========================================================================= Date: Sun, 29 Jul 2001 12:26:23 +0200 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Caroletti Subject: The Fighting Orders of Nentsun - The Masters and the Devices MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit C. THE MASTERS AND THE DEVICES There is a great difference between normal Order Fighters and Masters. There are only 4 Bear Masters and 6 Stars of the Southern Cross on Mystara, and it is suggested that you don�t allow the players to play one. Masters have been chosen by the Immortals to mantain the control over the Unholy Devices of Blekmur, and they have duties that the other Fighters cannot even dream (or have nightmares!) about. A Master must meditate 4 hours a day to provide the engines with the psychical energies needed to remain stable and not emit radiations. This is a magical link, and being in antimagic zone or similar situations prevents the meditation from being effective. A Master in meditation immediately senses if he isn�t in contact with the engine. For each minute more or less of meditation by a Master, the engine that he controls gains or loses 1 EP (Engine Point). Each Device starts with 4,000 EP. If a Device falls under 200 EP it begins to draw energy from any Device which has more than 200 EP. When all the Devices fall under 200 EP, they begin to emit radiations, losing double as much EP per minute. When one of the EP gets to 0, the Device explodes, and each Device loses 50 EP. When a second Device reaches 0, all the Devices explodes and a complete cataclysm occurs. The Masters are aware of the fact that their meditation is incredibly important for the country, but not only: if a Device gets below 200 EP, all the Masters lose half their Constitution score (and thus many abilities). A Master should always have a Heir. The Heir is of level 1-9. He cannot get over 9th level until he becomes Master. If a Master dies for some reason, and there is a Heir, then the Heir immediately becomes Master, and becomes immediately of the level appropriate for his XPs. If a Master dies without Heir, then a crisis could erupt. It has never happened recently, but probably an ordinary Fighter would be blessed by the Immortals or chosen by the other Masters and then taught what to do. A Master cannot travel further than 120 kilometers away from his Device, or lose all his powers until he returns in the given radius. However, a Master may leave Nentsun without losing experience points. A Bear Master has no limits to the number of tsubos he can learn, and when a Heir becomes a Master he immediately learns 4 additional tsubos. Until that moment, however, the Heir will be treated like any Fighter (except for the level limit). A Star of the Southern Cross belongs to one of the six major Orders of their school. Their abilities will be detailed in another post. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 29 Jul 2001 13:42:17 EDT Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Alex Benson Subject: Re: Zzonga (various) MIME-Version: 1.0 Content-Type: text/plain; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable David Said: <<>At 06:05 AM 7/27/01, Alex wrote: >I would also point out that the real world War On Drugs has shifted from >direct assaults on the source and jailing of users to education and=20 treatment. > Unfortunately, I don't think this is a fair statement overall.=A0 For instance, the U.S. Office of National Drug Control Policy continues to spend 2/3 of its drug control budget on law enforcement and interdiction efforts.=A0 This budget has climbed from $101 million in 1972 to $17 billion in 2000.=A0 More than 80% of the increase in the federal prison population from 1985 to 1995 is due to drug convictions, mostly for drug possession.=A0 About $8.6 billion are spent per year to keep drug offenders in prison, and that's not part of the $17 billion ONDCP budget--that comes from states, other federal funds, etc.=A0 Most politicians continue to call for more funds and more direct assault methods, with a few exceptions, of course.>> yes.....i should have been more clear. the current anti-drug strategy is in=20= a=20 transition stage between interdiction/arrests and education. IMO the US=20 government has no real idea on how to fight the drug war. There have been a=20 variety of tactics used and reused, none really doing much. IMprisonment for= =20 users and minor pushers is a massive drain on taxpayer moneys.....costing pe= r=20 year around $30k per inmate. <<>Oh come on Dan...nothing like a good drug binge to lighten the downtrodde= n >spirits. Feeling blue...have some barbiturates. :-) > I wouldn't recommend barbiturates for depression, since they're sedatives, and not especially safe ones at that. :)=A0 Then again, I'm sure it happens.= >> an attempt at light-hearted humor on my part.=20 <> 2)=A0 Similar to 1) but in this case an evil ruler or a town/village whateve= r employs the zzonga in the drinking water to mollify the subjects, who are treated poorly and have to work very hard (much like the lowest castes in India being allowed to drink bhang, a marijuana tea, but in this case without their knowledge).=A0 PCs have to discover why the people are putting up with various abuses and ultimately confront the zzonga plot and the ruler= .> > well....DotE cites that zzonga has a distinct taste and odor....making it=20 difficult and perhaps impossible to slip into someone's drink. So i don't=20 think thta you could exactly spike the drinking sources. Of course, spiking=20 the wells could aid the beseigers by undermining the city's water supplies.=20 Likewise, detection does not mean that the water will not be consumed. It=20 really depends upon the state of seige and need for water. If things get too= =20 bad, the risks may be deemed acceptable and the wells opened for drinking. I do like the idea of mass use of zzonga. However, validating the use and=20 consumption of the drug would have to be worked out. A better tactic may not= =20 be getting the majority hooked on the stuff. Instead get a certain select=20 individuals addicted to the stuff.=20 Zzonga could be used by an attacker to break a seige in another way. Let us=20 say that a seige has been going on for months, even years. The city's=20 defenders have a low morale from the isolation, attacks, and rationing.=20 However, the city's defenses and garrisons remain strong keeping the=20 attackers out of the city. Hence you have a growing stalemate. The attackers= =20 could smuggle in zzonga and set up shop to the disgruntled and downtrodden=20 populace. Get the locals hooked on zzonga and the defenses suffer. Getting folks hooked on zzonga could be done by making it fashionable.=20 Another tactic could be introducing its use as being social...like it was=20 done in Wrath at the parties. For some the partaking could be fun, only=20 putting them in a lethargic state for a few days. However, others would=20 become mentally addicted, preferring the drugged state to their reality. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 29 Jul 2001 13:42:42 EDT Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Alex Benson Subject: Re: Zzonga (various) & Council MIME-Version: 1.0 Content-Type: text/plain; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable Dave Said: >Alex Benson wrote: > The DDA quote dealt with the Alpher mage chick that was screwing the > adventure's antagonist, the Senator. Since I don't have that module handy > I'll adlib with a bit about how we used her IMC. When we played the=20 adventure > out, we had her being hiding out in Thyatis due to her affinity for zzonga= =20 as > well as her establishing zzonga dens in Thyatis. This affinity grew to > addiction as she grew bored and depressed in Thy, afterall she was among > "barbarians" and as an Alphatian could not exactly mingle freely among the= m > or their social circles. So she went from a pusher to a user, a cardinal s= in > for a drug dealer. > > Dave Said: > < always been that zzonga is very addicting both physically and mentally.= =A0=20 Part > of that impression comes from the original appearance of zzonga in the=20 module > M1, and also from the description in the module DDA1.=A0 I don't think peo= ple > are exaggerating or beefing up the addictive powers of the fruit.=A0 DOTE=20= also > mentions in the history times when zzonga addiction becomes a heavy burden > on the Alphatian Empire.>> > > The addict in DDA1 is mentioned in the previous passage. The M1 addicts ar= e > understandable.....they are the left behinds of the Alphatian migration. > Given the nature of the Homeland and surrounding territories, I would be > depressed enough to hit the M-hashpipe. I would point out that the real > combatant Alphers werew not dopers, so you almost have a repeat of the=20 masses > getting zzonga-ed up while the straight shooters take care of business. > Anyway...as far as the addictive prpoerties, I am merely going with what i= s > given in DotE. However, I would admit that zzonga could be mentally > addictive...like pot. > I know you are going mainly by DOTE, but I draw my conclusion from the three main sources, DOTE, DDA1, and M1.=A0 Of these, a paragraph in DDA1 sways me the most that it is physically addicting: page 4 - "Addicts waste all their money acquiring zzonga; and, under its=20 effects, they do not desire to work, and even if forced, cannot work effectively.=A0=20= Even mighty magic-users among them cannot reliably defend themselves with their magic.=A0 The life of an addict revolves entirely around his zzonga; it beco= mes more important than friends, family or even life itself, if by risking it he thinks he may get another dose." This does not strike me as a mere mental addicition, the author of DDA1(John Nephew, head of Atlas Games), seems to be clearly implying that zzonga is a physical as well as a mental addiction.=A0 He may not have explicitly stat= ed=20 it, but I think that was his intention.>> yeah...i am going by DotE. For better or for worse it is the official Gaz of= =20 both Alphatia and Thyatis so you have to give it its props. Neither M1 nor=20 DDA1 were set in Alphatia Proper. DDA1 had an Alpher addict living in=20 Thyatis. Then there were the affected gladiators too. M1 had a bunch of=20 addicts living amid the ruin of the Old Homeworld. In the past when Alpher vs. Thy matters came up, I use to call upon other=20 pre-DotE materials. These references were usually ignored because of their=20 being outdated by DotE and their placement as parts of modules in which they= =20 essentially filled quick holes in quick summaries. <<> Dave Continued With: > watering down canon slightly when it comes to the Council in Alphatia and > the mages on that island on Thyatis.=A0 Instead of 36th level, mages are=20 between > 33-36th level in both instances.=A0 33rd level was enough to cast wish in=20= the > old Masters book(if you had an 18 int), so that makes it a concrete method > to determine who are the most powerful mages.>> > > This is what I am talking about in diluting the GC. While there may not se= em > like a big difference between a lvl 33 and a lvl 36 mage, there is. Not on= ly > is spell memorization expanded, there is also the a distinction between=20 being > a powerful lvl 33 and an archmage at lvl 36. An archmage is the elite of t= he > magely profession, attaining true mastery of the craft. That mastery raise= s > an archmage above a mid level mage toting a bunch of spell scrolls. > Hey, I admit that I am watering things down, but how much of a difference is there between a level 33 and level 36 wizard?=A0 Saving throws are the same, average difference in hit points is 3, both have the same hit vs AC=20 capabilities. Yes, a level 36 mage can cast 81 spells a day, 9 for each spell level, and=20 that is the maximum anyone can do, but is that the only criteria to measure a wizard's power?=A0 By volume?=A0 I don't have the Cyclopedia in front of me,= but I would guess that a level 33 mage would be able to cast somewhere in the range of low 70's # of spells per day. But there are other ways to judge just how much a mage has mastered his craf= t. What about the number of different spells in one's spellbook?=A0 Surely ther= e=20 are some 33rd level mages that have a greater number of spells in their spellboo= k than some 36th level mages.=A0 And what about a level 33 int 18 mage who kno= ws wish versus a level 36 int 17 mage who can't cast wish.=A0 What if the test=20= for=20 who has greater mastery over magic was to see how much(or how powerful, or how creative, or whatever) one can do just by casting one spell.=A0 The guy who=20 knows wish is going to have the advantage and win such a contest more often. By making the Council levels 33-36, I have watered things down, but not by that much.=A0 Probably not enough for most people who are bothered by it in=20= the first place.>> well i am not going by the precise game mechanics. Afterall at lvl 33-36 the= =20 mage is well beyond mainstream gaming and takes a shift to supporting cast,=20 such as social circles, politics, employing PCs, and research. I focus on=20 these and the general prestige that high level PCs/NPCs should deserve. As=20 far as a lvl 33 vs. a lvl 36...it becomes a matter of the lvl 36 being the=20 master and the lvl 33 being on the verge of attaining mastery. So really it=20 is a atmospheric character attribute, especially if said super mages are not= =20 really used in mainstream gaming. At the higher levels, mages are omnipotent. I say so be it. Mages suck at lo= w=20 level, with a high mortality rate. Their spells inventory is minimal and for= =20 the most part the spells are more suited for utilities than melee. The=20 offensive spells they do have usually just tick off 1HD monsters, often time= s=20 requiring the accompanying party members to finish them off. Its only in=20 gaining lvl 3+ spells that the mage begins holding his own. If a player can=20 get a mage up to the higher levels, i can respect that as that climb is a=20 difficult one. I don't know how many mages i have played only to be skewered= =20 by a kobold or goblin. I even had one die in a fall....quite the joke among=20 my party for a while. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 29 Jul 2001 13:44:09 EDT Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Alex Benson Subject: Re: Zzonga (various) & Council MIME-Version: 1.0 Content-Type: text/plain; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable Dan Said: [snip] <> the thing with magic is that spells usually have a counter spell or can be=20 defended against. But that really gets into the player running the mage.=20 Afterall, even a lvl36 mage can get owned by a 10th lvl melee or spellcaster= =20 if the player or DM does not play him well.=20 IMC we had it so that all Alpher mages had access to the spell lists in the=20 player books. Mage spell inventories were remarkably similar. The variation=20 came from spells we deamed as being researched. These researched spells were= =20 drawn from various printed sources such as Dragon Magazine, Tome of Magic,=20 and other setting Specific works (RL, FR, DL, GH). ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 29 Jul 2001 13:44:16 EDT Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Alex Benson Subject: Re: Zzonga (various) MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Dan Said: << when he goes into action, it is incredible what can be accomplished. Every time he does, the 1000 Wizards come to mind. Even a mere 1-5% of them could pose a legitimate threat to many nations, at least the way they are described in canon. Of course, these other mages that have been mentioned, political pressures, etc. could also deter them from doing so. Anyhow, the GC is an interesting topic, especially since so little of it was detailed in canon.>> [snip] as mentioned earlier, the 36th level mage can be horribly unbalancing. Ultimately it is the DMs' responsibility to match the adventure with the PCs. You don't want your lvl 20s prancing through a noob adventure like The Knight of Newt. Any decent PC is going to go through it like a prune through a short old lady. I just don't not see the need to pen the GC as drug addicts to remove them as active participants in a campaign. I just see so many more avenues to use than this one. Likewise, these other avenues can add to the campaign. I have no problem with the stated 1-5% zzonga addicts in the GC. I just don't want to see that figure suddenly rise to 50-70%. And honestly, I know that some will do it like that. If someone wants to portray the GC like that in their own campaign, more power to them. I am really surpised that this thread has survived this long and expanded to this extent. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 29 Jul 2001 13:46:03 EDT Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Alex Benson Subject: Re: Slavery MIME-Version: 1.0 Content-Type: text/plain; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable David Knott Said: <<>From: "Alex Benson" > <<3) Thyatians might purchase slaves from Alphatia and other slaveholding > societies.>> > > i disagree out of principle....Alphers and Thys swapping slaves....for shame > :-) > anyway...Thyatis is given as being a bit slave crazy with sizable slave > populations. i don't think that trade would fill the required slave number= s. > Then again -- why not?=A0 Keep in mind the Jennites, whom the Alphatians have doubtless enslaved in very large numbers.=A0 Transporting the more troublesome among them as far as possible from Skothar would certainly be a major priority for the Alphatians -- and thus sellling them to the Thyatians would be an obvious and highly inviting possibility. While the more intelligent and enlightened Thyatians would see them as a possible source of recruits for making trouble among the Alphatians, wouldn't the high demand for slaves in Thyatis induce most Thyatians to pay the bargain prices for Jennite slaves offered by the Alpatians and then use them in the usual manner of slaves?>> actually the response to part #3 was partially meant as a jest to any=20 peaceful Alpher and Thy interaction; "disagree out of principle"....."shame=20 on you".=20 But in a more serious light, I guess that Alphers could sell slaves to Thy.=20= I=20 doubt that Skothar could supply the needed slave numbers to meet the Thy=20 demand, so you would still need other sources of slaves for Thy markets.=20 Likewise, there are no citations of Jennite minorities or enclaves within Th= y=20 Lands. Afterall, even if only a handful of slaves gain their freedom, there=20 would still be some Jennite freemen living in there and abouts.=20 This Thy Jennite minority brings to me an interesting prospect for possible=20 use. Say that there is a Jen minority. This minority sticks together to buy=20 the freedoms of other Jens, further expanding the minority. Since this has=20 gone on for a number of generations, the freed Jens have become=20 Thyatian-ized. A movement spreads through the Jen ranks to embark upon a=20 "jihad" and drive out the Alpher invaders from their "motherland". The Thy=20 Jens begin sending advisors to train and guide their cousins (good role play= =20 potential). And i would assume that Thy would sponser such incursions=20 unofficially. The investment would be small and the troubles could be spun=20 into propaganda. All this could have led up to the troubles that NACE is=20 having with the Jens in Skothar and could coincide quite well with the=20 M-Vietnam scenario brewing there, with the countryside being Jen dominated=20 but the Alphers holding out with their coastal strongholds. Oh well...i am=20 not with the almanac anymore and the premise is a few years too late. It=20 could actually be worked in. But back to slave trading....the premise would not really work from the Thy=20 aspect as an exporter to Alpher Lands. The Thys love their Slave Laws, but t= o=20 sell a slave to Alpher masters would essentially negate the promises of the=20 Slave Laws. Treatment would not be protected by Law. The promise of eventual= =20 freedom would also be gone.=20 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 03:08:10 -0600 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Angelo Bertolli Subject: Chi Powers Comments: To: Heroes Only Mailing List MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit This is an addition to any character class (it can be "learned") *Chi (Ki) Powers* (Pronounced "Chee" Powers) First of all, this system may seem a little complex at first, but try to read it and see where it's going. If it's too much, simplify to suit your needs, but try to keep game balance (either through the rules, or through who obtains chi powers). /Chi powers/ is an ability added for OD&D, providing much of the same kinds of ideas that psionics/sorcerors do. As psionics in D&D3, chi powers are considered to be equivalent of magic and are subject to similar restrictions (dispelled by /dispel magic/, cancelled by /anti-magic/, blocked by /anti-magic shell/, etc). The maximum number of chi powers a character can have is equal to one fourth their level (rounded down) + INT bonus. It is possible for a character to not be able to learn any chi powers! In fact, until level 4 only people with above average intelligence will be able to learn chi powers. Each chi power has various levels which can be obtained by a character. A character can use a chi power at the strongest level he/she has obtained or may use any of the lower levels. Chi powers often need no verbal or somatic components (unless otherwise stated), but are still a form of magic in a less traditional sense. Any character is allowed to learn these powers if they are taught by a Chi Master (someone who has obtained level 10 or higher in one or more powers), but how it enters the game is entirely up to the DM. Each chi power is usable once per day. *Notes About Chi Power Descriptions* Complexity: refers to how easy it is for one to gain a chi Level. Each time the ability is used, roll percentile against this number (adding Intelligence and Wisdom bonuses) and if the number is higher than the complexity, they have successfully gained a level. The DM should determine that frivolous use of the power only to gain a level automatically fails. Description: the general function of the Chi Power, and various details which apply to all levels. *Each Chi Power different levels of skill, and details that go with each...* Level: each level adds something to the power's functionality or strength, or both. When learning a new ability, the user starts with level 1 in that power. Each use of a power (at highest possible level) may increase the level for that power (see "Complexity" above). The maximum Chi Level attainable is equal to half the character's level + WIS bonus. *Powers* _Chi Blast_ Complexity: 20 Description: A basic attack power, doing increased damage as level increases. The range is 60' at the highest level the character can use, and increases by 120' for each lower level used. Level: 1 - 1 (dmg) 2 - 1d3 3 - 1d4 4 - 1d6 5 - 1d8 6 - 2d6 7 - 2d8 8 - 2d10 9 - 4d6 10 - 4d8 11 - 4d10 12 - 8d8 _Chi Heal_ Complexity: 20 Description: One of the simpler chi powers, /chi heal/ heals one creature by touch. The amount healed varies by level. Level: 1 - 1 2 - 1d3 3 - 1d4 4 - 1d6 5 - 1d8 6 - 2d6 7 - 2d8 8 - 2d10 9 - 4d6 10 - 4d8 11 - 4d10 12 - 8d8 _Chi Elements_ Complexity: 50 Description: This is an elemental attack power, allowing the user to summon aid from the elements; these may include fire, earth, air, water, or any elements from his environment such as ice, lava, smoke, lightning, etc. These can be used to attack anything within 80'. An appropriate save (vs spells) will reduce any damage by half, but should be rolled vs each element and bonuses considered. The user chooses which element(s) to summon when casting. This spell requires the user to move his/her arms. Level: 1 - 1d4 dmg from one element 2 - 1d6 dmg from one element 3 - 1d8 dmg from one element 4 - 1d6 dmg each from two elements 5 - 1d8 dmg each from two elements 6 - 1d10 dmg each from two elements 7 - 1d8 dmg each from three elements 8 - 1d10 dmg each from three elements 9 - 1d12 dmg each from three elements 10 - 1d10 dmg each from four elements 11 - 1d12 dmg each from four elements 12 - 1d20 dmg each from four elements ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 13:20:26 +0200 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Caroletti Subject: Re: Chi Powers MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Angelo Bertolli wrote: > This is an addition to any character class (it can be "learned") > > *Chi (Ki) Powers* (Pronounced "Chee" Powers) These would surely be abilities commonly learned in the regions of Nentsun, and probably would be used commonly by the Fighters of the Fighting Orders of the Bear and the Southern Cross. Interesting. Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 07:04:38 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: III Subject: Long Runners Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Random Thought for the Day- Many moons ago someone on the list told me that the members of the Long Runner clan found in Gazetteer 5 (Beasthunter, Coolhands, and Starwatcher) were inspired by characters from ElfQuest. Do we have an ElfQuest expert on the list who might have used the stories as a basis for creating more Long Runner characters? Andy Morrow _______________________________________________________ Send a cool gift with your E-Card http://www.bluemountain.com/giftcenter/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 08:33:12 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Joe Kelly Subject: Re: Long Runners Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable I've included Barry Blair's character Hawk Erickson and Cutter from = Elfquest as guard captains in the Red Sword Clan. As well as Rayek, but = he's died already fighting the shadow elves. They are NPCs IMC. :) JK Wolf >>> SundanceIII@EXCITE.COM 07/30/01 07:04AM >>> Random Thought for the Day- Many moons ago someone on the list told me that the members of the Long Runner clan found in Gazetteer 5 (Beasthunter, Coolhands, and Starwatcher) were inspired by characters from ElfQuest. Do we have an ElfQuest expert = on the list who might have used the stories as a basis for creating more Long Runner characters? Andy Morrow _______________________________________________________ Send a cool gift with your E-Card http://www.bluemountain.com/giftcenter/=20 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp=20 The Mystara Homepage: http://www.dnd.starflung.com/=20 To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM=20 with UNSUB MYSTARA-L in the body of the message. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 13:51:44 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Brendan Corliss Subject: Re: More ESDs will be out soon? In-Reply-To: <000201c11763$82d23560$66f5869f@pbncomputer> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii --- jason o'brien wrote: > so why can't they set up a link on their site that > takes you to the sight of > the company in the relative country and allows you > to download from there? > Mortus. My guess would be that the other companies would have to offer the product themselves, which, I suspect they don't. Licensing physical publishing rights is one thing, but I would imagine negotiating the rights for the ESD's is a whole 'nother animal. I would think in this situation, the distibutors have much more bargaining power. Of course, as I said before, this is just speculation on my part... Brendan Corliss Corliss Enterprises, Ltd. Darokin City aka Damon Alexander Brown ===== May all your endeavors be Gold! __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 23:50:14 +0100 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: jason o'brien Subject: ostland dominions MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Hi Jacob, I only recently had the time to peruse the work you have done on this topic and have to say I like what you have done. I would also like to know if the remaining six dominions will be coming soon. Pleeease. I am trying to restart my campaign and will be using a lot of northern reaches,Thyatis, Glantri, and a few others. So I would love to see some more. Mortus. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 19:10:03 -0500 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: James Mishler Subject: Re: Slavery and Immortals Part 3 of 3 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > Hmmm.... So for Rathanos, it seems we should read John Norman's > "Gor" novels and use their prevailing philosophy to govern the social > attitudes of Rathanos, right? Dead on, actually... Hmmm... Western Skothar would make an interesting Gor analogue, wouldn't it (culturally wise, that is)? A few changes to Minaea, a little twisting of the Jennites, change the history from alien bugs ruling to the lost Thonians... JAmes ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 17:50:55 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Chris Furneaux Subject: Re: Adventuring Mages Part1[was:Zzonga (various) & Council] In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii > At the higher levels, mages are omnipotent. I say so > be it. Mages suck at low > level, with a high mortality rate. Their spells > inventory is minimal and for > the most part the spells are more suited for > utilities than melee. The > offensive spells they do have usually just tick off > 1HD monsters, often times > requiring the accompanying party members to finish > them off. Its only in > gaining lvl 3+ spells that the mage begins holding > his own. If a player can > get a mage up to the higher levels, i can respect > that as that climb is a > difficult one. I think it is rediculous expecting that all mages must "adventure" to reach high level. study and practice will suffice to a large extent. adventureing will expose you to more at a faster rate, but it should be by no means the "only" way. The mortality rate for low level mages in alphatia should be quite low (and particually compared to the rest of the world). PC's don't get to play these mages that have already achieved a high level because they do not make good adventurers, or companions. The mortality rate for adventuring mages tends to be high because the characters already have a pre-disposition to take risks, and so tend to die often. If mages die it is because they take risks not suited for them, and their players don't play the mages intelegence. Most recently I had a game that the mage was taylored to the person, and they did quite well. I developed a good personality for him. Just a thought. Chris. __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 30 Jul 2001 18:07:27 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Chris Furneaux Subject: Adventuring Mages Part2 In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii This is a character I made for my brother in our last game. I asked him what sort of character he wanted to play and how he wanted to play him and then made the character. We played through DDA3 and he did well and survived without too much trouble even though for the most they were outgunned. He used his sleep spell in some well timed places and some quick talking by the party saved them a lot of trouble. We had two elves in the party (OD&D but one I had basically made a fighter, who just happened to have elvish blood) and the (real) elf died gloriously killing two orcs with flaming oil and then getting the third orcs arrow through the heart. Chris. ------------------------------- Character Name: Cain. Alignment: Lawful Evil Class: Mage Level: 1 AC: 9 HP: 7 Abilities: Strength: 15 +1 Intelegence: 18 +3 Wisdom: 12 ~_ Dexterity: 12 ~_ Constitution: 16 +2 Charisma: 12 ~_ Languages: Draokinian [read, write, speak] Thyatian [read, write, speak] Flamish [read, write a little, speak] Elvish (Belcadaz dialect) [read, speak] Elvish (Alfhiem dialect) [read, speak] Skills: Magic Manipulation Simple magic Basic shortspear Basic staff Ancient scripts (esp. Alphatian, Flamish, Thyatian, Elvish) Magical scripts (read) Equipment: The Tome of Esader Spearstaff Spellbook Chainmail shirt. (borrowed from Manag) Personality: Cain believes he is gods gift to the world, and while he does not claim so openly, it does give him the belief that he should be in charge (of as much as possible). He tends to be very greedy and scheming, but does this in the privacy of his own head, such that if he were to betray you he would be away laughing before you knew what hit you. He makes friends on the basis of what they can do for him, and when that�s nothing he tends to ignore them. He will attempt to ally himself with people more powerful then himself while those that are less then him he veiws as insignificant and treats them like dirt unless it suits his purposes to do otherwise. His intelegence and caution (or perhaps precautions) are what has kept him alive this far, as well as the fact that going out of his way for revenge is not his style (theres no money in it these days), nor is killing for fun (although killing for money, power, etc�.well). He will generally only do things that benefit him (and therefore the greater good) and that he can get away with. History: Cain was born in Draokin, the least favorate son of a wealthy merchant. At an early age his father realized he did not have the skills to make good merchant and so didn�treally pay much attention to him. At the age of 10 he was sent to Glantri to learn the art of magic at the bidding of his father who felt that it might get the boy to behave in a respectable mannor, and that he might make something of himself other then a nucence. Cain showed to be an adept student and learnd fast the art of magic and what happened to those that disobeyed the rules of his teacher. Thus Cain learnt to fear and respect rules and laws, although he still believes that he should be above them. So while willing to break them if he knows he can get away with it, he usually doesn�t. Cain is now on the run from his old teacher. He has been traveled south, through Draokin by the back ways, as contact with his family could be very dangerous in more then one way. It appears that he has not been tracked, but he is being looked for. Deaming draokin too dangerous, Cain has arrived in Karamiekos, a land concoured and ruled by the thyatians, but also very wild, and full of strange things. It is just posible that he may survive here long enough to learn some of the secrets of Esader�s book, enough that he can fix his old teacher for good, putting his worries behind him. Then he will be able to do anything his heart desires. But for now he needs some money. Signing on with an goods escorting business, he has been assigned to a group going to luln by Manag, the business owner. Manag has seen that he can fight, and blend in, ideal for the escort business. He has loaned him a chainmail shirt for the trip. Although there are many problems that discourage mages from wearing armour, this suits Cain very well as he is now seen as a grunt, rather then the mage they are looking for. It also makes him harder to track as he is on the move, easier to avoid capture as he has company, and gives him time to study his book with money to live on. Notes: The book of Esader. A 12"x10"x1" book bound in red leather, the Tome of Esader is an an cient Flamish tome that dates back over 700 years. It is part history, part magic, and for the most part undecypherable as it is written in a starange cross between old Alphatian, ancient Flamish and Magical scripts. It was writen by the half-insane mage Esader and is romoured to contain some of the most powerful spells ever created. It is believed that Esader delved too deep and was driven insane by the magic itself, and this was eventially his doom. Esader protected this tome in two ways, firstly the language that he used was unreadable by any other mortal, and secondly he protected the tome from any magical aids to reading or understanding. Therefore to read any part of the tome one must physically learn the language it is writen in. Esader also bestowed the tome with powerful magical abilities, and strong magic resistance. In this way it is quite safe from the effects of spells and other forces that would usually damage a book. It also allows the user the ability to defend himself. Unfortunately you only know that these exist, not how to use them, yet, but in time... Spellbook. 1st level: Magic missile, Sleep, Read magic Memorized: Sleep. Skills Notes: Magic Manipulation (int, con, str) This skill allows Cain to mess with others magic, and interupt their spell casting from a distance. He must roll against his intelegence with �2 for every level that his opponent is higher then him. Also this is a very draining activity. And each time he does it, he must make a constitution check (with the same penalties) or temporarily lose d4 points of strength. This can only be recovered by rest, and he will recover one point of strength with every 10 minutes spent resting, or 30 minutes spent active but away from strenuous activity. Simple magic (int) This skill is the ability to cantrip at will. With a successful skill roll he can do simple things with magic, like light a match, create a slight gust, make tourches flicker, etc. The skill roll can however be heavily modified depending on the task. Basic shortspear This represents his basic training with a spear and its use in combat. He was taught when he was young by a friend of his fathers who was a weapon master. He was too small at the time and without the heart for shorter weapon combat and the spear seemed ideal. In glantri he kept up his practice and created a short spear that could be disguised as a mage�s staff, and so when cornered he was potentially more dangerous then most mages of the same level. It is partly to do with this that he has developed his physique, as well as a desire to be desirable. Basic staff This was part of his training in glantri, but he never really cared for it. But it does mean he can defend himself using a staff, while casting magic. Ancient scripts (esp. Alphatian, Flamish, Thyatian, Elvish) Not much use in most situations he had been studying these to help decyper the book of Esader, and he has grasped them fairly well but the combinations in the book have made it difficult. Magical scripts [read] (int) He also learnt more of this then your standard mage and so is able to determine more effectively what things written in magical scripts say, and where they most likely __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 01:47:32 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Chris Furneaux Subject: clerics & maces MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii I just found some interesting background to clerics only using blunt weapons. I thought it might spread some light on the matter. "In the 11th century clergy had no scruples about participating in combat, often concidering it their duty. In order to circumvent awkward biblical injunctions against taking up the sword, informed ecclesiastical warriors favoured the mace (which was not mentioned in the bible)" Chris. __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 01:50:35 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Jeff Querner Subject: Web MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii How do most of you DMs handle Web? Are characters allowed to cast it directly on monsters or people? If so, do they get a saving throw? Does the web need a wall or tree to support itself? __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 01:55:20 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: larry lamb Subject: Re: Chi Powers In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii I like this...hehe... --- Angelo Bertolli wrote: > This is an addition to any character class (it can > be "learned") > > *Chi (Ki) Powers* (Pronounced "Chee" Powers) > > First of all, this system may seem a little complex > at first, but try to > read it and see where it's going. If it's too much, > simplify to suit your > needs, but try to keep game balance (either through > the rules, or through > who obtains chi powers). > > /Chi powers/ is an ability added for OD&D, providing > much of the same kinds > of ideas that psionics/sorcerors do. As psionics in > D&D3, chi powers are > considered to be equivalent of magic and are subject > to similar restrictions > (dispelled by /dispel magic/, cancelled by > /anti-magic/, blocked by > /anti-magic shell/, etc). > > The maximum number of chi powers a character can > have is equal to one fourth > their level (rounded down) + INT bonus. It is > possible for a character to > not be able to learn any chi powers! In fact, until > level 4 only people with > above average intelligence will be able to learn chi > powers. > > Each chi power has various levels which can be > obtained by a character. A > character can use a chi power at the strongest level > he/she has obtained or > may use any of the lower levels. > > Chi powers often need no verbal or somatic > components (unless otherwise > stated), but are still a form of magic in a less > traditional sense. > > Any character is allowed to learn these powers if > they are taught by a Chi > Master (someone who has obtained level 10 or higher > in one or more powers), > but how it enters the game is entirely up to the DM. > > Each chi power is usable once per day. > > > > *Notes About Chi Power Descriptions* > > Complexity: refers to how easy it is for one to gain > a chi Level. Each time > the ability is used, roll percentile against this > number (adding > Intelligence and Wisdom bonuses) and if the number > is higher than the > complexity, they have successfully gained a level. > The DM should determine > that frivolous use of the power only to gain a level > automatically fails. > > Description: the general function of the Chi Power, > and various details > which apply to all levels. > > *Each Chi Power different levels of skill, and > details that go with each...* > > Level: each level adds something to the power's > functionality or strength, > or both. When learning a new ability, the user > starts with level 1 in that > power. Each use of a power (at highest possible > level) may increase the > level for that power (see "Complexity" above). The > maximum Chi Level > attainable is equal to half the character's level + > WIS bonus. > > > > *Powers* > > _Chi Blast_ > > Complexity: 20 > > Description: A basic attack power, doing increased > damage as level > increases. The range is 60' at the highest level the > character can use, and > increases by 120' for each lower level used. > > Level: > > 1 - 1 (dmg) > > 2 - 1d3 > > 3 - 1d4 > > 4 - 1d6 > > 5 - 1d8 > > 6 - 2d6 > > 7 - 2d8 > > 8 - 2d10 > > 9 - 4d6 > > 10 - 4d8 > > 11 - 4d10 > > 12 - 8d8 > > _Chi Heal_ > > Complexity: 20 > > Description: One of the simpler chi powers, /chi > heal/ heals one creature by > touch. The amount healed varies by level. > > Level: > > 1 - 1 > > 2 - 1d3 > > 3 - 1d4 > > 4 - 1d6 > > 5 - 1d8 > > 6 - 2d6 > > 7 - 2d8 > > 8 - 2d10 > > 9 - 4d6 > > 10 - 4d8 > > 11 - 4d10 > > 12 - 8d8 > > _Chi Elements_ > > Complexity: 50 > > Description: This is an elemental attack power, > allowing the user to summon > aid from the elements; these may include fire, > earth, air, water, or any > elements from his environment such as ice, lava, > smoke, lightning, etc. > These can be used to attack anything within 80'. An > appropriate save (vs > spells) will reduce any damage by half, but should > be rolled vs each element > and bonuses considered. The user chooses which > element(s) to summon when > casting. This spell requires the user to move > his/her arms. > > Level: > > 1 - 1d4 dmg from one element > > 2 - 1d6 dmg from one element > > 3 - 1d8 dmg from one element > > 4 - 1d6 dmg each from two elements > > 5 - 1d8 dmg each from two elements > > 6 - 1d10 dmg each from two elements > > 7 - 1d8 dmg each from three elements > > 8 - 1d10 dmg each from three elements > > 9 - 1d12 dmg each from three elements > > 10 - 1d10 dmg each from four elements > > 11 - 1d12 dmg each from four elements > > 12 - 1d20 dmg each from four elements > > ******************************************************************** > The Other Worlds Homepage: > http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to > LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ===== The "Fighting Bunnys" main site: http://www.angelfire.com/on2/myrobotechgames/index.html To group site: http://groups.yahoo.com/group/RobotechGame __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 05:08:48 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Hammer of Ulric Subject: Re: Web I've always interpretd Web as something like a certain wall crawler's web fluid, ie, it's uses are fairly varied, but it does not have to be anchored to anything (except its target of course!) Maybe think of it as something akin to a fishing net, so when it is launched at a target, they will get their arms and legs entangled as they try and throw it off. Hammer of Ulric ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 14:41:30 +0200 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: Long Runners In-Reply-To: <27927918.996501878203.JavaMail.imail@cheeks.excite.com> MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit --- III wrote: > Do we > have an ElfQuest expert on > the list who might have used the stories as a basis > for creating more Long > Runner characters? Thats a pretty good idea Andy! I used to be a big time ElfQuest fan and I have most of the comics. Other interesting characters could be... Treestump: the strong, stout, voice of reason among the wolfriders. Redlance: Redlance was a more sensitive character, who slowly learned of violence, the painful way. He was known for his abilities with plant magic, which might make him a good candidate as a Treekeeper. Strongbow: The ever silent archer, one of the coolest wolfriders ever! Suntop and Ember: Cutter and Leetah's (thats Beasthunter and Coolhands's) children. Suntop having amazing magical potential, and his fiery sister Ember destined to take up her father's role as chieftain. Just some thoughts... Oh, and we really should get Winnowill in there... H�vard ______________________________________________________ Do You Yahoo!? Organiser sammenkomsten p� http://no.invites.yahoo.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 21:36:25 +0800 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: "Francisco V. Navarro V" Subject: MML Artifacts MIME-Version: 1.0 Content-Type: text/plain; charset="Windows-1252" Content-Transfer-Encoding: 7bit Hail Mystarans! I found this old article I wrote, basically about these humorous artifacts were inspired by the discussions among the GPD. Hope you enjoy the humor: Kit's Mysterious Seat Cushion of Unexplained Arcana This plush pillow has a secret pocket dimension underneath it, so that a person (usually an editor), can sit on controversial issues, especially about continuity and canon, for indefinite periods of time, until the issue blows over, the arguing parties lose interest and forget the issue, or for that rare occurrence when someone actually comes up with a bright idea to resolve those issues! Jenn's Jade Ring of Pipe Dream Resistance This ring is made of pure Ochalean jade, and grants a +4 bonus for saves vs. illusions/phantasm, particulary illusions regarding (yet another) official revial of the Mystara product line. This last one is a spell: Ditto's Infective Curse of Perpetual and Repetitive Agreement This enchantment gives its target the compulsive behavior to openly express one's agreement with the opinion of another person, especially if the other person's opinion is an open expression of agreement with the first person's opinion. There is a cumulative 5% chance of passing on the curse to another person every time that person agrees with you, and a cumulative -1 penalty to save per person who agrees with you. This spell was invented by some sycophantic, flattering magist for the Temple of Koryis in Darokin, and is sometimes used by the DCC, especially for tactical delays. It has been known to spread in epidemic proportions in the MML every month. Kit Navarro GPD Archduke www.geocities.com/principalities_of_glantri www.geocities.com/paparazzi_glantri ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 16:27:41 +0200 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Jacob Skytte Subject: Re: ostland dominions jason o'brien wrote: > I only recently had the time to peruse the work you have done on this topic > and have to say I like what you have done. Thank you! Praise for work that I've done some time ago is certainly appreciated. > I would also like to know if the > remaining six dominions will be coming soon. Pleeease. Well, since I last left Ostland, I've been writing for the Mystaran Almanac, doing work on the Northern Reaches. That won't be available for a while, of course. I do have a fairly busy schedule, but since you ask so nicely, I'll see if I can get some more work done on the subject later this week. Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 07:28:10 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Joe Kelly Subject: Re: Web Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable IMC one of the PCs can cast web as an ability three times a day, but it = must be cast to an area that has walls or trees to support it. It is more = of an area affect spell than a target spell.=20 JK Wolf >>> bahumuth@YAHOO.COM 07/31/01 01:50AM >>> How do most of you DMs handle Web? Are characters allowed to cast it directly on monsters or people? If so, do they get a saving throw? Does the web need a wall or tree to support itself? __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/=20 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp=20 The Mystara Homepage: http://www.dnd.starflung.com/=20 To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM=20 with UNSUB MYSTARA-L in the body of the message. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 14:55:51 EDT Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Andrew Theisen Subject: Long Runners] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Havard Faanes wrote: > >Thats a pretty good idea Andy! I used to be a big time ElfQuest fan and I have most of the comics.< > >Other interesting characters could be...< How about Rayek? A Belcadizan elf Psion or Psychic Warrior. ____________________________________________________________________ Get free email and a permanent address at http://www.amexmail.com/?A=3D1 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 13:05:16 -0700 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Dave Keyser Organization: Palmchip Subject: Re: Zzonga (various) & Council MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Alex Benson wrote: > > > > Dave Said: > > < > always been that zzonga is very addicting both physically and mentally. > Part > > of that impression comes from the original appearance of zzonga in the > module > > M1, and also from the description in the module DDA1. I don't think people > > are exaggerating or beefing up the addictive powers of the fruit. DOTE also > > mentions in the history times when zzonga addiction becomes a heavy burden > > on the Alphatian Empire.>> > > > I know you are going mainly by DOTE, but I draw my conclusion from the > three main sources, DOTE, DDA1, and M1. Of these, a paragraph in DDA1 > sways me the most that it is physically addicting: > page 4 - "Addicts waste all their money acquiring zzonga; and, under its > effects, > they do not desire to work, and even if forced, cannot work effectively. Even > mighty magic-users among them cannot reliably defend themselves with their > magic. The life of an addict revolves entirely around his zzonga; it becomes > more important than friends, family or even life itself, if by risking it he > thinks he may get another dose." > This does not strike me as a mere mental addicition, the author of DDA1(John > Nephew, head of Atlas Games), seems to be clearly implying that zzonga is > a physical as well as a mental addiction. He may not have explicitly stated > it, > but I think that was his intention.>> > > > yeah...i am going by DotE. For better or for worse it is the official Gaz of > both Alphatia and Thyatis so you have to give it its props. Neither M1 nor > DDA1 were set in Alphatia Proper. DDA1 had an Alpher addict living in > Thyatis. Then there were the affected gladiators too. M1 had a bunch of > addicts living amid the ruin of the Old Homeworld. > In the past when Alpher vs. Thy matters came up, I use to call upon other > pre-DotE materials. These references were usually ignored because of their > being outdated by DotE and their placement as parts of modules in which they > essentially filled quick holes in quick summaries. > That is fine, if you think DotE should be the definitive source for zzonga, that is perfectly reasonable. The only reason I objected was that you stated others were exaggerating what zzonga addiction is, when they may in fact be combining DotE with DDA1(which was published after DotE) to determine what zzonga addiction is and is not. Dave ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 20:30:20 +0100 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: jason o'brien Subject: Re: ostland dominions MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > Well, since I last left Ostland, I've been writing for the Mystaran Almanac, doing work on the Northern Reaches. That won't be available for a while, of course. I do have a fairly busy schedule, but since you ask so nicely, I'll see if I can get some more work done on the subject later this week. > Thanks. I'll try to be patient ;-) Mortus. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 31 Jul 2001 18:23:44 -0500 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: James Mishler Subject: Gen Con 2001 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit I'll be at Gen Con this Thursday through Sunday. I'll be working the Scrye booth most of the time, or in meetings. Anyone wants to get together for talk on Mystara, or even a pickup game of good old D&D, drop on by and say hi! James Mishler ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 1 Aug 2001 00:48:45 -0400 Reply-To: Mystara RPG Discussion Sender: Mystara RPG Discussion From: Dan Eustace Subject: Re: Web MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Jeff, I use web as an attack spell IMC, with a save vs. spells allowed. The web will trap the victim or can also block a passageway, or whatever. If cast in the middle of an open field w/o a target, I wouldn't think it would hold itself up in a 10' cube for very long. The range is only 10', too, so a MU needs to be pretty close to web someone. I think the save keeps this 2nd level spell in balance, so high level characters will be able to avoid the "poor man's paralysis" resulting from this spell. This has come up before on the list and others handle it differently, but this works for me. I found that w/o the save, a PC could easily incapacitate a powerful enemy with a simple web spell, and that the save provided greater balance. Dan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message.