=========================================================================
Date:         Sat, 29 Jul 2000 06:25:13 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: Immortals in 3E
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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.

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Date:         Sat, 29 Jul 2000 16:20:34 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         SR Johnson <ShawnRJ3000@AOL.COM>
Subject:      Re: [5 Shires] Wit's End
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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

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Date:         Sun, 30 Jul 2000 17:56:58 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Halfling Masters Unbalanced?
Mime-Version: 1.0
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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?

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Date:         Sun, 30 Jul 2000 18:28:03 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Halfling Masters Unbalanced?
In-Reply-To:  <3.0.5.32.20000730175658.007ce550@pop.wans.net>
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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/

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Date:         Sun, 30 Jul 2000 18:31:50 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: [5 Shires] Wit's End
In-Reply-To:  <42.8d91ba5.26b49692@aol.com>
MIME-version: 1.0
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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/

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=========================================================================
Date:         Sun, 30 Jul 2000 18:40:10 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
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/

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Date:         Sun, 30 Jul 2000 19:28:01 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
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...

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Date:         Sun, 30 Jul 2000 19:35:25 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
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.

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Date:         Sun, 30 Jul 2000 20:14:51 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Halfling Masters Unbalanced?
In-Reply-To:  <3.0.5.32.20000730193525.007cfbf0@pop.wans.net>
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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/

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Date:         Mon, 31 Jul 2000 06:44:22 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Caroletti <scarole@TIN.IT>
Subject:      Thyatis Character Reference
MIME-Version: 1.0
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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

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Date:         Sun, 30 Jul 2000 22:59:31 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Comments:     Authenticated sender is <bing@pop.zzz.com>
From:         Mike & Rebecca Harvey <bing@ICCOM.COM>
Subject:      Re: Rockhome help needed
In-Reply-To:  <3.0.5.32.20000730184010.007ab390@10.1.1.1>
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> 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

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Date:         Mon, 31 Jul 2000 00:49:14 -0700
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Rockhome help needed
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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/

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Date:         Mon, 31 Jul 2000 10:14:47 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Ezio Pignatelli <pignatel@SISSA.IT>
Organization: SISSA
Subject:      Halfling Master class unbalanced?
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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
--



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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Andrew wrote:
<blockquote TYPE=CITE>
<pre>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).</pre>
</blockquote>

<p><br>The "roleplaying disadvantages" you are talking about are pretty
strong. Being forced to be in&nbsp;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. :))))
<p>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.&nbsp;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.
<p>About the 32 level: I don't know, I never reached such a high level.&nbsp;:))).
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?&nbsp;:)
<pre>--&nbsp;
Ezio Pignatelli --- SISSA -- Room 9&nbsp;
via Beirut 4 - 34014 Trieste - Italy
Phone: +39-040-3787525 Fax:+39-040-3787528&nbsp;
<A HREF="mailto:pignatel@sissa.it">mailto:pignatel@sissa.it</A>&nbsp; <A HREF="http://www.sissa.it/ap/pignatel.html">http://www.sissa.it/ap/pignatel.html</A>
--</pre>
&nbsp;</html>

--------------6890B458425D9B027EFE75F6--

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Date:         Mon, 31 Jul 2000 11:17:16 CEST
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From:         Federico Kaftal <kaftal@HOTMAIL.COM>
Subject:      Mystic rule
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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
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Date:         Mon, 31 Jul 2000 03:18:51 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Re: Mystic rule
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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.

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Date:         Mon, 31 Jul 2000 11:20:19 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Rockhome help needed
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>         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.

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Date:         Mon, 31 Jul 2000 11:37:16 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
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> 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

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Date:         Mon, 31 Jul 2000 14:06:13 CEST
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Federico Kaftal <kaftal@HOTMAIL.COM>
Subject:      Mystic rule
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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
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Date:         Mon, 31 Jul 2000 14:45:01 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      AD&D Kubitt Thief
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    Just wondering if anyone ever did racial adjustments to thief skills for
the little people?

Hamlet I, v, 166.
Words to live by?

Paul

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Date:         Mon, 31 Jul 2000 06:48:50 -0700
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Halfling Master class unbalanced?
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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/

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Date:         Mon, 31 Jul 2000 06:53:42 -0700
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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/

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Date:         Mon, 31 Jul 2000 11:10:31 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         SteelAngel <edeneau@ANTARES.PHYS.CLEMSON.EDU>
Subject:      Re: Halfling Masters Unbalanced?
In-Reply-To:  <3.0.5.32.20000730175658.007ce550@pop.wans.net>
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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

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Date:         Mon, 31 Jul 2000 10:27:53 -0500
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         George Hrabovsky <georgeh@HEP.PHYSICS.WISC.EDU>
Subject:      Re: Halfling Masters Unbalanced?
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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" <edeneau@ANTARES.PHYS.CLEMSON.EDU>
To: <MYSTARA-L@ORACLE.WIZARDS.COM>
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
>
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Date:         Mon, 31 Jul 2000 14:18:22 -0500
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From:         Albert Edward Capt 552 CSG/SCXX <Edward.Albert@TINKER.AF.MIL>
Subject:      DA1 Adventures in Blackmoor question?

What is the vehicle pictured on the cover of the module DA1, Adventures in
Blackmoor?

Ted

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Date:         Mon, 31 Jul 2000 14:51:13 -0500
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         George Hrabovsky <georgeh@HEP.PHYSICS.WISC.EDU>
Subject:      Re: DA1 Adventures in Blackmoor question?
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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" <Edward.Albert@TINKER.AF.MIL>
To: <MYSTARA-L@ORACLE.WIZARDS.COM>
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
>
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Date:         Mon, 31 Jul 2000 13:23:18 -0700
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From:         "Harvey, Michael" <michael.harvey@INTEL.COM>
Subject:      Re: Mystic rule
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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

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Date:         Tue, 1 Aug 2000 06:38:51 +1000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         shawn stanley <stanles@ALPHALINK.COM.AU>
Subject:      Question for People New to Mystara
Mime-Version: 1.0
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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"

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Date:         Mon, 31 Jul 2000 13:52:00 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         "Harvey, Michael" <michael.harvey@INTEL.COM>
Subject:      Re: Rockhome help needed
MIME-Version: 1.0
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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

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Date:         Mon, 31 Jul 2000 15:54:18 -0500
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Albert Edward Capt 552 CSG/SCXX <Edward.Albert@TINKER.AF.MIL>
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
>

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Date:         Mon, 31 Jul 2000 17:54:14 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Criptonite Criptonite <CRlPTONITE@AOL.COM>
Subject:      Re: DA1 Adventures in Blackmoor question?
MIME-Version: 1.0
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> 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

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Date:         Tue, 1 Aug 2000 00:36:03 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jacob Skytte <scythe@WANADOO.DK>
Subject:      Re: Halfling Masters Unbalanced?
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> 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

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Date:         Tue, 1 Aug 2000 00:46:25 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jacob Skytte <scythe@WANADOO.DK>
Subject:      Re: Rockhome help needed
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>         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

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Date:         Mon, 31 Jul 2000 23:58:20 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         jason o'brien <jobo@EIRCOM.NET>
Subject:      Re: What's happened to the List?
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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.
>

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Date:         Tue, 1 Aug 2000 00:02:31 +0100
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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> 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.

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Date:         Tue, 1 Aug 2000 00:04:50 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         jason o'brien <jobo@EIRCOM.NET>
Subject:      Re: Carnifex lore
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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] :)
>

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Date:         Mon, 31 Jul 2000 21:15:18 -0700
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         "Jenni A. M. Merrifield" <strawberry@JAMM.COM>
Organization: strawberryJAMM Designs
Subject:      Re: Low level magic
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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!"



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Date:         Mon, 31 Jul 2000 22:38:49 -0700
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Low level magic
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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/

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