mystara-digest Saturday, June 5 1999 Volume 1999 : Number 245 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Zombies Re: [MYSTARA] - Zombies [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup [MYSTARA] - Callarii/Vyalia Shared Spells (Long) [MYSTARA] - SIgnature Spells (long) [MYSTARA] - The Book of the Red Curse (long) [MYSTARA] - stone to flesh Re: [MYSTARA] - Zombies Re: [MYSTARA] - Zombies Re: [MYSTARA] - Zombies Re: [MYSTARA] - Zombies [MYSTARA] - Note on spell [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! ---------------------------------------------------------------------- Date: Fri, 4 Jun 1999 16:38:59 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Zombies In a message dated 04/06/99 03:45:00 GMT Daylight Time, Arminath@AOL.COM writes: > OK...according to the spell description, a caster can only animate 1 HD per > level. Making the spell a lower level doesn't seem to unbalance it, they > get > less animated dead. Besides, the prospective caster needs to FIND the > bodies > to animate, and dead people disappearing would arouse ALOT of suspicion, > ruining the prospective necromancer when all those adventurers come snooping > around. Unless the prospective Necromancer is an adventurer himself. Those pesky guys rack up a healthy body-count, or hadn't you noticed? ;-) With all this going against him, why is the spell so hard (ie, so > high in level)? Higher level casters need even more bodies to fully use the > spell to its best effect, animating 1 skeleton per level, or 1 zombie per 2 > levels. Anyone? Anyone??? It's the permanence thing. Yes, you only get 1HD per level, but the results stick around; even a 1st-level mage could create a new skeleton EVERY DAY, and a 2nd-level 1 Zombie each morning. Given a bit of patience, you could have armies of the rancid creatures roving through low-level adventures and disrupting the gameplay. I know; I was in a game where the Mage & Cleric (both of high enough level to cast this spell at least once a day) spent weeks animating the leavings from a battlefield. Not a pretty sight! Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 23:48:51 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: Re: [MYSTARA] - Zombies I remember that someone on this list (sharon?) once wrote about the components of life as being the spheres of power. that person stated that the body of a living being is composed of matter that gives it substence (sp?) , time that makes it grow and change, and thought and energy the two parts of the soul. the last part- entropy binds the soul to the body and is released when the living creature dies an un timely death (when time hasnt finished with the body yet...). this was used to describe "shadows" as souls without the energy element. I think this could be used for all forms of undead too. zombies were all living creatures that had all the elements of life (the spheres). when they died their soul (energy + thought) left thier body- nothing wromg until now. when the spells/rituals/whatever where used to animate the zombie, the magic but back some of the soul to inhabit the body. but alas, something is missing- thought. the body is propeled only by its energy element and is a MINDLESS zombie. the zombie has no entropy element and all that connects it to the body is the (dispelleble!) magic. the zombie "senses" this lack of entropy and thus seeks to releas more entropy from its suroundings. (kill kill kill brains brains brains death death death yadda yadda yadda). since the zombie has no thought it cannot be -charmed sleeped held, and since it had no entropy part destroing it does nothing to increas entropy in the universe (and to all you science geeks- im not talking about thermo-dynamics) so its not a "bad thing". this also works well for skeletons and mummies. I guess that with vampires such as myself the situation will be more complicated. Morphail (Ohad Shaham)- checking to see if all his spheres are in place "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 23:48:42 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup Call me old fashion but I always thought that "stone to flesh" was just one of those week reversed spells used to negate "flesh to stone". my charechters once tried to animate a statue using this spell in order to ask it what it has seen. at first I thought "what a neet idea" but then it acured to me that 6 level is a bit low for creating perement life (a sculpture mage can be god!) so I vetoed it. Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 17:21:45 EDT From: CQuaif@aol.com Subject: [MYSTARA] - Callarii/Vyalia Shared Spells (Long) Another week, another set of postings....;-) Here is a second batch of spells especially for the Callarii and Vyalia Elves. This time, it's concerned with spells both groups know in one form or another. As ever, comments and criticisms (if they're not too personal...;-) are welcomed. Carl Q. PS:: all the following items, plus my previous postings, can be found (in much prettier form) on my web page, "Fahvarim's Lorebook", at:- http://www.geocities.com/TimesSquare/Cauldron/2399/ Please give it a look over. (note to Leroy: soory! I SWEAR this is the last time I'll mention this on the list. Don't sic the Brute Squad on me. ;-) - - Callarii/Vyalia spells: The following spells are known jointly by the Callarii and Vyalia Elves. Some are different in minor details; usually, only the name has changed, in which case the Callarii name is written first, followed by the Vyalia equivalent. Birdsong/Birdcall Level: 1 Range: touch Duration: 1d6+6 turns Effect: translates target's voice into birdsong This spell causes the voice of the recipient to be translated into bird calls for the duration of the spell. All those under the spell effect, however, are able to understand each other as if they were speaking normally. The spell was designed to allow those affected to communicate without others understanding the conversation; it is particularly useful for scouts in wooded areas, since intruders will hear nothing but the calls of birds. Since the spell is 1st level, even the lowest-level Elven scout can cast it - in the Vyalia clans, it is the first spell taught to any prospective scout. With experience, the caster can choose the birdcalls to be emulated; many scouts have "signature" bird-voices. Some scouts may even take a use-name based on their Birdcall voice, such as the female scout Magpie of Greenheight. The Vyalia commonly employ their version of the spell for secret communication; they have also found it useful to heighten the mystery surrounding their forests, as lone intruders may emerge with voices transformed into the croak of a raven or the trill of a robin. The Callarii, in addition to the uses outlined above, have used Birdsong to develop a new artform, with talented minstrels writing and singing beautiful melodies especially designed to take advantage of the spell effect. The Callarii sense of humour occasionally results in the spell being employed for a mild practical joke on outsiders. Note: the spell cannot be used to prevent enemy spellcasters from using magic, since they may still speak; although the sound is altered, the spell is cast as normal. Tracing Beast/Woodland Spy Level: 3 Range: 10' Duration: 1 hour Effect: creates clairvoyant link to 1 animal This idiosyncratic version of the Clairvoyance spell is used by the forest Elves to keep track of interlopers and strangers in the Elvish homelands. The spell allows the casting Elf to see through the eyes of one particular animal for the next hour, enabling the Elf to trace her target for the next hour without being seen. The spell grants no control over the linked animal; some other magic must be used for that purpose, or the Elf must spend weeks or months training the creature (requiring the Animal Training skill) to follow a person marked with a particular scent - most users of this spell carry small blowpipes which shoot a scent-soaked ball at the target, unobtrusively marking them with the necessary odour. The effective range of the link is 300' for the Tracing Beast spell, or 400' for the Woodland Spy - although the Callarii developed the spell first, the Vyalia have managed to improve on it in the last 50 years of use. Should the beast and caster be separated by greater distance than the spell's limit, the enchantment is broken. The Callarii use Tracing Beast mostly to track unknown intruders so that they may direct them gently away from centres of population, or ensure they do not blunder into danger because of their ignorance. The Vyalia employ Woodland Spy to help them in driving invaders out of the forest, or into traps. Favoured beasts used by the Callarii include squirrels, thrushes, and rabbits (for open areas). The Vyalia prefer foxes, otters and (if they wish to make the intruders nervous) wolves. Leafy Haven/Greenwalls Level: 4 Range: 10' Duration: 12 hours, or see below Effect: 10'x10'x10' cube This spell provides a safe haven for travelling Elves in unfamiliar woodlands. Upon casting, all plants within the area of effect around the caster animate and move away to the edge of the spell's range, where they interweave with each other, forming dense walls and a ceiling over the denuded area. The outside of the cube is disguised by the spell, so that its artificial nature is not readily apparent (roll 1 on 1d6 to spot the structure; 1-2 on 1d6 if searchers are specifically looking for it); any creature which tries to enter from the outside will be gently resisted. The Leafy Haven can take upto 25hp before disintegrating, and regenerates 1hp/round (not including fire or acid damage). The Haven dissolves back into its original configuration when the spell expires, when the caster wishes it, or upon destruction. If the caster wishes, gaps can be left in the walls or ceiling (arrow-slits in the walls, for instance, or a smoke-hole in the roof). Treesense Level: 5 Range: caster Duration: 1d4+2 Turns Effect: allows spiritual merge with trees This spell is reserved for the Treekeepers of the Callarii and Vyalia, and their assistants. The spell allows the caster to link his spirit with a chosen tree, merging with it on a fundamental level. The caster becomes aware of the vegetable "consciousness" of the tree, and can sense the presence and nature of any "blackness" in its aura (decay, damage, poison etc). The Keeper can use this gestalt of spirit to range out over the forest, touching all other trees of the same genus within range (an oak-gestalt, for instance, allows the caster to touch only oak-trees in range). The spell allows the Treekeeper a range of 500 yards radius/level of caster; therefore, to scan an entire forest will require many days of travelling. The Treesense spell is used to detect corruption and sickness within the forest, hopefully with sufficient warning to cure or limit the infection. Until recently, the Treekeeper would make a Grand Procession once every ten years, casting the spell in different areas in order to scan the entire forest; since the corruption of the Canolbarth Forest by the Shadow Elves, however, the spell is employed at least once a year - more often, if possible - - to ensure the same transformation does not occur in Karameikos or Thyatis. The spell may also be used to enable the Treekeeper to achieve communion with the Tree of Life itself; since the Tree is sentient, this is a much more equal and satisfying gestalt. Every new Treekeeper must cast this spell as part of his investiture, to allow the Tree of Life to recognise and become accustomed to his aura (and also, potentially, to allow the Tree to veto the new Treekeeper, although this has happened only once in living memory). If the Treekeepers of "mother" and "daughter" Trees (or "sisters" from the same "mother") both link to their respective Trees at the same time, they may communicate telepathically with each other for the duration of the spell. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 17:23:25 EDT From: CQuaif@aol.com Subject: [MYSTARA] - SIgnature Spells (long) More from the Callarii and Vyalia Lore-Keepers.... Comments Welcome, as ever. Carl Q. - - Elven "Signature" Spells: Many Elven nations - the former residents of Alfheim and the Callari & Vyalia Clans in particular - have a rich magical heritage, and many Elves practice the tradition of creating "signature" spells. These are new spells, or personal adaptations of existing ones, which are used by that Elf alone (although some creators are happy to share their signature spells with others), and often reflect their philosophy or personality. Most Elves create only a single signature spell during their long lifetimes, while others may formulate two or more. Over the centuries, the Lore-keepers of the clans have built up a large collection of these spells, some of which become part of the "common spells" list for that Clan. Simenodar of Greenheight's "Cold Flame" and Alerivyn Feadiel of Alfheim's "Missile Storm" and "Waiting Storm" are examples of signature spells; a further selection is detailed below. Ymarien's Choir Level: 1 Range: caster Duration: 1 hour Effect: harmonises a single voice The Elven Minstrel Ymarien of the Callarii, a wanderer and part-time adventurer, created this signature spell simply to improve her performance. This spell did more to enhance her reputation than all her considerable musical skill, and resulted in her becoming a regular performer at the court of King Stefan of Karameikos (and also a partner of the Dilettante Mage Enigma, but that's another story...) The spell, a form of audible illusion, allows the caster to generate additional voices which harmonise when the caster is singing. The caster must have the Singing skill, and be capable of singing those harmonies herself. The caster may generate one additional voice (which sings in thirds) at 1st level, and one additional voice at each level thereafter. An experienced singer-spellcaster may use less than the total number of voices available to her (or none, if she wishes to sing "solo"), or may set particular voices to sing counterpoint or even different words, if she chooses. Controlling a number of voices takes considerable concentration; the caster may do nothing but sing (and play, if a musician) while generating a Choir. Ymarien's Choir has no combat use whatsoever. A Minstrel who uses this spell in performance (if performing to an audience which is not antagonistic to magic) may generate additional revenue (see Bruce Heard's Robrenn Bard class variant for guidelines on performance fees, or simply add 1d6 cp per commoner or 1d6 gp per Noble listening to the normal "take"). Hivelar's Peacebringer Level: 2 Range: 150' Duration: 1 round Effect: 1 bolt (+2 per 5 levels) Hivelar of Foreston was an assistant Treekeeper for her Clan when she devised this spell, 150 years ago. A pacifist, with an unusual degree of empathy for non-Elven beings, she sought to create a spell which would prevent bloodshed by peaceful means. Hivelar's Peacebringer creates a glowing arrow of pale yellow which, upon striking its target, disrupts violent emotions (anger, hate, fear, etc). A saving throw vs. spells applies; if failed, the target is confused for one round, unable to perform any action which requires thought. Anyone attacking during this round does so with automatic initiative. In the round following, the target recovers rational thought, and may resume their former actions (and work back up to their former emotional state) if they desire. Whilst of little combat use, this spell can prevent harm caused unintentionally in the heat of the moment and defuse short tempers. It is particularly effective against animal life, who may be driven to attack from hunger, injury, or a need to defend their young. The caster gains two additional bolts at 8th level, which may be fired at different targets; additional bolts fired at the same target have no cumulative effect. NB: Should a non-Elven spellcaster be permitted to learn the spell, he will continue to gain additional bolts every 5 levels (5 at 13th, 7 at 18th, etc). Faery Wings Level: 3 Range: touch Duration: 1d6+6 Turns Effect: allows recipient to fly Camellara of Blueleaf, a former adventurer, devised this signature spell as an attractive variant of the traditional Fly spell. An artist and designer of considerable flair and talent, she uses the optional aspects of the spell (see below) to try out new patterns or complement new designs. The Faery Wings spell causes diaphanous, butterfly-like wings to grow from the shoulderblades of any elf it is cast upon - the spell works *only* for Elves, and those of Elven descent (N'Djatwa could be affected, as could Pegataurs - if they needed it - and Half-Elves, such as those found in Eusdria). These allow the recipient to fly, at a rate of 360', for upto 3 Turns continuously; the wings are a living, albeit temporary, part of the Elf, so continuous flight is tiring. After continuous flight of more than 1 Turn, a rest period of 1 Turn is required before taking off again. The Faery Wings themselves are AC 7, no matter what the normal AC of the recipient may be; armour cannot be worn in conjunction with them. Rings of Protection, and other similar magics, can improve this Armour Class. The Wings can take upto 10 hp worth of damage (calculated separately from normal hp) before disappearing and ending the spell. The normal appearance of the Faery Wings is plain, translucent white. However, if the caster chooses, they may be coloured or decorated in any design or pattern she desires. As stated above, Camellara usually patterns her own Wings to complement the designs of her latest gowns. Antivenin Level: 5 Range: caster Duration: 1 turn Effect: creates antidote This spell is ancient, created as a signature spell by Dorenam Treekeeper of the Callarii over 600 years ago. Dorenam, an aged Elf when he took the post, found his mate late in life; they had barely 10 years together before Reyneva was slain by a poisoned arrow. Dorenam, for all his magic, could not save her, so he devoted years of his life to creating a mighty spell which would ensure others did not suffer the same fate. Antivenin allows the caster to create an antidote to one specific poison (natural or chemical) within his own body. A sample of the poison must be ingested immediately after the spell is cast (unless it is the caster who is poisoned, in which case this is unnecessary). Within 1d4 rounds, the poison within his body is neutralised, and the caster's canine teeth lengthen, sharpen and become hollow, like those of a snake. To administer the antivenin, the caster must pierce the skin of the affected being and inject it through the hollow fangs (this causes 1 hp of damage). The caster's "antidote sacs" contain enough antivenin to cure 5-10 (1d6+4) human-sized beings. Once the spell ends, the unused antivenin dissolves back into the caster's body and the fangs revert to canine teeth. There is no way to retain this antidote for later use; antivenin "milked" from the caster's fangs becomes simple water (or perhaps blood) after the spell expires. The spell is only effective against ingested or injected poisons; magical poisonous effects are immune to this spell. Note that any damage caused by the poison before administering the Antivenin must be cured by normal means. Unlike many Treekeeper-created spells, this one is held in the common domain, at Dorenam's request. Any Callarii, Vyalia or (since the exodus) Alfheim Elf of sufficient level can learn to cast this spell, if they so choose. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 17:25:56 EDT From: CQuaif@aol.com Subject: [MYSTARA] - The Book of the Red Curse (long) And Finally, Spells from the Savage Coast, by way of the Great School of Magic. Enjoy (I hope). Please tell me (in a nice way!) what you think. Carl Q. - - "The Book of the Red Curse": This is a slim volume, measuring 6" x 9" x 1". Its covers are two plates of thin wood, covered with red-dyed leather. The personal sigil of the Mage Siedran is branded into the front cover. The actual name of the book, and its author, are written in a crabbed script on the first page. The book contains several long essays on the nature of the Red Curse of the Savage Coast, examples of the Legacies and mutations caused, speculations on the nature and capabilities of cinnabryl, and tips on smelting methods for Red Steel. At the back of the book are a number of spells which exploit the properties of depleted cinnabryl; these are detailed below. The quality (and shade) of the paper in the book is variable, suggesting that the book itself is more properly a binder for the various works held within. Siedran Vardini was a graduate of the Great School of Magic in Glantri; as part of his postgraduate studies, he travelled to the Savage Coast in order to investigate rumours of the strange "innate magic" (Legacies) possessed by various people dwelling in the Western lands. He discovered, during his years of study there, that the latent mutational properties of depleted cinnabryl make it especially receptive to transformative enchantment. Most of his surviving findings are contained in the Book of the Red Curse. Siedran (who is believed to have acquired a Legacy or two himself) disappeared ten years ago, after setting off to explore the distant land of Nimmur; no word has been heard of him since. Siedran's Werebreaker Level: 4 Range: touch Duration: 1 Turn Effect: enchants 1 weapon This spell requires a striking weapon made of Red Steel as the focus; it surrounds the weapon with a fuzzy crimson aura. If the weapon strikes, or even touches, a creature which is not in its natural form (a lycanthrope, a shapeshifted Vampire, a Doppelganger, a Polymorphed or otherwise transformed being, a Mage under the effects of a Statue spell, etc), that creature must make a Save vs. Death Ray or be instantly reverted to its normal shape. In the case of creatures with two equally-natural forms, the Werebreaker transforms them into the alternate state. The enchanted weapon can be used normally against non-shapeshifted foes without discharging its magic; once it strikes a transformed creature, the spell is consumed, whether it was effective or not. If the target wishes to be transformed, the Saving Throw can be waived. This spell cannot cancel the effects of Stoning enchantments, nor can it affect Immortal-level transformations. Siedran's Soul Shape Level: 5 Range: touch Duration: 3 days Effect: transforms Reincarnated creature Siedran created this spell after his companion, the Fighter Horvath, was slain in battle with a band of Orcs. Lacking other options, Siedran had him Reincarnated....into a badger. Siedran's Soul Shape allows a Reincarnated character to resume his original form for a short time. The spell requires some form of amulet, made of depleted cinnabryl or Red Steel and cast or carved with the image of the original form of the Reincarnated creature, as the spell focus. The amulet must be hung around the subject's neck, and the spell cast; if the subject is unwilling, a Save vs. Death Ray is permitted, otherwise the spell automatically succeeds. The subject resumes his original form, with all the original abilities, and remains so for exactly three days before reverting to his new "natural" shape. If the amulet is removed at any time during those three days, the spell is broken. This spell may only be cast on a particular subject once per year at most. The amulet may be reused indefinitely as the focus. Siedran's Thaumaturgical Contagion Level: 6 Range: touch Duration: see below Effect: polymorphs user into normal animal This spell requires a disk of depleted cinnabryl as the focus of its enchantment; the coins used in numerous Savage Coast nations are ideal. The disk must be held against the skin - or hide, scales, feathers, fur, etc - of a "normal" creature of animal intelligence for at least 9 days in order to "charge" itself; modified collars with circular apertures (much like the armbands used by some Slagovich residents to hold cinnabryl against the skin) are commonly used for this purpose. Once "charged", the disk is removed, and wrapped in silk to prevent accidental discharge. If held against the skin of a human being - not necessarily the caster - the charged disk allows the user to shapeshift into the form of the animal which charged it, with all the attendant abilities (hp and intelligence do not change, however). The transformation lasts upto 24 hours, unless cancelled by the user earlier or dispelled; once used, the disk must be recharged by renewed contact with its template creature. Users of this spell commonly retain a number of tamed or captive beasts for use as "templates". Exhausted disks retain their enchantment, and may be used again - but only with the same beast who charged them before; the disk must be enchanted again to accept a new template. A charged disk will retain its charge, if wrapped in silk, for a maximum of 21 days, after which the charge fades away. Siedran's Thaumaturgical Transformation Level: 7 Range: touch Duration: see below Effect: polymorphs user into magical animal This spell is an advanced form of Siedran's Thaumaturgical Contagion (see above), with all the same fuctions and restrictions; however, a disk charged by this version of the spell can be used to acquire the form of a magical creature of animal intelligence - either a Gargantuan version of a normal creature, or a magical beast (such as a Hellhound). All the innate abilities of the template are acquired in the transformation. The user's transformed body may not have more HD than the user has Experience Levels. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 23:53:02 +0200 From: "=?ISO-8859-1?Q?Andr=E9s_Piquer_Otero?=" Subject: [MYSTARA] - stone to flesh Besides the obvious use of reviving a petrified character, I think that this is a very useful spell: 1. A stone wall, door or coffer? cast the spell on a convenient section and the obstacle may be quite easy to deal with. 2. There are lots of creatures in Mystara with stone or rock parts, this spell would lower their AC dramatically. 3. Nourishment, if you have cooking implements or have the guts to eat raw meat. 4. Avoid damage from falls against a rock door (or at least reduce it, boneless flesh would be quite of a cushion). 5. As in 2, a proper use could cause planified cave-ins to block pursuers. 6.To mine and extract fossils, gems and metals (I rule IMC that the spell only affects ROCK and STONE, not base metals like silver, iron, etc. nor gemstones like diamonds, amethist... the same happens, sadly to its de-pretrifying use, so if a character is turned to gold and so on by a bizarre spell or curse, he/she can only be revived by a Wish or an appropiate high-level Remove Curse or Dispel Magic). 7. To create obstacles: a chevauchée of mounted knights may cross a rock courtyard, but will sink their hooves deep in flesh as if they were wading through a mire. 8. To scare and demoralize enemies: imagine a tribe of orcs which see their altar stone collapsing in a mass of boneless flesh, or the pillars of a court-room turning in ghasty (albeit dead) "tentacles". I agree with Stone to Flesh not being able to contribute to creating animated creatures, but it is a 6th level spell and should be quite powerful in the hands of a canny mage, not just an "antidote". Andrés *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 18:09:15 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - Zombies OK, OK, I suppose all these years I've been using Animate Dead wrong....we've always used the rule for evil clerics controlling undead as the basis for the total number of undead controllable at any one time, and that says an amount of hit dice equal to the character. Animate Dead says it will animate as many hit dice as the caster has levels, so we always said a caster can have as many undead as he has levels, not have as many undead as he has levels PER SPELL CAST. Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 22:26:02 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Zombies In a message dated 1999-06-04 16:50:43 Eastern Daylight Time, ohadshm@inter.net.il writes: > this also works well for skeletons and mummies. > I guess that with vampires such as myself the situation will be more > complicated. Since D&D mummies are hardly "mindless", they would have more in common with vampires than with skeletons and zombies. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 22:26:03 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Zombies In a message dated 1999-06-04 11:10:29 Eastern Daylight Time, dornhoff@bio.umass.edu writes: > Using the Animated body to kill enemies, haul goods, shovel horse manure, > etc is still Evil, as it's treating them like a tool rather than a person. So it would be evil to have this zombie carry the treasure that would be used to pay for his resurrection? Clearly the other uses are assaults on the dignity of the deceased, but I am less sure about the "hauling goods" part. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 23:55:21 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Zombies >In a message dated 1999-06-04 11:10:29 Eastern Daylight Time, >dornhoff@bio.umass.edu writes: > >> Using the Animated body to kill enemies, haul goods, shovel horse manure, >> etc is still Evil, as it's treating them like a tool rather than a person. > >So it would be evil to have this zombie carry the treasure that would be used >to pay for his resurrection? Clearly the other uses are assaults on the >dignity of the deceased, but I am less sure about the "hauling goods" part. What I meant was: You can't conscript your friend's dead body as a pack mule, then justify it by claiming "Well, he's going that way...." and giving him a nice funeral, after. That FR Kelemvorite spell I refered to earlier specifically excludes such menial uses for its (non-zombie) walking corpses, lest smart-alec PCs think they can go into the caravan business without having to pay for animal fodder. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 00:00:19 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: [MYSTARA] - Note on spell Hi all, While spending last night sketching out more spells, and stuff for the Outer Beings-related materials, I was pondering my Cure Insanity spell, and I think, instead of being 4th level, it should be 5th. My reason for this is that insanity, IMO, rates more as a critical wound (Cure Critial Wounds being 5th level) than a serious wound (4th). This also makes the spell slightly less common, in keeping with something of its magnitude, and considering what I wrote in Insanity, Horror, and the Outer Beings in Mystara. Hope no one objects - heck, do what you want, anyway. Just sharing some thoughts. ;-) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 04 Jun 1999 22:25:00 -0700 From: Andrew Theisen Subject: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! Here's some stuff I've been working on lately, involving the Nightmare Dimension. Let me know what you all think. - -------- Timeline - -------- 2000 BC: A series of great elemental upheavals split several large land masses from the main continent. The Taymora civilization is destroyed. Meditor elves are left on the newly made islands in the Sea of Dread. (PC3) 1750 BC: A series of great volcanic eruptions and earthquakes split several large land masses away from what is now the Five Shires and Atruaghin clans area; aboriginal (Neathar-descended) peoples called the Makai and lizard men called Malpheggi are stranded on the new islands. (HW) 1720 BC: Land masses split further, forming the Ierendi islands south of the Five Shires. (GAZ4, PC3) Dimensional instabilities erupt between Normal and Nightmare space in the region now known as the Five Shires. The only immediate effect is the appearance in certain isolated caverns of a substance from the Nightmare Dimensional Plane of Fire. On the southern continent of Davania, certain artifacts of Lhomarrian origin register the dimensional instabilities. Constructed to keep a watch for any resurgence of the Carnifex Tyranny (locked behind dimensional barriers millenia previous), the artifacts have since come into the possession of the halflings living along the borders of the Aryptian Desert. Halfling elders begin to study the artifacts more closely, in an attempt to understand the reasons behind their activation. 1700 BC: Elves find an artifact of Blackmoor in the Broken Lands and trigger a cataclysm which buries the Great Horde of Loark. Loark dies, the remains of the Horde break apart. Elves are driven out of Glantri by local cataclysms. (GAZ13) Dimensional instabilities cause a group of Nightmare creatures (now known to halflings as Glaurants) to be shunted into Normal space in the subterranean caverns beneath the Five Shires. Most of the creatures are driven insane by their transit, and go on a mindless rampage. 1695 BC: Those Glaurants that were not driven insane by their shift into Normal space have built themselves a subterranean city. They begin to explore the new world around them. 1693 BC: A group of Glaurants return from an expedition to the surface world. Finding a world of blinding light and uncomfortable warmth, the Glaurants opt to remain hidden underground in their new domain. 1650 BC: The subterranean Glaurant civilization has reached its apex. Several cities have been constructed in caverns beneath the Known World, and the Glaurants alternately war and trade with other subterranean races. 1500 BC: The Glaurant civilization is in a steep decline. Insanity runs rampant amongst the Nightmare creatures, and the theocracy is but a shadow of its former self. 1494 BC: A terrible plague strikes Chitlacan, killing almost two thirds of its population. Atruatzin, himself a survivor of the disease, is driven from Chitlacan by his rivals, who are secretly supported by the Immortal Atzanteotl. Atruatzin and his loyal followers retire to the mountain fortress of Quauhnahuac. (HWR1) Entering the caverns beneath Quauhnahuac, Atruatzin leads his people on a mass migration that will eventually take them all the way through the interior of Mystara to the surface world. 1470 BC: Atruatzin and his followers encounter the outposts of the Glaurant civilization, and are savagely attacked by the degenerate race of Nightmare creatures. They are forced to flee the area, and follow the caverns further north, towards the area now known as the Broken Lands. 1468 BC: Atruatzin and his followers find a resting-place, where they build a temple to the old Immortals. They name it Mictlan, after the legendary land of the dead. (HWR1) 1420 BC: Underground elven wanderers stumble upon Mictlan, and overthrow the humans. Those elves who have been seduced by Atzanteotl declare that the temple is sacred to him, and he has given them victory over their enemies and a place to call home. These elves become the Schattenalfen. Most of the elves are uneasy about this alien Immortal, but they are weary, and so they settle and build the city of Aengmor. Atruatzin escapes alone. (HWR1) 1400 BC: The Varellyan civilisation has expanded inland to the beginning of the Adakkian Sound, by the Brasol Range. Contact is made with the halflings living there. Halfling lands are appropriated by King Prial to build a great port city in his honour at this location. The is the beginning of a 100 year long feud which will result in the halfling migration to Brun. (Geoff) 1374 BC: King Prial II, eager to continue his father's tradition of excessiveness, plans the construction of a grand series of temples and paved roads around the port city of Priallus. This would take away even more halfling land. Local halfling clan leaders lodge protests with the local governor, but to no avail. (Geoff) 1326 BC: King Naxith decides to rid his nation of the "halfling problem" once and for all. For the past twenty years the conflict has intensified to the extent of open war throughout western Varellya. Several army divisions are called in to "restore order". (Geoff) 1300 BC: The Halflings, though excellent fighters, are woefully outnumbered by the enemies. They are forced to flee en masse by a great fleet of sailing ships to the north (modified HW). By this time the Oceanians are being threatened by the Night Dragons. (Geoff) Almost three quarters of the halfling race in Davania choose to emigrate from the region in order to survive the Varellyan incursions. Having finally deciphered the workings of the Lhomarrian artifacts, the halfling elders decide to lead their people towards the strange dimensional instabilities detected centuries ago. They lead their people on a generally northward path, towards the region now known as the Five Shires. The coming of halflings to Faerdinel and the building of Faerdinel Keep. Hin contact the Gentle Folk (failing elven race). (GAZ8) Those halflings that remain behind in Davania adopt a nomadic existence in and around the Aryptian Desert, where they continue to battle the remnants of the Carnifex Tyranny (such as the Sis'thik) that dwell in that region. 1290 BC: Atzanteotl surrounds Aengmor with lava, slaying many underground elves. The survivors flee into the deepest tunnels and recesses below the Broken Lands. (GAZ13) 1104 BC: Underground elves discover the Refuge of Stone and take the name shadow elves unto themselves. Building work begins on the City of the Stars. Myfallar the Old is chosen as temporary king. (GAZ13) 1040 BC: Tarasfir is enthroned as the first King of the Shadow Elves selected by the shamans of Rafiel. (GAZ13) 1000 BC: Gentle Folk disappear. Orcs invade the land and enslave the hin. The realm of Othrong is founded. To the east, gnoll tribes invade Traldar territory and a great war begins (perhaps displacing the orcs who came to the halfling lands). (GAZ8) 976 BC: First contact between Shadow Elves and the Glaurants; Shadow Elf explorers encounter a group of the degenerate Glaurants in the caverns to the southeast of the City of Stars. Both groups are horrified at the sight of one another, and conflict ensues. Casualties are high, and prompt King Tarasfir to declare the southeastern tunnels off limits. Shadow Elves begin construction of fortifications in the region. 746 BC: Hin discover Blackflame deep under the mountains; Orcstrife continues. (GAZ8) Digging in caverns beneath the Black Spires, halflings break into caverns formerly occupied by the Glaurant civilization, now abandoned. A halfling woman, Eiira Casplardaun, discovers Blackflame burning along the shores of a subterranean lake. She is astonished to discover that she is able to touch it without harming herself. 738 BC: A halfling expedition to seek out more Blackflame in the caverns beneath the Shires encounters a group of Glaurants. They are driven off by the creatures, and give them their name (after the gulping language used by the Nightmare monsters). The Deep Glaurants Deep Glaurants are a race of creatures that are native to the Nightmare Dimension. There, they have a hideously evil civilization. They are ruled by a powerful theocracy, and live in large stone cities. They utilize the Nightmarish equivalent of iron weapons and tools. They have a heavily stratified and orderly society, and practice dark rites to Entropic Immortals. Their lawful ways are considered an abomination by the more "normal" chaotic races, such as the Diaboli. On Mystara, the Glaurants have become a degenerate version of their Nightmarish glory. Their theocracy has degenerated into a primitive form of shamanism, and they have fallen back to stone age technologies. Since their bodies have never undergone the proper dimensional shift to adjust them to Normal space, they still operate on Nightmarish levels- they see in darkness as if it were light, they prefer cold to warmth, etc. Additionally, insanity is a common trait among their race. They are largely chaotic and unorganized, but have been known to form into powerful raiding bands. Blackflame When the Old Ones created the great Dimensional Barrier, one unforeseen side-effect was the skewing of the normal dimensions of the planes of the cosmos. This skewing resulted in the so-called "Nightmare Dimension"- essentially an alternate universe that runs parallel to the Normal universe known to humans of Mystara. Additionally, the dimensional skewing caused a perceptual shift from the Normal universe, such that Nightmare creatures see and experience things in a way almost completely opposite from Normals- they see in darkness like Normals do in light; they crave cold as normals do warmth, etc. Chaos is the standard way of operating, and Law is perceived as evil. Occasionally Nightmare and Normal creatures are able to perceive one another- such as through the phenomenon of dreaming- and both are horrified at what they see. Those few sages who know of the Nightmare Dimension tend to ignore that the dimensional skewing affected all the Inner Planes of existence, and not simply the Prime. One reason for this is that when objects from the Nightmare Dimension are dimensionally shifted into Normal space, their nature is transformed to be compatible with their new environment- Nightmare creatures would see and feel in a manner similar to Normals, and elements from the Nightmare Dimension would seem take on the appearance of their Normal space equivalents. Only in a few isolated instances, where Nightmare creatures are not properly dimensionally shifted before entering Normal space, can such phenomena be seen in their natural forms. Such is the case of Blackflame. Blackflame is the Nightmare Dimensional equivalent of Normal fire. It originates on the Nightmare Dimensional Plane of Fire, and is occasionally found in isolated locations beneath the region of Mystara known as the Five Shires. Dimensional instabilities in the area allow Blackflame to exist in its natural state, rather than appearing simply as Normal fire (as it would if properly dimensionally shifted). The properties of Blackflame are essentially opposite those of Normal fire- it is cold, it burns items considered non-flammable by Normals, it gives off darkness rather than light. The planet of Terro, the primary world of the Nightmare Dimension, is in orbit around a giant ball of Blackflame- its equivalent of the Mystaran sun. Blackflame fulfills many of the same needs that Normal fire does for Normals. As a result, encounters between Blackflame desiring Glaurants and halflings can be very savage indeed. Halfling Denial The phenomenon known as "Denial" among halflings living in the Shires region allows them to cause magical effects to go awry, or to cease functioning, on occasion. It is commonly believed that this ability derives solely from the connection between the halflings and the land that they have so diligently fought and tended for, and is thus a function of willpower. In actuality, the story is only partially correct. It is a function of the dimensional instabilities in the Five Shires region wrought by the cataclysms of millenia past. The weakening of the barriers between Normal and Nightmare space cause the difficulties in the operations of Normal and Nightmare magicks in the area (similar to the way Nightmare creatures, such as Diaboli, are unaffected by Normal magic). In some strange way, however (perhaps due to their inherent defenses against magic), halflings are able to consciously focus these instabilities to work for them, to "deny" magic use in their immediate vicinity. Andrew "Cthulhudrew" Theisen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #245 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, June 6 1999 Volume 1999 : Number 246 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [none] Re: [MYSTARA] - Zombies [MYSTARA] - Zombies RE: [MYSTARA] - DM's Guide to Davania is Now Available Re: [MYSTARA] - Zombies RE: [MYSTARA] - DM's Guide to Davania is Now Available [MYSTARA] - Two more spells Re: [MYSTARA] - Zombies [MYSTARA] - Re: Callarii/Vyalia Shared Spells [MYSTARA] - "Jet Black" - Looking for Constructive Criticism [MYSTARA] - Re: [MYSTARA] - Jafili's death ... a Death Curse? Re: [MYSTARA] - Note on spell [MYSTARA] - RE: ---------------------------------------------------------------------- Date: Sat, 5 Jun 1999 03:21:30 -0400 From: "Tracie C. Welch" Subject: [none] This is a multi-part message in MIME format. - ------=_NextPart_000_0005_01BEAF02.814AA220 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable mystara-digest - ------=_NextPart_000_0005_01BEAF02.814AA220 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
mystara-digest
- ------=_NextPart_000_0005_01BEAF02.814AA220-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 11:56:49 +0300 (EET DST) From: Markus Olavi Montola Subject: Re: [MYSTARA] - Zombies > > Using the Animated body to kill enemies, haul goods, shovel horse manure, > > etc is still Evil, as it's treating them like a tool rather than a person. > So it would be evil to have this zombie carry the treasure that would > be used to pay for his resurrection? Clearly the other uses are > assaults on the dignity of the deceased, but I am less sure about the > "hauling goods" part. This is pointless, IMNSHO. - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 05 Jun 1999 11:38:02 +0200 From: DM Subject: [MYSTARA] - Zombies Pasi Anias wrote: > Jim asked: > Why IS Animate Dead such a difficult spell? It doesn't affect a spirit, > touch the deceased creature's soul, instill any special abilities on the > creature, just makes it move about and follow spoken commands (VERY simple > commands at that). So what makes this spell warrant such a high level? <<1. It does affect the spirit IMHO 2. It does touch the soul IMHO 3. It does instill the special ability of being able to move about and follow spoken commands, while being actually dead...>> I agree 100% with Pasi's comments here. Remember that the AD&D Requiem rules actually allow you to PLAY an undead character, including zombies and skeletons, which have normally INt2. This obviously means that the SOUL of the character is reunited with his corpse as well as the mind (in D&D there's no difference between a spirit and a soul - everyone's got a soul), so IMNSHO Animate Dead prevent the soul from attaining a peaceful rest. IMC, if the corpse of a PC is Animated, he cannot be raised nor reincarnated, cause the soul is bound to his old corpse! But, anyway, it's always a matter of opinions... :) DM *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 12:03:09 +0200 From: "J.W.K. \"X\" Kramer" Subject: RE: [MYSTARA] - DM's Guide to Davania is Now Available <> >:-) ...Okay, Kevin. But once I get a "real" computer here at home, I'm >going to use this little 12'x9" box as target practice! > >Jenn I recommend a 2H X-bow for that (point blank), that should teach that little bugger a lesson or two!! Kristian "X" Kramer AD&D Fellowship Holland   "Cold be hand and heart and bone... till the Sun fails and the moon is dead." LotR, J.R.R. Tolkien *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 10:01:17 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Zombies In a message dated 1999-06-05 05:38:53 Eastern Daylight Time, mdalmonte@provincia.ra.it writes: > IMC, if the corpse of a PC is Animated, he cannot be raised nor > reincarnated, cause the soul is bound to his old corpse! Then I hope your campaign has some sort of "De-Animate Dead" spell -- otherwise you have made "Animate Dead" into a super powerful "spite" spell. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 09:17:56 -0500 (CDT) From: Valerya@webtv.net (Jennifer Favia Guerra) Subject: RE: [MYSTARA] - DM's Guide to Davania is Now Available <> LOL! I just *happen* to have one of those lying around...(wicked grin) :-) Jenn *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 19:15:41 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - Two more spells hey people! here are two more spells from our beloved and/or despised Glantrian wizard-princes. Enjoy and comment. Ettiene's "Chambre en Myste're" (room of secrecy) *This is a stronger version of Geoff's clerical spell- "sanctuary". Level: 5 Range: 3' Duration: 1 turn per level AoE: an area not larger than 5'x5'x5' + 1' in each per level. This spell was researched by Ettiene d'Amberville and is now taught to high level students and faculty in the great school of magic. The spell will create a secure room against any intrusion or spying attempt. It will cause all the windows in a building (if there are any) to appear black. If the area is not in a building the people inside will look like they are doing exactly what they have done before the casting (sitting and talking probably). No sound can exit the area of effect. ESP, Clearaudiance, Clairvoyance and Wizard eye, cannot penetrate the spell nor can any Familiar or similar spell. This spell also prevents magical or polymorphed creatures from entering the area. The DM decides what else can't penetrate the area of protection. Brannart's "Tear the Soul" Level: 7 Range: 20' plus 3' per level Duration: instantaneous and permanent AoE: one mortal creature "Tear the Soul" is Brannart Mc'Gregor's name for this ancient and evil spell he rediscovered a few decades ago. The origin of this spell lies in the far past and in the depths of the sea of dread where the Teymoran Empire once lay. The original spell was used by the necromancer kings for sacrifice and other dark ceremonies. This spell is used not only to kill and torture the body, but also as an act against the undying soul of the living. Brannart has already tried this spell on some of his relatives and ancestors. This spell, when cast, shoots a black shadowy claw toward the enemy that automatically hits the target. The claw ravages through the soul of the target and tries to tear it apart. The target suffers 4d6 points of damage (no save) and than casts a saving throw against spells with a -3 penalty. If the save is made the target only suffers the HP damage and the spell ends. If the save fails, the claw carves the target's soul and tears part of it out of the body. The soul part is based on the idea that life is composed from the spheres of power. The DM rolls 1d6 or decides on one of the options: 1. The soul splits to matter-time, energy-thought and dies in the "normal" way. The character can be raised by normal means as in the spell "finger of death". 2. The Matter part of the creature is destroyed and disintegrates to the ground as the Time part vanishes. The recipient becomes a ghost and has all the abilities and attributes of that undead being. (The character remains in the PC's control if the DM allows.) 3. The Energy part is destroyed. The body falls to the ground and the soul becomes a "shadow" at the control of the DM. The creature cannot be raised or reincarnated. 4. The Thought part is lost. The body becomes a mindless, brain-eating zombie under the control of the DM. It cannot be raised back to life. In time the zombie will rot and become a skeleton. 5. The same as above only the time part is also somehow detached from the body. In this case the character becomes a zombie- like creature, that looks exactly as it did in life. It will not rot or change and has regeneration of 3 points per round. 6. All the spheres are demolished. The creature ceases to exist in all aspects and cannot be resurrected in any way. For this spell to be cast the wizard needs to crash a human skull with his/her bare hands. The skull can be old or softened somehow, or strengthening spells may predate the casting. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 16:21:29 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Zombies >I agree 100% with Pasi's comments here. Remember that the AD&D Requiem >rules actually allow you to PLAY an undead character, including zombies and >skeletons, which have normally INt2. This obviously means that the SOUL of >the character is reunited with his corpse as well as the mind (in D&D >there's no difference between a spirit and a soul - everyone's got a soul), >so IMNSHO Animate Dead prevent the soul from attaining a peaceful rest. As you say, everyone's entitled to interpret Animate Dead as they see fit, in their own campaigns. Even in my own AD&D games, I've ruled that the spell DOES disturb the soul in nasty ways, because that fits in with how I've designed my "Awtherwhaine" setting's cosmology and recurring themes. However, I don't think Requiem can be cited as an example of how Animate Dead works, in the PUBLISHED game-worlds from TSR, considering that the intelligent zombies and skeletons it features are all found in the Ravenloft demiplane: a realm in which the "core" AD&D rules on undead don't usually apply, anyhow. Those nasty Mists of Ravenloft may deliberately haul the soul of a Requiem undead back to its reanimated carcass, merely to make it suffer! But I don't think it's safe to take what happens in an evilly-distorted realm like Ravenloft for the norm in AD&D, any more than you can look at examples from the Nightmare Dimension to find out how the oD&D setting works. In the Planescape rules -- which IMO seem much more "canon", as a discourse on the AD&D multiverse, than the (optional) Requiem RL supplement -- there's nothing to indicate that Animate Dead disturbs the afterlives of souls on the Outer Planes. In fact, according to THAT setting, dead souls in AD&D retain no ties whatsoever to their mortal lives, or the "husks" of flesh they leave behind; even Speak With Dead conjures up only an IMAGE of the dead subject's soul, because the actual soul has no memory and can't answer questions from its mortal life. So IF it's the "canon" AD&D rules we're discussing, Animate Dead doesn't do anything to the souls of its victims. BUT, if we're discussing the best way to interpret the spell's effect, in our own games, I'd say: whatever way you feel is most dramatic and believable. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 06 Jun 1999 08:11:03 +1000 From: stan Subject: [MYSTARA] - Re: Callarii/Vyalia Shared Spells >Birdsong/Birdcall >Level: 1 >Range: touch >Duration: 1d6+6 turns >Effect: translates target's voice into birdsong >This spell causes the voice of the recipient to be translated into bird calls >for the duration of the spell. All those under the spell effect, however, are >able to understand each other as if they were speaking normally. Is there a limit to the number of people who can be affected by one casting of the spell? Does the target get a saving throw if they were an unwilling target of the spell? I'm asking because it seems that this could be an effective way to silence someone for a little while if they have information that you don't want them to impart to others. stan http://www.geocities.com/TimesSquare/5304 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 05 Jun 1999 15:13:48 -0700 From: "Jenni A. M. Merrifield" Subject: [MYSTARA] - "Jet Black" - Looking for Constructive Criticism Hey there Mystaran's: Haven't had a lot of opportunities to post lately, but have been really enjoying many of the recent threads -- ESPECIALLY Carl Q.'s spells and whatnot. Wow or what! Many of those (or variations of them) are surely going to end up in my campaign (once I get it re-started ... *sigh*) Anyway, the reason for this post is that I was wondering if anyone who downloaded a copy of "Jet Black" (the Module I wrote and posted to my Web Site not too long ago) would be interested in giving me some constructive criticisms. For those of you who don't recall (or are new since then), my (very basic) Mystara site is at . The module is based in Darokin and involves the art world and a female "Artist" who is really quite a nasty mage -- The intro to the module is included on the page as a "teaser". You can access the file as a MS Word 97 Document (which IE4 or IE5 should happily open inside your browser, even if you don't have the program) or you can download a zip files containing an RTF version (but even zipped it's HUGE -- 11+ MB!!!. The actual RTF is something like 24+ MB) Actually, I've just made a few minor changes to the introductory and explanatory text (in order to move details that should only be known to the DM from the basic "Intro" into the other areas) and am uploading the corrected documents as I speak. According to my FTP program, it's going to take more than an HOUR more before the zipped RTF file has finished uploading... so I'd say, don't try to grab that version until after 4:30PM PDT... I've actually already heard some comments from one individual -- someone who is actually part of my local "Gaming Group" -- and he had quite a number of interesting comments that got me wondering about what others might think. Anyway, that's mainly why I'm asking for some more feedback. Rather than fill the list with our comments (unless you have something to say that you feel the whole list would appreciate knowing and/or debating further, I suppose), please email me privately at strawberry@jamm.com. Please put "Jet Black" in the subject so I can identify it easily. :-) Thanks, in advance! Jenni A. M. Merrifield - -=> strawberryJAMM <=- - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 06 Jun 1999 00:52:13 +0200 From: =?iso-8859-1?Q?J=F8rn-Roger?= Steen Subject: [MYSTARA] - Re: At 03:21 AM 6/5/99 -0400, you wrote:


mystara-digest

???? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 20:11:38 -0400 From: Sharon Dornhoff Subject: [MYSTARA] - Jafili's death ... a Death Curse? While reading the new Priest's Spell Compendium, I came across a spell that made me wonder whether the PWA event which kicked off Eriadna's second thought about conquest -- i.e. the suicide of Jafili, a captive Neathar freedom fighter -- might actually have been a FAR more calculated act than we'd taken it for, in the past. Assuming there's an equivalent oD&D spell known to Neathar clerics, and that young Jafili was (unbeknownst to her captors) a low-level cleric of Diulanna, Eriadna just miiiiight have fallen prey to a sly, kamikaze ploy by her prisoner, to head off the Alphatian invaders' attacks ... by hitting the Alphatian leader with one of the few magical Curses even a 36th level mage couldn't deflect or neutralize. The spell I'm thinking of is "Death Curse", a clerical spell submitted to Dragon Magazine in a long-ago article about barbarian clerics. (At the time, "barbarian" was a 1st Edition character class, and clerics from tribal cultures were lumped together as "barbarian clerics" because -- unlike other spell-casters -- barbarians would put up with their sort of magic.) Death Curse is only a 2nd level spell, yet it's described in the book as "everlasting", barring the desperate measure of the Cursed person's getting killed and resurrected; no other means of neutralizing its effect is mentioned in the PrSpCmp ... not even a Wish! This spell can be so tenacious, because Death Curse is the agency for a dying barbarian cleric's revenge: it only comes into effect upon an enemy who kills the cleric who has cast it, or who is directly responsible for the barbarian cleric's demise. Suicide is described as a viable, albeit rare, means of imposing a Death Curse upon one's enemy. The caster need only know the name of the killer, to cast the Curse; the material component is a necklace of carnivore teeth, something no well-dressed Neathar (cleric or otherwise) goes into battle without. What's interesting about Death Curse, and Jafili's suicide, is that the specific form of the Curse isn't set out in the spell's description: a barbarian cleric may come up with whatever kind of punishment he or she wishes to inflict upon his or her slayer, although it can't be any more powerful than a Bestow Curse spell. While the usual function would be to cripple or otherwise impair the spell's victim, causing the slayer of the cleric to suffer physically, there's nothing that bars the Curse-caster from invoking emotional pain on the Cursed individual, instead. Making the cleric's killer suffer from unaccustomed attacks of conscience, such that they'd regret having caused the Curse-caster's death and wish to make ammends, seems like no more powerful a Curse than reducing one of their ability scores permanently to 3... yet, for someone with the kind of Wisdom a HW cleric requires, it would surely seem the most insidious, and ultimately the most useful, Death Curse to invoke. Which brings me to propose the following scenario: Jafili, a 4th level cleric of Diulanna, rides out with the dino-riders to attack the Alphatians of Haldemar. Knowing she may be killed in the battle, she picks Death Curse as her 2nd level spell for the day. Because Diulanna's teachings have taught her that a failure of willpower would shame her enemy, the Death Curse she prepares is one that will undermine her killer's strength of purpose with remorse and self-doubt. Jafili fights bravely, but is captured by the Alphatians after her triceratops mount is slain. Her weapons are taken, but her necklace of dinosaur teeth is deemed worthless (it's not magical; it doesn't have to be) and left in her possession. Fully expecting she'll be executed -- and knowing that she'd rather die, than live as a slave or languish in prison -- the determined young cleric plans to attack the first Alphatian whose name she hears, that she might go down fighting and invoke her Death Curse upon them, in the process. However, the soldiers who drag her off as a captive don't speak her language, nor can she understand them, so Jafili waits in hopes of learning a name and ensuring her final spell will not be wasted. Only when she's dragged to the imperial presence is the Neathar cleric told whom she's to be questioned by ... and it's the great "High Chieftain" of her enemies, Eriadna herself! Forced to kneel before the alien empress, Jafili realizes the opportunity her patron Immortal has granted her: she has but to invoke her alreay-prepared Death Curse on the invaders' chieftain, and their leader's drive to subjugate her people will be undermined. Seeing that Eriadna's magical protections and guards will foil any attempt to attack the Empress, and thus, to be slain by Eriadna personally, Jafili calls down vengeance upon the Alphatian "chieftess" the only way she can: seizing a dagger from one of her captors, and touching her necklace to bring the spell of retribution into being, the Neathar cleric kills herself as she Curses Eriadna's name. So appalled is Eriadna by her captive's gruesome act of defiance -- and so accustomed is she to letting her protective magics shield her from spell-effects -- the Empress neglects even to TRY to resist the Death Curse which Jafili's demise has unleashed! Unhindered by Eriadna's wards, thanks to the special nature of the Neathar woman's self-sacrificing magic, the Death Curse turns loose the doubts and regrets Eriadna'd long suppressed in her conscious thoughts: doubts as to whether Alphatia's magical power necessarily justifies its conquest of other peoples, and regrets that her imperial proclamations have caused so much bloodshed and suffering down through the years. Just as when she was a little girl, and her father showed her the consequences of her every demand, so Eriadna is now forced by Jafili's Death Curse to re-think the effects of her past decisions as Empress -- not least, the near-destruction of Alphatia, brought about by a war she'd certainly had doubts about in the beginning! -- in light of their painful consequences for others. It's not a pleasant experience for her ... especially now that she's had time to get over her grief for Torenal, and to rationally weigh the evidence that Glantri did not provoke the war, but was acting in self-defense. In the end, the Empress sees no other alternative but to cut back on Alphatia's expansion ... at least, until she's learned enough about this strange new world to judge when the benefits -- not only to Alphatia, but to the natives also; certainly it might not be too tragic, if the Schattenalfen or Azcans got the fight knocked out of them by Alphatians -- outweigh the costs any further, ill-considered conquests would entail, for her own war-wearied people as much as for others. I think this is a much more consistent and dramatic way to explain Eriadna's change of heart, in the PWAs, than to assume a single woman's death, alone, could transform her so thoroughly, from a pragmatist to a good-aligned and pacifist ruler, almost overnight. Jafili's hardly the first person to have died rather than be a slave or a captive of Alphatia; nor is she the ONLY one to die for the sake of Eriadna's heavy-handed inquisitiveness ... as an awful lot of people who encountered the Princess Ark but DIDN'T live to tell about it, in the VotPA series, can attest. But in light of this scenario of a compulsive re-assessment of her own actions - -- ALL her actions, ever since she first assumed the throne of Alphatia -- being triggered by the Neathar captive's strategic self-sacrifice, I'd only be surprised if Eriadna DIDN'T change! So ... what do you all think? Good idea? Bad idea? Nice bit of irony, that the ambitions of the Alphatian empress -- ruler of the greatest empire Mystara's ever known, and heir to thousands of years of magical knowledge and prowess -- could've been derailed by a "mere" barbarian cleric (who was only 4TH LEVEL, for cryin' out loud!) from the most primitive human culture in the Known OR Hollow Worlds...? Personally, I think Diulanna -- whose holy symbol, a stone-tipped wooden spear driven through a boulder, says it all -- must be pretty darn proud of Jafili, right now. ;-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 5 Jun 1999 21:39:13 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - Note on spell Noted and will be changed in the 5th edition of the Tome! :-) Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 12:16:28 +0200 From: "J.W.K. \"X\" Kramer" Subject: [MYSTARA] - RE: This is a multi-part message in MIME format. - ------=_NextPart_000_0001_01BEB016.680241A0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit -----Original Message----- From: owner-mystara-l@lists.imagiconline.com [mailto:owner-mystara-l@lists.imagiconline.com]On Behalf Of Tracie C. Welch Sent: zaterdag 5 juni 1999 9:22 To: mystara-l@Phaser.ShowCase.MPGN.COM Subject: mystara-digest oops... :-) Kristian "X" Kramer AD&D Fellowship Holland "Cold be hand and heart and bone... till the Sun fails and the moon is dead." LotR, J.R.R. Tolkien - ------=_NextPart_000_0001_01BEB016.680241A0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
-----Original Message-----
From:=20 owner-mystara-l@lists.imagiconline.com=20 [mailto:owner-mystara-l@lists.imagiconline.com]On Behalf Of = Tracie C.=20 Welch
Sent: zaterdag 5 juni 1999 9:22
To:=20 mystara-l@Phaser.ShowCase.MPGN.COM
Subject: =

mystara-digest
 
oops...=20 :-)
 

Kristian = "X"=20 Kramer

AD&D = Fellowship=20 Holland

<http://www.xanthus.demon.nl>

 

"Cold be hand=20 and heart and bone...

till the Sun fails=20 and the moon is dead."

LotR, J.R.R.=20 Tolkien

 
 
- ------=_NextPart_000_0001_01BEB016.680241A0-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #246 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Monday, June 7 1999 Volume 1999 : Number 247 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: R: [MYSTARA] - Zombies R: [MYSTARA] - Zombies R: [MYSTARA] - Zombies Re: [MYSTARA] - Jafili's death ... a Death Curse? Re: [MYSTARA] - Jafili's death ... a Death Curse? Re: [MYSTARA] - Two more spells [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) RE: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells [MYSTARA] - Re: Two more spells Re: [MYSTARA] - Note on spell Re: [MYSTARA] - Jafili's death ... a Death Curse? Re: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knoc... Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells [MYSTARA] - Another 2 New Spells [MYSTARA] - Arminath's Journal, Part 4 *spoilers* ---------------------------------------------------------------------- Date: Fri, 4 Jun 1999 16:04:17 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - Zombies This is surely a non-evil action. In the Complete Book of Necromancers, Necromancy is divided between White, Gray and Black magic. Black magic are those spell some people (I was one of them) could find not so evil, but which kill or cause suffering (Death spell's one)...they are corrupting and evil. Gray magic are mostly "divination" necromancy and animating spells. That's for, even if animating spells aren't All-Good-Guy's-Spellbook-Stuffer (animating zombie means often open a grave to do that)... they can be used in an "acceptable" or in a twisted way. The "acceptable" way are, mostly, non-combat uses (Animating zombies for carrying one's luggage's not wholly evil thing!). The twisted way are combat, "very nice" things like animating zombies for attacking a carovan. Most lawful good and chaotic good characters'd surely think this distasteful...the first for they're animating someone without one's agreement and the second for they are robbing it of his/her freedom. But if they have no other choice, I think they'd do that. But I'd point you some things: *After animating a corpse, you've probably to "kill" it (if Dm doesn't rule one can be Resurrected directly from zombie form). *Most common people seeing your "zombie friend" would frown upon your choice and, if they are very supersticious, may burn you at the stake as a "Warlock" or a "Demon - worshiper". But if you've no other choice (you're wounded and alone and your comrades are all dead), I think that's a acceptable choice. Skarm The Warlock - -----Messaggio originale----- Da: Kaviyd@aol.com A: mystara-l@lists.imagiconline.com Data: venerdì 4 giugno 1999 2.48 Oggetto: Re: [MYSTARA] - Zombies >In a message dated 1999-06-03 15:51:14 Eastern Daylight Time, >dornhoff@bio.umass.edu writes: > >> IMHO, Animate Dead is evil because it violates one of the key sacraments of >> virtually every religion -- the proper and respectful disposal of the dead, >> by whatever method -- and is therefore a betrayal of one's duty to honor >> those who came before you. It's a violation of their dignity rather than >> their soul ... and it's still TOTALLY evil, despite the fact their soul >> doesn't suffer. The best IRL analogy I can think of is to drug someone >> unconscious and rape them, then conceal the fact you've done so, telling >> yourself all the while that it's not evil because "they'll never know". > >Okay, that explanation leads to a situation that has surely come up for >many of you. What would you say about a cleric who animates his dead >friend for the purpose of making it easier to bring his body home to be >raised by his superior? In this case the character whose body is being >"desecrated" (as represented by the player of that character) may actually >approve of this action. Is animating a corpse so that it can carry itself >back home to be raised an evil or chaotic action? > > >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 16:04:17 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - Zombies This is surely a non-evil action. In the Complete Book of Necromancers, Necromancy is divided between White, Gray and Black magic. Black magic are those spell some people (I was one of them) could find not so evil, but which kill or cause suffering (Death spell's one)...they are corrupting and evil. Gray magic are mostly "divination" necromancy and animating spells. That's for, even if animating spells aren't All-Good-Guy's-Spellbook-Stuffer (animating zombie means often open a grave to do that)... they can be used in an "acceptable" or in a twisted way. The "acceptable" way are, mostly, non-combat uses (Animating zombies for carrying one's luggage's not wholly evil thing!). The twisted way are combat, "very nice" things like animating zombies for attacking a carovan. Most lawful good and chaotic good characters'd surely think this distasteful...the first for they're animating someone without one's agreement and the second for they are robbing it of his/her freedom. But if they have no other choice, I think they'd do that. But I'd point you some things: *After animating a corpse, you've probably to "kill" it (if Dm doesn't rule one can be Resurrected directly from zombie form). *Most common people seeing your "zombie friend" would frown upon your choice and, if they are very supersticious, may burn you at the stake as a "Warlock" or a "Demon - worshiper". But if you've no other choice (you're wounded and alone and your comrades are all dead), I think that's a acceptable choice. Skarm The Warlock - -----Messaggio originale----- Da: Kaviyd@aol.com A: mystara-l@lists.imagiconline.com Data: venerdì 4 giugno 1999 2.48 Oggetto: Re: [MYSTARA] - Zombies >In a message dated 1999-06-03 15:51:14 Eastern Daylight Time, >dornhoff@bio.umass.edu writes: > >> IMHO, Animate Dead is evil because it violates one of the key sacraments of >> virtually every religion -- the proper and respectful disposal of the dead, >> by whatever method -- and is therefore a betrayal of one's duty to honor >> those who came before you. It's a violation of their dignity rather than >> their soul ... and it's still TOTALLY evil, despite the fact their soul >> doesn't suffer. The best IRL analogy I can think of is to drug someone >> unconscious and rape them, then conceal the fact you've done so, telling >> yourself all the while that it's not evil because "they'll never know". > >Okay, that explanation leads to a situation that has surely come up for >many of you. What would you say about a cleric who animates his dead >friend for the purpose of making it easier to bring his body home to be >raised by his superior? In this case the character whose body is being >"desecrated" (as represented by the player of that character) may actually >approve of this action. Is animating a corpse so that it can carry itself >back home to be raised an evil or chaotic action? > > >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 4 Jun 1999 16:33:39 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - Zombies There are some lower level spell version of this spell in Wizard's Spell Compendium (I mean Animate Dead Animals - 1st level, allows you to animate zombie and skeleton animals -, Animate Zombies - 3rd level, allows you to animate humanoid zombies - and many others) and in, if you don't mind using a non-TSR book, the Great Net Spellbook (the version 6 is almost everywhere on the Web, but I can send you if you want). About level, think about this Animate Dead allows you to : *Animate zombies and skeletons (you can choose that when you cast it). *Animate zombies and skeletons PERMANENTLY. *Animate ANYTHING DEAD with less than your level in Hd or one level less than your level less than your in Hd, into a skeleton or into a zombie. If you're high level, you could animate even a dragon or something bigger!! And that for just a drop of blood (no cost) and a bone shard. Most animating lower-level spells play with these parameters to allow an animating effect at lower level. About gathering corpses... Most Pc do a lot of butchering in their adventures (I once -cheating "a little"- attacked with my dual-class 9th level thief/4th level fighter a castle full of hobgoblins, goblins, bugbears and kobolds - a good "green mix" -...butchering 300 of them!... this is a true cheating, but with a powerful character, with a clever tactic and with a Dm who have his monsters charge into melee...you can kill 20 or 30 orcs in an adventure with one Pc.). Most people butchered by Pc aren't well - liked by a lot of people, so no real problem about animating that. Then, if I'm a 20th level necromancer, very few people dare crossing me and very very few people isn't roasted by a Fireball after doing that!! Ok, if one's a 9th level wizard, one has more problems, but after he animated a graveyard, he's no more there (unless he's a bit idiot, but in that case, he'd not achieved 9th level!!)...an, perhaps, if you've so few scruples as to taking away crospes from a graveyard, you're little more scruples about slaying anyone's looking around with a Magic Missile volley!! Then...however... role-playing problems are very seldom looked upon in a spell (if you like Fireballing peasants' huts - and that arouse A LOT MORE suspicion -, you don't say Fireball should be lower level for you run the risk of being caught and roasted as a warlock or a witch!). Skarm The Warlock - -----Messaggio originale----- Da: Arminath@aol.com A: mystara-l@lists.imagiconline.com Data: venerdì 4 giugno 1999 4.47 Oggetto: Re: [MYSTARA] - Zombies >OK...according to the spell description, a caster can only animate 1 HD per >level. Making the spell a lower level doesn't seem to unbalance it, they get >less animated dead. Besides, the prospective caster needs to FIND the bodies >to animate, and dead people disappearing would arouse ALOT of suspicion, >ruining the prospective necromancer when all those adventurers come snooping >around. With all this going against him, why is the spell so hard (ie, so >high in level)? Higher level casters need even more bodies to fully use the >spell to its best effect, animating 1 skeleton per level, or 1 zombie per 2 >levels. Anyone? Anyone??? > >Jim >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 12:58:54 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - Jafili's death ... a Death Curse? That was pretty good as an explaination, it works, and does explain a lot more than just "a question of conscience" :) Good work! Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 13:43:16 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Jafili's death ... a Death Curse? Sharon wrote: >So ... what do you all think? Good idea? Bad idea? Nice bit of irony, >that the ambitions of the Alphatian empress -- ruler of the greatest empire >Mystara's ever known, and heir to thousands of years of magical knowledge >and prowess -- could've been derailed by a "mere" barbarian cleric (who was >only 4TH LEVEL, for cryin' out loud!) from the most primitive human culture >in the Known OR Hollow Worlds...? This works for me! :) I think your reasoning is well thought out, and sensible - especially given that this topic has appeared on the MML and in private discussions in the past. Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 13:55:38 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Two more spells Ohad wrote: >Ettiene's "Chambre en Myste're" (room of secrecy) > >*This is a stronger version of Geoff's clerical spell- "sanctuary". > >Level: 5 >Range: 3' >Duration: 1 turn per level >AoE: an area not larger than 5'x5'x5' + 1' in each per level. Hmmm...a useful spell for those mages who want to conspire in secrecy! :) >Brannart's "Tear the Soul" > >Level: 7 >Range: 20' plus 3' per level >Duration: instantaneous and permanent >AoE: one mortal creature I liked the background to this spell - seems like something Taymoran rulers would do. >2. The Matter part of the creature is destroyed and disintegrates to the ground as the Time part vanishes. The recipient becomes a ghost and has all the abilities and attributes of that undead being. (The character remains in the PC's control if the DM allows.) Is there any sort of remedy (short of a wish) that would allow players to restore the ghost to life? Having a ghost under PC control may be neat, but if a DM allows this, there should be some means (perhaps through a great quest) for him/her to regain mortality. A neat idea, though! >5. The same as above only the time part is also somehow detached from the body. In this case the character becomes a zombie- like creature, that looks exactly as it did in life. It will not rot or change and has regeneration of 3 points per round. Is this condition curable? Very cool, Ohad! :) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 20:23:34 +0200 From: "G. SGARBI" Subject: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) Skarm'm back! I've a "riddle", a few more interesting dilemmas and one question... 1) I've two character who have the following traits (I used the same traits found in DMG): a) Barbaric (Savage) Fearless Truly Loyal Truly Reverent Sadistic Truthful Very Violent Generous Hot - Tempered Madcap b) Fearless Polite Generous Absolutely Immoral Elitist Friendly Helpful Scheming Moody Warlike ...who'll guess their alignment and job (class)? 2)Do you think's acceptable to let a wizard Pc do "mercenary" work -I mean casting spell for money, with prices found in the DMG- ? 3)In OD&D Control Weather was a powerful 6th spell...the AD&D version of Control Weather is truly weak...what you think should be the level for a improved version of Control Weather which allows to change it by one step/6 caster's levels and with a 2 square miles/level of Area of Effect? Them...the question is about the newsgroup... I've not understood something in the Mail List FAQ...one's charged per message in this newsgroup? How much cost being subscribed? Skarm *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 22:34:24 +0200 From: "J.W.K. \"X\" Kramer" Subject: RE: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) - -----Original Message----- From: G. SGARBI Sent: zondag 6 juni 1999 20:24 To: Mystara Newsgroup Subject: There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) >Skarm'm back! Hello Skarm'm! (and all!), >I've a "riddle", a few more interesting dilemmas and one question... >...who'll guess their alignment and job (class)? 1a: dunno... maybe chaotic neutral or something like that. 1b: dunno... neutral good. Well, at least I got those two wrong :-) I don't think alignment is a very important thing to use IMC. People can't be *just* lawful good. Everybody makes a 'slip' now and then. Only paladins and very devoted priest will stick to their alignment (be it lawful, chaotic or good or evil). But this is a very dangerous subject to bring up in newsgroeps concerning (A)D&D, a fire (flame?) bomb... >2)Do you think's acceptable to let a wizard Pc do "mercenary" work -I mean >casting spell for money, with prices found in the DMG- ? Sure, why not? A guy/girl has to make a living, doesn't he/she? >3)In OD&D Control Weather was a powerful 6th spell...the AD&D > version of >Control Weather is truly weak...what you think should be the level >for a improved version of Control Weather which allows to >change it by one step/6 caster's levels and with a 2 square miles/level of >Area of Effect? Hmmm, that's difficult to say, it is a pretty powerful spel (the way you describe it), affecting such a large area. A guess: 5th level? >Them...the question is about the newsgroup... >I've not understood something in the Mail List FAQ...one's charged per >message in this newsgroup? How much cost being subscribed? Well, AFAIK it's free, but you must bring some cookies for the blink dog at the door!!! >Skarm Kristian "Cold be hand and heart and bone... till the Sun fails and the moon is dead." LotR, J.R.R. Tolkien *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 16:37:01 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells In a message dated 05/06/99 23:12:46 GMT Daylight Time, shawn@leme.anu.edu.au writes: > >Birdsong/Birdcall > Is there a limit to the number of people who can be affected by one > casting of the spell? Yup. One spell, one person. I should have made that clearer, sorry. > Does the target get a saving throw if they were an unwilling target of > the spell? I'm asking because it seems that this could be an effective > way to silence someone for a little while if they have information that > you don't want them to impart to others. Which was all part of my nefarious plan (nyah-ha-hah); no, since the spell ONLY interferes with speech (not spellcasting) - and the target, if literate, can still write - haven't allowed a saving throw. Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 06:45:18 +1000 From: stan Subject: [MYSTARA] - Re: Two more spells >Ettiene's "Chambre en Myste're" (room of secrecy) > >*This is a stronger version of Geoff's clerical spell- "sanctuary". > >Level: 5 >Range: 3' >Duration: 1 turn per level >AoE: an area not larger than 5'x5'x5' + 1' in each per level. > >This spell was researched by Ettiene d'Amberville and is now taught to high level students and faculty in the great school of magic. >The spell will create a secure room against any intrusion or spying attempt. It will cause all the windows in a building (if there are any) to appear black. If the area is not in a building the people inside will look like they are doing exactly what they have done before the casting (sitting and talking probably). No sound can exit the area of effect. ESP, Clearaudiance, Clairvoyance and Wizard eye, cannot penetrate the spell nor can any Familiar or similar spell. This spell also prevents magical or polymorphed creatures from entering the area. The DM decides what else can't penetrate the area of protection. A small point of confusion. If cast in a room it causes windows to blaken but if cast outside it retains the image of what was going on. Wouldn't it be more obvious if it was cast in a room to afford a view to anyone looking in, to see what was going on. stan http://www.geocities.com/TimesSquare/5304 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 16:47:22 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Note on spell In a message dated 06/06/99 02:40:19 GMT Daylight Time, Arminath@aol.com writes: > Noted and will be changed in the 5th edition of the Tome! Many thanks! (and I'll have a good few more for you to add by then...:-) Carl. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 16:46:14 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Jafili's death ... a Death Curse? In a message dated 06/06/99 01:12:18 GMT Daylight Time, dornhoff@bio.umass.edu writes: > So ... what do you all think? Good idea? Bad idea? Nice bit of irony, > that the ambitions of the Alphatian empress -- ruler of the greatest empire > Mystara's ever known, and heir to thousands of years of magical knowledge > and prowess -- could've been derailed by a "mere" barbarian cleric (who was > only 4TH LEVEL, for cryin' out loud!) from the most primitive human culture > in the Known OR Hollow Worlds...? ....Wow. I'm in awe. As you said, this makes FAR more sense than the action as portrayed in the PWA. And the irony is perfect. If this wasn't the original idea, it SHOULD have been!! > Personally, I think Diulanna -- whose holy symbol, a stone-tipped wooden > spear driven through a boulder, says it all -- must be pretty darn proud of > Jafili, right now. ;-) Pretty darn proud of you, too, Sharon! ;-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 17:01:01 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knoc... In a message dated 06/06/99 19:41:00 GMT Daylight Time, gio_sga@uol.it writes: > 2)Do you think's acceptable to let a wizard Pc do "mercenary" work -I mean > casting spell for money, with prices found in the DMG- ? This is the only one I'm competent to comment on from your latest round of questions...;-) I see no problem in allowing this in your campaign - after all, many adventures have the PCs performing tasks for pay (the ever-popular "caravan guards" scenario comes to mind) - so long as the PC has access to the spells necessary, of course. Chances are that a PC just starting out in this field, as an unknown, will have to charge a much lower rate than the DMG offers, at least until his/her reputation becomes established. It could be a useful sideline.... Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 17:17:12 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells >> >Birdsong/Birdcall Cool spells, there ... actually, they all were cool! BTW, could this one also exist in a "nighttime" version, that produces frog- and insect-calls instead of bird-calls? A bunch of birds twittering after dark would be rather conspicuous, since nearly all birds are daytime creatures, and those which are nocturnal don't sing as much. So crickets' or spring peepers' sounds would be more appropriate after dark. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 17:23:05 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells In a message dated 06/06/99 22:17:46 GMT Daylight Time, dornhoff@bio.umass.edu writes: > Cool spells, there ... actually, they all were cool! BTW, could this one > also exist in a "nighttime" version, that produces frog- and insect-calls > instead of bird-calls? A bunch of birds twittering after dark would be > rather conspicuous, since nearly all birds are daytime creatures, and those > which are nocturnal don't sing as much. So crickets' or spring peepers' > sounds would be more appropriate after dark. Great idea! Okay, the night-time version is called "Nightsong" and "Nightcall", respectively. Less well known, and taught to scouts only after they have proved sufficient skill in daytime excursions to be trusted with the more dangerous night-missions. How's that? Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 18:12:08 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells >Great idea! Okay, the night-time version is called "Nightsong" and >"Nightcall", respectively. Less well known, and taught to scouts only after >they have proved sufficient skill in daytime excursions to be trusted with >the more dangerous night-missions. How's that? > >Carl Q. Perfect! Good idea that only well-trained scouts would be placed on "night patrol", too. And Foresters might not be included either, in the Vyalias' night-scouting parties, since they're humans and can't see in the dark. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 6 Jun 1999 23:47:21 EDT From: Arminath@aol.com Subject: [MYSTARA] - Another 2 New Spells Here's a few new spells for the next Tome, previews! Chardastes' Breath Level: 3 (Cleric) Range: 0 Duration: Permanent Effect: Cures wounds in nearby creatures. This spell allows the caster to cure light wounds on multiple creatures within 15' of him or her. Developed by Mischa Ivanovich a cleric of Chardastes, the Traladaran Patron Immortal of Healers, this spell sees use by clerics of many different faiths. It heals 1d6+1 points of damage on one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may heal, then a random determination is made on which creatures recieve the healing. The caster may not benefit from the casting of this spell. Wynter's Major Spell Immunity Level: 6 (Magic-user) Duration: 1 round / level Effect: Protects the caster from spells. This spell creates a 1-inch thick green shell around the caster that protects him from the effects of low level spells, whether they are harmful or beneficial in nature. The caster is immune to the effects of all 1st-3rd level spells and reduces by half (round in favor of the protected creature) the effects of 4th and 5th level spells, both clerical and magical. The caster's own spells are unaffected by the shell and he can, by concentration, will the shell down for 1 round at a time to recieve spells from others (like magical healing). At the end of the round, the shell automatically springs back up again. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 00:59:11 EDT From: Arminath@aol.com Subject: [MYSTARA] - Arminath's Journal, Part 4 *spoilers* Entry 7 The secret door was breached quite easily and opened to a passage that resembled an rough alchemists tube, curving to the right and sloping gently upwards. Another opening to our left, just past the door recieved some attention. It appeared to open into a wine cellar, complete with rack upon rack of wines. Gervus attempted to pass into the room after making a thorough search for mechanical traps and just as he crossed the threshold Targus shouted "Ware Hin!", scaring the spirits out of us all! Gervus reacted, albeit too late, as the walls themselves flexed and drew the poor Hin inwards to the room, like a pair of stoney lips, them spit him out and into the opposite wall in the hallway. Not greatly damaged from this, Gervus agreed to continue upwards and save this curiousity for later. As we climbed Gervus was busy asking, quite indepth, how Targus was aware of such an obviously magical trap. "Sometimes the stone is just screamen for ye to look out, ye need only listen to 'er." was his only response. After a long climb, and I say this with a background of living in the World Below, we almost reached the top. Almost, for there was a female moutain giantess holding a boulder near the top of the passage, using herself as a dead-man's switch. Anna groaned softly "a giant tube...if she dies or lets go, it'll roll all the way down...we just walked up a trap, elf." We had gotten Targus to calm down and Anna spoke with the giantess in the tongue of the hill giants. It wasn't perfect, but they understood enough of each other to make peace, so long as the "hostile small squishy" waited here. We agreed that leaving anyone alone would be foolish, so it was decided that mineself and Anna would go into the lair. Targus, a might miffed, agreed to wait with Gervus. A wise decision Anna had made, indeed! The lair had 5 mountain giants in addition to the female and much to our dismay, a shaman with a retinue of a half dozen troll bodyguards! She bartered for our safe passage and for any treasure the wizard had left behind. Trying to sound disinterested, she learnt that Verath had charmed the shaman at one time and used his influence to keep the rest of the giant clan here to guard his tower. After the shaman broke the charm, he sent the giants and ogres from the surrounding area into the tower to destroy whatever magic they found while Verath was away. The only thing they possessed was a mahogany desk that was magically sealed and preserved. We bartered for it and after a quick inspection, had them toss it down the cliff to the valley below to await our arrival. Peacefully we left the giants to await for the return of their ex-master and their schemes for revenge for their short enslavement. At the bottom, Anna demanded an explanation of what possessed me to allow them to take almost all of our funds in exchange for a magic desk with no key. "Tis a simpe thing" I replied. "The magics of the desk reminded me of an old spell I have tucked away somewhere that a Traladaran sorceress gave me in exchange for some tutoring many years ago. Zandra's Protected Possession. Relatively simple, it magically seals and protects an object, like a chest or in this case a desk with a folding lid, from physical damage." It took but a few spells to remove the enchantment and get the blasted thing forced open. That Verath trusted no one...magical warding, 2 different types of traps and a multiple tumbler lock! Gervus nearly busted his belly by the time he figured out the tumbler sequence! Inside we found the remains of shattered potion vials (broken long ago, no doubt by the giants attempts to open the thing) and many rotted journals and spell scrolls, now all useless. Gervus' poking revealed a hidden compartment that contained a magical stone and the remains of a journal. Inside are notes of Verath's preperations for a journey to the Tomb of the Devourer in the company of Falon T'selvin of Luln. There is an obscure reference to some magical amulet he believes will allow him to divine or find the true incarnation of the Devourer...by the immortals, the thing we fought all those years ago was horrifying enough, to think it has another form... We are teleporting to Luln in the morn. I need time to rest and everyone has wounds that Anna needs time to tend to. This venture has gotten worse with each day. Mayhaps my patron has sent me on a suicide mission...have I been unfaithful in some way to the memory of my beloved? Entry 8 After casting a teleport spell, we split up in Luln to find this Falon person, or someone that knows of him. Several unsuccessful queries were finally met by success. An old timer in Baron Sascia's city guard remembered Falon and with a laugh told me that he now resides at the end of the Elmwood road. I don't understand human humor sometimes, and didn't understand what was so funny about this, but humans will be human I suppose. After gathering everyone we went to Elmwood road. Nothing was at the end except for the town cemetary! Humans have such deviant humor sometimes. Nevertheless, only one person was in the place, so he was the only person left to ask. After a short conversation, we learnt the man's name was Gunther. Gunther is a hulking man, probably with some ogrish blood in his lineage somewhere. Not terribly brighter than an ogre either, from the talk we had with him. He showed us where Falon was, laid under an expensive tombstone and recounted how he had his hand eaten by the big green demon near the tomb's entrance. It IS the same place I had been inside those centuries ago! Apparently Falon and his companions fared no better than mine, leaving a dozen of their number behind, dead or dying. He, Gunther and a 'pretty lady' escaped the tomb, Verath nowhere to be found after the fight with Acererak began in the tomb's vault. Over the course of the conversation, Gunther must have figured we meant to enter that hellish place, for he declared he would accompany us. He also imparted upon us that Verath had entered the tomb with an amulet he fussed over constantly, but the 'pretty lady' left with it. All this said, we allowed Gunther to lead us to the 'pretty lady', who now resides in Halag. And they say adventurers travel far and wide. No one ever tells epic ballads of those that travel in circles. More to come! Jim Bobb / Arminath Wynter *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #247 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Monday, June 7 1999 Volume 1999 : Number 248 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Keep on the Borderlands [MYSTARA] - Spells for the Tome (kinda long) [MYSTARA] - Two more spells [MYSTARA] - - Re: Two more spells RE: [MYSTARA] - Another 2 New Spells RE: [MYSTARA] - Spells for the Tome (kinda long) [MYSTARA] - Graakhalian Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! Re: [MYSTARA] - Graakhalian Re: [MYSTARA] - Alphatian Air Spells (LONG) Re: [MYSTARA] - Alphatian Air Spells (LONG) Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! Re: [MYSTARA] - Graakhalian Re: [MYSTARA] - Graakhalian Re: [MYSTARA] - Alphatian Air Spells (LONG) Re: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup... Re: [MYSTARA] - stone to flesh Re: [MYSTARA] - OD&D Tome of Spellcraft 4th Edition Ready [MYSTARA] - Sorry Re: [MYSTARA] - Immortal Relics Re: [MYSTARA] - Alphatian Air Spells (LONG) [MYSTARA] - Websites Re: [MYSTARA] - Seharinn's Book Shoppe Re: [MYSTARA] - Seharinn's Book Shoppe Re: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup... ---------------------------------------------------------------------- Date: Mon, 7 Jun 1999 01:20:39 EDT From: Arminath@aol.com Subject: [MYSTARA] - Keep on the Borderlands All in all, I have to say the module is a masterpiece of reworking. Enough of the content and ecology of the caves and the surrounding area remained plausible and the plots were well thought out and made for good play. My one primary beef with this newest of the reworked modules is the fact that TSR tried to hide the fact that they module was reworked for GREYHAWK. Instead of expanding the module generically (which they could have done and kept it as good) they slapped an "Advanced Dungeons & Dragons" graphic on the front and slid the "Greyhawk" graphic on the back cover. All the other modules that are world specific have the campaign world on the front in big bold text and pictures so you know what you're getting. Me, I got home and discovered some unfamiliar references to gods I've never heard of, read the flavor text and almost took the thing back. After a day of making notes on changes I needed to do just to run it, it went well. A very well writen module that worked great in my Karameikos campaign after it was fixed. ;-) Jim Bobb *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 10:53:18 EDT From: Arminath@aol.com Subject: [MYSTARA] - Spells for the Tome (kinda long) I felt the need to post this for everyone so there are no misunderstandings. When I undertook the Tome of Spellcraft project I decided to let you guys (the spell's creators) have free reign. Every spell that I get I look at and use in all my OD&D groups (currently 3) to see exactly how they work. When I finally get it into the Tome some editing is done and sometimes a few things are changed to keep the spells in balance with the Rules Cyclopedia. Some people don't agree with this and I'm sorry. I make no claims to the spells submitted. They belong to the person that posts or emails it to me. Period. In creating this project, my goal was to expand the potential of the OD&D spellcasters for everyone, not just my campaign. If changes were made it was because of the need to keep it in line with the 'base' power of the spells already existing. No one likes it when a player or DM finds a new spell on the Web and it turns out to be a game breaker. In actuality, I have changed very little in the spells I've recieved thus far, aside from text editing. If anyone is unsatisfied with their representation in the Tome project, email me and I'll remove your spells and never bother you again. If you have spells that haven't appeared yet, be patient. I recieved a lot of submisions during the last few days when I was polishing up the 4th Edition of the Tome. Our groups played with the easiest to understand spells first and we're still going through the spells I recieved before 6/4. This is not a complaint, flame or whine post (even though it may sound like it), but after recieving multiple emails about "why was this changed in my spell" or "why aren't some of my spells in the Tome but others are" I felt everyone should know exactly what I do after I get spells from you guys. Constructive criticism and suggestions are always welcome! Jim Bobb *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 20:11:56 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - Two more spells Geoff wrote: >Is there any sort of remedy (short of a wish) that would allow players to restore the ghost to life? Having a ghost under PC control may be neat, but if a DM allows this, there should be some means (perhaps through a great quest) for him/her to regain mortality. A neat idea, though! It sais something in the compendium role book about Ghosts needing some sort of quest being carried in order to finally rest in peace. I think that should be the case with this sort of ghost too. >>5. The same as above only the time part is also somehow detached from the body. In this case the character becomes a zombie- like creature, that looks exactly as it did in life. It will not rot or change and has regeneration of 3 points per round. >Is this condition curable? I would have to say --> no. the reason I made this spell high leveled is because there are chances the victim is "unraiseble" (not sure thats a word). >Very cool, Ohad! :) why thank you! more to come! Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 20:22:49 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - - Re: Two more spells >A small point of confusion. If cast in a room it causes windows to blaken but if cast outside it retains the image of what was going on. Wouldn't it be more obvious if it was cast in a room to afford a view to anyone looking in, to see what was going on. >stan OK, I understand your point . lets drop the black shades... revamped spell: *This is a stronger version of Geoff's clerical spell- "sanctuary". Level: 5 Range: 3' Duration: 1 turn per level AoE: an area not larger than 5'x5'x5' + 1' in each per level. This spell was researched by Ettiene d'Amberville and is now taught to high level students and faculty in the great school of magic. The spell will create a secure room against any intrusion or spying attempt. It will cause all the windows in a building to show an illusion of the people inside doing the same as they have done before the casting(sitting and talking probably). No sound can exit the area of effect. ESP, Clearaudiance, Clairvoyance and Wizard eye, cannot penetrate the spell nor can any Familiar or similar spell. This spell also prevents magical or polymorphed creatures from entering the area. The DM decides what else can't penetrate the area of protection. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 19:46:00 +0200 From: "J.W.K. \"X\" Kramer" Subject: RE: [MYSTARA] - Another 2 New Spells Wynter's Major Spell Immunity Level: 6 (Magic-user) Duration: 1 round / level Effect: Protects the caster from spells. I like this one. Especially for NPC M-Us... and when the players are of a low level. Kristian "X" Kramer AD&D Fellowship Holland   "Cold be hand and heart and bone... till the Sun fails and the moon is dead." LotR, J.R.R. Tolkien *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 19:46:01 +0200 From: "J.W.K. \"X\" Kramer" Subject: RE: [MYSTARA] - Spells for the Tome (kinda long) Right on! I think you have the right to make (minor) changes to the spells submitted. Especially considering the changes are beneficial for all of us (well, most of us). I certainly like it that you test the spells first. Saves me the trouble :-) Just maybe (and this is not a flame!!) you should have said in advance that (minor) changes to the spells were a possibility (if you already didn't, I can't remember if you did or didn't). I say 'continue the good work'!!! Kristian "X" Kramer AD&D Fellowship Holland   "Cold be hand and heart and bone... till the Sun fails and the moon is dead." LotR, J.R.R. Tolkien - -----Original Message----- From: owner-mystara-l@lists.imagiconline.com [mailto:owner-mystara-l@lists.imagiconline.com]On Behalf Of Arminath@aol.com Sent: maandag 7 juni 1999 16:53 To: mystara-l@lists.imagiconline.com Subject: [MYSTARA] - Spells for the Tome (kinda long) I felt the need to post this for everyone so there are no misunderstandings. When I undertook the Tome of Spellcraft project I decided to let you guys (the spell's creators) have free reign. Every spell that I get I look at and use in all my OD&D groups (currently 3) to see exactly how they work. When I finally get it into the Tome some editing is done and sometimes a few things are changed to keep the spells in balance with the Rules Cyclopedia. Some people don't agree with this and I'm sorry. I make no claims to the spells submitted. They belong to the person that posts or emails it to me. Period. In creating this project, my goal was to expand the potential of the OD&D spellcasters for everyone, not just my campaign. If changes were made it was because of the need to keep it in line with the 'base' power of the spells already existing. No one likes it when a player or DM finds a new spell on the Web and it turns out to be a game breaker. In actuality, I have changed very little in the spells I've recieved thus far, aside from text editing. If anyone is unsatisfied with their representation in the Tome project, email me and I'll remove your spells and never bother you again. If you have spells that haven't appeared yet, be patient. I recieved a lot of submisions during the last few days when I was polishing up the 4th Edition of the Tome. Our groups played with the easiest to understand spells first and we're still going through the spells I recieved before 6/4. This is not a complaint, flame or whine post (even though it may sound like it), but after recieving multiple emails about "why was this changed in my spell" or "why aren't some of my spells in the Tome but others are" I felt everyone should know exactly what I do after I get spells from you guys. Constructive criticism and suggestions are always welcome! Jim Bobb *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 20:29:17 +0200 From: "Matteo" Subject: [MYSTARA] - Graakhalian I want run a little campaign in Graakhalia, the elf-gnoll dominion under Sind and Plain of Fire. I need material for the setting, if anyone had done something for this region coul send me material? i'm working up something on my own, but i'll be happy to insert new idea. thanks in advice Matteo PS: i remember a Graakhalian caverne map in one of the almanac, someone remeber which? I'll not havve access to my almanac for some times, so i ask for your help !! ^___^ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 20:37:53 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! On Fri, 4 Jun 1999, Andrew Theisen wrote: > Here's some stuff I've been working on lately, involving the Nightmare > Dimension. Let me know what you all think. Shouldve replied earlier, but you know how it is... > Timeline I like the timeline. Especiallyt the tie-inns with Lhomarr and the Dimension of Nightmares... > The Deep Glaurants Its cool that youre digging up these critters. Ive been toying with them myself, actually. Which Entropic Immortals would they worship? Orcus? Am I right assuming that connecting the Glaurants with the Dimension of Nightmares is your idea? I think it fits, but I cant remember having read it anywhere. (just curious and too lazy to check). > Blackflame I think your theories on the Blackflame are interesting, but I'm not sure that im comfortable with the idea that blackflame is common in the Dimension of Nightmares. Could huge amounts of blackflame be brought from that dimension, or would it normally be destroyed when entering our dimension? Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 20:39:48 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Graakhalian On Mon, 7 Jun 1999, Matteo wrote: > I want run a little campaign in Graakhalia, the elf-gnoll dominion under > Sind and Plain of Fire. > I need material for the setting, if anyone had done something for this > region coul send me material? > i'm working up something on my own, but i'll be happy to insert new idea. > thanks in advice Andrew Theissen did a timeline on these fellows. Its probably available on Stans site. > PS: i remember a Graakhalian caverne map in one of the almanac, someone > remeber which? I'll not havve access to my almanac for some times, so i ask > for your help !! ^___^ Hmmm...Joshuans Almanac? Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 19:33:43 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Alphatian Air Spells (LONG) > > Damn! And I don't have the faintest idea who this guy is! > > George Burns was an American comedian who died a couple of years ago > at the age of 100. He played "God" in the "Oh God!" series of movies and > (with his wife Gracie) had a TV show back in the 1950s. I am sure that he > must have done something that is known in Europe, but I am not sure what. Believe it or not, but I still don't have any idea who this guy is... Jamuga Khan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 20:53:57 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Alphatian Air Spells (LONG) > AAAAAGH! I'm going to be kissed by GEORGE BURNS!! Run away, run away!!!! > (well, stumble away, anyway ;-) > > Zombie Q. O.k., catch him, tie him and , by Great Yamuga, don't hurt him anymore. And now, clerics, do your work! So, that's all! How are you now, Carl? Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 15:02:19 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! >> The Deep Glaurants > >Its cool that youre digging up these critters. Ive been toying with them >myself, actually. Which Entropic Immortals would they worship? Orcus? >Am I right assuming that connecting the Glaurants with the Dimension of >Nightmares is your idea? I think it fits, but I cant remember having read >it anywhere. (just curious and too lazy to check). > To be honest, I'm not sure how well the Entropics would fit in with the Nightmare Dimension as Andrew's described it. If it's really a realm where EVERYTHING is reversed -- dark is light, fire is cold, Chaos is the good guys (anarchistic diaboli) and Law is the bad guys (autocratic Glaurant theocracy) -- then won't it be the Sphere of Integration that's the source of all evil, there...? A grim, staid force of stasis, out to lock the whole ND-universe into an everlasting, inflexible steady-state order, while the four Spheres of Disintegration (the Nightmare Dimension's benign counterpart to Entropy) fight to keep things "unfrozen" and dynamic...? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 15:05:48 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Graakhalian >> PS: i remember a Graakhalian caverne map in one of the almanac, someone >> remeber which? I'll not havve access to my almanac for some times, so i ask >> for your help !! ^___^ That might be the map of Falun Caverns, a long-dead gnome settlement in the Northern Reaches, you're thinking of. It's the only subterranean map I recall seeing in the Almanacs, besides the ones for Oenkmar and the City of Stars. AFAIK, there's never been a published map of Graakhalia's caverns: it's far too big and entangled a realm for that, with dozens of levels and hundreds of miles of twisting passages. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 07 Jun 1997 16:06:39 -0700 From: Chad & Bree Subject: Re: [MYSTARA] - Graakhalian > >> PS: i remember a Graakhalian caverne map in one of the almanac, someone > >> remeber which? I'll not havve access to my almanac for some times, so i ask > >> for your help !! ^___^ > > That might be the map of Falun Caverns, a long-dead gnome settlement in the > Northern Reaches, you're thinking of. It's the only subterranean map I > recall seeing in the Almanacs, besides the ones for Oenkmar and the City of > Stars. > I could be mistaken, being that for some reason I've misplaced my Champions of Mystara Encyclopedia book *mutter*. But I believe there was/is a map, I could be wrong though. Also, if you are looking for information about the Graakhalian's there's info. in Champions of Mystara. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 17:08:33 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Alphatian Air Spells (LONG) In a message dated 07/06/99 20:02:51 GMT Daylight Time, JamugaKhan@gmx.net writes: > O.k., catch him, tie him and , by Great Yamuga, don't hurt him > anymore. And now, clerics, do your work! > > > > So, that's all! > > How are you now, Carl? Why, I'm fine, Jamuga, dear. How sweet of you to ask. ;-) Car(o)l Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 20:06:19 -0400 From: redrobyne Subject: Re: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup... << So, what's the real difference between a never-living statue and a once-living stoned character?>> When a character is turned to stone, all of him is turned to stone, including muscles, etc., as you have stated. But when you carve a statue out of stone which has never lived, you cannot carve all its internal organs and bones, etc., to be there when it is turned to flesh. All that would exist is the part you carved, i.e., the outside. Besides isnt the Golems suppost to replace this? Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 20:29:29 -0400 From: redrobyne Subject: Re: [MYSTARA] - stone to flesh - -----Original Message----- From: Andr+AOk-s Piquer Otero +ADw-anpro+AEA-accesocero.es+AD4- To: mystara-l+AEA-lists.imagiconline.com +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- Date: Friday, June 04, 1999 5:53 PM Subject: +AFs-MYSTARA+AF0- - stone to flesh Besides the obvious use of reviving a petrified character, I think that this is a very useful spell: 1. A stone wall, door or coffer? cast the spell on a convenient section and the obstacle may be quite easy to deal with. 2. There are lots of creatures in Mystara with stone or rock parts, this spell would lower their AC dramatically. 3. Nourishment, if you have cooking implements or have the guts to eat raw meat. +ACIAPg-snip+ACI- I agree with Stone to Flesh not being able to contribute to creating animated creatures, but it is a 6th level spell and should be quite powerful in the hands of a canny mage, not just an +ACI-antidote+ACI-. I agree with andres that it wpuld actually turn into flesh not a living thing although this would be quite grissly? however it should be able to reverse the effects of Flesh to Stone. Stewart *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 20:32:11 -0400 From: redrobyne Subject: Re: [MYSTARA] - OD&D Tome of Spellcraft 4th Edition Ready I would like one! Stewart 3 >The Tome is finished and ready to go, anyone wanting a copy please email me >or post to the list. My address book was fragged when my hard drive died, so >I no longer have the list of people the last 3 editions went out to. > > >Keep Mystaran Magic Alive! > >Jim Bobb >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 20:37:00 -0400 From: redrobyne Subject: [MYSTARA] - Sorry sorry if my messages were screwed its a default I found out. and I forgot to change it. Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 22:11:32 -0400 From: redrobyne Subject: Re: [MYSTARA] - Immortal Relics Probably the most well known of the relics(to the gamers that is) is Halavs shield since it was in hail the heroes. This is a great example because its not powerful enough to be a true artifact. stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 22:16:40 -0400 From: redrobyne Subject: Re: [MYSTARA] - Alphatian Air Spells (LONG) >In a message dated 30/05/99 15:51:08 GMT Daylight Time, JamugaKhan@gmx.net >writes: > >> No, sorry! Clerics with the ability to cast "Raise Dead" >> simply does not look like Sandra Bullock. Would you prefer >> onle who looks like the British Queen Mum? >> >> It takes a lot of time to learn the good spells, doesn't it? > >Sad, but true. Well, If I MUST have one that looks like Queen Elizabeth, can >I have one with better teeth? ;-) > LOL that is to funny! but I must say thats the first thing I would ask for if I were to be raised by the Queen Mum. Maybe you can become a knight of Sweden or some thing? but I guess that wouldnt be the same *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 21:19:42 -0500 From: "drake01" Subject: [MYSTARA] - Websites Unforntaly I've lost all my former email and websites in a win95 crash. If someone would please send me the URLs for the following sites (I don't totaly remember all their names, simply their content) Mystara: The D&D Homepage Geoff's homepage URL that had a number of maps (exp the Davania continent) URL to get the 1014/1015 Almanacs there were others but I belive they were linked the above. I apologize in advance for missing the websites names, I feel like a heel *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 22:35:49 -0400 From: redrobyne Subject: Re: [MYSTARA] - Seharinn's Book Shoppe Athough this doesnt really mean anything coming from me but I love the book shop I had the idea of a book like that (lol from the never ending story movies not the book) but like most of my ideas they never get put to use and end up in a huge pile in my desk drawer with other ideas :( But I love the shop the most, what would be your input on Seharinn returing to the same group? Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 22:56:08 -0400 From: redrobyne Subject: Re: [MYSTARA] - Seharinn's Book Shoppe you were asking for titles I believe my lifeless book was going to be called the +ACI-eternity chronicles+ACI- or +ACI-pages of infinity+ACI- (bad names I know) but this truly was a neverending story for instance the characters would have read previous quests of other adventurers and they would merely finish a great chapter in the book not and perhaps never the END of the book. As for your Seharinn I think she should be a creation of the book not the store and that where ever she is the book is and wherever the book is she is. Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 23:17:06 -0400 From: redrobyne Subject: Re: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup... >In a message dated 02/06/99 18:52:17 GMT Daylight Time, gio_sga@uol.it writes: > >> I've some nice dilemmas for who's interested in them... >> 1) Could one in OD&D have a Lawful thief (I once had it and happily >> played it till 13th or 14th level, but I've never found such a thing as >> a Lawful thief in any of the Gazeteers...)? > >Well, I'VE done it...the only "acceptable" Lawful Thieves in Mystara products >(that I could find) are the Rakes, a Thief variant in "Dawn of the Emperors". >They're exactly the same as Thieves, except you lose Backstab and Pick >Pockets (and get nothing in return, except a better reception from most >law-abiding folks). More like an Errol Flynn-type swashbuckler than a >broadsword-toting fighter. Alternatively, there's Bruce Heard's take on the >Bard (a Rake with musical and Charm abilities). > >> 2) I sculpt a stone statue, then I Stone to Flesh it (so I've a body) and I >> Animate Dead it. >> In most cases this (I think) is the best way to have a "clean" zombie >> [if Dm allow >> to animate the body, obviously]... for what's the Chaotic (or evil) act >> in >> Animate Zombie? I think it is you've got to "awake" a corpse from its >> eternal rest and >> since the statue's always being dead...no "awakening" problems, no >> alignment problems! >> That's my idea, but I'd like someone else's opinion. > >IMHO, you'd end up with an immobile puddle of solid flesh. No bones in a >stone statue, remember? > >> 3) Then...ok, I've built my castle, I'm full of followers and I've money >> from taxes... but >> what if I wanted to become a land-owner? How much I'd gain from an acre >> of my land >> (I mean, if I plant something like wheat)? > >Errmm....Sharon? Anybody?? you could bail it or you could srip the seed and grind it to make flour if your talking GP then on the average today market you get $1.50 so maybe 1gp and 1cp >> 4) When a character enters a city and in that city weapons aren't allowed >> to enter... how I can coerce >> Pcs into giving their weapons to the guards (most medium/high level Pcs >> can slay a lot of guards >> and take few wounds, if guards aren't armed with poisoned weapons...)? > >By banning them from the town and putting prices on their heads? This sounds >like a "Knights of the Dinner Table" scenario... That it does, well there is the law and any good PC should obey them but a high level pc ususally is able to do to his status but yes they should be marked as mass murderers and should be banished from every settlement! >> 5) Why using a deadly poison is a Chaotic or (in AD&D) an evil action? >> If torture's not a good thing and a lot of sword strikes are >> painful...what's so evil in using a single >> deadly strike, which deals a merciful death to your enemy? > >Because it's underhanded. Would you, who's spent years building up a >well-trained, well equipped, high-level character, like to have him slain by >a first-level NPC yokel who gets >in a lucky pinprick with a poisoned dagger? Not likely! I'm all for "merciful >death", but only to spare further suffering; a healthy fighter isn't >suffering all that much! > >> 6) Is going around and slay all (and I mean from the first to the last >> member) hobgoblin tribe (for example) you find >> a Non-Lawful action? Really Lawful (or Lawful Good) character have to >> be merciful?? > >Depends; Mercy is a virtue, and GOOD characters (not necessarily Lawful) >should try to live in a virtuous way - or how do you tell the difference >between good guys and bad guys? >IMHO, they should try to spare the "innocents" (children, and >non-combatants). BTW, why are they slaying Hobgoblins? Did said humanoids >attack a nearby village? If they're doing it purely for kicks, perhaps >"Lawful" and "Good" aren't accurate appellations for them.... > > >Just my 10c. > >Carl Q. and my 20 Pesos Stewart3 >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #248 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Tuesday, June 8 1999 Volume 1999 : Number 249 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Fw: [MYSTARA] - Immortal Relics Fw: [MYSTARA] - Alphatian Air Spells (LONG) [MYSTARA] - Re: Websites [MYSTARA] - Re: Callarii/Vyalia Shared Spells Re: [MYSTARA] - The Book of the Red Curse (long) Re: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... Re: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... Fw: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... Re: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup... Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! Re: [MYSTARA] - Graakhalian Re: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) [MYSTARA] - [Mystara] - I'm going to a meeting with my old Academy comrades ---------------------------------------------------------------------- Date: Mon, 07 Jun 1999 23:19:57 -0400 From: redrobyne Subject: Fw: [MYSTARA] - Immortal Relics >Probably the most well known of the relics(to the gamers that is) is Halavs >shield since it was in hail the heroes. This is a great example because its >not powerful enough to be a true artifact. > >stewart 3 > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 23:20:54 -0400 From: redrobyne Subject: Fw: [MYSTARA] - Alphatian Air Spells (LONG) > >>In a message dated 30/05/99 15:51:08 GMT Daylight Time, JamugaKhan@gmx.net >>writes: >> >>> No, sorry! Clerics with the ability to cast "Raise Dead" >>> simply does not look like Sandra Bullock. Would you prefer >>> onle who looks like the British Queen Mum? >>> >>> It takes a lot of time to learn the good spells, doesn't it? >> >>Sad, but true. Well, If I MUST have one that looks like Queen Elizabeth, >can >>I have one with better teeth? ;-) >> >LOL that is to funny! but I must say thats the first thing I would ask for >if I were to be raised by the Queen Mum. Maybe you can become a knight of >Sweden or some thing? but I guess that wouldnt be the same > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 13:28:47 +1000 From: stan Subject: [MYSTARA] - Re: Websites >If someone would please send me the URLs for the following sites (I don't >totaly remember all their names, simply their content) > >Mystara: The D&D Homepage http://www.geocities.com/TimesSquare/5304 >Geoff's homepage http://www.geocities.com/TimesSquare/Realm/2091 >URL that had a number of maps (exp the Davania continent) >URL to get the 1014/1015 Almanacs these are available from my homepage. stan http://www.geocities.com/TimesSquare/5304 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 13:31:28 +1000 From: stan Subject: [MYSTARA] - Re: Callarii/Vyalia Shared Spells >> Does the target get a saving throw if they were an unwilling target of >> the spell? I'm asking because it seems that this could be an effective >> way to silence someone for a little while if they have information that >> you don't want them to impart to others. > >Which was all part of my nefarious plan (nyah-ha-hah); no, since the spell >ONLY interferes with speech (not spellcasting) - and the target, if literate, >can still write - haven't allowed a saving throw. That's a bit of a call isn't it, saying that someone who can talk can write. That just ain't true. I think that a saving throw for an unwilling target is required. stan http://www.geocities.com/TimesSquare/5304 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 07 Jun 1999 23:36:48 -0400 From: redrobyne Subject: Re: [MYSTARA] - The Book of the Red Curse (long) What is Sierdans symbol? >And Finally, > >Spells from the Savage Coast, by way of the Great School of Magic. Enjoy (I >hope). > >Please tell me (in a nice way!) what you think. > >Carl Q. > >- > >"The Book of the Red Curse": > >This is a slim volume, measuring 6" x 9" x 1". Its covers are two plates of >thin wood, covered with red-dyed leather. The personal sigil of the Mage >Siedran is branded into the front cover. The actual name of the book, and its >author, are written in a crabbed script on the first page. The book contains >several long essays on the nature of the Red Curse of the Savage Coast, >examples of the Legacies and mutations caused, speculations on the nature and >capabilities of cinnabryl, and tips on smelting methods for Red Steel. At the >back of the book are a number of spells which exploit the properties of >depleted cinnabryl; these are detailed below. The quality (and shade) of the >paper in the book is variable, suggesting that the book itself is more >properly a binder for the various works held within. > >Siedran Vardini was a graduate of the Great School of Magic in Glantri; as >part of his postgraduate studies, he travelled to the Savage Coast in order >to investigate rumours of the strange "innate magic" (Legacies) possessed by >various people dwelling in the Western lands. He discovered, during his years >of study there, that the latent mutational properties of depleted cinnabryl >make it especially receptive to transformative enchantment. Most of his >surviving findings are contained in the Book of the Red Curse. Siedran (who >is believed to have acquired a Legacy or two himself) disappeared ten years >ago, after setting off to explore the distant land of Nimmur; no word has >been heard of him since. > > >Siedran's Werebreaker >Level: 4 >Range: touch >Duration: 1 Turn >Effect: enchants 1 weapon >This spell requires a striking weapon made of Red Steel as the focus; it >surrounds the weapon with a fuzzy crimson aura. If the weapon strikes, or >even touches, a creature which is not in its natural form (a lycanthrope, a >shapeshifted Vampire, a Doppelganger, a Polymorphed or otherwise transformed >being, a Mage under the effects of a Statue spell, etc), that creature must >make a Save vs. Death Ray or be instantly reverted to its normal shape. In >the case of creatures with two equally-natural forms, the Werebreaker >transforms them into the alternate state. The enchanted weapon can be used >normally against non-shapeshifted foes without discharging its magic; once it >strikes a transformed creature, the spell is consumed, whether it was >effective or not. > >If the target wishes to be transformed, the Saving Throw can be waived. This >spell cannot cancel the effects of Stoning enchantments, nor can it affect >Immortal-level transformations. > > >Siedran's Soul Shape >Level: 5 >Range: touch >Duration: 3 days >Effect: transforms Reincarnated creature >Siedran created this spell after his companion, the Fighter Horvath, was >slain in battle with a band of Orcs. Lacking other options, Siedran had him >Reincarnated....into a badger. > >Siedran's Soul Shape allows a Reincarnated character to resume his original >form for a short time. The spell requires some form of amulet, made of >depleted cinnabryl or Red Steel and cast or carved with the image of the >original form of the Reincarnated creature, as the spell focus. The amulet >must be hung around the subject's neck, and the spell cast; if the subject is >unwilling, a Save vs. Death Ray is permitted, otherwise the spell >automatically succeeds. The subject resumes his original form, with all the >original abilities, and remains so for exactly three days before reverting to >his new "natural" shape. If the amulet is removed at any time during those >three days, the spell is broken. > >This spell may only be cast on a particular subject once per year at most. >The amulet may be reused indefinitely as the focus. > > >Siedran's Thaumaturgical Contagion >Level: 6 >Range: touch >Duration: see below >Effect: polymorphs user into normal animal >This spell requires a disk of depleted cinnabryl as the focus of its >enchantment; the coins used in numerous Savage Coast nations are ideal. The >disk must be held against the skin - or hide, scales, feathers, fur, etc - of >a "normal" creature of animal intelligence for at least 9 days in order to >"charge" itself; modified collars with circular apertures (much like the >armbands used by some Slagovich residents to hold cinnabryl against the skin) >are commonly used for this purpose. Once "charged", the disk is removed, and >wrapped in silk to prevent accidental discharge. If held against the skin of >a human being - not necessarily the caster - the charged disk allows the user >to shapeshift into the form of the animal which charged it, with all the >attendant abilities (hp and intelligence do not change, however). The >transformation lasts upto 24 hours, unless cancelled by the user earlier or >dispelled; once used, the disk must be recharged by renewed contact with its >template creature. > >Users of this spell commonly retain a number of tamed or captive beasts for >use as "templates". Exhausted disks retain their enchantment, and may be used >again - but only with the same beast who charged them before; the disk must >be enchanted again to accept a new template. A charged disk will retain its >charge, if wrapped in silk, for a maximum of 21 days, after which the charge >fades away. > > >Siedran's Thaumaturgical Transformation >Level: 7 >Range: touch >Duration: see below >Effect: polymorphs user into magical animal >This spell is an advanced form of Siedran's Thaumaturgical Contagion (see >above), with all the same fuctions and restrictions; however, a disk charged >by this version of the spell can be used to acquire the form of a magical >creature of animal intelligence - either a Gargantuan version of a normal >creature, or a magical beast (such as a Hellhound). All the innate abilities >of the template are acquired in the transformation. The user's transformed >body may not have more HD than the user has Experience Levels. >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 00:14:49 -0400 From: redrobyne Subject: Re: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... +AD4APAA8- 2) I sculpt a stone statue, then I Stone to Flesh it (so I've a body) and I +AD4-Animate Dead it. +AD4- In most cases this (I think) is the best way to have a +ACI-clean+ACI- zombie+AD4APg- +AD4- +AD4-Sorry, but when you ANIMATE a zombi, you're basically re-connecting the +AD4-physical body with his soul in an UNNATURAL way (using negative energy +AD4-instead of positive or neutral one). Since the statue has no soul, then +AD4-you've got no zombie. A zombie and Skeleton is just animated if Im correct while a JuJu Zombie is connected to the soul Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 00:23:33 -0400 From: redrobyne Subject: Re: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... ><< 3) Then...ok, I've built my castle, I'm full of followers and I've money >from taxes... but what if I wanted to become a land-owner? How much I'd >gain from an acre of my land>> > >Simply decide what you want to plant. Then DM decides what COULD grow in >your region and we'll see how much stuff u produce per acre (need to make >up your own rules, but fairly simple.. simply ask some farmer in your >area). THEN you can see how much you can sell of it and how much you can >profit by using the rules in GAZ11, The Republic of Darokin! It has prices >for all stuff and edibles, with places where they're more coveted and not: >refer to those tables and rules and good luck for your landlord career! ;) > You should get about 40 4x2x2 ft bales per acre in a temperate climate during a good season earlier there is a differnce between Hay and straw and grain Hay is for animals to eat it contains the stalk and the head Straw just contains the stalk and is used for bedding Grain is just the head or seed which when foundly ground is for human consumption if not its for animal, grain (animal) about $10.00 $20.00 for 50lb bag so 10 gp -20gp *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 00:26:38 -0400 From: redrobyne Subject: Fw: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... - -----Original Message----- From: redrobyne To: mystara-l@lists.imagiconline.com Date: Tuesday, June 08, 1999 12:14 AM Subject: Re: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup... > > >><< 2) I sculpt a stone statue, then I Stone to Flesh it (so I've a body) >and I >>Animate Dead it. >> In most cases this (I think) is the best way to have a "clean" zombie>> >> >>Sorry, but when you ANIMATE a zombi, you're basically re-connecting the >>physical body with his soul in an UNNATURAL way (using negative energy >>instead of positive or neutral one). Since the statue has no soul, then >>you've got no zombie. > >A zombie and Skeleton is just animated if Im correct while a JuJu Zombie is >connected to the soul > >Stewart 3 > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 00:57:09 -0400 From: redrobyne Subject: Re: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup... >> 1) Could one in OD&D have a Lawful thief (I once had it and happily >> played it till 13th or 14th level, but I've never found such a >> thing as a Lawful thief in any of the Gazeteers...)? > >I'd call Bilbo Baggins a "lawful thief". :-) > or Frodo probably a Lawful nuetral but I think theyd be a neutal good particularly but remember these arent D&D characters :( Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 01:02:11 -0700 From: Andrew Theisen Subject: Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! >On Mon, 7 Jun 1999, =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= wrote: > >I like the timeline. Especiallyt the tie-inns with Lhomarr and the >Dimension of Nightmares... The Lhomarr bit is something I thought of a while ago while working on the Outer Being series of stories that Geoff and I were doing for a bit. Some conversations with him further advanced my ideas. Basically (and this is just a bit of what I came up with) it has to do with trying to define the halfling culture of Davania. I wanted (and think there should be) some significant differences between the halflings there and in the Shires. So I tied them closely with the remnants of the Carnifex of Y'hog and (more particularly) the Sis'thik and other Serpentine races of the Aryptian basin. >> The Deep Glaurants > >Its cool that youre digging up these critters. Ive been toying with them >myself, actually. Which Entropic Immortals would they worship? Orcus? >Am I right assuming that connecting the Glaurants with the Dimension of >Nightmares is your idea? I think it fits, but I cant remember having read >it anywhere. (just curious and too lazy to check). Yeah, it was something I made up, actually. It pretty much followed from my Blackflame as Nightmare version of Fire idea, in fact. As for Immortals they might worship- I hadn't really thought about it. Probably more ancient Immortals- such as Thanatos, et al, as well as a few innately Nightmarish Immortals (canon suggests that there are some). >> Blackflame > >I think your theories on the Blackflame are interesting, but I'm not sure >that im comfortable with the idea that blackflame is common in the >Dimension of Nightmares. Could huge amounts of blackflame be brought from >that dimension, or would it normally be destroyed when entering our >dimension? The theory I was attempting to posit was that when normal flame undergoes a dimensional shift to the Nightmare dimension, it becomes Blackflame, and vice versa. Only in rare and unusual circumstances (such as the cataclysm that created the Ierendi isles) is there enough of a dimensional disruption that a proper dimensional shift does not take place, and such elements come into being in their natural forms. Similarly, if sentient creatures are not properly dimensionally shifted (such as the Glaurants) insanity is the inevitable result, as their dimensional perspective cannot handle the wildly different information that comes their way. As for what exactly the cataclysm's cause was, I haven't worked that out (may not, actually). Suffice to say that it was powerful and greatly upset the balance of forces in the dimensional barrier in the region of the Five Shires. Andrew "Cthulhudrew" Theisen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 01:20:32 -0700 From: Andrew Theisen Subject: Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! At 3:02 PM, Mon, 7 Jun 1999 , Sharon Dornhoff wrote: > >>> The Deep Glaurants >> >>Its cool that youre digging up these critters. Ive been toying with them >>myself, actually. Which Entropic Immortals would they worship? Orcus? >>Am I right assuming that connecting the Glaurants with the Dimension of >>Nightmares is your idea? I think it fits, but I cant remember having read >>it anywhere. (just curious and too lazy to check). > >To be honest, I'm not sure how well the Entropics would fit in with the >Nightmare Dimension as Andrew's described it. If it's really a realm where >EVERYTHING is reversed -- dark is light, fire is cold, Chaos is the good >guys (anarchistic diaboli) and Law is the bad guys (autocratic Glaurant >theocracy) -- then won't it be the Sphere of Integration that's the source >of all evil, there...? A grim, staid force of stasis, out to lock the >whole ND-universe into an everlasting, inflexible steady-state order, while >the four Spheres of Disintegration (the Nightmare Dimension's benign >counterpart to Entropy) fight to keep things "unfrozen" and dynamic...? Hmm... an interesting thought, but I'm not sure it holds true. Not everything is reversed, actually. The Inner Planes (Elemental, Ethereal, and Prime) are all affected by the Great Dimensional Barrier, and have their negative reflections. The Astral Plane and the Outer Planes (due to their... well, different, nature) are not affected in the same manner. Similarly, the Five Spheres would not be affected either- Time, Matter, Energy, Thought, and Entropy are all separate entities from the dimensional perspectives... boy, where's Frank Mentzer to explain all this when you need him? How's this- the Spheres are ideological concepts, rather than actual physical manifestations. The elements, on the other hand, are not abstractions, but actual physical manifestations. The Great Dimensional Barrier affected the physical realm, creating the "Reversed" forms of the elements, as I have them. Somewhere along the way, the concepts of law and chaos did manage to evolve differently among the denizens of the Nightmare Dimension (as shown in the descriptions we have of the realm), but the Immortals and the Spheres of Power would still have the same basic roles. By which I mean to say that the Immortals, who are outside of the realms affected by the Great Barrier, will be the same Immortals for both sides of the cosmos (Nightmare and Normal). I wish that didn't sound as confusing as it does... I think part of the problem is that I find myself agreeing with Sharon in principle (ie, that the Nightmare creatures might have a different perception of the roles of the Spheres), and yet not quite agreeing with her application of the concept. No- scratch that (can you see I'm working this out as I type; this is why it's a good idea to think before you respond... :p ) I stand by my original assertion- the Spheres, and the forces they represent, would remain static in both the Nightmare and Normal realms. Matter still represents order and solidity and lack of change; Energy represents Chaos, and change, etc. These are concepts that have existed since time immemorial (perhaps before the Old Ones placed the Barrier?), and the Immortals have always striven to uphold these ideals. However, and here is where I vacillated in my agreement with Sharon- the Nightmare creatures viewpoints of them is probably different from the Normals'. Matter- which is subject to order- is probably largely perceived as Evil, to most Nightmare creatures (such as the chaotic Diaboli). Conversely, I would expect the Diaboli to pay homage to more Energy Immortals than not. Entropy would still be seen as being the antithesis of life, and would not be welcomed by most thinking creatures. Certainly the Nightmare denizens' religions would be different and alien to Normals', but that's the way it should be. The Glaurants might well then worship Immortals of Matter. Note that, though the concepts of Chaos and Law are reversed, evil and good would probably remain consistent... at least, that's what I get from the materials I reviewed on things. :) Some very interesting ideas, though, Sharon. I'm still going to have to review your thoughts for a bit, as they hadn't occurred to me before. I may find myself changing my mind again... :) Andrew "Cthulhudrew" Theisen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 01:25:57 -0700 From: Andrew Theisen Subject: Re: [MYSTARA] - Graakhalian >Date: Mon, 7 Jun 1999 15:05:48 -0400 >From: Sharon Dornhoff > >>> PS: i remember a Graakhalian caverne map in one of the almanac, someone >>> remeber which? I'll not havve access to my almanac for some times, so i ask >>> for your help !! ^___^ > >That might be the map of Falun Caverns, a long-dead gnome settlement in the >Northern Reaches, you're thinking of. It's the only subterranean map I >recall seeing in the Almanacs, besides the ones for Oenkmar and the City of >Stars. There hasn't been a Graakhalia map published, unfortunately. I did do some writeups on the region, however (I think someone mentioned this). I am hoping to do a map of the region someday soon, though. I'm working on one (well, multiple ones) of the Black Mountains and Sind Deserts right now. When (if) those get finished, I'll do some work on a belowground Graakhalia. Like Sharon mentions though, it would be tough. They managed to do a good one for the Broken Lands subterranea even though it had multiple levels, but that was for a relatively small area. The Shadowelves map was okay, though I think it could have been better (what's with the mountains in the underground? Are you telling me some of the caverns are tens of thousands of feet high?) For anyone interested, I am currently (also... I know. Too many things...) working on subterranean maps of most of the Known World. The maps of the world beneath the Great Crater are almost done, and I'm working on the lands below Orcland (in Darokin). I'm also working (further below) on the caverns of the Glaurants. Andrew "Cthulhudrew" Theisen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 14:02:23 +0200 From: Fabrizio Paoli Subject: Re: [MYSTARA] - [MYSTARA] There's a loud knocking to the battered door's knocker...It's that bothersome "Skarmish" thing! :-) At 20.23 06/06/99 +0200, Skarm wrote: >2)Do you think's acceptable to let a wizard Pc do "mercenary" work -I mean >casting spell for money, with prices found in the DMG- ? Don't know about the prices, because I'm not familiar with AD&D books, anyway yes, I think it's ok to let the PCs do "mercenary" works. IMC the PCs are often hired as caravan guards, hunters, spellcasters, armorers, weaponsmiths, cooks... >I've not understood something in the Mail List FAQ...one's charged per >message in this newsgroup? How much cost being subscribed? It doesn't cost anything AFAIK. BTW: this is not a newsgroup, but a mailing list ************** Fabrizio Paoli brizio@gdr.net http://www.geocities.com/TimesSquare/Dungeon/4560/ ************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 15:01:10 +0200 From: "G. SGARBI" Subject: [MYSTARA] - [Mystara] - I'm going to a meeting with my old Academy comrades Hallo guys+ACE- ...I'm sorry for my dragon's +ACI-present+ACI-, but I've forgotten my +ACI-Huge-shovel-with-the-ultimate-disintegration-chamber-full-of-black-pudding +ACI- spell, so... none's going to leave anyway, isn't it? ...In my crystal ball I've found a new kit (or class if you translate it in OD+ACY-D), which I think's interesting... I'd like your opinion, before leaving for that boring meeting with my old Academy comrades - You know how that work, isn't it? ...All those Monster Summoning and Meteor Swarms for istant hamburgers...with that bothersome fellow who's always turned into a frog notwithstanding he's a 18th level Illusionist...yeah, such boring things -...do you think this's going to interest my old teacher, always saying +ACI-Yes, I've read this in a book too+ACI-? Or may be there's something wrong? May be it looks a bit exaggerated+ACE- Dark Harpist Specialty: Dark harp-player Qualification: Dexterity 13, Intelligence 16, Charisma 15. Since dark harpists want to master the deadly power of the Dark Harping (which they call +IBw-Soul Tune+IB0-), they often have to do evil things for fiends and undeads (for they are the primary source of the knowledge they search)+ICY-and they become so paranoid that they feel compelled inot killing anyone who finds what they know+ICY-so they may be of any non-good alignment (LE and CE included). A bard of good alignment may be allowed to learn Dark Harping and being an ex-apprendice of a dark harpist, but he CANNOT take the Dark Harpist kit (and he+IBk-s surely hunted down by true Dark Harpist)+ACE- Only human, half-elves, elves, tiefling (optional) and half-orcs are allowed to become dark harpists. Human, half-elves and Drow elves are unlimited in their advancement. Other elves can advance up to 15th level. Tieflings can advance up to 18th level. Half-orcs can advance up to 10th level. Description: Some songs can reach the soul of the people and make them feel as it touched it as the wave of a warm, placid water+ICY- In a very far past, a group of wicked bards, called the Dark Coven, searched in ancient inhuman tomes and traded human souls to fiends in order to learn how make use of this characteristic of music to forward their selfish dreams of power and wealth. But fiends enjoyed to give them few infos or wrong ones, so their search went on very slowly+ICY-mostly through experiments on human and demihuman victims+ICY- Eventually, their leader, Lorghan Ashadow, struck a bargain with one of the most ancient fiends+ICY-he+IBk-d have been turned into a demon and the Dark Coven+IBk-d have fought a war for the fiends, but the ancient fiend+IBk-d have given him all the knowledge he wanted. That was a really idiot bargain for after Lorghan was turned into a lowly nearly mind-less demon form, stripped of all his former knowledge, the fiend (who+IBk-d be called Jaughar in the few books of the Dark Coven+IBk-s members the harpist+IBk-ve put hands on) whispered +IBw-all the knowledge he wanted+IB0- in the ear of the dull-witted creature. Then most of the Dark Coven members were employed in ONE, eternal, war+ACE- Some flew and wrote down their knowledge in books or choose the path of Undeath in order to keep on searching. Now, a few sects or lonely searchers found the knowledge of the Past and are following the same path the Dark Coven followed+ICY-but they are back, they are the Dark Harpists+ICY- As their name implies, most Dark Hapists employ some kind of harp as their instrument, but there are some notable exception of guitar- and lute-using Harpists (as a rule, they can ONLY choose a stringed instrument and they+IBk-re trained to use harp). Role: Dark Harpist are lonely, +IBw-shady+IB0- people+ICY-they are something like the bardic version of the necromancer wizard as far as society+IBk-s interested (they+IBk-ve the same grim outlook most necromancer have). They tend to be foreigners in every country they come+ICY-even in their own country. Most people doesn+IBk-t know their powers, but that+IBk-s what draws a line between them and society. Often they are members of secret Dark Harpist society, but its secrecy+IBk-s mostly due the paranoia strikes most of them after becoming what they are, since most Dark Harpist are always travelling and aren+IBk-t going to tell anyone their business. Sure, there are a few inns and shops scattered around the world, which show a dark harp in their sign, but they are they rare places for them to gather and find shelter. Dark Harpists, due to their abilities, sometimes sell themself as assassins, but they+IBk-re always paranoid about being seen using their powers so that+IBk-s not a regular job. They+IBk-ve no real place in society and they+IBk-re always looking for something they cannot find in their present place (and it+IBk-s likely they+IBk-ll never find)+ICY-yeah, for power+ICY-but may be even for a peace with themself that learning the Soul Tune stole them. Most often they are lonely (since Dark Harping makes no difference between friends and enemies), but if they travel with a party often try to pass themself as thieves (often trying to disguise their missing thieving skills as failure in using them), if they+IBk-re not utterly sure their comrades aren+IBk- t going to steal their knowledge (and that+IBk-s not a simple thing, since the most enhanced trait of a Dark Harpist is his utter paranoia). If he+IBk-s with trusted comrades or his comrades aren+IBk-t looking at him, a Dark Harpist is a truly invaluable ally due to his large choice of weapons and his mastery of Dark Harping+ICY-even form after using Dark Harping in combat, their paranoia fuels their courage (for they+IBk-re not going to allow an enemy with that knowledge to live+ACE-). Secondary Skills: Dark Harpist can choose any secondary skill, but they+IBk-re past life+IBk-s so far from them that they don+IBk-t remember them very well (Dm should take note of this and act of consequence). Weapon Proficiencies: An initial weapon proficiency slot must be spent on either the dagger or knife, for they+IBk-re the best ways to silence someone who +IBw-knows too much+IB0- (the Dm can rule other weapons, based on the setting the character+IBk-s from+ICY-a jambiya for an arabian-like setting, a stiletto for a Renaissance-like setting.). Otherwise, the Dark Harpist+IBk-s unrestricted in his choice of weapons. Nonweapon Proficiencies: Bonus: Dark Harping, Musical Instrument (Harp+ACo-), Singing, Ancient History (Dark Coven). Suggested: Herbalism+ACoAKg-, Ancient Languages, Reading/Writing, Artistic Ability (Composition). +ADwAKgA9- If you use different type of harp in your campaign, choose one type ONLY+AD4- +ADwAKgAqAD0- since poison's a good +ACY- quick way to deal with +ACI-knowing-too-much problems+AD4- Armor/Equipment: Dark Harpist can use any weapon. He can wear any type of armor up to, and including, chain mail, and he can use shield, but he+IBk-s forbidden to use any kind of helm or helmet (anything don+IBk-t allow a clear hearing makes most of them mad). Dark Harpist often wear black or dark blue clothings, grim-looking gear (with something reminding death) and their instruments are silvery, but that+IBk-s not the rule. Their instruments are the only thing+IBk-s absolutely always kept clean, but their clothings can be kept as they like. Special Benefits: Dark Harping : Although Dark Harping is a nonweapon proficiency and everyone (with a lot of nonweapon slots) able to find a mentor could learn it, Dark Harpists are true masters of this art. Whatever they+IBk-ve achieved this mastery through dark pacts, strange unknow potions or through simple, mono-maniac training, they+IBk-ve honed this art to levels unreachable by others. That means: +ACo- When a Dark Harpist uses Dark Harping, he rolls a nonweapon proficiency roll and subtracts that roll from his score (finding what+IBk-ll call the +IBw-Soul Score+IB0-), as anyone with that proficiency does+ICY-but now he rolls that number of 8-SIDED DICES for damage+ACE- +ACo- A Dark Harpist+IBk-s the only one who can add additional slots to Dark Harping (although he never payed the initial cost), allowing him to do more damage or effects through his skill. +ACo- A Dark Harpist can augment the Dark Harping+IBk-s range with a simple penality to his roll (which is subtracted from his score, diminishing the damage): Range (S +IBM- M +IBM- L) Penality 30 +IBM- 100 +IBM- 150 0 50 +IBM- 120 +IBM- 170 -2 70 +IBM- 140 +IBM- 190 -4 90 +IBM- 160 +IBM- 210 -8 +ACo- A Dark Harpist causes a penality of +IBM-1 for each 3 levels to victims+IBk- (which could mean allies+IBk-) saves vs. Death Magic (when saving against Dark Harping damage). +ACo- At 5th level, a Dark Harpist learns the +IBw-Tune of the Heart+IB0-, the way to control his Dark Harping in order to +IBw-chain victims+IBk- hearts+IB0- to his will. This means that he can choose to use the +IBw-Soul Score+IB0- to charm thrice that number of Hd (as per Charm Person and the victim MUST to be a +IBw-person+IB0- as this song is created for +IBw-persons+IB0-). Victims are allowed a saving throw vs. spell with the Dark Harpist+IBk-s penality (the same used for the Death Magic save) and this +IBw-Tune+IB0- has the same duration of Charm Person. +ACo- At 7th level, a Dark Harpist learns the +IBw-Tune of Awakening+IB0-, the way to control his Dark Harping in order to +IBw-awake people from their Sleep of Death+IB0-. This means that he can choose to use the +IBw-Soul Score+IB0- to animate five-times that number of Hd of skeletons or zombies (as per Animate Dead, but he MUST have the right or an higher number of corpses or skeletons he needs). These skeletons and zombies are more intelligent than their common counterparts (Int 3-4), they can use weapons and are under Dark Harpist+IBk-s control. There is a few little problems : +ACo- Notwithstanding their higher intelligence (which allows a bit more tactics), their commands must be of the same kind of their non-intelligent counterpart, since they+IBk-re conveyed through the notes of the Dark Harpist+IBk-s instrument (I know it+IBk-s strange, but it works in this way). +ACo- They are animated only as long as the Dark Harpist plays his instrument+ADs- should he stop or lose his concentration (as per spellcasting), they+IBk-d at once go back to the Sleep of Death (turn normal corpses and skeletons). +ACo- The Dark Harpist+IBk-s disturbing the dead from their eternal rest in order to animate such corpses and skeletons. He knows what+IBk-s doing and it+IBk-s not a good action (many Harpists are evil, but may be a neutral+IBk-d have more scruples in doing such a thing). +ACo- The undead are animated only as long they stay within ten times Harpist+IBk-s Dark Harping score in yards., for they+IBk-ve to +IBw-hear+IB0- the song. +ACo- Should the undeads be destroyed by a priest, shouts of joy+IBk-d be heard as the victims go back to their eternal rest. The Dark Harpist takes 1 hp/level of the turning priest as a backlash (no save). Should be only a share of undead be destroyed, the Dm can rule the damage or not, as he wants. +ACo- At 9th level, a Dark Harpist learns the +IBw-True Tune of The Soul+IB0-, the way of take away the soul from a victim with Dark Harping and forcing it in one of his instrument+IBk-s strings. He have to choose one target and the notes are so tailored to that target that none else can hear them. He has to be within ten times his Dark Harping score in yards. Dark Harpist has to know well his victim (he has to gather at least 10d100 gp-worth knowledge about him/her +AFs-Dm shouldn+IBk-t roll this at random+ICY-it+IBk-s better if he choose the cost, which could be higher+AF0-). When everything+IBk-s ready, victim saves vs. spell (no penalities). If he/she fails his/her soul comes out of the body and happily follows the music into the string the Dark Harpist+IBk-s chosen. No more than one soul can be trapped in a single string, but a string could be taken away from the instrument. If the string breaks (on a 20 on Musical Instrument roll or on Dark Harping roll), the soul+IBk-s freed. If the soul comes from a singer (or someone with a Singing proficiency and a charisma of 13 or more), each of such +IBw-soul-string+IB0- gives the Dark Harpist a +-1 bonus to his Musical Instrument and Dark Harping rolls with that instrument (I mean the roll+IBk-s lowered by one, if it+IBk-s not a natural 20). +ACo- At 12th level (and for each 3 level after that+ADs- so at 15th, at 18th,etc.), a Dark Harpist with an Artistic Ability (Composition) can try a check with a +IBM-5 penality to create a new +IBw-Tune+IB0-. The new +IBw-Tune+IB0- can roughly duplicate a Necromancy, Conjuration/Summoning, Alteration (and only +IBw-polymorph+IB0- kind) or Enchantment/Charm of a spell level which is not higher than 1/3 of Harpist+IBk-s level (should he fail, he can try when he reach the following level and then the next+ICY-but if he fails three times in a row, he+IBk-s lost his chance). The player can change the spell in the way he wants, but it should be balanced and be accepted by Dm. +ACo- After 12th level, a Dark Harpist can learn old, forgotten +IBw-Tunes+IB0- with a Dark Harping check with a +IBM-5 penality (he can try once per level, but there +IBk-s no other problem), if he finds them. T The Dm should create these, using guidelines given above (but he may give a little more power+ICY-since are +IBw-old Tunes+IB0-) and give them to the player after an hard adventure (dealing with undead or fiends or other nasty, long living things+ACE-). Thieving Skills: A Dark Harper starts knowing the following thieving skills : +ACo- Backstab +ACo- Move Silently (Base 20+ACU-) +ACo- Detect Noise (Base 20+ACU-) +ACo- Read Languages (Base 5+ACU-) And he gets 20 points to distribuite between them at 1st level and 15 additional points every time he advances in level (they are adjusted by Race, Dexterity and Armor Modifiers). Killing Knife/Dagger: Due to their natural paranoia, Dark Harpist are ready to stab in the back anyone discover their +IBw-secret+IB0-. So they can specialize (with hit and damage bonus as per fighter) in dagger OR in knife (they+IBk-ve to pay specialization). Special Hindraces: Now comes the +IBw-funny+IB0- part+ICY- Non-Standard Thieves+IBk- Skills: Dark Harpist have the thieving skills listed above and ONLY those one. Limited Spellcasting Abilities: Dark Harpist cannot cast spells in the +IBw-normal+IB0- way (till the 12th level they+IBk-ve ONLY their standard Dark Harping abilities) and they cannot use any written magical items at 10th level. Limited Bardic Abilities: Dark Harpists cannot influence reactions, rally allies, counter song as normal bards can (I don+IBk-t mean they can in another way, they CANNOT+ICY-quite simple). Loneliness: Dark Harpists NEVER attract followers (they could have apprendices, but they are not followers and their gaining is to be role-played carefully). Grimness: Knowing how to use songs which touch people+IBk-s hearts to kill, subdue, animate and steal souls isn+IBk-t a thing which leaves one+IBk-s soul unchanged+ICY-Dark Harpist take a grim outlook that make them not great in conversation. Then people always feel them as +IBw-foreigners+IB0- and/or scary people (there+IBk-s something strange, unnatural, in them). That+IBk-s a +IBM-3 penality to reaction. Paranoia: Should Dark Harpists be less paranoid, may be one of their old saying+IBk-d be +IBw-Keep your paranoia healthy, paranoia+IBk-s your best friend+IB0gJg-but they+IBk-re much more paranoid when they are together than they+IBk-re alone (other Dark Harpists are their paranoia+IBk-s favourite targets), so they+IBk-re not going to joke about that with their +IBw-comrades+IB0-. Every Dark Harpist is paranoid and is always thinking everyone else wants the knowledge he has and everyone else has no qualms about doing him any sort of nasty things in order to learn that (and that+IBk-s true for most Dark Harpists). Dark Harpist+IBk-s paranoia has no gaming effect, but should be role-played. After the 12th and after his first discovery or creation, a Dark Harpist becomes TRULY paranoid +IBM- now he has something every creature in the world+IBk-d like to have +IBM- and, when I mean +IBw-paranoid+IB0- I mean he+IBk-s truly mad. Apart from his paranoia (which targets anyone+IBk-s not Dark Harpist+IBk-s best friend with the guilt of wanting his +IBw-treasure+IB0- +AFs-yeah, a Dark Harpist becomes a bit Gollum-like+ICY-do you remember Gollum in the Lord of Rings? With all that talking about his +IBw-treasure+IB0-?+ICY-ok, take away all those talk with the +IBw-treasure+IB0- and about the +IBw-treasure+IB0- +IBM-a Dark Harpist+IBk-s not going to talk about his new +IBw-Tones+IB0-, but he+IBk-s not so crazy as to talk +IBw-with+IB0- his new +IBw-Tunes+IB0-- and you+IBk-ve got something very near to a 12th level Dark Harpist with a new +IBw-Tune+IB0AXSAm-best friends are free from this +IBw-guilt+IB0- and Dark Harpist +IBk-s not going to kill everyone he meets without a right hint of their +IBw-interest+IB0-) a Dark Harpist+IBk-s almost normal. Dark Harpist in D+ACY-D: I think Dark Harpist could be turned to D+ACY-D statistics with the following changes : +ACo- Use thief+IBk-s (or bard+IBk-s+ICY-but I+IBk-ve never played bards in D+ACY-D) level advancement, attack and saving throws tables. +ACo- Use thief+IBk-s skills advancement. +ACo- Dark Harpist is character dexterity minus 4. For every 3 levels, a Dark Harpist adds a +- 1 to this score. This score+IBk-s used even for learning +IBw-Old Tunes+IB0-. +ACo- Dark Harpist can only be of Neutral or Chaotic alignment. +ACo- At 12th level and at each 3 level after, a Dark Harpist can create a New Tune with a wisdom check with a +IBM-5 penality. Dark Harpist in Mystara: May be Dark Coven was a secret sect who lived in ancient Nithia, but that+IBk-d make very difficul for a Pc to find +IBw-Old Tunes+IB0gJg-may they can find them in the Savage Coast were Nithians weren+IBk-t utterly destroyed. I don't know what fiendish +ACI-eternal war+ACI- could be fought by Dark Coven in Mystara (I was thinking about the Blood War, but in Mystara there arent the +ACI-standard+ACI- planes)...change that story as you like. Dark Harping (4 slots+ADs- Group : Rogue+ADs- Dex +IBM- 4) To use Dark Harping proficiency one+IBk-s to use a musical instrument, an harp. He plays such a music which touched the living and +IBw-animated+IB0- (undead or magical construct) matter in such a way as to +IBw-slashing+IB0- it. Dark Harping has visual effects (waves of blackness and bluish eldrich mist start from the player and quickly reach the victims) which can be turned invisible by a Dark Harpist (if he wants, and only HIS waves), but that are unavoidable by non-Dark Harpists. When +IBw-visual effect+IB0- reach victims, it +IBw-slashes+IB0- them as huge, cold claws (that+IBk-s not very right+ICY-it+IBk-s more like being passed through by +IBw-force blades+IB0-, which sometimes scratches people and sometime rends it to threads). Some flesh (or other material makes the victim) is rended and some else is simply disintegrated in black ash. In game mechanics, one rolls 1d20 and subtracts the result to his Dark Harping score. The result+IBk-s what I call +IBw-Soul Score+IB0- and it+IBk-s the number of 1d6 victims have to roll for damage. Victims are anyone (including allies) within 150 yards radius (anyone can hear the music+ADs- so if, Dm rules, creature with a keen hearing+IBk-d be affected in a larger radius). All victims aren+IBk-t affected in the same way, for longer one+IBk-s from the Dark Harping player less is the damage : +ACo- All creatures within 30 yards are affected by full +IBw-Soul Score+IB0- (short +AFs-S+AF0- range)+ADs- +ACo- All creatures within 100 yards are affected by +IBw-Soul Score+IB0- minus 2 (medium +AFs-M+AF0- range)+ADs- +ACo- All creatures within 150 yards are affected by a +IBw-Soul Score+IB0- minus 5 (long +AFs-L+AH0- range)+ADs- Obviously a source of very loud noise or a bard+IBk-s counter song may affect the Dark Harping, lessening the effect as much as halving the damage (as ruled by Dm+ADs- but never less than +AL0-, since a part of Dark Harping is an attack to target+IBk-s soul). Then, victim can roll a save vs. Death Magic in order lo halve the Dark Harping damage. For immunity purpose, half damage+IBk-s due to draining and the other half+IBk-s due to disintegration. In order to learn how to use another stringed instrument (other than an harp type) for Dark Harping, one+IBk-s to devote another nonweapon proficiency slot, which doesn+IBk-t add bonuses to the Dark Harping score (This is allowed even to non-Dark Harpists, but only Dark Harpists can enhance their Dark Harping score through training +IBM- nonweapon proficiency slots -). A natural 20 means that one of the instrument+IBk-s strings break (Dark Harping cannot be used with an instrument with broken strings). A natural 1 means that all victims in 30 yards radius (may be more if the player is a Dark Harpist, bu always in short range) are rended to bloody threads if they fail their save. Well... may be this's not very interesting... but, notwithstanding, I can entertain myself thinking I'm the most handsome, the most intelligent and the most skilled necromancer ever came out of that Academy +ADw-evil necromancerish-grin+AD4- Skarm The Warlock *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #249 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Tuesday, June 8 1999 Volume 1999 : Number 250 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! [MYSTARA] - Graakhalian thoughts [MYSTARA] - [GANDERG@tc.gc.ca: New Spell - Nullify Outer Power] [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! Re: [MYSTARA] - Seharinn's Book Shoppe Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells Re: [MYSTARA] - The Book of the Red Curse (long) Re: [MYSTARA] - [Mystara] - I'm going to a meeting with my old Academy comrades Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! Re: [MYSTARA] - OD&D Tome of Spellcraft 4th Edition Ready Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! Re: [MYSTARA] - [Mystara] - I'm going to a meeting with my old Academycomrades [MYSTARA] - [Mystara] - More readable (I hope) version of "I'm going to a meeting with my oldAcademy comrades" ---------------------------------------------------------------------- Date: Tue, 8 Jun 1999 15:01:25 +0200 From: "G. SGARBI" Subject: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! I'd like the opinion of other newsgroup people about: a)In Savage Coast campaign book (which I've downloaded from TSR) is said that A Mighty Fortress campaign sourcebook could be useful for playing it the Savage Coast setting (new version of Red Steel setting). In Mighty Fortress there are more firearms than the weellock pistols described for this setting (older matchlock arquebus,caliver and musket and more improved snaplock musket and pistols)! Do you think I can have matchlock firearms (arquebus, caliver, musket with rest) and snaplock firearms (belt pistol, horse pistol, musket)*? [* = May be the latter being used only by rich people as they are more advanced] And what about flintlock firearms (belt pistol, blunderbuss pistol and blunderbuss, carabine, horse pistol & musket) I've found in Player's Options : Combat & Tactics (which are described as a more reliable version of snaplock and could be creation of a good, creative gunsmith)? Should I allow these other kind of firearms, what about allowing characters with gunsmithing to create them with a modifier (Hand Match with a +2 bonus, Matchlock with a + 1 bonus, Snaplock with a -2 penality and Flintlock with a -4 penality)? What about allowing Gunsmithing to be used as Weaponsmithing (with the choice to create weapons of worse or better quality)? How much time'd take to create an arquebus, a caliver, a musket, an horse pistol and a belt pistol in your opinion? b)How do you think are related OD&D/Mystara's outer planes (Matter, Energy,Time, Entropy, etc.) and standard AD&D/Planescape's outer planes(Baator/Nine Hells,Abyss, Gray Waste/Hades,etc.)? Are the former just demiplanes drifting in Ethereal Plane (as demiplane of Time and demiplane of Dread) or they are barriers to other planes of existance (like is the Gray in Athas)? Do you think any Mystarian person has ever seen a fiend like a Baatezu or a Tanar'ri? Can a Mystarian wizard summon a "Planescape demon" with a Gate? c)What happens when a specific mithos priest from another world (who pray a GOD) comes to Mystara (where Immortals rule)? Is he going to lose his powers & spells? d)Somewhere've read that Mystara isn't a "natural" world, but it's something like a battle arena created by gods to test mortals...what's your opinion? e) What do you think should happen if a Mystarian wizard, for a strange case, travels to Athas? Would he become a preserver or a defiler? Or would he draw spells harmlessly as he does in his homeworld? Should he become a preserver or a defiler, could he learn spells restricted to preservers or to defilers? f) Has anyone found Ad&d wizard spells which helps with farming and/or gardening?...I'd underline that Ad&d wizard version of Plant Growth has NOT the benefic, non-combat effect of the priest version. Skarm The Warlock *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 15:42:41 +0200 From: "Matteo" Subject: [MYSTARA] - Graakhalian thoughts here are some consideration I made writing down some preliminary ideas for my campaign in Graakhalian's region. I found that all the stuff, from the location to the story and beahviour, as described in the Explorer manual of Champions of mystara boxed set, are perfectly suitable for a melting beetween usual fantasy underground atmosphere with a post-holocaust situation flabvour. like the movirìes of mad max series. the Graakhalian are a cultures of survivors in a terrible hostile enviroments. so as the shadow elves cut their way with the creation of a strictly organized stantial society, the graakhalians had choosen the way of demi-nomadism in order to survive. so what i picture in my mind is a society of survivors that know that its only chance to avoid oblivion is to remain survivors all the times. the Graakhalian regions are so harsh and hard that eveeryone mustact in evry moment of his life thinking what's the best way to life another bit. I speak about tribes of skilled hunter and scout, hardened by centuries of struggle and fight, that is in some way wild, but only in the aspects in which a certain grade of wilderness id best suited for survive. in this way also the semi-permanent accampment are builded in a very practical way, what everything could be used, in the most clever way possible. the post apocaliptic flavour given by the use of rudimental fire weapons, or the use of remains of old technology can easly be changed in a particular use of magic. in graakhalian society there aren't many powerful spellcaster (elves and shaman are not so skilled as wizard and priest), but surely, every one that have the gift of magic will use it in the daily struggle for life. so we will have a grat numeber of spells created in order to help the evryday tasks ( such hunt, gathering, harvest, defense and control of the natural ambient). i suppose, also, that in century of isolation the magic of the Graakhalian elves has lost great part of its former delicacy. the graakhalian spell often act in very direct rudimantal way with loud effect, this doesn't mean that a fireball would be more effective, but that every spell is studied and cast with two base idea: minimum possible not necessary effects and maximum possible effectivness. the hard life that they had brought up for century, had radicated in graakhalian mind the believing that every decision has to be taken in the minot time possible. because the risk of a wrong decision are more faceable that the risk that come from undecision and waiting. this custom has radicated so deep in their culture that evry dispute of a certain importance that arrives at a stall position will be solved by a Duel. in the first century the Duel was a real fight beetween the two contendents that often ended with a death. again the practical mind of the Graakhalian brought them to wiew the death of some valid members of the tribe as a risk for the sopravvivence of the tribe itsself. so the Duel slowly changed form and became what now is Know as the Race. the race is a test the will prove every aspect and skill that a Graakhaliaan need for survive. the reason is on the side of who is tha best graakhaliaan, this the same as say who have the best skill to assure his life and the life of the tribe. So the race is a challenge in which two Graakhalians try to arrive first in a determined places and accomplish a task. this travel must be done alone, without the help of no one else. the two contendents stand up in face of all the tribe when they declare that a race is called. the chieftain of the tribe then consults his conuseullors and the shamans presents in the accampment and decide a route that the two racer must accomplish, and the same for the task. The travel can take many days, and sometimes weeks. in this travel the Graakhaalian will menage to survive and move faster than the other using all his abilities for orientering in the maze of tunnels, defend himselfs for the thousand danger of underground, and gathering the nfood, as the tradition want that the racer will start they run without any rations. an example of race could be descend in lower regions and arrive in a cavern used by the tribe as granary or deposit, control the state of the situation, and come back with a proof. the practical mind of this people again has done that evry race in some way could be considered a riky mission for the tribe. therir common sense says: if someone want run at his own risk in the tunnel, let them run, but in a useful way. very important race, like a challenge beetwen chieftain could take much time, long and dangerous tunnels, and a very hard task to performs. more is important the race, more is difficulkt the succes. the races are called only for motivations of honor or treason, that in graakhalian culture are strictly connected with the effectivness of collaborations and duty inside the community. i was also wondering what immortals could be iterested in graakhalians, they have shamans both gnoll and elves, so they probably have some immortals. maybe maeliden once became immortal, had found and rediscovered this branch of the Sheyallia eleves, and intrigued by their strong willpower had chosen to patonize them. i don't remember the period in which maeliden became immortal so if someone could give an advice i'll can try to set better this idea. i think the mealiden could see in the gnoll component of graakhalian culture some good points and so he can put an eyes also upon them. i want put ilsundal out of all. for a time in the mystara history i would give to the poor maeliden the chance to step out from his friend's shadow. probably ilsundal know og graakhalian elves, but for they alliance with gnoll skip them, leaving the camp to his liutenant. another immortal that can be became interested with them could be Rafiel. maybe for his dedication to subterran elves, rafiel can whatch allso on these. i'm thinking also that in the century a small group of shadow eleves had travelled untill reached the most eastern tunnels of graakhalian region, and for some reason was not able to get back. maybe they were absorbed in some Graakhalian tribe that lives quite isolated from their brethern and have create a subculture by the melting of shadow elves with the other two races. maybe are they that had brought the cult of rafiel in this regions. of course there will be also Ranivourus, the will be the patron of the most ferocious gnoll in graakhalian but i see him as a figure disgusted by the way choosen by the graakhalian gnoll. they don't plunder, destroy and kill for survive, they had forged a strong bound with the hated elves. so i think the graak halians are a torn for him. and that he will happily patronize everyone would bring the gnoll on the good old ways of slaughter and bloodthirsty. maybe he is helping bozdogan in supporting the move of the master, bringing even more umanoid in graakhalian regions. maybe the gnoll will follow the examplòe of more proper humanoids. this bring me to think, that if the graakhalians gnoll are a torn for Ranivourus, Pflarr could have cast a benevolent eye upon them. i think that the main concern for Pflarr are still the Hutaakan, but from times to times, he look upon this strange elf-gnoll culture. this is all for now. every comment suggestion and help are wellcome Matteo *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 10:31:05 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: [MYSTARA] - [GANDERG@tc.gc.ca: New Spell - Nullify Outer Power] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: New Spell - Nullify Outer Power Date: Tue, 8 Jun 1999 08:39:02 -0400 Nullify Outer Power Level: 4 Range: 10' + 5'/level Duration: Four rounds/level of caster Effect: Nullifies any source of Outer Being-related power within range. This spell was designed specifically to combat the evils perpetrated by the Outer Beings and their ilk. It was first used during the time of Lhomarr, when the now-forgotten mages of that land aided the armies fighting against the Carnifex of Y'hog and their foul masters, the Outer Beings themselves. The spell has since been passed down through the ages, kept secret by those who continued the war against the Outer Beings and their otherworldly minions. When cast, this spell will, within its range, nullify any low- to medium-level magic spells and spell-like effects created by the power of the Outer Beings. Auras of fear created by lesser servitors will be nullified for the duration of the spell while those creatures remain within range. Likewise, spells cast by lesser servitors, and by clerics of the Outer Beings, will be cancelled by this spell if they are within range. Even certain immunities enjoyed by lesser servitors, such as those against non-magical weapons, will be suspended for the duration. Physical attacks, however, are not affected. If, while the spell remains in effect, a lesser servitor or cleric leaves the range of the spell, any cancelled abilities, immunities, and spells will come into effect once more. While the spell is in effect, the caster may move at a normal rate, thereby moving the spell's range with him or her. He or she may also make attacks, but may not cast other spells until the duration ends. - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 10:31:29 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: New Monster - Deep Carnifex Date: Tue, 8 Jun 1999 08:36:52 -0400 Deep Carnifex Worker Armour Class: 7 Hit Dice: 3+1 Move: 90' (30') Attacks: 2 claws/1 bite or 1 weapon Damage: 1d4/1d4/2d4 or by weapon No. Appearing: 1d2 (1d6) Save As: F3 Morale: 7 Treasure Type: Q (D) Intelligence: 10 Alignment: Chaotic XP Value: 50 Warrior Armour Class: 4 Hit Dice: 5 Move: 90' (30') Attacks: 2 claws/1 bite or 1 weapon Damage: 1d6/1d6/2d6 or by weapon +2 No. Appearing: 1d4 (2d4) Save As: F5 Morale: 9 Treasure Type: Q (D) Intelligence: 10 Alignment: Chaotic XP Value: 175 Description: Deep Carnifex are the most prolific, the youngest, and the least powerful of the Carnifex subspecies. As a group, they have been in existence for only 9,000 years at most - extremely recent by Carnifex standards. They are known to inhabit the vast caverns that lie beneath the Adakkian Mounts of northwestern Davania, though they could very well live in other underground places as well. Deep Carnifex stand roughly five feet tall, and are rather slight of build. Their bodies are covered with white or pale grey scales, and their tiny red eyes, almost vestigal, sit low on their heads, adjacent their large mouths. Indeed, their heads are dominated by two things, their large nostrils and their mouths. Equipped with two rows of tiny, razor-sharp teeth, the Deep Carnifex are carnivores, feeding off of their livestock, and those they capture in their frequent underground battles. Living in the stygian darkness under the mountains, the Deep Carnifex rely not on sight, but on smell and sound. Their sense of smell is so strong that they can distinguish individual scents from distances of up to 100 feet, and their hearing is so sharp that they can hear a person's heartbeat from distances of up to 20 feet, if they concentrate. Because of their reliance on sounds and smells, Deep Carnifex are almost blind, their infravision allowing them to see things only 10 feet away. Socially, the Deep Carnifex are highly stratified, with each city dominated by a queen, who rules over her almost drone-like populace through hereditary power. Her will is enforced by a cadre of clerics, who, through Immortal guidance, interpret her wishes to the populace. The actual balance of power varies among the cities, with some having the queen as a figurehead, while in others the clerics are subservient to the queen. Most inhabitants of a Deep Carnifex city belong to the commoner caste - mushroom farmers, giant insect herders, crafters, and builders. Protecting the inhabitants of a city are the members of the warrior caste, who have been trained since their hatching for combat, and who know little else. They are readily distinguished from their compatriots by their increased size (most warriors stand between five and six feet tall), and their usage of simple plate armour to protect their torsos and limbs. Otherwise, it is exceedingly difficult for an outsider to distinguish Deep Carnifex from each other. There is no social mobility in this society; the Deep Carnifex are taught from infancy to obey superiors without question, and any divergence of opinion is crushed ruthlessly. The caverns ruled by the Deep Carnifex are filled with cities, each one a city-state unto itself, and all of them consider their neighbours to be potential enemies. Alliances between cities to destroy a common foe last as long as necessary, but no longer. Reasons to go to war range from acquiring more land, capturing more slaves, overpopulation, or simply acting out a disagreement. Deep Carnifex wars are exceedingly brutal, with no quarter asked or given, and unspeakable tortures inflicted on captured enemies, commoner and elite alike. As a result, the Deep Carnifex civilization has been unable to expand greatly since its establishment so long ago, riven as it is with divisions and internal strife. Notes: Due to their subterranean nature, Deep Carnifex are sensitive to light. The presence of any light stronger than natural phosphorescence repels them, and even moonlight would blind them. If a Deep Carnifex is forced to function under lighted conditions, they will do so, though attacks are penalized at -4, and morale is reduced to 5. Because their senses of smell and hearing are so sensitive, a sensory "overload" would harm a Deep Carnifex considerably. When actively listening for something, any sudden noise louder than a normal voice will temporarily deafen a Deep Carnifex for 1d4 turns, and they must save vs. Spells or be stunned for 1d4 rounds. Likewise, strong smells (like garlic) will numb their sense of smell for 1d4 turns. It is the DM's discretion as to what constitutes a strong smell. - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 17:16:58 +0200 (METDST) From: Agathokles Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! On Tue, 8 Jun 1999, G. SGARBI wrote: > b)How do you think are related OD&D/Mystara's outer planes (Matter, > Energy,Time, Entropy, etc.) and standard AD&D/Planescape's outer > planes(Baator/Nine Hells,Abyss, Gray Waste/Hades,etc.)? > Are the former just demiplanes drifting in Ethereal Plane (as demiplane > of Time and demiplane of Dread) or they are barriers to other planes > of existance (like is the Gray in Athas)? > Do you think any Mystarian person has ever seen a fiend like a Baatezu > or a Tanar'ri? > Can a Mystarian wizard summon a "Planescape demon" with a Gate? This is a most discussed topic. If you play AD&D, then probably the Elemental Planes will be the home planes for the five spheres. Other OD&D outer planes are a difficult matter. Some can be demiplanes, other will probably fit better as realms/layers of some outer plane, and some (as, for example, Eloysa in M4) might even be other crystal spheres. If you play OD&D, then you will probably consider some stronger division, like having two different multiverses, separated by some barrier. > c)What happens when a specific mithos priest from another world (who pray a > GOD) comes to Mystara (where Immortals rule)? > Is he going to lose his powers & spells? This depends on the outer plane structure you choose. If you have something like the "two different multiverse" solution, then he will loose his powers (but the same will apply for a Mystaran cleric who enters the AD&D multiverse). If you keep them integrated, then gods and immortals aren't that different, so the priest will keep his powers (though the immortals might not like the intruder). > d)Somewhere've read that Mystara isn't a "natural" world, but it's > something like a battle arena created by gods to test mortals...what's your > opinion? Never heard this before. > e) What do you think should happen if a Mystarian wizard, for a strange > case, travels to Athas? > Would he become a preserver or a defiler? > Or would he draw spells harmlessly as he does in his homeworld? > Should he become a preserver or a defiler, could he learn spells > restricted to preservers or to defilers? IMO, he will not be able to draw spells, as he doesn't know about "draining energy from the plants". After he discover the situation, he will probably become a preserver, as he is not trained to "overdrain" energy like the defilers do (on Mystara, he gathered energy in a preserving way, though without knowing it). He could then become a defiler, with the standard procedure. I think he should be able to learn any spell open to his class. > f) Has anyone found Ad&d wizard spells which helps with farming and/or > gardening?...I'd underline that Ad&d wizard version of Plant Growth > has NOT the benefic, non-combat effect of the priest version. Since you know DarkSun, you could try with the Athasian spells (create tree of life?). A bit overpowered for farming, maybe... Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 17:54:27 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! On Tue, 8 Jun 1999, G. SGARBI wrote: > I'd like the opinion of other newsgroup people about: Here is my go. > b)How do you think are related OD&D/Mystara's outer planes (Matter, > Energy,Time, Entropy, etc.) and standard AD&D/Planescape's outer > planes(Baator/Nine Hells,Abyss, Gray Waste/Hades,etc.)? > Are the former just demiplanes drifting in Ethereal Plane (as demiplane > of Time and demiplane of Dread) or they are barriers to other planes > of existance (like is the Gray in Athas)? This is a heavily discussed topic. Here is my option. Wrath of the Immortals describes Dimensions as realities containing numbers of planes. The Mystara multiverse is one dimension. Other dimensions are the Nightmare Dimension and the Vortex Dimension. IMO the AD&D Muliverse is another dimension. The reason why i chose this option is that integrating Mystara into the AD&D multiverse means making mystara less interesting and it also means you'll have to omit parts of the > Do you think any Mystarian person has ever seen a fiend like a Baatezu > or a Tanar'ri? Some mystaran characters have made their way into the Planescape setting. A Shadowelf is mentioned in one Planescape product. One or two Baatezu might have found their way to Mystara, but not too many. The council of intrusion would try to eliminate such intruders immeadiately. (Adventure Hook?) > Can a Mystarian wizard summon a "Planescape demon" with a Gate? IMO Nope. > c)What happens when a specific mithos priest from another world (who pray a > GOD) comes to Mystara (where Immortals rule)? > Is he going to lose his powers & spells? Id say yes. Alternately, an Immortal with similar interests would supply the priest with spells. > d)Somewhere've read that Mystara isn't a "natural" world, but it's > something like a battle arena created by gods to test mortals...what's your > opinion? Mystara and its surrounding planes is created by beings known as the Old Ones. Their reasons are unknown, but it might be some sort of "Science Experiment". > e) What do you think should happen if a Mystarian wizard, for a strange > case, travels to Athas? > Would he become a preserver or a defiler? > Or would he draw spells harmlessly as he does in his homeworld? > Should he become a preserver or a defiler, could he learn spells > restricted to preservers or to defilers? I have limited knowledge with the Dark Sun Setting. Id suggest that the wizard would have to study the magic of Athas for a certain period and then chose either to become a preserver or a defiler. Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 13:32:35 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Seharinn's Book Shoppe In a message dated 08/06/99 03:35:31 GMT Daylight Time, redrobyne@ellijay.com writes: > Athough this doesnt really mean anything coming from me but I love the book > shop I had the idea of a book like that (lol from the never ending story > movies not the book) but like most of my ideas they never get put to use and > end up in a huge pile in my desk drawer with other ideas :( But I love the > shop the most, what would be your input on Seharinn returing to the same > group? Why shouldn't it mean much coming from you? I'm delighted you liked my piece! I tend to think that the plot device works best if it's only used the once; after that, the surprise is gone. But if you really liked it that much...assuming the characters achieved all they needed to in the first book, there is always the chance that Seharinn would call on them again. This time, she'd probably have to be more upfront (I doubt the PCs would venture into another unfinished tale without a LOT of explanation!), and provide more in the way of guidance. Of course, once the PCs are in another book, her guidance doesn't necessarily mean much...;-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 13:38:18 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Re: Callarii/Vyalia Shared Spells In a message dated 08/06/99 04:33:42 GMT Daylight Time, shawn@leme.anu.edu.au writes: > >Which was all part of my nefarious plan (nyah-ha-hah); no, since the spell > >ONLY interferes with speech (not spellcasting) - and the target, if > literate, > >can still write - haven't allowed a saving throw. > > That's a bit of a call isn't it, saying that someone who can talk can > write. That just ain't true. I think that a saving throw for an unwilling > target is required. Entirely your choice - I've no problems with giving them a saving throw. But, on a point of order; I said they can write IF LITERATE (see above). Of course I don't think that everyone who can speak, can write - especially not in a middle-ages-come-renaissance world like Mystara! Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 13:39:45 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - The Book of the Red Curse (long) In a message dated 08/06/99 04:34:37 GMT Daylight Time, redrobyne@ellijay.com writes: > What is Sierdans symbol? do you know, I have no idea! I'll throw it out to the MML - suggestions for a good symbol to put on the Book of the Red Curse, anyone? Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 13:02:14 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - [Mystara] - I'm going to a meeting with my old Academy comrades Skarm, I don't know what it is, but I can never seem to be able to read your posts completely. If you're posting from netscape, there is a button in one of the menus that will let you change it to plain text, but it didn't look like html so I'm at a loss as to what is wrong. If your e-mail had formatting options in it like bold, italics, etc maybe it'd be more readable if you turned them off. The dark harpist looks interesting, but I couldn't read more than the beginnings of the background text you wrote. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 14:06:33 -0400 From: redrobyne Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! >> f) Has anyone found Ad&d wizard spells which helps with farming and/or >> gardening?...I'd underline that Ad&d wizard version of Plant Growth >> has NOT the benefic, non-combat effect of the priest version. > I just thought I'd share with the list the possible benefits of this spell, on a small village under the rule of one of my Pcs I planted a row of poisonous thorn bushes then used this spell to grow a "wall" this was used for temporary protection while building a sturdier wall. This is also a good way to slow opponents if retreating and to slow approaching opponents Or could be used to scale a wall by climbing it but of course there are many other spells that cando the same thing but just thought I would point out a few things *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 14:15:44 EDT From: FrenzyK2@aol.com Subject: Re: [MYSTARA] - OD&D Tome of Spellcraft 4th Edition Ready I would like one too, please. Thanks, Christian *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 14:32:07 -0400 From: redrobyne Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! >> d)Somewhere've read that Mystara isn't a "natural" world, but it's >> something like a battle arena created by gods to test mortals...what's your >> opinion? > This could some what explain the Hollow World being where the immortals would place there chosen people even though they failed the test "above" ground and the entrance is so there creations might rise to power again and travel back to prove there not complete failures >> e) What do you think should happen if a Mystarian wizard, for a strange >> case, travels to Athas? >> Would he become a preserver or a defiler? >> Or would he draw spells harmlessly as he does in his homeworld? >> Should he become a preserver or a defiler, could he learn spells >> restricted to preservers or to defilers? > >I have limited knowledge with the Dark Sun Setting. Id suggest that the >wizard would have to study the magic of Athas for a certain period and >then chose either to become a preserver or a defiler. > I have the I vory Tiange and I agree Havard but he definitely would not be able to draw harmlessly *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 14:35:28 -0400 From: redrobyne Subject: Re: [MYSTARA] - [Mystara] - I'm going to a meeting with my old Academycomrades >Skarm, > I don't know what it is, but I can never seem to be able to read your >posts completely. If you're posting from netscape, there is a button in >one of the menus that will let you change it to plain text, but it didn't >look like html so I'm at a loss as to what is wrong. If your e-mail had >formatting options in it like bold, italics, etc maybe it'd be more >readable if you turned them off. > >The dark harpist looks interesting, but I couldn't read more than the >beginnings of the background text you wrote. > >Byron > Me to he had the same problem as I tryusing Western Alphabet to if possible. Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 20:31:35 +0200 From: "G. SGARBI" Subject: [MYSTARA] - [Mystara] - More readable (I hope) version of "I'm going to a meeting with my oldAcademy comrades" [[Skarm's note] Reading Byron Molix's post, I thought may be the problem is I write in Word (I don't like very much writing in my e-mail writing program) and then paste the text in Outlook Express... From now, I'll save files as txt, so shouldn't be any problem with formatting otpions (I already e-mail in plain text). But should be any more problem and you're interested in Dark Harpist kit...just mail me and I'll send you my text as an attachment.] Hallo guys! ...I'm sorry for my dragon's "present", but I've forgotten my "Huge-shovel-with-the-ultimate-disintegration-chamber-full-of-black-pudding " spell, so... none's going to leave anyway, isn't it? ...In my crystal ball I've found a new kit (or class if you translate it in OD&D), which I think's interesting... I'd like your opinion, before leaving for that boring meeting with my old Academy comrades - You know how that work, isn't it? ...All those Monster Summoning and Meteor Swarms for istant hamburgers...with that bothersome fellow who's always turned into a frog notwithstanding he's a 18th level Illusionist...yeah, such boring things -...do you think this's going to interest my old teacher, always saying "Yes, I've read this in a book too"? Or may be there's something wrong? May be it looks a bit exaggerated! Dark Harpist Specialty: Dark harp-player Qualification: Dexterity 13, Intelligence 16, Charisma 15. Since dark harpists want to master the deadly power of the Dark Harping (which they call "Soul Tune"), they often have to do evil things for fiends and undeads (for they are the primary source of the knowledge they search)...and they become so paranoid that they feel compelled inot killing anyone who finds what they know...so they may be of any non-good alignment (LE and CE included). A bard of good alignment may be allowed to learn Dark Harping and being an ex-apprendice of a dark harpist, but he CANNOT take the Dark Harpist kit (and he's surely hunted down by true Dark Harpist)! Only human, half-elves, elves, tiefling (optional) and half-orcs are allowed to become dark harpists. Human, half-elves and Drow elves are unlimited in their advancement. Other elves can advance up to 15th level. Tieflings can advance up to 18th level. Half-orcs can advance up to 10th level. Description: Some songs can reach the soul of the people and make them feel as it touched it as the wave of a warm, placid water... In a very far past, a group of wicked bards, called the Dark Coven, searched in ancient inhuman tomes and traded human souls to fiends in order to learn how make use of this characteristic of music to forward their selfish dreams of power and wealth. But fiends enjoyed to give them few infos or wrong ones, so their search went on very slowly...mostly through experiments on human and demihuman victims... Eventually, their leader, Lorghan Ashadow, struck a bargain with one of the most ancient fiends...he'd have been turned into a demon and the Dark Coven'd have fought a war for the fiends, but the ancient fiend'd have given him all the knowledge he wanted. That was a really idiot bargain for after Lorghan was turned into a lowly nearly mind-less demon form, stripped of all his former knowledge, the fiend (who'd be called Jaughar in the few books of the Dark Coven's members the harpist've put hands on) whispered "all the knowledge he wanted" in the ear of the dull-witted creature. Then most of the Dark Coven members were employed in ONE, eternal, war! Some flew and wrote down their knowledge in books or choose the path of Undeath in order to keep on searching. Now, a few sects or lonely searchers found the knowledge of the Past and are following the same path the Dark Coven followed...but they are back, they are the Dark Harpists... As their name implies, most Dark Hapists employ some kind of harp as their instrument, but there are some notable exception of guitar- and lute-using Harpists (as a rule, they can ONLY choose a stringed instrument and they're trained to use harp). Role: Dark Harpist are lonely, "shady" people...they are something like the bardic version of the necromancer wizard as far as society's interested (they've the same grim outlook most necromancer have). They tend to be foreigners in every country they come...even in their own country. Most people doesn't know their powers, but that's what draws a line between them and society. Often they are members of secret Dark Harpist society, but its secrecy's mostly due the paranoia strikes most of them after becoming what they are, since most Dark Harpist are always travelling and aren't going to tell anyone their business. Sure, there are a few inns and shops scattered around the world, which show a dark harp in their sign, but they are they rare places for them to gather and find shelter. Dark Harpists, due to their abilities, sometimes sell themself as assassins, but they're always paranoid about being seen using their powers so that's not a regular job. They've no real place in society and they're always looking for something they cannot find in their present place (and it's likely they'll never find)...yeah, for power...but may be even for a peace with themself that learning the Soul Tune stole them. Most often they are lonely (since Dark Harping makes no difference between friends and enemies), but if they travel with a party often try to pass themself as thieves (often trying to disguise their missing thieving skills as failure in using them), if they're not utterly sure their comrades aren' t going to steal their knowledge (and that's not a simple thing, since the most enhanced trait of a Dark Harpist is his utter paranoia). If he's with trusted comrades or his comrades aren't looking at him, a Dark Harpist is a truly invaluable ally due to his large choice of weapons and his mastery of Dark Harping...even form after using Dark Harping in combat, their paranoia fuels their courage (for they're not going to allow an enemy with that knowledge to live!). Secondary Skills: Dark Harpist can choose any secondary skill, but they're past life's so far from them that they don't remember them very well (Dm should take note of this and act of consequence). Weapon Proficiencies: An initial weapon proficiency slot must be spent on either the dagger or knife, for they're the best ways to silence someone who "knows too much" (the Dm can rule other weapons, based on the setting the character's from...a jambiya for an arabian-like setting, a stiletto for a Renaissance-like setting.). Otherwise, the Dark Harpist's unrestricted in his choice of weapons. Nonweapon Proficiencies: Bonus: Dark Harping, Musical Instrument (Harp*), Singing, Ancient History (Dark Coven). Suggested: Herbalism**, Ancient Languages, Reading/Writing, Artistic Ability (Composition). <*= If you use different type of harp in your campaign, choose one type ONLY> <**= since poison's a good & quick way to deal with "knowing-too-much problems> Armor/Equipment: Dark Harpist can use any weapon. He can wear any type of armor up to, and including, chain mail, and he can use shield, but he's forbidden to use any kind of helm or helmet (anything don't allow a clear hearing makes most of them mad). Dark Harpist often wear black or dark blue clothings, grim-looking gear (with something reminding death) and their instruments are silvery, but that's not the rule. Their instruments are the only thing's absolutely always kept clean, but their clothings can be kept as they like. Special Benefits: Dark Harping : Although Dark Harping is a nonweapon proficiency and everyone (with a lot of nonweapon slots) able to find a mentor could learn it, Dark Harpists are true masters of this art. Whatever they've achieved this mastery through dark pacts, strange unknow potions or through simple, mono-maniac training, they've honed this art to levels unreachable by others. That means: * When a Dark Harpist uses Dark Harping, he rolls a nonweapon proficiency roll and subtracts that roll from his score (finding what'll call the "Soul Score"), as anyone with that proficiency does...but now he rolls that number of 8-SIDED DICES for damage! * A Dark Harpist's the only one who can add additional slots to Dark Harping (although he never payed the initial cost), allowing him to do more damage or effects through his skill. * A Dark Harpist can augment the Dark Harping's range with a simple penality to his roll (which is subtracted from his score, diminishing the damage): Range (S - M - L) Penality 30 - 100 - 150 0 50 - 120 - 170 -2 70 - 140 - 190 -4 90 - 160 - 210 -8 * A Dark Harpist causes a penality of -1 for each 3 levels to victims' (which could mean allies') saves vs. Death Magic (when saving against Dark Harping damage). * At 5th level, a Dark Harpist learns the "Tune of the Heart", the way to control his Dark Harping in order to "chain victims' hearts" to his will. This means that he can choose to use the "Soul Score" to charm thrice that number of Hd (as per Charm Person and the victim MUST to be a "person" as this song is created for "persons"). Victims are allowed a saving throw vs. spell with the Dark Harpist's penality (the same used for the Death Magic save) and this "Tune" has the same duration of Charm Person. * At 7th level, a Dark Harpist learns the "Tune of Awakening", the way to control his Dark Harping in order to "awake people from their Sleep of Death". This means that he can choose to use the "Soul Score" to animate five-times that number of Hd of skeletons or zombies (as per Animate Dead, but he MUST have the right or an higher number of corpses or skeletons he needs). These skeletons and zombies are more intelligent than their common counterparts (Int 3-4), they can use weapons and are under Dark Harpist's control. There is a few little problems : * Notwithstanding their higher intelligence (which allows a bit more tactics), their commands must be of the same kind of their non-intelligent counterpart, since they're conveyed through the notes of the Dark Harpist's instrument (I know it's strange, but it works in this way). * They are animated only as long as the Dark Harpist plays his instrument; should he stop or lose his concentration (as per spellcasting), they'd at once go back to the Sleep of Death (turn normal corpses and skeletons). * The Dark Harpist's disturbing the dead from their eternal rest in order to animate such corpses and skeletons. He knows what's doing and it's not a good action (many Harpists are evil, but may be a neutral'd have more scruples in doing such a thing). * The undead are animated only as long they stay within ten times Harpist's Dark Harping score in yards., for they've to "hear" the song. * Should the undeads be destroyed by a priest, shouts of joy'd be heard as the victims go back to their eternal rest. The Dark Harpist takes 1 hp/level of the turning priest as a backlash (no save). Should be only a share of undead be destroyed, the Dm can rule the damage or not, as he wants. * At 9th level, a Dark Harpist learns the "True Tune of The Soul", the way of take away the soul from a victim with Dark Harping and forcing it in one of his instrument's strings. He have to choose one target and the notes are so tailored to that target that none else can hear them. He has to be within ten times his Dark Harping score in yards. Dark Harpist has to know well his victim (he has to gather at least 10d100 gp-worth knowledge about him/her [Dm shouldn't roll this at random...it's better if he choose the cost, which could be higher]). When everything's ready, victim saves vs. spell (no penalities). If he/she fails his/her soul comes out of the body and happily follows the music into the string the Dark Harpist's chosen. No more than one soul can be trapped in a single string, but a string could be taken away from the instrument. If the string breaks (on a 20 on Musical Instrument roll or on Dark Harping roll), the soul's freed. If the soul comes from a singer (or someone with a Singing proficiency and a charisma of 13 or more), each of such "soul-string" gives the Dark Harpist a +1 bonus to his Musical Instrument and Dark Harping rolls with that instrument (I mean the roll's lowered by one, if it's not a natural 20). * At 12th level (and for each 3 level after that; so at 15th, at 18th,etc.), a Dark Harpist with an Artistic Ability (Composition) can try a check with a -5 penality to create a new "Tune". The new "Tune" can roughly duplicate a Necromancy, Conjuration/Summoning, Alteration (and only "polymorph" kind) or Enchantment/Charm of a spell level which is not higher than 1/3 of Harpist's level (should he fail, he can try when he reach the following level and then the next...but if he fails three times in a row, he's lost his chance). The player can change the spell in the way he wants, but it should be balanced and be accepted by Dm. * After 12th level, a Dark Harpist can learn old, forgotten "Tunes" with a Dark Harping check with a -5 penality (he can try once per level, but there 's no other problem), if he finds them. T The Dm should create these, using guidelines given above (but he may give a little more power...since are "old Tunes") and give them to the player after an hard adventure (dealing with undead or fiends or other nasty, long living things!). Thieving Skills: A Dark Harper starts knowing the following thieving skills : * Backstab * Move Silently (Base 20%) * Detect Noise (Base 20%) * Read Languages (Base 5%) And he gets 20 points to distribuite between them at 1st level and 15 additional points every time he advances in level (they are adjusted by Race, Dexterity and Armor Modifiers). Killing Knife/Dagger: Due to their natural paranoia, Dark Harpist are ready to stab in the back anyone discover their "secret". So they can specialize (with hit and damage bonus as per fighter) in dagger OR in knife (they've to pay specialization). Special Hindraces: Now comes the "funny" part... Non-Standard Thieves' Skills: Dark Harpist have the thieving skills listed above and ONLY those one. Limited Spellcasting Abilities: Dark Harpist cannot cast spells in the "normal" way (till the 12th level they've ONLY their standard Dark Harping abilities) and they cannot use any written magical items at 10th level. Limited Bardic Abilities: Dark Harpists cannot influence reactions, rally allies, counter song as normal bards can (I don't mean they can in another way, they CANNOT...quite simple). Loneliness: Dark Harpists NEVER attract followers (they could have apprendices, but they are not followers and their gaining is to be role-played carefully). Grimness: Knowing how to use songs which touch people's hearts to kill, subdue, animate and steal souls isn't a thing which leaves one's soul unchanged...Dark Harpist take a grim outlook that make them not great in conversation. Then people always feel them as "foreigners" and/or scary people (there's something strange, unnatural, in them). That's a -3 penality to reaction. Paranoia: Should Dark Harpists be less paranoid, may be one of their old saying'd be "Keep your paranoia healthy, paranoia's your best friend"...but they're much more paranoid when they are together than they're alone (other Dark Harpists are their paranoia's favourite targets), so they're not going to joke about that with their "comrades". Every Dark Harpist is paranoid and is always thinking everyone else wants the knowledge he has and everyone else has no qualms about doing him any sort of nasty things in order to learn that (and that's true for most Dark Harpists). Dark Harpist's paranoia has no gaming effect, but should be role-played. After the 12th and after his first discovery or creation, a Dark Harpist becomes TRULY paranoid - now he has something every creature in the world'd like to have - and, when I mean "paranoid" I mean he's truly mad. Apart from his paranoia (which targets anyone's not Dark Harpist's best friend with the guilt of wanting his "treasure" [yeah, a Dark Harpist becomes a bit Gollum-like...do you remember Gollum in the Lord of Rings? With all that talking about his "treasure"?...ok, take away all those talk with the "treasure" and about the "treasure" -a Dark Harpist's not going to talk about his new "Tones", but he's not so crazy as to talk "with" his new "Tunes"- and you've got something very near to a 12th level Dark Harpist with a new "Tune"]...best friends are free from this "guilt" and Dark Harpist 's not going to kill everyone he meets without a right hint of their "interest") a Dark Harpist's almost normal. Dark Harpist in D&D: I think Dark Harpist could be turned to D&D statistics with the following changes : * Use thief's (or bard's...but I've never played bards in D&D) level advancement, attack and saving throws tables. * Use thief's skills advancement. * Dark Harpist is character dexterity minus 4. For every 3 levels, a Dark Harpist adds a + 1 to this score. This score's used even for learning "Old Tunes". * Dark Harpist can only be of Neutral or Chaotic alignment. * At 12th level and at each 3 level after, a Dark Harpist can create a New Tune with a wisdom check with a -5 penality. Dark Harpist in Mystara: May be Dark Coven was a secret sect who lived in ancient Nithia, but that'd make very difficul for a Pc to find "Old Tunes"...may they can find them in the Savage Coast were Nithians weren't utterly destroyed. I don't know what fiendish "eternal war" could be fought by Dark Coven in Mystara (I was thinking about the Blood War, but in Mystara there arent the "standard" planes)...change that story as you like. Dark Harping (4 slots; Group : Rogue; Dex - 4) To use Dark Harping proficiency one's to use a musical instrument, an harp. He plays such a music which touched the living and "animated" (undead or magical construct) matter in such a way as to "slashing" it. Dark Harping has visual effects (waves of blackness and bluish eldrich mist start from the player and quickly reach the victims) which can be turned invisible by a Dark Harpist (if he wants, and only HIS waves), but that are unavoidable by non-Dark Harpists. When "visual effect" reach victims, it "slashes" them as huge, cold claws (that's not very right...it's more like being passed through by "force blades", which sometimes scratches people and sometime rends it to threads). Some flesh (or other material makes the victim) is rended and some else is simply disintegrated in black ash. In game mechanics, one rolls 1d20 and subtracts the result to his Dark Harping score. The result's what I call "Soul Score" and it's the number of 1d6 victims have to roll for damage. Victims are anyone (including allies) within 150 yards radius (anyone can hear the music; so if, Dm rules, creature with a keen hearing'd be affected in a larger radius). All victims aren't affected in the same way, for longer one's from the Dark Harping player less is the damage : * All creatures within 30 yards are affected by full "Soul Score" (short [S] range); * All creatures within 100 yards are affected by "Soul Score" minus 2 (medium [M] range); * All creatures within 150 yards are affected by a "Soul Score" minus 5 (long [L} range); Obviously a source of very loud noise or a bard's counter song may affect the Dark Harping, lessening the effect as much as halving the damage (as ruled by Dm; but never less than 1/2, since a part of Dark Harping is an attack to target's soul). Then, victim can roll a save vs. Death Magic in order lo halve the Dark Harping damage. For immunity purpose, half damage's due to draining and the other half's due to disintegration. In order to learn how to use another stringed instrument (other than an harp type) for Dark Harping, one's to devote another nonweapon proficiency slot, which doesn't add bonuses to the Dark Harping score (This is allowed even to non-Dark Harpists, but only Dark Harpists can enhance their Dark Harping score through training - nonweapon proficiency slots -). A natural 20 means that one of the instrument's strings break (Dark Harping cannot be used with an instrument with broken strings). A natural 1 means that all victims in 30 yards radius (may be more if the player is a Dark Harpist, bu always in short range) are rended to bloody threads if they fail their save. Well... may be this's not very interesting... but, notwithstanding, I can entertain myself thinking I'm the most handsome, the most intelligent and the most skilled necromancer ever came out of that Academy Skarm The Warlock *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #250 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Wednesday, June 9 1999 Volume 1999 : Number 251 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Zombies Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! Re: [MYSTARA] - Zombies R: [MYSTARA] - Zombies [MYSTARA] - Interplanar affairs Re: [MYSTARA] - [Mystara] - More readable (I hope) version of "I'm going to a... Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! Re: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] Re: [MYSTARA] - Interplanar affairs Re: [MYSTARA] - Almanac [MYSTARA] - New Artifact: Silver Tongue of Hosadus R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... ---------------------------------------------------------------------- Date: Tue, 08 Jun 1999 21:09:00 +0200 From: DM Subject: Re: [MYSTARA] - Zombies Kaviyd@aol.com wrote: In a message dated 1999-06-05 05:38:53 Eastern Daylight Time, mdalmonte@provincia.ra.it writes: > IMC, if the corpse of a PC is Animated, he cannot be raised nor > reincarnated, cause the soul is bound to his old corpse! << Then I hope your campaign has some sort of "De-Animate Dead" spell -- otherwise you have made "Animate Dead" into a super powerful "spite" spell.>> uh? Sorry, but I don't understand what you're trying to say. Basically, IMC with an Animate Dead the soul returns to the body but without the former intelligence or memories (refer to what Ohad Shaham wrote about Animate Dead and how a corpse animated in this way lacks essence of Thought - GREAT explanation, Ohad! ;)). If you want to destroy him, to sever the link between body and soul, simply KILL him AGAIN (chop him off) or use Dispel Magic. Not really "powerful"... If you then want to RAISE him back, then you've gotta Dispel Evil on the corpse to purify it and then Raise him (CANON: check out M5!!) DM *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 15:54:17 -0400 From: Jerry Hovenanian Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! "G. SGARBI" wrote: > I'd like the opinion of other newsgroup people about: Here we go..... "G. SGARBI" wrote: > I'd like the opinion of other newsgroup people about: > a)In Savage Coast campaign book (which I've downloaded from TSR) is said > that A Mighty Fortress campaign sourcebook could be useful for > playing it the Savage Coast setting (new version of Red Steel setting). > In Mighty Fortress there are more firearms than the weellock pistols > described for this setting (older matchlock arquebus,caliver and musket > and more improved snaplock musket and pistols)! > Do you think I can have matchlock firearms (arquebus, caliver, musket > with rest) and snaplock firearms (belt pistol, horse pistol, musket)*? > [* = May be the latter being used only by rich people as they are more > advanced] > And what about flintlock firearms (belt pistol, blunderbuss pistol and > blunderbuss, carabine, horse pistol & musket) I've found in Player's > Options : Combat & Tactics (which are described as a more reliable > version of snaplock and could be creation of a good, creative > gunsmith)? > Should I allow these other kind of firearms, what about allowing > characters with gunsmithing to create them with a modifier (Hand Match with > a > +2 bonus, Matchlock with a + 1 bonus, Snaplock with a -2 penality and > Flintlock with a -4 penality)? > What about allowing Gunsmithing to be used as Weaponsmithing (with the > choice to create weapons of worse or better quality)? I'd keep guns simple.....once they become more complex they start to effect the tone of the campaign ...unless that is what you want to do. > b)How do you think are related OD&D/Mystara's outer planes (Matter, > Energy,Time, Entropy, etc.) and standard AD&D/Planescape's outer > planes(Baator/Nine Hells,Abyss, Gray Waste/Hades,etc.)? > Are the former just demiplanes drifting in Ethereal Plane (as demiplane > of Time and demiplane of Dread) or they are barriers to other planes > of existance (like is the Gray in Athas)? I started to write about this but I've been a bit side-tracked...my ramblings and incomplete thoughts are at http://www.geocities.com/Area51/Dunes/7295/mystara/mys2pla/index.html . But in a nutshell, Planescape says that there are still other planes out there that are "hidden" I made the Mystaran planes some of these hidden planes. > Do you think any Mystarian person has ever seen a fiend like a Baatezu > or a Tanar'ri? In the Codex of the Immortals it lists some Fiends that are OD&D versions of some of our Planscape favorites. Like the Croaking Fiend is the Hydroloth and the Screaming Fiend is the Vrock. In the Planewalkers Handbook it states that Mystarans are knowlgeable about the planes and are the least clueless of the primes. So it is a safe bet they have at least heard about them. > Can a Mystarian wizard summon a "Planescape demon" with a Gate? Acording to Wrath of the Immortals, in the Summer of 1005, Alphatia summoned monsters inside Glantri...."many of them form other planes". An idea I had rattling around in my mind, and I don't know if anyone has done this before, is a Glantrian Craft of Demonology. > c)What happens when a specific mithos priest from another world (who pray a > GOD) comes to Mystara (where Immortals rule)? > Is he going to lose his powers & spells? I would use the Spelljammer rules for this. Some of the immortals might have deals with other gods that if one cleric goes to a foreign world, the power would grant that cleric power. If, lets say, Aphrodite and Valerias have an arrangement that when a cleric of Aphrodite enters Mystara, he might get powers from Valerias, and when a cleric of Valerias enters a world where the Greek Powers have influence he would get power from Aphrodite. Otherwise the cleric would only have "faith magic".....1st and 2nt level spells. > d)Somewhere've read that Mystara isn't a "natural" world, but it's > something like a battle arena created by gods to test mortals...what's your > opinion? Never heard this....do you know where it is? > e) What do you think should happen if a Mystarian wizard, for a strange > case, travels to Athas? He would be very hot and thirsty :) > Would he become a preserver or a defiler? > Or would he draw spells harmlessly as he does in his homeworld? Håvard peged it. > Should he become a preserver or a defiler, could he learn spells > restricted to preservers or to defilers? The wisard would become a preserver or defiler and the spells would be open to them. > f) Has anyone found Ad&d wizard spells which helps with farming and/or > gardening?...I'd underline that Ad&d wizard version of Plant Growth > has NOT the benefic, non-combat effect of the priest version. Dig, Raise Water (rev. of Lower Water), Transmute Dust to Water (rev.Transmute Water to Dust), Affect Normal Fires, Unseen Servant, Control Weather, and Move Earth. All from the PH. None of these directly affect the plants but are useful in insuring a good harvest. - -- Jerry Hovenanian clumsydwarf@usa.net http://www.geocities.com/Area51/Dunes/7295/ ICQ# 18008809 AIM ZMJTCD The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent...Truth *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 16:17:07 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - Zombies In a message dated 6/8/99 3:10:10 PM Eastern Daylight Time, mdalmonte@provincia.ra.it writes: << simply KILL him AGAIN (chop him off) or use Dispel Magic. Not really "powerful"... If you then want to RAISE him back, then you've gotta Dispel Evil on the corpse to purify it and then Raise him (CANON: check out M5!!) DM >> A simple "Dispel Magic" can't negate Animate Dead. And the material in M5 is flawed...what do you cast on a Chaotic (which OD&D equates to as being "Evil") creature that was animated? Dispel Evil? That just seems wrong, IMHO. Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 22:16:36 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - Zombies Though I agree with the Kill it Again part, I don't agree with Dispel Magic one. The Permanent duration for Animate Dead's an error (Should you look Animate Dead in Wizard Spell Compendium you'd find that's an istantaneous duration spell - and I think this is an ok Canon Ad&d source [With Canon in this List is meant base rules isn't it?]... you cannot Dispel as the corpse are animated and then they are un-living...it's just the same as Dispelling a vampire...who'd drain you to death before you say "Oh D..."). Skarm The Warlock - -----Messaggio originale----- Da: DM A: mystara-l@lists.imagiconline.com Data: martedì 8 giugno 1999 21.14 Oggetto: Re: [MYSTARA] - Zombies >Kaviyd@aol.com wrote: > >In a message dated 1999-06-05 05:38:53 Eastern Daylight Time, >mdalmonte@provincia.ra.it writes: > >> IMC, if the corpse of a PC is Animated, he cannot be raised nor >> reincarnated, cause the soul is bound to his old corpse! > ><< Then I hope your campaign has some sort of "De-Animate Dead" >spell -- otherwise you have made "Animate Dead" into a super >powerful "spite" spell.>> > >uh? Sorry, but I don't understand what you're trying to say. Basically, IMC >with an Animate Dead the soul returns to the body but without the former >intelligence or memories (refer to what Ohad Shaham wrote about Animate >Dead and how a corpse animated in this way lacks essence of Thought - GREAT >explanation, Ohad! ;)). If you want to destroy him, to sever the link >between body and soul, simply KILL him AGAIN (chop him off) or use Dispel >Magic. Not really "powerful"... If you then want to RAISE him back, then >you've gotta Dispel Evil on the corpse to purify it and then Raise him >(CANON: check out M5!!) > >DM >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 01:40:30 +0300 (EET DST) From: Markus Olavi Montola Subject: [MYSTARA] - Interplanar affairs > In the Codex of the Immortals it lists some Fiends that are OD&D > versions of some of our Planscape favorites. Like the Croaking Fiend As a matter of fact, I believe that those were first in the Fiend Folio. Has anyone that one? I might be interested... > > Can a Mystarian wizard summon a "Planescape demon" with a Gate? > Acording to Wrath of the Immortals, in the Summer of 1005, > Alphatia summoned monsters inside Glantri...."many of them form other > planes". A phoenix or an archon qualify. Summoning daemons is far worse. Probably Alphatians could have done that, too, but unleashing that big horrors would have been too bad for them. Remember that Ixion and Alphatia and their fellas are the good guys in the WotI (if anyone). They want the best for the Mystara -- opening gates for daemons is *bad*. > An idea I had rattling around in my mind, and I don't know if anyone > has done this before, is a Glantrian Craft of Demonology. I had, a while ago. I had several reasons for dropping it. First, Glantri has the lychantropes, the necromancer-princes, the vampires and the night-dragon princess. Adding insult to the injury would serve no cause. Second, as Étienne leads the School, and thus he (finally) leads all the Crafts, he would strongly oppose any and all research on unleashing the worst of the Entropy. After Haaskinz becomes the Grand Master, he is too sensible and lawful to let that happen. Third, and the most important, suppressing the entire concept to a craft is bad. The Seven Secret Crafts restrict many great subjects of magical study too strictly. IMC, I use them just as a backbone of the major magical branches of study; the Grand Master of Wokanism (Witchcraft) knows hoards of spells on the subject as well as a lot of other information. The Craft is only the backbone. And formal study of demonology requires experimentation and use of the thing. Who wants that to the principalities? > The Quill is more durable than the sword, more mystical than the spellbook, > more revered than the holy symbol and more deadly than the poison.... > for it is the bringer of the most potent...Truth The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent... Falsehood! - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 19:54:52 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - [Mystara] - More readable (I hope) version of "I'm going to a... I see one apparent contradiction within this "Dark Harper" description -- Half-Orcs can become Dark Harpers, but that kit requires a minimum charisma of 15, which is well over the Half-Orc racial maximum of 12. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 22:25:45 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Halflings and Blackflame and Glaurants! Oh, my! >>To be honest, I'm not sure how well the Entropics would fit in with the >>Nightmare Dimension as Andrew's described it. If it's really a realm where >>EVERYTHING is reversed -- dark is light, fire is cold, Chaos is the good >>guys (anarchistic diaboli) and Law is the bad guys (autocratic Glaurant >>theocracy) -- then won't it be the Sphere of Integration that's the source >>of all evil, there...? A grim, staid force of stasis, out to lock the >>whole ND-universe into an everlasting, inflexible steady-state order, while >>the four Spheres of Disintegration (the Nightmare Dimension's benign >>counterpart to Entropy) fight to keep things "unfrozen" and dynamic...? > >Hmm... an interesting thought, but I'm not sure it holds true. Not >everything is reversed, actually. The Inner Planes (Elemental, Ethereal, >and Prime) are all affected by the Great Dimensional Barrier, and have >their negative reflections. The Astral Plane and the Outer Planes (due to >their... well, different, nature) are not affected in the same manner. > >Similarly, the Five Spheres would not be affected either- Time, Matter, >Energy, Thought, and Entropy are all separate entities from the dimensional >perspectives... boy, where's Frank Mentzer to explain all this when you >need him? > >How's this- the Spheres are ideological concepts, rather than actual >physical manifestations. The elements, on the other hand, are not >abstractions, but actual physical manifestations. The Great Dimensional >Barrier affected the physical realm, creating the "Reversed" forms of the >elements, as I have them. > >Somewhere along the way, the concepts of law and chaos did manage to evolve >differently among the denizens of the Nightmare Dimension (as shown in the >descriptions we have of the realm), but the Immortals and the Spheres of >Power would still have the same basic roles. By which I mean to say that >the Immortals, who are outside of the realms affected by the Great Barrier, >will be the same Immortals for both sides of the cosmos (Nightmare and >Normal). > Hmmmm.... here's an idea you've just stirred up, that I'd thought about a while back: Remember how, in PC1, the fairy folk are explained as the Immortals of "another age", when the current Entropy Sphere was divided into four (corresponding to the present spheres of Integration), and the single Sphere of Integration fought against it...? And how, according to the fairy folk, each "greater" Sphere -- Integration/Stasis and Disintegration/Entropy -- takes turns being subdivided and benign, while the other is unified and malignant? What if the Nightmare Dimension is a place where this cycle between Integration and Disintegration just happens to be out of step with the dimension to which Mystara belongs? In other words, whenever we've got Entropy as a single Sphere in the "Mystaraverse", Integration is unified (and the bad guys) in the ND? And when Entropy gets its turn to dominate Mystara's dimension, the ND Integration Sphere will split up and the other four ND spheres will merge? That would not only explain why the Nightmare Dimension's set up the way it is, in terms of Law being the villains and Chaos being the heroes, but it'd also account for why energies that originate there (like magic or Blackflame) have an opposite "polarity" from Mystara's corresponding energies: they fall under the dominion of Energy there, just as such forces do on Mystara ... but it's the Energy-Sphere of DISintegration, not of Integration! Likewise, Thought, Matter, and Time would all be polarized opposite to how they are, on Mystara. It's like the ND's universe were made of antimatter, and progressing from a state of chaos to order (thermodynamics running backwards!), rather than the Mystara-verse's decline from order into chaos, and proton/electron composition for matter. Even time might run backwards on the ND, from how it runs on Mystara, though Time-Immortals (on each side of the dimensional barrier) might take pains to ensure anyone who crosses between dimensions doesn't end up returning home before they left. How does this fit into the Outer Planes and the Immortals...? Well, I don't have the IM set, so I'll leave it up to you to lay that out ... but one interesting possibility is that the various beings we know as Mystara's Immortals, actually have fairy-selves (!) operating in the Nightmare Dimension as we speak, while Oberon and his buds reign as Immortals in the ND! By the very nature of the two universes' being mirror images of one another, they may automatically generate "fairy avatars" for newly-ascended Immortals, to live out mostly-independent lives in the opposite universe from their Immortal "parent's" world of origin. At the distant future time when Mystara's universe shifts over to the "Disintegration-dominant" stage of the cycle, and the ND switches to "Integration-dominant" stage at the same instant, any Immortals who are still around in a given world will turn into fairies there, and any fairies who live there will assume their Immortal forms for the next round of the cosmic cycle. By this view of the cosmos, the Immortals of the two different universes take turns being the godlike beings we know them as, and being fairy folk awaiting the cycle's next turn. In a few billion years, Ixion and Valerias might transform into the "repolarized" Mystara-verse's Oberon and Titania (since they're probably going to live that long, as Immortals, and will retain their personalities), while Hel takes a turn as the "Queen of Air and Darkness" from AD&D's Monster Mythology. Meanwhile, their Immortal avatars will be pulling strings in the Nightmare Dimension, because that's where the Spheres of Integration -- and of Entropy as a unified force -- will be manifesting themselves, during the cosmic cycle's next phase. So who might the glaurants have as a patron? Well, by this model, the Immortals who reign in the ND now -- and who'll reign in the Mystara-verse, when things "switch over" -- will be Oberon and his crew in their Immortal forms. Who knows ... maybe that grouchy little redcap from the PC1 adventure book's got a mega-powerful "alter-ego" Immortal, with hordes of glaurant fanatics at his beck and call, in Nightmare Dimension! ;-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 8 Jun 1999 22:28:35 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] > Deep Carnifex Brrrrr....! Reading about how these ugly buggers get around mostly by smell, I find myself wondering if they haven't got a dollop of troglodyte blood in them. Perhaps they'd hybridized with their slaves over the eons, and that's why they're both so well-adapted to cavern life, and so severely degenerated from their kick-butt, ultramagical ancestors. :-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 22:38:27 -0400 From: Jerry Hovenanian Subject: Re: [MYSTARA] - Interplanar affairs Markus Olavi Montola wrote: > > In the Codex of the Immortals it lists some Fiends that are OD&D > > versions of some of our Planscape favorites. Like the Croaking Fiend > > As a matter of fact, I believe that those were first in the Fiend Folio. > Has anyone that one? I might be interested... The ironic thing is that the Fiend Folio only had 3 or 4 Fiends IIRC. Most made a first appearance in the Monster Manual I + II. > > > Can a Mystarian wizard summon a "Planescape demon" with a Gate? > > Acording to Wrath of the Immortals, in the Summer of 1005, > > Alphatia summoned monsters inside Glantri...."many of them form other > > planes". > > A phoenix or an archon qualify. Summoning daemons is far worse. Probably > Alphatians could have done that, too, but unleashing that big horrors > would have been too bad for them. Remember that Ixion and Alphatia and > their fellas are the good guys in the WotI (if anyone). They want the > best for the Mystara -- opening gates for daemons is *bad*. If you make a phoenix destroy something or someone...hope and pray it never finds you....it might be upset. With fiends you just summon them and let them do what they do best. As this was an event without immortal influence and that most Alphatian see Glantri as the bad guys, I'm sure most of the summoned monsters were not Devas. The way I worked it in is that it was a rouge group of wizards doing this not acting under any orders from the government. - -- Jerry Hovenanian clumsydwarf@usa.net http://www.geocities.com/Area51/Dunes/7295/ ICQ# 18008809 AIM ZMJTCD The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent...Truth *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 08 Jun 1999 23:15:26 -0400 From: redrobyne Subject: Re: [MYSTARA] - Almanac >> I'd much prefer treacle pudding!! >> >> BTW, if Karameikos offends you, I also like the Ethengars. >> >> Hoddie > > >Duck and cover! The Glantrinians will chase you! :-) > > > > > Jamuga Khan > > > >"Riding around the Glantrinians and firing volleys of arrows >into their weak bodies might help too." You know I have a Callarii Elf fighter/mage and his own "elven stormtroopers" with pendants of Antimagic! that could help too!after all Karamiekos is the d**n best there is! Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 01:33:52 EDT From: Mystaros@aol.com Subject: [MYSTARA] - New Artifact: Silver Tongue of Hosadus The Silver Tongue of Hosadus And when the Anointed One passed on to serve Bozdogan in His Celestial Palace, the mortal form that Hosadus left behind was touched by our Celestial Father and was transformed. Most of the body burned away into ashes through the might of He that touched it, but the Skull of Hosadus remained, and was transformed into purest gold. And lo, within that skull I did see the Tongue of Hosadus, blessed be all that it ever did speak, and through the power of Bozdogan it too was transformed into the purest silver… Excerpt from the Hulean Book of Witnesses The Silver Tongue of Hosadus is an ancient artifact that was used to good effect by the Hagiarchy long centuries ago. The Silver Tongue appears to be a man-sized tongue made of purest silver; the detail is exquisite, even down to taste buds. There are two ways to utilize the powers of the Silver Tongue. The first way to wield its' powers is by holding the Silver Tongue in hand and calling upon Bozdogan and Hosadus for their blessing; this method only allows the use of a few of the powers of the Silver Tongue. To utilize the full range of the Silver Tongue's powers one must actually cut out one's own tongue and place the Silver Tongue upon the remaining stump (within one turn of the severing of the tongue). The Silver Tongue will then graft itself onto the stump of the tongue and become, to all intents and purposes, the tongue of the wielder. The wielder will be able to speak and use the Silver Tongue as normal, without lisp or any loss of speech. The wielder will however forever after speak with a Hulean accent that cannot be covered up or otherwise negated by magic or linguistic talent (note that this confers no actual ability to SPEAK Hulean). Note that the Silver Tongue WILL retain its' silver coloration, though it will have a fleshy consistency, and the wielder will ever have the taste of silver in his mouth. When the Silver Tongue has been grafted on to a body the Silver Tongue may not be removed by any mortal means short of the death of the wielder, upon which the Silver Tongue will once again turn into solid silver and fall from the body. History of the Silver Tongue Whether the tale told in the Book of Witnesses is true or not is unknown; any Hulean legend, especially one of faith, must be taken with a grain of salt. What IS known is that the Silver Tongue is first mentioned in the records of the First Hulean Empire, and was apparently used to good effect by the Chaosarchs of that era in their wars against the Lawful Brotherhood. The Silver Tongue was apparently lost during the final battles of that period and no record or mention of it is found until the time of the Second Hulean Empire, some 600 years later. The Chaosarch Chomaniyon the Glib, who defeated and converted hordes of invading Yazak Beastmen around 100 AC, wielded the Silver Tongue during his rule. (Some say that the Silver Tongue was created by Bozdogan just prior to the meteoric rise of Chomaniyon to power, and that earlier references to the Silver Tongue were inserted by agents of the Chaosarch). The Silver Tongue was then held by the Hagiarchy for several centuries, until it was stolen from the Great Temple of Huyule in the 6th century, during the period of barbarian invasions known as the Hundred Years War. Some say that a Paladin from the Lawful Brotherhood took it and secreted it in Far Galannor; while others claim that the Assassins of Orumjek stole it and have hidden it far away. There are even rumors that it was pawned to a merchant in Slagovitch in order to help maintain the priests of the Great Temple of Huyule in their opulent style of living. The truth of the matter is that no one really knows where the Silver Tongue lies today; the Master is eager to get his hands on it, if only to be able to deny its use to anyone that would challenge his power. Several small groups of agents, including a few Diviners, are actively searching for the Silver Tongue. The latest rumors place the Silver Tongue in a hidden vault deep beneath an unnamed temple in the City of Plaktur. The Golden Skull of Hosadus Oddly enough (or perhaps not so oddly when one considers the nature of Hulean legends), there is no mention of the Golden Skull other than in the Book of Witnesses. Whether the Golden Skull ever truly existed save in the imagination of the author of the Book of Witnesses is unknown. There are legends of a powerful artifact of similar description throughout the Great Waste, but it is commonly held to be the Skull of Jammudaru, known to the Huleans as Karaskan, Lord of Vengeance. Similar legends of another Golden Skull persist among the peasants of the Savage Baronies, though it is believed that the legend of the Golden Skull told in the taverns of the Savage Coast is actually a composite legend based on several similar magic items of ancient Oltec design. Powers The Silver Tongue of Hosadus is a Major Artifact. It has 625 Power Points; it regenerates at a special rate only under special conditions (see Handicaps below). It has 13 powers, only 6 of which may be used when the Silver Tongue is simply held; all 13 powers are usable only by a being that has grafted the tongue on to his own body as detailed above. Abilities usable by those simply holding the Silver Tongue are marked with an asterisk (*). Attacks (4) · Charm Person (20)* · Charm Monster (30)* · Charm Plant (45)* · Mass Charm (75) Information & movement (3) · Speak with the Dead (25)* · Lie Detection (50) · Speak with Monsters (60) Transformations (3) · Rulership (50) · Gate (95) · Wish (100) Defenses (3) · Ventriloquism (10)* · Confuse Alignment (15)* · Undetectable Lie (50) (as Detect Lie, only reversed) Handicaps (4) · Alignment Change: The first time the Silver Tongue is used the wielder will change to Chaotic alignment if not there already. Note that this takes effect whether the Silver Tongue is held or grafted. If the wielder is a Cleric and was formerly a follower of a Lawful or Neutral Immortal one of the Immortals of the Temple of Chaos (most likely Bozdogan, though not necessarily) will accept the wielder as a convert and grant him full clerical abilities at his full level. · Recharging Costs: The Silver Tongue recharges only when the wielder tells a lie (whether held or grafted makes no difference). The TP gained per lie depends on the nature of the lie, how many people believe it and the effect the lie has. Little white lies don't count, nor do minor omissions. Small lies told to a few people will be worth 5 TP, average lies told to a small group are worth 10 and whoppers told to a large crowd are worth 20 TP; DM's judgement in any case. The Silver Tongue will never regenerate more than 20 TP per turn under any conditions. Note that the people lied to must BELIEVE the lie to be true and, if necessary, ACT upon the lie. · Attitude or Behavior Change: The wielder will slowly begin to become unable to tell the truth under any circumstances, and will lie even when not necessary or when the truth would actually be preferable. Eventually even the wielder will not know whether he is lying or telling the truth. At the same time the wielder will begin to believe that things that others tell him are lies when they are true, and are truths when they are lies. · Obsession (GRAFTED ONLY): The wielder that grafts the Silver Tongue onto his own body will become obsessed with conquering and/or ruling Hule, and will use every resource and power at hand to reach that goal. Once the wielder rules Hule his obsession will turn to conquest of surrounding nations and conversion of their inhabitants to the faith of the Temple of Chaos. Penalties (8) · Whenever the Confuse Alignment ability is used there is a 5% chance that the next ability of the Silver Tongue that the wielder attempts to use will fail spectacularly (though it will still use the TP required). · Whenever the Charm Person ability is used there is a 10% chance that the ability will actually have the effect of instilling in the target the permanent, overwhelming desire to possess the Silver Tongue. The target will then use whatever resources it has available to slay the wielder and take possession of the artifact. The Charm Person ability of the Silver Tongue will NEVER work against a person so affected. · Whenever the Speak with the Dead ability is used there is a 15% chance that the wielder will feel compelled to perform some service for the descendants of the deceased. The wielder will seek out the nearest living relative and ask them to request a single boon, which the wielder will then complete to the best of his ability. · Whenever the Charm Monster ability is used there is a 20% chance that a similar number of monsters of the same type will be magically summoned to attack the wielder 1 to 6 turns after the Charm Monster ability is used. The Charm Monster ability of the Silver Tongue WILL NOT work against creatures thusly summoned. · Whenever the Charm Plant ability is used there is a 35% chance that the plant will magically emit a cloud of gas 70' in diameter; the gas causes confusion as the spell, saving throw applies. · (GRAFTED ONLY) Whenever the Rulership ability is used there is a 40% chance that the wielder will lose one point of Charisma permanently. · (GRAFTED ONLY) Whenever the Speak with Monsters ability is used there is a 50% chance that the wielder will immediately polymorph into the type of monster spoken to; if multiple types of monsters are involved, then the wielder will polymorph into a mongrelman with various physical characteristics of all the involved monsters. A polymorph spell cast on the wielder expressly for the purpose will negate the effect until this penalty is again activated. · (GRAFTED ONLY) Whenever the Wish ability is used there is a 90% chance that the wielder will be permanently drained of two experience levels as though he were struck by a vampire. Permanent Destruction There is no known, sure method of destroying the Silver Tongue of Hosadus, though several possible methods have been dreamed up in the past, and may be found in the various texts and grimoires that contain information on this artifact. · It is believed that the artifact will be permanently destroyed if Bozdogan holds it while speaking the truth. · Another text puts forth the theory that the Silver Tongue will be permanently banished when swallowed by Diamond, Immortal Ruler of Lawful Dragons. · Galanese legends state that the Silver Tongue will be destroyed when it is once again in the mouth of the Master and the Master is slain by the Sword of Sul wielded by a Paladin of Sul (Ilsundal, Galanese patron of Paladins and the Sun). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 14:16:29 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... Ok...It's my fault (It just fancied me to have an half-orc Dark Harpist and I've put that in). I'll change that : For Half-Orcs Charisma requirements fall to 12 as long the charisma perceived by HIS own race is higher than 15 (I mean, you've to roll 15 or more for Charisma, which is cut to 12 for other races and is 15 or + for half-orcs). I'd really like someone else opinion about the kit I've made... If you're a Dm, would you allow it lo be played in your campaign? Do you think it's too powerful? I think it's a good kit for good role-players (most hindraces are of role-playing nature more than game mechanic nature), but may be someone else think it's the Munchkin-Kit-Of-The-Month... What would you change, if it's too powerful? A my aquantaince suggested me to turn it into a class (for it looks more like an assassin-mage-type than the entertainer-type most bards are)... What about allowing such an expensive nonweapon proficiency as Dark Harping? Do you think the harp used should be a special non-standar type (a bit like a spellbook, which isn't a standard book...)? - -----Messaggio originale----- Da: Kaviyd@aol.com A: mystara-l@lists.imagiconline.com Data: mercoledì 9 giugno 1999 1.57 Oggetto: Re: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... >I see one apparent contradiction within this "Dark Harper" >description -- Half-Orcs can become Dark Harpers, but that >kit requires a minimum charisma of 15, which is well over >the Half-Orc racial maximum of 12. >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #251 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Wednesday, June 9 1999 Volume 1999 : Number 252 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - [GANDERG@tc.gc.ca: New Spell - Nullify Outer Power (revised)] Re: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... [MYSTARA] - Nnecromencer Kings [MYSTARA] - Cyndiceans in The Lost City Re: [MYSTARA] - Spirits & souls [MYSTARA] - [GANDERG@tc.gc.ca: The Tome of Ages] Re: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] [MYSTARA] - Fiends in WotI Re: [MYSTARA] - Fiends in WotI Re: [MYSTARA] - Almanac Re: [MYSTARA] - StarWar Spoiler [MYSTARA] - rules Re: [MYSTARA] - StarWar Spoiler [MYSTARA] - Map of the world Re: [MYSTARA] - Map of the world Re: [MYSTARA] - Map of the world [MYSTARA] - A new look for Druids (LONG) ---------------------------------------------------------------------- Date: Wed, 9 Jun 1999 09:14:34 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: [MYSTARA] - [GANDERG@tc.gc.ca: New Spell - Nullify Outer Power (revised)] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: New Spell - Nullify Outer Power (revised) Date: Wed, 9 Jun 1999 08:53:46 -0400 Nullify Outer Power Level: 4 Range: 10' + 5'/level Duration: Four rounds/level of caster Effect: Nullifies any source of Outer Being-related power within range. This spell was designed specifically to combat the evils perpetrated by the Outer Beings and their ilk. It was first used during the time of Lhomarr, when the now-forgotten mages of that land aided the armies fighting against the Carnifex of Y'hog and their foul masters, the Outer Beings themselves. The spell has since been passed down through the ages, kept secret by those who continued the war against the Outer Beings and their otherworldly minions. When cast, this spell will, within its range, nullify any spells (up to 4th level) and spell-like effects, of the same level range, created by the power of the Outer Beings. Auras of fear created by lesser servitors will be nullified for the duration of the spell while those creatures remain within range. Likewise, spells cast by lesser servitors, and by clerics of the Outer Beings, will be cancelled by this spell if they are within range. Even certain immunities enjoyed by lesser servitors, such as those against non-magical weapons, will be suspended for the duration. Physical attacks, however, are not affected. Lesser servitors, and worshippers of the Outer Beings, may try to avoid the above effects of this spell by making a successful save vs. Spells with a -10 penalty. A successful save renders that individual immune to the effects of the spell for its duration; if another such spell were cast in the same area, they would have to make the save again to avoid the effects of that one. If, while the spell remains in effect, a lesser servitor or cleric leaves the range of the spell, any cancelled abilities, immunities, and spells will come into effect once more. While the spell is in effect, the caster may move at a normal rate, thereby moving the spell's range with him or her. He or she may also make attacks, but may not cast other spells until the duration ends. This spell has no effect on greater servitors of the Outer Beings. - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 09:19:40 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] Sharon wrote: > >Brrrr....! :-) >Reading about how these ugly buggers get around mostly by smell, I find >myself wondering if they haven't got a dollop of troglodyte blood in them. >Perhaps they'd hybridized with their slaves over the eons, and that's why >they're both so well-adapted to cavern life, and so severely degenerated >from their kick-butt, ultramagical ancestors. :-) That's certainly more than possible. IIRC, I didn't make any mention of trog slaves anywhere. Most likely they would have interbred with them as the millennia passed - this would explain their incredible sense of smell, at any rate. Because of the scarcity endemic in their lives right now, very few Deep Carnifex would bother to keep a servitor race now - it's far too labour intensive to support them, and why bother when you can just as easily use prisoners of war? Not that prisoners last too long before ending up in the pot.... ;-) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 09:16:33 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! The only thing I can really speak on this is Athas. I know a bit about Spelljammer too, but Planescape I think has been touched upon well enough to answer your concerns. Firstly, all magic on Mystara besides Priestly and Immortal magic is said to come from the Radiance, a specific idea/artifact/thing located on Mystara. It's range is large enough that people from Mystara can travel all throughout their solar system, and maybe beyond, but it wouldn't extend into another plane. Once the Mystarans got to Athas by any means, they would have to figure out how to tap into the power source of that planet. (This appeals to me mainly because I feel you shouldn't automatically be able to tap magical power when you hop from multi-verse to multi-verse) It isn't that the wizard has to start over at level 1, but that like the others said, he'd have to figure out how to power his spells. He wouldn't automatically start casting Dark Sun versions of his previous spells either, but he'd have to choose to defile or preserve. Left to his own devices to figure it out, he'd become a defiler. Defiling is easy. If the wizard discovered that he could draw energy from the land/plants and he didn't keep researching to figure out how to put it back when he was done with it, something I'd say requiring at least a month of research if done alone, he wouldn't have a choice about what he becomes. With further research he could learn to tap into the sun or the other available power sources. Then of course there are the political problems to being a mage on Athas, especially because everyone fears defilers so much that few wizards don't get the evil eye. Lastly, it should not be easy to get to Athas under any circumstances. The heads at TSR decided that when they created it in the first place, and given that everything in the setting is hardier and has innate psionic power, any adventuring party from another planet would be overwhelmed. I once postulated that if the group used a combination of planar journeying and had a spelljammer they could pop out into Athas' crystal sphere. I never wanted it to become easy though. I think I said they had to spelljam across the Abyss to a little traveled area that even fiends would hesitate to spend the night in. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 09 Jun 1999 10:24:43 -0400 From: Francis Lariviere Subject: R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... Hello every one, I'm not new, but since I haven't read my mail for about 10 month, I don't think you know who I am. So let's pretend I'm new. Also I have to warn you all that since my native tougue is french, so of my writing migth be strange. I'm sorry fot that. > I'd really like someone else opinion about the kit I've made... > If you're a Dm, would you allow it lo be played in your campaign? > Do you think it's too powerful? > I think it's a good kit for good role-players (most hindraces are of > role-playing nature more than game mechanic nature), but may be > someone else think it's the Munchkin-Kit-Of-The-Month... > What would you change, if it's too powerful? > A my aquantaince suggested me to turn it into a class (for it looks more > like an assassin-mage-type than the entertainer-type most bards are)... > What about allowing such an expensive nonweapon proficiency as Dark > Harping? > Do you think the harp used should be a special non-standar type (a bit like > a spellbook, which isn't a standard book...)? As a DM, I would'nt allow one of my players to play this kit. Now don't get me wrong, I think it's a great kit, but a bit to powerfull for players. Dark Harping is really powerfull and cause a lot of damage without limitation on the number of time it can be use in a day. Also, its hability to trap the soul of other personnes is strong to. Dark Harpist can hardly be called good guys, and it's hard to hold together a group of evil characteres, especially when one of them is higly paranoiac (ok, the Dark Harpist can be neutral, but I think that causing damage to one soul by draining is evil. Just look the Vampiric touch spell. In the complete necromancer handbook, it is said that this spell is black necromancie because it drain the life force of it's target. So event thought the DH can be neutral in the begining, I think it's alignement should slowly switch to evil as he gain in power) But for NPC, this kit could be great. In fact, I intend to use it. It wouls fit well in Ravenloft to. As for the harp, I think it's a nice idea to make it a special Harp. After all, for the string to hold a soul, should'nt it be made of something special. Maybe each string must be prepare the same way that the vessel is the magic jar spell. Since I don't have any book with me, I can say if that such a great idea but tell me what you think. Anyway, I hope I have'nt been to arch on your kit. Francis. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 09 Jun 1999 11:56:08 -0400 From: Francis Lariviere Subject: [MYSTARA] - Nnecromencer Kings "lies in the far past and in the depths of the sea of dread where the Teymoran Empire once lay. The original spell was used by the necromancer kings for sacrifice and other dark ceremonies." Anyone can give me some information these necromencer kings and there Empire? Francis *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 09 Jun 1997 12:01:41 -0700 From: Chad & Bree Subject: [MYSTARA] - Cyndiceans in The Lost City I'm looking to hear from DM's and or players as to how they handled the Cyndicean's when they ran this adventure in their campaign. I know, looking at a few of the characters in my group they are going to see them as nothing but cannon fodder. I was wondering if anyone had any interesting ways of bringing them to life a little more then what is given in B4. Thoughts, ideas would be appreciated.. Thanks Chad *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 7 Jun 1999 21:09:09 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Spirits & souls > What is the difference, in the MYSTARAN PARADIGM, of a spirit and a soul > of a person? Ethengarian world-yurt -theme makes the spirits completely > different form of entities... Well, a person SHOULD have a soul, and CAN be possessed by a spirit. Sounds like a good piece of schizophrenia. This are all informations we, the Might Khan, can give you. To provide you with more details, we will call a schaman... :-) Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 14:51:07 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: [MYSTARA] - [GANDERG@tc.gc.ca: The Tome of Ages] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: The Tome of Ages Date: Wed, 9 Jun 1999 09:26:02 -0400 The Tome of Ages This book is composed of two hinged electrum covers, measuring 10" wide and 1' tall, sealed with a small gold clasp, which can be opened by pressing a tiny button hidden in the carvings on its surface (1/4 Intelligence check to discover, or thieves may make a normal Find Traps roll). The book is roughly one inch thick, and is filled with yellowed vellum pages - 295 in all. Neither the covers nor the spine are marked in any way. Opening the book, however, will not aid the reader; the script will not resemble any known language of modern Mystara. It is in fact written in Lhomarrian, using a script that had fallen out of use centuries before that land sank into the sea. This book could be read using the read languages spell (a process that would be very time-consuming), or someone who knows the modern Lhomarrian language written and spoken in Selhomarr may do so. In the latter case, every attempt to read this book will succeed with a successful Intelligence check penalized at -5. Written circa BC 7600, the Tome of Ages tells the tale of the ancient battles between Ixion (known as Xeron to the Lhomarrians) and the Outer Beings. It describes how he defeated them, and sealed them away in their prisons for eternity. It then goes at length to explain the apparent motivations of the Outer Beings, and how it is believed that no prison will hold them forever. This section is quite dire in its implications, stating on no uncertain terms that the world would be destroyed if these powerful beings managed to become free once more. The supposed prison dimension where the Outer Beings are kept is also described to some degree, though the wording is vague, hinting at vistas that cannot be conceived in three dimensional space, and of unspeakable horrors inflicted upon those who enter uninvited. There is also a discussion of the places around the world where the Lhomarrians knew Outer Being worship existed, based on the accounts of explorers. Although geographic references given in the text will have little meaning to modern readers, certain clues do exist that may, if the reader was in that region before, and knows its local history, provide a reasonable chance of guessing the modern locations of these places. They include: the Amalur Lowlands of Davania, the Blight Swamp of Karameikos, the westernmost spurs of the Cruth Mountains, the Orc's Head Peninsula, The Arm of the Immortals, the Izondian coast of Davania, and the Brasol Range. The descriptions vary for each location, but all of them refer to the presence of temples devoted to the Outer Beings in those places. Each of these regions is described as being permeated by evil. Whether or not some vestiges of that ancient corruption still exist in those places today is up to the DM, though they could take any form. Regardless, the descriptions given for each region are vague, though an underlying sense of ancient malice pervades them. Anyone reading this section will be made uneasy at the very least. There is only one known copy of this book, its location unknown. The Tome of Ages is a useful tool for the DM to provide additional information to adventurers investigating the fragmentary legends concerning the Outer Beings. It should be remembered that much of the writing in this book is vague; none of the Outer Beings are named, nor is their number estimated. It should also be kept in mind that its account of ancient history is incorrect, in that it attributes to Ixion the deed of imprisoning the Outer Beings. Also, no time frame is given for any events listed; readers will have no idea how old the book might be, unless they are well-versed in ancient Lhomarrian history - an almost impossible achievement unless they have been to Selhomarr and studied its most ancient records thoroughly. Readers will also gain the skill Outer Being Lore at 2, unless they already possess it, in which case it will increase by one. - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 15:30:32 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Deep Carnifex] >That's certainly more than possible. IIRC, I didn't make any mention of >trog slaves anywhere. Most likely they would have interbred with them as >the millennia passed - this would explain their incredible sense of smell, >at any rate. Because of the scarcity endemic in their lives right now, >very few Deep Carnifex would bother to keep a servitor race now - it's far >too labour intensive to support them, and why bother when you can just as >easily use prisoners of war? Perhaps the ancestors of these guys were treated as pariahs in the old Carnifex (either Greater or Y'hog) society, because their blood was "tainted" with that of troglodyte slaves. Eventually they got sick of the abuse and -- due to the subterranean aptitudes and preferences they'd inherited -- retreated to a life of strict isolationism underground, severing their ties with the stuck-up "pureblood" Carnifex. The present Deep Carnifex would be the degraded descendents of these isolationist outcasts. This would certainly give their subrace a 'Lovecraft-inspired' origin: what with its hybridization, clannish withdrawal from the world, gradual subterranean degeneracy through inbreeding, and undercurrent of racist anthropological theory, it hits nearly every HPL motif except banned books and "Great Old One" name-dropping! Over the millenia, of course, the Deep Carnifex may have deliberately suppressed the fact of their former outcast status, and convinced themselves that they're "pure" Carnifex. This might one day get them into serious trouble, should they chance upon some malign sentient artifact from the Carnifex Era, and assume it's going to do what they tell it.... ;-) >Not that prisoners last too long before ending up in the pot.... ;-) < Heh heh heh.... Who says age-old cultural traditions have to be preserved in the HW or HM, to survive? ;-D *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 01:20:23 +0300 (EET DST) From: Markus Olavi Montola Subject: [MYSTARA] - Fiends in WotI > The ironic thing is that the Fiend Folio only had 3 or 4 Fiends > IIRC. Most made a first appearance in the Monster Manual I + II. Ant the Monster Manuals were..? (Darn, I only have the Creature Catalogue, which is practically nearly useless... Only great thing there is the Hivebrood -- but nearly all the Catalogue's ideas are stolen from the modules) > > Alphatians could have done that, too, but unleashing that big horrors > > would have been too bad for them. Remember that Ixion and Alphatia and > > their fellas are the good guys in the WotI (if anyone). They want the > > best for the Mystara -- opening gates for daemons is *bad*. > If you make a phoenix destroy something or someone...hope and pray > it never finds you....it might be upset. Actually pretty indifferent to the Alphatian masters of magic. A phoenix here or a phoenix there, just smash them to pieces... :-) If you are a loser, hope and/or pray they will not be upset after the reincarnation -- if you are a tough guy, you can wish they won't ever reincarnate. > With fiends you just summon them and let them do what they do best. The daemons serve the goals of the Entropy. Entropy's goal is not to destroy Glantri, but to destroy everything. Fiends do as they please, and pretty fast go where they wish. Even Alhatia wouldn't be safe. (If the fiends are in the same level of power as they are in the CotI). > As this was an event without immortal influence and that most > Alphatian see Glantri as the bad guys, I'm sure most of the summoned > monsters were not Devas. I meant that Alphatia and Ixion wouldn't want the Alphatians summon hordes of Entropy to Glantri, and would prevent that happening. > The way I worked it in is that it was a rouge group of wizards > doing this not acting under any orders from the government. Oh, I figured that it was an official militarist branch of Alphatian Imperial Army. As the rest of the army is tied up with Thyatis and occasional Heldanners, they wish to prevent Glantri from preparing to face Alphatia or to help Thyatians, and thus cause chaos and disorder in Glantri. IMC, however, they will do that and much more. They will cause horrific weather to destroy the Glantrian food production. They will use strong mind-control magics to raise unrest within the population, as they will manipulate the nobles to attacking one another for no reason at all. They will put the soldiers to burn the barns, spread disease (not plague), bribe officials... IMC, Malachie du Marais will get the most of his enfiefment fund by promising the Alphatians that he will spread lycanthropy all over the Principalities -- and backstabbing them by doing this in cooperation with the Council of the Princes. After he gets a huge sum of gold from Alphatian spies, he backstabs the council by putting it all to get enough votes from the peasants, ending up in the Council of the Princes by cunning plot. IMC the WotI will be worse for a Glantrian peasant than a Thyatian one. Meteors, fires, floods, earthquakes, lack of water... Alphatians are the masters of magic, after all. - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 17:50:40 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - Fiends in WotI On Thu, 10 Jun 1999, Markus Olavi Montola wrote: > > The ironic thing is that the Fiend Folio only had 3 or 4 Fiends > > IIRC. Most made a first appearance in the Monster Manual I + II. > > Ant the Monster Manuals were..? > Monster Manual and Monster Manual 2 were AD&D books published in hardcover for first edition AD&D, around the same time as Fiend Folio, but Monster Manual came first. It did have most kinds of fiends, including most of the types of Baaetzu(sp?) found in a Outer Planes monstrous compendium supplement these days. It also included stats for specific demons and devils such as Orcus or Asmodeus. These of course no longer exist. The eighties were wonderful for misunderstanding what role-playing was and wasn't, and the effects the public could have on a hobby. If I remember correctly, demons and devils were referred to as Types, such as type 1 demon or type 5 devil. I prefer names myself, but I'd still rather call them fiends, devils or demons (almost interchangably too.) Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 09 Jun 1999 19:23:58 -0400 From: redrobyne Subject: Re: [MYSTARA] - Almanac >Side-thought to the side-thought: Don't there seem to be an AWFUL lot of >historical and modern leaders, in the Known World, with the names >"Alexander" or "Stephen/Stefan/Etienne"? Could there have been a couple of >famed Mystaran leaders, like the IRL Alexander the Great, whom they're all >named after? > > They would probably be immortal but not neccessarily. Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 09 Jun 1999 19:43:24 -0400 From: redrobyne Subject: Re: [MYSTARA] - StarWar Spoiler *Spoiler* >Ethan - Notice that Sidious looks like the "emperor"? Hmm... > Thats becase Darth Sidious is the Master of Sith as was Emperor Palpatine, Palpatine was called Emperor because he destroyed the old republic by his new found power of high chancellor, Since darth sidius made him his new apprentice after Darth Maul was killed. Then when Sidius dies Palpatine takes over as Master anakin then becomes his appretice and helps corrupts the republic and form the Empire. Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 09 Jun 1999 20:23:26 -0400 From: redrobyne Subject: [MYSTARA] - rules what are the rules for making airships does anyone know? Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 19:25:12 -0500 From: "drake01" Subject: Re: [MYSTARA] - StarWar Spoiler Ok, off topic I know Sideious IS Palpatine. Lucas has come out and said as much n an interview after the movie. - -----Original Message----- From: redrobyne To: mystara-l@mpgn.com Date: Wednesday, June 09, 1999 6:44 PM Subject: Re: [MYSTARA] - StarWar Spoiler >*Spoiler* >>Ethan - Notice that Sidious looks like the "emperor"? Hmm... >> >Thats becase Darth Sidious is the Master of Sith as was Emperor Palpatine, >Palpatine was called Emperor because he destroyed the old republic by his >new found power of high chancellor, Since darth sidius made him his new >apprentice after Darth Maul was killed. Then when Sidius dies Palpatine >takes over as Master anakin then becomes his appretice and helps corrupts >the republic and form the Empire. > >Stewart 3 > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 00:37:09 +0100 From: "Rob" Subject: [MYSTARA] - Map of the world Havnt posted in here for ages... And when I do its only because I want something :) Is there a map of entire outer world of Mystara online anywhere? What I want to show to someone is where the Empire of Thyatis is in relation to the Savage Coast (so I guess a map showing both of those will do...) Cheerz Rob *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 20:10:15 -0500 From: "drake01" Subject: Re: [MYSTARA] - Map of the world try finding a map of what the contients looked like around 28 million years ago. - -----Original Message----- From: Rob To: mystara-l@lists.imagiconline.com Date: Wednesday, June 09, 1999 7:52 PM Subject: [MYSTARA] - Map of the world >Havnt posted in here for ages... > >And when I do its only because I want something :) > >Is there a map of entire outer world of Mystara online anywhere? What I >want to show to someone is where the Empire of Thyatis is in relation to the >Savage Coast (so I guess a map showing both of those will do...) > >Cheerz > >Rob > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 21:14:11 EDT From: Mystaros@aol.com Subject: Re: [MYSTARA] - Map of the world In a message dated 99-06-09 20:53:04 EDT, rmunch@easynet.co.uk writes: << Is there a map of entire outer world of Mystara online anywhere? What I want to show to someone is where the Empire of Thyatis is in relation to the Savage Coast (so I guess a map showing both of those will do...) >> My map of Greyhawk as Mystara would do, for the most part... www.geocities.com/TimesSquare/Castle/1437/index.html Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 21:11:57 EDT From: Arminath@aol.com Subject: [MYSTARA] - A new look for Druids (LONG) Probably my favorite character class from 2nd edition, the Druid. Going back and forth between both systems, OD&D and AD&D, I feel the OD&D Druid was shortchanged greatly by the (IMNSHO) shoddy work that seemed to be only half-heartedly put into them in the RC. They made the Druid nothing more than a tree hugging poor dirt cleric. I mean, why would an Immortal allow his low level clerics use metal weapons and armor, live in towne and cast spells like detect evil/good, only to turn around and say "OK cleric, now that you're 9th level, you have to give up everything you're comfortable with and change gears and worship me in another way. Oh, by the way, I'm changing the spells you may draw from me." Makes no sense to me. It didn't to my players either in my OD&D campaign. So we came up with this, an alternative Druid. The OD&D Druid Character Class - Revised All of the information presented here superceeds that given in the Rules Cyclopedia (RC). Their presentation as Druids being just a 'dirt cleric' as one of my players put it, was poor and unjust to such a unique character class. Unless otherwise noted, the information in the RC applies. Natural materials include bone, leather, plant fibers (bamboo, reed, etc), stone and wood. Prime Requisite: Wisdom. Other Requirements: Neutral alignment Experience Bonus: +5% for Wisdom of 13-15, +10% for Wisdom of 16 or greater. Hit Dice: 1d6 per level with Constitution adjustments, up to 9th level. Starting at 10th level, +1 hit point per level and Constitution adjustments no longer apply. Weapon Skills: Same as Clerics (RC p75) Other Skills: Same as Clerics (RC p86) Maximum Level: 18th level. Must combat a druid of equal level to advance to levels 14 to 18. Armor Allowed: Any; shields allowed. Armor and shields must be constructed from natural materials. Weapons Allowed: Any, but the weapons must be made from natural materials. Special Abilities: May cast druid spells and clerical spells that do not affect good or evil specifically (like Detect Evil, Protection from Evil, etc) or restore life from death (Raise Dead, Raise Dead Fully, etc); may hide in shadows and move silently in natural terrain outdoors, indoors (natural caverns) the chance is halved; at 9th level can take the form of 3 different normal animals per day; at 14th level druids can use a calm pool of water as a crystal ball once per week. Druid Experience Table - Revised Druid and Clerical Spells Level Experience Hit Dice 1 2 3 4 5 6 7 MS HinS 1 0 1d6 - - - - - - - 20% 10% 2 1,500 2d6 1 - - - - - - 25% 15% 3 3,000 3d6 2 - - - - - - 30% 20% 4 6,000 4d6 2 1 - - - - - 35% 24% 5 12,000 5d6 2 2 - - - - - 40% 28% 6 25,000 6d6 2 2 1 - - - - 44% 32% 7 50,000 7d6 3 2 2 - - - - 48% 35% 8 100,000 8d6 3 3 2 1 - - - 52% 38% 9 200,000 9d6 3 3 3 2 - - - 55% 41% 10 400,000 9d6+1 4 4 3 2 1 - - 58% 44% 11 600,000 9d6+2 4 4 3 3 2 - - 61% 47% 12 800,000 9d6+3 4 4 4 3 2 1 - 64% 50% 13 1,000,000 9d6+4 5 5 4 3 2 2 - 66% 53% 14* 1,200,000 9d6+5 5 5 5 3 3 2 - 68% 56% 15* 1,400,000 9d6+6 6 5 5 3 3 3 - 70% 58% 16* 2,600,000 9d6+7 6 5 5 4 4 3 - 72% 60% 17* 2,800,000 9d6+8 6 6 5 4 4 3 1 74% 62% 18* 3,000,000 9d6+9 6 6 5 4 4 3 2 76% 64% * In order to advance to these levels the character must seek out another druid of that level and challenge him to Druidic Combat (see RC p28). There are 9 Druids of 14th level, 7 of 15th level, 5 of 16th level, 3 of 17th level and 1 of 18th level. This may be per world, continent or forest, depending on the size of the DM's campaign world. Druid Saving Throw Table - Revised Death Ray Magic Paralysis Breath Rod, Staff Level or Poison Wands or Petrify Weapon or Spell 1-4 11 12 14 16 15 5-8 9 10 12 13 14 9-12 7 8 10 12 11 13-16 6 7 8 10 9 17-18 5 6 6 8 7 Druid Attack Rolls Table - Revised Level AC: 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 5-8 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 9-12 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 13-16 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 17-18 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #252 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Thursday, June 10 1999 Volume 1999 : Number 253 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Nnecromencer Kings Re: [MYSTARA] - Cyndiceans in The Lost City [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - A new look for Druids (LONG) R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... [MYSTARA] - [Mystara] - I've researche a few spells and I need someone else's opinion R: [MYSTARA] - rules ---------------------------------------------------------------------- Date: Wed, 9 Jun 1999 21:16:17 EDT From: Mystaros@aol.com Subject: Re: [MYSTARA] - Nnecromencer Kings In a message dated 99-06-09 11:58:01 EDT, larf01@gel.usherb.ca writes: << Anyone can give me some information these necromencer kings and there Empire? >> There's a little bit on my web site... some spells and a very basic map. But most of my Taymoran stuff has yet to make it on line (and probably won't for some time, unfortunately)... www.geocities.com/TimesSquare/Castle/1437/index.html Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 21:43:04 EDT From: GlobalFrog@aol.com Subject: Re: [MYSTARA] - Cyndiceans in The Lost City In a message dated 6/9/99 11:08:30 AM EST, whee@execulink.com writes: << I'm looking to hear from DM's and or players as to how they handled the Cyndicean's when they ran this adventure in their campaign. I know, looking at a few of the characters in my group they are going to see them as nothing but cannon fodder. I was wondering if anyone had any interesting ways of bringing them to life a little more then what is given in B4. Thoughts, ideas would be appreciated.. Thanks Chad >> We are currently working on the Cynidicean Gazetteer (hopefully to be released soon) that should have some ideas in it for "toughening up" the Cynidicean's. Frog *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 22:49:40 EDT From: Arminath@aol.com Subject: [MYSTARA] - Clerical (and Druidic) Spell Research A player in my games (and DM for games I play in) ruled in his game that any character that gains spells from worshipping a Power (Immortal, God, Lower/Upper Planar Creature, etc) cannot research nerw spells or develop new spells because their Power grants them all the spells available to them. In his reasoning, a cleric cannot teach a god new tricks. Now, IMC I allow all spellcasters to research new spells, even priestly ones. My reasoning is that a Power grants his worshippers common and maybe a few uncommon spells. When a cleric researches a "new" spell, he is actually proving his grasp of manipulating the divine energies that his Power grants him. His Power already knows every possible effect, but doesn't grant them to every creature that simply worships it. These "new" spells are rewards for the character learning more about his devotions to his Power. Now, I know everyone has their own take on this subject, but which seems to make more sense? Both our groups are split on it. I'm not planning on shoving this in my DM's face, but I'd like some input on it for my own game. Thanks y'all! Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 23:29:20 -0500 (CDT) From: CronoCloud@webtv.net (Ron Rogers) Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research HI In my opinion clerics should be allowed to research new spells. Immortals were once mortal and are certainly not omniscient or omnipotent, not even the Hierarchs. They can't have thought up all of the tricks. For example, a cleric of Tarastia has experienced a tough battle. She says to her Paladin friend, "I sure wish I had your strength.". This brings an idea to her head. In her prayers to Tarastia she mentions that it might be handy to have a spell that grants a group the strength of the strongest person. (i.e. Strength of One from the AD&D Tome of Magic). Tarastia thinks this is a good idea and creates the spell, granting it to her clerics. She also mentions it to her good friend Diulanna who also begins granting the spell. The idea travels around Pandius, and I believe everyone gets the point. By the way, I would increase the power level (not the spell level) of any AD&D spell converted to D&D. For example, compare spells like Magic Missile and Fireball in both systems. CronoCloud (Ron Rogers) a.k.a. Sir Elcalear Dracul, Knight of the Grand Duchy/Kingdom of Karameikos, Dracologist of the Fourth Circle, Licensed Necromorph Exterminator. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 21:40:52 -0700 From: "Paul L. Ming" Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research Hiya. That sounds fine to me. Clerics should be able to "create" new spells just as a MU can. My take on it would be similar: A cleric is simply delving more deeply into the "spell channelling" aspect of his deity. He is researching certain 'laws' that his god had and finding ways to use/interpret those laws. Once the deity has decided that the cleric is both deserving and understanding enough of his ways, the deity would probably grant the spell. This would show other clerics (of the same or different religions) that the cleric with the "new" spell truly is dealing directly with his deity. This would show that the deity actually *does* listen to his clerics...something appealing to worshipers (to *know* that your deity is listening). ^_^ Denakhan the Arch-Mage *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 08:46:27 +0200 (METDST) From: Agathokles Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research Personally, I think both solutions are acceptable. It might be interesting that my players (who aren't "experts") find clerical spell research quite innatural, while they readily accepted the wizardly counterpart. Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 08:59:14 +0200 (METDST) From: Agathokles Subject: Re: [MYSTARA] - [Mystara] - Thirst for knowledge's burning me! On Wed, 9 Jun 1999, Byron Molix wrote: > Firstly, all magic on Mystara besides Priestly and Immortal magic is said > to come from the Radiance, a specific idea/artifact/thing located on > Mystara. It's range is large enough that people from Mystara can travel > all throughout their solar system, and maybe beyond, but it wouldn't > extend into another plane. Once the Mystarans got to Athas by any means, > they would have to figure out how to tap into the power source of that > planet. (This appeals to me mainly because I feel you shouldn't > automatically be able to tap magical power when you hop from multi-verse > to multi-verse) Radiance is a source of magical energy in Mystara, but not the only one. Magic was possible before the NoS was created (in Blackmoor era), as in the DA modules. > > Lastly, it should not be easy to get to Athas under any circumstances. The > heads at TSR decided that when they created it in the first place, and > given that everything in the setting is hardier and has innate psionic > power, any adventuring party from another planet would be overwhelmed. I > once postulated that if the group used a combination of planar journeying > and had a spelljammer they could pop out into Athas' crystal sphere. I > never wanted it to become easy though. I think I said they had to spelljam > across the Abyss to a little traveled area that even fiends would hesitate > to spend the night in. > A Mystaran party which travels to Athas would be overwhelmed only if they try to fight monsters too hard for them (like a low-level party on Mystara would do if they tried to fight a red dragon). Probably, if such a party survives a combat with an athasian creature that "didn't looked that strong", but put them in real trouble, they will think twice before challenging beeings whose real strenght they cannot evaluate. Then they will accept adventures that would be good native athasians of a couple level less. What they lack in natural talents, they can always make up for with experience. Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 03:03:45 -0400 From: redrobyne Subject: Re: [MYSTARA] - StarWar Spoiler - -----Original Message----- From: drake01 +ADw-drake01+AEA-flash.net+AD4- To: mystara-l+AEA-lists.imagiconline.com +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- Date: Wednesday, June 09, 1999 8:42 PM Subject: Re: +AFs-MYSTARA+AF0- - StarWar Spoiler +AD4-Ok, off topic I know +AD4- +AD4-Sideious IS Palpatine. Lucas has come out and said as much n an interview +AD4-after the movie. +AD4- Thats not what he said in his books that he wrote a long time before the movie, unless you mean that there both Masters of Sith or Dark Jedi sooner or later in the time line? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 03:34:22 EDT From: BoBoII@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) In a message dated 6/9/99 9:21:46 PM Eastern Daylight Time, Arminath@aol.com writes: << So we came up with this, an alternative Druid. The OD&D Druid Character Class - Revised >> I like it for od&d. Nice job. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 09:30:31 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... I agree with you...neither I, as a Dm, would let my players put their hands upon such a kit. ...I had already an hard time when I let them play things like the berserker, the drow fighter and/or the two-swords-wielding minotaur...fancy yourself with an evil Dark Harpist (they are the very bad role-players and they know rules so bad they cannot even be called "munchkins")! ...I was thinking this as a Pc kit mostly because I often play as a Dm and as a player at the same time (is likely most of you'll scorn at this, but the only two RPG clubs I've found in my area now are "dead" and...so I've to play myself!)...so very often Npc kits and Pc kits are nearly the same for me! :-) I think the Dark Harpist'd be a great arch-enemy for Pcs for they can deal a maximum of 104 points of damage at first level...enough to keep even medium-high level busy! About the special harp idea, I think the Dark Harpist should be allowed a "free" special harp at first level (he found it in the ruin where he found his first knowledge or was given him by his master)...the harp should be made of the purest silver and by a skilled elven craftman (you can rule something "darker" for Ravenloft...what about a vampire artisan?)... that mean 5250 gp for a 10 lbs harp and 10500 gp for a 10 lbs harp which is a true masterpiece (a 1 on a Craft Instrument proficiency)...so 525 gp/lb for the first kind and 1050 gp/lb for the second kind...and 250/500 gp for each string (which is made of the purest silver as well). ...and since one has to provide the purest silver to the artisan and that silver's not readily available (the Dark Harpist cannot melt all his silver pieces and use that silver...)...you can charge it as much as 500 gp/lb (which is over harp's cost) or have the Dark Harpist steal it! Knowing how much the special harp's obviously less important since you (the Dm) are playing the Dark Harpist...but it can a good starting point for adventure (what about the assassin who ask pure silver as a reward? Or the caravan carrying pure silver which disappear [obviously a Dark Harpist without his harp is preatty useless, but may be he's shown his power to a tribe of orcs before his harp was broken...becoming a new orcish "god"] ?). The only thing I don't agree upon is that about alignment shift...mosly because the Dark Harpist doesn't know what type of damage he deals (that part should be kept for you Dm should : should he find something with a draining* or a disintegration immunity you know how to deal with that!)... he plays his harp and see the butchering he does... and then I'd use that nice power check (I'd suggest a 3% power check) which is suggested in the complete book of necromancers for black magic and more with physical deformities and unholy compulsions listened in that book (I've the same problem since I play a true neutral necromancer and his spellbook has black magic spells in it...coerce a poor Pc or Npc necromancer into alignment change due to the use of black magic's unfair and useless -I and most my players would have NO qualms about playing an evil character and they'd even be happier than I would!...I call this a present, not a punishment-... I prefer to use power check, and when it's failed : deformities [most people like their character as he/she is], insanity [which isn't very bad for role-playing...but it's NOT a real gift!...but, since Dark Harpists are already insane, is useless for them] and unholy compulsion [which are very stylish !] ...bodily afflictions are laughable [I can always cast Wish and have my points back!])... *= I think this is a bit different from normal draining, which is or a contact between a positive energy creature and a Negative Energy Plane [undead or spell, doesn't matter, but it's a permanent drain!] or a channel which takes away hp from enemy and bestow them to the caster... Dark Harping has not the permanent crippling damage of a Energy Drain spell or a vampire's energy drain (damage can be healed through normal means), it doesn't channel hp from the victim to the caster and it's no ties with Negative Energy Plane... It should work like this : The soul [Life force] of the victim finds the music so charming that it burst out from the body in a very violent way, travels to the Dark Harpist and "dance" around him...that's why of the disintengration and draining [which'd be better called "leaving"] damage! When the Harpist stops playing the soul's shreads (if victim's not brought to 0, a part of it feels its "duty" to be staying with the body) cannot find their way back to the body and they scatter around, in the surroundings... If you want, keep tracks of the total hp lost to drain...most of it make plants and animals, in the area, more healthy...but a share (hp/5d20; roll each time and stop if 100 is rolled) could be given to wounded people which enter the area in the following 1d4 days... Should a creature dies due to Dark Harping, it becomes a non-corporeal undead with about the same hd and with the same alignment it had in life, after 1d6 days (if you, as Dm, think's ok). This allow the Dark Harpist to find a lot of allies!...What about dark druids which think their forest's more important than humanoid's life, strike a deal with a Dark Harpist (which COULD be neutral if the forest's dying and humanoids are evil) and sacrifice a lot of humanoids? What about evil Dark Harpist which strikes a deal with a vampire (which'll eat the gathered life force)? The same's true for "Tune of Heart" (which's a more controlled Dark Harping, which doesn't attract a soul to the point to have it burst out of the body...when one's failed his save, succeed the "freeing" save, he/she has forgotten how the Tune was), "Tune of Awakening" (the Dark Harping's so powerful and so under control as to allow Dark Harpist to call back shreads of dead's soul in his body) and "True Tune of The Soul" (which is the most powerful and the most controlled of standard tunes: the soul, unconsciously and slowly leaves his body without breaking it and is attracted to the source of the music...the strings...one of which's more attuned to his/her own soul and that's the soul's choice... till it stays in the harp's string, the soul's happy...that's the reason why a singer adds a bonus to Dark Harpist's Dark Harping proficiency: the soul's singing along with the harp, calling the other souls to their doom!). Skarm The Warlock - -----Messaggio originale----- Da: Francis Lariviere A: mystara-l@lists.imagiconline.com Data: mercoledì 9 giugno 1999 16.27 Oggetto: R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... >Hello every one, I'm not new, but since I haven't read my mail for about > >10 month, I don't >think you know who I am. So let's pretend I'm new. Also I have to warn > >you all that since >my native tougue is french, so of my writing migth be strange. I'm >sorry fot that. > > >> I'd really like someone else opinion about the kit I've made... >> If you're a Dm, would you allow it lo be played in your campaign? >> Do you think it's too powerful? >> I think it's a good kit for good role-players (most hindraces are of >> role-playing nature more than game mechanic nature), but may be >> someone else think it's the Munchkin-Kit-Of-The-Month... >> What would you change, if it's too powerful? >> A my aquantaince suggested me to turn it into a class (for it looks >more >> like an assassin-mage-type than the entertainer-type most bards >are)... >> What about allowing such an expensive nonweapon proficiency as Dark >> Harping? >> Do you think the harp used should be a special non-standar type (a bit > >like >> a spellbook, which isn't a standard book...)? > > As a DM, I would'nt allow one of my players to play this kit. Now >don't get me wrong, I >think it's a great kit, but a bit to powerfull for players. Dark >Harping is really powerfull >and cause a lot of damage without limitation on the number of time it >can be use in a day. >Also, its hability to trap the soul of other personnes is strong to. >Dark Harpist can hardly >be called good guys, and it's hard to hold together a group of evil >characteres, especially >when one of them is higly paranoiac (ok, the Dark Harpist can be >neutral, but I think that >causing damage to one soul by draining is evil. Just look the Vampiric >touch spell. In the >complete necromancer handbook, it is said that this spell is black >necromancie because it >drain the life force of it's target. So event thought the DH can be >neutral in the begining, >I think it's alignement should slowly switch to evil as he gain in >power) > > But for NPC, this kit could be great. In fact, I intend to use it. >It wouls fit well in >Ravenloft to. As for the harp, I think it's a nice idea to make it a >special Harp. After >all, for the string to hold a soul, should'nt it be made of something >special. Maybe each >string must be prepare the same way that the vessel is the magic jar >spell. Since I don't >have any book with me, I can say if that such a great idea but tell me >what you think. > >Anyway, I hope I have'nt been to arch on your kit. > >Francis. > >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 09:44:27 +0200 From: "G. SGARBI" Subject: [MYSTARA] - [Mystara] - I've researche a few spells and I need someone else's opinion I've searched the following spells (they are in AD&D format, but with very little change they can be turned into D&D format) and I'd like your opinion. I've created these spells for I've found that I AD&D and in D&D there are Helms of Opposite Alignment and scroll which change your alignment, but (apart from a few memory-altering spells in Ad&d) there's any spell to change one's enemy alignment (a very interesting effect and a new one, between tons of damage-delivering and bonus/penality-bringer ones!). Do you think the schools I've put them in are ok (I need the necromancy school for I cannot learn enchantment/charm spells, so I've made it a bit gory in the necroncy-style...)? What about their level (too high or too low?)? What about components and range? Skarm’s Black Redemption (Necromancy, Enchantment/Charm) Reversible Level : 6 Range : 20 yds. Components : V, S Casting Time : 6 Duration : Istantaneous Area of Effect : One creature Saving Throw : Neg. When caster casts this spell the target has to save vs. polymorph, with a –1 penality for each four levels of the caster. If the target fails its save, it’s paralyzed and wracked by pain and unable to act for 3d3 rounds. During this period, the victim’s body is surrounded with greenish lightnings and anyone touches it takes 1d6 hp due to lightnings. After 1 round, a boiling black goo pours forth from victim’s mouth and nose. How much goo comes forth depends upon the target. In the following rounds, the goo begins to take the same shape of the victim and to solidify. The process is quite horrid, since the building of the body begins from bones and organs and all up to skin and hair! The goo, during the change, is quite dangerous to touch, since the solidifying process requires energy and should someone touch it, that energy’s not drawn from the surounding land but from the creature touched it. That creature take 2d10 hp. After the paralysis period ends, there are two victim’s bodies. The two bodies are the same in all characteristic and powers, but hp and alignment. Indeed this spell painfully rips the victim’s soul in two, “melts” the evil part in the black goo form and draws it forth; so one body contains the dark and evil part of the target, the other the good one (in game terms, one has Evil alignment, the other Good). Since not everyone has the same shares of good and evil in him, the starting energy share of each body varies from victim to victim (see below). Type of Target % Good % Evil Good – aligned Deity + all but 1 hp 1 hp Good absolute (celestial steward aasimon) all but 1d3 hp 1d3 hp Good paragon (warrior aasimon) 95 % 5 % Good extreme (good creature from a good race) 75 % 25 % Good average (average good human) 65 % 35 % Dark good (good with neutral tendencies) * 60 % 40 % Enlightned neutral (neutral with good tendencies) * 55 % 45 % Neutral absolute * 50 % 50 % Dark neutral (neutral with evil tendencies) * 45 % 55 % Enlightened evil (evil with neutral tendencies) * 40 % 60 % Evil average (average evil human) 35 % 65 % Evil extreme (evil creature from an evil race) 25 % 75 % Evil paragon (lesser/least tanar’ri or baatezu) 5 % 95 % Evil absolute (true tanar’ri, greater baatezu/tanar’ri) 1d3 hp all but 1d3 hp Evil – aligned deity + 1 hp all but 1 hp + = Should be noted that a deity which has Good or Evil as their portfolio or area of influence, would have 0 hp in the opposite alignment. This 0 hp doesn’t mean the body’s dead, for natural healing can bring it to positive hp. * = These are shades which can be chosen by Dm. Note that a extremely evil could go down in this table below its race typical level and an extremely good one could go up above that. Average “shade” range is of 1 step. Obviously the Dm can rule a creature a lot much more good that its race average or a lot more evil! After the hp are shared, the two bodies can only heal naturally, since the “damage” is done to their souls, but they can heal up to victim’s full hps. The reversed form of this spell, Skarm’s Soul Blend, is cast on two creatures, but caster has to touch both in that round (the spell itself allow two him touch “attacks”). The two creatures are paralyzed by pain and unable to move for 3d3 rounds. Thei bodies are surrounded by blue lightnings (which work in the same way as per Skarm’s Black Redemption ). A grey goo, sparkling with multicolored lights, comes forth from the weaker (lower hp) creature’s mouth and goes into the stronger one’s mouth (higher hp). Then result creature’s aligment is found out : Sum up victims’ hp, find weaker victim hp’s percentage in it, look for the alignments’ share in the weaker one and the percentage (round up) of the most preminent alignment minus the pencentage of the least preminent is the perchentage to add to the stronger one’s alignment. Then only the stronger one’s hp remain and unchanged alignment is adjusted in order to have a 100 % percentage. Should someone touch the victim 1d4 rounds after paralysis ends, he’d be healed for weaker victim’s hp and would take the percentage of weaker victim’s transferred least preminent alignement. The hollow body disappear when the transfer ends. For example, Rulah meets a goblin (6 hp; LE) and a mercenary (8 hp; NG) and casts Skarm’s Soul Blend on them. Goblin is evil extreme (25% G, 75% E) and the mercenary is good average (65% G, 35% E), but goblin’s only 43 % of the sum of hp. So only 32% E is added to mercenary’s 35% E, for a total of 67% E (and automatically G shifts to 33%)…a little more evil than evil average! Then, after 3 rounds, a wounded bandit ( 2 hp, CE) touches the mercenary and is healed of 6 hp up to his full hp (6 hp), but takes even a 11% (25% x 43% = 11%) of G. SKARM’S CHAOS BANE (Necromancy, Enchantment/Charm) Reversible Level : 6 Range : 20 yds. Components : V, S Casting Time : 6 Duration : Istantaneous Area of Effect : One creature Saving Throw : Neg. When caster casts this spell the target has to save vs. polymorph, with a –1 penality for each four levels of the caster. If the target fails its save, it’s paralyzed and wracked by pain and unable to act for 3d3 rounds. During this period, the victim’s body is surrounded with a black smoke whirlwind, crackling with blue lightning, and anyone touches it takes 1d6 hp due to lightnings. After 1 round, a whitish-blue stream pours forth from victim’s mouth and nose. How much stream comes forth depends upon the target. In the following rounds, the stream begins to take the same shape of the victim and to solidify. The process is quite horrid, since the building of the body begins from bones and organs and all up to skin and hair! The stream, during the change, is quite dangerous to touch, since the solidifying process requires energy and should someone touch it, that energy’s not drawn from the surounding air but from the creature touched it. That creature take 2d10 hp. After the paralysis period ends, there are two victim’s bodies. The two bodies are the same in all characteristic and powers, but hp and alignment. Indeed this spell painfully rips the victim’s soul in two, “melts” the lawful part in the whitish-blue stream form and draws it forth; so one body contains the chaotic part of the target, the other the lawful one (in game terms, one has Chaotic alignment, the other Lawful). Since not everyone has the same shares of chaos and law in him, the starting energy share of each body varies from victim to victim (see below). Type of Target % Lawful % Chaotic Lawfully – aligned Deity + all but 1 hp 1 hp Lawful absolute (greater baatezu) all but 1d3 hp 1d3 hp Lawful paragon (lesser/least baatezu) 95 % 5 % Lawful extreme (lawful creature from a lawful race) 75 % 25 % Lawful average (average lawful human) 65 % 35 % Rogue lawful (lawful with neutral tendencies) * 60 % 40 % Orderly neutral (neutral with lawful tendencies) * 55 % 45 % Neutral absolute * 50 % 50 % Rogue neutral (neutral with chaotic tendencies) * 45 % 55 % Enlightened chaotic (chaotic with neutral tendencies) * 40 % 60 % Chaotic average (average chaotic human) 35 % 65 % Chaotic extreme (chaotic creature from an chaotic race) 25 % 75 % Chaotic paragon (lesser/least tanar’ri) 5 % 95 % Chaotic absolute (true tanar’ri, greater tanar’ri) 1d3 hp all but 1d3 hp Chaotic – aligned deity + 1 hp all but 1 hp + = Should be noted that a deity which has Law or Chaos as their portfolio or area of influence, would have 0 hp in the opposite alignment. This 0 hp doesn’t mean the body’s dead, for natural healing can bring it to positive hp. * = These are shades which can be chosen by Dm. Note that a extremely chaotic could go down in this table below its race typical level and an extremely lawful one could go up above that. Average “shade” range is of 1 step. Obviously the Dm can rule a creature a lot much more lawful that its race average or a lot more chaotic! After the hp are shared, the two bodies can only heal naturally, since the “damage” is done to their souls, but they can heal up to victim’s full hps. The reversed form of this spell, Skarm’s Anarchy, is cast on two creatures, but caster has to touch both in that round (the spell itself allow two him touch “attacks”). The two creatures are paralyzed by pain and unable to move for 3d3 rounds. Teir bodies are surrounded by a bluish smoke whirlwind, crackling with red lightning (which work in the same way as per Skarm’s Chaos Bane). A grey goo, sparkling with multicolored lights, comes forth from the weaker (lower hp) creature’s mouth and goes into the stronger one’s mouth (higher hp). Then result creature’s aligment is found out : Sum up victims’ hp, find weaker victim hp’s percentage in it, look for the alignments’ share in the weaker one and the percentage (round up) of the most preminent alignment minus the pencentage of the least preminent is the perchentage to add to the stronger one’s alignment. Then only the stronger one’s hp remain and unchanged alignment is adjusted in order to have a 100 % percentage. Should someone touch the victim 1d4 rounds after paralysis ends, he’d be healed for weaker victim’s hp and would take the percentage of weaker victim’s transferred least preminent alignement. The hollow body disappear when the transfer ends. For example, Rulah meets a goblin (6 hp; LE) and a barbarian (8 hp; CG) and casts Skarm’s Anarchy on them. Goblin is lawful extreme (25% C, 75% L) and the mercenary is chaotic average (65% C, 35% L), but goblin’s only 43 % of the sum of hp. So only 32% L is added to mercenary’s 35% L, for a total of 67% L (and automatically C shifts to 33%)…a little more lawful than lawful average! Then, after 3 rounds, a wounded bandit ( 2 hp, CE) touches the mercenary and is healed of 6 hp up to his full hp (6 hp), but takes even a 11% (25% x 43% = 11%) of C. Skarm The Warlock *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 10:07:05 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - rules You can use a dynamo of flying to lift a ship (you can find it in Champions of Mystara and in vol. 2 of encyclopedia magica), create an Halruan Skyship-like ship (vol.3 of encyclopedia magica and Forgotten Realms' Shining South book)... you can try to enchant a ship with fly spell or -if you want something better- what about a flying castle (using Skycastle spell from wizard spell compendium vol.3 or from a Dragon Magazine whose number I don't know)? Since they can move, the best idea is to have a flying castle and boost his maneuverability class and movement rates through other spells... Obviously, you can have a spelljamming ship, but...sorry...the only thing I know about Spelljammer's its name. Skarm The Warlock - -----Messaggio originale----- Da: redrobyne +ADw-redrobyne+AEA-ellijay.com+AD4- A: mystara-l+AEA-lists.imagiconline.com +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- Data: gioved+AOw- 10 giugno 1999 2.36 Oggetto: +AFs-MYSTARA+AF0- - rules +AD4-what are the rules for making airships does anyone know? +AD4- +AD4-Stewart 3 +AD4- +AD4- +AD4AKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAq- +ACo- +AD4-To unsubscribe from this list send mail to majordomo+AEA-lists.imagiconline.com +AD4-with the line 'unsubscribe mystara-l' as the body of the message. +AD4- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #253 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Friday, June 11 1999 Volume 1999 : Number 254 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - StarWar Spoiler Re: R: [MYSTARA] - rules Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - Alphatian Air Spells (LONG) Re: [MYSTARA] - Re: Websites Re: [MYSTARA] - Re: Websites R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... Re: [MYSTARA] - StarWar Spoiler Re: R: [MYSTARA] - rules Re: [MYSTARA] - StarWar Spoiler [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - Fiends in WotI [MYSTARA] - MYSTARA] - Graakhalian thoughts [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - Zombies Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - StarWar Re: [MYSTARA] - Mystara and Star Wars ---------------------------------------------------------------------- Date: Thu, 10 Jun 1999 04:02:20 EDT From: BoBoII@aol.com Subject: Re: [MYSTARA] - StarWar Spoiler In a message dated 6/10/99 3:02:28 AM Eastern Daylight Time, redrobyne@ellijay.com writes: << Thats not what he said in his books that he wrote a long time before the movie, unless you mean that there both Masters of Sith or Dark Jedi sooner or later in the time line? >> Poeple, people, its the same actor. Come on . . . *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 12:27:49 +0300 (EET DST) From: Markus Olavi Montola Subject: Re: R: [MYSTARA] - rules > what are the rules for making airships does anyone know? BAD rules can be found in the Champions of Mystara and in the Dawn of the Emperors. Both methods are based on spending mysterious sums of gold (say, a few hundred grand gp:s) and lots of calculation. - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 07:18:17 -0400 From: Jeff Daly Subject: Re: [MYSTARA] - StarWar Spoiler *clears throat loudly* You know, I think there was a reason the "spoiler tag" was put on the original message. Cut it out, no doubt some people haven't seen the movie...quit antagonizing them! BoBoII@aol.com wrote: > In a message dated 6/10/99 3:02:28 AM Eastern Daylight Time, > redrobyne@ellijay.com writes: > > << Thats not what he said in his books that he wrote a long time before the > movie, unless you mean that there both Masters of Sith or Dark Jedi sooner > or later in the time line? >> > Poeple, people, its the same actor. Come on . . . > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 11:37:49 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - StarWar Spoiler On Thu, 10 Jun 1999, redrobyne wrote: > Thats not what he said in his books that he wrote a long time before the > movie, unless you mean that there both Masters of Sith or Dark Jedi sooner > or later in the time line? Well, Palpatine *IS* a sith lord. So is Sidious Note that Ian McDarmind plays both roles in the movie. Therefore beyond all theoretical rambilings about storylines: Palpatine *IS* Sidious. Period. Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 10:51:47 -0500 From: "drake01" Subject: Re: [MYSTARA] - StarWar Spoiler Pesonaly I think Palpatine/Sideious plotted his whole takeover of the Republic from the begining. Look at some of the things. Sideious wason Corscucant the same time Palpatine was. . Palpatine coming from Naboo would know how the Queen would react in the situation presented and played her like a puppet. When Palpatine walks by Anakin he states +ACI-we'll be watching your future more closely. Also think about this. Sideious planned on unveiling that the Sith were real, that it was time. At the end of the movie Palpatine goes to Naboo along with Yoda and Mace. The perfect trap. IF Maul had won Anakin would've possibly been in his hands, he could've destroy the two most powerful jedi sitting on the council and Qui-jon +ACY- Kenobi would've been out of the way thanks to Maul. - -----Original Message----- From: redrobyne +ADw-redrobyne+AEA-ellijay.com+AD4- To: mystara-l+AEA-lists.imagiconline.com +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- Date: Thursday, June 10, 1999 2:01 AM Subject: Re: +AFs-MYSTARA+AF0- - StarWar Spoiler +AD4- +AD4------Original Message----- +AD4-From: drake01 +ADw-drake01+AEA-flash.net+AD4- +AD4-To: mystara-l+AEA-lists.imagiconline.com +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- +AD4-Date: Wednesday, June 09, 1999 8:42 PM +AD4-Subject: Re: +AFs-MYSTARA+AF0- - StarWar Spoiler +AD4- +AD4- +AD4APg-Ok, off topic I know +AD4APg- +AD4APg-Sideious IS Palpatine. Lucas has come out and said as much n an interview +AD4APg-after the movie. +AD4APg- +AD4-Thats not what he said in his books that he wrote a long time before the +AD4-movie, unless you mean that there both Masters of Sith or Dark Jedi sooner +AD4-or later in the time line? +AD4- +AD4AKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACo- +AD4-To unsubscribe from this list send mail to majordomo+AEA-lists.imagiconline.com +AD4-with the line 'unsubscribe mystara-l' as the body of the message. +AD4- +AD4- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 9 Jun 1999 19:39:42 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Alphatian Air Spells (LONG) > > O.k., catch him, tie him and , by Great Yamuga, don't hurt him > > anymore. And now, clerics, do your work! > > > > > > > > So, that's all! > > > > How are you now, Carl? > > > > Why, I'm fine, Jamuga, dear. How sweet of you to ask. ;-) > > Car(o)l Q. Why have I this nagging feeling that something went wrong? Well, considering what we have reached some little drawbacks are acceptable! Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 12:09:22 -0500 From: "drake01" Subject: Re: [MYSTARA] - Re: Websites there was one webpage that had the files done by grid with a link to it's homepage. that's the one i'm looking for - -----Original Message----- From: stan To: mystara-l@lists.imagiconline.com Date: Monday, June 07, 1999 10:30 PM Subject: [MYSTARA] - Re: Websites >>If someone would please send me the URLs for the following sites (I don't >>totaly remember all their names, simply their content) >> >>Mystara: The D&D Homepage > >http://www.geocities.com/TimesSquare/5304 > >>Geoff's homepage > >http://www.geocities.com/TimesSquare/Realm/2091 > >>URL that had a number of maps (exp the Davania continent) >>URL to get the 1014/1015 Almanacs > >these are available from my homepage. > >stan >http://www.geocities.com/TimesSquare/5304 >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 12:17:20 -0500 (CDT) From: Valerya@webtv.net (Jennifer Favia Guerra) Subject: Re: [MYSTARA] - Re: Websites <> Try Marco's maps page, at: http://www.geocities.com/TimesSquare/Dungeon/2967/maps.html If that's not the one you're looking for, try my links page: http://www.geocities.com/TimesSquare/Chasm/4270/links.html Jenn *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 13:39:41 -0400 From: Francis Lariviere Subject: R: [MYSTARA] - [Mystara] - More readable (I hope) version of"I'm going to a... > I often play as a Dm and > as a player > at the same time (is likely most of you'll scorn at this, but the only two > RPG clubs I've found > in my area now are "dead" and...so I've to play myself!)...so very often > Npc kits and Pc kits are > nearly the same for me! :-) I understand you. I myself play as a DM in Mystara and a player in Dark Sun (And both are no longer printed:) > About the special harp idea... What you propose about that is good. It help to balance this kit since gettting an harp can be though. Also, like you said, it can be use as an adventure hook. > The only thing I don't agree upon is that about alignment shift...mosly > because the > Dark Harpist doesn't know what type of damage he deals (that part should be > kept > for you Dm should : should he find something with a draining* or a > disintegration immunity > you know how to deal with that!)... he plays his harp and see > the butchering he does... and then I'd use that nice power check (I'd > suggest a 3% > power check) which is suggested in the complete book of necromancers for > black magic > and more with physical deformities and unholy compulsions listened in that > book Ok, I agree with you that, since he don't know what kind of damage is doing, the dark harpist can be neutral. You've got a good justification. I also like the idea about deformities and such. But I don't think that a neutral Dark Harpist would use is True tune of the soul. I meant he must know that the soul of is target is absorbed into one of the strings of is harp. After all, he knows that he must change is stings to aborbe more personnes when the strings of is harp are "full". And even thought the soul is willing to quit it's body (because it has been charmed by the music), stealling a soul is evil. Anyway, it's a good kit. Francis *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 13:50:42 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - StarWar Spoiler >>Sidious IS Palpatine. Lucas has come out and said as much in an interview >>after the movie. Never mind what Lucas might've confessed about Sidious/Palpatine, in an interview ... there's just no mistaking that cleft chin of his/theirs! ;-) Also, there's no credit listed for Darth Sidious at the movie's end. So plainly, the actor who plays Sidious must have been seen in his non-Sith identity, at SOME stage of the film ... and Palpatine's the only white male in the entire cast, who stood to gain from the Sith Lord's machinations. >Thats not what he said in his books that he wrote a long time before the >movie, unless you mean that there both Masters of Sith or Dark Jedi sooner >or later in the time line? The so-called "Dark Jedi" don't even exist, in the core timeline of the movies. They are an invention of the Zahn novels, the Star Wars RPG, and other spin-offs of the 'Star Wars' saga. According to TPM and its novelization, there can be only two users of the Dark Side of the Force -- a Sith master and a Sith apprentice -- at any one time: any more than that, and they start battling each other to the death over who gets to be in charge. It's just like with Star Trek novels: the Zahn books are an interesting read, and the notion of "Dark Jedi" may make for a more interesting RPG than a strict adherence to the films ... but they're not "canon", and we shouldn't expect Lucas to conform to gobs of material other writers have tacked on to HIS storyline. How much different would ESB have been, had Lucas tried to make its plot compatible with "Splinter of the Mind's Eye": a post-ANH novel in which Luke is madly in love/lust with Leia (incest, ick! :-P), and Darth Vader's plans for Luke (some jumped-up farm kid who's utterly insignificant to Vader) don't go any farther than killing him off? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 13:07:31 -0500 (CDT) From: Byron Molix Subject: Re: R: [MYSTARA] - rules On Thu, 10 Jun 1999, Markus Olavi Montola wrote: > > what are the rules for making airships does anyone know? > > BAD rules can be found in the Champions of Mystara and in the Dawn of the > Emperors. Both methods are based on spending mysterious sums of gold > (say, a few hundred grand gp:s) and lots of calculation. > > > - Markus > That reminds me. I'm going to try and convert Spelljammers and airships into SAGA for my webpage. (I guess I have to write cinematic/storytelling rules for naval excursions first, since I'd want them to have the same feel without being complex) But anyway, I can do ship stats in numerous ways. I could even try to come up with a way to make large mechanical creations, such as seige engines or anachronistic robots and self-propelled vehicles. Opinions? general saga mechanical engine statistics or ship-specific statistics and rules. The former would take me longer but would be adapatable for more things. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 15:15:41 EDT From: FrenzyK2@aol.com Subject: Re: [MYSTARA] - StarWar Spoiler I know off topic and I hate to get involved in this conversation, but Sidious is Palpatine. They are the same person, which is why Sidious can say things like "I will make it legal," and "I will keep things as they are in the Senate." No use of mind powers here, just use of political savvy. Also this would be why Palpatine/Sidious says that he will be "keeping an eye on your carreer young Skywalker." Sorry, Christian *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 15:29:00 EDT From: Mystaros@aol.com Subject: [MYSTARA] - Mystara and Star Wars Has anyone ever considered making a sort of "Jedi" class for OD&D, specifically based in Mystara? There could be either two or five types of these "Mystaran Jedi": Life versus Death (simplified) or Four Spheres versus Entropy (a bit more complex, but makes for more interesting politics). Basically "Mystaran Jedi" are beings that have a close, strong tie to the specific sphere in question, not on the level of a cleric (who gains his powers through an Immortal) or like a Magicuser (who gains his powers through use of magical incantaions and materials), but more like a Mystic-Psionicist (or, dare I say, Demi-Immortal, as they manipulate the essence of their spheres much like Immortals), with close elemental parallels... Hmmm... bears some further consideration methinks... Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 17:15:19 -0600 From: CW-Mystara-List@cmnwrld.com (CW-Mystara-List) Subject: Re: [MYSTARA] - Mystara and Star Wars Mystaros@aol.com writes: >Has anyone ever considered making a sort of "Jedi" class for OD&D, >specifically based in Mystara? there was something like that made for our Mystara campaigns. Our GM loves SW and he memtioned to us that he did make Jedi class -sorta. They were our 'mystics' and the spheres were the source of the 'the Art'. What spheres you chose was the type of powers ('the Al;rt') you could recieve. They mastered only one weapon (no weapons until 5th Level I think) and Psionics powers ('The Art'). The DM would not let many into our game play. There was a Council (Thyatis City) that could let you in. Only so may were allowed in a year. All I remember was that it was very difficult to play a limited character & his arts and mystic order was very secret. Ther was an Honor point system also. Once you did an action that was not to the code of the mystic order you lost honor points and then your powers in the art were lesser and you standing in the order was also lower. The GM has the notes and only lets out what is needed to know so we are always in the dark about game play until we find out our selves. It think it also helped form new elemental cleric type classes that were used. Jeff Beck JeffB@cmnwrld.com http://www.CWSpot.com/mystara *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 18:07:39 -0400 From: Jerry Hovenanian Subject: Re: [MYSTARA] - Mystara and Star Wars Mystaros@aol.com wrote: > Has anyone ever considered making a sort of "Jedi" class for OD&D, > specifically based in Mystara? There could be either two or five types of > these "Mystaran Jedi": Life versus Death (simplified) or Four Spheres versus > Entropy (a bit more complex, but makes for more interesting politics). > > Basically "Mystaran Jedi" are beings that have a close, strong tie to the > specific sphere in question, not on the level of a cleric (who gains his > powers through an Immortal) or like a Magicuser (who gains his powers through > use of magical incantaions and materials), but more like a Mystic-Psionicist > (or, dare I say, Demi-Immortal, as they manipulate the essence of their > spheres much like Immortals), with close elemental parallels... > > Hmmm... bears some further consideration methinks... I've seen many AD&D versions of the Jedi on-line...the best one I think is a Psionicist with martial arts. If you want I'll send it to you. - -- Jerry Hovenanian clumsydwarf@usa.net http://www.geocities.com/Area51/Dunes/7295/ ICQ# 18008809 AIM ZMJTCD The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent...Truth *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 18:07:58 -0400 From: Jerry Hovenanian Subject: Re: [MYSTARA] - Fiends in WotI Markus Olavi Montola wrote: > > > Alphatians could have done that, too, but unleashing that big horrors > > > would have been too bad for them. Remember that Ixion and Alphatia and > > > their fellas are the good guys in the WotI (if anyone). They want the > > > best for the Mystara -- opening gates for daemons is *bad*. > > If you make a phoenix destroy something or someone...hope and pray > > it never finds you....it might be upset. > > Actually pretty indifferent to the Alphatian masters of magic. A phoenix > here or a phoenix there, just smash them to pieces... :-) If you are a > loser, hope and/or pray they will not be upset after the reincarnation -- > if you are a tough guy, you can wish they won't ever reincarnate. LOL > > With fiends you just summon them and let them do what they do best. > > The daemons serve the goals of the Entropy. Entropy's goal is not to > destroy Glantri, but to destroy everything. Fiends do as they please, and > pretty fast go where they wish. Even Alhatia wouldn't be safe. > > (If the fiends are in the same level of power as they are in the CotI). Well AD&D fiends are a different lot. You mighy make a case that the Tanar'ri, who are CE, serve Entropy's goals, but the Yugoloths and the Baatezu, NE and LE respectively, do not. IRL men have unleached weapons not thinking about the end results. - -- Jerry Hovenanian clumsydwarf@usa.net http://www.geocities.com/Area51/Dunes/7295/ ICQ# 18008809 AIM ZMJTCD The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent...Truth *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 01:25:36 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - MYSTARA] - Graakhalian thoughts Mateo wrote: >in the first century the Duel was a real fight beetween the two contendents that often ended with a death. again the practical mind of the Graakhalian brought them to wiew the death of some valid members of the tribe as a risk for the sopravvivence of the tribe itsself. so the Duel slowly changed form and became what now is Know as the Race. the race is a test the will prove every aspect and skill that a Graakhaliaan need for survive. the reason is on the side of who is tha best graakhaliaan, this the same as say who have the best skill to assure his life and the life of the tribe. So the race is a challenge in which two Graakhalians try to arrive first in a determined places and accomplish a task. this travel must be done alone, without the help of no one else. the two contendents stand up in face of all the tribe when they declare that a race is called. the chieftain of the tribe then consults his conuseullors and the shamans presents in the accampment and decide a route that the two racer must accomplish, and the same for the task. The travel can take many days, and sometimes weeks. in this travel the Graakhaalian will menage to survive and move faster than the other using all his abilities for orientering in the maze of tunnels, defend himselfs for the thousand danger of underground, and gathering the nfood, as the tradition want that the racer will start they run without any rations. an example of race could be descend in lower regions and arrive in a cavern used by the tribe as granary or deposit, control the state of the situation, and come back with a proof. the practical mind of this people again has done that evry race in some way could be considered a riky mission for the tribe. therir common sense says: if someone want run at his own risk in the tunnel, let them run, but in a useful way. very important race, like a challenge beetwen chieftain could take much time, long and dangerous tunnels, and a very hard task to performs. more is important the race, more is difficulkt the succes. the races are called only for motivations of honor or treason, that in graakhalian culture are strictly connected with the effectivness of collaborations and duty inside the community. > I realy realy like the race idea, although I think that a long and time consuming "travel" will be kept only for rare and extreme situations like the chalange of the chiefteins. for more "reguler" fueds I suggest ther be some special area that will be assigned for these sort of thing. this cave will be full of dangers (not rare in grakhalia!) and the two (or more) contenders will race to a named location in front of the caredul eyes of the tribes elders. whoever makes it first (and alive...) wins. >i was also wondering what immortals could be iterested in graakhalians, I can see the grakhs worshiping a pantheon with many immortals representing the different aspects in their society. Mealiden, Refiel and Pflarr are great choises. I can also see some more "basic" immortals representing the strong natural fprces that the grakhs face- Rathanos, Terra and Kagyar spring to mind. all in all, great thoughts mateo! Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 02:17:57 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - A new look for Druids (LONG) Why the 18 level limit and not 36? Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 01:30:56 +0300 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: Re: [MYSTARA] - Zombies >uh? Sorry, but I don't understand what you're trying to say. Basically, IMC with an Animate Dead the soul returns to the body but without the former intelligence or memories (refer to what Ohad Shaham wrote about Animate Dead and how a corpse animated in this way lacks essence of Thought - GREAT explanation, Ohad! ;)). thankes DM! actualy I based this Idea about someone's (i think it was sharon's) post about shadows. it seemed apropriate to explain how zombies and other undead work with this consept. Morphail *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 23:42:27 -0400 From: redrobyne Subject: Re: [MYSTARA] - StarWar Spoiler +AD4-In a message dated 6/10/99 3:02:28 AM Eastern Daylight Time, +AD4-redrobyne+AEA-ellijay.com writes: +AD4- +AD4APAA8- Thats not what he said in his books that he wrote a long time before the +AD4- movie, unless you mean that there both Masters of Sith or Dark Jedi sooner +AD4- or later in the time line? +AD4APg- +AD4- Poeple, people, its the same actor. Come on . . . Well yeah in real life (All I know is that the same person who played Senator Palpatine played Emperor with alot more makeup) but not in the movies or book. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 23:44:15 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) In a message dated 6/10/99 7:30:13 PM Eastern Daylight Time, ohadshm@inter.net.il writes: << Why the 18 level limit and not 36? Morphail (Ohad Shaham) >> Using the Mystic and Forester classes as a type of base (they have lower limits, but more special abilities) was the basis to the 18th level limit. My revised Druid has the ability to use and wield any armor and weapon (within the natural construction restriction); their ability to move and hide in natural terrains; and the level granted abilities gained, a lower limit was deemed more acceptable, as they hit 18th level (3,000,000 XP) not long after a "normal" cleric hits 36th (2,900,000 XP). Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 23:59:06 -0400 From: redrobyne Subject: Re: [MYSTARA] - StarWar +AD4AKg-clears throat loudly+ACo- +AD4- +AD4-You know, I think there was a reason the +ACI-spoiler tag+ACI- was put on the original +AD4-message. Cut it out, no doubt some people haven't seen the movie...quit +AD4-antagonizing them+ACE- +AD4- +AD4-BoBoII+AEA-aol.com wrote: +AD4- I'm Sorry I started this mess. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 00:11:58 -0400 From: redrobyne Subject: Re: [MYSTARA] - Mystara and Star Wars >Mystaros@aol.com wrote: > >> Has anyone ever considered making a sort of "Jedi" class for OD&D, >> specifically based in Mystara? There could be either two or five types of >> these "Mystaran Jedi": Life versus Death (simplified) or Four Spheres versus >> Entropy (a bit more complex, but makes for more interesting politics). >> I have decided to start to work on a jedi class for mystara similar to a fighter/Pscionicist class. The Pscionicist would have some mental control and telekinetic ability, then a fighter with training in a Mystaran version of the "light saber". also some percentage ability types like being able to deflect missile weapons while with his "light saber" and to do other things like those super high jumps. also a council of Jedi spanning many countries and dark jedi based on a Taymorean ruin(?). I would like some input please especially on the abilitys and lightsaber. Thanks Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #254 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Friday, June 11 1999 Volume 1999 : Number 255 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - StarWar Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - StarWar Spoiler RE: [MYSTARA] - StarWar Spoiler [MYSTARA] - RE: Maps of Night's Dark Terror RE: [MYSTARA] - RE: Maps of Night's Dark Terror [MYSTARA] - sabre's RE: [MYSTARA] - RE: Maps of Night's Dark Terror Re: [MYSTARA] - RE: Maps of Night's Dark Terror Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - Re: Websites Re: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - sabre's Re: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - RE: Maps of Night's Dark Terror Re: [MYSTARA] - Re: Websites [MYSTARA] - Mystaran Jedi Knights - History (LONG) ---------------------------------------------------------------------- Date: Fri, 11 Jun 1999 00:21:11 -0400 From: redrobyne Subject: Re: [MYSTARA] - StarWar >>>Sidious IS Palpatine. Lucas has come out and said as much in an interview >>>after the movie. > >Never mind what Lucas might've confessed about Sidious/Palpatine, in an >interview ... there's just no mistaking that cleft chin of his/theirs! >;-) > >Also, there's no credit listed for Darth Sidious at the movie's end. So >plainly, the actor who plays Sidious must have been seen in his non-Sith >identity, at SOME stage of the film ... and Palpatine's the only white male >in the entire cast, who stood to gain from the Sith Lord's machinations. > > > >>Thats not what he said in his books that he wrote a long time before the >>movie, unless you mean that there both Masters of Sith or Dark Jedi sooner >>or later in the time line? Well he did write (Lucas) 9 books I think all with a episode number (these are listed on the beginning of the other movies below each title and if I remember correctly theres one missing in the trilogy I think Shadows of the Empire), and he is releasing the second episode in 2002 then the third in (?) 2008, so we'll see then for sure unless some one wants to hunt down an original book by Lucas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 00:16:01 -0700 From: "dlegend@bellsouth.net" Subject: Re: [MYSTARA] - StarWar Spoiler > > > Well yeah in real life (All I know is that the same person who played > Senator Palpatine played Emperor with alot more makeup) but not in the > movies or book. > Senator Palpatine and Emperor Palpatine are the same person. The future Emperor was behind all the problems in the movie. On the Mystara subject, does B10 Night's Dark Terror come with a fold out map? dlegend@bellsouth.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 00:29:06 -0400 From: redrobyne Subject: Re: [MYSTARA] - StarWar Spoiler Well yeah in real life (All I know is that the same person who played +AD4APg- Senator Palpatine played Emperor with alot more makeup) but not in the +AD4APg- movies or book. +AD4APg- +AD4- +AD4- Senator Palpatine and Emperor Palpatine are the same person. The future Emperor was +AD4-behind all the problems in the movie. +AD4- +AD4- Well I think its time to stop the sttarwars debate I started and thi does make sense I agree and most un doubtly is right. well back to Mystara, Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 21:54:15 -0700 From: Richard Drozdik Subject: Re: [MYSTARA] - StarWar Spoiler At 12:16 AM 11/06/99 , you wrote: > >On the Mystara subject, does B10 Night's Dark Terror come with a fold out map? > Yes, and a rather nice one at that...especially if you like using lead figures. Richard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 01:13:23 -0700 From: "dlegend@bellsouth.net" Subject: Re: [MYSTARA] - StarWar Spoiler Richard Drozdik wrote: > At 12:16 AM 11/06/99 , you wrote: > > > >On the Mystara subject, does B10 Night's Dark Terror come with a fold out > map? > > > > Yes, and a rather nice one at that...especially if you like using lead figures. > > Richard > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. That's what I thought. You know I was lucky enough to get two copies of the module but none of them had the maps! I think I'm cursed or something because I had the same problem before with gazetteers. If possible can someone make a copy of the maps for me? I would appreciate it. dlegend@bellsouth.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 15:15:51 +1000 From: Murphy Jason Subject: RE: [MYSTARA] - StarWar Spoiler > -----Original Message----- > From: dlegend@bellsouth.net [SMTP:dlegend@bellsouth.net] > Sent: Friday, June 11, 1999 4:13 PM > To: mystara-l@lists.imagiconline.com > Subject: Re: [MYSTARA] - StarWar Spoiler > > > > Richard Drozdik wrote: > > > At 12:16 AM 11/06/99 , you wrote: > > > > > >On the Mystara subject, does B10 Night's Dark Terror come with a fold > out > > map? > > > > > > > Yes, and a rather nice one at that...especially if you like using lead > figures. > > > > Richard > > > ************************************************************************** > * > > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > > with the line 'unsubscribe mystara-l' as the body of the message. > > That's what I thought. You know I was lucky enough to get two copies of > the > module but none of them had the maps! I think I'm cursed or something > because I had > the same problem before with gazetteers. > > If possible can someone make a copy of the maps for me? I would appreciate > it. > > dlegend@bellsouth.net > [MURPHY Jason] 2 Copies of the module!!!! Well then you deserve the frustration :-) I have been looking for about 4 years and havent been able to get 1!! grrrrrrr Jason Murphy Software Engineer MITS Limited EMAIL: jason.murphy@mitswa.com.au PHONE: 08 9481 4066 FAX: 08 9481 4064 > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 22:33:11 -0700 From: Richard Drozdik Subject: [MYSTARA] - RE: Maps of Night's Dark Terror > >If possible can someone make a copy of the maps for me? I would appreciate it. > While it would be easy for me to do with the some of the lesser maps, the main fold-out map is literally disintegrating on me and so it would be hard for me to scan it without causing undo additional damage. Richard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 15:32:36 +1000 From: Murphy Jason Subject: RE: [MYSTARA] - RE: Maps of Night's Dark Terror > -----Original Message----- > From: Richard Drozdik [SMTP:richard.drozdik@home.com] > Sent: Friday, June 11, 1999 1:33 PM > To: mystara-l@lists.imagiconline.com > Subject: [MYSTARA] - RE: Maps of Night's Dark Terror > > > > > >If possible can someone make a copy of the maps for me? I would > appreciate it. > > > > While it would be easy for me to do with the some of the lesser maps, the > main fold-out map is literally disintegrating on me and so it would be > hard > for me to scan it without causing undo additional damage. > > Richard > > > [MURPHY Jason] Well in that case i say scan it!! :) As scanning it would preserve a rapidly disapearing, important piece of Mystara literature. :-). Ok maybe i am putting too high a value on it but, take it from someone who hasnt found a copy of it in 4 years of looking....you wont find another one after it finally falls apart. Jason Murphy Software Engineer MITS Limited EMAIL: jason.murphy@mitswa.com.au PHONE: 08 9481 4066 FAX: 08 9481 4064 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 02:01:04 -0400 From: redrobyne Subject: [MYSTARA] - sabre's here is a few of my ideas on the "light sabre's" 1: a nithian tecnology that is used by the jedi and would be similar to the actual star wars one(this however would mean that the jedi would have been around during Nithian era and could cause some trouble in well established campaigns) 2:simply a very light blade of superior alloys that only a few know of, making it incredibly strong and feather light 3:or a blade that is a physical mass of the persons mind created by his psionic ability also I am thinking of creating "force" points similar to those of ki which the humans of Wa on Toril use. these "force" points limits could be gained by level and used for certain abilities the "jedi" would have to rest to regain the points before using them again Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 23:07:17 -0700 From: Richard Drozdik Subject: RE: [MYSTARA] - RE: Maps of Night's Dark Terror At 10:32 PM 10/06/99 , you wrote: > [MURPHY Jason] > > Well in that case i say scan it!! :) As scanning it would preserve a >rapidly disapearing, important piece of Mystara literature. :-). Ok maybe i >am putting too high a value on it but, take it from someone who hasnt found >a copy of it in 4 years of looking....you wont find another one after it >finally falls apart. But...but...but that would be copyright infringement...;-) And yes I know I will never see another copy of this module again, just like I've never seen another copy in my 12+ years of roleplaying in Mystara. Also, technically, its not mine. I just borrowed it from a friend(five years ago) to run my players through it(one of these days) and even though he's not much of a friend, when I'm done with it, I fully intend to return it because that is what I'd said I would do. And since I won't make a copy for myself, I cannot justify making a copy for others. Richard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 11:24:50 +0100 From: Flossy Subject: Re: [MYSTARA] - RE: Maps of Night's Dark Terror Hi there, I've got a fairly good copy of BX1 Night's Dark Terror along with the maps for it, unfortunately I only have a photo scanner available which makes the big maps impractical to copy. I may manage to get it scanned at some point, but it may be some time. Flossy Richard Drozdik wrote: > At 10:32 PM 10/06/99 , you wrote: > > [MURPHY Jason] > > > > Well in that case i say scan it!! :) As scanning it would preserve a > >rapidly disapearing, important piece of Mystara literature. :-). Ok maybe i > >am putting too high a value on it but, take it from someone who hasnt found > >a copy of it in 4 years of looking....you wont find another one after it > >finally falls apart. > > But...but...but that would be copyright infringement...;-) > > And yes I know I will never see another copy of this module again, just > like I've never seen another copy in my 12+ years of roleplaying in Mystara. > > Also, technically, its not mine. I just borrowed it from a friend(five > years ago) to run my players through it(one of these days) and even though > he's not much of a friend, when I'm done with it, I fully intend to return > it because that is what I'd said I would do. > > And since I won't make a copy for myself, I cannot justify making a copy > for others. > > Richard > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 08:43:58 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research Jim wrote: > > Now, IMC I allow all spellcasters to research new spells, even priestly >ones. My reasoning is that a Power grants his worshippers common and maybe a >few uncommon spells. When a cleric researches a "new" spell, he is actually >proving his grasp of manipulating the divine energies that his Power grants >him. His Power already knows every possible effect, but doesn't grant them >to every creature that simply worships it. These "new" spells are rewards >for the character learning more about his devotions to his Power. That's a neat idea, Jim! What I do IMC is rule that Immortals grant their clerics raw holy energy. It is up to the cleric to manipulate that energy into actual spells. The established spells in the RC, your Tome, and elsewhere represent those formulae known to at least one faith. For example, cure light wounds was IMO one of the earliest spells discovered, if only because of its immediacy and utility. As a cleric advances in level (and in the esteem of his/her Immortal), they are granted a larger flow of that holy energy, so that they are able to cast more powerful spells. Thus, I see no reason why clerics can't invent new spells. >Now, I know everyone has their own take on this subject, but which seems to >make more sense? Both our groups are split on it. I'm not planning on >shoving this in my DM's face, but I'd like some input on it for my own game. Well, you know where I stand now! :) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 12:49:16 +0200 From: Fabrizio Paoli Subject: Re: [MYSTARA] - Re: Websites At 12.09 10/06/99 -0500, you wrote: >there was one webpage that had the files done by grid with a link to it's >homepage. that's the one i'm looking for About the Almanacs, there's the Almanac Home Page http://www.geocities.com/TimesSquare/Lair/9037/ There you can download the latest Almanac version, though the HTML pages are not updated. ************** Fabrizio Paoli brizio@gdr.net http://www.geocities.com/TimesSquare/Dungeon/4560/ ************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 08:51:09 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Mystara and Star Wars Mystaros wrote: > >Has anyone ever considered making a sort of "Jedi" class for OD&D, >specifically based in Mystara? There could be either two or five types of >these "Mystaran Jedi": Life versus Death (simplified) or Four Spheres versus >Entropy (a bit more complex, but makes for more interesting politics). I made up a character class quite a while back, the warrior-wizard, who would have Jedi-like abilities. All this talk about Star Wars jogged my memory about it. Don't know if it would be of any use to anyone, but if anyone is interested, email me privately. Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 08:58:32 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - sabre's redrobyne wrote: >here is a few of my ideas on the "light sabre's" Interesting ideas! Perhaps a better solution can be found in the Blackmoor modules - one of them has a description of the technological items PCs can find, and one of them is a light sabre (basically). Perhaps this "jedi" organization had its roots then, when a mystic order was founded to preserve the balance of the spheres (which was seen to be faltering at that time). Seeing the light sabre as an emblem of impartial power, each order member obtained one, and became schooled in its use. Along the way, they were adapted technomantically, so that they had magical elements as well. Although many members and sabres have been lost over the millennia, some have always been passed down through the generations...until now. How's that for an idea? Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 09:55:46 -0400 From: Francis Lariviere Subject: Re: [MYSTARA] - Mystara and Star Wars > I have decided to start to work on a jedi class for mystara similar to a > fighter/Pscionicist class. The Pscionicist would have some mental control > and telekinetic ability, then a fighter with training in a Mystaran version > of the "light saber". also some percentage ability types like being able to > deflect missile weapons while with his "light saber" and to do other things > like those super high jumps. also a council of Jedi spanning many countries > and dark jedi based on a Taymorean ruin(?). > I would like some input please especially on the abilitys and lightsaber. In "The Will and th Way", a Dark Sun accessorie, there is a psionicist kit that could be use as a basis for a Jedi Knight. I don't remember the name of this kit, but you can check it out. The Will and the Way is available for download on tsr site: http://www.tsrinc.com Hope I've been helpfull. Francis *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 11:50:14 -0700 From: "dlegend@bellsouth.net" Subject: Re: [MYSTARA] - RE: Maps of Night's Dark Terror Richard Drozdik wrote: > But...but...but that would be copyright infringement...;-) > > And yes I know I will never see another copy of this module again, just > like I've never seen another copy in my 12+ years of roleplaying in Mystara. > > Also, technically, its not mine. I just borrowed it from a friend(five > years ago) to run my players through it(one of these days) and even though > he's not much of a friend, when I'm done with it, I fully intend to return > it because that is what I'd said I would do. > > And since I won't make a copy for myself, I cannot justify making a copy > for others. > > Richard > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. About copyright infringements, I have seen models sold over the net with photocopied maps. So I don't think that's a big problem especially after I paid for the modules. It would be a problem if you copied the whole module to sell or give out. dlegend@bellsouth.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 18:01:11 +0200 From: Thibault Sarlat Subject: Re: [MYSTARA] - Re: Websites For everyone who would like maps just go to http://perso.club-internet.fr/thibsylv/ use IE(because it was made with frontpage 98) or N communicator. to all the MML; enjoy those maps. thib *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 12:14:38 EDT From: Mystaros@aol.com Subject: [MYSTARA] - Mystaran Jedi Knights - History (LONG) Here's the basics of a history; I've got some ideas on classes and Light Saber details, but that will have to wait... Order of Life - The Mystaran Jedi Four thousand years ago the FSS Beagle fell from the skies and forever changed the course of Mystaran history. The magical science of Technomancy was born out of the ruins of the Beagle, and enabled the Lords of Blackmoor to build a star-spanning civilization thousands of years before their society and culture would otherwise have been able to do so. Thus, the society that ruled the stars in the era of Blackmoor was, starships and Technomancy aside, essentially a medieval one, with all the evils that such a society contains, including slavery, corrupt nobles and vile sorcerers. As in all such societies a few people rise above the situation to champion truth, justice and the ways of good. During the height of the Age of Blackmoor, these people were part of an organization known as the Jedi Council; the warrior-monks that went on great quests for the greater good were known as Jedi Knights. History of the Blackmoorian Jedi Council The Jedi Council was born out of the same accident that started Blackmoor on its precipitous rise to greatness: the crash of the FSS Beagle. Several years after the crash the Beagle, known locally as the "City of the Gods" was raided by a small party of adventurers from the far future. Among the party were three that would remain in the ancient lands of Blackmoor to find their fortune: the Elf Ismelian Sotadis, the Cleric Jareel Takis and Purda Blue, the Sword Mistress. Among the many treasures that the three brought back from the City of the Gods were three very important items: two Light Sabers and a Holographic Imaging Recorder. These items served their owners well, until they ran out of power. As the source of power lay forever beyond their grasp (due to the destruction of the City of the Gods in an incredible conflagration several years after their own expedition), the three sought out the one of the most powerful mages of the realm of Blackmoor to see if he could help them "recharge" their "magic items". Jallapierie was more than willing to help the trio, as they had provided him and Blackmoor with heroic service in the past. Using the highest magics of the day Jal was able to transform the Light Sabers and Holographic Imaging Recorder into Technomantic devices; that is, pseudo-scientific devices whose very nature was partially magical and that were powered entirely by magic. The trio went on with their adventures and helped clear the path for civilization throughout the Northlands. Many legends of heroes with blazing swords of light come down from that era. Purda and Ismelian were married in time and later Purda bore a son, who is known to history as Jedarian Sotadis, the Half-Elven (born in 3990 BC). Purda and Ismelian taught young Jedarian (or Jed, as he was more commonly known) all they knew of their adventuring arts, martial and magical; he was also taught in the ways of the clerical arts by his "uncle" Jareel. Unfortunately Purda and Islemian perished in a great battle when Jed was only twelve; Jareel continued teaching the young man all he could, with the added assistance of the wizard Jallapierie. Jed inherited his parents Light Sabers and continued his parents heroic traditions under Jareel's tutelage. Upon the death of Jareel in 3970 BC (shortly after Jed's 20th birthday) he also inherited the Holographic Imaging Recorder, which by that time contained not only various technical information from the Beagle, but also the lore of Purda, Ismelian, Jareel, Jallapierie and a dozen other great warriors, wizards and priests from across the northlands. Jed stayed with Jallapierie for several years after Jareel's death, during which he learned more about the nature of magic, especially its relation to the Four Spheres of Life and the Sphere of Death. Jed then went on to complete many great deeds and quests, and his fame grew over the following twenty years to such a level that many others sought him out for training; but he refused them all, for a time. Then, during the terrible War of the Northern Wizards (3950 BC) many of the major wizards of the era were either slain or "lost", including Jallapierie and Robert the Bald (who had started the war when he went mad after a miscast spell). Jed helped the people of the Northlands pick up the pieces after the war and then took what treasures remained from Jal's tower (and many other wizards towers) and founded his own retreat on Cloudtop, where he occupied the ruins of the tower of Robert the Bald. After ten years of work he was able (with the assistance of the Holographic Imaging Recorder and Jal's copious notes) to create a new Light Saber, one based entirely on the principles of Technomancy using native Mystaran materials. This new Light Saber tapped directly into the power of the Four Spheres of Life (which Jed took to calling the "Force of Life", or simply "The Force"), and thus was tied to the life force of the wielder. Jed was also able to replicate and improve upon the Holographic Imaging Recorder; the new device was known as a Holochron, as it holographically displayed the wisdom and knowledge of the past in an interactive manner. Jed then went out into the world and searched for apprentices that he felt would be able to learn as fully as he had from the martial, magical and clerical arts. Over the following 20 years Jed was able to train and bring together a small group of warrior-monks, each of who went on to construct his own Light Saber. These warrior-monks were trained in the martial, magical and clerical arts, and were trained with the same moral and ethical guidelines that Jed had been taught over the decades. Jed's group of warrior-monks came to be known as the Jedi Knights, after their founder. All of the early Jedi were of Lawful or Neutral alignment, as Jed felt that Chaotics (even those with good tendencies) did not have the discipline to handle his rigorous training regimen. The Jedi Knights spread throughout the Northlands and even into Thonia, brought justice to the unjust and fought for the common weal with their Light Sabers and martial, magical and clerical powers. Each Jedi Knight also took on his own apprentice, as they had each apprenticed with Jed; the apprentices were known as Padawan Learners, a term which was derived from Jed's father's native tongue ("Padawan" is Callari Elven for "Young Sprout"). This "second generation" of Jedi Knights grew more firmly into the holistic traditions of the martial, magical and clerical ways of the Jedi; they truly became the first of a new "class", known simply as the Jedi Warrior. Unfortunately, the first Jedi Knights were not quite as choosy as Jed had been about the quality of their apprentices, and a few Padawan were taught that should never have been allowed to learn the Jedi ways. These Jedi, upon the completion of their apprenticeships, turned to studying the ways of the Sphere of Death in their search for greater power. They contacted the Demons of Entropy, and from them learned dark secrets and forbidden powers. These Dark Jedi formed their own power bases using the Beastmen of the wastes and mountains. The majority of the Jedi were ignorant of the development; most believed that their former apprentices had perished in their extended quests, and the rumors of strange sorcerers in the wastes and mountains were simply common legends or simple truths. In 3880 BC the first of the Dark Jedi began conquering territories in the Northlands, and openly declared their nature to the Jedi Knights and the world at large. The resulting war was fairly brief, if costly, as the Dark Jedi had seriously overestimated their own power and underestimated the power of the Jedi Knights. The Dark Jedi menace was destroyed, but Jed himself was slain during the final battle. Unbeknownst to the Jedi, several of the dark Jedi escaped and fled far to the west, where they settled in Brun and carved out their own kingdoms amongst the smaller Dragon States and the Beastmen Territories. The Jedi had not the resources to follow up on the Dark Jedi's retreat, had they even known about it, for they were too busy trying to determine what they should do without the guidance of Jed. Eventually, after many debates, the Jedi formed the Jedi Council, which was made up of the 12 most powerful and wise among the Jedi. The Jedi went on during the next several centuries in a more advisory role; they had seen what their direct interference could cause, and sought wisdom rather than martial prowess. During this time the Jedi Mystics were first taught, and brought the arts of Technomancy to the common folk at the University of Blackmoor. The Jedi Warriors participated in the destruction of the Afridhi Empire in the 37th century BC, though they had no direct hand in the extirpation of the Goblin Races on Skothar during that time. Many Jedi took part in the great voyages of the era that led to the "discovery" of the Southern Continent and of Brun. It was during one of these voyages that the Jedi discovered that the Dark Jedi had not been completely eradicated, and that they actually survived and thrived on Brun, where they had formed a small empire among the smaller Dragon States and the Beastmen Territories (allied with the Draconian Empire). The lords of this realm were known as the Sith Lords under the title "Darth" (which, again in Callari, meant "Lord and Master"; Sith was the greatest of all the Dark Jedi, and the Dark Jedi took his name as the Jedi had taken Jed's). The Sith Lords had developed many dark and fearsome talents using the "Dark Side of the Force" (i.e., energies of the Sphere of Death or Entropy). Thus while the Jedi had taken no part in the early purges of the Goblinfolk, they actually instigated and assisted in the Beastmen crusades of the 36th century. The Jedi know this period as the great Sith War, as the Jedi concentrated their efforts directly on the Sith Lords rather than on their underlings. The Great Sith War continued for decades, until the Sith were finally defeated shortly before the Treaty of Gandhar, which ended the First Beastmen Crusade. As the Dragons were forced to renounce their alliance with the Beastmen, so too were they forced to renounce their alliance with the Dark Jedi; the Sith were for the most part destroyed, though a few fled underground (literally as well as figuratively in some cases). The Jedi once again settled into a philosophical mode, and though they continued to support the cause of good (and helped keep the worst of the worst in line), they performed few major deeds during the next several centuries. By the 33rd century the Jedi Knights had become a worldwide organization, and included Blackmoorians, Thonians, Tangor, Oltecs, Elves, Dwarves and even a few Halflings among their numbers. The Jedi participated in the Second Beastmen Crusade (3220 through 3200 BC) as the Sith had again reared their ugly heads and conquered the Beastmen to threaten the more civilized realms. The Jedi also helped found the Consolidated Tribes of the Neathar and helped defend the Oltec Empire from Azcan aggression. As the states of Mystara traveled to the other planets of the system and thence to the stars, so too did the Jedi Knights go, often at the forefront (for their Technomancy was always a generation or three ahead of that even of Blackmoor). The Jedi helped found colonies and kept them from being overly oppressed; later they helped those same colonies gain their independence. Eventually the Jedi moved their center of power from the ancient citadel atop Cloudtop to the Core Colony planet Coruscant, where they founded a republic with other colonists on the planet (a republic free from ties to any Mystaran nation-state or corporation). The Jedi, unfortunately, were not the only users of the Force that made the transfer from Mystara to the stars; the Sith, too, secretly followed the paths to other words and founded their own kingdoms of Beastmen and vile humans. The Jedi discovered the existence of the Sith worlds shortly before the Great Plague and the Great Rain of Fire. The Jedi were the only ones able to find a cure for the Great Plague, though they were only able to help a few worlds (notably Coruscant and a few other Core Colony worlds; they were unable to assist the Homeworld of Mystara). Jedi of Mystara after the Great Rain of Fire The Jedi on Mystara were best equipped to survive the Great Plague (as the basis of the Jedi cure was their own curative powers, each Jedi had a good chance of purging the plague in his own body). So a good number of Jedi survived; however, they quickly discovered that they could not contact anyone off-planet, and the few remaining starships they had available no longer worked [Mystara was magically interdicted by the Immortals for several thousand years]. The remaining Jedi attempted to return to the ancient citadel at Cloudtop, but discovered that it, along with most of the Blackmoor and Thonian regions, had been severely scoured by atomic weapons. Thus, the Jedi founded a new base on Brun, on the plateau north and west of modern Glantri. They called their new home simply "The Citadel", and there began to train a new cadre of Jedi Knights and Jedi Mystics; they eventually also began to train a new class of Jedi, known as Jedi Priests. The Jedi were instrumental in containing the dark forces of the Taymoran Empire and helped save much that was good of the fallen Nithian Empire; they also helped found the Lawful Brotherhood and have helped that organization in its battles against the Chaotic forces of Hule. Over the centuries the Mystaran Jedi have also discovered that the Sith still survive on Mystara, as well, though much reduced in power and numbers (there are rarely more than one or two true Sith Lords; their followers are either Dark Jedi or simple Wizards or such). Today there is approximately one Jedi per 500,000 people in the Known World, but as each Jedi has the power of the Force at his side, each can do more good than a hundred common men… Jedi among the Stars (Council of Coruscant) Little is known of the Jedi among the Stars; contact between the Mystaran Jedi and their stellar brethren is sporadic and far between. It seems that the stellar Jedi were fundamental to the founding of an Interstellar Republic centered on Coruscant. The stellar Jedi also helped the peoples of other planets not only survive the dark age brought on by the Great Plague, but even thrive and reach far beyond the heights of Technomancy that the Blackmoorians had four thousand years ago. Unfortunately the Sith seem to have thrived amidst the chaos of the Stellar Dark ages, and have formed several of their own kingdoms amongst the stars. Fortunately Mystara is still under Immortal Interdiction, as the ancient human Homeworld sits right on the border between the Interstellar Republic and the Sith Kingdoms. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #255 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, June 12 1999 Volume 1999 : Number 256 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Character Sheets for OD&D Re: [MYSTARA] - RE: Maps of Night's Dark Terror Re: [MYSTARA] - Fiends in WotI Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - StarWar Spoiler [MYSTARA] - parties Mystara "in French" et en "live". RE: [MYSTARA] - Character Sheets for OD&D Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - sabre's Re: [MYSTARA] - RE: Maps of Night's Dark Terror Re: [MYSTARA] - sabre's Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - StarWar Spoiler Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - Clerical (and Druidic) Spell Research ---------------------------------------------------------------------- Date: Wed, 11 Jun 1997 12:15:30 -0700 From: Chad & Bree Subject: [MYSTARA] - Character Sheets for OD&D Anyone have a web page with decent character sheets for Mystara, specifically OD&D? What I'm looking for is a sheet that includes space or has a space for weapons mastery. Similar to the sheets that TSR released years ago. I once had them, but have since like alot of things misplaced them. Even if they don't have weapon mastery could you pass along the URL for me. If anyone has sheets not on a web page that they want to share, that would be great too, just send them to me personally.. Thanks. Chad *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 09:35:31 -0700 From: Richard Drozdik Subject: Re: [MYSTARA] - RE: Maps of Night's Dark Terror At 11:50 AM 11/06/99 , you wrote: > About copyright infringements, I have seen models sold over the net with >photocopied maps. So I don't think that's a big problem especially after I paid >for the modules. It would be a problem if you copied the whole module to >sell or >give out. > >dlegend@bellsouth.net > Actually, I do not object to the scanning of copyrighted material for someone who is in your situation (having already paid but not having got a complete product), merely the suggestion that I archive the module for the pure reason that it deserves to be archived (Which it does, but that's beside the point as I don't feel like breaking the law) Richard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 18:40:50 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Fiends in WotI > Monster Manual and Monster Manual 2 were AD&D books published in > hardcover for first edition AD&D, around the same time as Fiend Folio, but > Monster Manual came first. It did have most kinds of fiends, including > most of the types of Baaetzu(sp?) found in a Outer Planes monstrous > compendium supplement these days. It also included stats for specific > demons and devils such as Orcus or Asmodeus. These of course no longer > exist. The eighties were wonderful for misunderstanding what role-playing > was and wasn't, and the effects the public could have on a hobby. If I > remember correctly, demons and devils were referred to as Types, such as > type 1 demon or type 5 devil. > > I prefer names myself, but I'd still rather call them fiends, > devils or demons (almost interchangably too.) Anyhow, the type I to V demons and the succubus from the MM are the lesser fiends from the Wrath of the Immortals box. Of course, the lesser fiends are much more dangerous and flexible than the old AD&D demons. The demons had fixed abilities while the fiends have their temporary powerpoints to spend. Good to surprise the players when they think to know what shey can expect from a demon. Dungeons and Dragons wins!!! Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 18:46:39 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > The OD&D Druid Character Class - Revised Hm, I'm still doubting that this is really playable! The druid is hindered so much by his faith in fighting that a low-level druids perhaps would not survive. And those woods on fantasy world are terribly dangerous!!! To set the minimum level for druids on 9 always sounded reasonable for me. Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 18:53:30 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research > Personally, I think both solutions are acceptable. It might be interesting > that my players (who aren't "experts") > Giampaolo Agosta Strangely this always seems to be so. Let's take a look on our beloved Mystara. We have some countries dedicated to the welfare of magic-users, but not a single true theocracy before the Heldannic Knights appeared. (The clerical aspect of Alphatia is still a hotly discussed theme!) Besides, I have read quite a number of tries to let magic-users develope clerical speels without giving the clerics the access to the effective battle spells of the mages. Jamuga Khan "Anyhow, I'm the opinion that all wizards have to be destroyed immediately." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 10 Jun 1999 18:58:10 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - StarWar Spoiler > You know, I think there was a reason the "spoiler tag" was put on the original > message. Cut it out, no doubt some people haven't seen the movie...quit > antagonizing them! There might even be some people who will not make a camp before the cinema! There might be - <> - some people who don't know yet whether to see this movie in a cinema or not. At least, the critics about this movie are very disappointing! Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 18:05:34 +0200 From: "Frédéric DeLaval" Subject: [MYSTARA] - parties Mystara "in French" et en "live". J'ai cru voir quelques Français! Bon pour ceux que ça peu intéresser, qui ne sont pas trop loin de Paris, j'organise (enfin j'essai) des rencontres Mystara. pour plus de renseignements, contactez moi personnellement A+ Fred"Cobaye"DeLaval *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 10:07:07 -0700 From: "Harvey, Michael" Subject: RE: [MYSTARA] - Character Sheets for OD&D > Anyone have a web page with decent character sheets for Mystara, > specifically OD&D? What I'm looking for is a sheet that includes > space or has a space for weapons mastery. Similar to the sheets > that TSR released years ago. I once had them, but have since like > a lot of things misplaced them. Even if they don't have weapon > mastery could you pass along the URL for me. If anyone has sheets > not on a web page that they want to share, that would be great > too, just send them to me personally.. There are a couple of character sheets on my D&D web page at http://www.iccom.com/usrwww/bing/frp/dnd/dnd.html. The file "sheet.ps" is fairly nice and includes weapon mastery, but you'll need the ability to print a postscript file. (BTW, please don't email me that some of my links are broken -- I know, and just haven't gotten around to fixing them yet.) Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 19:41:45 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research On Thu, 10 Jun 1999, Jamuga Khan wrote: > Strangely this always seems to be so. Let's take a look on our > beloved Mystara. We have some countries dedicated to the welfare > of magic-users, but not a single true theocracy before the Heldannic > Knights appeared. (The clerical aspect of Alphatia is still a hotly > discussed theme!) The closest you get to true theocracies on Mystara are probably Rockhome and Ylaruam(Not really a theocracy, but its a nice place for your cleric PC to come from.) Heck, you might wanna include Alfheim too, as elven magic is somehow connected to Ilsundal... Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 13:09:21 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - StarWar Spoiler On Thu, 10 Jun 1999, Jamuga Khan wrote: > > You know, I think there was a reason the "spoiler tag" was put on the > original > > message. Cut it out, no doubt some people haven't seen the movie...quit > > antagonizing them! > > > There might even be some people who will not make a camp > before the cinema! There might be - <> - some > people who don't know yet whether to see this movie in a cinema > or not. At least, the critics about this movie are very disappointing! > > Jamuga Khan > This is true Jamuga, but I'm telling anybody who wants to see it, but doesn't know if they want to pay full price for it, to go see a matinee show. I have never seen a home version of a movie that was as impressive as watching it on the big screen. So if you want to see it, don't wait for video. Also, I've heard that the critical reviews that bash the movie share much in common with the critical reviews that bashed Star Wars, the original movie. I took it as a good sign because I like the movie of itself and in the larger context of the overall story that it begins. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 14:14:39 -0400 From: redrobyne Subject: Re: [MYSTARA] - sabre's +AD4-redrobyne wrote: +AD4- +AD4APg-here is a few of my ideas on the +ACI-light sabre's+ACI- +AD4- +AD4-Interesting ideas+ACE- Perhaps a better solution can be found in the Blackmoor +AD4-modules - one of them has a description of the technological items PCs can +AD4-find, and one of them is a light sabre (basically). Perhaps this +ACI-jedi+ACI- +AD4-organization had its roots then, when a mystic order was founded to +AD4-preserve the balance of the spheres (which was seen to be faltering at +AD4-that time). Seeing the light sabre as an emblem of impartial power, each +AD4-order member obtained one, and became schooled in its use. Along the way, +AD4-they were adapted technomantically, so that they had magical elements as well. I was thinking that they would build one that is how they obtained it, I still dont know about the magic though, +AD4-Although many members and sabres have been lost over the millennia, some +AD4-have always been passed down through the generations...until now. I was thinking some scripts on the construction fell into the wrong hands +AD4-How's that for an idea? Very good Ill take note on your contribution and ideas by the way I plan on releasing this class to whoever is interested it should be ready in 3weeks. Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 15:17:39 -0700 From: "dlegend@bellsouth.net" Subject: Re: [MYSTARA] - RE: Maps of Night's Dark Terror Richard Drozdik wrote: > Actually, I do not object to the scanning of copyrighted material for > someone who is in your situation (having already paid but not having got a > complete product), merely the suggestion that I archive the module for the > pure reason that it deserves to be archived (Which it does, but that's > beside the point as I don't feel like breaking the law) > > Richard > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. Thats understandable :) dlegend@bellsouth.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 14:20:27 -0500 From: "drake01" Subject: Re: [MYSTARA] - sabre's I suggest keeping the +ACI-laser tubes+ACI- for the highest order of the mystics/knights. perhaps using normal weapons for the lowest levels and stun-sticks/staffs for the medium people. - -----Original Message----- From: redrobyne +ADw-redrobyne+AEA-ellijay.com+AD4- To: mystara-l+AEA-lists.imagiconline.com +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- Date: Friday, June 11, 1999 1:12 PM Subject: Re: +AFs-MYSTARA+AF0- - sabre's +AD4- +AD4- +AD4APg-redrobyne wrote: +AD4APg- +AD4APgA+-here is a few of my ideas on the +ACI-light sabre's+ACI- +AD4APg- +AD4APg-Interesting ideas+ACE- Perhaps a better solution can be found in the Blackmoor +AD4APg-modules - one of them has a description of the technological items PCs can +AD4APg-find, and one of them is a light sabre (basically). Perhaps this +ACI-jedi+ACI- +AD4APg-organization had its roots then, when a mystic order was founded to +AD4APg-preserve the balance of the spheres (which was seen to be faltering at +AD4APg-that time). Seeing the light sabre as an emblem of impartial power, each +AD4APg-order member obtained one, and became schooled in its use. Along the way, +AD4APg-they were adapted technomantically, so that they had magical elements as +AD4-well. +AD4- +AD4- +AD4-I was thinking that they would build one that is how they obtained it, I +AD4-still dont know about the magic though, +AD4- +AD4APg-Although many members and sabres have been lost over the millennia, some +AD4APg-have always been passed down through the generations...until now. +AD4- +AD4-I was thinking some scripts on the construction fell into the wrong hands +AD4- +AD4- +AD4APg-How's that for an idea? +AD4- +AD4-Very good Ill take note on your contribution and ideas +AD4- +AD4-by the way I plan on releasing this class to whoever is interested it should +AD4-be ready in 3weeks. +AD4- +AD4-Stewart 3 +AD4- +AD4AKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACo- +AD4-To unsubscribe from this list send mail to majordomo+AEA-lists.imagiconline.com +AD4-with the line 'unsubscribe mystara-l' as the body of the message. +AD4- +AD4- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 15:34:27 EDT From: Mystaros@aol.com Subject: Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) In a message dated 99-06-11 12:16:24 EDT, Mystaros@aol.com writes: << Four thousand years ago the FSS Beagle fell from the skies and forever changed the course of Mystaran history. >> D'oh! That's supposed to be FIVE thousand years ago, of course... circa 4000 BC... Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 12:59:57 -0700 From: "Paul L. Ming" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > > The OD&D Druid Character Class - Revised Hiya. This seems better than the way druids are in the companion book (or RC). I had a character that was a neutral cleric of "nature". He was a hulking cleric, packing an 18 strength, wore plate mail and used a big-ass warhammer (magic, IIRC). Upon attaining 9th level, I was toying with the idea of making him into a druid. It would have fit his character, and he had thought about it quite seriously for the three of four levels before that. Then he found out all that he'd have to give up...and reasoned that by staying a cleric he would have a much higher survival chance so that he could continue to keep nature, well, natural and balanced. From a player perspective, I was completely stunned at how un-prepared for wilderness survival a druid is! There is nothing that will help the druid live in the wilderness other than some spells. Spells will run out. Need to find shelter? A druid has as much chance as a city thief. Need to do some hunting? Might as well get the halfling, he has a better chance at hiding. So, can we find any teak or cherry wood in this forest? Dont' ask a druid. He doesn't have a clue any more than the dwarf. Ok, then where would we be able to find that kind of wood? Again, the druid has no clue. Why is that bear so protective and aggressive? The druid has no idea. Trying to run from that agressive bear? Good luck, druids don't know how to move through the forest any more than anyone else. ;-/ In short, a druid sucks when he is in the forest. Sure, the DM can "assume" that a druid knows how to survive in the forest/hills/etc, but it doesn't even really hint at it in the rules. If it ever comes up in our new game, we will probably use a revised druid that is more akin to the 1st edition AD&D Druid. ^_^ Denakhan the Arch-Mage *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 16:13:02 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - StarWar Spoiler On Thu, 10 Jun 1999, Jamuga Khan wrote: > or not. At least, the critics about this movie are very disappointing! Bah, critics are usually wrong. Remember that a critic is usually a no-talent wannabe who lacks the creativity to tie his own shoes. Ergo, he/she gets off bashing others work. Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 17:35:15 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) In a message dated 6/11/99 12:57:41 PM Eastern Daylight Time, JamugaKhan@gmx.net writes: << he druid is hindered so much by his faith in fighting that a low-level druids perhaps would not survive. >> And what are these fighting restrictions based on his faith??? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 17:37:12 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - A new look for Druids (LONG) I've held my tongue up to now because I never really really liked the way Druids were handled in AD&D. As generic priests of nature, they work, but they don't represent true keltic druids even as much as paladins represent crusade knights. For the conversion, it's pretty decent as a conversion of the AD&D class into OD&D. I will say that if I were to do it, I'd make the druid more like the one presented in the Celtic historical campaign reference, but even beyond that there are tons of things you could do to make it more historical while still retaining the fantasy elements. Anyway, most people don't want to do that so the only thing I'll say is that we might have to agree to disagree, but I never understood fighting higher level druids to advance. And while it makes sense to limit their weapon options to something, in real history, druids didn't fight with weapons or they used whatever was handy and available. They would hit you with a wooden stick because they might also use it as a walking stick and it's rather light for them to carry. They wouldn't be as likely to use their sacrificial knife to fend off an attacker, but a fallen dagger doesn't hold the same qualms. Sorry to go on like this, druids seemed to be one of the most broken classes if you don't change some things. There was even a dragon article about changing druid spell access so it matched the 1st edition druid better. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 01:41:10 +0200 From: "=?ISO-8859-1?Q?Andr=E9s_Piquer_Otero?=" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > druids didn't fight with weapons or they used > whatever was handy and available. They would hit you with a wooden stick > because they might also use it as a walking stick and it's rather light > for them to carry. in RW, there was a ban (I think that from Romans or later from Britons) which banned druids and bards (the historical Celtic bards of course) from carrying weapons, so, in past they would use them. The AD&D PH (1st edition, I think), says clearly that AD&D Druids are how those Celtic priests would have fared IF they have survived well into the Middle Ages. As druids became more or less extinct around 5-6th century AD (when the British Isles became Christian), gaming material is, in this case quite speculative: it uses a RW term, but the character portraited has no true parallels in history or folklore (other character classes are represented in one or both of these). I think that 1st Edition AD&D Druid is quite neat: 1. Druids worshipped nature, of course, though they did share the same divine pantheon that other folk (this is what I like of Mystaran Druids, they do not have to stick to "Nature", they may choose an appropiate Immortal, who, in turn, may have non-drudidric clerics, too). 2. To become a Druid, a person had to undergo long years of training and ordeals, so not getting full drudic status till 9th level is fine for me (of course, they should have followed an appropiate Immortal in their previous levels as clerics). 3. The strictures are fantastic, but they reflect a bit of reality. As much as we may gather on Celtic religion, druids took upon themselves geases, like chastity, fasting, etc... The weapon/armour restrictions are good for game balance, though I do not like the "only previous living materials" thing. Druids considered metals and minerals as a part of nature, so I prefer the AD&D weapon limitations and I woud take them as "cultural weapons" (HW style). 4. They were quite politically active, as Caesar witnessed AND they had a hierarchy, besides quite a conspiring character. Duels are not out of place, then. I would not have them to the death, they are only meant as excellence contests. 5. I do not agree with druids not being able to Turn Undead. They worship nature and life, so they should be able to cope with the greatest perversion against nature, which is undeath. Historical druids played a role in funerary rites (putting spirits to rest). I think that limiting turning undead to "true clerics" is a cliché taken from RW Christian exorcists. In a fantasy world, were all religions are equally "true", any cult concerned with life and against entropy should be able to turn undead. 6. All in all, limitations are not so severe. OK, less AC and not being able to use those nifty magical maces and plate armor the party is going to find, but more spells are won than lost. Besides, at 9th level, it is only a matter of money and time to create magic items. I would not give "free" wilderness general skills. I would require the character to acquire them before he reaches 9th lvl. I would, anyway, give some bonuses (like a +2 for each 9 levels when using any general skill which deals with nature, be it landscape, plants and animals). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 11 Jun 1999 22:15:30 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) In a message dated 6/11/99 6:38:16 PM Eastern Daylight Time, c594314@showme.missouri.edu writes: << 've held my tongue up to now because I never really really liked the way Druids were handled in AD&D. As generic priests of nature, they work, but they don't represent true keltic druids even as much as paladins represent crusade knights. >> Well, I'm not sure if you're responding to my revised OD&D version of the Druid, or just the OD&D/AD&D versions of the Druid class in general. I don't know about any other list members, but here in the northeast US you don't hear much about keltic history uness you are interested in the subject. Can you tell me some of the differences? Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 08:39:11 +0200 (METDST) From: Agathokles Subject: Re: [MYSTARA] - Mystara and Star Wars On Fri, 11 Jun 1999, Francis Lariviere wrote: > In "The Will and th Way", a Dark Sun accessorie, there is a > psionicist kit that could be use as a basis for a Jedi Knight. I don't > remember the name of this kit, but you can check it out. The Will and > the Way is available for download on tsr site: http://www.tsrinc.com > Hope I've been helpfull. It's the sensei. A sort of AD&D mystic. Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 02:40:14 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) Here is my take on Mystaran druids: The armor limitation is too much a characteristic of the class to be abandoned lightly -- I would keep it as the cost of the character's increased spell selection. Here is how I would modify the class from the description given in the D&D Rules Cyclopedia: Weapons: Druids may wield any weapons usable by Clerics. However, if they wield weapons with no metal parts, they gain a damage bonus equal to the highest spell level they are capable of casting -- +4 at level 9 to a maximum of +7 at level 17. Turn Undead: Druids should retain this ability unless it is given up in return for some other extraordinary ability such as shapechanging. Spell Restrictions: Since "Evil" in D&D primarily means "hostile to caster", there is no reason to prohibit D&D Druids from casting spells that have "Evil" in their name. AD&D Druid abilities: The abilities to identify plants, animals, and pure water with perfect accuracy and to pass through overgrown areas without leaving a trail are too fundamental to the class to be left out -- they should be granted to this class from the time they become Druids. Druids should also receive a bonus proficiency (general skill in D&D terms) in Survival for his native terrain. The animal empathy of AD&D Rangers is also a very useful ability for Druids. A "Greater Druid" who gives up the abilities to turn undead, cast "Evil" affecting spells, and wield any weapons other than staves and slings might gain the additional abilities of shapechanging, immunity to charms by woodland creatures, and immunity to aging. At very high levels (30+) such a Druid could gain the Hierophant Druid abilities to enter and survive on the elemental planes. Would a Druid of this sort work, or does he seem a bit overpowered? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 08:56:28 +0200 (METDST) From: Agathokles Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research On Fri, 11 Jun 1999, [iso-8859-1] Håvard Rønne Faanes wrote: > On Thu, 10 Jun 1999, Jamuga Khan wrote: > > > Strangely this always seems to be so. Let's take a look on our > > beloved Mystara. We have some countries dedicated to the welfare > > of magic-users, but not a single true theocracy before the Heldannic > > Knights appeared. (The clerical aspect of Alphatia is still a hotly > > discussed theme!) > > The closest you get to true theocracies on Mystara are probably Rockhome > and Ylaruam(Not really a theocracy, but its a nice place for your cleric > PC to come from.) Heck, you might wanna include Alfheim too, as elven > magic is somehow connected to Ilsundal... > > Rockhome is far less theocratic then Ylaruam! After all, Skarrad clan isn't religious at all, and Burhodar clan is the only one who would support a theocracy. Other theocracies on Mystara are Hule, Narvaez, Sind and Yavdlom. Also the Enduk kingdom is ruled by a priest-king. What about Thotia? Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #256 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, June 13 1999 Volume 1999 : Number 257 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - [Mystara] - A few questions about powders, dusts and candles... R: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - RE: Maps on my site Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - [Mystara] - A few questions about powders, dusts and candles... [MYSTARA] - [ADMIN] One [MYSTARA] is Enough [MYSTARA] - SAGA Vessel Rules (was: rules) Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) Re: [MYSTARA] - [Mystara] - A few questions about powders, dusts and candles... Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) [MYSTARA] - question about Mystara [MYSTARA] - Oh almost forgot Re: R: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - question about Mystara Re: R: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - question about Mystara ---------------------------------------------------------------------- Date: Sat, 12 Jun 1999 12:23:12 +0200 From: "G. SGARBI" Subject: [MYSTARA] - [Mystara] - A few questions about powders, dusts and candles... Hallo, I'd like to ask all Dms out there a few questions: 1) I've found on the enciclopedia magica a "special" way to create candles (with time needed), but I (for other magical items) use High-level campaign rules for magical items (which say a candle is a miscellaneous magical item...so needs at least 1 week/100 gp), but seems to me the latter is ludicrous (in this case), since a candle's not such a powerful magical item to need at least a week to make (they burn quickly and once burned they are lost...I look at them more like potions than miscellaneous magical items)...what rules would you use in your campaign for candles? 2) Looking at dusts and powder magical items, seems to me they are more like potions than miscellaneous magical items (they are "chemical" things and are found in massive quantities...who's that idiot wizard who'd spend from 50 weeks [for 5 dose] to 500 weeks [for 50 doses] of his precious life-time in order to give a physical invisibility to someone for between 100 and 10000 minutes, if he can create a ring of invisiblity or, better, a ring of physical invisibility in less time?...it's outright ludicrous!) and, I think, should take 1 day for each 100 xp (as per high-level campaign rules)...what's your opinion? 3) About Radiance... What if a VERY powerful spellcaster (or demigod) went to the Blackmoorish thing below Glandri, analyzed and duplicated it in another planet (with a 20th level wizard spell, that's obvious)? He'd be able to use Radiance in another planet in this way? What if he entombed the "thing" 2000 km below instead of Glandri's 3000 km (the range of use'd be longer?)? What if he was the king or the lord of the land over the "thing"...would he gain Radiance as a prince of Glandri? Skarm The Warlock *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 12:28:41 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - Mystara and Star Wars There's a Jedi class detailed in the Complete Net Hanbook of Psionics. If you want I can send you that netbook. Skarm The Warlock - -----Messaggio originale----- Da: redrobyne A: mystara-l@lists.imagiconline.com Data: venerdì 11 giugno 1999 6.11 Oggetto: Re: [MYSTARA] - Mystara and Star Wars >>Mystaros@aol.com wrote: >> >>> Has anyone ever considered making a sort of "Jedi" class for OD&D, >>> specifically based in Mystara? There could be either two or five types of >>> these "Mystaran Jedi": Life versus Death (simplified) or Four Spheres >versus >>> Entropy (a bit more complex, but makes for more interesting politics). >>> > >I have decided to start to work on a jedi class for mystara similar to a >fighter/Pscionicist class. The Pscionicist would have some mental control >and telekinetic ability, then a fighter with training in a Mystaran version >of the "light saber". also some percentage ability types like being able to >deflect missile weapons while with his "light saber" and to do other things >like those super high jumps. also a council of Jedi spanning many countries >and dark jedi based on a Taymorean ruin(?). >I would like some input please especially on the abilitys and lightsaber. > >Thanks Stewart 3 > >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 12:52:16 +0200 From: Thibault Sarlat Subject: Re: [MYSTARA] - RE: Maps on my site the links on my page have benn corrected.You can now access to the map of Renardie. thib http://perso.club-internet.fr/thibsylv/ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 10:18:30 -0400 From: Jeff Daly Subject: Re: [MYSTARA] - A new look for Druids (LONG) One big difference is the rather significant dark side of druidic practice. Evidence of human sacrifice, possibly children (though the small skeleton that was found could have been a malformed adult, or just simply an anamoly) has been found in excavations. Not much is known of the day to day life and worship of the old pagans...but to include the dark side is to incur the wrath of so many New Agers who believe they know precisely what druids were. And their picture is often of a hippy-like, happy-go-lucky guy whose wisdom was sought by all...until his death at the hands of those evil Christians. Anyway, just pointing out one of the reasons AD&D does not portray druids properly...both ignorance of what they were like (no one really knows) and the unwillingness to irritate even the most minor of cults. Arminath@aol.com wrote: > In a message dated 6/11/99 6:38:16 PM Eastern Daylight Time, > c594314@showme.missouri.edu writes: > > << 've held my tongue up to now because I never really really liked the way > Druids were handled in AD&D. As generic priests of nature, they work, but > they don't represent true keltic druids even as much as paladins represent > crusade knights. >> > > Well, I'm not sure if you're responding to my revised OD&D version of the > Druid, or just the OD&D/AD&D versions of the Druid class in general. I don't > know about any other list members, but here in the northeast US you don't > hear much about keltic history uness you are interested in the subject. Can > you tell me some of the differences? > > Jim > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 10:32:57 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - A new look for Druids (LONG) On Sat, 12 Jun 1999, Jeff Daly wrote: > Anyway, just pointing out one of the reasons AD&D does not portray druids > properly...both ignorance of what they were like (no one really knows) and the > unwillingness to irritate even the most minor of cults. For the most part this is true. I would defer to someone who actually did some research specifically on druids, the author Morgan Llywelyn. Find a copy of /Druids/ if you can. I believe her portrayal is accurate given what you can actually find out. They conducted willing human sacrifice from within the tribe/clan, and they sacrificed enemy warriors to power spells for the benefit of their people. Apparently, druids sacrificed to raise magical power, they also had sex for the same reasons (tantric magic), the bigger power needed the bigger sacrifice. With humans, I think the sacrifice has to be willing at least by being resigned. They wouldn't sacrifice Romans because the Romans wouldn't accept that they were helping their enemies, and that was the reason they were dying. I don't remember who brought up the idea of geas, but here's the response. As for geases, lots of celts had them, even warriors. They were handed down from spiritual powers or were just parts of your makeup. Let's say Conan finds out upon becoming an adult that he cannot eat the flesh of a horse or he will die. Of course he is going to avoid dining in strange environs, but sometimes the rules of hospitality will prevent this. The crafty way for his enemies to deal with him is to invite him to dinner and serve him his own steed. Geas affected druids as well as warriors but that's because anybody could have one, or more. All geas were individual things, all druids would not have the same geas. In fact some people had more than one geas, and their enemies tried (or succeeded) at trapping them between the two. They are somewhat like the crazy seeming and random strictures that Wu-Jen (kara tur/oriental adventures) had, but it was random if you even had one or not. > Arminath@aol.com wrote: > > > In a message dated 6/11/99 6:38:16 PM Eastern Daylight Time, > > c594314@showme.missouri.edu writes: > > > > << 've held my tongue up to now because I never really really liked the way > > Druids were handled in AD&D. As generic priests of nature, they work, but > > they don't represent true keltic druids even as much as paladins represent > > crusade knights. >> > > > > Well, I'm not sure if you're responding to my revised OD&D version of the > > Druid, or just the OD&D/AD&D versions of the Druid class in general. I don't > > know about any other list members, but here in the northeast US you don't > > hear much about keltic history uness you are interested in the subject. Can > > you tell me some of the differences? > > > > Jim I was responding to the AD&D version in general. As an amatuer on the subject: Druids dressed exclusively in robes, shrouded themselves in secrecy and were believed to have powers over nature (note I didn't say anything about animals), communed with the gods and commanded the forces of nature. Druids were also well respected and heeded. The leader of a tribe or a high king even would listen to what a druid had to say. Druids were also servants of the people. They had longterm goals and were always looking at the big picture. The celts were willing to go along with what druids said. Druids never abused this respect. As a general rule they weren't involved in fighting, and if the fighting was just between celts they would never have to fight. Druids were sacred personages. It'd be like warring roman catholics attacking the Pope (when there was only one). The biggest physical threat a druid had before the Romans wiped them out were wild animals. I think Merlin is a bit of something else as well, but if druids had survived into medieval times, a classical version of Merlin would not be a bad place to start. The difference between this and a wizard is subtle but the basis is that the druid works via faith and willpower. Wizards just work with willpower or have supernatural powers to begin with. Of course, there have to be some concessions to make Druids playable. Under most circumstances a druid would never go adventuring; his or her place is safe guarding the people and appeasing the powers that be. If they were going to fight someone they would use magic first, weapons second, and the weapons they would use would not be restricted based on what they are made of. Druids don't have to be hermits, even in a land where they are the local cultists. They also wouldn't get any info about special info just by being druids and they wouldn't necessarily have survival skills. It would depend on their background. Druid meetings took place in the wilderness but they interacted with the town/village. Nothing would stop them living there. Druids were fonts of knowledge though. I'd say that what they learned depended on what their 'order' considered important and what they were exposed to in their lifetimes. And about fighting for advancement... I'd think the fights would be completely mental and academic if necessary. Druids were wisemen, not warriors. A kid with a stick could beat the high druid in combat if the druid refused to use magic or turn it into a staring contest (if you could get the kid to fight the druid, sacred personages again) The Celts campaign supplement isn't a bad place to begin, but it's not enough. I'd recommend all of Morgan Llywelyn's historical books. Byron Keep in mind that I think your conversion from AD&D is a good one Arminath, I just wished AD&D wasn't so off the mark. Also, technically in a culture that has druids, all bards are druids. They don't get magic or other class restrictions, but they are members of the group and help in ceremonies. Thus they get the same respect. They were similar to norse skalds, warriors attacked them at their peril. Some could deal with the consequences, others didn't chance it. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 10:49:00 -0500 (CDT) From: Valerya@webtv.net (Jennifer Favia Guerra) Subject: Re: [MYSTARA] - A new look for Druids (LONG) <> I also recommend _The Druids_ by Peter Berresford Ellis. He deals with many of the same things as Llywelyn, but has a very intriguing discussion of their role as the lore-keepers of Celtic society, about their 20-year training and their role as the sages and religious scholars of the Celtic world. Jenn *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 18:22:08 +0200 From: "=?ISO-8859-1?Q?Andr=E9s_Piquer_Otero?=" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > Geas affected druids as well as warriors but that's because anybody could > have one, or more. All geas were individual things, all druids would not > have the same geas. In fact some people had more than one geas, and their > enemies tried (or succeeded) at trapping them between the two. They are > somewhat like the crazy seeming and random strictures that Wu-Jen (kara > tur/oriental adventures) had, but it was random if you even had one or > not. Of course, geases (geasa is the right plural, I think) is more of a cultural fact, but they go well with keeping game balance for some PC classes and kits. > And about fighting for advancement... I'd think the fights would be > completely mental and academic if necessary. Druids were wisemen, not > warriors. Of course, many historical and legendary characters from Celtic legends engage in a kind of academic duel: riddles. It was quite popular and even Christian missionaries continued to compose riddles in the Celtic tradition. Also, druids and Christian monks resorted to debates and ordeals, like throwing their books to the sea to see which of them would sink first! This practice should be adapted to gaming playability. Riddles are OK (I love making riddling contests pop into my campaigns), but metaphysical debate during play would be boring and unfair (the player would never know as much as the character, unless all players have a MA in Religion Science and Anthropology). I like riddles and contests of magical excellence BUT I do not disagree with physical combat. As Caesar reports, druids went to war and lead troops. There are reports, too, of drudic characters developing a kind of fighting berserkgang, so they are far more than scholary types. Druidic priesthood had an specialized hierarchy and the D&D Druid is more near the RW Celtic Bard than anything else (the 2nd Edition Bard is just a legendary minstrel, with no Celtic ties). Andrés *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 18:23:20 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - [Mystara] - A few questions about powders, dusts and candles... On Sat, 12 Jun 1999, G. SGARBI wrote: > 3) About Radiance... What if a VERY powerful spellcaster (or demigod) went > to the Blackmoorish > thing below Glandri, analyzed and duplicated it in another planet (with > a 20th level > wizard spell, that's obvious)? > He'd be able to use Radiance in another planet in this way? What if he > entombed the "thing" > 2000 km below instead of Glandri's 3000 km (the range of use'd be > longer?)? > What if he was the king or the lord of the land over the > "thing"...would he gain Radiance as a prince of > Glandri? Duplicating the reactors of the Beagle wont help much. It was only after ther Old Ones altered it that it became The Radience. Ofcourse, if the Old Ones like the idea of having two Radiences, they might help your spellcaster out. How this modified duplicate would work is up to you... Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 12:26:32 -0600 From: "Leroy Van Camp III" Subject: [MYSTARA] - [ADMIN] One [MYSTARA] is Enough Folks, There has been a spat of messages lately where people have been manually typing in a [Mystara] header in the subject line. There is no need for this. The listserver software does this for you already, so please don't add another one. Thanks. Leroy Van Camp III malacoda@lesbois.com ICQ #20039817 "Let's show this prehistoric bitch how we do things downtown." Dr. Venkmen, Ghostbusters *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 20:36:26 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: [MYSTARA] - SAGA Vessel Rules (was: rules) On Thu, 10 Jun 1999, Byron Molix wrote: > That reminds me. I'm going to try and convert Spelljammers and airships > into SAGA for my webpage. (I guess I have to write cinematic/storytelling > rules for naval excursions first, since I'd want them to have the same > feel without being complex) But anyway, I can do ship stats in numerous > ways. I could even try to come up with a way to make large mechanical > creations, such as seige engines or anachronistic robots and > self-propelled vehicles. Ive been thinking about rules for ships myself. Mainly naval vessels, but the system would probably apply to all kinds of vessels. Navigation: Navigation is a Reason based action. Difficulty varies. Combat: The captain of the vessel uses his own Hand. Ships could be designed with abilities like those of Characters or Heroes. If you want to you can change the names: Coordination=Maneuverability Physique=Hull Damage varies with weapons ofcourse. Note that there is a difference in scale here so that siege weapons probably shouldnt do any more damage than Hero scale weapons. Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 20:48:12 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) Interesting piece of history James, although my players would kill me if I ever used it. However, if I were to change some names and alter a bit here and there, some of it might be usable. :) Anyway, I noticed the mention of a halfelf here. As you know, there are no half elves on Mystara (except on the Savage Coast). Now, this got me thinking....where there half elves at the time of Blackmoor? Why did they dissappear. And why cannot half elves be born anymore? Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 17:14:39 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) On Sat, 12 Jun 1999, [iso-8859-1] Håvard Rønne Faanes wrote: > thinking....where there half elves at the time of Blackmoor? Why did they > dissappear. And why cannot half elves be born anymore? They possibly were integrated into the human or elven bloodlines again, or maybe, since I would expect most half-elves to be living _in_ B-moor itself, died in the GRoF. IMC I have never made a half-elf illegal, but they are terribly rare occurences, mostly because humans and elves are racially biased sexually :) At least *I* think so :) Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 20:52:55 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - [Mystara] - A few questions about powders, dusts and candles... In a message dated 1999-06-12 06:26:19 Eastern Daylight Time, gio_sga@uol.it writes: > What if he entombed the "thing" > 2000 km below instead of Glandri's 3000 km (the range of use'd be > longer?)? The Nucleus of the Spheres can't be 3000 km below the surface -- that would put it in the sky of the Hollow World! Could you have meant 2000 meters? If so, the effect of moving it a mere one kilometer closely to the surface would be rather trivial, I think. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 20:52:57 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) In a message dated 1999-06-12 14:49:16 Eastern Daylight Time, hoc@nvg.ntnu.no writes: > Anyway, I noticed the mention of a halfelf here. As you know, there are no > half elves on Mystara (except on the Savage Coast). Now, this got me > thinking....where there half elves at the time of Blackmoor? Why did they > dissappear. And why cannot half elves be born anymore? Actually, half-elves do exist -- but on Mystara outside of the Savage Coast they tend to take very strongly after one parent or the other and thus are considered as entirely "elf" or "human". In the case of this story, I think (if I remember it right) that our (male) half-elf was born to a male human and a female elf. According to the "Elves of Alfheim" gazetteer, he would be an "elf" in terms of game statistics. As to the appearance of half-elves on the Savage Coast, that was explained as Immortal intervention to create a stable race of mixed human and elven origin, so it is safe to assume that "half-elves" of this sort did not previously exist. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 01:33:32 -0500 From: "drake01" Subject: [MYSTARA] - question about Mystara OK, I know, it's kinda weird ME asking questions (mr. I think I know it all)..... Anyways...here they are. 1: Does Blackmoor still exist in the 1000+ AC Mystara world? According to HW it and Evergrun were shifted to the poles and then the poles were "destroyed" to make the gates to the HW. (if you want to know I'll send the page/paragraph #). 2: How long do Elves, Dwarves & Halflings live? Part of the reason I want to know is I'm using a Fuzion Plug-In called Atomik Alienz to create the racial packages for the races. According to it you pay 1pt per 5 year lifespan (so Humans who have a "60 Year life span" would pay 12 points)......I know in some sources Mystaran Elves have 1000 years (which would equal 200 points, WAY too much for a PC to afford). They do have a listing for "Immortal" for 40 points but that seems off too :( 3: Has anyone done a language tree for Mystara? I know there is a list for human languages out there, has anyone done it in a "family tree" type format though? 4: What happened to the afendi(sp?) from DA4 - The Duchy of Ten? No one seems to mention them after the rain of fire. 5: On an off topic, anyone have any suggestions on importing maps into Grid (Map Program). No matter what scale/dpi I use the hexes don't seem to come up just right, their either too big or too small. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 02:16:55 -0500 From: "drake01" Subject: [MYSTARA] - Oh almost forgot Has anyone considered using Image/Clifferhanger's Battle Chasers as an idea of what "modren" Blackmoor (or even before the RoF)? It has a very nice mix of magic and science. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 12 Jun 1999 12:55:28 +0200 From: Thibault Sarlat Subject: Re: R: [MYSTARA] - Mystara and Star Wars I would be delighted to have one please. thib http://perso.club-internet.fr/thibsylv/ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 10:33:29 +0200 From: Thibault Sarlat Subject: Re: [MYSTARA] - question about Mystara drake01 a écrit : > > > 5: On an off topic, anyone have any suggestions on importing maps into Grid > (Map Program). No matter what scale/dpi I use the hexes don't seem to come > up just right, their either too big or too small. > > As you know "drake" i have been using Grid for more than 2 years now.I don't understand what your intend is.Do you want to import maps in Bmp format into the program and work on them.... I don't think it's possible. Now if you want to correct the wrong orientation of the hex you have to find a person proficient enough in programming to change the source code so that the hex would be oriented north instead of east. I tried this but the people around me are not willing or expert enough to change that.So i keep on drawing maps and then once they are finished I use photoshop to rotate them 90° .The results if not perfect are at least satisfying.For the next two month i will add all the hex i have already drawn to my site so that everyone could use them freely to make their maps.I will also make the grid program (freeware) available on my site. For those who have questions about grid who want to help us correcting the hex orientation feel free to contact me at: thibsylv@club-internet.fr thib *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 10:45:55 +0200 From: Thibault Sarlat Subject: Re: R: [MYSTARA] - Mystara and Star Wars Thibault Sarlat a écrit : > I would be delighted to have one please. > > thib > > http://perso.club-internet.fr/thibsylv/ I meant that i would be glad to have a copy of the jedi knight kit. sorry if my post was not very clear. ;-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 08:09:03 -0500 From: "drake01" Subject: Re: [MYSTARA] - question about Mystara I havne't had anyproblem with the north/east oreintation. I have been able to "overlay" 16-color .bmps and work on them, I"m doing it with Avergione from X2- Castle Amber currently. The problem is the .bmp hexes are larger then Grid's so they don't come out evenly. - -----Original Message----- From: Thibault Sarlat To: mystara-l@lists.imagiconline.com Date: Sunday, June 13, 1999 3:39 AM Subject: Re: [MYSTARA] - question about Mystara > > >drake01 a écrit : > >> >> >> 5: On an off topic, anyone have any suggestions on importing maps into Grid >> (Map Program). No matter what scale/dpi I use the hexes don't seem to come >> up just right, their either too big or too small. >> >> > >As you know "drake" i have been using Grid for more than 2 years now.I don't >understand what your intend is.Do you want to import maps in Bmp format into the >program and work on them.... I don't think it's possible. >Now if you want to correct the wrong orientation of the hex you have to find a >person proficient enough in programming to change the source code so that the >hex would be oriented north instead of east. >I tried this but the people around me are not willing or expert enough to change >that.So i keep on drawing maps and then once they are finished I use photoshop >to rotate them 90° .The results if not perfect are at least satisfying.For the >next two month i will add all the hex i have already drawn to my site so that >everyone could use them freely to make their maps.I will also make the grid >program (freeware) available on my site. >For those who have questions about grid who want to help us correcting the hex >orientation feel free to contact me at: > thibsylv@club-internet.fr > >thib > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #257 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Monday, June 14 1999 Volume 1999 : Number 258 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - question about Mystara Re: [MYSTARA] - SAGA Vessel Rules (was: rules) Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) [MYSTARA] - Re: question about Mystara Re: R: [MYSTARA] - Mystara and Star Wars Re: [MYSTARA] - Re: question about Mystara Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - OD&D Tome of Spellcraft 4th Edition Ready Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - Zombies Re: [MYSTARA] - Zombies Re: [MYSTARA] - A new look for Druids (LONG) ---------------------------------------------------------------------- Date: Sun, 13 Jun 1999 11:50:39 -0400 (EDT) From: Mischa E Gelman Subject: Re: [MYSTARA] - question about Mystara > 1: Does Blackmoor still exist in the 1000+ AC Mystara world? According to HW > it and Evergrun were shifted to the poles and then the poles were > "destroyed" to make the gates to the HW. (if you want to know I'll send the > page/paragraph #). I don't remember anything stating this in the HW set. The cataclysm destroyed Blackmoor (according to both HW and DA1) and caused the world's poles to shift but not be destroyed (according to HW). Of course, I could be wrong, but that's how I read it. > 2: How long do Elves, Dwarves & Halflings live? According to the CM book, a simple system that I think works fine: Rough Avg Individal Humans 100 years (95+2d12) Halflings 200 (190+2d20) Dwarves 400 (375+d%) Elves 800 (750+2d%) > 3: Has anyone done a language tree for Mystara? I know there is a list for > human languages out there, has anyone done it in a "family tree" type format > though? I *think* someone's done this, but if they did it's not in my saved-messages folders. Try checking the Mystara webpages. > 4: What happened to the afendi(sp?) from DA4 - The Duchy of Ten? No one > seems to mention them after the rain of fire. Afridhi. Things could have easily changed in the 1000 years before the rain of fire..they could have died off, been assimilated, been zapped into another world - whatever the individual DM wants, since canon says nothing about their future (as far as I know). - - Mischa In from three to eight years we will have a machine with the general intelligence of an average human being. I mean a machine that will be able to read Shakespeare, grease a car, play office politics, tell a joke, have a fight. - Marvin Minsky, 1970 Minsky's colleagues at MIT thought that was extravagant. They believed it would take 15 years at most. Source:"Cult of Information" by T. Roszak *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 11:45:27 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - SAGA Vessel Rules (was: rules) On Sat, 12 Jun 1999, [iso-8859-1] Håvard Rønne Faanes wrote: > On Thu, 10 Jun 1999, Byron Molix wrote: > > > That reminds me. I'm going to try and convert Spelljammers and airships > > into SAGA for my webpage. (I guess I have to write cinematic/storytelling > > rules for naval excursions first, since I'd want them to have the same > > feel without being complex) But anyway, I can do ship stats in numerous > > ways. I could even try to come up with a way to make large mechanical > > creations, such as seige engines or anachronistic robots and > > self-propelled vehicles. > > Ive been thinking about rules for ships myself. Mainly naval vessels, but > the system would probably apply to all kinds of vessels. > > Navigation: > Navigation is a Reason based action. Difficulty varies. > > Combat: > The captain of the vessel uses his own Hand. Ships could be designed with > abilities like those of Characters or Heroes. > If you want to you can change the names: > Coordination=Maneuverability > Physique=Hull I was thinking of doing just this, but if we're going to include seige engines I'd probably call Physique Structure. I'd combine Intellect and Essence as Magic Resistance (default value would be 0). They'd also get the option of armor plating, like a large animal. > > Damage varies with weapons ofcourse. Note that there is a difference in > scale here so that siege weapons probably shouldnt do any more damage than > Hero scale weapons. > Well assuming that we created strongholds with the same stat system, we'd have to make seige weapons and ship weapons like cannons better than hero scale. A good stronghold would probably have defense -15 or more. Not strong enoug to bounce dragonbreath but enough to stop most hero wielded weapons. If you think specific actions should replace regular combat ones, I'd say the stats should be used differently. Defense would be figured into Structure then. The more I think about it, I prefer specific actions for making holes in strongholds, but I might still want ship-to-ship combat to resemble normal combat. I'd also like to allow a ship captain to do it all (represents giving good orders to his crew), but I'd also like to allow crewmembers to do specific jobs: helmsman, weaponcrew, etc. > Haavard > > Haavard R. Faanes (hoc@nvg.ntnu.no) > http://www.nvg.ntnu.no/~hoc > Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 12:49:07 -0400 From: redrobyne Subject: Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) In case you dont know I will be gone for 3 weeks so any responces that you might expect, dont. Sorry Stewart 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 11:16:22 -0700 (PDT) From: Adam Curtis Subject: [MYSTARA] - Re: question about Mystara "drake01" wrote: Subject: [MYSTARA] - question about Mystara <1: Does Blackmoor still exist in the 1000+ AC Mystara world? According to HW it and Evergrun were shifted to the poles and then the poles were "destroyed" to make the gates to the HW. (if you want to know I'll send the page/paragraph #).> I think you answered your own question. Yes, Blackmoor is officially long gone. < 2: How long do Elves, Dwarves & Halflings live? Part of the reason I want to know is I'm using a Fuzion Plug-In called Atomik Alienz to create the racial packages for the races. According to it you pay 1pt per 5 year lifespan(so Humans who have a "60 Year life span" would pay 12 points)......I know in some sources Mystaran Elves have 1000 years (which would equal 200 points,WAY too much for a PC to afford). They do have a listing for "Immortal" for 40 points but that seems off too :( > I've seen the rules for Alienz lifespan, and I'd just junk them. It's too much a hassle IMO. It assumes that age will become a factor in a campaign, and seeks a means to explain why long-lived races, theoretically capable of attaining higher achievement than shorter-lived races, don't rule the world (in this case, longer-lived races would be naturally frailer in stats). However, age almost never becomes a factor in any campaign (Ars Magica is the only significant exception I've encountered), and in a fantasy world, powerful humans usually gain access to rejuvination magic. And should the need for explaining why longer-lived races do not rule the world arises, by all means just use a sweeping generalization (you are the DM, after all). For instance, elves may be especially powerful when paired man-to-man against humans (in fact they are if using OD&D battle rules), but their birth rate may pale when compared with humanity and do not have sufficient numbers to impose their rule. But if you are intent upon a point-based system for life expectancy, make 0 points for the human expectancy (set at maybe 60 years), 40 points elven expectancy (600 to 1000 years), maybe 10 for halfling expectancy, and 25 for dwarven expectancy. All the official expectancies may be found in the AD&D PHB. < 3: Has anyone done a language tree for Mystara? I know there is a list for human languages out there, has anyone done it in a "family tree" type format though? > Your best bet is to check here: http://www.geocities.com/TimesSquare/5304 The archive is a phenomenal source for the more specialized topics upon Mystara. I know there is an extensive section upon language there. AC _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 12:39:47 -0400 From: redrobyne Subject: Re: R: [MYSTARA] - Mystara and Star Wars Thibault Sarlat a écrit : > I would be delighted to have one please. > > thib > > http://perso.club-internet.fr/thibsylv/ I meant that i would be glad to have a copy of the jedi knight kit. sorry if my post was not very clear. ;-) did you want mine? if so I'll be glad to send you one! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 15:43:59 -0500 From: "Daniel" Subject: Re: [MYSTARA] - Re: question about Mystara It's ALUDED that it was destroyed, a few paragraphs later they mention how the beastmen settle into what was once blackmoor.... - -----Original Message----- From: Adam Curtis To: mystara-l@mpgn.com Date: Sunday, June 13, 1999 1:25 PM Subject: [MYSTARA] - Re: question about Mystara >"drake01" wrote: >Subject: [MYSTARA] - question about Mystara > ><1: Does Blackmoor still exist in the 1000+ AC >Mystara world? According to HW it and Evergrun were >shifted to the poles and then the poles were >"destroyed" to make the gates to the HW. (if you want >to know I'll send >the page/paragraph #).> > >I think you answered your own question. Yes, >Blackmoor is officially long gone. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 22:46:33 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > This seems better than the way druids are in the companion book (or RC). > I had a character that was a neutral cleric of "nature". He was a hulking > cleric, packing an 18 strength, wore plate mail and used a big-ass warhammer > (magic, IIRC). Upon attaining 9th level, I was toying with the idea of > making him into a druid. It would have fit his character, and he had > thought about it quite seriously for the three of four levels before that. > Then he found out all that he'd have to give up...and reasoned that by > staying a cleric he would have a much higher survival chance so that he > could continue to keep nature, well, natural and balanced. > From a player perspective, I was completely stunned at how un-prepared > for wilderness survival a druid is! There is nothing that will help the > druid live in the wilderness other than some spells. Spells will run out. > Need to find shelter? A druid has as much chance as a city thief. Need to > do some hunting? Might as well get the halfling, he has a better chance at > hiding. So, can we find any teak or cherry wood in this forest? Dont' ask a > druid. He doesn't have a clue any more than the dwarf. Ok, then where would > we be able to find that kind of wood? Again, the druid has no clue. Why is > that bear so protective and aggressive? The druid has no idea. Trying to > run from that agressive bear? Good luck, druids don't know how to move > through the forest any more than anyone else. ;-/ In short, a druid sucks > when he is in the forest. Sure, the DM can "assume" that a druid knows how > to survive in the forest/hills/etc, but it doesn't even really hint at it in > the rules. > If it ever comes up in our new game, we will probably use a revised > druid that is more akin to the 1st edition AD&D Druid. This problem is solvable by the use of the skills - and those are to be chosen by the player (or by the DM in the case of a NPC). The advantage is that you can create a desert or plains druid very easily like the classical wood druid. Of course, if you might suspect that I don't like the AD&D attitude to pour all and everything into rules made of concrete you might be right. :-) Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 22:47:27 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > << he druid is hindered so much by his faith in fighting > that a low-level druids perhaps would not survive. >> > > And what are these fighting restrictions based on his faith??? The usual: No metal armours, wooden weapons and so on and so on... Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 13 Jun 1999 23:00:24 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research > Rockhome is far less theocratic then Ylaruam! After all, Skarrad clan > isn't religious at all, and Burhodar clan is the only one who would > support a theocracy. > > Other theocracies on Mystara are Hule, Narvaez, Sind and Yavdlom. Also the > Enduk kingdom is ruled by a priest-king. What about Thotia? > > Giampaolo Agosta Hule is not a theocracy although it is not too far away from one. Exactly it's a hagiarchy. Sind is an empire which smaller dominions are kingdoms. Only the names are different. Narvaez is not more a theocracy than the RW example Spain in the time of inquisition. Yavdlom is ruled by seers, not by clerics, and Thotia in OW and Nithia and Azcan in HW are kingdoms or empires ruled by clerics but they are not exactly theocracies. Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 13 Jun 1997 18:57:45 -0700 From: Chad & Bree Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research Jamuga Khan wrote: > > > Rockhome is far less theocratic then Ylaruam! After all, Skarrad clan > > isn't religious at all, and Burhodar clan is the only one who would > > support a theocracy. > > > > Other theocracies on Mystara are Hule, Narvaez, Sind and Yavdlom. Also > the > > Enduk kingdom is ruled by a priest-king. What about Thotia? > > > > Giampaolo Agosta > > Hule is not a theocracy although it is not too far away from one. > Exactly it's a hagiarchy. Sind is an empire which smaller dominions > are kingdoms. Only the names are different. Narvaez is not more > a theocracy than the RW example Spain in the time of inquisition. > Yavdlom is ruled by seers, not by clerics, and Thotia in OW and > Nithia and Azcan in HW are kingdoms or empires ruled by clerics > but they are not exactly theocracies. Thotia if I recall correctly acccording to Talons of Night, is run by a group of Mystics. Ekto on the River Ek, and Trikelios on the Little Dawn river are former Thotian colonies, each run by a corrupt bureaucracy. To quote something from Talons of Night in regards to Thotia.. "Ramenhotep XXIII is pharoah of the ancient Thotia...he his and his mysterious wife Queen Aketheti, rule the 30,000 inhabitants. Ancient Thotians once worshipped Rathanos, a minor Energy Immortal in the pantheon of the Magian Fire Worshippers. However, an organized mysticism (inspired by beings from the realm of Entropy) has replaced Rathanos and become the official philosophy. Only Thotia's limited political power saves it from Nithia's fate." This and the actual stats of Ramenhotep leads me to believe IMO that Thotia is run by a group of mystics.. Just my thoughts.. Chad *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 07:46:24 +0200 (MEST) From: Erewan Laubgaenger Subject: Re: [MYSTARA] - OD&D Tome of Spellcraft 4th Edition Ready redrobyne wrote: > I would like one! > > Stewart 3 > > >The Tome is finished and ready to go, anyone wanting a copy please email me > >or post to the list. My address book was fragged when my hard drive died, > so > >I no longer have the list of people the last 3 editions went out to. > > > > > >Keep Mystaran Magic Alive! > > > >Jim Bobb > >**** I would like one! too. thanks Erewan Laubgaenger - -- Sent through Global Message Exchange - http://www.gmx.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 08:37:12 +0200 (METDST) From: Agathokles Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research On Sun, 13 Jun 1999, Jamuga Khan wrote: > > Hule is not a theocracy although it is not too far away from one. > Exactly it's a hagiarchy. What I meant was that it is not so different from Ylaruam or Heldannic Territories. They all are theocracies or near-theocracies. Sind is an empire which smaller dominions > are kingdoms. Only the names are different. Narvaez is not more > a theocracy than the RW example Spain in the time of inquisition. It is. AFAIK, Baron Hugo is also the church leader. > Yavdlom is ruled by seers, not by clerics, What are seers? I don't know much of Yavdlom, but I guess that seers should be clerics of Yav or magic users or both. In any case, they are a religious hierarchy, so Yavdlom should be considered a theocracy. and Thotia in OW and > Nithia and Azcan in HW are kingdoms or empires ruled by clerics > but they are not exactly theocracies. By the way, Robrenn is also a semi theocratic nation, as the druids hold most of the power. Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 16:05:16 +0200 From: DM Subject: Re: [MYSTARA] - Zombies On Tue, 8 Jun 1999 16:17:07 EDT, Arminath@aol.com wrote: In a message dated 6/8/99 3:10:10 PM Eastern Daylight Time, mdalmonte@provincia.ra.it writes: << simply KILL him AGAIN (chop him off) or use Dispel Magic. Not really "powerful"... If you then want to RAISE him back, then you've gotta Dispel Evil on the corpse to purify it and then Raise him (CANON: check out M5!!)>> > A simple "Dispel Magic" can't negate Animate Dead. WHAT?? Direct from Expert rulebook, Animate Dead (translated from Italian): "The undead beings obey the caster until they are destroyed by a cleric or by a Dispel Magic spell" these are D&D rules, I'm not inventing anything here.. > And the material in M5 is flawed... what do you cast on a Chaotic (which OD&D equates to as being "Evil") creature that was animated? Dispel Evil? That just seems wrong, IMHO. Again, READ THE RULES. Expert book, Dispel Evil spell: "This spell works against all undead and enchanted (i.e. summoned, controlled or animated) creatures." So, if said creature was animated or is controlled magically, a Dispel Evil can destroy or deanimate it! That's it, it's the rule, and it's easy. I don't really see what's wrong with it. The alignment doesn't really matter in this case: "Evil" is anything magically summoned (ex: elementals), animated (Ex: golems) or controlled (Ex: charmed or cursed people - in this case the creature is not destroyed but the charme or curse broken). Also, "G. SGARBI" added: > you cannot Dispel as the corpse are animated and then they are un-living...it's just the same as Dispelling a vampire... Beg your pardon? A vampire need not be an animated creature: in fact, most of the times, it is not. It's been created biologically (altho the biology we're referring to is that of Entropy and quite different from living one). Unless u use a Create Any or Magical Monsters, the vampires, mummies, liches etc. are not ANIMATED like Animate dead spell. Nevertheless they can be destroyed by Dispel Evil. As for Dispel Magic cast on them, well, I'd say it could probably cause in the highly magical undead (liches, haunts, nightshades) a temporary stun for that round if the caster is higher in level and they fail their ST, or maybe it wouldn't affect them anyhow (after all, the magic that propels them is nearly immortal... at least on the Prime plane..) DM *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 11:08:08 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - Zombies On Mon, 14 Jun 1999, DM wrote: > liches etc. are not ANIMATED like Animate dead spell. Nevertheless they can > be destroyed by Dispel Evil. I'm not quite shure that Dispel Evil would be able to seriously pose a threat to greater undead. Liches, and their ilk should be able to hold out for a bit. (Otherwise Prince Brannart would be in deep doo-doo) Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 18:36:13 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > A "Greater Druid" who gives up the abilities to turn > undead, cast "Evil" affecting spells, and wield any > weapons other than staves and slings might gain the > additional abilities of shapechanging, immunity to > charms by woodland creatures, and immunity to aging. > At very high levels (30+) such a Druid could gain the > Hierophant Druid abilities to enter and survive on the > elemental planes. > > Would a Druid of this sort work, or does he seem a bit > overpowered? I think not, but I have a question: Why should a druid get the ability to enter the elemental planes? Besides, druids get those ability around level 17 with the spell "Travel"! Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #258 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Tuesday, June 15 1999 Volume 1999 : Number 259 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Druidic travels and druidic society Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - question about Mystara R: [MYSTARA] - Zombies R: [MYSTARA] - [Mystara] - A few questions about powders, dusts andcandles... Re: R: [MYSTARA] - Zombies Re: [MYSTARA] - rules Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) [MYSTARA] - List of D&D Spells? [MYSTARA] - Enigma's Travelling Variations (LONG) ---------------------------------------------------------------------- Date: Mon, 14 Jun 1999 18:53:25 +0200 From: "Jamuga Khan" Subject: [MYSTARA] - Druidic travels and druidic society And more about the druids (D&D druids from CM/RC): Examining the spells druids have access to I've come to the conclusion that they easily can establish a world-spanning society, at least in the Outer World. In the Hollow World some little problems exist. There's this clerical spell "Recall" which can be cast by clerics level 10+ and "Transport by Plants" which can be cast by druids of level 12+. Additionally we have the "Travel" for clerics level 17+ . So it is reasonable to assume that a druid can travel widely and quickly after he had served as an apprentice for a little while. Exactly I'm talking about the level 9-12. Once another druid have told you about a plant in the neighbourhood of a specific point of interest you only have to enter another plant of the same sort and you'll there. Back to your home forest is much faster and easier by "Recall". No problem for a Skotharian druid to visit the druidic convention in Robrenn!!! Higher druids can even easily enter other planes or fly! So the world-spanning druidic society should be more than a theoretical concept. We all know that abilities will used once they have been aquired. And now I declare the discussion opened... Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 15:10:44 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research >To quote something from Talons of Night in regards to Thothia.. > >"Ramenhotep XXIII is pharoah of the ancient Thothia...he and his >mysterious wife Queen Aketheti, rule the 30,000 inhabitants. on> >Ancient Thothians once worshipped Rathanos, a minor Energy Immortal in >the pantheon of the Magian Fire Worshippers. However, an organized >mysticism (inspired by beings from the realm of Entropy) has replaced >Rathanos and become the official philosophy. Only Thothia's limited >political power saves it from Nithia's fate." > >This and the actual stats of Ramenhotep leads me to believe IMO that >Thotia is run by a group of mystics.. > >Just my thoughts.. > > >Chad If you look again at "Talons of Night", you might notice that the number of generations between Aketheti's first appearance as Queen of Thothia, and the time the module is set in, isn't nearly enough for her to date back to the original Nithian era. Thus, she (and the Night Spider) couldn't have been the originators of Thothia's mysticism, which the HW boxed set places long before Nithia's disappearance from the surface world. My guess is that a totally different (and non-Entropic) mystical sect first supplanted Rathanos-worship in Thothia, back during the age of Nithian expansion, and that's why Thanatos and Ranivorus had no success in corrupting that particular colony -- which had given up the worship of Immortals, altogether -- in the 6th century BC. That's also how such a pivotal Immortal as Rathanos, the supreme head of the Nithian pantheon, could be diminished to a "minor" patron of crackpot fire-wizards in the historical records of Thothia: the historians who documented the "old gods" of their ancestors were advocates of mysticism, and didn't respect Rathanos -- or any other Nithian Immortal -- very much anymore. Not until much later (around 500 AC, to judge by Aketheti's alleged "pedigree") did the Night Spider send her "daughter" to seduce the Thothian Pharaoh and replace conventional human mystics with her hybrid werespider-creatures. This would certainly explain why there's no hint of old Nithia's past existence in the module: even the unaging Aketheti's too young to remember it. Of course, the REAL reason there's no reference to Nithia in the module is that its history hadn't yet been worked out, when "Talons of Night" was written. But that's something only DMs and Old Ones would know about. ;-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 20:58:49 +0200 From: sharlene Subject: Re: [MYSTARA] - question about Mystara drake01 wrote: > > I havne't had anyproblem with the north/east oreintation. I have been able > to "overlay" 16-color .bmps and work on them, I"m doing it with Avergione > from X2- Castle Amber currently. The problem is the .bmp hexes are larger > then Grid's so they don't come out evenly. Once you have obtained bmp files with grid,turn them into jpeg format. they would not be so large after that. thib. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 21:46:20 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - Zombies - -----Messaggio originale----- Da: DM A: mystara-l@lists.imagiconline.com Data: lunedì 14 giugno 1999 16.12 Oggetto: Re: [MYSTARA] - Zombies >On Tue, 8 Jun 1999 16:17:07 EDT, Arminath@aol.com wrote: > >In a message dated 6/8/99 3:10:10 PM Eastern Daylight Time, >mdalmonte@provincia.ra.it writes: > ><< simply KILL him AGAIN (chop him off) or use Dispel Magic. Not really >"powerful"... If you then want to RAISE him back, then you've gotta Dispel >Evil on the corpse to purify it and then Raise him (CANON: check out M5!!)>> > >> A simple "Dispel Magic" can't negate Animate Dead. > >WHAT?? > >Direct from Expert rulebook, Animate Dead (translated from Italian): > >"The undead beings obey the caster until they are destroyed by a cleric or >by a Dispel Magic spell" > >these are D&D rules, I'm not inventing anything here.. You're right,but... ...The problem is in What System a Zombie's animated? Sure, in OD&D you can Dispel Magic a zombie, but in AD&D you cannot! And I was talking about AD&D rules. >> And the material in M5 is flawed... what do you cast on a Chaotic (which >OD&D equates to as being "Evil") creature that was animated? Dispel Evil? >That just seems wrong, IMHO. > >Again, READ THE RULES. Expert book, Dispel Evil spell: > >"This spell works against all undead and enchanted (i.e. summoned, >controlled or animated) creatures." > >So, if said creature was animated or is controlled magically, a Dispel Evil >can destroy or deanimate it! That's it, it's the rule, and it's easy. I >don't really see what's wrong with it. The alignment doesn't really matter >in this case: "Evil" is anything magically summoned (ex: elementals), >animated (Ex: golems) or controlled (Ex: charmed or cursed people - in this >case the creature is not destroyed but the charme or curse broken). Again, in AD&D Dispel Evil don't work on undead (it works on summoned creatures from other planes)...but you're right...that'll work in OD&D. > >Also, "G. SGARBI" added: > >> you cannot Dispel as the corpse are animated and then they are >un-living...it's just the same as Dispelling a vampire... > >Beg your pardon? A vampire need not be an animated creature: in fact, most >of the times, it is not. It's been created biologically (altho the biology >we're referring to is that of Entropy and quite different from living one). >Unless u use a Create Any or Magical Monsters, the vampires, mummies, >liches etc. are not ANIMATED like Animate dead spell. Nevertheless they can >be destroyed by Dispel Evil. > >As for Dispel Magic cast on them, well, I'd say it could probably cause in >the highly magical undead (liches, haunts, nightshades) a temporary stun >for that round if the caster is higher in level and they fail their ST, or >maybe it wouldn't affect them anyhow (after all, the magic that propels >them is nearly immortal... at least on the Prime plane..) > > >DM > >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 21:48:40 +0200 From: "G. SGARBI" Subject: R: [MYSTARA] - [Mystara] - A few questions about powders, dusts andcandles... Sorry, Right : 3000 m. Skarm - -----Messaggio originale----- Da: Kaviyd@aol.com A: mystara-l@lists.imagiconline.com Data: domenica 13 giugno 1999 2.55 Oggetto: Re: [MYSTARA] - [Mystara] - A few questions about powders, dusts andcandles... >In a message dated 1999-06-12 06:26:19 Eastern Daylight Time, gio_sga@uol.it >writes: > >> What if he entombed the "thing" >> 2000 km below instead of Glandri's 3000 km (the range of use'd be >> longer?)? > >The Nucleus of the Spheres can't be 3000 km below the >surface -- that would put it in the sky of the Hollow >World! Could you have meant 2000 meters? If so, the >effect of moving it a mere one kilometer closely to >the surface would be rather trivial, I think. >************************************************************************** * >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 14 Jun 1999 20:40:27 EDT From: Arminath@aol.com Subject: Re: R: [MYSTARA] - Zombies Mabe I should have clarified myself on the Animate Dead subject! IMC we've made changes to the spells because of the "neutral undead/mindless undead" types out there that Dispel Evil shouldn't affect in the normal way. The material in M5 IS flawed though, but that's just my humble opinion. Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 08:57:42 +0200 From: Jost Westenberg Subject: Re: [MYSTARA] - rules - -----Urspr+APw-ngliche Nachricht----- Von: redrobyne +ADw-redrobyne+AEA-ellijay.com+AD4- An: +ADw-mystara-l+AEA-lists.imagiconline.com+AD4- Gesendet: Donnerstag, 10. Juni 1999 02:23 Betreff: +AFs-MYSTARA+AF0- - rules +AD4- what are the rules for making airships does anyone know? +AD4- +AD4- Stewart 3 +AD4- +AD4- +AD4- +ACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAq- +AD4- To unsubscribe from this list send mail to majordomo+AEA-lists.imagiconline.com +AD4- with the line 'unsubscribe mystara-l' as the body of the message. +AD4- My name is Jost Westenberg, i am from Germany The Box Chamions of Mystara have ONE BOOK ONYL FOR BULIDING SKYSHIP+ALQ-s. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 10:21:28 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Mystaran Jedi Knights - History (LONG) Haavard wrote: >> thinking....where there half elves at the time of Blackmoor? Why did they >> dissappear. And why cannot half elves be born anymore? Ethan said: >IMC I have never made a half-elf illegal, but they are terribly rare >occurences, mostly because humans and elves are racially biased sexually >:) I agree with Ethan here. IMC half-elves exist, using the rules from Dragon 178. That's one thing about the Gaz series that I could never really agree with - the (IMO) convoluted rules for determining the race of the offspring of a human-elf coupling. I find it's simpler just to allow half-elves, and just say that they are quite rare. Only in socieites where humans and elves manage to co-exist and integrate (such as the Savage Coast, Darokin, Wendar, Glantri) would half-elves exist, IMO. Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 11:31:53 -0400 From: "Simon B. Sinister" Subject: [MYSTARA] - List of D&D Spells? Does anyone know if there is a index of all the "official" D&D spells from the RC, Gazetteer series, Hollow World, etc.? I've been looking for some sort of list which would, at a glance, tell me the name of every spell and which book or product it can be found in. If anyone can point me in the right direction, I'd be extremely grateful! SIMON B. SINISTER *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 13:53:31 EDT From: CQuaif@aol.com Subject: [MYSTARA] - Enigma's Travelling Variations (LONG) All, The following is a smattering of spells produced by Enigma in her post-Great School career. Kindly-meant comments and crits are more than welcome. Hope you enjoy these! Carl Q. - - Enigma's Travelling Variations: This is a standard travelling spellbook, with leather covers and vellum sheets bound within. The book is in a state of extreme disrepair; the covers are scuffed and stained with blood (and other, less identifiable fluids), whilst many the pages are torn, creased, and soiled. Despite its dilapidated condition, however, the book is remarkably resistant to further damage, thanks to repeated applications of "Enigma's Preservative" (see below). Much of the book is filled up with brief diary notes, half-finished speeches, charcoal drawings (mostly costume designs) and other random scrawls. Amongst this dross are half-a-dozen spells (and one recipe) devised by the Dilettante Mage, Enigma, in her first decade after leaving the Great School of Magic in Glantri. During this time, she made a (fairly poor) living as public entertainer, with the occasional job as a caravan guard or messenger to keep the wolves (and creditors) from the door; occasional magical commissions from naive (or desperate) Noble Patrons allowed her time and resources to indulge her passion for magical invention. Enigma's Slingback Level: 2 Range: touch Duration: 1d6 turns Effect: protects the recipient from small missiles Enigma devised this minor improvement on the Protection from Normal Missiles spell for travelling through bandit country North of Darokin. The spell draws any non-magical missile (sling stone, quarrel, or arrow) fired at the recipient into an accelerating orbit around them for 1-3 rounds; at any time during this period, the protected person may select a target foe and send the missile hurtling towards them. Missiles slung back during the first round have normal chances to hit; each round spent in the Slingback effect improves this chance by +1. Any missile not released by the end of the third round reaches critical velocity, and fires randomly away from the recipient; all individuals, whether friend or foe, must save vs. Breath Weapon or be hit by 1-2 missiles for full potential damage (for example, 8 points of damage for an arrow). This unfortunate side-effect is what caused Enigma to be run out of Darokin (the first time, anyway), when the Very Important Personage she was helping to protect received a Slingback arrow in the posterior (the only part of him sticking out from under the cart). The spell has the interesting side-effect that all small missiles, including thrown bricks, shoes, flower pots etc, will be caught up in the field and returned - Enigma has used this facility often for protection from less-than-satisfied audiences, relying on the critical velocity effect to let her beat a hasty retreat. Enigma's Chorus Line Level: 2 Range: caster/10' (see below) Duration: upto 6 rounds Effect: creates programmable images of the caster Enigma designed this Mirror Image variant as a flashy, impressive, but above all cheap method of providing background entertainers for her shows. The spell has two settings (one word difference in the spell). The first, "record", functions very much like a standard Mirror Image spell, creating 3-6 identical images of the caster who mimic her every action. These images vanish when struck, after 6 rounds, or when the caster says "stop". Thereafter, if the Chorus Line spell is cast using the second setting, "playback", it recreates the images (in exactly the same clothing) who perform the same sequence of moves, vanishing at the end of the sequence. The caster need not be part of this lineup; she can manifest the Chorus Line anywhere within 10' of her current position. This spell enables Enigma, a dancer of mild skill (but enormous enthusiasm!) to conjure a line of "dancing girls" to precede her on stage. Both versions of the spell have some useful combat functions - for instance, a mage dresses up as an armed warrior, casts the recording spell, and marches purposefully forward for a few rounds; she later casts the playback spell, conjuring a line of mean-looking fighters to drive an enemy towards a concealed pit or the edge of a cliff.... Enigma's Blazing Banner Level: 3 Range: 50' Duration: 1 round Effect: produces a message of fire This Fireball-derived spell is flashy, impressive, but almost completely useless in combat. The caster releases a small, fiery missile from her hands, which streaks away in the chosen direction - usually straight up - to the limit of its range, whereupon it explodes with a deafening crash and resolves into a message written in letters of fire three feet high. Any message of no more than 12 letters may be created (example: "EAT AT RADU'S"). The wording must be coded into the spell; therefore the message to be created is set when the spell is memorised, and cannot be thought up on the fly. The message is visible upto a mile away on a clear day, or three miles at night (additional range might be achieved if the caster stands on a tall building, a hilltop, etc), and lasts for 1 round before burning out. Although created for advertising purposes (Enigma uses it to advertise her performances - much cheaper and gaudier than handbills or posters), the Blazing Banner has been used to send coded messages between army divisions, or as a distress signal ("OVER HERE!", etc). In extremis, it can even be used as a weapon if fired at enemies within range - all targets within 15' of the explosion suffer 2d6 damage from the blast (save vs. Spells for half damage). Enigma's Trick Goblet Level: 3 Range: touch Duration: 4 hours Effect: protection from liquids This spell, loosely based on the Water Breathing enchantment, allows the recipient to swallow or inhale any type of fluid without fear of it reaching her stomach or lungs. The spell creates a shielding effect on the interior surfaces of the body, allowing only breathable gasses to permeate into the lungs, and nothing at all to reach the stomach regions. Consequently, the recipient may swallow any liquid, potion, etc. without fear of ill effect - the fluid is safely held in suspension below the gullet until the spell ends or the liquid is gouted back up by the recipient. Enigma devised this spell for use in her stage show, allowing her to safely swallow any liquid suggested by the audience, but she quickly realised its usefulness in protecting the enchanted person from ingested poisons. Her use of the spell in this manner to protect Lord Forein of Thyatis from an assassination attempt earned her a rich reward and a place in his retinue, although the latter was unfortunately short-lived.... The Trick Goblet spell still enables the recipient to "breathe water" - actually, it filters oxygen from the water through the shield - but it is less efficient if used this way; the recipient cannot remain underwater for more than 1 hour at a time without surfacing for air. Enigma's Mystic Surgery Level: 3 Range: 5' Duration: permanent Effect: alters one physical feature This spell, a minor version of the Polymorph Other spell, allows the caster to transform one single feature of a person's appearance (eyes, ears, nose, etc) in any way they desire. An Elf could be given rounded ears, for example, to allow him to blend in more easily amongst humans. Multiple applications can completely alter the face, letting a human look exactly like an Orc (and vice versa). The target is entitled to a saving throw vs. spells; if he is a willing recipient, of course, he may choose to waive the saving throw. The change is permanent until dispelled, and detects as magical. The spell is sometimes used as a minor Curse; Enigma particularly likes giving asses' ears to importunate suitors, or pigs' snouts to vain, unpleasant ladies (which has seen her run out of town on more than one occasion). The new features must be functional (the caster cannot cause the target's eyes to seal over, rendering them blind, for instance), or the spell fails. Only appearance is altered; no additional abilities are gained. A 4th level variant, Enigma's Mystic Mutation, enables some special sensory abilities to be acquired; Elvish infravision or batlike hearing are good examples (DMs should take care if allowing this version to be used by PCs; the acquisition of Vampiric Charm powers, or a Nucklavee's death-gaze, should not be permitted). Enigma's Mystic Surgery was created to allow the Darokin Merchant Warris Erbolt to marry off his daughter to a wealthy husband. Ursalla Erbolt was an otherwise-attractive girl who was unfortunate enough to inherit her father's rather prominent nose, which rather put a damper on her marriage chances. Enigma gave her a cute button nose, making her extremely attractive, and her marriage was scheduled for 25 Kaldmont, 1014 - three days before the Day of Dread....the price on Enigma's head, as posted by the furious Erbolt family, currently stand at 10,000gp. Enigma's Fly-on-the-Wall Level: 4 Range: touch Duration: special Effect: enchants a Fly-Spy Enigma was once invited to the Callarii woods by her fellow thespian and occasional partner, the Elven Minstrel Ymarien; whilst there, she studied Elven magic, and taught a few of her own spells in return (resulting in some bizarre spell-choices for young adventurer-Elves on their first missions). Being congenitally unable to leave well enough alone, she later adapted the Callarii "Beast Trace" spell, creating this interesting 4th-level variant. Before casting Enigma's Fly-on-the-Wall, the caster must sculpt or mould a small piece of clay into the shape of a fly or other small insect or beetle (roll under Dexterity to shape it correctly; alternatively, an Artistic Skill roll might be applicable, if skills are used in your campaign. A failed construct will not animate when enchanted). The spell is cast on the model, creating a temporary insect-Golem called a Fly-Spy. The creature is then placed somewhere near the place it is to "bug", where it scuttles (or flies, if it has wings) into the best vantage point. The creature will then record everything it "hears" during the next hour, after which it will scuttle or fly back to the caster, replay its recording on command, then crumble into dust. The Fly-Spy has one hit point, and is easily destroyed if discovered. "Enigma's Preservative": This peculiar substance is a rare example of a magical item created (or adapted) by Enigma. The Preservative, in its raw state, is a thick, foul-smelling, grey-green gunk (its ingredients include Green Slime and Troll blood). When heated for three hours over a hot flame, however, it becomes a clear, varnish-like fluid, and remains so for one hour after removing it from the heat - after that, it reverts to its former state until reheated. During this time, the Preservative may be used to coat natural substances such as leather, hide, and paper (or their equivalents), using a fine brush. Once it dries, the treated item gains +1 to its saving throws vs. any form of damage, and can slowly regenerate itself so long as at least half the material remains (the process takes between 1-8 days, depending on the damage taken). Only damage taken since the preservative was applied can be regenerated; rips, tears, burns and stains which were part of the item when it was coated cannot be repaired by the Preservative. Unfortunately, the coating also prevents further writings from being added. The recipe contained within "Enigma's Travelling Variations" makes enough Preservative to coat three normal-sized, or upto five travelling spellbooks (assuming they are of standard proportions). A batch of Preservative takes three weeks to make. If made available for purchase, a batch could be bought for between 5,000-10,000gp. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #259 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Wednesday, June 16 1999 Volume 1999 : Number 260 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - A new look for Druids (LONG) [MYSTARA] - WOTC Re: [MYSTARA] - WOTC [MYSTARA] - Jeremy Irons and the D&D Movie Re: [MYSTARA] - WOTC Re: [MYSTARA] - List of D&D Spells? Re: [MYSTARA] - WOTC Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - WOTC Re: [MYSTARA] - WOTC Re: [MYSTARA] - WOTC RE: [MYSTARA] - WOTC Re: [MYSTARA] - List of D&D Spells? Re: [MYSTARA] - List of D&D Spells? [Addendum] Re: [MYSTARA] - WOTC Re: [MYSTARA] - WOTC RE: [MYSTARA] - WOTC Re: [MYSTARA] - WOTC Re: [MYSTARA] - WOTC Re: [MYSTARA] - WOTC ---------------------------------------------------------------------- Date: Mon, 14 Jun 1999 18:33:28 +0200 From: "Jamuga Khan" Subject: Re: [MYSTARA] - A new look for Druids (LONG) > in RW, there was a ban (I think that from Romans or later from Britons) > which banned druids and bards (the historical Celtic bards of course) from > carrying weapons, so, in past they would use them. The AD&D PH (1st > edition, I think), says clearly that AD&D Druids are how those Celtic > priests would have fared IF they have survived well into the Middle Ages. > As druids became more or less extinct around 5-6th century AD (when the > British Isles became Christian), gaming material is, in this case quite > speculative: it uses a RW term, but the character portraited has no true > parallels in history or folklore (other character classes are represented > in one or both of these). I think that 1st Edition AD&D Druid is quite > neat: I say "Bravo" to it! Jamuga Khan "Hear and obey, because the Mighty Khan's word is law." *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 14:03:04 -0700 From: Mike Harvey Subject: [MYSTARA] - WOTC Part of an interesting post to rec.games.frp.dnd... - ---BEGIN---------------------------------- Subject: Greyhawk Strategy Date: 15 Jun 1999 16:04:00 GMT From: tsrkeith@aol.com (TSRKeith) Newsgroups: rec.games.frp.dnd [snip] Our plan is to bring Greyhawk back to where it has always belonged--into the core. As we move forward, Greyhawk should become synonomous with D&D. We have a tremendous respect here at WOTC for the detailed and painstakingly crafted fan material for GH, and that has actually helped us steer our vision for GH. At its core, D&D is about creating your fantasy roleplaying experience, and our core/Greyhawk products are going to do just that. If you buy a D&D adventure, it will be, at its very roots, a Greyhawk adventure. Those who want to modify it and drop it into their own world can do so, and those who want to attach it to the vast network of GH material both TSR published and fan published can do so. [snip] Keith Strohm Brand Manager AD&D Wizards of the Coast - ---END------------------------------------ A few comments. First, it looks more and more like WOTC is gradually renaming AD&D to D&D. Which means D&D will not only be gone, but even its name will be given to another product... just like the Keep on the Borderlands has now officially moved to Greyhawk, as have Qasqueton and Cynidicea. Second, I noticed that Keith praised the fan material for Greyhawk and even suggested that it is taken seriously (does that mean canon?) by the staff. It seems to me that there is MUCH more fan material for Mystara, and of a very high quality. It is too bad that WOTC will not even acknowledge it. I am wondering if the much-hyped announcement next year will be the return of Dungeons & Dragons -- basically AD&D 3rd edition, but without the "Advanced" moniker. Perhaps D&D will refer to Greyhawk (the new "Known World") while AD&D will refer to the Forgotten Realms, as WOTC has already suggested. I don't really expect to ever see D&D or Mystara again in WOTC's catalog. But it is kind of irritating that they are redefining everything again. Pretty soon, telling someone you play basic D&D on a newsgroup may make them think you are playing 3rd edition in Greyhawk. Sigh. Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 17:28:23 -0500 From: "Daniel" Subject: Re: [MYSTARA] - WOTC IMO this is why I don't buy any of the current books anymore from TSR. I'm honstly not starting a flame or calling TSR or the devil (well..maybe a type II...) Anyways....For the longest time it seemed like TSR was using Mystara as a testbed for their books (anyone notice that flying ship rules came out before Starjammer?) and that they were filling up the Forgotten Realms faster then Mystara as well. True I can see a place as large as Mystara is taking DECADES to totataly uncover, but in the FR you had Al-Quadim, Mazteca, Kara-Tur, and that's not counting how many possible gates to Ravenloft. (If my memory serves me correctly Ylarum(sp) came out a little before Al-Quadim did). If I'm wrong about that opinion please tell me privately (and politely please) Greyhawk came, they fired Gygax, quit using it, then tried the Greyhawk: War & From the Ashes, neither sold that great. *POOF* it disappeared along with Top Secret/SI, Boot HIll, Gamma World & another of other games (Remember TSR trying to do Indiana Jones?) Greyhawk has shown it's been tapped out...All the ORIGINAL AD&D modules were from there ( I loved the map n the back showing where all the modules took place though, nice touch, which they'd done it with Mystara)...ok...maybe not tapped out, out of intreast maybe. Put Greyhawk into SAGA and release the "Silver Age" modules so those who came after can understand what us "old folx" are talking about (Expidition to Barrier Peaks? what's that?). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 18:28:05 -0400 From: Jerry Hovenanian Subject: [MYSTARA] - Jeremy Irons and the D&D Movie It seems that Jeremy Irons was seen on the set of the D&D movie.....please let him play the bad guy:) read the story at http://www.wildweb.com/av/article/0,1048,1_10_3899,00.html - -- Jerry Hovenanian clumsydwarf@usa.net http://www.geocities.com/Area51/Dunes/7295/ ICQ# 18008809 AIM ZMJTCD The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent...Truth *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 19:33:54 -0400 (EDT) From: the Wizard of Frobozz Subject: Re: [MYSTARA] - WOTC On Tue, 15 Jun 1999, Mike Harvey wrote: > First, it looks more and more like WOTC is gradually renaming AD&D to > D&D. Which means D&D will not only be gone, but even its name will be > given to another product... just like the Keep on the Borderlands has > now officially moved to Greyhawk, as have Qasqueton and Cynidicea. Well, I can't say I like it. Having seen the Basic/Advanced deliniation since I began playing, I'm going to have a hard time adjusting to this. On the other hand, while it is the players (read "purchasers") who keep the game alive, the actual product and its fate rests with WOTC. And, c'mon, let's face it...how many of us expected them to actually revive Mystara once they axed it? I think, though, that we also need to view it as yet another evolution in a game system that has been with us for so long because of its classic status and its flexibility. Not saying I like it, by any stretch of the imagination, I'm just saying we're not the only ones involved. Sure, there's a lot of great stuff for Mystara by we, the fans. I wouldn't say they ignore it. I would like to think they take all of their fan contributions seriously. But they've made a decision, and seem to mean to stick to it. There's nothing saying they're going to stop us from doing what we do here on this list and in our campaigns. We can keep things alive and fresh on our own. To paraphrase Stephen R. Donaldson: "we didn't make this world, we just have to play in it." I seem to be waxing poetic but not saying much. This certainly isn't a flame. I'm just as morose as the rest of us about the lack of recognition our classic world gets. I think a huge proportion of the stuff I've seen on this list is quite worthy of canon status. I think the minds at work show love and creativity for Mystara. I also think that it's, unfortunately, going to stay in the dark, as far as official publications go. The two cents no one asked for, - --Frobozz-- ________________________________________________________ Wanting to have Mystara material in your hand instead of your computer? Your wait is almost over! The Tome of Mystara is in publication! For more information, go to http://sites.netscape.net/frobozzco/ Mystara Fthagn! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 20:42:08 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - List of D&D Spells? >Does anyone know if there is a index of all the "official" D&D spells from >the RC, Gazetteer series, Hollow World, etc.? I've been looking for some >sort of list which would, at a glance, tell me the name of every spell and >which book or product it can be found in. If anyone can point me in the >right direction, I'd be extremely grateful! > >SIMON B. SINISTER As far as I know, no such list exists. Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 20:48:17 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - WOTC Mike Harvey wrote: >First, it looks more and more like WOTC is gradually renaming AD&D to >D&D. Which means D&D will not only be gone, but even its name will be >given to another product... just like the Keep on the Borderlands has >now officially moved to Greyhawk, as have Qasqueton and Cynidicea. What!??! Where are they putting Cynidicea? And what was Qasqueton in the first place? You're right about the usage of "D&D", however; this would drive the final nail into the coffin of a lovely game. Many players of FR and other AD&D worlds refer to their game as "D&D", and many notices for "D&D Games For Sale" seem to only contain AD&D adventures and other products (at least around here). *grumble* Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 20:58:44 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - A new look for Druids (LONG) > >Probably my favorite character class from 2nd edition, the Druid. Going back >and forth between both systems, OD&D and AD&D, I feel the OD&D Druid was >shortchanged greatly by the (IMNSHO) shoddy work that seemed to be only >half-heartedly put into them in the RC. Hmmm...I'll agree with you here, though the optional rules in Dragon for starting druids at 1st level (as a proper class of their own), with a couple of new spells, helped rectify this. Still doesn't resolve it all, though. >The OD&D Druid Character Class - Revised > > Maximum Level: 18th level. Must combat a druid of equal level to >advance to levels 14 to 18. To keep this in line with other limited classes, I'd suggest you increase this to 20th level. Why? Well, 20 is a more rounded figure (and is psychologically more appealing), but also shadow elves can advance to 20th level (as can surface elves under the rules in GAZ 5), and I think at higher levels druids should be about equal to seasoned shadowelves. :) > Armor Allowed: Any; shields allowed. Armor and shields must be constructed from natural materials. Hmmm...anyone ever thought what wooden armour and weapons would weigh, and how much damage they would do? Maybe the same damage, but half the weight? >May cast druid spells and clerical spells that do not affect good or evil specifically (like Detect Evil, Protection from Evil, etc) or restore life from death (Raise Dead, Raise Dead Fully, etc); may hide in shadows and move silently in natural terrain outdoors, indoors (natural caverns) the chance is halved; at 9th level can take the form of 3 different normal animals per day; How long could these forms be maintained? Could they be dispelled by a dispel magic spell? The rest is more than reasonable, though. at 14th level druids can use a calm pool of water as a crystal ball once per week. Cool! :) I like this a lot! Now then, what about new spells for druids? Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 21:16:49 EDT From: Demmero@aol.com Subject: Re: [MYSTARA] - WOTC In a message dated 6/15/99 8:48:47 PM Eastern Daylight Time, au998@freenet.carleton.ca writes: << What!??! Where are they putting Cynidicea? And what was Qasqueton in the first place? >> There was a Warrior Maiden of "Maruda" in Return to the Keep on the Borderlands, and she came from an underground city called Cynidicea (sounds vaguely familiar...). The new Keep adventure also had an NPC named Dubricus d'Amberville (Where have I heard that name before...?). As for Qasqueton, I believe that was the name of the fortress/dungeon in B1, In Search of the Unknown. I haven't heard anyone else comment yet on another recent TSR product (the pricy AD&D Tomes adventure "Axe of the Dwarvish Lords"), so I may as well put in my 2 cents on it. "Axe" features a brief section making suggestions for running the adventure in the Mystara (Rockhome--big surprise) and Red Steel settings (town of Merkovic in the City State of Zvornik). Perhaps of more interest to those on the list, it appears this adventure was originally written for use with the old D&D rules. A blurb on the credits page says "Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson." The adventure also offers several instances of "large" monster specimens (as per the D&D Rules Cyclopedia). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 19:30:39 -0600 From: "Leroy Van Camp III" Subject: Re: [MYSTARA] - WOTC Demmero meandered fecklessly... > Perhaps of more > interest to those on the list, it appears this adventure was originally > written for use with the old D&D rules. A blurb on the credits page says > "Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and > Dave Arneson." Pretty much all of TSR's AD&D stuff has the same thing in the front credits. Leroy Van Camp III malacoda@lesbois.com ICQ #20039817 "Let's show this prehistoric bitch how we do things downtown." Dr. Venkmen, Ghostbusters *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 21:59:42 EDT From: Demmero@aol.com Subject: Re: [MYSTARA] - WOTC In a message dated 6/15/99 9:28:01 PM Eastern Daylight Time, malacoda@lesbois.com writes: << Pretty much all of TSR's AD&D stuff has the same thing in the front credits. >> Yeah, you're right...but in this case I think they really meant it! ;) When last I meandered, I forgot something.... For those attending GenCon this year, there's another "Dead Worlds" seminar scheduled. Entitled "AD&D, Once and Future Worlds," it is currently scheduled for Sunday, August 8th at 10 AM. The description: "Meet with TSR staff to reminisce about Al-Qadim, Birthright, Dark Sun, Gamma World, Maztica, MYSTARA, Red Steel, and Spelljammer. What made these worlds special to you? Which ones would you like to see return? We love all our lines, so convince us that the world wants them back and who knows what may happen!" I'm not holding my breath waiting for TSR to bring Mystara back, but I'm planning on dropping by this seminar and putting in my own 2 cents.... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 19:12:57 -0700 From: "Harvey, Michael" Subject: RE: [MYSTARA] - WOTC > As for Qasqueton, I believe that was the name of the > fortress/dungeon in B1, In Search of the Unknown. That is correct. In the Return to the KotB, they renamed the "Cave of the Unknown" on the area map to "Qasqueton" -- although that doesn't make any sense as a placement for the original B1. Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 19:22:08 -0700 From: "Jenni A. M. Merrifield" Subject: Re: [MYSTARA] - List of D&D Spells? Simon: On Tue, 15 Jun 1999, Simon B. Sinister wrote: > Does anyone know if there is a index of all the "official" D&D spells from > the RC, Gazetteer series, Hollow World, etc.? I've been looking for some > sort of list which would, at a glance, tell me the name of every spell and > which book or product it can be found in. If anyone can point me in the > right direction, I'd be extremely grateful! I actually have such a list, although it has some minor modifications and tweaking, available as part of my oD&D-specific version of (our glorious leader) Leroy's "Paths and Points" spellcasting system. (Hummm... I don't know if I've ever actually mentioned that I made such a beast here before... Shame on me! It is actually only based quite loosely on Leroy's system -- essentially, I borrowed the basic idea, added some ideas of my own and mucked with it so that it would work within my view of what the essential context of oD&D and Mystara is. However, if you like the general idea of a path based spell system that uses spell points, it's well worth a look) It's available at my Mystara Web Page , just after the "Jet Black" Module. There are two connected documents that are part of the system but the document that contains the Spell list (with adjustments) is called "Paths and Spells". The actual list starts at about page 10, and does include a few spells of my own design and/or adapted from "1st Edition AD&D", so you'll have to comb through it. Hope this helps you out. Jenni - -=> strawberryJAMM <=- - -- Jenni A. M. Merrifield | Designing to Requirements -=> strawberryJAMM <=- | And Walking on Water strawberry@jamm.com | Are Easy if Both http://www.jamm.com/jenni/ | Are Frozen - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 19:34:41 -0700 From: "Jenni A. M. Merrifield" Subject: Re: [MYSTARA] - List of D&D Spells? [Addendum] At 07:22 PM 6/15/99 -0700, Jenni A. M. Merrifield wrote: >On Tue, 15 Jun 1999, Simon B. Sinister wrote: >> Does anyone know if there is a index of all the "official" D&D spells from >> the RC, Gazetteer series, Hollow World, etc.? [...] Oh, I almost forgot -- I don't own any of the Hollow World stuff, so none of that stuff is included in my spell list. BTW: Would there be much interest in a simple "spellography" of Mystara specific spells? I could easily re-work that part of the appropriate document into such a list for surface world spells. (Just an index though, I don't want to be breaking any copyright laws... :-) - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 19:40:27 -0700 From: Dave Keyser Subject: Re: [MYSTARA] - WOTC Demmero@aol.com wrote: > > > For those attending GenCon this year, there's another "Dead Worlds" seminar > scheduled. Entitled "AD&D, Once and Future Worlds," it is currently > scheduled for Sunday, August 8th at 10 AM. > > The description: "Meet with TSR staff to reminisce about Al-Qadim, > Birthright, Dark Sun, Gamma World, Maztica, MYSTARA, Red Steel, and > Spelljammer. What made these worlds special to you? Which ones would you > like to see return? We love all our lines, so convince us that the world > wants them back and who knows what may happen!" > > I'm not holding my breath waiting for TSR to bring Mystara back, but I'm > planning on dropping by this seminar and putting in my own 2 cents.... > Would it be possible for you to do a writeup of your observations on this seminar when you get back? I would like to hear what TSR has to say about this. Dave Keyser *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 15 Jun 1999 23:58:19 EDT From: Mystaros@aol.com Subject: Re: [MYSTARA] - WOTC In a message dated 99-06-15 22:05:08 EDT, Demmero@aol.com writes: << I'm not holding my breath waiting for TSR to bring Mystara back, but I'm planning on dropping by this seminar and putting in my own 2 cents.... >> I had a chance to speak with Ryan Dancy, TSR Brand Manager from WotC at the Alliance Open House this last weekend. I asked him about Mystara and he said, pretty unequivocally, that Mystara would never return, nor would any of the other "Dead" worlds. One of the other TSR fellows said that there had been too many worlds, with too many products that were campaign-specific; thus each product was bought by fewer and fewer customers (I think recent sales figures on most supplements were under 5000 units nationwide, if not less). Thus, they are focussing on making products that EVERYONE will want to buy, which is why, as the WotC statement said, they are using GH as the "Default World" for "D&D"... those that don't play FR usually dislike FR, and GH has more appeal to the market they are shooting for. The OLD TSR kept shooting for the younger and younger new customers, while WotC seems to be shooting for the older, aging market with "D&D" while giving the younger, newer market Pokemon and other such junk. They also recently made a deal with the Diablo people to make a "D&D Diablo" game, which would be a way to bring the computer gaming crowd (i.e., the younger, new market) into "D&D"... Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 13:46:33 +1000 From: Murphy Jason Subject: RE: [MYSTARA] - WOTC > Demmero@aol.com wrote: > > > > > > > For those attending GenCon this year, there's another "Dead Worlds" > seminar > > scheduled. Entitled "AD&D, Once and Future Worlds," it is currently > > scheduled for Sunday, August 8th at 10 AM. > > > > The description: "Meet with TSR staff to reminisce about Al-Qadim, > > Birthright, Dark Sun, Gamma World, Maztica, MYSTARA, Red Steel, and > > Spelljammer. What made these worlds special to you? Which ones would > you > > like to see return? We love all our lines, so convince us that the > world > > wants them back and who knows what may happen!" > > > > I'm not holding my breath waiting for TSR to bring Mystara back, but I'm > > planning on dropping by this seminar and putting in my own 2 cents.... > > > > Would it be possible for you to do a writeup of your observations on this > seminar when you get back? I would like to hear what TSR has to say > about this. > > Dave Keyser > > [MURPHY Jason] ooh...good idea Dave. I would be interested in hearing about this as well. Jason Murphy Software Engineer MITS Limited EMAIL: jason.murphy@mitswa.com.au PHONE: 08 9481 4066 FAX: 08 9481 4064 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 00:18:54 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - WOTC On Tue, 15 Jun 1999 Demmero@aol.com wrote: > There was a Warrior Maiden of "Maruda" in Return to the Keep on the > Borderlands, and she came from an underground city called Cynidicea (sounds > vaguely familiar...). The new Keep adventure also had an NPC named Dubricus > d'Amberville (Where have I heard that name before...?). Freaking WOTC. Sure, take _our_ world and prostitute it out. Note that is _our_ world. Not theirs. They didn't want it anymore. Bah. May ten thousand Snartans walk over thier dried bones. Ethan - Grumbling about how GH doesn't deserve this at all. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 00:33:47 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - WOTC In a message dated 1999-06-16 00:19:27 Eastern Daylight Time, eand@WPI.EDU writes: > Freaking WOTC. Sure, take _our_ world and prostitute it out. Note that is > _our_ world. Not theirs. They didn't want it anymore. But there is a good side to all of this -- we can now be fairly certain that TSR will not publish anything that will contradict any of the 'net material for Mystara that has grown since the demise of that game world. Those Net Almanacs, for example, can continue indefinitely -- TSR will never publish their own versions of them, it seems. Next problem is to figure out how to reference old and hard to find material in a legal and ethical manner. For example, let us say that there is an extensive section of Gaz 3 (Principalities of Glantri) that is perfect reference material for some Net project. Very few people have access to that product, even though it is one of the most useful sources of Mystara material that exists. Forget about reviving Mystara -- if we could persuade TSR/WotC to republish some of the harder to get material in some form, it would go a long way towards keeping this game world alive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 00:41:17 EDT From: GlobalFrog@aol.com Subject: Re: [MYSTARA] - WOTC In a message dated 6/15/99 11:35:28 PM EST, Kaviyd@aol.com writes: << Forget about reviving Mystara -- if we could persuade TSR/WotC to republish some of the harder to get material in some form, it would go a long way towards keeping this game world alive. >> Or perhaps get them to post the information on their web page (as they have done with OOP modules). I know that I personally would love to see this. Maybe TSR/WOTC would allow fans to do the scanning etc if they feel that the cost to the company would be prohibitive. Frog *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #260 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Thursday, June 17 1999 Volume 1999 : Number 261 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Clerical (and Druidic) Spell Research Re: [MYSTARA] - WOTC [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! RE: [MYSTARA] - WOTC RE: [MYSTARA] - WOTC [MYSTARA] - RE:[Mystara]- OD&D Tome of Spellcraft 4th Edition Ready Re: [MYSTARA] - A new look for Druids (LONG) Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! RE: [MYSTARA] - eBay bonanza! RE: [MYSTARA] - eBay bonanza! RE: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! ---------------------------------------------------------------------- Date: Wed, 16 Jun 1999 01:06:16 -0700 From: Andrew Theisen Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research At 15:10:44 PM Mon, 14 Jun 1999 -0400, Sharon Dornhoff wrote: > >If you look again at "Talons of Night", you might notice that the number of >generations between Aketheti's first appearance as Queen of Thothia, and >the time the module is set in, isn't nearly enough for her to date back to >the original Nithian era. Thus, she (and the Night Spider) couldn't have >been the originators of Thothia's mysticism, which the HW boxed set places >long before Nithia's disappearance from the surface world. Agreed. In fact, there are a number of discrepancies between M5: Talons of Night and the later gazetteers (DotE and HW, in particular). One of these is that M5 has Thothia being settled by Tokoramses V rather than Ramenhotep I (as DotE would have it). I do have an explanation for it... see below. >My guess is that a totally different (and non-Entropic) mystical sect first >supplanted Rathanos-worship in Thothia, back during the age of Nithian >expansion, and that's why Thanatos and Ranivorus had no success in >corrupting that particular colony -- which had given up the worship of >Immortals, altogether -- in the 6th century BC. That's also how such a >pivotal Immortal as Rathanos, the supreme head of the Nithian pantheon, >could be diminished to a "minor" patron of crackpot fire-wizards in the >historical records of Thothia: the historians who documented the "old >gods" of their ancestors were advocates of mysticism, and didn't respect >Rathanos -- or any other Nithian Immortal -- very much anymore. My take on things is that it was the Magian Fire-Worshipper sect (of which Rathanos was only one of the chief Immortals- Ixion and Solarios being two of the others) was actually the faith that dominated in Thothia. As I have it, the Magian faith was strongly anti-Entropic (due in large part to the effects of the Periapt of Pax on Tokoramses XIV, who brought Thothia into it's golden age). Thus, when Nithia was wiped out, Thothia was spared, due to the fact that they had never been converted to the Entropic ways of their mother nation in the first place. Their memories were wiped, however, which had a damaging effect on their culture and history. >Not until much later (around 500 AC, to judge by Aketheti's alleged >"pedigree") did the Night Spider send her "daughter" to seduce the Thothian >Pharaoh and replace conventional human mystics with her hybrid >werespider-creatures. This would certainly explain why there's no hint of >old Nithia's past existence in the module: even the unaging Aketheti's too >young to remember it. Yep. Ramenhotep X was seduced by Aketheti according to M5. IMO, the Thothians (due to a long period of rule by Alphatian "pharoahs"- akin to the Ptolemaic period of RW Egypt) were beginning to expand onto the plateau, thus endangering the Aranean/Planar Spider colonies there. Thus the Night Spider, via Aketheti, created a religion to sway the humans into her influence. Among other things, this religion made them more passive (which meshes with the descriptions of them in M5) and cut down on their population growth. As for why little is remembered about Tokoramses, it was part of the propaganda of the new Ramenhotep/Aketheti dynasty to wipe out all references to the Tokoramses dynasty (which was vigorously anti-Entropic). I've got a rough timeline worked out somewhere... I'll dig it up and post it tomorrow. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 11:43:34 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - WOTC >On Tue, 15 Jun 1999 Demmero@aol.com wrote: > >> There was a Warrior Maiden of "Maruda" in Return to the Keep on the >> Borderlands, and she came from an underground city called Cynidicea (sounds >> vaguely familiar...). The new Keep adventure also had an NPC named >>Dubricus >> d'Amberville (Where have I heard that name before...?). > >Freaking WOTC. Sure, take _our_ world and prostitute it out. Note that is >_our_ world. Not theirs. They didn't want it anymore. Huh. Sounds like it's just routine TSR name-dropping, to me. They used to do that all the time, with other products: give characters from other game-worlds and novel series (some of which weren't even TSR's) little "cameo appearances" in GreyHawk modules. GH was almost as tongue-in-cheek as the Known World, way back when. (Anyone else remember Myrlynd...? Or the Alice-in-Wonderland adventures...?) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 11:56:29 -0400 From: Sharon Dornhoff Subject: [MYSTARA] - eBay bonanza! Hey, folks! Just thought I'd spread the word that eBay's unloading a HUGE mess of hard-to-find oD&D materials, starting today. They've even got a "Night's Dark Terror" AND a B1-9 compilation module, on the auction block! Plus some Gazetteers, boxed sets, Almanacs, and piles of modules somebody dumped on a big e-dealer in Worcester, MA. Let the feeding frenzy begin! :-D [Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay guys...? I've already put my own bids in on those, so be nice and don't make me sorry for blabbing about this opportunity. ;-)] *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 15:12:04 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - eBay bonanza! On Wed, 16 Jun 1999, Sharon Dornhoff wrote: > [Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay > guys...? I've already put my own bids in on those, so be nice and don't > make me sorry for blabbing about this opportunity. ;-)] On this note, i have been looking for alfheim for EVER.. I can only bid $40 so be nice to me too :) Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 15:12:04 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - eBay bonanza! On Wed, 16 Jun 1999, Sharon Dornhoff wrote: > [Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay > guys...? I've already put my own bids in on those, so be nice and don't > make me sorry for blabbing about this opportunity. ;-)] On this note, i have been looking for alfheim for EVER.. I can only bid $40 so be nice to me too :) Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 13:17:34 -0700 From: "Harvey, Michael" Subject: RE: [MYSTARA] - WOTC > Next problem is to figure out how to reference old and hard > to find material in a legal and ethical manner. Easy: write new gazetteers from scratch. They can contain much of the same information, but presented in a new, fresh, and copyright-free way. Once you have these new gazetteers, you can do anything you want with them. Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 14:22:39 -0700 From: "Ward, Christopher FC1" Subject: RE: [MYSTARA] - WOTC This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. - ------_=_NextPart_001_01BEB83E.5D11AC38 Content-Type: text/plain Hello all. I am new to posting here, but have quite a bit of intrest of Saving Mystara. I am sure with all the people here on the list, we could get quite a list of the Gazetteers too. I know that I have about half a dozen of the originals, started buying them couple of years ago when ever I found them or my wife found them Chris > -----Original Message----- > From: Harvey, Michael [SMTP:michael.harvey@intel.com] > Sent: Wednesday, June 16, 1999 1:18 PM > To: 'mystara-l@lists.imagiconline.com' > Subject: RE: [MYSTARA] - WOTC > > > Next problem is to figure out how to reference old and hard > > to find material in a legal and ethical manner. > > Easy: write new gazetteers from scratch. They can contain much of the > same > information, but presented in a new, fresh, and copyright-free way. Once > you have these new gazetteers, you can do anything you want with them. > > Mike > ************************************************************************** > * > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. - ------_=_NextPart_001_01BEB83E.5D11AC38 Content-Type: text/html Content-Transfer-Encoding: quoted-printable RE: [MYSTARA] - WOTC

Hello all. I am new to posting here, = but have quite a bit of intrest of Saving Mystara. I am sure with all = the people here on the list, we could get quite a list of the = Gazetteers too. I know that I have about half a dozen of the originals, = started buying them couple of years ago when ever I found them or my = wife found them

Chris

    -----Original Message-----
    From:   Harvey, Michael = [SMTP:michael.harvey@intel.com]
    Sent:   Wednesday, June 16, 1999 1:18 PM
    To:     'mystara-l@lists.imagiconline.com'
    Subject:       = RE: [MYSTARA] - WOTC

    > Next problem is = to figure out how to reference old and hard
    > to find = material in a legal and ethical manner.

    Easy: write new = gazetteers from scratch.  They can contain much of the same
    information, but = presented in a new, fresh, and copyright-free way.  Once
    you have these new = gazetteers, you can do anything you want with them.

    Mike
    *********************************************************= ******************
    To unsubscribe from = this list send mail to majordomo@lists.imagiconline.com
    with the line = 'unsubscribe mystara-l' as the body of the message.

- ------_=_NextPart_001_01BEB83E.5D11AC38-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 00:22:27 +0200 (MEST) From: Erewan Laubgaenger Subject: [MYSTARA] - RE:[Mystara]- OD&D Tome of Spellcraft 4th Edition Ready redrobyne wrote: > I would like one! > > Stewart 3 > > >The Tome is finished and ready to go, anyone wanting a copy please email me > >or post to the list. My address book was fragged when my hard drive died, > so > >I no longer have the list of people the last 3 editions went out to. > > > > > >Keep Mystaran Magic Alive! > > > >Jim Bobb > >**** I would like one! too. thanks Erewan Laubgaenger - -- Sent through Global Message Exchange - http://www.gmx.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 18:52:41 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) In a message dated 6/15/99 9:01:20 PM Eastern Daylight Time, au998@freenet.carleton.ca writes: << what about new spells for druids? >> Well, that's up to you OD&D'ers! Submit your new magic to the TOME!!! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 19:26:01 -0600 From: "Leroy Van Camp III" Subject: Re: [MYSTARA] - eBay bonanza! SteelAngel meandered fecklessly... > > [Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay > > guys...? I've already put my own bids in on those, so be nice and don't > > make me sorry for blabbing about this opportunity. ;-)] > > On this note, i have been looking for alfheim for EVER.. > > I can only bid $40 so be nice to me too :) Hmmmm... seems like I have an extra $45 laying around and a hankerin' for a spare Alfheim... Leroy Van Camp III malacoda@lesbois.com ICQ #20039817 "Let's show this prehistoric bitch how we do things downtown." Dr. Venkmen, Ghostbusters *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 16 Jun 1999 19:26:01 -0600 From: "Leroy Van Camp III" Subject: Re: [MYSTARA] - eBay bonanza! SteelAngel meandered fecklessly... > > [Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay > > guys...? I've already put my own bids in on those, so be nice and don't > > make me sorry for blabbing about this opportunity. ;-)] > > On this note, i have been looking for alfheim for EVER.. > > I can only bid $40 so be nice to me too :) Hmmmm... seems like I have an extra $45 laying around and a hankerin' for a spare Alfheim... Leroy Van Camp III malacoda@lesbois.com ICQ #20039817 "Let's show this prehistoric bitch how we do things downtown." Dr. Venkmen, Ghostbusters *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 10:39:35 +1000 From: Murphy Jason Subject: RE: [MYSTARA] - eBay bonanza! ooh ooh....whats the web address sharon.....Nights dark and b1-9 are the biggies i have been looking for for ages Jason Murphy Software Engineer MITS Limited EMAIL: jason.murphy@mitswa.com.au PHONE: 08 9481 4066 FAX: 08 9481 4064 > -----Original Message----- > From: Sharon Dornhoff [SMTP:dornhoff@bio.umass.edu] > Sent: Wednesday, June 16, 1999 11:56 PM > To: mystara-l@mpgn.com > Subject: [MYSTARA] - eBay bonanza! > > Hey, folks! Just thought I'd spread the word that eBay's unloading a HUGE > mess of hard-to-find oD&D materials, starting today. They've even got a > "Night's Dark Terror" AND a B1-9 compilation module, on the auction block! > Plus some Gazetteers, boxed sets, Almanacs, and piles of modules somebody > dumped on a big e-dealer in Worcester, MA. > > Let the feeding frenzy begin! :-D > > > > [Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, > okay > guys...? I've already put my own bids in on those, so be nice and don't > make me sorry for blabbing about this opportunity. ;-)] > > > ************************************************************************** > * > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 02:30:26 -0400 (EDT) From: SteelAngel Subject: RE: [MYSTARA] - eBay bonanza! On Thu, 17 Jun 1999, Murphy Jason wrote: > ooh ooh....whats the web address sharon.....Nights dark and b1-9 are the > biggies i have been looking for for ages www.ebay.com Look for seller thatse (wow.. That's Entertainment? That's 3 blocks down from my house!) Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 16:55:50 +1000 From: Murphy Jason Subject: RE: [MYSTARA] - eBay bonanza! > -----Original Message----- > From: SteelAngel [SMTP:eand@WPI.EDU] > Sent: Thursday, June 17, 1999 2:30 PM > To: 'mystara-l@lists.imagiconline.com' > Subject: RE: [MYSTARA] - eBay bonanza! > > On Thu, 17 Jun 1999, Murphy Jason wrote: > > > ooh ooh....whats the web address sharon.....Nights dark and b1-9 are the > > biggies i have been looking for for ages > > www.ebay.com > > Look for seller thatse (wow.. That's Entertainment? That's 3 blocks down > from my house!) > > > Ethan > > -- > Ethan Deneault - PH/MU '99 > www.wpi.edu/~eand - wpi.flame Quote Archive. > > [MURPHY Jason] Bah...you bastard!!!! :) 3 blocks!!!....they seems to have all the good stuff i want *sniff* and i am still a bit dubious about ordering and sending credit details over the net...grrrr Jason Murphy Software Engineer MITS Limited EMAIL: jason.murphy@mitswa.com.au PHONE: 08 9481 4066 FAX: 08 9481 4064 > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 00:54:12 -0700 From: "Paul L. Ming" Subject: Re: [MYSTARA] - eBay bonanza! Hiya. > Bah...you bastard!!!! :) > 3 blocks!!!....they seems to have all the good stuff i want *sniff* > and i am still a bit dubious about ordering and sending credit details over > the net...grrrr Well, I think you could just phone them...then again, ANYONE could be at the other end of the phone and quietly take your CC number...or write it down on paper where anyone passing by could get it...or if you do it from cell phone anyone with any knowledge of radio tapping and some equipment could get it...or...or...or...you could send it by 64+ bit encryption over the net where it would be waaaay to much trouble and time consuming to crack a single encrypted message. Seriously, it is far more secure to send stuff via *good* encryption over the internet (NOT by email) than it is to phone someone and give it. ;-) ^_^ Denakhan the Arch-Mage *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 12:22:55 +0300 (EET DST) From: Markus Olavi Montola Subject: Re: [MYSTARA] - eBay bonanza! > > On this note, i have been looking for alfheim for EVER.. > > I can only bid $40 so be nice to me too :) > Hmmmm... seems like I have an extra $45 laying around and > a hankerin' for a spare Alfheim... You two may thank your Immortals for Harri helping me out half a year ago, for I have looked for the Alfheim for six or seven years now... But then again, where did I put that $50 bill... :) - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #261 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Friday, June 18 1999 Volume 1999 : Number 262 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Re: eBay bonanza! Re: [MYSTARA] - WOTC Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - List of D&D Spells? Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! RE: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - Re: eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - A new look for Druids (LONG) [MYSTARA] - RE: OD&D Tome of Spellcraft 4th Edition Ready RE: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! RE: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - Re: eBay bonanza! [MYSTARA] - [GANDERG@tc.gc.ca: A Discovery in the Hinterlands (Campaign Idea)] ---------------------------------------------------------------------- Date: Thu, 17 Jun 1999 19:35:22 +1000 From: shawn stanley Subject: [MYSTARA] - Re: eBay bonanza! >[Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay >guys...? I've already put my own bids in on those, so be nice and don't >make me sorry for blabbing about this opportunity. ;-)] Realy? K:KoA is as common as a-really-common-thing here in Canberra, they can't give 'em away. A regular book shop got in a whole lot of AD&D and D&D stuff a little while back and they've been since moving 'em around the store in an attempt to either a) highlight or b) hide the things. shawn stanley http://www.geocities.com/timessquare/5304 what have you done for me lately ... more to the point what have i done for me - mightyfew, "i can't wait" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 07:35:27 EDT From: Demmero@aol.com Subject: Re: [MYSTARA] - WOTC In a message dated 6/15/99 11:46:37 PM Eastern Daylight Time, dave@palmchip.com writes: << Would it be possible for you to do a writeup of your observations on this seminar when you get back? I would like to hear what TSR has to say about this. >> I think I could handle that... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 10:27:12 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - eBay bonanza! On Thu, 17 Jun 1999, Markus Olavi Montola wrote: > > > On this note, i have been looking for alfheim for EVER.. > > > I can only bid $40 so be nice to me too :) > > Hmmmm... seems like I have an extra $45 laying around and > > a hankerin' for a spare Alfheim... > > You two may thank your Immortals for Harri helping me out half a year > ago, for I have looked for the Alfheim for six or seven years now... > > But then again, where did I put that $50 bill... :) > > - Markus > Guys I saw at least 2 references to Alfheim in the list of 210 things they had up there. You might all get one. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 15:42:34 +0200 From: Fabrizio Paoli Subject: Re: [MYSTARA] - List of D&D Spells? At 11.31 15/06/99 -0400, Simon B. Sinister wrote: >Does anyone know if there is a index of all the "official" D&D spells from >the RC, Gazetteer series, Hollow World, etc.? I've been looking for some >sort of list which would, at a glance, tell me the name of every spell and >which book or product it can be found in. If anyone can point me in the >right direction, I'd be extremely grateful! I once tried to make such a list, but I gave up very soon... :-( It would really be something useful IMO. ************** Fabrizio Paoli brizio@gdr.net http://www.geocities.com/TimesSquare/Dungeon/4560/ ************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 14:07:57 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - eBay bonanza! On Wed, 16 Jun 1999, Leroy Van Camp III wrote: > Hmmmm... seems like I have an extra $45 laying around and > a hankerin' for a spare Alfheim... :p Spare alfheim, eh? I guess that's like saying that I need a spare sistine chapel :) Ethan - thanking rafiel for sarcasm. - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 12:57:33 -0600 From: "Leroy Van Camp III" Subject: Re: [MYSTARA] - eBay bonanza! SteelAngel meandered fecklessly... > > Hmmmm... seems like I have an extra $45 laying around and > > a hankerin' for a spare Alfheim... > > :p Spare alfheim, eh? I guess that's like saying that I need a spare > sistine chapel :) But much harder to pick up for $45! Leroy Van Camp III malacoda@lesbois.com ICQ #20039817 "Let's show this prehistoric bitch how we do things downtown." Dr. Venkmen, Ghostbusters *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 14:59:08 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - eBay bonanza! In a message dated 17/06/99 10:23:54 GMT Daylight Time, mmontola@cc.hut.fi writes: > > > On this note, i have been looking for alfheim for EVER.. > > > I can only bid $40 so be nice to me too :) > > Hmmmm... seems like I have an extra $45 laying around and > > a hankerin' for a spare Alfheim... > > You two may thank your Immortals for Harri helping me out half a year > ago, for I have looked for the Alfheim for six or seven years now... Hmmm....would it be cruel of me, at this point, to mention that I've had the ENTIRE RUN of Gazetteers since their first printings here in England? Nahhhhh.....;-) The Hateful Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 15:01:06 -0400 From: Sharon Dornhoff Subject: RE: [MYSTARA] - eBay bonanza! >> Look for seller thatse (wow.. That's Entertainment? That's 3 blocks down >> from my house!) >> >> >> Ethan >> >> -- >> Ethan Deneault - PH/MU '99 >> www.wpi.edu/~eand - wpi.flame Quote Archive. No kidding? You're in Worcester, Ethan? Wow, I'm in Amherst ... we're practically neighbors! :-) Gee, maybe next time I need a hard-to-find game product, I can just pay Ethan to buy me a copy at That's Entertainment, and have him drop it in the UMass-Worcester campus mail.... ;-D *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 15:09:52 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - eBay bonanza! >Hiya. > >> Bah...you bastard!!!! :) >> 3 blocks!!!....they seems to have all the good stuff i want *sniff* >> and i am still a bit dubious about ordering and sending credit details >over >> the net...grrrr > > Well, I think you could just phone them...then again, ANYONE could be at >the other end of the phone and quietly take your CC number...or write it >down on paper where anyone passing by could get it...or if you do it from >cell phone anyone with any knowledge of radio tapping and some equipment >could get it...or...or...or...< If you check out eBay, you'll find that they don't take your money unless you're trying to sell something: the auctioneers get paid by commissions. If all you do is buy stuff, placing bids on other people's material is free. :-) Any money that changes hands, between buyers and sellers, does so by other channels. I've bought two items through eBay by personal check, so far, and it's just like ordering things via snail-mail: you pay cost plus shipping and handling, and once the check clears the seller sends you the product. Most sellers or places of business also take money orders, and a few will charge your purchase to a credit card # via e-mail or phone. Not all the items can be bought from overseas, I'm afraid. But that's the only problem I can see MMLers having with eBay's system ... and it's the sellers' fault -- not the auction-server's -- if people won't ship things internationally. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 15:17:26 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - Re: eBay bonanza! >>[Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, okay >>guys...? I've already put my own bids in on those, so be nice and don't >>make me sorry for blabbing about this opportunity. ;-)] > >Realy? K:KoA is as common as a-really-common-thing here in Canberra, they >can't give 'em away. A regular book shop got in a whole lot of AD&D and >D&D stuff a little while back and they've been since moving 'em around the >store in an attempt to either a) highlight or b) hide the things. > >shawn stanley< Well, I'm hoping to get the boxed set cheaper from eBay, than it'd cost to buy one 'retail' or from Dragon's Trove.... ;-) Maybe eBay could help this bookstore get rid of its overstock! AFAIK, they handle items from anywhere in the world, and there's probably buyers out there who'd cover the S&H from Australia. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 15:22:47 -0400 From: Sharon Dornhoff Subject: Re: [MYSTARA] - eBay bonanza! >> > > On this note, i have been looking for alfheim for EVER.. >> > > I can only bid $40 so be nice to me too :) >> > Hmmmm... seems like I have an extra $45 laying around and >> > a hankerin' for a spare Alfheim... >> >> You two may thank your Immortals for Harri helping me out half a year >> ago, for I have looked for the Alfheim for six or seven years now... > >Hmmm....would it be cruel of me, at this point, to mention that I've had the >ENTIRE RUN of Gazetteers since their first printings here in England? > >Nahhhhh.....;-) > >The Hateful Carl Q. Almost as cruel as it'd be, for me to admit that I was given TWO copies of Gaz3 by mistake, many many X-Mases ago, and immediately gave the extra one to my cousin for nothing.... ***pounds head against nearest hard object*** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 18:13:20 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - A new look for Druids (LONG) In a message dated 6/15/99 9:01:20 PM Eastern Daylight Time, au998@freenet.carleton.ca writes: << >The OD&D Druid Character Class - Revised > > Maximum Level: 18th level. Must combat a druid of equal level to >advance to levels 14 to 18. To keep this in line with other limited classes, I'd suggest you increase this to 20th level. Why? Well, 20 is a more rounded figure (and is psychologically more appealing), but also shadow elves can advance to 20th level (as can surface elves under the rules in GAZ 5), and I think at higher levels druids should be about equal to seasoned shadowelves. :) >> Weeellllll, IMC we use our own sets of advancement rules for demihumans (Dwarves 18, Elves 15, Halflings 12) and keeping with the Mystic Optional Class (16) to even out the special abilities vs maximum level. Also, the revised Druid I presented reaches 18th level right after a normal cleric would reach 36th level. > Armor Allowed: Any; shields allowed. Armor and shields must be constructed from natural materials. Hmmm...anyone ever thought what wooden armour and weapons would weigh, and how much damage they would do? Maybe the same damage, but half the weight?>> wooden armor and weapons IMC weigh about 1/2 as metal, but without special treatment armor will be destroyed if hit with a natural 20 and it fails a special save of 13. Weapons are treated much the same, if they roll a 1-3 on an attack roll and fail a special save of 13. Note magical items are immune to this breakage. (IMC) >May cast druid spells and clerical spells that do not affect good or evil specifically (like Detect Evil, Protection from Evil, etc) or restore life from death (Raise Dead, Raise Dead Fully, etc); may hide in shadows and move silently in natural terrain outdoors, indoors (natural caverns) the chance is halved; at 9th level can take the form of 3 different normal animals per day; How long could these forms be maintained? Could they be dispelled by a dispel magic spell? The rest is more than reasonable, though.>> It is treated as a Polymorph Self Spell for simplicity's sake. << at 14th level druids can use a calm pool of water as a crystal ball once per week. Cool! :) >> Thanks, I borrowed that from Bruce's Eusdria article in Dragon Magazine. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 08:31:17 +1000 From: shawn stanley Subject: [MYSTARA] - RE: OD&D Tome of Spellcraft 4th Edition Ready >I would like one! too. For those who've asked for the Tome and Davanian Guide their now both on my homepage in full html glory, as well as the version 1.2 update of the Almanac and a whole mess of other stuff. shawn stanley http://www.geocities.com/timessquare/5304 what have you done for me lately ... more to the point what have i done for me - mightyfew, "i can't wait" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 19:58:32 -0400 (EDT) From: SteelAngel Subject: RE: [MYSTARA] - eBay bonanza! On Thu, 17 Jun 1999, Sharon Dornhoff wrote: > No kidding? You're in Worcester, Ethan? Wow, I'm in Amherst ... we're > practically neighbors! :-) Not for long. I'm off to Clemson, SC very soon. But That's Entertainment is definitely a place. wow.. Since you're in the area, give it a look-see. Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 20:00:01 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - eBay bonanza! On Thu, 17 Jun 1999 CQuaif@aol.com wrote: > Hmmm....would it be cruel of me, at this point, to mention that I've had the > ENTIRE RUN of Gazetteers since their first printings here in England? ... I'm still missing The Elves, Glantri, Minrothad, karameikos, and the halflings. What i wouldn't give for glantri.. Ethan - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 11:50:26 +1000 From: Murphy Jason Subject: RE: [MYSTARA] - eBay bonanza! > On Thu, 17 Jun 1999 CQuaif@aol.com wrote: > > > Hmmm....would it be cruel of me, at this point, to mention that I've had > the > > ENTIRE RUN of Gazetteers since their first printings here in England? > > ... I'm still missing The Elves, Glantri, Minrothad, karameikos, and the > halflings. > > What i wouldn't give for glantri.. > > > Ethan > > -- > [MURPHY Jason] Ahhh forget about glantri....The Five Shires is my fave. By the way has anyone ever had characters try to start a Bar room brawl in the Moon Hill Tavern? During a tounge in cheek "Evil" campaign i was DM'ing the characters armies attempted to simply pass through this village on the way to sieging Shireton....the carnage was immense and totally unexpected. hehehe...well i guess DM's can be a little evil too :) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 17 Jun 1999 21:06:53 PDT From: Tim Ryan Subject: Re: [MYSTARA] - Re: eBay bonanza! Interesting.. Who knows what else is lurking in people's back shelves.. K:KoA is available 'round here (Worcester MA, yeah yeah, there's a lot of us from this neck of the woods.. wonder why..Hm..) for like $4 from K-B toys if you walk in and look hard enough. (picked one up for a friend a couple weeks ago..) Tim Ryan >From: Sharon Dornhoff >Reply-To: mystara-l@lists.imagiconline.com >To: mystara-l@lists.imagiconline.com >Subject: Re: [MYSTARA] - Re: eBay bonanza! >Date: Thu, 17 Jun 1999 15:17:26 -0400 > > >>[Hands off the copy of "Earthshaker" and the "K:KoA" boxed set though, >okay > >>guys...? I've already put my own bids in on those, so be nice and don't > >>make me sorry for blabbing about this opportunity. ;-)] > > > >Realy? K:KoA is as common as a-really-common-thing here in Canberra, >they > >can't give 'em away. A regular book shop got in a whole lot of AD&D and > >D&D stuff a little while back and they've been since moving 'em around >the > >store in an attempt to either a) highlight or b) hide the things. > > > >shawn stanley< > >Well, I'm hoping to get the boxed set cheaper from eBay, than it'd cost to >buy one 'retail' or from Dragon's Trove.... ;-) > >Maybe eBay could help this bookstore get rid of its overstock! AFAIK, they >handle items from anywhere in the world, and there's probably buyers out >there who'd cover the S&H from Australia. > > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 09:03:35 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: [MYSTARA] - [GANDERG@tc.gc.ca: A Discovery in the Hinterlands (Campaign Idea)] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: A Discovery in the Hinterlands (Campaign Idea) Date: Thu, 17 Jun 1999 13:57:49 -0400 Ancient Civilizations of Northern Davania - A Discovery in the Hinterlands : Introduction: It is with pleasure that I, Marcus Cassius Aurestius, announce the discovery of what I believe to be traces of a great civilization, nestled with the reaches of what we know today as the Thyatian Hinterlands and the Serpent Coast. This region, which stretches from the Green Coast in the west, along the southern reaches of the Serpent Strait separating Yavdlom from Davania, and towards the easternmost portion of the Hinterlands, has been known to explorers from the Known World for well over a century. Those who know of Davania at all most likely think of these lands when that continent is mentioned to them. It is only because of the treacherous waters of the aptly-named Sea of Dread that our explorers had not voyaged there earlier, but, thanks to improvements in ship design and navigational techniques, such voyages are not proving so insurmountable as before. Before I begin my discussion in earnest, let me briefly discuss the regions of northern Davania that were surveyed. The bulk of our research was conducted, of course, in the Hinterlands themselves - primarily because they were the most accessible to us. The bulk of our surveys in the Hinterlands were conducted in the southernmost regions of the colony, where few Thyatian settlements have yet been built. Our work in the Serpent Coast region, which contains the city-states of Kastelios and Garganin and their environs, was on not nearly as large a scale as in the Hinterlands, in part because of the greater density of settlement in those regions. We could hardly ask a remote farmer to leave his home while we conducted a dig, though some of the locals in that region were quite helpful in pointing out known ruins and other interesting sites. Finally, our work in the Green Coast was of the shortest duration and of the least depth, not least because of the remoteness of the location. The locals were also experiencing more trouble than was normal from the indigenous humanoid tribes of the Adakkian Mounts, not far to the south, and nearby rakasta tribes had resumed their skirmishes with the local human population. I shall now provide an account of some of our discoveries: Report of Marcus Cassius Aurestius Concerning the Hinterlands: In reviewing the information that was gained from the expeditions, we were most pleased that our efforts had been so richly rewarded. In all three regions we found evidence of permanent habitation at some time long before our earliest records. During which known time period these structures may have been built, we could not discover, though by all reckonings they are at least four thousand years old! I will proceed to discuss in greater detail one specific survey location, that located far upstream of Ravenscarp, in the Hinterlands. It was at this site, some ten days from the nearest Legionnaire outpost, that we made our most fantastic discovery. While exploring southwards through the jungle, guided by some local tribesmen of the Raven Clan, we came across a large clearing. This alone was out of place, given the lushness of the vegetation normally present in the region. The locals had told us of a place in the southern jungles that they rarely visited, claiming that the land has been cursed by the Immortals. It was said to be a blighted land, filled with unwholesome ruins. I believed that this clearing, measuring roughly one mile in diameter and two miles long, might be that place. Our initial survey indicated that there was indeed something amiss with the vegetation. Attempts at transplanting lush plants from outside the clearing to selected locations within its bounds were telling; no single transplant survived more than 48 hours, even with careful watering and adding of minerals to the dry soils. In the clearing itself grew only stubby yellow grass, broken only by the occasional bare hillock, and the odd protrusion of obsidian. The obsidian, being derived from volcanic sources, could not have been native to this region, devoid as it is of volcanic activity. We immediately set out to explore around the stones, to see what lay among them. This is what uncovered our great discovery! Within hours of digging around the first stones, it soon became apparent that what we had uncovered were the ruined foundations of a building! Surely the solidity of its construction prevented it from being totally eroded away over time, and, judging by the perimeter of the foundations and the thickness of the walls, this building was either very tall, or it served as a fortress of some kind. Excavations around other outcroppings revealed that they, too, were the above-ground remnants of former buildings. After almost a week of digging, we managed to uncover an area almost 100 feet on a side, averaging four feet deep. We immediately set out to map our excavation site, and realized that we had discovered a sophisticated settlement of some sort. The first structure we uncovered appeared to occupy a central position among a circle of lesser buildings, which were in turn ringed with a paved street, its cobblestones made from solid slabs of granite measuring no less than two feet on a side. Along the outer perimeter of the road, numerous side streets stretched outwards, though these disappeared into the earth; we did not have time to uncover them. The next few days were spent examining the various buildings, digging around their foundations in search of artifacts that might tell us something of their former inhabitants. All the while, however, a sense of uneasiness began to develop amongst us. No one could define specifically what was going on, but the feeling remained. It was during this period that a bizarre cold snap developed in the weather, shocking many of the native Hinterlanders, unused as they were to cooler temperatures. Still, we pressed on. In our first week of searching we found an assortment of iron pots, rusted bronze sword blades, and what looked like half-melted blobs of metal. The pots and blades were interesting in that they showed the inhabitants were capable of forging metal, though not steel. Faint traces of engravings were found on the metal goods, though time had succeeded in eroding any readability from them. Some of these samples we sent immediately to Ravenscarp, so that they would be kept safe. Fascinated by our finds, yet convinced that more lay just beyond our grasp, we returned to the original building, and dug deeper into the structure. It was here, after reaching the original obsidian-paved floor of the building, that we made our greatest, and most fearsome, discovery. The Great Building: It soon became apparent that the largest building at the site was a structure of importance. Its floors were engraved with what appeared to be runes of significance, though we could not read them. The surviving portions of the walls contained the remnants of paintings and frescoes, depicting what appeared to be battle scenes. Of the runes and paintings we drew copies, sending those by runner to Ravenscarp, where known sages might try to make sense of them. In the centre of this building, in what must once have been a majestic chamber, was a great black marble slab embedded into the floor, measuring eight feet long and three feet wide. Around its perimeter were inscribed more runes, though these had a slightly different character to them - for some reason I had the impression that they told a tale of some sort. We resolved to remove the slab the next day, to see what lay beneath it. That night was the strangest, and the most disturbing, of all that I have had during these expeditions. I suppose I should explain myself somewhat at this point. During the entire period of the excavation, once we had begun digging up the ruins, I had experienced strange dreams. In them, shadowy figures flitted about in the corner of my vision, whispering suggestions to me in a guttural tongue I did not comprehend, yet I was able to grasp the underlying intentions of the speakers. Over the period of our excavation, the feeling grew in me that we should leave the site - and never return. I could not explain it, but upon awakening in the morning, I was convinced that we had to leave. Several of my companions also related similar feelings. It was the night after the discovery of the slab, however, that was the worst of all. I dreamt I was standing on a grassy knoll overlooking a shallow valley. The sun was high in the sky, and light forests lay behind me. Within the valley was a great, walled city, apparently constructed of obsidian! I seemed to approach it without consciously wishing to - I did not even appear to possess a body! As I approached, the city grew clearer, and soon I passed within its imposing gates, and saw its inhuman inhabitants for the first time! As long as I live I shall not forget what I saw - columns of armoured creatures, not unlike lizard men in some respects, parading up and down the wide granite avenues. Tall obsidian structures, none of them less than two storeys in height, crowded me on either side, their facades marked by sharp inscriptions. I drifted amongst the common inhabitants, many of whom were of the same stock as the warriors, but dressed in simple robes and loincloths. All about me I heard a strange language being spoken - the same rasping, guttural tongue that I heard in my previous dreams, I was sure! The commoners went about their business as those of our own cities do, gathering food, goods, and other sundry for their own needs from those who were obviously merchants. Scattered amongst the crowds, however, were those that I knew were masters of this unnamed city. They seemed to be about my height, and they were dressed in elegant robes and jewelry. Not one of them went unaccompanied by a retinue of servants and guards - creatures of the same race as the soldiers and commoners. They were hideous to behold, with pale, greenish-grey scaly hides; gaping, toothy jaws, and cunning red eyes glinting in the sunlight. These saurial creatures seemed to glow with power, and for some reason I knew they were adept in the magical arts. Suddenly, I saw before me what I knew to be the largest building in our excavation - that building which contained the slab. Tall it was, taller than even the greatest temples of Thyatis the City! Engraved along its obsidian walls were scenes beyond description, so strange they were that I had no point of reference to describe them. Suffice it to say I felt uncomfortable in looking at them, and that I was happy that I did not understand them. Clearly, from the pungent sickly-sweet incense billowing from its cavernous archway, to the aforementioned carvings, this building was a temple! Soon enough, however, I found myself drifting towards that gaping entrance. Inside, I felt as though I had entered a tremendous cavern. The high, vaulted ceiling was no doubt lost in the blackness high above, and along the walls I saw the now-faded frescoes and paintings. I will say only this: I am glad they are no longer whole! That we surmised the scenes were ones of battles was correct, but the sheer carnage that was depicted in that horrid art! Words cannot describe the revulsion I felt. Also, I saw the great black marble slab, glinting in the dim torchlight. Amid clouds of foetid incense, I saw grouped around that tumulus several prostrate robed forms, chanting in that foreign language common to this city. They were kneeling before a lone figure, who stood facing the slab, apparently holding something within its robes. Before I could fully gain my bearings, the figure turned, looking straight at me! The creature - a member of that apparently dominant race of powerful saurials - pointed a clawed finger at me, as uttered, "An-resh okh rh'okham. Peram okh sek durrh." After it spoke those words, a large red amulet about its neck began to glow softly. The next thing I new, I had awakened in a cold sweat, the mysterious creature's words echoing in the back of my mind. The Slab and Its Contents: Shaken, but otherwise none the worse for wear, I ventured to the site of the slab, only to find that my companions had proceeded without me, and were in the process of opening it. Moments after I arrived, the slab moved ponderously aside by a few inches, then a few more. Within ten minutes, it was opened wide enough to admit one person at a time into the stairway that lay beneath it. From within its depths wafted a foul, musty breeze, faintly reminiscent of that incense I had smelled in my dream. Torn between fear and eagerness, I proceeded to enter the rift we had opened. The stairs continued downwards for quite a distance - I would estimate I was at least 100 feet below the surface. Here, there were untouched wall carvings, their lines so sharp that they could have been inscribed yesterday. So tight a fit the slab must have made that there was only a fine layer of dust on the flagstones of the stairs and corridor at its bottom. Knowing from my dream what those carvings contained, I ignored them, though my companions did not, and occasionally I heard a muttered word of disgust at what they saw. How long the narrow corridor continued I did not know, though obviously it was frequently used at one time, as evidenced by the brittle torches occupying sconces in the walls. After what seemed like an eternity in that constricting hallway, with no sounds save the scuffling of many feet, the walls seemed to give way into a larger chamber. We found ourselves in a round room, measuring roughly thirty feet in diameter. The basalt floor was covered in flowing runes, their meaning unknown, and the walls contained recesses at regular intervals. On the opposite side, the tunnel appeared to continue into blackness, while above us rose a domed ceiling, its surface painted as a pattern of the night sky. Many of the constellations we know today were recognizable, though their positions were different from what one would expect. Next to certain stars were what appeared to be cartouches, containing more of those strange runic symbols. As we paced about the room, our footfalls echoing ominously in the gloom, I heard a cry from one of my companions! Going to him, I saw what gave him fright; it appeared that we were not alone in this subterranean realm. He had ventured near one of the alcoves with his torch, and illuminated briefly what lay within - a withered form, held erect and armoured as though in preparation for battle. Though its features had long since been eroded by time, it was clear to me that I was gazing upon the dessicated form of one of those warrior lizard-kin I had seen in my dream. A quick inspection of the room revealed that every alcove contained one such preserved creature - thirty in all. I believed this place was a tomb of some sort, and this chamber a guardroom, to protect the departed in the afterlife. Seeing all we needed to see, we continued inwards. Many long moments later, we entered what I thought must be a actual tomb itself! Clearly, this culture was unlike any I had ever known. Occupying this rectangular chamber was a massive throne, atop an imposing dais and carved from what looked like a solid piece of obsidian, embedded with rubies! Scattered along the walls were numerous stone chests, their faces carved with bas-reliefs depicting scenes I could not comprehend. Along the walls were painted colourful murals, apparently depicting the life of the occupant of that throne. Judging from the quality of the paints that were used, and the deeds described, this creature had led a long and illustrious life, but also a bloody one. Numerous scenes depicted the prominent saurial leading armies of warrior-lizards into battle, putting what looked like humans to the sword by the hundreds, and defiling what appeared to be temples. Other scenes depicted the saurial prostrated before a tremendous altar of basalt, around which flitted forms that were mercifully indistinct! A creature of prominence, and of power. And the occupant of that throne! Bringing my torch closer to the withered form, its faded robe still bearing the richness and detail of a wealthy person, I realized that it was one of those creatures I saw in the temple of my dream. Gazing more intently at the jewels and other baubles decorating it, I noticed, half-hidden within the folds of its robe, a necklace of some form. Cautiously reaching forward, I grasped the golden necklace, and pulled it to the light to have a better look at it. I nearly dropped it once more when I realized what I saw! Nestled within my palm was a red amulet, made from some unknown material - that same amulet I saw worn by that priest in my dream! I broke out on a cold sweat at my realization of who this creature was, and immediately felt revolted at the sheer evil of its deeds. Backing away from the corpse, I sought a means of cleaning my hand, feeling somehow corrupted by touching it. Knowing now what lay here - the belongings and remains of a creature of utter evil - I asked my companions to leave with me. It was just as well, since no one was able to open the stone chests lining the walls; no visible means of opening them was present. Upon returning to the surface, I sketched out a map of what we had seen, and directed my companions to replace the slab. Some of the nearby Hinterlander natives looked on approvingly, saying to me afterwards that we had discovered "that which should not be disturbed". Truly, we have uncovered the remnants of a mighty civilization, but one that I am not sure we would do well to emulate. What I set out to recount in enthusiasm I now do with a cautionary note. There are wonders aplenty in northern Davania, but equally true there are many dangers, the likes of which we have not known. DM Notes: The above text can be used as the basis of an adventure. The PCs can discover this text in a sage's collection, or in a library in Thyatis or any other "civilized" nation. The writer was an explorer who was commissioned to explore northern Davania for the purposes of determining future sites for colonies in the Hinterlands, and potential places to explore, and who could still be alive today. The PCs might even meet Marcus in their travels, who might tell them of what he discovered, urging them to destroy what he found, for his own safety and that of the world. Alternatively, evil individuals may have received news of the discovery, and obtained a copy of this testament to provide PCs with the information they need to locate and pillage the ruins. What Marcus and his companions discovered were the ruins of a Y'hog Carnifex city, named Ishtur-Koth. It was built circa BC 7200 in one of the great advances of the Carnifex hordes against Lhomarr and its allies. A large swath of land was secured by Dhalgesh-K'ha, the local leader of the Carnifex armies, and it was he who was rewarded with rulership over the city, and who was entombed in its temple after his death. At its height, Ishtur-Koth contained roughly 15,000 inhabitants, most of whom were troglodyte servants and warriors. The city survived the final battles of those dark times, but mysteriously entered a period of decline not long afterwards. By BC 6800, not long after Y'hegg-T'uhath itself sank beneath the waves, there were clear signs of decay, with the Y'hog Carnifex overlords growing ever more decadent and cruel in their excesses. The troglodyte servant class, having seen the destruction of the mighty empire of the Y'hog Carnifex, realized how far their masters had fallen from power. Finally, in BC 6782 they rose up, murdering every Y'hog Carnifex they could find and looting their homes, and destroying much of the city in the process. Afterwards, wishing no further connection with their former masters, the troglodytes gathered their belongings, and prayed to half-forgotten Immortals to cleanse the land of the Carnifex' influence. Seeing this change of heart, several Immortals pooled their energies to curse the land in such a way that any who neared the ruins would be subtly warned that the land contained something unwholesome. They also wiped out the troglodytes' memories of the Carnifex, and moved them to the shores of the Adakkian Sound, where they could begin anew. So powerful was the curse that almost nothing will grow there now, and no animal will willingly enter the clearing where the ruins now rest. Exploring the Ruins: The ruins are located roughly 60 miles south of Ravenscarp, near the River Torion. The surrounding region is inhabited by Raven Clan tribespeople, many of whom consider the lands occupied by the ruins to be forbidden. Anyone staying in the clearing for more than one week must make a save vs. Spells or become uneasy. They will not be able to identify the source of their uneasiness, but the feeling will grow over the next few days that they should leave. Also, strange weather patterns begin to develop, such as sudden hailstorms or cold, bitter winds, to "encourage" everyone to leave. All of these effects are part of the Immortal curse on the ruins. Anyone who digs amongst the ruins, however, awakens a curse engineered by the Carnifex inhabitants of the former city before they were massacred in the uprisings. Within days of digging, people will begin to experience disturbing dreams in which voices whisper the them in the Carnifex tongue, and shadows flit in the corners of their vision. These become steadily more vivid, and the threatening tone becomes clearer, until the person is haunted by them during their waking hours, eventually driving them insane. Disturbing the slab, however, will arouse a vivid dream in the person deemed to be the most intent on exploring the city. They will dream of Ishtur-Koth during its heyday, and will find themselves entering the Temple of Akh'All the Unmentionable. There, they will encounter Dhalgesh-K'ha, who notices them, and tells them in the Carnifex language, "You will be our slave. You will obey us." That person is then marked by a curse cast by Dhalgesh-K'ha in life. The one who is affected will then become compelled, over the next few years, to seek out other ruined Carnifex cities, and excavate from them artifacts of power and other items, which will aid the followers of the Outer Beings when they deem the time is right to rise up and conquer the world for their masters. The cursed person will be affected as though under a geas, though they cannot resist the urge to explore. Over the next few years, as well, they will become increasingly haunted by visions of the Y'hog Carnifex, and will hear their voices more frequently. Eventually, they will be able to understand what is being said to them, and realize the purpose behind what they are doing. The only way to break the curse is to enter Dhalgesh-K'ha's tomb beneath the ruins of the temple, and crush the amulet his corpse wears around its neck. That amulet is in fact a receptacle for his life force and consciousness. If he determines that the person handling his amulet intends to take or destroy it, he will animate his corpse, and those of the troglodyte guards in the outer chamber, to destroy the intruder. Treat the undead troglodytes as ghouls (including the paralyzing touch), and Dhalgesh-K'ha's animated corpse as a 22 HD lich, with a full repertoire of spells. If Dhalgesh-K'ha wins, he may possess the body of the person who tried to take the amulet, and use it to leave his tomb unnoticed and help further the aims of the Outer Beings. If he does so, he will venture into the world, looking otherwise unremarkable except for the fact that he wears a large red amulet. Contained with Dhalgesh-K'ha's burial chamber are eight stone chests, sealed shut ages ago. The only way to open them is to smash them (each chest has AC4, 80 hit points), or cast transmute rock to mud or knock. The actual contents of the chests are up to the DM, but they should contain jewels, gems, coins from Lhomarr and other realms, magic items, information, and other such valuables. DMs may also wish to include lost Carnifex of Lhomarrian spells in the chests, as a means of introducing them to a campaign. Dhalgesh-K'ha's tomb is not the only one beneath the temple; there could easily be sealed entrances to other tombs at the base of the stairs, containing their own perils and rewards. Buried amongst the ruins of the rest of the city is a wealth of treasure and information. The troglodytes did not manage to take everything, and they likewise failed to destroy all relics of evil. There could easily be an artifact or two buried deep within the ruins - perhaps in the now-forgotten sewers of the city. The ruins take up almost the entire area of the clearing, providing many adventures' worth of exploration, danger, and excitement. Additionally, the ruins could serve as the beginning of a long campaign to uncover the machinations of the Outer Beings, and perhaps bring the PCs into conflict with these entities at some later time. - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #262 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, June 19 1999 Volume 1999 : Number 263 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - RE: OD&D Tome of Spellcraft 4th Edition Ready RE: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - eBay bonanza! Re: [MYSTARA] - [GANDERG@tc.gc.ca: A Discovery in the Hinterlands (Campaign Idea)] [MYSTARA] - Thugs and Rangers as OD&D Character Classes? [MYSTARA] - Immortals Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? RE: [MYSTARA] - WOTC Re: [MYSTARA] - Zombies Re: [MYSTARA] - [GANDERG@tc.gc.ca: A Discovery in the Hinterlands ---------------------------------------------------------------------- Date: Fri, 18 Jun 1999 09:07:35 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - RE: OD&D Tome of Spellcraft 4th Edition Ready Shawn wrote: >For those who've asked for the Tome and Davanian Guide their >now both on my homepage in full html glory, as well as the >version 1.2 update of the Almanac and a whole mess of other >stuff. *the Carnifex loremaster arises from his crypt in sunken Y'hog* Praises be to Shawn, Loremaster of Mystara, and Keeper of the Sacred Archive!! :-) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 09:09:12 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: RE: [MYSTARA] - eBay bonanza! Jason Murphy wrote: > During a tounge in cheek "Evil" campaign i was DM'ing the characters >armies attempted to simply pass through this village on the way to sieging >Shireton....the carnage was immense and totally unexpected. hehehe...well i >guess DM's can be a little evil too :) *sigh* Halfling bashing....every campaign's gotta have it. :-) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 09:12:21 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - eBay bonanza! Carl wrote: >Hmmm....would it be cruel of me, at this point, to mention that I've had the >ENTIRE RUN of Gazetteers since their first printings here in England? > >Nahhhhh.....;-) It would be evil, utterly so. But I'm just as diabolical in that sense, too. Only a handful of adventure modules to go, and my set is complete - muhuhahahaha!!! ;-) Unfortunately, Dragon's Trove seems to be the only place that has what I need, OD&D materials being rare as anything in Ottawa. Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 14:50:20 -0400 (EDT) From: SteelAngel Subject: Re: [MYSTARA] - eBay bonanza! On Fri, 18 Jun 1999, Geoff Gander wrote: > muhuhahahaha!!! ;-) Unfortunately, Dragon's Trove seems to be the only > place that has what I need, OD&D materials being rare as anything in Ottawa. *sniff* not even TSR has what I need... Ethan - Stealthily raising his bid - -- Ethan Deneault - PH/MU '99 www.wpi.edu/~eand - wpi.flame Quote Archive. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 22:45:35 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - [GANDERG@tc.gc.ca: A Discovery in the Hinterlands (Campaign Idea)] Very Cool Geoff! When do we get to see a Carnifex Gazetteer btw. Hmmm...it should be a boxed set ;) Hmmmm...wonder what would happen if the Carnifex were to return... Haavard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 22:07:19 -0400 From: "Simon B. Sinister" Subject: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? I just finished reading Geoff Gander and Marco Dalmonte's revitalized bard class for D&D, and it made me wonder: has anyone ever followed the example of AD&D 1st Edition's assassin character class and turned the RC's thug (p184) into a OD&D class as well? I realize it seems almost self-explanatory "as is," but I'd still be curious to see if anyone's figured out details such as their experience table. Likewise, I don't suppose anyone's ever created a D&D version of the ranger either, have they? A forester's really not the same thing. I know it might seem like I have some sort of obsession with AD&D 1st Edition classes, but as I'm returning to OD&D after 17+ years of both editions of AD&D, I guess I'm just curious to see how many things from the one game have worked their way into the other. Oh, and I'd like to thank everyone who replied to me regarding the D&D spell list a few days ago. At least now I know that it's not out there, and that I may well have to write it myself! SIMON B. SINISTER *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 23:14:49 -0500 (CDT) From: Byron Molix Subject: [MYSTARA] - Immortals Okay, I definately need some help here. Who are the worshipped Immortals of Thyatis. Who would be considered part of the official pantheon and who are worshipped separately or by cults? I probably just need names given the resources on Shawn's page. Also, I've come to a slight problem in putting together the second part of my Saga Mystara web-document. It relates to magic, and my problem is specifically priests. I am constructing a list of Immortals and Ethos, and the spheres of miracles that go with them. I figured since I was going to be making a big table, I might as well say what the immortal is a patron of and so forth. Then I saw how big the list of immortals is, and since my document technically covers the Savage Coast as well as the Known World and Hollow World, just the lists from those producs results in alot. It doesn't include interesting sideline immortals, and so the following question results. If you were going to play in Mystara using the SAGA rules, how much info would you want about each immortal, and would you include just the most major immortals, or the ones most likely to see use given gazetteers, or would the huge list be moe welcome? Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 00:35:46 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? In a message dated 1999-06-18 22:21:59 Eastern Daylight Time, simonbsinister@home.com writes: > Likewise, I don't suppose anyone's ever created a D&D version of the ranger > either, have they? A forester's really not the same thing. I know it might > seem like I have some sort of obsession with AD&D 1st Edition classes, but > as I'm returning to OD&D after 17+ years of both editions of AD&D, I guess > I'm just curious to see how many things from the one game have worked their > way into the other. I worked that one out a long time ago. The ranger is an advanced option for fighters along the pattern of paladins and avenger. To become a ranger, a fighter must be of Neutral alignment, and have acquired wilderness survival skills (including tracking) prior to becoming a ranger. He should be of level 9+, but that requirement is sometimes waived. The status of ranger may be conferred on a fighter by a druidic order or an elven clan -- ideally a ranger should form an alliance with or swear allegiance to both. Upon becoming a ranger, he gains the ability to Detect Danger (as per the Druid spell) at will. He immediately gains the surprise bonuses (surprises 3/6, is surprised 1/6) and a damage bonus against goblinoids and giants equal to one third his level, rounded down. No more than three rangers may travel together. A ranger of wisdom 13+ may learn druid spells and shaman spells (as listed on p. 216 of the D&D Rules Cyclopedia) from a druidic order or from woodland druidic shamans; casting level is one fourth of his level as a fighter, rounded down. A ranger of intelligence 13+ may learn wokan spells (also listed on p. 216 of the D&D Rules Cyclopedia) from an elf clan or from actaeon or centaur wokani; casting level is one sixth of his level as a fighter, rounded down. Even if you permit fighters to become rangers prior to reaching level 9, a ranger cannot learn wokan spells prior to that point. A ranger may have no followers until reaching level 12+, and then only if he has mastered both druidic and wokan spellcasting. Maximum number of hirelings equals wokan casting level. At level 24+ a ranger may acquire followers as per the tables given in the 1st edition PHB, with appropriate adjustments for differences in game mechanics. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 18 Jun 1999 22:20:48 PDT From: Shane Henry Subject: RE: [MYSTARA] - WOTC In a message dated Tue, 15 Jun 1999 19:12:57 -0700 writes: >In the Return to the KotB, they renamed the "Cave of the >Unknown" on the area map to "Qasqueton" -- although that doesn't >make any >sense as a placement for the original B1. I agree that the new *Return to the Keep on the Borderlands* placement of the Caverns of Quasqueton together with Castellan Keep is inconsistent with the previously established location of the two (discounting the fact that they have also apparently made a planetary leap from Mystara to Oerth). As far as I know, the only official Mystaran location for the Caverns of Quasqueton is in the *B1-9, In Search of Adventure* compilation. Apparently Quasqueton lies vaguely in northwestern Karameikos, somewhere conveniently between The Forest of Carm (itself "several hours travel" north of Threshold [p14]) and the western town of Luln. The Caverns are an optional side-trip on the western route in the Adventure Flow Chart [p6]--between "The Hall of Rock" scenario (originally *B8 Journey to the Rock*), and "The Great Escape" (originally part of *B9 Castle Caldwell and Beyond*). See the brief (5-line) bit about Quasqueton at the end of the interlude on p23. The compilation leaves out Quasqueton's "stock-your-own" dungeon dressings, but at least prints the maps to the place. On the other hand, Castellan Keep lies "eastward...far upriver" and "past Kelvin" [p6,35]. The Keep is mentioned briefly as a base for the compilation's "The Caves of Chaos" scenario (plucked and trimmed from the original KotB). Not surprisingly, it is on the eastern route of the Adventure Flow Chart. Interestingly, in the original *B1, In Search of the Unknown* there is no mention of a Known World location for Quasqueton (which makes sense in that I don't think the Known World had been revealed yet, apart from Blackmoor--is that right?). Rather, "the stronghold can be considered within any one of the following lands--the Barony of Ratik, the Duchy of Tenh, or the Theocracy of the Pale"[p6]. So, it is ironic that Quasqueton has more precisely made a journey from Oerth to Mystara and back to Oerth again! I'm not very familiar with the World of Greyhawk--does anybody know if any of the three above locales match the new placement of the new "Return to the KotB". Also, since I don't have a copy of either the original KotB or the "Return...", does anyone know if the "Cave of the Unknown" from the original B2, the "Caves of Chaos" from B1-9, and the newly named "Quasqueton" from "Return..." are really the same dungeon? And finally, I would be interested to hear peoples' views on exactly where the various locations in the B1-9 compilation officially (or unofficially) lie (with reference or reasoning or both). Shane (MML newbie) _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 12:08:05 +0200 (METDST) From: DM Subject: Re: [MYSTARA] - Zombies SteelAngel wrote: > On Mon, 14 Jun 1999, DM wrote: > liches etc. are not ANIMATED like Animate dead spell. Nevertheless they can > be destroyed by Dispel Evil. << I'm not quite shure that Dispel Evil would be able to seriously pose a threat to greater undead. Liches, and their ilk should be able to hold out for a bit. (Otherwise Prince Brannart would be in deep doo-doo)>> First of all, Dispel Evil would destroy the body of the lich, but since the lich's soul is linked to its phylactery, he's safe as long as that remains safe (and he'll later inhabit another corpse). In addition, I don't think Brannart runs the risk to meet everyday high-level clerics who could cast Dispel Evil on a Glantrian Prince... don't u agree? :) DM *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 09:45:15 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - [GANDERG@tc.gc.ca: A Discovery in the Hinterlands Haavard wrote: >Very Cool Geoff! Many thanks! :) >When do we get to see a Carnifex Gazetteer btw. Hmmm...it should be a >boxed set ;) Hmmmm...wonder what would happen if the Carnifex were to return... > A gazetteer? Hmmm....good question. The thought has crossed my mind on a few occasions. Probably it would take the form of a DM's Guide, with more detailled looks at the various subraces of the Carnifex, with some info on tying them into the Outer Beings material that's already out there. I'd probably open this up to the list, since I know there are people out there who use the Carnifex in their campaigns, and I'm sure they would like the chance to share their views. Good idea, Haavard! :) Anyone interested in pondering this as a possibility should contact me privately at ganderg@tc.gc.ca. Now, as for your second question - be careful what you wish for; it might come true.... ;-) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #263 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, June 19 1999 Volume 1999 : Number 264 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Immortals Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? [MYSTARA] - Creating a Spell-ography [MYSTARA] - Scafra's Fire Spells (longish) [MYSTARA] - Bardic Spells (long) [MYSTARA] - Scafra's Wand of Glamour (long) Re: [MYSTARA] - Immortals ---------------------------------------------------------------------- Date: Sat, 19 Jun 1999 16:56:44 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Immortals On Fri, 18 Jun 1999, Byron Molix once again raised some important issues: > Okay, I definately need some help here. Who are the worshipped Immortals > of Thyatis. Who would be considered part of the official pantheon and who > are worshipped separately or by cults? I probably just need names given > the resources on Shawn's page. Immortals worshipped in Thyatis: These are the ones I remember as I dont have the books with me right now. Vanya(most popular) Valerias Thanatos Loki (northmen) Odin (northmen) Thor (morthmen) Hel (northmen) Khoronus Halav (traladaran) Petra (traladaran) Zirchev (traladaran) Talitha Ilsundal (elven) Kagyar (dwarven) Alphaks (alphatian) Alphatia (alphatian) Koryis (alphatian) Mealiden Starwatcher Korotiku (Ochaelan) Protius Orucs Demogorgon And probably quite a few more. Now here is a theory of mine. The following are the original Thyatian Immortals: Ixion(not mentioned in the original list) Khoronus (IMO the leader of the pantheon) Protius Vanya (most popular) Valerias Talitha Orcus(evil) Demogorgon (evil) Thanatos (evil) The others have followers among immigrants(anachronistic term) and their faith has also spread among Thyatians. > Also, I've come to a slight problem in putting together the second part of > my Saga Mystara web-document. It relates to magic, and my problem is > specifically priests. I am constructing a list of Immortals and Ethos, and > the spheres of miracles that go with them. I figured since I was going to > be making a big table, I might as well say what the immortal is a patron > of and so forth. Then I saw how big the list of immortals is, and since my > document technically covers the Savage Coast as well as the Known World > and Hollow World, just the lists from those producs results in alot. It > doesn't include interesting sideline immortals, and so the following > question results. Will you be using the Spheres of Miracles from the SAGA of Mists article in Dragon issue #240? If so, i wouldnt really bother that much with listing which spheres each immortal will grant. You could allow a priest of thor to be a healer or a warrior or a diviner, depending on the players concept. Thats how i'd do it anyway. The list of ethoses sounds interesting though. > If you were going to play in Mystara using the SAGA rules, how much info > would you want about each immortal, and would you include just the most > major immortals, or the ones most likely to see use given gazetteers, or > would the huge list be moe welcome? Remember that you dont want to do everything at once. Start with the most important ones for your campaign and then move on. For Thyatis, you could use just the ones I listed as originally thyatian immortals for instance. On how much info: this depends on who the list is intended for. If its intended for a fellow GM/Narrator (Me for instance ;) id like a page about each immortal, if its for your players a brief description will do, unless your players are extremely interested in this sort of thing. For player info i'd concentrate on beliefs and attitudes more than how this guy became immortal like from the background info in WotI. I'll be interested in knowing more about what comes out of this. Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 17:00:42 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? On Fri, 18 Jun 1999, Simon B. Sinister wrote: > I just finished reading Geoff Gander and Marco Dalmonte's revitalized bard > class for D&D, and it made me wonder: has anyone ever followed the example > of AD&D 1st Edition's assassin character class and turned the RC's thug > (p184) into a OD&D class as well? I realize it seems almost self-explanatory > "as is," but I'd still be curious to see if anyone's figured out details > such as their experience table. Here are some ideas: A thug is a thief with fighter THAC0, but doesnt have a thiefs ability to cast spells from scrolls. You could change other abilities too, but I dont think that would be neccesary. > Likewise, I don't suppose anyone's ever created a D&D version of the ranger > either, have they? A forester's really not the same thing. I know it might > seem like I have some sort of obsession with AD&D 1st Edition classes, but > as I'm returning to OD&D after 17+ years of both editions of AD&D, I guess > I'm just curious to see how many things from the one game have worked their > way into the other. Kavyids version of the Ranger seemed reasonable. An other way to create a ranger would be pretty much like the forrester, but with Druid spells instead of elven spells. Haavard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 08:05:50 -0700 From: "Jenni A. M. Merrifield" Subject: [MYSTARA] - Creating a Spell-ography Simon: At 10:07 PM 6/18/99 -0400, you wrote: >Oh, and I'd like to thank everyone who replied to me regarding the D&D spell >list a few days ago. At least now I know that it's not out there, and that I >may well have to write it myself! You're welcome for what information I had. If really want to creat a list, I can easily forward a list of the spells I've already collected, re-worked back to their "standards" -- probably faster since I've already combed all the standard Gazetters. I'm still missing the Hollow World stuff though, so you'd have to find that on your own. Actually, I also only just purchased the Red Steel box, so if there are any spells in there I'm missing them as well, but could easily find and add them. Let me know if you're interested Jenni - -=> strawberryJAMM <=- - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 11:23:29 EDT From: CQuaif@aol.com Subject: [MYSTARA] - Scafra's Fire Spells (longish) All, This is the second of two posts concerning the magic of Scafra. As always, kindly-meant comments & crits are eagerly anticipated. Carl Q. - - The Spells of Scafra, the Fire-Mage: The following spells are a selection of those known by Scafra, a Fire-Mage of the alternate Prime world of Gaelsfar (and creator of Scafra's Wand of Glamour). Gaelsfar magic is passed on by oral tradition; these spells were taught by Scafra to her friend, the Mystaran Mage Delivane, who translated the spells into Mystaran terms and committed them to paper. For the most part, these are equivalents to common magical spells available on Mystara. Burning Brand Level: 1 Range: 10' Duration: 6 Turns + 1 per caster's level Effect: ignites a torch This Light spell variant is the first learnt by any Fire-Mage; often, such Magi develop this spell spontaneously as their first expression of magical potential. The spell causes a combustible wooden substance (a stick of wood, a pitch torch, even a bowl of wood-shavings) to burst into bright flame. This fire provides light of the same intensity and duration as the common Light spell. The flame can be extinguished normally by dousing it in water, although it magically resists being blown out by even the strongest wind. The Burning Brand may be used as an impromptu weapon, causing 1d4 fire damage - the same damage applies if the spell is cast directly on a living being - but in both cases, the flame is extinguished after 1 round. The reverse of this spell, Dying Embers, can be used to douse any small fire, from a candle-flame to a small campfire. It has no effect on larger blazes, nor on flames maintained by magic (another Burning Brand may be affected, however). Phantom Torch Level: 2 Range: 20' Duration: permanent Effect: creates ghostly flame This improvement on the Burning Brand spell creates a permanent light-source equivalent to a Continual Light spell. As with the level 1 version, the spell requires a combustible wooden item as the focus, but the flame is pale blue, and does not consume the torch. The flame gives off no heat, and causes no damage if touched to living creatures (unlike the Burning Brand, this spell cannot be cast on a living creature as part of an attack). This spell, unlike Continual Light, has no reversed form. Fire-Eye Level: 3 Range: touch Duration: 12 hours Effect: provides heat-sight This Infravision variant causes the recipient's eyes to take on a smouldering red glow. For the duration of the spell, the person enchanted with Fire-Eye can only see in terms of heat-waves, allowing her to function without a light-source in underground tunnels. This spell also makes the recipient immune to spells of Light and Darkness for the duration, so long as heat is not a component of the spells - a blast of Red Dragon's breath, or a Fireball spell, will render the Fire-Eye user blind for 1d4 +2 rounds. A 5th-level version of this spell, called Fiery Gaze, allows the recipient to switch between heat-sight and normal vision at will, and has a duration of 1 day.. Elemental Guide Level: 3 Range: 15' Duration: 1d6 Turns Effect: summons minor Fire Elemental This spell, which has no counterpart on Mystara, summons a small Fire Elemental to this Plane. The Guide appears as a small globe of light, radiating slight warmth and providing light equivalent to a normal lantern. The Guide can serve as a simple light source, hovering near the caster and following her wherever she goes. It is responsive to the caster's thoughts; the caster may command the Guide to fly on ahead if desired, upto a range of 240' from the caster (the Guide moves at a maximum of 90'/round), and return to inform her what is waiting "around the corner". The Guide communicates telepathically with mental pictures of what it has seen. The images are somewhat distorted, however - the Guide's method of "seeing" is very different to that of a human or demi-human - so the images might not always be very useful, let alone comprehensible. The Guide has no method of attack, although it can be ordered to distract foes by spinning and diving around their heads (enemies so distracted are at - -2 to hit). The Guide cannot be damaged by weapons of less than +2 enchantment, and is effectively AC0. A single successful hit will disrupt the spell holding it in the Prime Plane, causing it to vanish. Spells to summon Guides from the other Elemental Planes may exist. A single Mage can summon only one Elemental Guide at a time, from any Plane. Fire Cage Level: 4 Range: 75' Duration: 1d6+2 rounds Effect: conjures a cube of fire This dweomer, derived from the standard Fireball spell, is used to temporarily restrain foes without directly harming them. When cast, a fiery missile streaks from the caster, exploding just before it reaches the target (causing no damage) and resolving into a 10' x 10' x 10' hollow cube of translucent fire. The walls of the cube (which may or may not have a floor, depending on whether the target is landbound or airborne) are quasi-solid, and resist penetration - breaking through takes 1d4+1 rounds, and anyone trying to break through, without magical protection, takes 1d6 damage each round (no save for half damage, as they are, effectively, inflicting the contact on themselves). Even just touching a wall causes this damage. The fire consumes oxygen from the outside only, so the Cage cannot be used to suffocate a captive. A Fire Cage may hover in mid-air, in order to encapsulate a flying creature. If the target is too big to enclose, the Fire Cage simply collapses into a small Fireball, causing 3d6 damage (save for half damage). Mirage Level: 5 Range: 100' Duration: 1 Turn Effect; creates hallucinatory image This spell can only be cast on a clear, sunny day. It causes an area of up to 400 sq. ft. to acquire a shimmering heat haze effect, which the caster can manipulate to create an illusion of anything she can imagine or has ever seen (as per the spell Phantasmal Force). The caster may manipulate the illusion at will, changing it as desired. If the caster is within the area of effect, she can use it to simulate the spells Invisibility, Mirror Image, or the effects of a Cloak of Displacement. Because of the distorting effects of the haze, opponents suffer a -2 penalty to disbelieve any effects of the Mirage. On the world of Gaelsfar, this is the only illusion-casting spell available to Fire-Magi; its usefulness and versatility were what caused Scafra to incorporate Illusionist spells into her Wand of Glamour. Fire Trap Level: 8 Range: up to 50' Duration: see below Effect: summons a delayed-action Fire Cage This enhanced version of the 4th-level Fire Cage spell creates a small, octagonal red gem which materialises in the caster's hand; this gem may be fired up to 50' away, if desired. The gem will remain stable until commanded by the caster, touched by the first person/third person/second human etc. (whatever condition the caster specifies), or until a certain time period elapses. At that moment, the gem expands into a Fire Cage measuring 10' x 10' x 10', with a duration of 1d4 Turns - all other details are as per the Fire Cage spell. The Fire Trap can theoretically last forever in gem form (before 1010 AC - on the Day of Dread, all Fire Trap gems fade away harmlessly). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 11:23:37 EDT From: CQuaif@aol.com Subject: [MYSTARA] - Bardic Spells (long) All, The following is a selection of spells and "spellsongs" for a possible magic-using Bard class. Please note that I put this together before reading Geoff & Marco's fantastic oD&D Bard class article; I can't begin to equal that work, but I'm presenting my (very) simple reworking of Bruce's version here for completeness' sake. As always, kindly-meant crits & comments are very welcome. Carl Q. - - Bards and Minstrels: The Robrenn Bard class, as detailed in Dragon Magazine #177, was a welcome addition to the range of classes for oD&D; nevertheless, the thing I missed most in this version was the ability to cast spells - the progressively-stronger Charm ability just wasn't enough. However, the very next issue of Dragon provided us with a solution; the Eusdrian Elves' capability to adopt specific other classes, while (in most cases) retaining their innate magical powers. Extrapolating (as others have) from this basis, I ruled in my campaign that Elves could become Bards whilst still possessing their Magic-User spells. Working on the Forester example, I also decided that Humans (and Half-Elves) could follow the same route. This version of the Bard class, IMC, is even rarer than the Bruce Heard version - the Bardic College, based in Eusdria, numbers less than twenty members at present - and requires half again the experience points of a normal Elf to advance a level. I set the limit for advancement in magic at 10th Level (as per Elves and Foresters), although Bards can ultimately advance to 20th level (the Highest level Bard IMC, an Elf known as Master Horolo, is only 15th level at present). The following are spells researched , or adapted, by Bards IMC. Some are traditional "cast" spells, with some musical content; others, like Moonlight Shadow and The Sound of Silence, are Spellsongs, which are cast by singing and playing a musical instrument. These are "memorised" like normal spells, although they can be played (without magical effect) as normal songs as often as desired once the Spellsong has been "discharged". A Bard may learn any Magic-User spell of the requisite level (at the DM's discretion). NB: if you dislike the thought of Bards using magic, these spells may instead be utilised by Minstrels, ordinary Elves (or perhaps Human Magic-Users) with musical talents. Ymarien, the Callarii Elf who created the Signature spell "Ymarien's Choir", is a Minstrel (although I may make her a Bard, following the above formula). Likewise, if you prefer to adopt Marco Dalmonte and Geoff Gander's truly excellent Bard class for oD&D, feel free to use the spells outlined below as you desire, altering them to fit the concept as necessary. Moonlight Shadow Level: 1 Range: 50' Duration: 1d4 Turns Effect: deepens surrounding shadows This Spellsong may only be cast on a moonlit night, or in daytime in an area with considerable shadow. The Bard calls to the shadows, causing them to deepen and thicken imperceptably over a period of 1d6 rounds. The Spellsong affects an area of roughly 30' diameter. Once complete, the shadowy area grants the Bard (or a Thief or Rake) +25% to his Hide in Shadows roll, or provides a flat 25% chance for non-Thief classes to Hide in Shadows. The area of effect for this spell increases by 5' diameter, and the Hide roll by 5%, for every three levels of the Bard, to a maximum of 60' diameter and 55% chance at 19th level. The range, duration, and casting time are unchanged. The Sound of Silence Level: 2 Range: 60' Duration: see below Effect: Neutralises sound within 20' diameter area This Spellsong, a variation on the Clerical Silence 15' Radius spell, causes an area of absolute silence to come into being. The Bard may select an area, or a person, to centre the spell on; if the latter, the zone of silence moves with them. Spellcasting is impossible within the area of effect. The zone persists only as long as the Bard plays; the spell is cancelled if the Bard stops, the person moves beyond the maximum range for the spell, or the target moves to encompass the Bard in the silent area. Consequently, A Bard using this Spellsong will remain safely at the rear of the party, letting his companions fight. Needles and Pins Level: 2 Range: 80' Duration: 1 round Effect: a spray of magical needles This spell, the Bardic version of Magic Missile, requires a handful of pine needles, wooden splinters, or wood/bone/metal sewing needles as the focus. The Bard trills a short musical phrase (no instrument is required), causing the affected items to glow and rise into the air; thereafter, they may be mentally commanded to fire towards and strike any foes within range. The Needles and Pins hit automatically, causing 1d2 damage each; the spell enchants 1d6 missiles for every two levels of the caster, assuming enough needles are available. Those material components which are actually enchanted are destroyed in the casting, whether or not they are used. Light Flight Level: 3 Range: 10' Duration: 3 Turns Effect: creates a globe of light This Spellsong creates a free-floating globe of light measuring 6" across, which gives off radiance equivalent to a Light spell, within 10' of the caster. This globe will automatically follow the caster (like a Floating Disk). The Bard may cause the light to move around at his will by playing his instrument, to a maximum distance of 80' away. When the music stops, the globe will slowly drift back into its original position. This spell is useful underground to allow the party to see further than normal, and also to trick possible ambushers into thinking the party is closer than it is. Into the Gap Level: 5 Range: 50' Duration: see below Effect: opens pit beneath living target This spell requires a drum, of any size or type, as the focus. The spell is cast to the sound of the fast-beating drum (played either by the bard, or some other member of her party). At the final word, the drum is struck very hard, and a pit, 8' long/8' wide/20' deep, magically appears beneath the chosen target(s). The target must roll under Dexterity or fall into the pit, taking 1d6 damage in the fall. The walls of the pit are so sheer and slick that even a Thief is unable to climb out so, unless able to escape by magical means, the target is stuck until freed by others. So long as a single living being is still within the pit, it will remain open indefinitely; the moment all living creatures have left its confines by whatever means, the pit vanishes. "Living", in this context, includes animate, artificial creatures such as Living Statues and Golems, or Undead, such as Zombies, Vampires etc. The spell will not work if the ground beneath the target is not solid (i.e. the second floor of a tower, the deck of a boat, or a patch of land above a mine). The drum is not consumed in the casting, and may be used indefinitely. Shadow on the Wall Level: 5 Range: 20' Duration: 1 Turn Effect: summons Shadows This spell requires bright light, which must cause the Bard (and others) to cast a shadow - a Light Flight spell will do. Cast like a normal Mage spell, this dweomer requires only a discordant tone - a twanged guitar, for instance, or a sour note on a flute - to activate it. This "activation" may occur at any time up to 1 Turn after the spell is cast. The spell summons upto three Shadows (see the Rules Cyclopedia for stats) to fight for the caster - one each from any humanoid shadow. If there are less than three humanoids within range, the spell summons the maximum number it can. The Shadows fight fearlessly for the Bard until destroyed, or until the spell expires. The Bard does not have to concentrate to maintain the spell, and may move and fight as normal. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 11:23:33 EDT From: CQuaif@aol.com Subject: [MYSTARA] - Scafra's Wand of Glamour (long) All, The following is the first of two posts concerning the magic of the Fire-Mage Scafra of Gaelsfar, an Alternate Prime world. Both articles have been up on my web page for a week or so, but I thought I'd air them here for the list's edification. Please let me know what you think. Carl Q. - - Scafra's Wand of Glamour: Despite its name, this item is a 6'-long, intricately-carved staff made of a yellowish wood unknown on Mystara. It originated on an alternate Prime Plane, on the world of Gaelsfar. In this realm, spellcasters draw their magic from life-force - their own, or that of another - and are limited in the types of magic any one Mage can use. The Wands are created to allow the maker to broaden their focus. This particular Wand belonged to the now-deceased Fire-Sorceress Scafra, a longtime friend of the Plane-hopping Mystaran Mage Delivane Crookback. On her death, she bequeathed her Wand to Delivane, who brought it back to Mystara and placed it in her Museum. The Wand of Glamour allows its wielder to cast the spells Fool's Copper, Cloak of Confusion, Feroman's Challenge, Reconstruction and Moonbeam Edifice (see below). The Wand has no charges; it draws its power (on Mystara, at least) from spells cast into it by its wielder (for instance, casting a 2nd-level Continual Light into the Wand - giving it a 2nd-level "charge" - allows the wielder to cast a Fool's Copper or Cloak of Confusion spell from the Wand). A single spell cast into the Wand allows a single spell to be cast from it - the charge must be of equal or greater level to the effect required, and excess levels are lost. The caster can't use two or more low-level spells to power a high-level effect so, depending on the wielder's level, some functions of the Wand may be inaccessible. The Wand bonds to the first person to cast a spell from it; thereafter, no-one else can use it until she dies. The Wand is currently unbonded, as Delivane has never used it. (Given time and materials, the wielder of the Wand may be able to transcribe the spells it provides into a spellbook or onto a scroll. Since the spells come from a different Prime Plane, with alien magic, roll percentile dice on the first attempt to do so; a roll of 1-65% indicates a success, 66-100% a failure - the spells do not work, or have random effects. For each attempt after the first, raise the success level by 10%, to a maximum of 95%; do this for each spell individually. Once transcribed successfully, that version of the spell may be copied as normal.) Fool's Copper Level: 1 Range: 20' Duration: 1d6+6 rounds, or until touched Effect: creates illusionary treasure This simple spell forms the illusion of a small mound of treasure. It is used mostly for distraction purposes, or for leading greedy targets into traps. The spell may create upto 10gp x the caster's level in coins or gems; copper pieces are most commonly created, since they make the largest possible pile of treasure (hence the name "Fool's Copper"). The spell is stationary if cast on the floor, or some other immobile surface; if it is cast within a chest, or on a tray, the illusionary treasure may be carried around. Once cast, the illusion remains until touched, dispelled, or the duration expires; the caster need not concentrate to maintain it. Cloak of Confusion Level: 2 Range: touch Duration: 3 Turns Effect: creates illusionary appearance This spell cases the recipient's appearance to change, according to the perceptions of the person viewing them. The viewer will either see the recipient as someone they expect to see (a fellow guard, a cleaner, etc) or as a nondescript bystander - the caster chooses which. Since the illusion is mental in nature, the appearance of the recipient will vary from viewer to viewer. The spell may be disbelieved on a case-by-case basis; should the recipient attack an individual, that person - and all those watching the attack - will see through the illusion to the reality beneath. The spell will not function on unintelligent or mindless creatures (Slimes, Gelatinous Cubes, Golems etc). Reconstruction Level: 4 Range: touch Duration: 1 Turn Effect: reconstructs dead being's image This spell requires the presence of a dead body, or at least a piece of one. The caster touches the remains, and concentrates; the spell then creates an illusion of the person or creature as they were in life, covering the remains completely. The spell is very useful when used for identification of dismembered or otherwise damaged corpses; if he desires, the caster may cause the Reconstruction to resemble the original at the moment of death, in order to determine the probable cause. The spell is also useful in archaeological exploration, for identifying fossil remains and newly-discovered species. When the spell is cast, the DM should secretly roll 1d20; on a roll of 18-20, the spell misfires, and the Reconstruction is incorrect - either in small details (size of nose, colour of eyes/hair, etc) or in major ones (wrong age/sex/race, or completely incorrect appearance). A 17 intelligence lessens the chance of failure to a roll of 19-20, and an 18 intelligence to a roll of 20. The caster will always believe he has Reconstructed the target correctly. The spell lasts for no more than 1 Turn, and requires continual concentration by the caster; it is advisable to have someone with artistic skill on hand, to sketch the illusionary appearance for future reference. Feroman's Challenge Level: 5 Range: 50' Duration: see below Effect: creates illusionary foe Created by the Master Illusionist Feroman, who provided all of the spells for Scafra's Wand of Glamour, This spell creates an hallucinatory monster in the mind of one individual. The creature's form and attacks vary according to the desires of the caster and the nightmares of the victim; however, it may have no more hit dice than the caster has levels. The monster may be something the target has seen, a creature of the imagination, or anything in-between. The victim is allowed a Saving Throw vs. Spells to disbelieve the illusion when the monster first appears; a penalty of between -1 to -4 may apply, depending on how deeply in the victim's nightmares the creature is drawn from. A successful save allows the victim to ignore the beast; a failure means he believes in it completely, and no amount of dissuading by his friends will make him believe otherwise. If the victim believes in the monster, then any and all wounds he receives become real; should he be slain by the illusion, he will be dead. The caster must concentrate during the Challenge, and cannot defend himself if attacked; most casters will conceal themselves nearby before casting this spell. If the monster is slain, it vanishes at the moment of death, and the caster suffers 4d6 damage from the backlash (save for half damage). If two wizards cast this spell, they may have their creatures battle each other; no saving throw to disbelieve is permitted in this case. On the world of Gaelsfar, Feroman's Challenge is widely known by Illusionists, and is often used as the medium for Wizard's Duels. Moonbeam Edifice Level: 7 Range: 50' Duration: 1 night Effect: creates quasi-illusionary structure This spell is primarily used to provide temporary accommodation when travelling. It must be cast at night, when there is a visible moon in the sky. The caster may use it to create a fantastic structure of his desire, such as a fairy castle, a forbidding fortress, a gingerbread cottage, an upside-down mountain, etc. No matter its height or apparent dimensions, the structure covers a maximum ground area of 10' x 10' per caster's level. The entire structure looks and feels real, and in fact does have solid form for its duration, although it does not necessarily follow the natural laws of the universe - for instance, besieging forces could attempt to batter down an apparently-flimsy door all night, and not even make a dent. Although it may have as many storeys as desired, those using the Moonbeam Edifice as a place of rest are advised to sleep on the ground floor only, as the building vanishes with the first light of dawn, as do all things created with it. Apart from its obvious uses, the moonbeam Edifice is sometimes used as a trap for unwary travellers - welcomed to stay the night, led to sleep in upper-storey bedrooms, and suffering falling damage when the dawn comes, for instance - or to block a pass just long enough to give the fleeing mage a chance to get away (rather like a Wall of Stone spell). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 11:27:33 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - Immortals On Sat, 19 Jun 1999, [iso-8859-1] Håvard Rønne Faanes wrote: > On Fri, 18 Jun 1999, Byron Molix once again raised some important issues: > > > Also, I've come to a slight problem in putting together the second part of > > my Saga Mystara web-document. It relates to magic, and my problem is > > specifically priests. I am constructing a list of Immortals and Ethos, and > > the spheres of miracles that go with them. I figured since I was going to > > be making a big table, I might as well say what the immortal is a patron > > of and so forth. Then I saw how big the list of immortals is, and since my > > document technically covers the Savage Coast as well as the Known World > > and Hollow World, just the lists from those producs results in alot. It > > doesn't include interesting sideline immortals, and so the following > > question results. > > Will you be using the Spheres of Miracles from the SAGA of Mists article > in Dragon issue #240? > If so, i wouldnt really bother that much with listing which spheres each > immortal will grant. You could allow a priest of thor to be a healer or a > warrior or a diviner, depending on the players concept. Thats how i'd do > it anyway. The list of ethoses sounds interesting though. First off, yes I am. I got turned onto the article via a web-article further explaining it, but I eventually tracked down the article itself. If I was running Ravenloft I dare say it's as good as it gets. I hadn't thought of allowing carte blanche for priest players. It does make some sense though. Well, what the list actually is, is a list of 3 or 4 spheres of miracles. I have B code casters pick their spheres from this list, and A code casters pick 3 from the list and pick their remaining 2 themselves. I could make it more of a guideline, but none of the 3 priest characters really have differing priestly concepts. They all have the spheres of the Priest and Healing for example. The list of ethoses is pretty much the same, and since it's only a few, I can just post it below. Philospher Spheres Law: Priest, Missionary, Healer, Shepherd Neutrality: Priest, Shepherd, Monk, Druid Chaos (Evil): Bishop, Anarchist, Charlatan, Traitor Chaos (Other): Priest, Anarchist, Charlatan You can get the primer for what these things mean/do here: http://web2.airmail.net/sponge2/html/Magic.html > > If you were going to play in Mystara using the SAGA rules, how much info > > would you want about each immortal, and would you include just the most > > major immortals, or the ones most likely to see use given gazetteers, or > > would the huge list be moe welcome? > > Remember that you dont want to do everything at once. Start with the most > important ones for your campaign and then move on. For Thyatis, you could > use just the ones I listed as originally thyatian immortals for instance. Thanks for reminding me. :) I'll cover Karameikos and Thyatis first. > On how much info: this depends on who the list is intended for. If its > intended for a fellow GM/Narrator (Me for instance ;) id like a page about > each immortal, if its for your players a brief description will do, unless > your players are extremely interested in this sort of thing. For player > info i'd concentrate on beliefs and attitudes more than how this guy > became immortal like from the background info in WotI. Well it's intended for Narrators, the entire document explains what changes if any should be made to the game system, and it's up to the Narrator to help his players make characters and adventure. I wouldn't expect a player to use the doc, but they can if they want. So I think I'll redesign it some. I can do a paragraph on general description, and then cover game effects like sphere choices(suggestions), weapon requirements, stat requirements, notes, advantages, etc. My goal isn't to cover anything available elsewhere in tons of detail though. Do you think that'd be enough? > I'll be interested in knowing more about what comes out of this. > > Haavard > > Haavard R. Faanes (hoc@nvg.ntnu.no) > http://www.nvg.ntnu.no/~hoc > > "Remember, there are no stupid questions, just stupid people." -Mr > Garrison, South Park. > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #264 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, June 20 1999 Volume 1999 : Number 265 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Creating a Spell-ography Re: [MYSTARA] - Immortals [MYSTARA] - A couple of items Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? Re: [MYSTARA] - Immortals [MYSTARA] - Birth of the United Criers Guild (a bit long) [MYSTARA] - Rangers, Druids, and Thugs Re: [MYSTARA] - Rangers, Druids, and Thugs Re: [MYSTARA] - Rangers, Druids, and Thugs Re: [MYSTARA] - A couple of items Re: [MYSTARA] - Rangers, Druids, and Thugs [MYSTARA] - Test message/Re: Caverns of Quasqueton [MYSTARA] - Storytelling Magic was Re: Immortals ---------------------------------------------------------------------- Date: Sat, 19 Jun 1999 11:36:49 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - Creating a Spell-ography On Sat, 19 Jun 1999, Jenni A. M. Merrifield wrote: > > faster since I've already combed all the standard Gazetters. I'm still > missing the Hollow World stuff though, so you'd have to find that on your > own. Actually, I also only just purchased the Red Steel box, so if there > are any spells in there I'm missing them as well, but could easily find and > add them. > > Let me know if you're interested > Jenni > -=> strawberryJAMM <=- The Red Steel box includes a few new spells, but mostly like the Hollow World, it describes how specific spells are altered by the prevailing conditions. The legacies could be considered spells as well. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 11:41:33 -0500 (CDT) From: Byron Molix Subject: Re: [MYSTARA] - Immortals Oops, minor correction below. > I hadn't thought of allowing carte blanche for priest players. It does > make some sense though. Well, what the list actually is, is a list of 3 or > 4 spheres of miracles. I have B code casters pick their spheres from this > list, and A code casters pick 3 from the list and pick their remaining 2 > themselves. I could make it more of a guideline, but none of the 3 priest > characters really have differing priestly concepts. They all have the > spheres of the Priest and Healing for example. The list of ethoses is > pretty much the same, and since it's only a few, I can just post it below. 'none of the 3 priest characters' refers to the 3 priest heroes in my campaign. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 14:27:24 -0400 (EDT) From: the Wizard of Frobozz Subject: [MYSTARA] - A couple of items Inspired by CarlQ's wonderful material, I've decided to make a go of a few of my own creations. They're supposed to be pretty powerful (and my brains are mush right now), so if they don't fit your definition of powerful, it can be easily fixed. Comments, flames, and ciritcisms are welcomed. Well, maybe not flames :) Potion of Flaming Death cost: 6000 gp A foul-smelling mixture of lamp oil, alcohol, the raw innards of explodestool and the toxin-sacs of any flame-spewing creature, this potion is basically the equivalent of exploding, boiling pitch. It is invariably found in easily shattered vessels (ceramic and glass) and its stoppered top holds a wick. It must be shaken and the wick lit, then thrown. Impact produces a concussive explosion which does d6+6 to all things in a 15-foot radius and covers them in this sticky, highly-flammable liquid. The liquid burns for d6 rounds and does d4+2 damage per round. Water will not douse the flame, only smothering will work. All non-metal materials struck by the spewing liquid are rendered useless, including hide and leather-based armors. The liquid soaks quickly into such materials and makes them highly flammable ever after (for some role-playing fun, this also includes garments worn under the armor...flaming skivvies, anyone?). This stuff is, of course, instantly fatal (saving throw vs. poison) if swallowed. However, the presence of a wick and the noxious stench ought to be good clues that this stuff should not be quaffed. Nevvitz's Pea Shooter This misnamed object is a meter-long clay tube with a white arrow inscribed on the top. It is mounted on a tripod, and swivels 360 degrees. It is worthless until a lead ball, about the size of an orange, is put in the end opposite the point of the inscribed arrow. When the command word ("mush!") is spoken, the magic of the device propels the lead ball at an alarming speed, sufficient to blow through the interior and both sides of hull of a full-sized ship of war. In the open field, it shoots downrange approximately 700 meters. Crosswinds have very little effect on the projectile. The Shooter radiates a strong magical aura. Due to the strong nature of the propulsion, the charges the Shooter can hold are very limited, to a maximum of four. Invented mainly for use in ship-to-ship combat, this nasty item is currently mounted on the starboard railing of the "Life of Luxury." Among several practical items to his credit, it is one of the brainchildren of the wandering troublemaker, Evar Nevvitz, as a gift to Captain Evelyn Worthmilling for their romance during a voyage. Enjoy! And thanks to Carl for Enigma, giving me the idea to put up the stuff I had made for Evar Nevvitz. More should be forthcoming. - --Frobozz-- ________________________________________________________ Wanting Mystara material in your hand instead of in your computer? Your wait is almost over!! The Tome of Mystara is in publication! Visit our site for more information: http://sites.netscape.net/frobozzco/ Mystara Fthagn! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 14:54:16 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes? In a message dated 1999-06-19 11:01:35 Eastern Daylight Time, hoc@nvg.ntnu.no writes: > Here are some ideas: > A thug is a thief with fighter THAC0, but doesnt have a thiefs ability to > cast spells from scrolls. You could change other abilities too, but I dont > think that would be neccesary. What XP table would you use? I am undecided between those of a dwarf and a dwarf-cleric (similar to that of an elf, for those of you who do not have access to the Rockhome gazetteer). Either way, a thug should be able to gain "attack ranks" and further improve his thieving skills every 200,000 XP after reaching level 12. A compromise between the two tables might work out as follows: Level/XPs 1/ 0 2/ 3000 3/ 6000 4/ 12K 5/ 25K 6/ 50K 7/ 100K 8/ 200K 9/ 350K 10/ 500K 11/ 650K 12/ 800K *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 14:56:02 -0400 From: "Simon B. Sinister" Subject: Re: [MYSTARA] - Immortals From: Byron Molix > First off, yes I am. I got turned onto the article via a web-article > further explaining it, but I eventually tracked down the article itself. > If I was running Ravenloft I dare say it's as good as it gets. Have you seen the new SAGA / AD&D "Dragonlance Classics 15th Anniversary Edition" module? TSR finally printed guidelines for how AD&D clerics and mages operate using the Fifth Age SAGA rules, including everything from spellcasting to clerics vs. the undead. As much as I liked the "Saga of the Mists" article myself, it was nice to see the official rules for AD&D-style sorcery and magic, so to speak. I would think these same rules would be very hepful in a Mystara SAGA campaign, if not even more so than Dragonlance, since OD&D doesn't use spheres or schools. SIMON B. SINISTER *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 15:18:32 -0400 From: Jerry Hovenanian Subject: [MYSTARA] - Birth of the United Criers Guild (a bit long) As promised I have written a story about the start of the United Criers Guild. It is told by a guild member to all of you. I'm almost certain that I'll be writing similar stories about other events in the timeline. I apologize in advance for the length of this first one, I got a bit carried away. :) Lastly I would like to thank my friend (and editor) Charles Hover for "cleaning off" the rough edges of the story. Feedback is more than welcome and as always........Enjoy! - ---------------------------------------------------------------------------------- Good day, my name is Ramius Ironsword. My good friend Jerry has asked me to write about The United Criers Guild's history, and I think it's a good idea. I will no longer be doing as much writing as I once did and I know much of the subject, so it's best to give you what I can while I can. First a little about me... Race: Half-Elf [For those using OD&D, Ramius would be more of an Elf with Human blood. Ed.] Sex: Male Location: Trent Island, Ierendi (formerly of Darokin City, Darokin) Age: 38 Occupation: Writer/Adventurer Interests: I seek to keep the Immortals from interfering in the affairs of mortals beyond their needs. Trapping The Master's soul in a little blue jar and putting it over my hearth would also be an interest of mine. Now then. I am told Jerry gave you the basics of guild history, so I will expound on that and give you the back-story on some of the events. Beginning with a dwarf named Ragnar Belfarwarf and a Half-Elf named Delsonara da Satolas.[those using OD&D Delsonara would be more of an Human with Elf blood. Ed.] Delsonara was born to Lyidia Gliven and Diego da Satolas in 928. Diego was a merchant and met Lyidia on a trip to Darokin. The two wed and moved to Belcadiz to live where Delsonara was born. Lyidia was never happy in Glantri, the lifestyle never fit this woman of simple means. This, coupled with the fact Diego was gone half of the year and didn't want to leave, lead Lyidia to leave him and return to Darokin City with Delsonara. As Delsonara grew up she developed a strong dislike of Elves. She felt that they were greedy and selfish and started to resent the Elf in her blood. She looked for every reason to strike out against them but her mother wouldn't allow it. She had been studying a bit of magic in her free time to keep her mind clear, but when she was 28 her mother passed away, and it tore her apart. She changed her last name back to her mothers maiden name of Gliven and blamed her father for the poor conditions in which her mother died. She vowed never to let an Elf get away with wrong-doing again. She became a bounty hunter, only taking bounties on Elves. She did this work for many years, 15 to be exact. She drowned her pain in ale, and fed it with anger. She told me on her death bed, "Had a silly little dwarf not said to me, 'In all my travels, you are the most lovely thing the Immortals put on Mystara' I would have been long-dead by now." Ragnar was born to Belfar Belfinwarf and Faria Diawarf of Clan Skerrad of Rockhome in AC 867. Ragnar had an easy life growing up. He was from a well-to-do family of weaponsmiths, and growing up was trained in that art. He was always curious about the world he lived in, and when he was 55 sought to travel. His mother took him to a priest to see if he was bewitched. When it was proven that it was his own will to leave, his father almost killed him. In the end, they wished him well and hoped he would return home soon. One of the biggest losses of our time is that Ragnar never kept a journal of his travels. He wandered Mystara for 38 years before returning to this part of the world and settling in Selenica. Still skilled as a weaponsmith, he made a living there. His family always asked, "Did you have to wander the planet for 38 years to make your home only 200 miles away!?!". On Eirmont 24 of 963, his life changed. He was in the marketplace selling his goods when a Half-Elf walked past him. Instantly he knew he wanted to spend the rest of his days with her. It was love at first sight. He walked up to her and said, "In all my travels, you are the most lovely thing the Immortals put on Mystara!". She pushed him aside and gave him a nasty look. He followed her around as she went from shop to shop getting supplies. She confronted him and threatened him. He stood his ground. She kicked him in the head and walked away. In recorded history a Dwarf never took "No" for an answer and it was not to happen then either. Ragnar gathered his wits and followed Delsonara out of the city with nothing but the shirt on his back. She spotted him. Then calmly walked up to him and said, "I'm hunting a bounty on an Elf who has been stealing from farms. If you get in my way I will beat the bounty out of you!" Ragnar was not about to let silly threats get in the way of his heart. He followed her for a day to a farm south of Ft. Hobart where she waited for the thief to strike. When night fell she used her magic to make herself stealthy and went looking for the thief. Ragnar had been trained to hunt by an Atruaghin hunter and didn't need such tricks. They scoured the fields looking for the bandit, with no luck till around midnight. Delsonara and Ragnar, looking separately, heard a sound off in the distance. They both moved in on it. Delsonara found an Elvin woman and two Elvin children trying to keep still. She jumped out and threatened them, keeping them at bay while she tried to figure out what was happening. It was then that Ragnar came toward her with a male Elf who begged of her, "Please don't harm my family, I was stealing to feed them during the upcoming winter." In that moment she saw that an Elf could care about his family. The fires that drove her hatred were extinguished all at once, by this simple act of desperation. All the hate she had built up over all those years came out in that field, in the form of tears. Ragnar held her there the whole night. He knew that she needed to heal, and the best way he could think of was to show her some of the places he had been to. So they packed up and set out looking for adventure. They returned to Selenica after 5 years, not having had the best luck. But the voyages were not a loss, Delsonara sprit was healed. Every now and then for the next 8 years they would take up a quest, but time was catching up with them. As middle age settled in, they did less and less of it. In 987 Ragnar was tired of questing and wanted to settle down for good. He asked Delsonara for her hand in marriage. She accepted. This caused a firestorm of rumor around Selenica. It was almost unheard of for a Human and a Dwarf to be wed. Nevermind a Half-Elf and a Dwarf. One of the many rumors that was going around was that Delsonara was carrying Ragnar's child and Ragnar was honor-bound to marry her. This rumor was false, but it struck a cord with an Elf named Alcar. He was horrified that Elvin blood might mix with Dwarven, and set to destroy them. Alcar hatched a venomous plan. He went to Ragnar and Delsonara with a treasure map. He sold the map to them for 5000 gp and 1/3 of whatever they found. Realizing this might be their last chance to strike it rich, they decided to go hunt for the treasure. The journey did not take them far from Selenica, just up into the mountains between Darokin and Rockhome. They found "X" rather easily, as it was a large cave. As they descended into the cave, they saw a few coins scattered about. Still deeper they went, when Ragnar stopped, looked at the ground, and jumped at Delsonara pinning her to the cave wall as a giant flame came up the cave. A moment later a large blur passed Delsenora's eyes just as she and Ragnar were knocked to the ground. When she could see well again her attention turned to Ragnar. He had blocked the fire from hurting her but was badly injured himself. This was the second time he had saved her, many years before he saved her soul, now he saved her life. She attempted to teleport home, but to no avail. She would have to single handedly slay the dragon if Ragnar was to live. After casting a spell to protect herself from the beast's flame, she grabbed Ragnar's sword and headed out of the cave. The dragon was sitting on some rocks in the distance when she emerged. It's wings stretched out and it's blood-red scales shimmered in the mid-day sun. "You feel your magic is not powerful enough to destroy me Delsonara? I was looking forward to a duel." Acarastarral said menacingly. "How do you know my name?" she asked skeptically, clutching her husband's sword tighter. "Alcar told me. He wants you to know that this is what happens when you betray your Elvin blood and take a Dwarf as your mate. So now I will end this with wing and claw." she finished with a terrifying roar and began to take flight. Just as Acarastarral took off, Delsonara readied the only spell that would save her from the teeth and claws of Acarastarral. As she swooped down on her, she let fly a wall of force. Acarastarral tried in vain to stop in time, her neck snapping on impact with the wall. Delsonara went to Ragnar's side and they returned to Selenica. No cost was too great to get Ragnar healed, but it was in vain. For some reason that eluded the healers, magic would not or could not heal his wounds, and he would have to heal on his own. It was later believed that some dark and ancient spell that lingered in the dragon's lair had done this to him. As Ragnar went about the long and painful process of healing, Delsonara enlisted the aid of and old friend of Ragnar's to retrieve the treasure from Acarastarral's lair. Aldwin was more than happy to help. The two of them spent weeks moving the treasure back to be counted. After taxes, the amount was just over twenty-one million Daros! Delsonara only had one thing left to do. Take revenge on Alcar. She left Selenica with a scroll that would be her revenge. Once again the fire returned inside her as she hunted the Elf down. Using her skills as a bounty hunter, along with her various contacts, it took only one week to find him at a tavern in Darokin City. "Alcar!" she screamed across the room with all her might. He glanced over at her slowly. It took a moment for his mind to process the information. Suddenly the realization hit him like a club. In a flash he bolted for the rear door of the tavern, leaving only the stench of fear (and his loincloth) behind. Delsonara followed. She chased him all over the city, toying with him, but in the end he ran down the wrong ally and was trapped. "Do me the honor of killing me quickly." he stammered at her. Without saying a word she placed the scrollcase in his hand. "What is this?!?" Alcar uttered. "Open it!" Delsonara shouted. Alcar reluctantly opened the case and a letter fell to the ground. "Pick it up and read it!" she demanded. Alcar was amazed to find that it was a letter of credit for just over 7,000,000 Daros. He fainted and Delsonara was seen coming out of the ally with the biggest, silliest grin, and this is a quote, "in recorded history." When she returned to Selenica, she found Aldwin nursing Ragnar back to health. "Delsonara, so glad you have returned. Ragnar is doing better." He paused briefly, glancing at each of them, "There is something I need to speak with you two about." A look of mischief played across his face. "I have an idea for a business......." - -- Jerry Hovenanian clumsydwarf@usa.net http://www.geocities.com/Area51/Dunes/7295/ ICQ# 18008809 AIM ZMJTCD The Quill is more durable than the sword, more mystical than the spellbook, more revered than the holy symbol and more deadly than the poison.... for it is the bringer of the most potent...Truth *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 15:33:19 -0400 From: "Simon B. Sinister" Subject: [MYSTARA] - Rangers, Druids, and Thugs (I snipped all of the quotes so that this e-mail's length isn't completely out of control!) From: > I worked that one out a long time ago. The ranger is an advanced option for > fighters along the pattern of paladins and avenger. Thanks! It looks like you've put quite a bit of thought into this. I would never have thought to use the wokan spells, but that seems much more in keeping with the concept of a ranger than if he or she simply had access to M-U spells. On a similar woodland topic, how do most of you handle clerics becoming druids -- are 1st through 9th level clerics seen as some sort of initiate (rather like WFRP's approach to druids) who hasn't been bound by the same restrictions as a druid, or is the entire thing seen as a sort of immediate conversion that comes out of the blue? For example, why would clerics on their way to becoming druids acquire powers over the undead (1st level) only to lose them again (9th level), while at the same time merrily handling metal things only to develop a sudden aversion to them? It all seems very arbitrary to me, but maybe I'm just not seeing it properly. My apologies if this is the sort of thing that's been dealt with recently, as I seem to have missed the entire druid discussion shortly before I joined the list. From: Håvard Rønne Faanes > Here are some ideas: > A thug is a thief with fighter THAC0, but doesnt have a thiefs ability to > cast spells from scrolls. You could change other abilities too, but I dont > think that would be neccesary. Like Kaviyd, I'm not sure what sort of experience table to use with thugs. Trading spellcasting from scrolls for the ability to use a fighter's THAC0 and to slay someone with a single blow seems like much more of a gain than a loss, so I'd hesitate simply treating them as thieves. SIMON B. SINISTER *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 16:23:59 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Rangers, Druids, and Thugs In a message dated 1999-06-19 15:45:50 Eastern Daylight Time, simonbsinister@home.com writes: > Like Kaviyd, I'm not sure what sort of experience table to use with thugs. > Trading spellcasting from scrolls for the ability to use a fighter's THAC0 > and to slay someone with a single blow seems like much more of a gain than a > loss, so I'd hesitate simply treating them as thieves. The Rules Cyclopedia makes it even worse by giving them use of the monster THAC0 table, which is noticeably superior to that of fighters for 1-12 hit dice/ levels. I would definitely use the Elf XP table if you give thugs the monster THAC0. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 16:23:58 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Rangers, Druids, and Thugs In a message dated 1999-06-19 15:45:50 Eastern Daylight Time, simonbsinister@home.com writes: > On a similar woodland topic, how do most of you handle clerics becoming > druids -- are 1st through 9th level clerics seen as some sort of initiate > (rather like WFRP's approach to druids) who hasn't been bound by the same > restrictions as a druid, or is the entire thing seen as a sort of immediate > conversion that comes out of the blue? For example, why would clerics on > their way to becoming druids acquire powers over the undead (1st level) only > to lose them again (9th level), while at the same time merrily handling > metal things only to develop a sudden aversion to them? It all seems very > arbitrary to me, but maybe I'm just not seeing it properly. The refusal to handle metal armor and weapons makes sense as an "advanced vow" -- just as clerics give up the ability to wield edged and pointed weapons in combat in return for their ability to cast cleric spells, druids further give up the ability to use metal weapons and armors in return for yet more spells. But the loss ability to turn undead makes no sense at all -- D&D druids are not granted any ability that provides sufficient compensation for the loss of that power. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 17:08:24 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - A couple of items In a message dated 19/06/99 19:41:35 GMT Daylight Time, sg96d355@drexel.edu writes: > Inspired by CarlQ's wonderful material, I've decided to make a go of a > few of my own creations. They're supposed to be pretty powerful (and my > brains are mush right now), so if they don't fit your definition of > powerful, it can be easily fixed. > > Comments, flames, and ciritcisms are welcomed. Well, maybe not flames :) With an intro like that, how can I not respond? :-) > Potion of Flaming Death Greek Fire comes to Mystara...this is a great item. I can see hapless PCs picking up one of these items in the dark, then looking for any details on it by torchlight - Flame-Grilled Whopper, anyone? ;-) I love the idea of "explodestools", too; can we please have some more details of these? > Nevvitz's Pea Shooter This is terrific, too. And what a romantic gift for Captain Worthmilling....forget the flowers and chocolates, give your loved one a magical mortar for Valentine's Day ("oh darling, you shouldn't have...)! Hmm...I wonder if my wife will get me one of these.... > Enjoy! And thanks to Carl for Enigma, giving me the idea to put up the > stuff I had made for Evar Nevvitz. More should be forthcoming. I can't wait! Mr Newitz sounds like he'd be a lot of fun at parties! ;-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 20 Jun 1999 00:50:10 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Rangers, Druids, and Thugs On Sat, 19 Jun 1999, Simon B. Sinister wrote: > From: Håvard Rønne Faanes > > Here are some ideas: > > A thug is a thief with fighter THAC0, but doesnt have a thiefs ability to > > cast spells from scrolls. You could change other abilities too, but I dont > > think that would be neccesary. > > Like Kaviyd, I'm not sure what sort of experience table to use with thugs. > Trading spellcasting from scrolls for the ability to use a fighter's THAC0 > and to slay someone with a single blow seems like much more of a gain than a > loss, so I'd hesitate simply treating them as thieves. How about using the fighter experience table. But then I would also give the thugs at least 1d6 hp per level. I dont like the idea of giving too many human classes attack ranks. In fact I removed attack ranks completely from my old game. Haavard *** Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 19 Jun 1999 22:07:32 -0700 (PDT) From: Shane Henry Subject: [MYSTARA] - Test message/Re: Caverns of Quasqueton Sorry for the duplication, but I'm sending this message again in hopes of correcting the format problems I had the first time I posted it. (Shane) In a message dated Tue, 15 Jun 1999 19:12:57 -0700 writes: >In the Return to the KotB, they renamed the "Cave of the Unknown" on the area map to "Qasqueton"--although that doesn't make any sense as a placement for the original B1. I agree that the new *Return to the Keep on the Borderlands* placement of the Caverns of Quasqueton together with Castellan Keep is inconsistent with the previously established location of the two (discounting the fact that they have also apparently made a planetary leap from Mystara to Oerth). As far as I know, the only official Mystaran location for the Caverns of Quasqueton is in the *B1-9, In Search of Adventure* compilation. Apparently Quasqueton lies vaguely in northwestern Karameikos, somewhere conveniently between The Forest of Carm (itself "several hours travel" north of Threshold [p14]) and the western town of Luln. The Caverns are an optional side-trip on the western route in the Adventure Flow Chart [p6]--between "The Hall of Rock" scenario (originally *B8, Journey to the Rock*), and "The Great Escape" (originally part of *B9, Castle Caldwell and Beyond*). See the brief 5-line bit about Quasqueton at the end of the interlude on p23. The compilation leaves out Quasqueton's "stock-your-own" dungeon dressings, but at least prints the maps to the place. On the other hand, Castellan Keep lies "eastward...far upriver" and "past Kelvin" [p6,35]. The Keep is mentioned briefly as a base for the compilation's "The Caves of Chaos" scenario (plucked and trimmed from the original *B2, The KotB*). Not surprisingly, it is on the eastern route of the Adventure Flow Chart. Interestingly, in the original *B1, In Search of the Unknown* there is no mention of a Known World location for Quasqueton (which makes sense in that I don't think the Known World had been revealed yet, apart from Blackmoor--is that right?). Rather, "the stronghold can be considered within any one of the following lands--the Barony of Ratik, the Duchy of Tenh, or the Theocracy of the Pale"[p6]. So, it is ironic that Quasqueton has more precisely made a journey from Oerth to Mystara and back to Oerth again! I'm not very familiar with the World of Greyhawk--does anybody know if any of the three above locales match the recent placement of the new "Return to the KotB". Also, since I don't have a copy of either the original KotB or the "Return...", does anyone know if the "Cave of the Unknown" from the original B2, the "Caves of Chaos" from B1-9, and the newly named "Quasqueton" from "Return..." are really the same dungeon? And finally, I would be interested to hear peoples' views on exactly where the various adventures in the B1-9 compilation officially (or unofficially) lie (with reference or reasoning or both). Shane (MML newbie) _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 20 Jun 1999 00:36:04 -0500 (CDT) From: Byron Molix Subject: [MYSTARA] - Storytelling Magic was Re: Immortals On Sat, 19 Jun 1999, Simon B. Sinister wrote: > From: Byron Molix > > > First off, yes I am. I got turned onto the article via a web-article > > further explaining it, but I eventually tracked down the article itself. > > If I was running Ravenloft I dare say it's as good as it gets. > > Have you seen the new SAGA / AD&D "Dragonlance Classics 15th Anniversary > Edition" module? TSR finally printed guidelines for how AD&D clerics and > mages operate using the Fifth Age SAGA rules, including everything from > spellcasting to clerics vs. the undead. As much as I liked the "Saga of the > Mists" article myself, it was nice to see the official rules for AD&D-style > sorcery and magic, so to speak. > > I would think these same rules would be very hepful in a Mystara SAGA > campaign, if not even more so than Dragonlance, since OD&D doesn't use > spheres or schools. > > SIMON B. SINISTER > I've seen the Dragonlance product, and while I don't own it yet I'm still thinking of getting it. The official word in that book seems to be spellcasting is always an average action, and narrators should look up the spells listed in a player's handbook and so forth. I don't care for the former since it means that my players will often try to cast a spell that they shouldn't be able to. It also means that they can't cast easier spells with any modicum of difference. Wish is just as easy as Light. I prefer using a slightly modified version of the alternate spell system. Spells are Easy, Average or Challenging, etc. The thing I don't like about the 'Raistlin can cast these spells and only these spells' thing for SAGA is that it's too rigid for a storytelling system. I'm trying to create a living breathing world, rather than convert AD&D or OD&D directly into the SAGA system. It's one reason that I skim over most spell entries and read artifacts. Artifacts I can just drop into my campaign. Spell use varies once you get past the standard attack spell, charm and sleep effects. You'll probably notice that I mention the Average difficulty thing as an aside in my web document (as soon as I upload that section). I can't do more than mention it though, so I can't possibly detract from sales of the Dragonlance Classics book. So... I saw it, I'll probably buy it later on, but I'm not using it. It's a shame really, given the structure of AD&D you would think they would validate the Martin article, maybe expand upon it. As for OD&D not using spheres or schools, I'd say that concept wasn't put in because it wasn't thought of at the time, and when it was created, it was deemed too advanced. I actually harken to an article about OD&D magic I read somewhere about changing the special effects of spells cast by wizards. It works something like this. Wizard A likes flashy eruptions of light, Wizard B likes fire. They both have Magic Missile, Teleport and Phantasmal Force memorized. When Wizard A casts any of these spells, his trademark eruption of light goes off to cause damage, or produces his illusion. Wizard B's illusion rises out of a nearby bonfire, and when he teleports it looks like he's consumed by flames. I take this to heart and take it one further. There are usually at least 2 ways to do most spell effects in SAGA. How you do it is up to you. I'd rather see someone creatively turn their Alteration magic school into something besides transmutation and levitation. Those spell effects then become part of their style, and students will eventually ask to see the spell in action so they can learn the effect. Maybe even asking to study under him for a good long while. Given that my players are AD&D converts, I may be waiting a long time for this to happen, but eventually it will. They were extremely creative using the Marvel SAGA system, which has much narrower definitions of powers. I give them the tools and I only have to say "But Asterius wouldn't approve of using Sphere of the Charlatan to create an illusory dragon." once every two sessions or so. Byron *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #265 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message.