========================================================================= Date: Sat, 29 Jul 2000 06:25:13 EDT Reply-To: Mystara Sender: Mystara From: David Knott Subject: Re: Immortals in 3E MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 2000-07-27 1:37:27 PM Eastern Daylight Time, therusty@SUPPORT.VALLNET.COM writes: > I was curious to know if anyone is currently working on Priest spell lists by > diety for 3E. I'm looking to start a new campain in August, and want to know > what areas of magic a priest of Immortal X should get. Is anyone already > working on this? As a first cut, I would suggest trying to match up the special powers given to clerics in such sources as WotI with clerical domains. The Mystara3E group will probably get started on that once the PHB is out and we have the full lists of spells and domains, but if your campaign is starting in August our treatment of it may not be ready in time. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 29 Jul 2000 16:20:34 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: Re: [5 Shires] Wit's End MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable In a message dated 7/27/00 7:36:25 PM Eastern Daylight Time, lby3@LBY3.COM=20 (BEAU) writes: << "I once sent a group into a room with chains, spikes, and=20 << blades hanging from the ceiling. [paragraph snipped] . . .As they << are all huddled and prepared for death, the counter approaches zero ...=20 << The counter hits zero and the door opens." =20 Beau, thank you for your posts, all your Shire material is excellent=20 (& I hope to use it), and the above room is classic! It reminds me of a room I did in a thieves' underway beneath Thyatis=20 city. =20 It was circular, with a 5' thick, wood "column" (actually an axle) in the=20 center=20 that extended above the ceiling & below the floor (through holes). About 25= '=20 below the floor, this wooden axle was attached to a horizontal water "wheel"= =20 (more like a rotor) amidst an underground channel filled with strong-flowing= =20 water. The water turns the wheel & axle (for some use above ground) AND=20 the hook, blade & spike-tipped chains that extend to within three inches of=20 the chamber's wall. The release "lever" was above the door, disguised=20 within a greco-roman style frieze of a man's smiling face whose unnaturally=20 long tongue is loled out in the age-old mocking expression. An identical=20 frieze above the only other entryway was visible from where the PCs=20 entered (about 135 degrees of the circle between openings). The players=20 guessed (after a few very-excruciating minutes) that the tongue was the=20 release. Someone then bravely slid a hand up between wall & spinning=20 blades to dextrously pull the lever. The waterwheel slowly grinds to a halt=20 in about 20 seconds (metallic screech heard) with the chains gradually=20 lowering until they drag on the floor before stopping. I ran the dungeon=20 later for another group & they surmised the tongue was the release immedi- ately, so I made it so high that someone had to be lifted up to reach it=20 (devious & cruel, I know)! Once stopped, the room is safe to pass, just=20 don't dawdle=E2=80=94the wheel is released after about 30 seconds! But I wa= s=20 kind, the axle & chains spin up slowly, so they have another 15 sec. to=20 exit. [A truly cruel GM would have players make DEX checks to avoid=20 tripping on chains as they rush to exit while the chains are spinning up!] I hope you plan to post more info about Wit's End. Could a wizard have=20 helped ol' Wit with his more magical traps, which is why people think he=20 was the wizard? Or did you intend for him to be that wizard in disquise? Shawn ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 17:56:58 -0700 Reply-To: Mystara Sender: Mystara From: Andrew Theisen Subject: Halfling Masters Unbalanced? Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Been going over the experience tables and stuff recently, for various reasons. One thing I've noticed is that the level system was a bit deceiving. A 5th level elf is not really equivalent to a 5th level fighter, etc. I think the new system is going to improve on this greatly- whereas experience values in the old system were the only real way of comparing classes. Anyway, I was going over the Halfling Master with a fine toothed comb last night. Is it me, or is this class very unbalanced? I mean, for the same experience value as a "regular" Halfling, you get the same combat chart, saving throws, and special abilities, with infravision, undead turning (as a cleric of equal level!) and spellcasting abilities thrown in. No drawbacks that I've been able to discern (save, perhaps, some roleplaying disadvantages). What does anyone else think of this? Too overpowering, or no? Beau, you're the resident Shires expert- what do you think? ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 18:28:03 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: Halfling Masters Unbalanced? In-Reply-To: <3.0.5.32.20000730175658.007ce550@pop.wans.net> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 17:56 7/30/00 -0700, Andrew Theisen wrote: >Anyway, I was going over the Halfling Master with a fine toothed comb last >night. Is it me, or is this class very unbalanced? I mean, for the same >experience value as a "regular" Halfling, you get the same combat chart, >saving throws, and special abilities, with infravision, undead turning (as >a cleric of equal level!) and spellcasting abilities thrown in. No >drawbacks that I've been able to discern (save, perhaps, some roleplaying >disadvantages). They also get boosted Denial powers, IIRC. >What does anyone else think of this? Too overpowering, or no? Beau, you're >the resident Shires expert- what do you think? How did THAT happen? Aren't Masters pretty much required to stay in the Shires to keep their powers? I think that alone would curtail most players from sending their characters down that path, since at the comparable experience levels, most player characters will be roaming the world and the multiverse (or will be pretty soon). Masters, IMO, are halfling paladins tied to a specific country. Given those restrictions, I doubt there's many non-NPC Masters about, and thus, the balance issues aren't as critical. Having said that, I'm hoping their conversion to 3E will make Halfling Master a balance prestige class. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 18:31:50 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: [5 Shires] Wit's End In-Reply-To: <42.8d91ba5.26b49692@aol.com> MIME-version: 1.0 Content-type: text/plain; charset="iso-8859-1" Content-transfer-encoding: quoted-printable At 16:20 7/29/00 EDT, SR Johnson wrote: ><< "I once sent a group into a room with chains, spikes, and=20 ><< blades hanging from the ceiling. [paragraph snipped] . . .As they ><< are all huddled and prepared for death, the counter approaches zero ...= =20 ><< The counter hits zero and the door opens." >=20 >Beau, thank you for your posts, all your Shire material is excellent=20 >(& I hope to use it), and the above room is classic! Well, if I didn't mention it before -- or maybe did so only in passing -- it should be noted many of the rooms for Wit's End were suggested on Usenet, and I just culled my favorites. The final versions, though, will be posted after I sic them on my players in August. > It reminds me of a room I did in a thieves' underway beneath Thyatis=20 >city. =20 >It was circular, with a 5' thick, wood "column" (actually an axle) in the= =20 >center=20 >that extended above the ceiling & below the floor (through holes). About 25'=20 >below the floor, this wooden axle was attached to a horizontal water= "wheel"=20 >(more like a rotor) amidst an underground channel filled with= strong-flowing=20 >water. The water turns the wheel & axle (for some use above ground) AND=20 >the hook, blade & spike-tipped chains that extend to within three inches of= =20 >the chamber's wall. The release "lever" was above the door, disguised=20 >within a greco-roman style frieze of a man's smiling face whose unnaturally= =20 >long tongue is loled out in the age-old mocking expression. An identical= =20 >frieze above the only other entryway was visible from where the PCs=20 >entered (about 135 degrees of the circle between openings). The players=20 >guessed (after a few very-excruciating minutes) that the tongue was the=20 >release. Someone then bravely slid a hand up between wall & spinning=20 >blades to dextrously pull the lever. The waterwheel slowly grinds to a halt= =20 >in about 20 seconds (metallic screech heard) with the chains gradually=20 >lowering until they drag on the floor before stopping. I ran the dungeon= =20 >later for another group & they surmised the tongue was the release immedi- >ately, so I made it so high that someone had to be lifted up to reach it=20 >(devious & cruel, I know)! Once stopped, the room is safe to pass, just=20 >don't dawdle=E2=80=94the wheel is released after about 30 seconds! But I= was=20 >kind, the axle & chains spin up slowly, so they have another 15 sec. to=20 >exit. [A truly cruel GM would have players make DEX checks to avoid=20 >tripping on chains as they rush to exit while the chains are spinning up!] That's eeeevil! >I hope you plan to post more info about Wit's End. Could a wizard have=20 >helped ol' Wit with his more magical traps, which is why people think he=20 >was the wizard? Or did you intend for him to be that wizard in disquise? Heh. I actually intended Wit to be an excuse to use the name "Wit's End" and a means for putting all these silly retro dungeon crawl rooms in one spot. But I'm most interested in the idea of the High Heroes (hin Immortals) and, once I get my hot little hands on WotI, I'll likely work on seeing what he'd look like as one of those before I make a final decision. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 18:40:10 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Rockhome help needed MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" For my Wit's End dungeon next month, I'm looking to include seven (I know, I know, I'm corny) evil/antagonistic Rockhome dwarves who have snuck into the Shires and have broken into the dungeon originally built by their ancestor, Duncanthrax. Alas, all my eBay attempts to get my hands on the Rockhome gazetteer have ended in failure. Thus, I turn to y'all: 1) Is there a clan these dwarves would most likely belong to? They're unpleasant, power-hungry and descended from a great general and dungeon-builder. 2) What sort of mounts would Rockhome dwarves ride above ground? I keep wanting to include shaggy ponies in Mystara, but I can't find any canonical references to the types I'm picturing (like Shetlands). 3) Given Wit's End inspiration (old school text adventure games), it's obvious these dwarves have to use throwing axes as a primary weapon. But is there anything else in Rockhome culture that would make nice touches for these guys? 4) Finally, names. My players tend to get in conversations with their antagonists, and it'd be nice not to have to make these up on the fly. Part of me wants to go all-out-cheesy and give the dwarves modified names from Disney's "Snow White," but I was hoping someone might have better ideas of linked/similar Rockhome names. Any thoughts? Thanks in advance for whatever help y'all can offer. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 19:28:01 -0700 Reply-To: Mystara Sender: Mystara From: Andrew Theisen Subject: Re: Rockhome help needed In-Reply-To: <3.0.5.32.20000730184010.007ab390@10.1.1.1> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" At 06:40 PM 7/30/00 -0700, you wrote: > > 1) Is there a clan these dwarves would most likely belong to? They're >unpleasant, power-hungry and descended from a great general and >dungeon-builder. The Hurwarf and/or Torkrest clans are the most likely I can think of. The Hurwarfs are an isolationist clan, while the Torkrest are the most military minded clan (most of the army is made up of Torkrests). You might consider making them a member of one of the Secret Societies also. For example, the Thorns are a secret society of dwarves that harasses the elves of Alfheim periodically; the Hammer is a society (mostly Torkrests) that exists to "keep the wretched Wyrwarfs and other farming families in their place." I'd suggest the dwarves be of one of the above clans, and perhaps a secret society that dislikes the Shires and halflings for their part in defeating the dwarves takeover of that land so long ago. > 2) What sort of mounts would Rockhome dwarves ride above ground? I keep >wanting to include shaggy ponies in Mystara, but I can't find any canonical >references to the types I'm picturing (like Shetlands). It doesn't really say, although it mentions that draft horses are the most common type of horse in Rockhome, with riding horses nearly as frequent (no war horses). I'd guess just large ponies. There really isn't any reference to any specific type of horse that I recall in any gaz. > 3) Given Wit's End inspiration (old school text adventure games), it's >obvious these dwarves have to use throwing axes as a primary weapon. But is >there anything else in Rockhome culture that would make nice touches for >these guys? Not really. There are some nice drawings of dwarven weapons, but no text or descriptions to accompany them. There's a sort of scimitar looking curved sword, a sword that flares out at the end like a leaf (possibly doing more damage? A dwarven bastard sword or something?) a lot of interesting looking polearms (including a spear-like one with two flails at the end), and lots of axes (including two double bladed ones). > 4) Finally, names. My players tend to get in conversations with their >antagonists, and it'd be nice not to have to make these up on the fly. Part >of me wants to go all-out-cheesy and give the dwarves modified names from >Disney's "Snow White," but I was hoping someone might have better ideas of >linked/similar Rockhome names. Any thoughts? Hmm... interesting. I'll look over the language chart and see if I can come up with something... ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 19:35:25 -0700 Reply-To: Mystara Sender: Mystara From: Andrew Theisen Subject: Re: Halfling Masters Unbalanced? In-Reply-To: <3.0.5.32.20000730182803.007ac4b0@10.1.1.1> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" At 06:28 PM 7/30/00 -0700, you wrote: >At 17:56 7/30/00 -0700, Andrew Theisen wrote: > >>What does anyone else think of this? Too overpowering, or no? Beau, you're >>the resident Shires expert- what do you think? > > How did THAT happen? Probably because you're the one person I've ever seen on this list who absolutely loves Gaz8: The Five Shires. :) And because you've been doing so much with it lately. I just sort of nominated you as our resident expert. It's a badge of honor, really- Geoff is the resident Carnifex and Outer Being expert; Thibault's the resident Cartographer; etc. > Aren't Masters pretty much required to stay in the Shires to keep their >powers? I think that alone would curtail most players from sending their >characters down that path, since at the comparable experience levels, most >player characters will be roaming the world and the multiverse (or will be >pretty soon). Masters, IMO, are halfling paladins tied to a specific >country. Given those restrictions, I doubt there's many non-NPC Masters >about, and thus, the balance issues aren't as critical. True, which is, I imagine their "built-in" balancer. However, given that Masters over a certain level (32? I think?) can freely travel outside of the Shires, when you look at their abilities compared to a non-Master of equal experience, the differences in power levels is pretty amazing... For me, I'd prefer they either have some additional experience penalties, or else detail their roleplaying disadvantages more explicitly than in the book. As you say, though, it's really not much of an issue, I suppose. Only if you're looking at it from a power abuse sort of position, which I admit I was (not initially, I was mostly looking at it to see how it could translate to 3rd edition terms.) > Having said that, I'm hoping their conversion to 3E will make Halfling >Master a balance prestige class. That's kind of what I was hoping to do, but I'm really not sure how to go about it at this point. It seems that a prestige class will probably greatly reduce the power levels of Masters (which may not be a bad thing, considering). As it stands, they might work out just as well as simple halfling cleric/druid types- with different spell lists and abilities (ie, a completely different class altogether.) I don't know, though. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 20:14:51 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: Halfling Masters Unbalanced? In-Reply-To: <3.0.5.32.20000730193525.007cfbf0@pop.wans.net> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 19:35 7/30/00 -0700, Andrew Theisen wrote: >>>What does anyone else think of this? Too overpowering, or no? Beau, you're >>>the resident Shires expert- what do you think? >> How did THAT happen? >Probably because you're the one person I've ever seen on this list who >absolutely loves Gaz8: The Five Shires. :) > >And because you've been doing so much with it lately. I just sort of >nominated you as our resident expert. It's a badge of honor, really- Geoff >is the resident Carnifex and Outer Being expert; Thibault's the resident >Cartographer; etc. Ha! In that case, I accept. (If I ever end up in Mystara, it'll probably mean I won't have to buy my own dinner in the Shires.) >> Having said that, I'm hoping their conversion to 3E will make >Halfling >>Master a balance prestige class. > >That's kind of what I was hoping to do, but I'm really not sure how to go >about it at this point. It seems that a prestige class will probably >greatly reduce the power levels of Masters (which may not be a bad thing, >considering). As it stands, they might work out just as well as simple >halfling cleric/druid types- with different spell lists and abilities (ie, >a completely different class altogether.) > >I don't know, though. I'd make most of their powers feats only available to them. F'r instance, if Denial was a feat available to hin with more than +5 to attack (in other words, a fifth level character), Masters could have Improved Denial for one of their potential feats, along with Darkvision (although Low-Light Vision might make more sense, as might just making it a base ability that improves with the Master's level), Turn Undead and so on. I'd keep their spell and combat progression intact as "core" abilities, and use a 3E version of the Gaz8 Masters spell list, off the top of my head. In other words, what the Gazetteer lists as Master powers are what all Masters might have, but not what any given Master has. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 06:44:22 +0200 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Thyatis Character Reference MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Take a look at www.geocities.com/talerio/ and drop a line if you have interesting characters or ideas... The members of the Rehersal group are by now Scaevola, Agathokles and Porphy... Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 30 Jul 2000 22:59:31 +0000 Reply-To: Mystara Sender: Mystara Comments: Authenticated sender is From: Mike & Rebecca Harvey Subject: Re: Rockhome help needed In-Reply-To: <3.0.5.32.20000730184010.007ab390@10.1.1.1> MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT > For my Wit's End dungeon next month, I'm looking to include seven (I know, > I know, I'm corny) evil/antagonistic Rockhome dwarves who have snuck into > the Shires and have broken into the dungeon originally built by their > ancestor, Duncanthrax. Duncanthrax sounds more like a wizard than a dwarf. :-) > Alas, all my eBay attempts to get my hands on the Rockhome gazetteer have > ended in failure. Thus, I turn to y'all: > > 1) Is there a clan these dwarves would most likely belong to? They're > unpleasant, power-hungry and descended from a great general and > dungeon-builder. Dwarvish society has several social classes; at the very bottom are "The Wretched" (Hraken) which are largely convicts and prisoners of war. Your dwarves could be escaped convicts. (Dwarf society *does* have crazies, theives, bullies and thugs, homicidal maniacs, and so forth...) As to clan, one good possibility is the Wyrwarf clan, the lower class clan of farmers, criminals, descendants of criminals, and outcasts. They are generally despised in dwarven society and have fewer opportunities. Maybe your seven dwarves are Wyrwarfs who got tired of having "no future" and decided to leave Rockhome in search of better opportunities. Some other cultural ideas you could incorporate: -- Dwarves who are unable to work become edgy, uncomfortable, and irritable. Adventuring dwarves spend a lot of time planning with portable drafting kits, or carry craftsman's tools to keep in practice. -- A normal night's sleep for dwarves is 6 hours. For recreation they like to tell stories, feast and swill booze, gamble, wrestle, and dance. -- There is no sexual discrimination, and female dwarves are represented in every profession as equals -- and they are not bearded. -- Dwarves think little of fancy clothing and wear utilitarian outfits in muted colors, such as brown rust or black. They wear heavy cloaks and felt caps outdoors. For ornamentation they prefer metalwork. However adventuring dwarves tend to leave their valuables at home with their families. If they carry any jewelry it will be of the plainer variety, and will be hidden on their person so as not to attract thieves. -- Dwarves generally do not eat (or need) green vegetables. They are able to survive in fungus and water, but prefer to import surface food. They are excellent planners and tend to be well provisioned. -- Rockhome coinage include the Sun (gold/10gp), Trader (gold/1gp), Moon (silver/1gp), Star (silver/1sp), Stone (copper/1gp). Adventuring dwarves are expected to give one-third of their income to the Rockhome government as a tax. Dwarves who cheat are likely to be reviled and cut off from their families. -- Dwarves have no written legal code, but rather rely on tradition and historical precedent. Murder is a capital crime and can result in permanent exile (hint, hint). -- All dwarves are well trained for military service and acquire weapons and armor before age 20. There are no "civilian" dwarves. -- Dwarves are annoyed by cats and are ambivalent toward dogs. > 2) What sort of mounts would Rockhome dwarves ride above ground? I keep > wanting to include shaggy ponies in Mystara, but I can't find any canonical > references to the types I'm picturing (like Shetlands). In the caverns of Rockhome dwarves ride nocturnal two-legged lizards, but these die quickly on the surface. The gazetteer does specifically mention horses and ponies as domestic animals (p47). On page 71 it says that horses are used as draft animals and also for riding; mules are used for pack animals. p78 says that dwarves cannot ride draft horses or war horse, and have a -3 to riding rolls on regular horses. They prefer ponies, mules, donkeys, and cave lizards as mounts. > 3) Given Wit's End inspiration (old school text adventure games), it's > obvious these dwarves have to use throwing axes as a primary weapon. But is > there anything else in Rockhome culture that would make nice touches for > these guys? Traditional dwarvish weapons are axes and hammers of various types; this includes the halberd, poleax, bardiche, and lochabar axe. Most dwarves carry a dagger, because it is a useful tool. For missile weapons they prefer crossbows. However dwarves are not limited to these weapons, and some carry swords instead of axes. > 4) Finally, names. My players tend to get in conversations with their > antagonists, and it'd be nice not to have to make these up on the fly. Part > of me wants to go all-out-cheesy and give the dwarves modified names from > Disney's "Snow White," but I was hoping someone might have better ideas of > linked/similar Rockhome names. Any thoughts? Dwarves have a single given name but no surname, instead using "son of" or "daughter of" to distinguish each other. Many dwarves also have descriptive epithets. Dwarves have a formal pattern of address which is used to introduce oneself to a stranger: "(name) [epithet], son of (name), and well-met." Dwarves will often formally and politely introduce themselves to an enemy before engaging in battle, as they prefer for an enemy to know the name of his slayer. The Gaz has a Tolkien-style list of name-elements, and instructions for generating both male and female names. If you want names with particular meanings I could try putting them together for you. Some example names from the Gaz are: Balin, Belfur, Bifin, Bofin, Dorfin, Doric, Dorto, Duric, Dwalur, Korin, Kuric, Morur, Oic, Orin, Thoric, Throic (male); Bali, Bifi, Bifia, Dia, Duris, Fara, Filia, Gilia, Goris, Kori, Koris, Nais, Noris, Thori, Thrais, Toris (female). > Thanks in advance for whatever help y'all can offer. Sure. I just got myself a battered copy of the Gazetteer (sans maps) so this was a good opportunity to dig through it. All the information I provided is direct from the gazetteer (but not quoted directly). Enjoy, and I hope you find a copy! Mike ---------------------------------------------------------------------- bing@iccom.com (formerly mike@cs.pdx.edu) Mike Harvey HTTP://www.iccom.com/usrwww/bing/home.html Beaverton, Oregon ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 00:49:14 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: Rockhome help needed In-Reply-To: <200007310600.XAA05087@smtp.zzz.com> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 22:59 7/30/00 +0000, Mike & Rebecca Harvey wrote: >> For my Wit's End dungeon next month, I'm looking to include seven (I know, >> I know, I'm corny) evil/antagonistic Rockhome dwarves who have snuck into >> the Shires and have broken into the dungeon originally built by their >> ancestor, Duncanthrax. > >Duncanthrax sounds more like a wizard than a dwarf. :-) It's a name I'm swiping from the inspiration for this adventure. And, um, it's been millennia since the dwarves ruled the future Five Shires and things change! Yeah, that's it. (Or just blame it on the Wizard of Frobozz ...) >Dwarvish society has several social classes; at the very bottom are >"The Wretched" (Hraken) which are largely convicts and prisoners of >war. Your dwarves could be escaped convicts. (Dwarf society *does* >have crazies, theives, bullies and thugs, homicidal maniacs, and so >forth...) Hmmm. That's a very Tarantino idea. I like it ... >-- Dwarves who are unable to work become edgy, uncomfortable, and >irritable. Adventuring dwarves spend a lot of time planning with >portable drafting kits, or carry craftsman's tools to keep in >practice. Or planning ambitious expansions to Duncanthrax's and Wit's complex. I like! >-- A normal night's sleep for dwarves is 6 hours. For recreation they >like to tell stories, feast and swill booze, gamble, wrestle, and >dance. Check. >-- There is no sexual discrimination, and female dwarves are >represented in every profession as equals -- and they are not >bearded. One of the brothers could be a sister. Check. >-- Dwarves think little of fancy clothing and wear utilitarian >outfits in muted colors, such as brown rust or black. They wear heavy >cloaks and felt caps outdoors. For ornamentation they prefer >metalwork. However adventuring dwarves tend to leave their valuables >at home with their families. If they carry any jewelry it will be of >the plainer variety, and will be hidden on their person so as not to >attract thieves. Felt caps, eh? Hmmm. >-- Dwarves generally do not eat (or need) green vegetables. They are >able to survive in fungus and water, but prefer to import surface >food. They are excellent planners and tend to be well provisioned. > >-- Dwarves have no written legal code, but rather rely on tradition >and historical precedent. Murder is a capital crime and can result in >permanent exile (hint, hint). You're convincing me! >-- Dwarves are annoyed by cats and are ambivalent toward dogs. When I was a kid, I had a picture book called (I think) "Kingdom of the Dwarves" in which, for some reason, it said dwarves kept ravens as pets. Anything like this with Rockhome dwarves? >Dwarves have a single given name but no surname, instead using "son >of" or "daughter of" to distinguish each other. Many dwarves also >have descriptive epithets. Dwarves have a formal pattern of address >which is used to introduce oneself to a stranger: > >"(name) [epithet], son of (name), and well-met." > >Dwarves will often formally and politely introduce themselves to an >enemy before engaging in battle, as they prefer for an enemy to know >the name of his slayer. Excellent. That's the sort of thing I like to do, as I feel it helps make the world seem more than a collection of critters to fight. >The Gaz has a Tolkien-style list of name-elements, and instructions >for generating both male and female names. If you want names with >particular meanings I could try putting them together for you. Some >example names from the Gaz are: Balin, Belfur, Bifin, Bofin, Dorfin, >Doric, Dorto, Duric, Dwalur, Korin, Kuric, Morur, Oic, Orin, Thoric, >Throic (male); Bali, Bifi, Bifia, Dia, Duris, Fara, Filia, Gilia, >Goris, Kori, Koris, Nais, Noris, Thori, Thrais, Toris (female). Hmmm. Between the help I've gotten, I think I've got a good idea of who these guys are: Seven related dwarves, six brothers and one sister, all criminals and originally of the Torkrest clan. One sibling, exiled for murdering someone discovering him (or her) in the act of thievery, causes a rockslide along one road which the siblings are part of a workcrew on the surface, clearing. They're sprung and hide out in the mountains of Darokin for a time before deciding to head to the complex their beloved ancestor (maybe his name could be tweaked to Duncin and I could find a homonym or something for "thrax") intended as the base of a great underground empire beneath the Shires ... >Sure. I just got myself a battered copy of the Gazetteer (sans maps) >so this was a good opportunity to dig through it. All the information >I provided is direct from the gazetteer (but not quoted directly). Thank you much! >Enjoy, and I hope you find a copy! I'm working on it! It's right below WotI on my list (which also includes Minrothad, Darokin and Wondrous Inventions. It's hardly worth mentioning that I want the Glantri gazetteer, since it goes for some much on eBay). BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 10:14:47 +0200 Reply-To: Mystara Sender: Mystara From: Ezio Pignatelli Organization: SISSA Subject: Halfling Master class unbalanced? MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="------------6890B458425D9B027EFE75F6" --------------6890B458425D9B027EFE75F6 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Andrew wrote: > Anyway, I was going over the Halfling Master with a fine toothed comb last > night. Is it me, or is this class very unbalanced? I mean, for the same > experience value as a "regular" Halfling, you get the same combat chart, > saving throws, and special abilities, with infravision, undead turning (as > a cleric of equal level!) and spellcasting abilities thrown in. No > drawbacks that I've been able to discern (save, perhaps, some roleplaying > disadvantages). > The "roleplaying disadvantages" you are talking about are pretty strong. Being forced to be in Shires would prevent your character to participate to most adventures, unless your campaign happen to be in the Shires, and well, in that case.... well, you know GAZ8. :)))) Both the halflings players I got in my 2 groups were happy to read about this powerful class, and declined the possibility to join, because of this disadvantage. I ended up thinking about it as -more or less- a NPC reserved class. And in that case, I got no balance problem at all. About the 32 level: I don't know, I never reached such a high level. :))). But you had to spend most of your life in the Shires, which usually (95% of the times) end up in the suicide of both the character and the player. :-D And after all..... where do you get xp in the Shires? :) -- Ezio Pignatelli --- SISSA -- Room 9 via Beirut 4 - 34014 Trieste - Italy Phone: +39-040-3787525 Fax:+39-040-3787528 mailto:pignatel@sissa.it http://www.sissa.it/ap/pignatel.html -- --------------6890B458425D9B027EFE75F6 Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit Andrew wrote:
Anyway, I was going over the Halfling Master with a fine toothed comb last
night. Is it me, or is this class very unbalanced? I mean, for the same
experience value as a "regular" Halfling, you get the same combat chart,
saving throws, and special abilities, with infravision, undead turning (as
a cleric of equal level!) and spellcasting abilities thrown in. No
drawbacks that I've been able to discern (save, perhaps, some roleplaying
disadvantages).


The "roleplaying disadvantages" you are talking about are pretty strong. Being forced to be in Shires would prevent your character to participate to most adventures, unless your campaign happen to be in the Shires, and well, in that case.... well, you know GAZ8. :))))

Both the halflings players I got in my 2 groups were happy to read about this powerful class, and declined the possibility to join, because of this disadvantage. I ended up thinking about it as -more or less- a NPC reserved class. And in that case, I got no balance problem at all.

About the 32 level: I don't know, I never reached such a high level. :))). But you had to spend most of your life in the Shires, which usually (95% of the times) end up in the suicide of both the character and the player. :-D And after all..... where do you get xp in the Shires? :)

-- 
Ezio Pignatelli --- SISSA -- Room 9 
via Beirut 4 - 34014 Trieste - Italy
Phone: +39-040-3787525 Fax:+39-040-3787528 
mailto:pignatel@sissa.it  http://www.sissa.it/ap/pignatel.html
--
  --------------6890B458425D9B027EFE75F6-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 11:17:16 CEST Reply-To: Mystara Sender: Mystara From: Federico Kaftal Subject: Mystic rule Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1; format=flowed Hi, all. In the Master rules, it's said that when Mystics fight with other Mystics for exercise, they'll get a +4 bonus to Hit Rolls. Can anybody tell me what's the meaning of this rule, since I understand that both Mystics would get the same benefit and therefore none of the two would receive any advantage over the other? Thank you. Federico ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 03:18:51 -0700 Reply-To: Mystara Sender: Mystara From: Andrew Theisen Subject: Re: Mystic rule In-Reply-To: <20000731091716.85300.qmail@hotmail.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" At 11:17 AM 7/31/00 CEST, you wrote: > >In the Master rules, it's said that when Mystics fight with other Mystics >for exercise, they'll get a +4 bonus to Hit Rolls. Geez... I'd forgotten all about that rule. Been a while since I looked at anything other than the Cyclopedia, and I know that (for all that I love the book) it left out some really interesting tidbits here and there... >Can anybody tell me what's the meaning of this rule, since I understand that >both Mystics would get the same benefit and therefore none of the two would >receive any advantage over the other? Well, it could potentially help either or both of them, since it effectively adds 20% to their chances to hit. In a game with a massive randomness factor (ie, the dice) that is pretty significant. So it isn't like the benefit cancels itself out simply because both combatants get it. If they both received a +4 to hit and a +4 to AC (for example) then it wouldn't really make any sense, but under the circumstances it works simply like giving them both a magical weapon or something. I imagine it is supposed to reflect the fact that both men are familiar with the fighting style of the other (same teachers and all) and thus are able to better anticipate their opponent's strengths and weaknesses. I might even rule that the +4 bonus only applies to Mystics of the same cloister fighting one another in my games. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 11:20:19 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: Re: Rockhome help needed MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > For my Wit's End dungeon next month, I'm looking to include seven (I know, > I know, I'm corny) evil/antagonistic Rockhome dwarves who have snuck into > the Shires and have broken into the dungeon originally built by their > ancestor, Duncanthrax. In an old issue of Imagine magazine there was a dungeon featuring the "Snow Dwarf", he had a ring which would summon the "Seven Wights" perhaps you could use that too for one of them > 2) What sort of mounts would Rockhome dwarves ride above ground? I keep > wanting to include shaggy ponies in Mystara, but I can't find any canonical > references to the types I'm picturing (like Shetlands). Ethengarian steppes ponies would suffice I think since there are reasonable relations between the nations. > 4) Finally, names. My players tend to get in conversations with their > antagonists, and it'd be nice not to have to make these up on the fly. Part > of me wants to go all-out-cheesy and give the dwarves modified names from > Disney's "Snow White," but I was hoping someone might have better ideas of > linked/similar Rockhome names. Any thoughts? There's the old standby of the "IN" clan. You know, Drink IN, Wench IN, Tunnell IN, Poach IN etc. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 11:37:16 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: Re: Mystic rule MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > In the Master rules, it's said that when Mystics fight with other Mystics > for exercise, they'll get a +4 bonus to Hit Rolls. > Can anybody tell me what's the meaning of this rule, since I understand that > both Mystics would get the same benefit and therefore none of the two would > receive any advantage over the other? > First off, they dropped this when they did the Rules Cyclopedia revamp of the class. I would assume though that it would refer to those of the same cloister who would be intimately familiar with the fighting style being used by their opponent, and the best way to breach their defence. Then again, maybe they just love beating the crud out of each other so much that the +4 signifies their sheer eagerness. Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 14:06:13 CEST Reply-To: Mystara Sender: Mystara From: Federico Kaftal Subject: Mystic rule Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1; format=flowed hmmm... so I'd guess this is sort of an OPTIONAL rule, basically meaning that a sport-fighting between friendly Mystics of the same cloister will not last very long... Not a very brilliant rule, indeed. Thanks for your interest, though. Federico ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 14:45:01 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: AD&D Kubitt Thief MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Just wondering if anyone ever did racial adjustments to thief skills for the little people? Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 06:48:50 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: Halfling Master class unbalanced? In-Reply-To: <39853577.C22D212C@sissa.it> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 10:14 7/31/00 +0200, Ezio Pignatelli wrote: >About the 32 level: I don't know, I never reached such a high level. :))). But you had to spend most of your life in the Shires, which usually (95% of the times) end up in the suicide of both the character and the player. :-D And after all..... where do you get xp in the Shires? :) Same place you always do, only shinier and happier. Right now I've got two players running hin characters through a modified version of the "Diablo II" quickstart game, which I've tweaked to be the beginning of a demiplane full of trapped demons, which is in turn, accessible by a book that's been brought into the country from Glantri (which I'm using like Robert E. Howard used Stygia: any time I need eeeevil magic in my 5 Shires or Karameikos games, it's Glantrian, since Alphatia took a dive ...). Next up, they're going exploring an ancient complex that dates from the dwarven rule of Loktal. After that, I'm either having them explore the lair of some ambitious/foolish orcs in the mountains north of Highshire or, depending on our mood, tossing them into a "Pirates of Penzance"-type adventure on the Sea of Dread. I'm also eager to see how nuts I can make them in Shireton, since one of the characters (a 3E-style hin bard) decided he was an urbane rake from the nation's capital. I'll lick this perceived problem with the country, although it may make me nuts doing so! BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 06:53:42 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: Rockhome help needed In-Reply-To: <004001bffad9$caf89840$ae8530d5@pauldool> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 11:20 7/31/00 +0100, Paul George Dooley wrote: > In an old issue of Imagine magazine there was a dungeon featuring the >"Snow Dwarf", he had a ring which would summon the "Seven Wights" perhaps >you could use that too for one of them Good old "Imagine" magazine! I wish there were more copies of it floating around on eBay; the few copies I have of the magazine are full of fun -- and very different in tone from "Dragon" -- ideas and adventures: I'm going to run my players through "The Great Paladin Hunt" some Saturday when we can't a regular group together. > Ethengarian steppes ponies would suffice I think since there are >reasonable relations between the nations. Yeah! Now I have a breed name for my M-Shetland ponies! Oh, and I solved the "problem" of having the Zork name of "Duncanthrax" applied to Rockhome dwarves: It's not really his name. The hin remember it that way, but it's really "Duncin the Bloody Axe," a reference to his martial prowess. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 11:10:31 -0400 Reply-To: Mystara Sender: Mystara From: SteelAngel Subject: Re: Halfling Masters Unbalanced? In-Reply-To: <3.0.5.32.20000730175658.007ce550@pop.wans.net> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII On Sun, 30 Jul 2000, Andrew Theisen wrote: > What does anyone else think of this? Too overpowering, or no? Beau, you're > the resident Shires expert- what do you think? Look who wrote the Gaz, and then ask yourself if the Hin are a bit munchkined. Ha! On a more serious note, the Hin masters are VERY powerful. Earthgrip in the hands of a high level master can wipe out a 36th level Magic User very quickly. However, these powers are only supposed to work in the 5 Shires. I was actually faced with this problem in one of my campaigns. I allowed limited powers outside of the Shires, and that seemed to work fine. Ethan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 10:27:53 -0500 Reply-To: Mystara Sender: Mystara From: George Hrabovsky Subject: Re: Halfling Masters Unbalanced? MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit In my campaign I allow the powers outside of the Shires, but only in "official" shires (those places where there are consecrated shrines that have Crucibles of Blackflame). If the crucible is stolen, then they lose the ability to weild their powers in that area. George ----- Original Message ----- From: "SteelAngel" To: Sent: Monday, July 31, 2000 10:10 AM Subject: Re: [MYSTARA] Halfling Masters Unbalanced? > On Sun, 30 Jul 2000, Andrew Theisen wrote: > > > What does anyone else think of this? Too overpowering, or no? Beau, you're > > the resident Shires expert- what do you think? > > Look who wrote the Gaz, and then ask yourself if the Hin are a bit > munchkined. Ha! > > On a more serious note, the Hin masters are VERY powerful. Earthgrip in > the hands of a high level master can wipe out a 36th level Magic User > very quickly. > > However, these powers are only supposed to work in the 5 Shires. > > I was actually faced with this problem in one of my campaigns. I allowed > limited powers outside of the Shires, and that seemed to work fine. > > > Ethan > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 14:18:22 -0500 Reply-To: Mystara Sender: Mystara From: Albert Edward Capt 552 CSG/SCXX Subject: DA1 Adventures in Blackmoor question? What is the vehicle pictured on the cover of the module DA1, Adventures in Blackmoor? Ted ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 14:51:13 -0500 Reply-To: Mystara Sender: Mystara From: George Hrabovsky Subject: Re: DA1 Adventures in Blackmoor question? MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit That is not a vehicle, it is a construct called a Juggernaut. And it is "only" a wooden one at that. George ----- Original Message ----- From: "Albert Edward Capt 552 CSG/SCXX" To: Sent: Monday, July 31, 2000 2:18 PM Subject: [MYSTARA] DA1 Adventures in Blackmoor question? > What is the vehicle pictured on the cover of the module DA1, Adventures in > Blackmoor? > > Ted > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 13:23:18 -0700 Reply-To: Mystara Sender: Mystara From: "Harvey, Michael" Subject: Re: Mystic rule MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" I don't have those rules, but I'll take a stab a why such a rule might exist: (1) Mystics fighting each other for practice know the combat is not lethal, they don't tend to "hold back" cautiously, so they are more aggressive and take more chances. This could be tied to honor; maybe it is more honorable for mystics (in a sparring match, with spectators) to score a hit than to merely survive, so when survival is not a factor, they go for the quick takedown instead. Finally, this is a practice match and when practicing you are supposed to take chances and stretch yourself. (2) High level mystics have pretty low ACs, which makes it hard to hit each other. Giving both combatants a +4 to hit makes for more "action" and a faster fight, without altering the balance too much. (The alternative is "A misses. B misses. A misses. B misses...") Mike ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 1 Aug 2000 06:38:51 +1000 Reply-To: Mystara Sender: Mystara From: shawn stanley Subject: Question for People New to Mystara Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Hello all This is a question mostly for people new to Mystara, although old hacks could probably have a go at answering it too. What sort of information would you want on the official website to give you an overview of things Mystaran - such as country descriptions etc etc. If you could make suggestions to me personally, at stanles@alphalink.com.au, as to what you would want that would help a great deal. thanks shawn stanley http://dnd.starflung.com what have you done for me lately ... more to the point what have i done for me - mightyfew, "i can't wait" ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 13:52:00 -0700 Reply-To: Mystara Sender: Mystara From: "Harvey, Michael" Subject: Re: Rockhome help needed MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Beau Yarbrough wrote: > >-- Dwarves are annoyed by cats and are ambivalent toward dogs. > > When I was a kid, I had a picture book called (I > think) "Kingdom of the Dwarves" in which, for some reason, > it said dwarves kept ravens as pets. Anything like this with > Rockhome dwarves? I don't recall seeing anything in the Gaz about pets. I checked the entry for Ravens in AC9 and it didn't say anything about pets either. But I like the general idea. A particularly revolting dwarf might have a pet Stirge... :-P However, if they're planning on restoring the "underground empire", maybe they imported a few Rockhome lizards. These lizards are killed by sunlight but they could be moved overland secretly by the dwarves, travelling by night and seeking shelter during the day. The Gaz says that these are the dwarves' preferred pack animals and mounts. I can get you some stats for these if you want. Of course ponies are still useful for provisioning trips and stuff. > Seven related dwarves, six brothers and one sister, all > criminals and originally of the Torkrest clan. One sibling, > exiled for murdering someone discovering him (or her) in > the act of thievery, causes a rockslide along one road > which the siblings are part of a workcrew on the surface, > clearing. They're sprung and hide out in the mountains of > Darokin for a time before deciding to head to the complex > their beloved ancestor (maybe his name could be tweaked to > Duncin and I could find a homonym or something for "thrax") > intended as the base of a great underground empire beneath > the Shires... Suggestions: The dwarven military also functions as the police and the engineering corps. Criminals are normally sent to do farm labor (which dwarves consider menial and distasteful); there is one remote farm labor camp (I forget the name) which is used for serving criminal sentences. Breaking out of a farm labor camp would earn the enmity of the Hammers (secret society) as well as the military/police; bounty hunters might even track them as far as the Shires... of course, if they dwarves are not stopped they may recruit other convicts and Wyrwarfs to join them in founding a new nation and eventually wresting control of the Shires from the halflings. In this scenario, the dwarves would be rather touchy to having had to spend some time as farmers. One other thought: a whole family of sibling criminals suggests that one of their parents did something illegal and landed the whole family in hot water. Maybe some sort of treason or something? Anyway, maybe there is a scheming old "papa dwarf" behind all this, like the patriarch of some inbred hillbilly clan. It might be an interesting story hook if some of the siblings escape, now bent on vengeance, and the PCs discover that a much larger plot is afoot. I don't know *when* your campaign is set, but maybe the militaristic old dwarf wants to re-take the shires. When his proposal was denied by King Everast, he contacted the Shadow Elves (which shows how mentally unstable he has become). Upon discovery the family was disgraced and arrested for treason, although the old dwarf managed to escape with the help of his Ring of Invisibility. He and the exiled son hatched a plan to free the other family members and escape to the Shires, and then recruit help from his Shadow Elf allies... I dunno, just a thought. :-) Mike ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 15:54:18 -0500 Reply-To: Mystara Sender: Mystara From: Albert Edward Capt 552 CSG/SCXX Subject: Re: DA1 Adventures in Blackmoor question? That's to bad, with the exhaust pipes pumping smoke, and the huge piston-driven, earth shredding teeth, and big spiked wheels, it had so much potential. It had Doom Grinder written all over it. But alas, it is a mere juggernaut, not unlike the one on the cover of X4, Master of the Desert Nomads. That is not a vehicle, it is a construct called a Juggernaut. And it is "only" a wooden one at that. George > What is the vehicle pictured on the cover of the module DA1, Adventures in > Blackmoor? > > Ted > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 17:54:14 EDT Reply-To: Mystara Sender: Mystara From: Criptonite Criptonite Subject: Re: DA1 Adventures in Blackmoor question? MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit > That is not a vehicle, it is a construct called a Juggernaut. And it > is "only" a wooden one at that. I'm wondering why it's pictured there. There isn't a juggernaut in the module. --- -- --Criptonite ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 1 Aug 2000 00:36:03 +0200 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: Halfling Masters Unbalanced? MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable > Anyway, I was going over the Halfling Master with a fine toothed comb = last > night. Is it me, or is this class very unbalanced? I mean, for the = same > experience value as a "regular" Halfling, you get the same combat = chart, > saving throws, and special abilities, with infravision, undead turning = (as > a cleric of equal level!) and spellcasting abilities thrown in. No > drawbacks that I've been able to discern (save, perhaps, some = roleplaying > disadvantages). >=20 > What does anyone else think of this? Too overpowering, or no? The Hin Masters are IMO *way* overpowered. Even though they're limited = to the Five Shires that just makes the Shires impossible to conquer = (more or less) if they have even a reasonable amount of the little = critters. And I don't buy the NPC-only excuse. Why should NPC classes be = inherently better than PC classes? I just don't get it... But like I've = said before: The Hin Masters are perfectly suited for mr. Greenwood's = own campaign world. Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 1 Aug 2000 00:46:25 +0200 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: Rockhome help needed MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable > Oh, and I solved the "problem" of having the Zork name of = "Duncanthrax" > applied to Rockhome dwarves: It's not really his name. The hin = remember it > that way, but it's really "Duncin the Bloody Axe," a reference to his > martial prowess. Here are some dwarven words (from the GAZ) to help you along: Ats: Axe Puhn: Hammer Karats: Great axe or battle axe (literally 'death axe') Karr: Death Buhrad: Gold Dar: War-chief or sergeant Hur: Cave Hurgon: Cavern Den: Stone/rock Hraken: Convict/prisoner (perfect for insults!) Ful: West Kuld: North Sann: East Sar: South I'm sure you can get creative with these. And mail me if you want = more... Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 23:58:20 +0100 Reply-To: Mystara Sender: Mystara From: jason o'brien Subject: Re: What's happened to the List? MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit vader cybernetics are from one particular fight with obi wan kenobi, which vader lost ,he was still anakin at the time,he fell into a lave pit but survived barely.the cybernetics were to keep him alive in a body that was permanently on the brink of death. sort of a mechanical undead? mortus. > >Darth Maul Vs Darth Vader > > Darth Maul takes on two jedi at the same time, kills one, is taken out (too > easily) by the other. Vader takes on one at a time at most (a feeble old > man and an admittedly pretty powerful young man) both of whom he defeats. > > Good match, but I'm going with Maul. Maul was all human (or alien- living > flesh) while Vader has massive cybernetics- I'm guessing that they were to > repair/replace body parts that were lost in combat. Not a good sign. > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 1 Aug 2000 00:02:31 +0100 Reply-To: Mystara Sender: Mystara From: jason o'brien Subject: Re: What's happened to the List? MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > And some other goodies: > John Wetton vs Greg Lake who? > King Ericall vs King Stephan Stefan > Carnifex vs Alphatia why carnifex of course > Morphail vs Mortus me. i think! Mortus. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 1 Aug 2000 00:04:50 +0100 Reply-To: Mystara Sender: Mystara From: jason o'brien Subject: Re: Carnifex lore MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit I think he's only been to one, Gaelcon, and that was years ago in the royal hospital, Kilmainham. Mortus. > > Ooooh, copies so near? Does your brother enjoy going to conventions > and bringing your modules where other people can read through them? > [and not steal them, oh gosh no, we would never do that] :) > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 21:15:18 -0700 Reply-To: Mystara Sender: Mystara From: "Jenni A. M. Merrifield" Organization: strawberryJAMM Designs Subject: Re: Low level magic MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Beau: I loved all your little "low level" magic item ideas. And I had a conversation with a friend today which I describe below as it resulted in a "low level" magic item idea of my own, which follows: After the husband of a friend of mine had finished reading the fourth Harry Potter book, they were sitting and watching TV in the evening when, during the commercials he looks over at her and said, "I think I'm Harry Pottered out, I just thought that ad was for Bug Hex." (The ad was for 'Bug-X') She replied, "Actually that sounds like a nicer product than Bug-X." To which he quipped, "'Bug Hex'... Guaranteed to kill bugs without leaving any curse residue!" I decided that "Bug Hex" sounded like a great "knick-knack" type magical item, and this is the result: BUG-HEX BOTTLE: A trigger spray spritzer and bottle that can be filled with a liquid, such as purified water, alcohol and sprayed on any surface. This action creates a circular Bug-Hex zone that bars normal insects and arachnids from coming within a 5' radius of where the liquid was sprayed. One spritz of purified water will repel normal bugs and spiders for 1 day, while a spritz with alcohol will repel them for 1d3+1 days. Bug-Hex will not repel giant or magical insects and arachnids, although spraying one directly with the liquid will do 1 hp damage per spray that successfully hits the opponents AC. The bottle holds enough liquid for 50 spritzes and the trigger has a maximum reach of 5'. Jenni -- 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!" ________________________________________________________ 1stUp.com - Free the Web Get your free Internet access at http://www.1stUp.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 31 Jul 2000 22:38:49 -0700 Reply-To: Mystara Sender: Mystara From: Beau Yarbrough Subject: Re: Low level magic In-Reply-To: <39864ED6.2A268BE2@jamm.com> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 21:15 7/31/00 -0700, Jenni A. M. Merrifield wrote: >Beau: > > I loved all your little "low level" magic item ideas. Thanks! > After the husband of a friend of mine had finished reading the fourth >Harry Potter book, they were sitting and watching TV in the evening when, >during the commercials he looks over at her and said, "I think I'm Harry >Pottered out, I just thought that ad was for Bug Hex." (The ad was for >'Bug-X') She replied, "Actually that sounds like a nicer product than >Bug-X." To which he quipped, "'Bug Hex'... Guaranteed to kill bugs >without leaving any curse residue!" Heh. I know how that goes with the HP books. (In a good way, of course.) > BUG-HEX BOTTLE: A trigger spray spritzer and bottle that can be filled >with a liquid, such as purified water, alcohol and sprayed on any surface. >This action creates a circular Bug-Hex zone that bars normal insects and >arachnids from coming within a 5' radius of where the liquid was sprayed. >One spritz of purified water will repel normal bugs and spiders for 1 day, >while a spritz with alcohol will repel them for 1d3+1 days. Bug-Hex will >not repel giant or magical insects and arachnids, although spraying one >directly with the liquid will do 1 hp damage per spray that successfully >hits the opponents AC. The bottle holds enough liquid for 50 spritzes and >the trigger has a maximum reach of 5'. I like! I was thinking of incorporating giant fireflies into a Shires adventure -- this is my third summer away from the South and thus my third summer without fireflies -- along with giant mosquitos. This'll go great! BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message.