Kelfour Edition volume III number VIII
Jump to navigation
Jump to search
_______________________________________________________________________
/ \ \
| | Hunting Mummies to Fire Cats! |
@_/_____________________________________________________________________/
| |
| |
| GemStone III(TM) January 1993 |
| Vol. 3, No.8 |
| _ _ _ ___ |
| / ) / ) / ) / __) |
| / /_/ / ____ / / _/ ( ____ __ __ ____ |
| / __/ / __ ) / / ( __) / _ ) / / / / / ___) |
| / /\ \ / ___/ / / / / / (/ / / (_/ / / / |
| (_/ \_) (____) (_( (_( (____/ (_____( (_( |
| _____ _ _ _ _ |
| |\ ,,,,, /| / ____) / ) (/ _/ ) (/ |
| \/_ _\/ | / (__ ___/ / _ ( _) _ ____ ____ |
/\ (_ " _) / ___) / _ / / ) / / / ) / _ ) / ) |
\ \ ( ,--, ) / (_ / (/ / / / / / / / / (/ / / /) / |
/ / ,,,\__-__/,,, (_____) (____( (_( (_( (_( (____/ (_((_( |
\ \ ,,,,""""""",,,, |
/_/ ( )"""""""( ) ,('') The Kronicles of Kulthea |
[!!!]-' / """"""" \ \_/ / |
`-----' """"""""" `.___/ |
|______ ;;;;;;;;; __________________________________________________|
|_______ """"""""" ___________________________________________________|
| """" """" |
| """ """ |
| _"", ,""_ Local News .............................. 1 |
| __(___) (___)_ Hall of Fame ............................ 11 |
| Kelfour Census Report ... Catrissa Dakhati 2 |
| Rolling up a Character .................... Lord Nixie Trevize 4 |
| Mastering the Character Generator .............. Rondo d'Amici 5 |
| Successful Thievery: |
| The Deadliest Skill .............. Lord Artuero Bresnahanini 7 |
| How to Defeat Pickpockets .......................... Anonymous 9 |
| Misremembering Moon ................................. Greywulf 12 |
| The Monster Chronicles: Mummies ............... Jarran Terraxx 13 |
| A Hacker's Guide to Greys ................... Imlach Draughlir 14 |
| A Guide to Cavers ................................... Darkseed 16 |
| Out of the Frying Pan (FGS) ................ Celestin Drowstar 18 |
| Fire Cats and Fire Rats ...................... Kalagay Halatil 20 |
| Water's Shadowed Flight .......................... Eron Kulsen 22 |
| Bumbling in the Dark .......................... Kert Clandocci 23 |
| A Guiding Star ............................. Belladonna Atropa 25 |
| Harpy Holidays ............................... Lloyd Lowd, PhD 27 |
| |
|_____________________________________________________________________|
| |
| Kelfour Edition/Kronicles of Kulthea, is devoted to the Multiplayer |
| Role-Playing Game GemStone III on GEnie Online Service. Submissions |
| may be edited for space, accuracy and readability. Write Assistant |
| Editors Kalagay Halatil, Jarran Terraxx, Rasputin Santare, or to |
| Publisher Phaedra Bleu by GE Mail to P.HERRINGTON for details. |
| __________________________________________________________________|___
| / /
\_/_____________________________________________________________________/
Kelfour's Local News
~~~~~~~~~~~~~~~~~~~~
Role-playing Experience! Pirates Pose as Merchants!
~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~
All residents are encouraged to stay Although (as you can see below) they
in character when in the environs of offered items of great value, recent
Kulthea because, at long last, real visiting merchants were exposed as
experience points are being awarded dangerous pirates by several brave
for doing so! adventurers.
Read the Version Notes Some items included a Grey Nipcan of
~~~~~~~~~~~~~~~~~~~~~~ Invisibility for 700 silvers, white
Staying current with changes to the gold vial believed to hold a
game is important to optimizing your Resurrection potion for 5580, Silver
playing investment. Changes are doc- horn of Strength for 2000, Metal
umented regularly in the Version Chalice containing Blur for 2000,
Notes available on menu option 2 on Alabaster decanter of Wizard Shield
GEnie page 931. Changes were ex- for 7150, Glass Flask of Strenth for
plained there, for instance, in 725, Glass Bottle of Channeling for
December and January affecting the 4000, and a Glass Decanter with an
following: unknown spell for 1700 silvers.
Tend, Diagnose and Unwrap Great GemStone III Resources
Dragging overfilled containers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Word of Disarm * Indexes to Back Kelfour Editions
Brawling GemStone III Library files 45 & 46
Enchantment True and Get command Find the articles YOU want!
Disarm and Trap
Call Familiar * Town Forums every Wednesday
... and many more! Residents meet in Moot Hall
Visit Town Frequently * Newbie Night, Last Tuesday of Each
~~~~~~~~~~~~~~~~~~~~~ Month. Personal help in the game!
Attention! Residents staying out of
Kulthea for more than 90 days run * Multi-player Games RoundTable
the risk of not being recognized up- GEnie*Basic Bulletin Board
on return. Details in GemStone III's Categories 17 through 20
Policy Statement on GEnie page 931. Keyword MPGRT
/|
//|
// |
______________________________________________________|/ |_______
/ \ | _| \
\@| Hunter's Theme Song | (_) |
| _| |
| Home on the Plains (_) |
| ~~~~~~~~~~~~~~~~~~ |
| |
| Oh, give me a home where the Lesser Orcs roam, |
| Where the Torkaans and Hobgoblins play. |
| Where often is heard, that encouraging word |
| That my chest won't blow pickers away! |
| |
| Home, home on the plains! |
| Where the Trolls and the Wolvies I slay. |
| Where crits are deserved, and my wounds are all cured, |
_| And my mind never clears up all day! |
/@| |
\/_________________________________________________________________/
-1-
____________
/ \ __ \ Kelfour's Landing Census Report
\@| / "| | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| //|"| | by Catrissa Dakhati, Census Taker
_| //=|"| |
/@| // |"| | census of Kelfour's [Editor's Note: This situation was
\_/ ~~ ~~~ / Landing adventurers rectified in grand style by the bard
~~~~~~~~~~~ was conducted early Lord Enegue LionHeart by press time,
last December when the entire popu- as shown by the January 25th Fame.]
lation of 646 people was polled as
to race and choice of profession. The same statistics were then com-
It was discovered that 43 inhabi- puted for the entire population of
tants of Kelfour's had attained the Kelfour's Landing.
special title of Lord or Lady. A
separate poll was done for these Half-elves may be outcasts in other
high ranking members of our fair lands, but they have obviously found
town. a home in Kelfour's Landing. The
class divisions show that Kelfour's
This titled class numbered 43, just is truly a frontier town. As in any
less than 7% of the population. frontier town, thieves are plentiful
so carrying a tight purse is recom-
As can be seen by the following mended. And it is clear from this
charts, Elves are the more dominant census that the town needs more
of the races, making up almost 80% clerics and healers.
of the Lords. The absence of Lords
among common men is interesting, These are the facts and figures, any
although the division of the Lord- further analysis and discussion will
ships among the various professions be left to others. Hopefully this
was fairly evenly distributed except census will prove informative and
for bards. useful to all.
_______________________________________________________________________
/ \ Breakdown of Lords by Race and Class \
| @/_____________________________________________________________________/
| Halfling 5 (12%) Fighter 3 ( 7%) |
| Half-elf 20 (47%) Thief 10 (23%) |
| Fair elf 12 (28%) Bard 0 ( 0%) |
| High man 3 ( 7%) Ranger 6 (14%) |
| High elf 1 ( 2%) Cleric 6 (14%) |
| Wood elf 1 ( 2%) Healer 5 (12%) |
|_ Dwarf 1 ( 2%) Mage 10 (23%) _|
/ Common man 0 ( 0%) Sorceror 3 ( 7%) \
| --------- --------- |
| Total 43 (100%) 43 (100%) |
|-----------------------------------------------------------------------|
| Race by Class |
| Half- Half Fair High High Wood Common |
| ling Elf Elf Man Elf Elf Dwarf Man |
| |
| Fighter 0% 5% 0% 67% 0% 0% 0% 0% |
| Thief 0% 25% 42% 0% 0% 0% 0% 0% |
| Bard 0% 0% 0% 0% 0% 0% 0% 0% |
| Ranger 0% 30% 0% 0% 0% 0% 0% 0% |
| Cleric 20% 20% 8% 0% 0% 0% 0% 0% |
| Healer 0% 10% 8% 0% 100% 0% 100% 0% |
| Mage 60% 10% 33% 0% 0% 100% 0% 0% |
| Sorceror 20% 0% 8% 33% 0% 0% 0% 0% |
| ---------------------------------------------------- |
__| Total # 5 20 12 3 1 1 1 0 |
\_/______________________________________________________________________/
-2-
_______________________________________________________________________
/ \ Class by Race \
| @/_____________________________________________________________________/
| Fighter Thief Bard Ranger Cleric Healer Mage Sorc |
| |
| Halfling 0% 0% 0% 0% 17% 0% 30% 33% |
| Half-elf 33% 50% 0% 100% 67% 40% 20% 0% |
| Fair elf 0% 50% 0% 0% 17% 20% 40% 33% |
| High man 67% 0% 0% 0% 0% 0% 0% 33% |
|_ High elf 0% 0% 0% 0% 0% 20% 0% 0% _|
/ Wood elf 0% 0% 0% 0% 0% 0% 10% 0% \
| Dwarf 0% 0% 0% 0% 0% 20% 0% 0% |
| Com. Man 0% 0% 0% 0% 0% 0% 0% 0% |
| --------------------------------------------------- |
| Total # 3 10 0 6 6 5 10 3 |
|-----------------------------------------------------------------------|
| Number of each Race and Class split up |
|_---------------------------------------------------------------------_|
/ Halfling 44 ( 7%) Fighter 111 (17%) \
| Half-elf 295 (46%) Thief 154 (24%) |
| Fair elf 118 (18%) Bard 28 ( 4%) |
| High man 86 (13%) Ranger 109 (17%) |
| High elf 15 ( 2%) Mage 109 (17%) |
| Wood elf 30 ( 5%) Sorceror 44 ( 7%) |
|_ Dwarf 23 ( 4%) Cleric 53 ( 8%) _|
/ Common man 35 ( 5%) Healer 38 ( 6%) \
| ---------- --------- |
| Totals 646 (100%) 646 (100%) |
|-----------------------------------------------------------------------|
| Race by Class and Class by Race |
|-----------------------------------------------------------------------|
| Half Half Fair High High Wood Common |
| ling Elf Elf Man Elf Elf Dwarf Man |
| Fighter 0% 15% 8% 40% 20% 7% 43% 20% |
| Thief 14% 31% 27% 3% 20% 13% 17% 31% |
| Bard 2% 3% 5% 6% 7% 10% 0% 9% |
| Ranger 0% 24% 10% 19% 7% 10% 9% 11% |
| Cleric 7% 8% 8% 12% 7% 0% 13% 6% |
| Healer 2% 6% 5% 5% 20% 0% 17% 6% |
| Mage 59% 7% 29% 13% 7% 40% 0% 9% |
| Sorceror 16% 5% 8% 3% 13% 20% 0% 9% |
| ---------------------------------------------------- |
| Total # 44 295 118 86 15 30 23 35 |
|-----------------------------------------------------------------------|
| Fighter Thief Bard Ranger Cleric Healer Mage Sorc |
| Halfling 0% 4% 4% 0% 6% 3% 24% 16% |
| Half-elf 41% 59% 32% 65% 47% 47% 20% 32% |
| Fair elf 9% 21% 21% 11% 17% 16% 31% 20% |
| High man 31% 2% 18% 15% 19% 11% 10% 7% |
| High elf 3% 2% 4% 1% 2% 8% 1% 5% |
| Wood elf 2% 3% 11% 3% 0% 0% 11% 14% |
| Dwarf 9% 3% 0% 2% 6% 11% 0% 0% |
| Com. Man 6% 7% 11% 4% 4% 5% 3% 7% |
| --------------------------------------------------- |
| Total # 111 154 28 109 53 38 109 44 |
| |
| Note: Percentages may not always add up to 100 due to rounding. |
__| This report was based on the Fame list posted on Dec. 10, 1992. |
\_/______________________________________________________________________/
-3-
___________ Rolling up a Character
/ \ __ \ ~~~~~~~~~~~~~~~~~~~~~~
\@| / "| | by Lord Nixie Trevize
| //|"| |
_| //=|"| | nyone who wants to The second set of numbers, your
/@| // |"| | develop a long-term potential stats, is determined from
\_/ ~~ ~~~/ character in GemStone a Role Master table incorporated in
~~~~~~~~~~ should test a variety the character manager.
of professions before choosing one.
Find someone to show you the ropes. You've probably been advised about
Information from others will save re-rolling. "Get 100s and put them
you much time and frustration. here, then put that 99 there," etc.
Well, okay if you want just 3 or 4
Once you've decided on a profession, good stats, but if you want good
you will need to create a character stats all around, forget that.
with stats (numbers which determine
bonuses that affect your character's Here's what you do:
abilities in the game) you can live
with over time. My own experience Ask around (or look in back issues
has been that you can expect to of KE) and find out which stats are
spent 4 to 6 hours in the character important to your profession.
manager to optimize these stats.
For example, my character's stats Put your two lowest rolls in your
using this technique are: character's automatic 90s.
COnstitution 99 STrength 99 Put your highest roll in the skill
AGility 99 QUickness 98 you need the most which is not
Self Discipline 99 PResence 75 covered by an automatic 90.
ELoquence 97 INtuition 97
REasoning 87 EMpathy 98 Put all other high numbers in the
first 5 stats (CO, AG, SD, EL, RE)
Any profession would be successful to maximize your Development points.
with these stats.
Once you have started your pattern,
The character manager generates two stick to it. Don't jump around with
sets of numbers for your character. your numbers. Just stick to putting
These numbers are divided between a the same type in the same place.
first roll and a potential roll --
the stats you start out with and the Always examine your character's
potential stats you work toward as potential stats to see if they are
as your character matures. Both satisfactory. This method allows
sets are weighted: On your first you to take advantage of both sets
roll, you will get 3 numbers between of rolls and the possible 90s that
75-100, 3 between 50-80, 3 between each can produce. The object is to
20-50, and 1 between 20-100. The get the potential 90s to match the
second set of numbers will produce low stats from the first roll.
similar results, except that numbers
between 1 and 20 are allowed on some Believe me, this method works! I
rolls. invested six hours rolling up my
character. Three times I rejected
Let's look at the spreads. Your better stats than I ended up with
will have two automatic 90s, and the because I wanted 2.8 power points
character manager will generate a per level. I settled instead for
total of 6 numbers between 75-100, 6 2.5, and I've never regretted it.
between 50-80, 6 between 20-50, and
2 between 20-100. It's possible to My advice is to forget about getting
get eight 100s and two 98s, but this 100s. Go for a bunch of the highest
would occur rarely indeed. 90s you can manage.
-4-
_______________ Mastering the Character Generator
/ \ ____ ____\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\@| +|~~\ /~~|+| by Rondo d'Amici
| |~\~\/~/~| |
_| |~|\~~/|~| | any a new resident _________________________________
/@| _|~| ~~ |~|_| of Kulthea, after \ \
\_/ ~~~~ ~~~~/ spending several ||________________________________|
~~~~~~~~~~~~~~ years in the area, | |
has decided that their chosen | 1 @ 98 or higher for INtuition |
profession of adventuring is not for | |
them. Most of these folks have re- | 3 @ 90 or higher for QUickness |
latives of some description who wish | COnstitution and STrength |
to follow in their footsteps as | |
adventurers, but this entails visit- | 1 @ 75 or higher for AGility |
ing that most blessed of all spots | ______________________________|
of the town of Kelfours Landing, the | @\ \
Character Generator. This article \_/______________________________/
discusses how to best determine what
the new adventurer needs to obtain
from the Character Generator and the Additionally, I wanted the potential
best way to obtain these charact- rolls in each of the above categor-
eristics without causing your family ies to be 95 or higher. I decided
to go bankrupt. to prioritize the remaining rolls in
this order: Self Discipline, Reas-
Deciding What You Want oning, Empathy, Presence, and Elo-
quence (taking the default 90). The
Before you enter the character purpose of making these decisions in
generator, you should spend some advance is to allow you to look
time deciding what your new char- immediately at a set of 10 rolls and
acter wants to do as a profession. decide if the rolls are high enough
After you decide, you must determine to merit investing more time or
the sort of statistics and training whether you should reroll posthaste.
that are best for someone of that
profession. The best way to do this Remember that you will have no more
is to contact the leading citizens than four starting rolls above 80,
in your chosen profession. Talk to no matter how many times you reroll.
various people around town, leave The potential rolls are a function
messages on the bulletin board, or of the starting rolls, but they can
send email to individuals, if you theoretically be any value equal to
know their addresses. Additionally, or greater than the starting rolls.
you should read Kelfour's most
famous book, Natasha's No-Nonsense The beginning adventurer should
Tourist Handbook to Kulthea. decide which areas he plans to train
in before entering the character
Other adventurers will be happy to generator. Spell users should per-
tell you what stats are important to use the spell lists in advance to
your occupation, but opinions about decide which list or lists they plan
rolls abound! It's up to you to de- to develop. Will your character be
cide how high your rolls must be for a picker of chests, a picker of
each stat. In other words, do you pockets, or a stalker who picks on
want a QUickness rating above 90 or monsters? Will you wave wands, read
95, or is 80 good enough? How many runes, or try to brawl your way to
Power Points per level are enough? fame and fortune? Many local
For example, when I visited the residents will be more than happy to
character generator I had decided I discuss how to optimize your train-
needed the following potential rolls ing experience.
to be an effective cleric: More...
-5-
Once you decide you are ready to Your second macro should read:
enter the character generator, you
need to set up two macros to help D [CR] Y [CR] D [CR] Y [CR] D [CR] Y
you quickly reroll when you get poor [CR] M [CR] 1 [CR] 1 [CR] 1 [CR] 1
rolls. The first macro should read [CR] Your Name [CR] 3 [CR] 1 [CR] Y
as follows: [CR] Y [CR]
N [CR] 4 [CR] [CR] 3 [CR] This one answers all the questions
to get from your potential rolls to
where [CR] is a carriage return a new set of rolls.
character, ASCII 13. (Note: There
are really no spaces in macros; Now you're ready. CHECK IN at the
spaces are used for clarity only.) inn. Retire your character or fam-
This macro will be used after the ily and agree to have the computer
rolls are displayed and you have assign the rolls randomly. You will
rearranged them if you desire. The be looking at a set of ten rolls,
N and first [CR] answers "no" to the where the first three are probably
question, "Do you want to rearrange the highest, along with possibly the
the rolls?" The 4 and [CR] select last. Look these rolls over and
the profession of Cleric. If you decide if you want to build your
want some other profession, change character from them. If not, exe-
the 4 to a number from the following cute the first macro, press enter,
table: and execute the second macro. In
________________________ approximately 50 seconds, you will
|\ \ be looking at a new roll. Unlike in
|/_______________________/ the game, I found no limit to the
| | number of lines you can type ahead.
| 1 = Fighter |
| 2 = Thief | [Editor's Note: ALWAYS check out
| 3 = Mage | your POTENTIAL rolls! Great changes
| 4 = Cleric | can have taken place with them.]
|_ 5 = Healer |
/ 6 = Sorcerer | If you like those numbers, rearrange
| 7 = Ranger | them in the order you desire. Then
| 8 = Bard | either execute the first macro ONLY,
| _____________________|_ or answer the questions manually
| @\ \ until you see your potential rolls.
\_/______________________/ If you execute this part manually,
you will not have to bother with
The next [CR] acknowledges when the correcting the first macro to your
generator tells you that certain profession and race. At this point,
rolls were raised to 90. The 3 and you will have to decide if this
[CR] selects the race of Half Elf. character is acceptable. If you
If you desire another race, change like the character, proceed normally
the 3 to a number from the following through the training screens and
table that corresponds to the race away you go. If the potential rolls
of your choice: are not to your satisfaction, hit
______________________ the enter key and execute the second
/ \ \ macro. In about 40 seconds, you'll
\@| 1 = Common Man | have a new set of rolls to play
| 2 = High Man | with. In my case, it took me about
| 3 = Half Elf | 40 rolls to get the character I
| 4 = Wood Elf | wanted, which totalled around 90
| 5 = High Elf _| minutes using this system. I be-
| 6 = Fair Elf \ lieve it will allow you to design
_| 7 = Dwarf | a good character without the bore-
/@| 8 = Halfling | boredom and expense usually assoc-
\/_____________________/ iated with rerolling.
-6-
Successful Thievery: The Deadliest Skill
_____________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/ \ _________ \ by Lord Artuero Bresnahanini
\@| ||=|=|=|| |
| ~~ |_| ~~ |he ability to ambush mines the extent of the critical
_| |_| | well does not come injury inflicted on the target. The
/@| _|_|_ | easily. A thief who way in which it does so is straight-
\_/__________/ patiently trains in forward; add the ambusher's skill
it (twice per level, every level) ranks to the D100 roll. Thus, if the
will not find ambushing at all help- roll is 46 (assume a "C" critical
ful until well along in this career. for simplicity's sake), and the
Eventually, however, these years of ambusher has twelve ranks of ambush,
training pay off, and the higher the modified D100 is 58, and the
level thief fully trained in ambush crit inflicted is whatever a 58
can be expected to kill a foe with a dictates on the appropriate table.
single blow.
Allow me to put the crit roll into
This month's article explores this equation form. If the reader desires
deadliest of abilities. In doing so, further clarification, I again refer
I have assumed that the reader has a him or her to Lady Valeria's series,
more than passing familiarity with which explains the mechanics of the
Lady Valeria Deering's two - part crit system in full.
series "On Critical Hits," found in
Kelfour Edition, Vol.1, Nos.10 & 11. Modified Crit Roll = D100 + [Crit
Type Modification] + [Target Crit
The bonus derived from the ambush Resistance, if any] + [Ambush
skill is not like the bonus acquired Skill (when attacking from hiding)]
with other skills, which increase at
a decreasing rate (+5 for each of An example is in order. Recall last
the first ten skill ranks, +4 for time that Toady had his pocket pick-
each of the 11th through 20th skill ed by Ricardo. Toady vowed to train
ranks and so forth). Training in harder, and he was true to his word.
ambush gives a player the straight Lord Toady now walks the Wild. Being
bonus of +1 for each skill rank no a civilized chap, he has, of course,
matter how many ranks the character not caused any harm to Ricardo.
has earned. This accounts for the
comparatively slow realization of However, Lord Toady has become angry
the skills benefit. with Tortious, because Tortious has
spoken out openly about something he
The ambush skill comes into play swore to keep secret. Toady sets out
only after a number of prerequisites to slay Tortious and successfully
are satisfied. First, the thief must stalks him out of the temple into
hide successfully. For this reason, the grasslands. He readies a weapon
ambush training without training in and jumps out of hiding to attack!
stalk and hide is of minimal worth.
Once a thief is successfully hidden, Unfortunately, a torkaan wanders in
he or she must attack from this hid- front of Toady just at that moment,
den position and not only hit the so Toady swings his morning star at
target, but exceed the THT by enough the torkaan instead of at Tortious,
that a critical hit is scored. Once and Tortious manages to escape.
these factors are satisfied -- the
successful hide, the strike from But let us see what happens to the
hiding, the successful hit, and the torkaan. Toady's OB with the morning
scoring of a critical injury on top star is 145 (he is level 22 with no
of concussion point damage -- the ST bonus). The torkaan's DB is, of
skill of ambush enters the picture. course, zero. The morning star's THT
against AT3, which I believe torkaan
Ambush affects combat by adding to skin to be, is 80. Toady's D100 roll
the internal D100 roll which deter- turns out to be a 10.
-7- More...
Toady's modified D100 is 155 (OB of even with a low crit roll, the bonus
145 - DB of 0 + D100 of 10), so he will increase the crit's severity to
exceeds the THT by 75. This results the point that the target will be
in Toady's damaging the torkaan to incapacitated and easily finished.
the extent of 30 concussion points.
He also scores a critical hit on the Now that the benefits of serious
unfortunate torkaan. ambush training have been explained,
let us look at some tips about how
Exceeding the THT of skin based to use the hide/ambush technique in
armors by anything over 50 results hunting. A thief will generally use
in an "E" Critical. Using Valeria's hide / ambush when soloing, as most
tables, we see that an "E" Critical groups do not appreciate having the
adds 20 to the critical roll. In quarry destroyed in one blow. Still,
addition, because Toady is level 22 when hunting in a group with a
and fully trained in ambush, he adds greedy, double - casting mage, it is
the number of skill ranks he has one sure way to teach the magic-user
accumulated, 46, to the roll. Toady some restraint, and the thief is
therefore brings a total of +66 to encouraged to do so.
his crit roll.
To solo using hide/ambush, you must
Keep in mind that the crit roll is recognize that older monsters in the
hidden; you will never get to see it land have a ridiculously effective
as a player. However, for purposes "find" logic. No amount of training
of this example, we will show that can overcome it, at least while a
Toady's D100 crit roll is a 62. The thief can still get experience from
roll is modified by +20 (because of the monster. So the monster must be
"E" Critical) bringing it to 82, slow enough for the thief to hide
which means that Toady would break (which takes five seconds) and then
the torkaan's right arm. However, strike before the monster can sniff
when he adds his ambush skill bonus, him out and attack. Otherwise, the
Toady's crit roll goes right off the thief will never be able to get off
charts, exceeding 120 and resulting an attack, as the monster continues
in instant death to the torkaan, rediscovering his hiding place.
either on the crushing table (heart
destroyed) or the puncture table If the thief can muster enough DB,
(shot through ears). through magic or by parrying, to
withstand an attack, the creature's
Some monsters have a natural resist- round time need be only slightly
ance to crits. Liches, for example, over five seconds. The thief may
have a -40 to the crit roll against then strike from hiding and let the
them. Monks have similar resistance. creature attack while the thief is
In order to overcome this handicap, still in round time from the ambush.
a thief must strike from ambush to The thief may then hide again and
have a reasonable chance of slaying repeat the process.
the monster in any way other than
beating it until it loses all of its However, if the thief cannot stand
concussion points. Torkaans, I have up to a hit from the monster without
determined after significant field parrying back up to 100 first, then
testing, are not among the monsters a long creature round time, eleven
resistant to crits, thus Toady slays or twelve seconds, is necessary. The
the torkaan in one blow. thief waits for the creature to
strike, hides, ambushes, parries up
At high levels of skill, the chances again, and then lets the creature
of an individual surviving an ambush strike before repeating. The process
attack become quite small. Although can take a long time and can also be
instant death will not be achieved rather risky.
in every instance (until the thief
reaches the 59th level or so), a Keep in mind that it may be worth-
look at the crit tables shows that while to parry substantially and
-8- [Continued on Page 10]
____________ How to Defeat Pickpockets
/ \ __ \ ~~~~~~~~~~~~~~~~~~~~~~~~~
\@| / "| | Anonymous
| //|"| |
_| //=|"| |
/@| // |"| |s you may be aware, often, especially when someone you
\_/ ~~ ~~~ / picking pockets is on suspect is around. You'll figure out
~~~~~~~~~~~ the rise in Kulthea. in a hurry who the main pickpockets
Fortunately, though, pickpockets CAN in town are. Don't just be suspic-
be defeated. Here's how. ious of Lord level thieves, though.
ANY profession can pick pockets.
Long Term
~~~~~~~~~ Thirdly, use INFO to check on your
Anyone can train cheaply to defeat a silvers, not WEALTH. When you type
pickpocket. The secret is to train INFO no one sees you count your
once in perception and pickpocketing coins, unlike with WEALTH. This way,
each level. BOTH bonuses add to your the pickpocket won't know that you
defence against being stolen from. suspect her.
For the would-be robber only, her
pickpocketing skill is applied. This Next, know which areas are safe from
means by level 12 the Lord level pickpockets and which aren't. The
pickpocket is beginning to have some temple is safe. Travelling merchants
trouble stealing from you. By level wagons and shacks are USUALLY safe
17 she probably can't steal from you (more on that later). Helga's Tavern
at all. This advantage continues to is NOT safe.
grow in your favor. By the time you
are level 21 or so, a level 30 (!) Be especially wary when merchants
pickpocket can't touch you; by level are in town, or when special events
23 you are safe from a level 40 are going on. Pickpockets are out in
robber, etc. force then. Special events rarely
have any kind of protection from
The pickpocket also gets a bonus of pickpocketing, so leave your money
(SD+SD+AG)/3, but since most pick- in the bank. Areas around merchants
pockets are elves of one sort or the are usually protected from thievery
other (all elves have a SD penalty) of this type. When you are waiting
this doesn't amount to much. The for a merchant and someone picks
victim get a bonus of (IN+IN+QU)/3. your pocket, use the REPORT command
It's pretty cheap to train this way, to send a message asking GameMasters
2-5 points for sword swingers, 6 to protect the area. Use REPORT in-
points for spell users. Well worth instead of THINK because only Game-
it in the long run. Masters see those messages.
Short Term Even when the merchant's wagons are
~~~~~~~~~~ safe, the area outside of them some-
There are also lots of things you times isn't. This causes problems
can do to protect your hard-earned when you are waiting for the merch-
silvers if you don't have sufficient ants to arrive, with your pockets
training to be safe. The first rule full of silver. Fortunately, you
is obvious, leave your money in the cannot be stolen from if you are
bank! If you don't have it on you hidden. If the robbers aren't there
it can't be stolen. Set up a macro yet, just hide and wait for the
to go from the temple straight to merchants. If the robbers are there
the bank, including a 'go window' at already, chances are you cannot hide
the end. with them in the room. Go to a
nearby room, hide, and sneak into
Secondly, know who the pickpockets the room with the pickpockets in it.
are. One way to do this is to keep It's much easier to sneak up on
a small amount of silver in your someone with high perception than it
pocket at all times. Check on it is to hide from them.
-9- More...
Finally, don't stand out. Most pick- tend to go out of his way to pester
pockets are of sordid character and you. You must be just as sneaky as
vengeful nature. If one KNOWS you he is, at least until he can no
caused problems for him, he will longer pick your pocket.
____________________________________________________________________
/ \ \
\@|_ Robbers Victims |
/ Double Trained Single Trained |
| Level Pickpocket Bonus Perception + Pick = Defense Bonus |
| ----- ---------------- --------------------------------- |
| 5 58 30 + 30 = 60 |
| 10 96 54 + 54 = 108 |
| 15 134 74 + 74 = 148 _|
| 20 152 93 + 93 = 186 \
| 25 162 108 + 108 = 216 |
_| 30 172 122 + 122 = 244 |
/@| |
\_/__________________________________________________________________/
________________________________
Successful Thievery .... From Page 8 / \
~~~~~~~~~~~~~~~~~~~ | Earn An |
use the hide / ambush technique to | |
hunt faster monsters. This method | All Expense-PAID Vacation |
reduces the thief's chance to hit | ~~~~~~~~~~~~~~~~~~~~~~~~~ |
the creature by a large amount in | in Kulthea |
many cases. However, the handicap | ~~~~~~~~~~ |
may be offset by better criticals | |
when the thief does connect. Experi- | Take the vacation of your dreams |
mentation will show if it is a good | in Kelfour's and its surrounding |
way for an individual thief to hunt. | wilds absolutely FREE! An entire |
| weekend from 6PM Friday until |
Finally, the newer creatures, monks | 8AM Monday, your local time. |
and liches in particular, have a | |
more reasonable "find" logic which | Explore the town, hunt in the |
allows the thief a chance to remain | wilds, make new friends or visit |
hidden after the monster searches. | Castle Claedesbrim's ruins -- do |
Ambush skill will become more valu- | everything you normally would, |
able as new creatures appear with | absolutely FREE! |
this more reasonable logic; and the | |
thief may hide, wait for the monster | You can do all this by simply |
to search, attack, parry, and hide | contributing articles, poetry or |
again. In addition to the benefit of | ASCII art to Kelfour Edition, |
ambush against these monsters, the | GemStone III's official player- |
thief is also able to escape many | written newsletter. |
attacks altogether because the mons- | |
ter cannot find him or her. Thus, to | Send GE Mail to KE's Publisher |
the mature thief, ambush is a useful | Phaedra Blue (at P.HERRINGTON) |
day-to-day skill as well as being an | for complete details! |
invaluable resource for occasions | |
when one hit is all you might get. \________________________________/
-10-
_________________________________________________________________________
/ \ \
| ) Hall of Fame )
|@/_______________________________________________________________________/
| |
| FIGHTER Lvl THIEF Lvl |===========COMMON MAN==|
|-------------------------------------------------|Bishop O'dowd 15|
| Waldo2 Ptolomy 24 Mikhail Minnehan 29 |Sauren Tessar 13|
| Gilthor Longblade 23 Artuero Bresnahanini 27 |Dreamweaver Oenotha..11|
| Benar Stormarm 21 Moonpie Legend 24 |Silent Mydnyghte 10|
| Blades Clanners 16 Valeria Deering 23 |Dec Carfa'shon 10|
| Metaboculous Grid..15 Stanyon Sting 23 |=============HIGH MAN==|
| Peat Sallixto 15 Winter Moorsland 23 |Gilthor Longblade 23|
| Angeleyes DuLac 15 Camorra Amandaus 22 |Benar Stormarm 21|
| Dirac de.Montegilt 14 Griffun Skyborne 21 |Queron Kinevan 20|
| Imlach Drauglir 13 Bleys Airelious 21 |Luke Medivac 18|
|_Flynn Bloodmark 12 Laeg Cearnach 20 |Enegue LionHeart 17|
/------------------------------------------------|=============HALF ELF==|
| MAGE CLERIC |Fxg Lyon 29|
|-------------------------------------------------|Mikhail Minnehan 29|
| Dartaghan Darkstar 30 Lairaerrykthrok Tyki..30 |Kayla Kyndhart 29|
| Odds Bodkins 27 Taarna Wayfinder 27 |Taarna Wayfinder 27|
| Whilder Planrathe 26 Redeye Kielsson 24 |Maruko Ashimine 26|
| Certain Justice 24 Zinderin Paxton 23 |=============WOOD ELF==|
| Elminester Silvan..23 Ardneh Cormorant 21 |Joqain Denark 20|
| Rhone Yarrl 22 Lohann McCloud 21 |Mithil Wyerla 17|
| Artemis Al~Anhir 21 Michealoos Duraderos 19 |Kaylin Darkmoor 16|
| Wisraith Winterwi..21 Snow Evenstars 19 |Celestin Drowstar 10|
| Delvian Kel'Bathi..20 Tory Sterlington 17 |Moalanfaidh Maomadh.. 9|
|_Xura Viirkort 20 Paks Moray 16 |=============HIGH ELF==|
/------------------------------------------------|Strom O'Berin 40|
| HEALER BARD |Soulsavr Truespel 13|
|-------------------------------------------------|Fonrod Felagund 9|
| Strom O'Berin 40 Enegue LionHeart 17 |Tighbor Siterious 7|
| Kayla Kyndhart 29 Mendle Seldagrave 16 |Aguarin Howenthorne 6|
| Caretaker D'Bolho..26 Llorien Silvanestii 13 |=============FAIR ELF==|
| Woundhealer Odlaw 21 Dreamweaver Oenothara 11 |Artuero Bresnahanini 27|
| Unum LUX 20 Elladan Palarran 10 |Whilder Planrathe 26|
| Penna Dulaney 19 Rasta Farian 8 |Certain Justice 24|
| Luke Medivac 18 Valinor Kalmirson 6 |Valeria Deering 23|
| Vesitsa Talchild 17 Zimbangu Atlantia 6 |Airioch Ramthanodox 23|
| Eowynn Earrame 16 Telemon Talespinner 6 |=============DWARF=====|
|_Aldan Hawkei 12 Chieftain Getty's 6 |Caretaker D'BoldHome 26|
/------------------------------------------------|Vesitsa Talchild 17|
| RANGER SORCERER |Aeklug Baeyenbregha..16|
|-------------------------------------------------|Alberich Albenherrs..14|
| Fxg Lyon 29 Airioch Ramthanodox 23 |Hilgavolkas LaJolla 10|
| Maruko Ashimine 26 Enigma Sirillian 21 |=============HALFLING==|
| Nastrom Trevin 26 Queron Kinevan 20 |Dartaghan Darkstar 30|
| Gallenod Varynesti 23 Nixie Trevize 19 |Lairaerrykthrok Tyk..30|
| Talon Elessidil 21 Mithil Wyerla 17 |Odds Bodkins 27|
| Arborius Draginson 20 Vlad Drakulya 16 |Artemis Al~Anhir 21|
| Mohrgan Silversteel 19 Anthrax BLACKMOORE 11 |Enigma Sirillian 21|
| Kalagay Halatil 17 Charms D'Warfling 11 |=======================|
| Trachten Hickapod 16 Celestin Drowstar 10 | ------------------- |
| Rory Brandybuck 16 Sylvermyst Sadheart 10 | ------------------- |
|-------------------------------------------------------------------------|
/@\ Shadow World Current Rankings as of Sun Jan 03 21:08:01 1993 |
\_/_______________________________________________________________________/
-11-
_____________________________________________________
/\ \
\@| |
| |
| Misremembering Moon |
| ~~~~~~~~~~~~~~~~~~~ |
| by Greywulf |
| |
| |
| ...and the moonlight's scent is sweet |
| with clarity, |
| green leaves, dark leaves, dark green leaves |
| deep breaths spin 'round and 'round |
| and 'round and 'round and 'round and 'round |
| loud whispered thoughts my heart remembers not |
| |
| ...ansilius |
| |
| run |
| pad, the softened earth, the needles damp |
| he comes |
| about the circle race, ecstatic |
| the Taker comes |
| we breathe we breathe |
| we run and run and run and run and run |
| and celebrate |
| |
| ...the Feast! |
| |
| howl, howl, while ye remember howl! |
| sweet thickness spreading down our muzzles |
| chest fur matting |
| chase the moon we |
| are the Moon we are for now |
| and he, |
| the Slit-eyed One is us |
| and we are he |
| |
| ...and we remember not |
| |
/@| |
\/____________________________________________________/
-12-
____________ The Monster Chronicles: Mummies
/ \ _________\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\@| ||=|=|=|| | by Jarran Terraxx
| ~~ |_| ~~ |
_| |_| |
/@| _|_|_ |
\_/__________/his month we'll cover section of the graveyard, that one
one of the most fearsome of the section being the crypt, which is a
undead, the Mummy. very appropriate place for them,
considering they'll want to stay
Before taking on this horror, it is near their original resting places.
wisest to know your target and the Keeping that in mind, it won't be
things they are capable of. Mummies very likely that you'll accidentally
are very hard to miss, of all of encounter one anywhere else, unless,
the undead creatures, they are very of course, someone chased it out at
unmistakable. The way to always tell you.
a mummy from any other creature, is
the fact that mummies were once dead Now for a little closer look at the
relatives of one person or another, Mummy itself. As stated earlier, the
who were then taken and wrapped up Mummy is wrapped up in bandages from
in cloth bandages to preserve their when they were first buried. Since
bodies. At least until someone, most then, the bandages have grown old
likely a cleric, brought them back and rotting, the bodies themselves
to unlife to haunt and torment the having gone far into the decaying
citizens of Kelfours landing. process. Earth worms and other such
insects have probably made a home
Fortunately, Mummies can only be within the body of the mummy. The
found in one place, the graveyard, eyes have long sunken inside their
so you certainly wont run into one sockets, but they don't really see
on the road. It is suggested that with them anymore. Someone with a
you don't try Mummies until you are weak stomach may not be able to
at least 6th level, and certainly handle looking into the untold hor-
not alone. Mummies hang around with rors that are reflected in a Mummy's
some pretty tough monsters, like the eyes.
bone golem (which will be covered in
another article). Therefore, it is Mummies don't seem to be able to
also suggested that you travel with move around like other undead. The
at least one cleric and a group of logical reason may be that before
about four other members; there is they died they may have already had
safety in numbers when dealing with something wrong, or perhaps the way
powerful undead. they had died might have been a very
brutal one. Since they have their
Mummies have a DB of 30 and are of original bodies when they were first
normal speed, so it is possible to buried, then they still retain that
get in two hits to its one. Mummies specific trait they had. This might
use two forms of attacks, both claw, be a limp, or an unusable arm, even
and ensnare, making them extremely perhaps their head lolling to one
difficult to deal with. Being snared side. But no matter what the problem
and then clawed by a mummy is not on they are still quite dangerous to
the list of fun things to do. deal with, and unlike some other
monsters, they won't beg for mercy
After you beat the mummy, skinning from you.
it is always a nice idea. It's said
that Jarlik the Furrier will pay 75 Mummies are bent on the destruction
silvers for mummy shrouds, on top of on all life, so killing you or any
the treasure that they are already other living creature won't bother
carrying, most likely from their them. However, if one does manage
tombs where they were first buried. to defeat you, rest assured that you
Mummies hang out in a very small won't end up as one of the undead.
-13-
____________ A Hacker's Guide to Greys
/ \ ___ ___\ ~~~~~~~~~~~~~~~~~~~~~~~~~
\@| \~\ /~/ | by Imlach Draughlir
| \ ~ / |
_| |~| |ou've wandered through How to Get to Grey Orcs
/@| |~| | Torkland, gone on to _______________________________
\_/ ~~~ / Hobs, traveled into /\ N \
~~~~~~~~~~~ Gorcs, and hacked \@| Kobold [ ] W+E |
about in Hillies. Now you're faced | Forest / | S |
with that most horrible of all ques- | / | |
tions, "What's next?" There IS an | / | |
answer to that question: Greys! | go [ ] [ ] go |
| path // \\ trail |
The Grey Orc is one of the most | [W] |
unsociable creatures I've met in the | | Werebears |
Dragonsfang so far, but when they | [ ] |
drop Level 2 chests with more | | |
frequency than a Hob, it sort of | [ ] |
makes up for their lack of manners. | B=boulder / \ |
(By the way, if you're hunting in a | / \ |
group, let the lowest level charac- | [ ] [B] [ ] |
ter search. You'll find more chests | \ down / |
that way.) | \ / |
| [ ] <-- climb |
You will also notice how quick the | | boulder |
Grey Orc is. You can forget about | [ ] |
playing parry tag with these bundles | | |
of joy. I've been told that parrying | [ ] -- [ ] |
them is possible, but after spending | go // |
three levels hunting there, I've yet /@| pass [ ] |
to see it done successfully. \/______________________________/
Next in a long line of threats is in the center. The final stage is
how rapidly Greys appear or "gen" as the active one, when those sparks
some like to say. At first glace, leave the cloud. Luckily the sparks
this sounds good. Then it "turtles" strike randomly, so the Orc can get
up (shifting its OB to DB) and you hit just like you.
are flailing away like a hapless
bozo when another one ambles in. Be VERY wary when those clouds
Suddenly: spark. The damage they do is in the
form of critical strikes. Armor is
Blast drives foe's jaw thru brain! no protection, though the higher
** Imlach just bit the dust! your AGility is, the less likely you
are to sustain damage. A cloud can
See what I mean? kill you outright or just shave off
a few concussion points. As if this
Okay. We've covered the subtle wasn't bad enough, a cloud can move
threats, so let's take a look at the into other areas. So keep a close
obvious things you'll have to worry watch on where clouds are and check
about, namely, combat capabilities. adjoining rooms.
Grey Orcs have several attacks. The
most infuriating of these is the Moving down the list we come to the
ever unpopular gas cloud. When a dreaded firebolt and shockbolt. A
Grey casts a cloud, it goes through laen shield can be a big help here.
a series of stages before it becomes The +15 from the shield goes into
dangerous. During stage one, the your spell DB as well. Being only a
cloud forms in the air above you. At thick-skulled fighter myself, I've
stage two, it condenses. In stage found this to be an absolute
three, you'll notice sparks forming necessity while fighting here.
-14- More...
Now to the least of your worries, course, is never travel alone! Even
the physical prowess of the Greys. Lords and Ladies can die here if
You'll find you have a THT of 64 they make the wrong move. In fact,
with a broadsword, so adjust your if your group meets another group
parry accordingly. I've included the while you're there, join forces.
statistics of the Grey Orc here, so It's bad enough trying to keep an
you can get an idea of what you'll eye on the clouds your orcs make,
be facing. let alone those which other groups
_________________________________ generate.
/| |
|| Grey Orc Statistics | Second, pick up anything you drop as
|| | quickly as possible, especially
|| Level 10 Fast speed CPS 130 | shields. If you thought Greys were a
|| DB 90 Weapon: Mace OB 90 | pain before, just wait till one is
|| Magic attacks: Shockbolt OB 40 | wearing your shiny new laen shield!
|| Firebolt OB 45 |
|| Gas Cloud | Finally, never get overconfident. As
\|_________________________________| soon as you become comfortable,
|| | you'll get a face full of cloud,
~~~~~~~~~~ be stunned by a firebolt, or simply
When it comes to traveling in Greys get nailed by a lucky mace blow.
there are a few things you might Greys is a dangerous place, but the
want to keep in mind. The first, of rewards are well worth it. Have fun!
=====================================================
,mmmmm, ______ _________
@ooooo@, / /. . \\ /./-----\.\
@0m0m0Q@ / /. . .`,\\>./, , ,\.\
@0X00X@@ | |. . . |:|\| , , |.|
____@0m00@_____ | | . . . |:|X| , , , |.|
@@@op(oboy)pop@@Ok | |. . . |:|\| , , |.|
@@@@opopopopop@@@p@@| | . . . |:|\| , , , |.|
@@o@@opopopopop@@op@@,|. . . |:|\| , , |.|
@@o@@popopopopopop@o@@| . . . |:|X| , , , |.|
@@o@@mmmmmmgogogo@oo@|. . . |:|\| , , |.|
@@@@@@@mmm'ooo@|@oo@| . . . |:|\| , , , |.|
@oooooooOOOO@" @o@|. . . |:|\| , , |.|
@OoOoO@OoOoO@ @@@| . . . |:|X| , , , |.|
@oooo@@@oooo@ @@@|. . . .|:|\| , , |.|
.@@@o@@@@ooo@@ ,@@}| . . .// \\_________/.|
.@@oo@@@@@@ooo@. "@@'|. . // \==========/
.@ooooo@@@@@oooo@ \ //
@ooooO@' `@@ooo@|
@oooo@' `@oooo@
@ooo@' `oooo@| The MUMMY, from his coffin,
@oo@@' `@oo@| began to rise. And suddenly,
@o@@| @@o@, to my surprize...
@@@@: @@o@| -----
@@@@: @@o@| "HE DID THE MASH!"
`@oo: `@@@:
/@@@) /@@@)
(@@@@/ (@@@@/ Art by Phoenix
=====================================================
-15-
A Guide to Cavers
______________ ~~~~~~~~~~~~~~~~~
/ \ ____ ____ \ By Darkseed
\@| ~| | | |~ |
| |~|--|~| |
_| |~|--|~| |
/@| _|~| |~|_ | ave you grown tired you're fighting has attacked you.
\_/ ~~~~ ~~~~ / of killing Greater At that moment, you drop your parry,
~~~~~~~~~~~~~ Orcs for the lowly attack the monster a certain number
experience you seem to receive? Do of times, depending on the monster's
they no longer challenge your gifts speed, and then parry back up again
with the blade? If this is true and before it can swing once more. This
if you're looking for a new way to way, you're attacking at your full
advance, Cave Trolls may be just the strength, without running the risk
solution for you. of being attacked while your DB is
low. With Cave Trolls, you can get
Cave Trolls are large trolls that in two swings before the Cave Troll
live in the Claedesbrim Dungeon. can retaliate as long as the speed
They can be very nasty at times but of the game is normal and you get no
the rewards you gain can be quite delays.
exceptional. Trolls are level twelve
creatures with a mere 62 DB, easier The next trick is what do to when a
to hit than a Greater Orc. Their Troll "turtles." What this means is
OBs are considerably higher at 127, that the troll is essentially going
but if you can survive that at parry to parry 100. Its OB will be 0 when
100, then you'll do fine here. As it attacks you, and its DB will be
with all areas, there are certain considerably higher. A Cave Troll's
tricks to the trade that must be DB when it is turtled is 153. In
learned before one can successfully other words, you must either be able
hunt this area. to hit a 153, or have someone in
your party who can do it for you. A
First off, never go alone to cavers third option is having someone who
unless you are of a considerably can cast spells or wave wands at it.
high level, at least 8th. The reason This is essential due to the fact
for this rule is that if you get that Cave Trolls have a tendency to
caught with your guard down and a turtle if you do not kill them fast
troll takes a swing at you, he can enough. They will fight you normally
kill you in one shot. This can prove for a while until they have lost a
to be rough on your weapons as you certain number of concussion points.
tend to drop them and they tend to Then they will turtle, swing, and
disappear once they are left alone. begin running from room to room.
If you have another person with you
there is a high chance he or she can Another helpful trick is in knowing
get your items for you and go off to what to wear. Heavy hide is a good
seek help. This is not an option to choice. The Troll has a THT of 89
one who fights alone. with his weapon. Also, objects such
as aventails, greaves, and helms are
The next trick is in how you go important because trolls can inflict
about fighting them. Cave trolls are critical damage. Often called crits,
so big, that they move quite slowly. this can happen when a monster's hit
Parry tagging is a technique that is 10+ points higher than your DB.
will help keep you alive, as well as Can be deadly. Weapons and shields
assist you in defeating the Trolls. that are made of special materials
For those of you who aren't familiar are generally known to be resistant
with parry tagging, I will discuss as far as breaking goes. Cave Trolls
the fundamentals of it. are not known to break shaalk or
laen items regularly. There is, of
Parry tagging is when you keep your course, always the chance that it
parry raised until the creature that could happen.
-16- More...
I suggest large groups of at least are 12th level. Strong, lower level
three people when you fight Cave players with superior equipment can
Trolls. This will generate a good gain experience quickly from trolls.
amount of experience, as well as This can serve as a great spot for
give you the fighting power to be gaining levels at a very fast clip.
able to kill them, usually before I strongly suggest that you take the
they can turtle. The real plus to time to see if Cave Trolls are the
Cave Trolls is the fact that they quarry for you.
_______________________________________________________________________
/ \ \
|@/_____________________________________________________________________/
| |
| Map to Cave Troll Area Town Gates --->O |
| go path-->| |
| _____________ west--> /-----O |
| / \ N / | |
| / Cave Trolls \ | O---O---O |
| /-----------------\ W--+--E | / ^ |
| | | | O | |
| | Level 12 | S / go path |
| | Max OB: 127 | O |
| | DB: 62 | | |
| | Max DB: 153 | O---O---O |
| | Very Slow | up/down--> | |
| | Level 1 Chests | | |
| \_______________/ O |
| / |
| O---O---O---O---O---O |
| | ^ |
| O go path | |\ ,,,,, /| |
| / | \/_ _\/ | |
| O /\ (_ " _) |
| / \ \ ( ,--, ) |
| O / / ,,,\__-__/,,, |
| go path--->| \ \ ,,,,""""""",,,, |
| O---O /_/ | |"""""""( ) ('')
| / ^ | [!!!]-' / """"""" \ \_/ /
| / O `-----' """"""""" `.___/|
| up/down \ <- go ledge ;;;;;;;;; |
| O """"""""" |
| | """" """" |
| O--O---O---O """ """ |
| ^ \ _"", ,""_ |
| | O (___) (___) |
| up/down | |
| O O / |
| go door ---> \ \ <--- go door / <-- go crack |
| | O O---O---O---O---O-----/ |
| ---> \ | | ^\---------\ |
| O---O---O---O O \ |
| ^ \ | Beginning of Cavers |
| | ^ O O---O ~~~~~~~~~~~~~~~~~~~ |
| go arch | | <--up/down (Relatively Small Area) |
_| go door O |
/@| |
\/______________________________________________________________________/
-17-
_________ Out of the Frying Pan
/ \ _____ \ ~~~~~~~~~~~~~~~~~~~~~
\@| ~|_|~ | by Celestin Drowstar
| |~| |
_| |~| |t was a chilly trip up falchion until finally I killed it.
/@| _|~|_ | through Danjirland, but
\_/ ~~~~~ / it got warm real fast. The next fire guardian was not so
~~~~~~~~ Up on Blototh sits a vol- easily dispatched. That airwalled
cano, home to fire guardians and firephantom wandered into the melee
firephantoms. This was my first time and became a nuisance. The guardian
into the volcano, and I was only not only cast fireballs and fire-
kinda sure that I could survive the bolts, but also a firestorm! The
fireballs and firebolts that the guardian suddenly brightened as
local inhabitants could unleash. before, but this time a dark cloud
Some older mages and sorcerers had appeared. I knew I only had a short
assured me I could, and I was really time to flee the room before the
hoping they were right. storm struck, and I had no intention
of sticking around to see what it
My first encounter here was with a could do to me. I fled to safety and
firephantom. It wasn't too powerful returned after a while to find that
for me; but, since it was unlife, I the firestorm was gone. I pulled a
couldn't hit it with my weapon. Not metal wand from my sack and quickly
wanting to waste any metal wands on killed the guardian before it could
it, I airwalled it and continued to cast another firestorm.
explore my new surroundings. While I
admired the lava flows in one of the I continued hunting fire guardians
rooms, a fire guardian floated in. in this fashion until, needing rest
and more metal wands, I had to ring
The fire guardian charged me, and I back to the safety of the temple.
easily dodged the attack, preparing Only a few people were there, some
and casting a Touch of Disruption just chatting and one trying to open
spell. It hit the guardian's leg but a chest. As I sat resting, I was
didn't do much damage. Brightening, feeling pretty good about the fact
the guardian prepared its attack and that I had fought fire guardians and
cast a fireball at me. I realized lived through it and now I was safe.
that my magical defenses were enough
to survive the attacks. We battled Then the person next to me who was
for a short time. It cast fireballs picking a chest looked up and said:
and firebolts at me, and I attacked
with Touch of Disruption spells and "Uh oh..."
More...
___________________________________________________________________
/| |
|| Info on the Blototh Volcano Critters |
|| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|| |
|| Firephantom: Level 6 Undead Fire Guardian: Level 16 Living |
|| DB 20 CPs 85 fast speed DB 70 CPs 195 med speed small |
|| |
|| Non-magic attack (with OB): Non-magic attacks (with OB): |
|| Swing (40) Charge (55) Swing (85) |
|| |
|| Magic attacks (with OB): Magic attacks (with OB): |
|| Firebolt (60) Fireball (60) Firebolt (110) Fireball (110) |
|| Firestorm (area attack) Firestorm (area attack) |
\|___________________________________________________________________|
\________________________________________________________\
-18-
To get to the Blototh Volcano, go to Titans have weaponfire, which can
the weatherbeaten sign which leads instantly demolish a weapon even if
to Danjirland, and follow the trail. you dash past at top speed. Use an
Quickly go on to the fallen tree expendable weapon. Go on to the gash
trunk and cross it. which is the spot marked A on the
map. If you walk back you will need
At this point, you will be in Titan to GO MOUTH to get out, where you
territory. It is very important NOT went GO GASH to enter.
to carry valuable weapons here.
___________________________________________________________________
/ \ \
\@| The Danjirland Route to Blototh Volcano and Fire Guardians |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
| |
| ......... [A] |
| : u/d : B - C, D - C: climb arch |
| : [ ] C - B: ne |
| go gash (in) : C - D: sw |
| go mouth (out) u/d : [ ] |
| [ ] : / |
| / [ ]..... u/d [ ]-------[B] |
| [ ] | : / . \ |
| / | [ ] [ ] . [ ] |
| [ ]-- [ ]-- up/down | : | [C] | |
| up/down | :.....[ ] . [ ] |
| [ ] | u/d \ . / |
| | [ ] [D]-------[ ] |
| up/down \ |
| TITANS! --> [ ] [*] The spot marked C is |
|Put your good / a safe node room. |
|stuff away [ ] |
| and run! \ go /-[ ] |
| [ ]-/ trunk | |
| [ ] |
| | |
| [ ]--[ ] [ ] |
| / / / |
| [ ] [ ]--[ ] N |
|<- to | |
| hill [ ] <- go trail | |
| trolls . W --+-- E |
| . | |
| _________ |
| / \ S |
| | Danjir!! | |
| \_________/ |
| | | |
/@| ~~~~~ |
\_/_________________________________________________________________/
-19-
____________ Fire Cats and Fire Rats
/ \ ___ ___\ ~~~~~~~~~~~~~~~~~~~~~~~
\@| \~\ /~/ | by Kalagay Halatil
| \ ~ / |
_| |~| | ou would think that a To begin with the smaller creature,
/@| |~| | sufficiency of cats Firerats are deadly with teeth and
\_/ ~~~ / could keep a large claws. Brimstone floors give them
~~~~~~~~~~~ rat population under traction for fast attacks, and their
control. The sad fact is that the bite can deliver serious disease.
Firecats in their cave at the end of Firecats, on the other hand, are a
the Seolfar Strake would rather eat whole lot worse. Not only are they
people than rats. And what do the as fast and numerous and harder to
Firerats do, eat cheese? Not they! kill, they deliver way too many heat
It's people or nothing for Firerats. criticals (where any = too many).
_______________________________________________________________
/ \ Monster Statistics \
\@| |
| Firecat - level 18 Firerat - level 16 |
| OB = 165 DB = 90 OB = 140 / 155 DB = 70 |
| THT = 66 MTHT = 80 THT = 66 / 69 MTHT = 84 |
| Attack - claw Attack - claw, bite |
| Special - heat criticals Special - disease |
__| |
\ | -*- Assumes Normal Heavy Hide and Broadsword -*- |
\|_____________________________________________________________/
These animals do not carry chests, Puma Update
so what makes them worth hunting? ~~~~~~~~~~~
On a purely materialistic plane, In October, Kelfour Edition printed
Jarlik will give you 600 silvers for Celestin Drowstar's map and article
Firecat claws and about 350 silvers about pumas, early and welcome news
for Firerat tails. Worth some devel- about this furry bonanza. Following
opment points put into skinning, if is a minor up-date:
cash is what you are after.
First, there are three fog rooms by
I like to use a rapier on these the waterfall where everyone's DB is
creatures because of the reduced bumped up by +30 -- yours and the
THT. I'm not the hardest hitter on the pumas'. If you remember this,
the planet, so that's a major con- you can parry down some so you can
sideration for me. As usual with hit harder. Just remember to parry
natural attacks, heavy hide is not normally when you leave these rooms.
not as good protection as a leather
breastplate would be. Train in rigid Next, a rock jetty extends out into
leather when you can, and you will the lake from the southeast shore.
be safer among the claws and teeth. This is possibly a "safe" room; I've
yet to see a puma in there.
Firecats and Firerats are too fast
for parry tag; find a parry level Finally, the route to pumas has a
that will let you hit but which will kink in it that didn't show up on
keep you alive when the Firecats hit the previous map. The kink has now
back. Experiment from parry 100 on been included.
down, not the other way around. Also
think about the special attacks, the On the following page is a map of
disease and heat crits. A little tag the route from the rockslide north
can hurt you, stun you, and possibly of the Mine Road to the cave at the
kill you. Err on the side of caution end of Seolfar Strake, including the
unless you have a cleric friend who area where pumas are found.
needs work. -20- More...
_________________________________________________________________________
/ \ \
| /@ | Mappe Of Ye Denizens of Seolfar Strake |
| \_/______________________________________________________________________/
| |
| |
| N ( )--( )--( ) |
| | / \ |
| W--+--E go / \ |
| | ( )--( ) trail ( ) ( ) |
| S / / - FIRECATS - \ |
| / / ..................... \ |
| ( ) ( ) : ( )--( ) : ( ) |
| | | : / \ : \ |
| | | : / \ : \ |
| ( ) ( )--( ) : ( ) ( ) ( )--( ): ( ) |
| | \ : \ \ / . (out) \ |
| | BEARS \ :... \ \ / go opening \ |
| ( ) ( ) : ( ) ( ) : . ( )|
| | and \ : \ | go cave (in) | |
| | \ : \ | : . | |
| ( ) BOARS ( ) : ( ) : ( ) ( )|
| | | :.............: | . |
| | | | down -> |
| ( ) ( ) - FIRERATS - ( ) <- up |
| <- climb rock | / \ . |
| | / \ . |
| ( )--( ) ( ) ( ) ( ) |
| / | \ |
| / | \ <- go path ............ |
| ( ) ( )- -( ) ( )--( )--( ). . : ( )--( ) : |
| \ / go trail -> / : |
| \ / : / : |
| ( ) .......................: ( ) : |
| : / : |
| : . . . . . ./. . . . : |
| : + 30 to . ( ) . : |
| : your DB . / \ . : |
| : and the . / fog \ . : |
| : puma's . ( ) ( ) . : |
| : . .|. . . . . | . . : |
| : | | : |
| : ( ) ( ) : |
| : | go rock : |
| : - PUMAS - go shore : |
| : | ( ) : |
| :.................................: |
| |
| _______________________________________________________________________|_
\/________________________________________________________________________/
-21-
Water's Shadowed Flight
~~~~~~~~~~~~~~~~~~~~~~~
By Eron Kulsen
Shadowed is the hand of night,
Dark and desperate, filled with hate.
Stars blaze through infinite darkness,
Points of light, nothing more, nothing less.
Pale Moon, ever present in rising glory;
Lighting the way, revealing moving stories.
Blue Orb, why do you run at such steadfast pace?
To someone's dismay, the sun may take thy place.
Silver streams, sprung from below.
Enchanted waters, where do your rivers flow?
Deep waters move to run swift, faster, faster still.
Shattered light, escapes, dancing across the surface.
Slowing speed, cool lakes, under a moonlight night.
Here you will stay a while, dear water in placid state.
Hurry now, do not tarry, soon the sun will wound the sky.
Even now heat escapes, stay cold, or face thy fate.
Tendrils, wet with mist, rise above the lake;
Entranced in their own movement to place.
Transparent to naked eye, feeding upon deep waters;
Cold to touch, yet warm to rise above.
Bodies of waters move on once more.
Currents to be thy body, thy soul.
Rush quick, straight and true,
Before suns power, fades thee soon.
Run quicker still, sweet waters, to the east.. light!
Your journey soon ends, green seas await.
Now, a taste of salt to bitter the tongue;
Ahead, new and vast oceans are not to late.
Bright sunlight tightens the grip, above you enfolds.
'Ware not, silver spring, thy waters are home.
Moons and Suns will pass, in short eternal time.
Fear not, dear spring, more waters will come.
______________________________________________________________________
/ \
| Imbedding Service Available |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| Lord Sorcerer Nixie Trevine, honored resident of Kelfour's Landing, |
| will imbed select sorcerous and channeling spells in items you pro- |
| vide, for your use later. You must supply the item, and his fee in |
| silvers is tallied by the formula 1000 + (level of spell -1 * 100). |
| Further information may be obtained from Lord Nixie, or by typing |
| IMBED within the confines of Kulthea. For example, Lock Lore (#403) |
| imbedded in your item costs 1200 silvers. |
\______________________________________________________________________/
-22-
_____________ Bumbling in the Dark
/ \ ____ ___\ ~~~~~~~~~~~~~~~~~~~~
\@| ~|~| /~/~ | by Kert Clandocci
| |~|_/~/ |
_| |~|~\~\ | ert awoke slowly, paces, preparing for the next
/@| _|~| \~\_ | as if coming out of onslaught, he had already shifted
\_/ ~~~~ ~~~~/ a haze. At first into a combat state and was acting
~~~~~~~~~~~~ he had no idea where from instinct and experience.
he was. The landscape was obscured
in night shadow, with only the light The tork sprang toward him one more
of Orhan to illuminate it. Looking time, lunging for his throat. At
around in an effort to get his the last second, with a simple man-
bearings, he suddenly realized that euver, Kert thrust his shield into
he had been sleeping outside in the the torkaan's path, forcing it to
grasslands! While this was sur- move away. But the beast immediately
prising in itself, he was even more regained its footing and turned
surprised that he hadn't been again to attack, just as Kert
slaughtered in his sleep by a wand- launched an attack of his own.
ering torkaan. These normally tran- Drake falchion swept down, burrowing
quil, chubby, sheep-like animals, deeply into the beast's neck and
(the domain of the mysterious flaring up with a fiery blast. The
Ky'Taari His Shepherdesses) had be- torkaan was thrown back from the
come rabid and attacked without pro- force of the blow, dead before it
vocation. "Those shepherdesses I hit the ground. "Whoa, only one
never seem to see must have the strike!" he thought exultantly.
flock bedded down," he muttered to "Usually these battles take a fair
himself. Standing slowly to bit longer than that." Kert was
stretch, he glanced about once more pumped up from the quick combat and
to ascertain where he was situated the fatigue he had felt after first
in relation to the town gates. awakening was gone. "Maybe I'll
Familiar landmarks soon revealed hunt a bit longer and see if there
that he was just south of Kelfours - are any more of the nasty beasts
a short, easy journey. Reaching lurking about, endangering the town-
down to pick up his falchion and his folk."
trusty shield, he noticed - again to
his surprise - an odd shimmering He quickly skinned the torkaan and
light emanating from both. tossed the pelt into his backpack.
"That'll at least pay for my
"Hmm... that's odd, my protection lodging," he thought to himself as
spell is still up," Kert said to he jogged north toward town. "And
himself. Feeling a little less vul- I'll be a bit closer to town if I do
nerable, he readied himself for the get tired."
trek back into town and set off to
the north, his thoughts on finding a Kert travelled a couple of hours
nice, warm bed. more through the short grass toward
the town gates, meeting, greeting
After walking only a couple of and skinning two more torkaans along
hundred yards, a torkaan that had the way. Upon his arrival at the
been lying inconspicuously in a path to the gate, he briefly contem-
patch of tall grass off to his left plated heading on into town to sell
leapt out at him. All thoughts of the three fresh torkaan pelts. But
warm beds vanished. Turning swift- the lure of battle was too much. He
ly, Kert swung at the drooling decided instead to take a quick
creature and knew as soon as he did side-trip into the woods to see if
that the blow had been rushed and kobolds were as lively as torkaans
would miss its mark. In an instant, at night.
the torkaan was on him, but the
attack was wild and Kert easily He turned west and moved slowly
side-stepped it. Backing up a few through the woods, peering cau-
-23- More...
tiously about in the soft moonlight. that he was alive and well, that
Making his way back south for a there had been no torkaans, no
while, he spotted a pair of kobolds kobolds and no wolverine, and that
in a small clearing dead ahead. he'd just had one too many at
Deciding to make this his last Helga's.
combat of the night, he quickly cast
a protection spell and sprinted into
the clearing to make his attack. ____________________________________
/ \ \
The kobs reacted quickly, spreading |@/_____ Where the Torkaans Roam ____/
out to get to Kert's flanks. But he | |
was ready for them, and quickly | |
slashed open the thigh of the | [KE] = Kelfour's |
nearest one. He turned to get his | Exterior |
shield up to fend off the other | |
kob's attack when he felt the slice | [LG] = Lower |
of metal in his lower back and the | Dragsonfang |
sticky warmth of blood gushing from | Grasslands |
the fresh wound. Not backing down, | |
he decided it was a minor injury and | |
renewed his attack. He made a feint | Kobland<--[KE]---path---to gate |
at the second kobold and spun | | Kelfours |
quickly, driving his falchion home | [KE] |
in the stomach of its partner. The | | |
creature screamed and dropped to the | [KE] N |
ground, twitching as its lifeblood | | | |
poured from its wounds. | [KE] W--*--E |
| | | |
Kert swiftly turned back to the | [KE] S |
remaining kobold. But it was al- | | |
ready fleeing to the north. "Afraid | [KE] |
to stand and fight," he thought as | / \ go |
he prepared to set off in pursuit. | [LG] [LG]-[KE]-[KE]-[KE]-bridge|
Then, to his horror, he saw the | | |
reason: a wolverine, racing across | [LG] |
the clearing, moonlight reflecting | \ |
ominously from razor-sharp claws. | [LG] |
| | |
Immediately, Kert started to back up | [LG] |
and prepared to defend. But he knew | \ |
even as he moved that it was too | [LG] |
late. The wolverine was on him in | | |
less than a heartbeat, and he felt | [LG] |
its claws sink deep into his chest, | | |
his blood spurting warm and wet on | [LG] |
his skin. His vision blurred and he | | |
fell, still clinging to his | [LG] |
falchion... | / |
| [LG]---->Iorak's Reach |
...and slowly became aware that he | | The Shadow |
was looking up at the bottom of a | | |
bar stool. The falchion had become | go path |
a beer mug, its contents lying pun- | | |
gent and wet in a puddle on the | To Upper Kandsfang |
floor. A near-empty bottle of wine | and Hobland |
lay across the bar, slowly dripping | ________________________________|
onto his chest. Through a drunken | @\ \
haze, his mind registered the fact \__/_______________________________/
-24-
____________ A Guiding Star
/ \ ________ \ ~~~~~~~~~~~~~~
\@| ~|~|~~|| | by Belladonna Atropa
| |~|_ ~~ |
_| |~|-| |ew tragedies strike as to those hunting grounds others deem
/@| |~| | forcefully as a death unprofitable.
\_/ ~~~~~ / in the family, espe-
~~~~~~~~~~~ cially from the point Sadly, even in the desolate regions,
of view of the deceased. We here in clerics are challenged, not by other
Kelfour's are lucky to have a corps players, but by the frustration of
of dedicated and competent clerics fighting monsters that won't die, or
to aid us in these times, offering that can't be found, or that are
more than just comfort: our clerics unapproachable. One of the common
can offer a return to life for those training grounds for young clerics
of us careless enough to have left is the graveyard. Why do other
it too soon. professions, those with better
skills in combat, avoid this place?
Still, glad as most of us are to In part, because heavy gates render
have a cleric on hand in these entry almost impossible for one who
circumstances, they are not much travels alone. In part, because the
desired as companions in battle, creatures of that haunted realm,long
particularly among those young whose since gone from material life, have
guiding principle is "advancement at fewer valuable, salable possessions
any price." The limitations a cleric than any other collection. And, in
faces in combat challenges any but part, because none save clerics can
the most patient hunting party to wield the only weapons commonly
avoid shutting them out of the available which have effect on the
carnage. Still, this mayhem, unliving things found there.
distasteful as it is to many
clerics, is a necessary part of the The graveyard, then, would seem to
learning experience. When clerics have been made for clerics. They
are relegated to the back ranks in alone have spells designed for such
hunting parties, they are forced creatures, and they alone can use
either to hunt alone or to content the weapons. But clerics are not
themselves with what they have notoriously strong. Clerics are not
learned and advance no further. notoriously rich. Without strength
to push past the gates, without
Not a difficult choice. Few would coins to buy rings to bypass those
choose stagnation even if gates, this unprofitable ground is
advancement were to come at the cost nearly unattainable.
of companionship, if there were a
possibility in later years that What other regions are unclaimed by
one's skills and training would more able hunters? Surely no one
prove invaluable to the rest of the would consign clerics to the
adventuring community. It is ironic catacombs. Rats carry disease but no
that the same clerics whose services purses, and they offer little
are absolutely vital in times of challenge as hunters progress in
trouble are an unwanted burden in skill. The coastal cliffs are
their earlier years. We, the perhaps the best area readily
perpetually dying, challenge clerics accessible, but the carrion worms
to prove their willingness to serve infesting the region are quite
us in our greatest need. We require dangerous. The kobold forest and the
them to hide out away from the mine road are so often the chosen
travelled ways, learning their craft hunting grounds of other professions
in isolation, with little help even that clerics are frequently forced
in such common forms as protective to abandon hunts in those expanses.
spells. Yet those called to this
profession often endure such In short, the prospects for clerics,
enforced loneliness, accepting exile particularly young clerics, are
-25- More..
fairly bleak. They can advance far dirty. Let them come to understand
more slowly than other classes, with death, and dying. It will be to each
a great deal of difficulty, hunting hunter's advantage later on if a
with other groups, or they can cleric at this stage learns what the
advance in isolation, again with hunt is all about.
much greater difficulty than other
professions. This is a primary cause There is something you can do, even
why clerics so frequently leave those of you past the hob-stomping
Kelfour's, sending back others of days of youth. You can spend some
their family to prosper in what is a time helping a cleric learn the art
remarkably well-to-do frontier town. of combat. You can help find the
This is also a primary cause why monsters most commonly hunted at
clerics are so infrequently that age. You can cast whatever
available at the time of an protective spells you may have so
adventurer's death, prompting the your cleric can hunt more
dreaded realm- shifting which can fearlessly. You can even help wear
leave a decaying body protected from the monster down if you have the
the elements and foul creatures but time and a yearning for easy prey.
also cut off from the lands of the
living and of the dead. Those in If you have younger cousins and
this condition, often referred to as nieces and nephews, don't send them
the "off line," can survive weeks or out to hunt alone, with a sense of
even years awaiting the services of "family honor" compelling them to
clerics, but it is hardly an meteoric rise. Let them take the
enviable plight. slower path of the guiding star to a
young cleric, advancing at the pace
What can be done? Is there a way of those who follow.
clerics can be brought into the
mainstream of hunting groups, even _________________________________
in the days of their youth? / \
| |
Of course there is. The drawback is | |
that the concept is so blindingly | |
simple it's hard for get-ahead young | |
adventurers to grasp. As clerics in | |
later years assume responsibility | |
for the well - being of the entire | |
community, so in their younger days | |
the community must take some respon- | |
sibility for the well - being of | Your Advertisement Here |
clerics. | ~~~~~~~~~~~~~~~~~~~~~~~ |
| |
Those hunting in the more profitable | |
areas must make an effort to include | |
clerics in their groups beyond just | |
allowing them to tag along. Clerics | |
must be allowed to participate in | |
the battle. Not just when the more | |
battle-ready are exhausted and ready | |
ready to retire for a while, but | |
from the time the group forms until | |
it breaks up at end of day. If a | |
monster falls to a single blow, so | Kelfour Edition sells advertising |
be it. If a monster, as is more | space to select patrons. Contact |
often the case, is slowly beaten | Publisher Phaedra Bleu for rates |
back, beaten down, killed, then make | (in silvers) and more information |
an effort to see that the cleric in | at GE Mail address P.HERRINGTON. |
the party has a hand in that | |
process. Let them get their hands \_________________________________/
-26-
____________ Harpy Holidays
/ \ ___ ___\ ~~~~~~~~~~~~~~
\@| \~\ /~/ | by Lloyd Lowd, PhD
| \ ~ / |
_| |~| |uletide descended upon Presents are always a big part of
/@| |~| | us once again last the season. Some of our more
\_/ ~~~ / month. As the bard prominent residents were seen either
~~~~~~~~~~~ Thomin of Lehrer sang: sporting their new "prezzies" or
sulking because they didn't get what
Slay those wildfowl, geese, they wanted. Lady Valeria, for
and pheasants, instance, had a brand new sword and
Trim the tree, get useless cheerfully showed it to everyone she
presents... met, all the while dusting the tips
By my beard, this season's of her fingers with emery cloth and
unpleasant! saying what a nice present her
Elf-friend, here we go again. "Sandy Claws" got her. Somehow I got
the impression that this particular
Of course, Thomin may be forgiven spirit of Yuletide present spent
his poor mood in what most people more time hiding in shadows than
consider a festive season. He'd just sliding in chimneys.
sat through a three-hour recital by
Enegue the Bard that consisted of The hobbits were a sight, as always.
Yuletide arias from ancient operas, Lord Dartaghan got his usual gift
all of which were the last works by from his Great Aunt Reba: a set of
the respective composers. (Obviously fuzzy wolverine pajamas with padded
their patrons beheaded them to feet and fake claws. (It seems the
prevent further musical mischief.) nice old lady still thinks of him as
a little nipper and likes to hear
And, as if the simple rendition of him try to growl and pretend he's a
these musical aberrations wasn't fierce wild creature.) But the
enough, Enegue (otherwise known as worst blow to the sheep-dipped
the Bland Bard, due to his habit of hobbit's ego was when he discovered
reciting ancient history in public) that his partner in grime, the Low
hired (or coerced through kidnapping Prelate of Kelfour's Landing, was
their loved ones) the Kulthean Play- now a quarter-cubit taller than he,
ers to accompany him. This group of thanks to some heel lifts given by a
amateur thespians practices out of friendly deity.
Cheldar's Bath House every Monday
night, partly because the Bath House Lord Mikhail checked his stocking to
is usually fairly empty that night find a lump of coal, which he
and that any sin is allowed there. promptly inserted into the vacuum
It also helps that Cheldar is almost where his soul formerly resided.
completely deaf. Lord Maruko opened his presents with
a dazzling display of his katana, to
The group isn't completely hopeless; discover an autographed manuscript
they are quite loud. During the per- of Mushashi's "Five Rings." Unfor-
formance, a slightly lovesick bull tunately, he received a severe paper
moose arrived and made a beeline for cut while opening the book and will
the choir. It seems that one of the require months of bed rest after
young fighters in the group, who having Lord Strom tend his wounds.
fancies himself a singer, had the
pitch and timbre of a female moose Speaking of Lord (Legend In His Own
in the throes of a mating frenzy. Mind) Strom, someone gave a him a
Needless to say, this disrupted the certificate for six free lessons
concert completely, and was greeted from Surtey on how to treat compound
with a standing ovation from the fractures. Or was that how to
audience. (The moose kicked open the compound fractures? Probably the
door that Enegue's manager thought- latter. I'd recommend everyone stay
fully locked as the event started.) healthy this year.
-27-
KEV3N8
[end]
See Also: