+6, spot+10, Languages: Elvish (Erewan), Thyatian (Glantri) Normally carried items: Normally carried spells: 5/5/4/2 0- Detect Poison, Flare, Detect Magic (x2), Read Magic 1- Comprehend Languages, Detect Secret Doors, True Strike, Color Spray, Spider Climb 2- Locate Object, See Invisibility, Invisibility, Knock 3- Clairaudience/Clairvoyance, Slow Sergeant Feenden Black (aka goldknuckles) Human male, Rogue 11, Neutral This fearless man has recently infiltrated the “Fellowship of the Pouch”. He is a master of disguise and used to have many careers along the years, this is the first legal one. He is loyal to chief Hollyander but his main motive for joining the force was boredom and not patriotism. He hopes to gain the trust of the Fellowship’s bosses in order to get close enough for an arrest (or assassination). So far he is just breaking into houses for the fellowship without ever meeting the bosses in person. Str: 13 Int: 12 Wis: 17 Dex: 15 Con: 10 Cha: 13 Feats: Dodge, Improved Initiative, Iron Will, Quick Draw, Run Skills: Balance+6, Bluff +14, Climb+11, Disable Divice+11, Disguise+14, Escape Artist+11, Hide+6, Jump+6, Listen+6, Move Silently+6, Open Lock+14, Profession (constable)+6, Sense Motive+6, Spot+6, Swim+6, Tumble+6, Use Rope+6 Normally carried items: Thieves’ Tools (masterwork), Dagger+2, Ring of Protection+2, Sergeant Belog Tranberg Human male, Fighter 6, Lawful Neutral There are no dwarves in the principalities, but sergeant Belog comes close. Hailing from Leenz, Belog came to Glantri City after several years of service in the first army. He is a fanatic follower of the law and of proper conduct and thinks that it is his mission in life to rectify the ways of the cities hectic residents. A very strict man, he agrees with lieutenant Hume on most matters. The chief assigns him mostly to crowd control missions, acknowledging his talent for calming down mayhem. He is also a good liaison to any of prince Jagger’s banners stationed in the city. Str: 16 Int: 12 Wis: 10 Dex: 11 Con: 18 Cha: 9 Feats: Endurance, Exotic Weapon Proficiency (Hand Crossbow), Exotic Weapon Proficiency (Net), Great Fortitude, Power Attack, Improve Bull Rush, Sunder, Weapon Focus (Net), Weapon Specialization (Morningstar) Skills: climb+7, profession (constable)+8, ride+7, search+8, wilderness law+7 Languages: Thyatian (Glantri, Hattian), Taraldaran Normally carried items: Morningstar+1, net (masterwork), studded leather armor, hand crossbow (20 regular bolts, 5 silvered, 1 red flare) Sergeant Rolanda Tenenpano Human female, Rogue 2/Wizard (illusionist) 6, Neutral Good Rolanda is a staggeringly beautiful woman of Caurenzan descent. As an illusionist she could have made an excellent undercover agent, but she prefers a more above ground mode of action. Sergeant Tenenpano is a follower of chief Hollyander’s hands-on approach. She likes running down offender, confusing or obstructing them with her spells. Many of her male subordinates have fallen in love with her, but she tries to keep all her relationships within the force professional only. In secret, she is the lover of lord Tito di Mateo, the cultural attaché at the Thyatian embassy. If anyone found out she will be let off with disgrace, and there will be much rejoicing with the Glantri Paparazzi. Str: 8 Int: 15 Wis: 11 Dex: 16 Con: 12 Cha: 11 Feats: Scribe Scroll, Dodge, Exotic Weapon Proficiency (Hand Crossbow), Iron Will, Spell Focus (Illusion), Silent Spell, Spell Mastery (Magic Missile, Fly) Skills: 56 climb profession (constable), knowledge (arcana), search, spellcraft, spot, swim Languages: Thyatian (Glantri and Caurenze), Elvish (Belcadiz), Flaemish. Normally carried items: Hand Crossbow +1 (20 regular bolts, 5 silvered, 1 red flare), padded armor, rapier, Dagger+1 Normally carried spells: 5/5/5/3 0- Resistance, Ghost Sound, Open/Close, Detect Magic, Prestidigitation, Read Magic 1- Hypnotism, Magic Missile, Change Self, Silent Image, Reduce 2- Acid Arrow, Web, Minor Image, Mirror Image, silenced Ventriloquism 3- Stinking Cloud, Illusory Script, Haste Constable William McNell (aka “The Kilted Beast”) Orc male, Fighter 5, lawful good The Kilted Beast is a name given to constable McNell by some of the more uneducated crooks of the city. In fact, Mr. McNell is one of the most cultured and humane constables that patrol the streets. He was adopted (actually bought) at the age of 3 months by the famous Serah McNell- a powerful wizardess and an expert in paramagical sciences. Serah was trying to prove to her colleagues at the GSoM that she could bestow magical ability to the most unlikely candidate, even a monstrous humanoid such as an orc (this was before the time of New Kolland). Her 20 year project called “Nurture over Nature” was a failure. She was not able to find any magical talent in her orcish child, but she did find that she could love him as a son, and give him the advantages of upper-class rearing. Knowing that her son was not ever going to be a success in the gentry, she suggested he would find a job that pleased him. William chose the job of a public defender. In the force he found true friends among his coworkers, although he still frowns upon ill manners and incivility. Chief Hollyander requested that he carried a greataxe for shock value, although William prefers more elegant weapons. He has many magical items that his mother supplied for his safety, and has access to many more. Str: 21 Int: 11 Wis: 12 Dex: 10 Con: 15 Cha: 11 Feats: Blind Fight, Endurance, Exotic Weapon Proficiency (hand crossbow), Improved Unarmed Strike, Weapon Focus (Greataxe). Skills: heal +2, knowledge (nobility and etiquette)+2, knowledge (arcana)+2, spellcraft+2, profession (constable)+4, spot+4, Swim+4 Languages: Thyatian (Glantri) Normally carried items: studded leather armor, greataxe, hand crossbow (20 bolts, 5 silvered, 5 magical +2 of Holding), Rapier +1, ring of fire resistance, ring of protection +1, Kilt of Invisibility (3 times per day, caster level 14) *Profession (constable): like other profession skills, this one is a mix of several knowledge skills. It encompasses knowledge of the people and places of the city, laws and regulations, crime fighting tactics and so on. Because all of the NPC’s presented here are fulltime constables, give them this skill as a class skill. --------------------------------------------------- Sorry for the change in font sizes. I have it all as a .doc if anyone wants it. Hope you like it Ohad (Morphail) --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now ------------------------------ Date: Fri, 31 Jan 2003 15:38:06 -0000 From: Colin Davidson Subject: Re: Magical Engineering Skill ----- Original Message ----- From: "Felix Holtschoppen" To: Sent: Thursday, January 30, 2003 6:14 PM Subject: [MYSTARA] Magical Engineering Skill > Hi, > even if the topic of identification might be a bit tedious, I still need > your advice on one aspect: How do you guys handle the Skill "Magical > Engineering" (RC p. 84) for OD&D? (CUT) I allow a character with this skill to make a check to work out the basic engineering behind a magical item. For example, if the party come across a magical lantern, it would be within the grasp of someone with this skill to work out whether ordinary oil needs to be burned in it and whether it needs a command word to use it. Analyze or similar magic would be required to work out what the command word is. ------------------------------ Date: Fri, 31 Jan 2003 17:19:20 +0100 From: Jacob Skytte Subject: Re: The Constabulary of Glantri Ohad Shaham (Morphail) wrote: > Hey you all. Here is another expansion for the best nation on Mystara- = Glantri. Excellent work! I loved the NPCs, I have to keep them. > Sorry for the change in font sizes. I have it all as a .doc if anyone = wants it. I would certainly love a cleaner copy, if you would be kind enough to = mail it to me. :) Jacob Skytte scythe@wanadoo.dk ------------------------------ Date: Fri, 31 Jan 2003 09:05:33 -0800 From: hammer_of_ulric Subject: Re: Dungeon mag map downloads deleted from Wizards site What ALL OF THEM? I've only just counted them and there are 195 maps altogether. That 34.7MB zipped. How about one issue at a time? On Wed, 29 Jan 2003 22:54:34 -0000, jason o'brien wrote: > Yes Please. > Mortus. > > ------------------------------ Date: Fri, 31 Jan 2003 19:02:54 -0000 From: jason o'brien Subject: Re: Dungeon mag map downloads deleted from Wizards site O.k., I'll take whatever you can give in whatever way you wish. I love maps. I don't get Dungeon so I don't have these. Thanks. Mortus. > What ALL OF THEM? > > I've only just counted them and there are 195 maps altogether. > > That 34.7MB zipped. How about one issue at a time? ------------------------------ Date: Fri, 31 Jan 2003 12:43:34 -0800 From: Darth Darknerd Subject: IMC: Veiled Society Adv (Sess 1) Hi. I did a multi-response style... Hope that's ok... > > From that logic, I was confused why someone asked > me if I was doing a > D&D0e or D&D3e game. Discussion > > insued... Jonathan Nolan> -I- asked you which edition you were Jonathan Nolan> running. And if Jonathan Nolan> you genuinely can't see Jonathan Nolan> how 0e could adopt 3e stuff, you need I never made, nor disputed the possibility. I hope that it is clear in that It doesn't exist in any form or fashion (either in the published rules, or online). It can be created, and if and when that happens, the original questio as phrased would be valid. Given that it does not exist, then the original question is invalid. There can logically be only one choice. Jonathan Nolan> to mix with more gamers. If you Jonathan Nolan> consider your proposition you can see Jonathan Nolan> the illogicity of it - a game can Jonathan Nolan> adopt anything it pleases: monsters, Jonathan Nolan> rules, classes or maps. You mention that I was illogically, but fail to point out any flaw in the logic I presented. > > Did I ever make this claim? Could you point where > > I asserted this claim? (I want to improve my > > communication ability) Jacob Skytte> You didn't. I haven't saved the Jacob Skytte> original mail, but, Jacob Skytte> as I recall it, you seemed to scoff at Jacob Skytte> the idea that anyone would use classes Jacob Skytte> from other editions under Jacob Skytte> OD&D (or D&D0e, if you prefer) rules. I Jacob Skytte> felt that was provocative, as I have I don't know how I scoff at the idea. I never disputed that it was not possible and I don't feel that I discouraged any effort or idea in that regard. I only pointed out that it is not done. Given that it is not done, then how can D&D0e be a valid choice logically out of D&D3e and D&D0e, given that those classes don't exist currently. When someone implements these classes, then D&D0e would be a valid option in the two choices. Jacob Skytte> played with people who Jacob Skytte> have adopted 2nd ed. classes Jacob Skytte> (or "classes" from Jacob Skytte> other RPGs entirely) for OD&D, and are Jacob Skytte> probably adopting 3rd ed. as well (no, Jacob Skytte> I can't point you to where they're Jacob Skytte> keeping this stuff, since, as far as I Jacob Skytte> know, it has never been put on the Jacob Skytte> web). You went on to say that it would Jacob Skytte> take a lot of work, and I read Jacob Skytte> into that statement that, since you Jacob Skytte> seemed to not Jacob Skytte> believe that such a thing could be Jacob Skytte> done, it must be Jacob Skytte> because people weren't willing to do Jacob Skytte> that amount of Jacob Skytte> work. My bad. > > I think my original point was that when I listed > > pscion and other classes, they were notable D&D3e > > classes, and therefore could not be a D&D0e game > > by nature of the classes listed. Jacob Skytte> Actually the psionicist was a notable Jacob Skytte> 2nd ed. class Jacob Skytte> that also appears in 3rd ed. AFAIK, but Jacob Skytte> then I can't say I know a lot about 3rd Jacob Skytte> ed. And no, you won't be Jacob Skytte> playing vanilla OD&D if you're using Jacob Skytte> those classes, Jacob Skytte> but if you're using OD&D rules for your Jacob Skytte> games, and are using these classes Jacob Skytte> adapted to work under those Jacob Skytte> rules, you're not playing 3rd ed. but Jacob Skytte> OD&D, IMO. I think the pscion would make a great class for D&D0e. It would be really exciting. Though, I would not want to do it myself personally, but I would welcome anyone to try it. For 2nd Ed., I would never allow the 2nd Ed. Psionic class as it is presented, as I had disasterous results in a previous game. One player left the table forever, and gaming group eventually dissolved. For 3rd Ed., The pscion and psychic warrior classes are really well integrated in the rule system, and thus far it seems balanced. Though the pscionist seems to be able to sling out more powers per day, than other spell casting classes (Wiz, Sor, Clr, Drd, Brd), so I am a little concerned. > > Another pointed out that people could make such > > classes into D&D0e. I don't dispute this. Jacob Skytte> Ok, I thought you did. I stand Jacob Skytte> corrected. > > Though, I followed up with the > > question: Where have people made such > > material? > > There isn't any material that I know of. Jacob Skytte> I don't know of anywhere it can be Jacob Skytte> found either, but have you been looking Jacob Skytte> for it? I haven't. I did fail Yeah, you validated my logic: D&D0e != Sor && D&D0e != Psc. I routinely look for new stuff, and I haven't uncovered any D&D0e developments for any D&D3e classes like the Sorcerer and Pscion. Though, I both welcome and encourage people to do so. Jacob Skytte> to see why you needed to see it in Jacob Skytte> writing, before you would believe it Jacob Skytte> could be done, but then you just said Jacob Skytte> that you didn't dispute that it could, Jacob Skytte> so I'm sorry, I must have misunderstood Jacob Skytte> you. I never disputed that it could be done, nor did I infer that it could not be done. I only stated that it does not exist. That's it. > > That is why I was confused. Therefore I will > clarify > > with this claim on the factual matter: > > > ------------------------------------------------------ > > Classes of pscion and sorcerer are D&D3e classes. > > Classes of pscion and sorcerer are not D&D0e > classes. > > Therefore, a game with a pscion and sorcerer will > not > > be a D&D0e game. > > > ------------------------------------------------------ > Jacob Skytte> My claim: Classes don't make rules. Jacob Skytte> Anything that works within the rules Jacob Skytte> system you use, belongs to Jacob Skytte> that rules system. Psionicists and Jacob Skytte> sorcerers in OD&D? Why not? Just adapt Jacob Skytte> them to the rules. That'll Jacob Skytte> be even easier than writing up entirely Jacob Skytte> new classes (something that lots of Jacob Skytte> people have done; I refer you to the Jacob Skytte> vaults of Pandius, if you want to see Jacob Skytte> it), since you already know exactly Jacob Skytte> that these classes are supposed to do. That's great. I think anyone can adapt anything into OD&D. Great. If someone has adapted the D&D3e Sorcerer or the D&D2e Psionicist, great. However, there is no publication of any such adaptation. Therefore, the original question phrased is invalid for the D&D0e option. > > From that logic, I was confused why someone asked > > me if I was doing a D&D0e or D&D3e game. > > Discussion > > insued... > Jacob Skytte> Point taken. I think your logic is Jacob Skytte> flawed, though. What point in my logic is flawed? Statement 1? Statement 2? Conclusion? __________________________________________________ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ------------------------------ Date: Sat, 1 Feb 2003 08:11:13 +1100 From: Jonathan Nolan Subject: Re: IMC: Veiled Society Adv (Sess 1) Darknerd or whatever, dude, just because you can't FIND the adaptation is a long, long way from "proving" that there isn't one. There are all sorts of things on the web that the search engins don't turn up, point one, and there are all sorts of published rulebooks and fanzines with backchained adaptations for earlier editions. ------------------------------ Date: Sat, 1 Feb 2003 01:41:40 +0100 From: Jacob Skytte Subject: Re: IMC: Veiled Society Adv (Sess 1) Darth Darknerd wrote: > I don't know how I scoff at the idea. I never > disputed that it was not possible and I don't feel > that I discouraged any effort or idea in that regard. All right, I went to look in the archives, and this is what you said: "I never heard of anything like that. To think someone would recreate = scion, sorcerer, etc. in D&D0e..." I'm probably overreacting, but it sounds to me like you're scoffing at = the idea that anyone would do such a thing. If you're saying that you're = not, then I'm sorry, I'm reading something into that statement that = apparently isn't there. > I only pointed out that it is not done. Given that it > is not done, then how can D&D0e be a valid choice > logically out of D&D3e and D&D0e, given that those > classes don't exist currently. When someone implements > these classes, then D&D0e would be a valid option in > the two choices. I fail to see how you know for a fact that nobody has implemented those = classes in OD&D. For all I (or anyone else, say Jonathan Nolan?) know, = you (or anybody else) could have implemented those classes in OD&D, = working from notes, or even having posted a conversion somewhere I = didn't know about. You could, for that matter, also easily have been = playing 2nd ed. (an easy conversion; 3rd ed. sorcerer to 2nd. ed. They = did it in Baldur's Gate II, so you can even see how it's "properly" = done). > I think the pscion would make a great class for D&D0e. > It would be really exciting. Though, I would not > want to do it myself personally, but I would welcome > anyone to try it. I personally don't think they'd be great. I hate psionics with a = vengeance, regardless of rules system. But that's another discussion = entirely. ;) > I routinely look for new stuff, and I haven't > uncovered any D&D0e developments for any D&D3e classes > like the Sorcerer and Pscion. More power to you, I guess, though how you manage to keep abreast of = everything going on in the D&D scene is beyond me, considering the vast = fan scene. > That's great. I think anyone can adapt anything into > OD&D. Great. If someone has adapted the D&D3e > Sorcerer or the D&D2e Psionicist, great. However, > there is no publication of any such adaptation. > Therefore, the original question phrased is invalid > for the D&D0e option. So, people can only play with classes that they or somebody else have = published? You don't believe that there might be people playing with = adapted classes, which they have not seen fit to share with the public = (for whatever reason)? You don't believe that anyone asking you what = rules system you play with, might believe that you could be one such = person? (Especially in light of the fact that you did indeed list = character classes that officially are 3rd ed.) > What point in my logic is flawed? Statement 1? > Statement 2? Conclusion? Statement 2 and thereby conclusion. Now, if what you're saying is = "pscion and sorcerer are not _official_ D&D0e classes", then I see your = logic, but I would counter with "Who plays with nothing but official = rules anyway?" Sorry for repeatedly beating this undead horse, but I disagree with you = and feel the need to voice my opinion. Anyway, I think that your adventure session sounded like good fun, and I = think you're lucky to have seven players in a Mystaran adventure = (hopefully to become a campaign). I hope that, in spite of this argument = (or debate, if you will ;) ), you will choose to share their further = adventures with us. Since I don't have B6 (and somebody pickpocketed my = B1-9 years ago; can't remember if it was in it), I can't say that I know = a lot about what's going on, but it sounds like a good time was had by = all. Jacob Skytte scythe@wanadoo.dk ------------------------------ Date: Sat, 1 Feb 2003 20:03:29 +1300 From: Chris Furneaux Subject: Re: IMC: Veiled Society Adv (Sess 1) > Sorry for repeatedly beating this undead horse, but I disagree with you > and feel the need to voice my opinion. I don't blame you, I was about to back you up with the same points you just made. It is conceivable that Joaquin could have adapted 3e classes to 2e or 0e, which if he had, would be something that other people might be interested in. Given this as a posibility it makes it reasonable to ask what system Joaquin is using because if it is not 3e there would be some other things to be discussed. I will also note however that Joaquin has been converting stuff to 3e so there should have been no doubt to anyone who had seen his activities what system he was using. However the original question was what was the system he was using so apparantly it was posible not to know, making the question valid. I knew he was using 3e, it does not mean everyone did. As they say, assumption is the mother of all screw ups, so it pays not to make too many. I hope we can put this aside now because it's not really worth fighting over, it was just a honest question. Chris. ------------------------------ End of MYSTARA-L Digest - 30 Jan 2003 to 31 Jan 2003 (#2003-32) ***************************************************************