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Latest revision as of 11:59, 31 December 2014
_______________________________________________________________________ / \ \ | | Here Come Hot Summer Nights! Pages 2 & 29 | @_/_____________________________________________________________________/ | | | | | GemStone III'S July 1992 | | Vol.3, No.2 | | _ _ _ ___ | | / ) / ) / ) / __) | | / /_/ / ____ / / _/ ( ____ __ __ ____ | | / __/ / __ ) / / ( __) / _ ) / / / / / ___) | | / /\ \ / ___/ / / / / / (/ / / (_/ / / / | | (_/ \_) (____) (_( (_( (____/ (_____( (_( | | . _____ _ _ _ _ | |. + Prizes! / ____) / ) (/ _/ ) (/ | | . ____ + / (__ ___/ / _ ( _) _ ____ ____ | | + /\/\/\ / ____) / _ / / ) / / / ) / _ ) / ) | | .\/ \/ . / (__ / (/ / / / / / / / / (/ / / /) / | | . \ / . (_____) (____( (_( (_( (_( (____/ (_((_( | | . + \/ . | | . + The Kronicles of Kulthea | | + . . | | | |_____________________________________________________________________| |_____________________________________________________________________| | | | | | Local News .................................................. 1 | | QUESTionable Behavior ............... Lord Gallenod Varynesti 2 | | Our Favorite Things ........................... Stanyon Sting 5 | | High Sorcery Part II: Guide to Power ..... Dartaghan Darkstar 6 | | The Price of Trust ............................ Elyria Blythe 7 | | Monastery Maps ....................... Lord Whilder Planrathe 9 | | A Farewell to Wands ................... Talamasca D'Lioncourt 13 | | A Family Man .................................. Stanyon Sting 14 | | The Thoughts of a Healer ................... Jhembryn Durrock 16 | | Regrets (Part 2) .............................. Feckly Fecund 17 | | Find the Words: Theme HEALERS ................. Haze Skywrack 19 | | Guided Tour of the Graveyard (Maps) .... Aegyptia Nyctadaemus 20 | | Monsters of the Graveyard .............. Aegyptia Nyctadaemus 27 | | Hot Summer Nights Prizes! ................................... 29 | | | | | |_____________________________________________________________________| | | | Kelfour Edition of the Kronicles of Kulthea is devoted to the multi-| | player role-playing game GemStone III on GEnie Information Network. | | Submissions edited for space, accuracy and readability. For details | | contact assistant editors Kalagay Halatil, Iomadh Dauphin, or Lady | | Rune Arundel, or publisher Phaedra Bleu by GE Mail to P.HERRINGTON. | | Banner letters by Yonah | | __________________________________________________________________|___ | / / \_/_____________________________________________________________________/ Shift in Clerics' Powers |\ __ ~~~~~~~~~~~~~~~~~~~~~~~~ \ | \ __ || __ All residents -- especially | \___________||_||_||____________/| clerics -- are urged to check -- | _______________________________ ( the GemStone III Version Notes | / : : \| on GEnie Page 931 for details / | / {~~~~~~~~~~~~~~~~~~~~~~} about changes to the powers of |/ |~~~~~~~~~~~~~~~~~~~~| clerics. | | | L O C A L | Alterations are detailed in the July | | '92 Changes. They affect, among | N E W S | other things, depart times in the | | event death for all races as well as | K E | the need for deeds. These changes | E /\ D | pertain to ALL resurrections. KE | L / \ I | will publish an informed player | F / \ T | analysis in a future edition but | O / \ I | check out the Version Notes in the | U / \ O | meantime. | R / \ N | | / \ | Player Resources | / \ | ~~~~~~~~~~~~~~~~ | / \ | Town Forums are held each Wednesday |/ \| night in Moot Hall. This is a great way to be heard by the designers and GameMasters. Drag It! ~~~~~~~~ Your game time can be enhanced by The next time you discover you don't downloading informative, files from have the strength or space to pick the GemStone III Software Library on something up (dead bodies included) page 930. Study files offline to in- try DRAGging it. Most things can be crease enjoyment of your time in the drug through doorways and arches as game. For instance, an INDEX to KE'S well as in the standard directions. second year of issues is now avail- Nice enhancement! able (KEINDEX2.TXT) as well one for our first year (KEINDEX1.TXT). Also __________________________________ recommended are Zepath's GIFMAPS9 in / \ three varieties of compression, the | !Hot Summer Nights! | updated version of Natasha's No Non- \__________________________________/ sense Guide, and Taluk's ARMOR.TXT. .ooooo.. .oOOOOOOOOOOOo .oOOOOOOO"""""OOOO. .oOOOOOOO" "OOO _,ooOOOOOOO" OOO o.O. _,oOOOOOOOOOOOOO. OOO OO_Oo. _,oOOOOOOOOOOOOOOOOOOO `=' .oOOOOOOOO. ..ooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO oooo. .O('OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. --\QQOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO / |~`````"OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO | .O:OOOOOOOOOOOOOOOOOOOOOOOO""" ~"""""""' oo`OOOO oO.OOOOOOOOOOOOOOOOOOOOO""' `O OOOO .OO.OOOOOOOOOO/""""'''' OOOO oOO.OOOOOOOO/" `OO00 QQO.OOOOOO/" oOOOO/" Warning: Dangerous pumas sighted! QQQO/" KE needs details! -1- ___________ QUESTionable Behavior / \ ________\ ~~~~~~~~~~~~~~~~~~~~~ \@| ~|_|~~|| | by Lord Gallenod Varynesti | |~|_|~~ | _| |~|-|__ | ach of us dreams of sword-swingers as spell-casters. Of /@| |~|__|| | that big quest where course, any two sword-swingers will \_/ ~~~~~~~~/ we solve all the puz- compliment the mage and cleric. ~~~~~~~~~~ zles, track the vil- Fighters, for example, can learn to lains to their lair, and vanquish pick locks as well as thieves. How- the varlets. (Then strip them of ever, thieves can train cheaply in a everything they owned, of course.) wide variety of skills, and are However, it's rarely that simple. usually better climbers and swimmers than are fighters. On some quests, Sometimes it takes a lot of fumbling those skills may be very important. around until someone finds the catch to the secret door. Some puzzles, Once you have the basic group, you like the entrance to the new monas- may add more people as you see fit. tery, can only be solved by a Sorcerers are particularly powerful specific class of player, or one questors, as they can assault oppo- with unique skills. Then there are nents otherwise immune to the the monsters you may encounter along party's attacks. While I'd still the way. A party of thieves with no slightly favor a mage for the basic blessed weapons will be in trouble group because mage and closed if ambushed by Wight Lords. The essence spells give more overall first and most important part of a benefit to a party, I'd advise you quest is organizing your group. to always try to include at least one sorcerer in your group. Mostly, you have no idea what kind of opposition you'll run into, so Fighters are also a welcome addi- it's best to recruit as balanced a tion, particularly those with two- group as possible. At a minimum, handed weapons. A patient fighter you should have at least one cleric with a greatsword can dispatch mon- and a mage. The cleric is absolu- sters with two blows that would take tely essential if you encounter the rest of your several minutes. I Unlife, and mages have a powerful say patient because fighters sacri- collection of spells at their dis- fice 20 to 45 points of defensive posal even at lower levels. A mage ability to carry those huge weapons. specializing in the Closed Essence Impatient fighters with low DB'S get list has useful spells like Slow and killed off too quickly to do the Haste. The main advantages to the party much good. Mage Base list are the defensive spells, like Wizard Shield and Blur, Bards, unfortunately, are at a that can be cast on party members. significant disadvantage until they get some spells. Until then, they In addition to a cleric and mage, a will have to rely on their quick basic group should have a ranger and wits to raise them above the level a thief. Rangers have good defen- of simple sword-swingers. However, sive spells in addition to their a bard who can sing and entertain a combat ability, and thieves can pick dispirited group of questors lost in locks, an important skill if you a maze and beset by countless expect to reap the rewards of your beasties is okay in my book. endeavors. Rangers and thieves, if they have channeling skill, can also And last, but hardly least, are act as living power batteries for healers. While healers have little the cleric and mage. offensive capability, they can be absolutely priceless on a quest. As a general rule, try to balance the group so there are as many Wounds that might put your only -2- More... mage, cleric or thief out of commis- whisper. And consider this: the sion are child's play to a competent gods sometimes judge us during these healer, saving valuable time and quests. Players who natter on about maybe even the character's life. inconsequential things are rarely Definitely recruit a healer for your rewarded for their behavior. group, and then protect that worthy person with every available re- Also, the group leader should be the source. only one communicating over the ESP net. I've seen several groups have My ultimate group would include a to backtrack to pick up people who cleric, healer, sorcerer, two mages decided they just couldn't resist a (one with each list,) two rangers, a side comment or two while their fighter and a thief. Add a second group was travelling. (I've also cleric if you expect to encounter seen members abandoned, because the much Unlife. But as long as you group leader got fed up with having have the basic four-profession group to go back for them.) If you must I mention above, you should be okay. use the net, make sure you get the group to stop and wait. Now that you have your group formed, you're ready to go out and save the When you enter uncharted territory, world, right? Probably not. The it's best to take a careful look at difference between a successful everything in every room. Have the group and a dead group is usually characters with high perception team-work. Make sure everyone knows search. Touching or tapping things their roles before you set a single is a fast way of discovering those foot outside town. obvious items that might have other functions. It's also a good way for First, you need a leader. Leader- a character who has discovered a ship should not be determined by hidden door, for example, to show it comparing experience and automati- to the rest of the group. Some cally assigning the player with the handy random commands would be "tap most as leader. Pick a leader who opening," "touch chest," and "tap knows the lay of the land. Change (hidden) door." leaders if you're going into an area that the current leader is unfam- Puzzles can be trying for a group, iliar with. You never know when particularly if activating that trap you'll need to move quickly; know- door drops you into an area where ledge of the terrain is a big plus. you can't ESP the solution to the rest of the party. Once you've Keep chatter to a minimum; it just identified everything in the room clutters things up. If you have that might activate something, my something pertinent to the quest, suggestion would be to have differ- fine. If you want to chat with one ent people try different things with person, it's usually a lot less it. Poldark the Mage turns, Whiz- annoying to the entire group if you bamph the Sorcerer pulls, Lighthand More... //| //| | | |\___|___/| |\___|___/| | | | | \ /__ ___ __\ / | | |___| |___| | | | | | | | | _____ | | | | ||||||| | | | | ||||||| | | _______________| |______|||||||______| |_______________ ~~~~~~~~~~~~~~| |~~~~~/ \~~~~~| |~~~~~~~~~~~~~~ -3- the Thief pushes. That way, if a opposition. Even if every monster character disappears though a hole, in the room is familiar to you, you have some idea what caused him there may be hiders in the shadows to vanish. waiting for you to lower your parry so they can ambush you. Combat can come upon you two ways on a quest, expected and unexpected. A Sword-swingers should start any few thoughts on how a well-prepared combat by searching the room for group deals with each: hidden opponents while at full parry. This gives clerics time to Expect to have something nasty try Hold or Blind opponents, sorcerers to rip your head off every time you to use Mind Jolt, or mages to use enter a new room. This is not being Slow. If you have the support, wait paranoid; they really are out to get for the spell-slingers to soften up you. If you have time to prepare the opposition before you start for combat, the first thing you swinging. Also, try to get a read- should do is have attack commands at ing on the offensive and defensive the ready. (In other words, make capabilities of your opponents, some "attack thingie" macros if you spells and round times included. know what you're up against.) You never know when such information will come in handy. Those characters with defensive spells should cast them on everyone During combat, someone should always at regular intervals to save power. be watching for stunned comrades and For instance, I'm a ranger with 32 be prepared to drag them to safety. power points. If I cast them all at If a party member gets stunned, drag them back the way you came, if possible. Dragging them to an unex- once, I can cover myself and two plored room could take them from the other characters with +20 physical, frying pan to the fire, so to speak. +20 RR and +30 magical DB for 40 This job usually falls to healers, minutes. or to clerics if there are no Unlife present. With Unlife, one of the However, If I space that out and sword-swingers should drag if there cast on one person every six or is no healer present. seven minutes, I can maintain that coverage on myself and five other If things get really bad, evacuate. characters almost indefinitely, plus The group leader should yell LEAVING have points left over to give myself or RETREAT, and then get the heck an extra +15 to physical DB when I out of there once people are no need it and channel a few PPS to a longer in round time from attacks. cleric or healer in an emergency. The monsters may chase you, but may The same applies to any spell where not come in force. you can build up a duration. Cast one or two, get back to full points, Okay, you've solved the puzzles, and cast a few more. Do this while killed the baddies, and rescued you're searching around and not only whoever needed to be rescued. You will your party will be well pro- now have this huge pile of loot to tected when you arrive at that divide up. (We hope!) How do you do ambush, but your spellcasters should this without coming to blows? still be at or near full power. Grabbing treasure and running off Actual combat can turn into a bloody with it is the fastest way I know of mess if every player fires off _ad_ getting a lot of people VERY mad at _lib_. Quest opponents are usually you. I like to think that if a much more dangerous than the group worked together well enough to monsters we fight day to day, so a solve the quest they can divide up little tactics never hurts. The treasure in a reasonable way. first thing to do is assess the More on page 8... Our Favorite Things ~~~~~~~~~~~~~~~~~~~ by Stanyon Sting Charging Karnelians and no DB Torkaans Lite armored Kobolds with their small fortunes Frothing dark Werebears that make us take wing These are a few of our favorite things Strong armed Hobgoblins that carry good treasure Fast moving Threks that we hunt for our pleasure Bare handed Trolls and the dangers they bring These are a few of our favorite things When the chest *clicks* When the blade nicks When you're feeling fried We simply go back to the Temple we love So happy to have not died Quick casting Titans with their weapon fire Frightening Unlife and the souls they desire Bewitching young Sea Nymphs and the songs that they sing These are a few of our favorite things Pounding Steel Golems and Shadow Assassins Calming Death Dirges and Spiders that fasten Sidestepping Black Stalkers two-handed swings These are few of our favorite things Going on quests Passing the tests With your friends around Discovering things like a Shimmering Glove And bringing it back to town Twinkling auras and translucent glowing Finding the Crystal that is all knowing Not being navved when using Gold Rings These are a few of our favorite things Making a Level and passing a Spell Roll Finally realizing all your Potential Doing your best at some good Role-Playing These are a few of our favorite things Avoiding gas clouds Shouting out loud We have come to fight Thereby elevating the level above And gaining more skills and might -5- High Sorcery Part II: Guide to Power ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ___________ by Dartaghan Darkstar / \ ______ \ \@| ~|_|~\\ | | |~| || |eveloping the ultimate of any set that has a 100 in it or _| |~| || | destroyer will not be three or more 90s. /@| |~|_// | easy. Young sorcerers \_/ ~~~~~~ / are almost as hard to The POTENTIAL stats are what counts. ~~~~~~~~~~ develop as healers and Try to get potentials of 90 or clerics. Reading Character Law and higher in AG, QU and ST. Having an Campaign Law as well as Spell Law of average of 90 in CO, RE, EL and SD the Rolemaster series published by would insure an adequate number of Iron Crown Enterprises (I.C.E.) can DEVelopment points. A minimum of help minimize the hurdles young two power points per level is a sorcerers will encounter on the long must. Sorcerers are hybrid spell- road to high sorcery. Nine out of casters. Thus they derive the total ten hobbits have also recommended number of their power points from reading High Sorcery Parts I and II the average of their EM and IN along with finding a mentor to help stats, which so happens to be their you over the toughest spots. primary requisites. Your first hurdle -- getting a set Some may be tempted to put the two of killer potential stats -- can be lowest D100 rolls here, take the a pain. However, with a bit of luck automatic 90s, and hope for good and a set of macros, it should not potential rolls. Statistically, the hurt your budget too much. First of better strategy is to put the 100 in all, you do not need killer stats to EM and the lowest number in IN. have the potential to one day prac- Doing it this way gives you a much tice the dark magics of high greater probability of getting two sorcery. Secondly, even if you want or more power points per level. If the killer stats of an ultimate you plan to be a proficient user of destroyer, there are tricks that can elemental attack wands such as the shorten the time needed rolling the iron, silver, metal, and gold wands dice in the Character Manager. commonly found in Kulthea, then put your next highest roll in AG. The On your first trip to the Character AG stat bonus along with any racial Manager, record each keystroke bonus is added to the Directed Spell necessary to move from getting 10 skill and the sum is the Offensive 100-sided dice rolls to another set Bonus of your elemental attack. Put of 10 100-sided rolls without rear- the next highest numbers in QU and ranging the rolls or training in ST. The QU bonus is your basic anything. Then make a set of macros Defensive Bonus to which bonuses or a script of those keystrokes. from shields and magical armor etc. Using this tool will enable you to are added to derive your ability to get new sets of stats in less than a avoid getting hit from melee minute, until you get a set worth attacks. High ST is needed at first rearranging to see the potential so you can use your single-edged rolls. The trick is to be able to weapons skill to kill monsters and recognize when to rearrange the D100 later to parry the melee attacks of rolls and when to use your tool to high level monsters. get a new set of stats. This is more an intuitive process than a Put your next highest numbers in EQ science. About the best you can and RE. The higher the EQ stat the hope for is a set of D100 stat rolls more field experience your mind can that has a 100 or 99 and two other hold before you reach the must rest 90s or higher stats. Rearrange and state. Higher the RE stat, faster take a look at the potential rolls you can absorb that experience. Put -6- More... the next two highest numbers in CO wands, runes and the body skills. and SD. The CO bonus adds to your Train two times per level in the maximum body hit points. The SD Directed Spell skill if you plan on bonus is used for channelling skill being a proficient user of elemental and in the ability to resist attacks attack wands. Even if you do not like the stare of a basilisk. It plan on using wands, still train also might be used to add to the once per level in the Directed Spell hiding skill someday. The amount of skill. It is useful to parry ele- Development points is derived from mental attacks of monsters and other the CO, AG, SD, EL and RE stats. If players. Try to always put 10 deve- you had a 100 in all these stats you lopment points into your Spell List. can have the maximum possible of 50 If its unavoidable, 9 is safe once development points. Having a poten- in a while but putting only 8 into tial of 40 or more is recommended. the Spell List is not recommended. Try to have a potential average of Most sorcerers would want to get a 90 or greater in these five stats to spell every level. If at the early insure you will have sufficient levels you do not have enough number of Development points. The development points to train in all PR stat's only know effect is to the these basic skills, do not start hiding skill, higher the PR, harder training in runes and/or channeling it is to hide. Having killer stats till later. Channeling power points is not a must. You can have some- from other players and using runes what lower stats than recommended can be useful but not critical to here and still become a practitioner your development. Once you have 90 of high sorcery. It just takes to 120 body points, you can stop longer to get there. training in body. That will free 8 development points for other skills The most powerful sorcerers are such as climbing, perception and either halflings or elves. The first aid. exception is Queron, a highman, who is a very powerful practitioner of Your first spell should be in the high sorcery. Highman is probably sorcerer's base list. The next in the best choice for sorcerers More on next page... planning on training in hiding and ambushing. Half-elves have the best balance of stat bonus and is perhaps The Price of Trust the best overall choice for most ~~~~~~~~~~~~~~~~~~ players, Only try a halfling with by Elyria Blythe extreme caution. While they have the potential to be the best wand Do I dare give up my heart wavers, they also have a -20 ST To one who may not want a part bonus which makes them the most Of the love I have to share? difficult sorcerer to develop to Can I say that I don't care? lord level. Wood elves are a good choice for sorcerers who wish to be My fears attack me in the night. very good wand wavers but do not I drown amidst the waves of fright want the -20 ST bonus of a halfling. Along with wolves which seek to rage Against my heart given to a mage. At first you will have only enough Development points for some basic Who's to say he's like the ones skills such as one-handed Single Whose painful treatment I now shun; Edge and Body development. Hope- Those who treated me as dirt, fully as your stats reach their Or nothing more than one to hurt. potential you will be able to train in such skills as climbing and per- I cannot comprehend this pain, ception. So start out by training For in sooth I stand so much to gain. once per level in one-handed single To give my heart to a man such as he edge weapons, channeling, staves and He need only ask me for its key. -7- open channeling. Then go back to QUESTionable Behavior from Page 4 the base list to get Touch of ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Disruption. From here you can take The first trick is to collect it all several roads to high sorcery. No and get it to a safe location. A one road is clearly superior to good idea if you don't want a lot of another. One path is to learn three outsiders hanging around when you're more spells in the open channeling dividing up is to have a pre- list to get aura and airwall. Aura arranged meeting place. That way, adds +10 to DB and to RR for one you can call over the net that minute per caster's level. Airwall you're "at the spot" without alert- is very useful when you need +50 to ing every potential thief in Kulthea DB in an emergency and at higher to your whereabouts. Also, don't go levels when you want to use just out picking daisies when your group Base Attack Spells. Then go to the is gathering to divvy treasure. One open essence list and learn at least of the most annoying things for any the first 10. The 10th spell, es- group is when one person with some sence blast, is a real killer. of the quest items takes the better part of an hour to show up for the An intriguing alternative path to treasure division. high sorcery is to train in hiding and ambushing. A potential of more Having gotten the treasure to a safe than 40 DEV points is required. place, you need to find some way of Even then you will be limited to dividing it up. In some cases, training once per level in one- certain items may be usable only by handed single edge weapons, body, certain professions. Clerics should hiding, ambushing, and staves and get holy items, healers should get wands. Hopefully you will have at healing items, sword-swingers the least 7 or 8 DEV points left to put swords, thieves the lockpicks, etc. in the spell list. After a few levels you should have enough DEV If a player will give up their roll points to train once per level in of the dice for a special item, then directed spells as well. If pos- that's fair trade. However, if a sible, train once per level in runes cleric passes up the offer of a Holy but only if you can still put at Symbol to roll for a cloak, then let least 8 DEV points in spell lists. them. Everyone who was in on the Once you have 90 or so body points, quest, whether they killed anything stop training in body and use the 8 or not, has a right to what was DEV points to train in skills like found. Even if the healers didn't climbing, perception, and swimming. have to heal a single wound because If you do not have enough DEV points the party was so well prepared, they to train in hiding and ambushing still deserve a full share for tak- during the first few levels, train ing the risks, in my humble opinion. just in ambushing at first. Start training in hiding when your DEV Some people don't like rolling dice points increase as your stats reach for treasure; however, it seems to their potentials. be our fairest recourse at the mo- ment. Have someone keep track of Developing this ultimate destroyer all the rolls and act as moderator. will not be easy. A few spell rolls If you're not careful, dividing the are likely to be missed. Not many treasure can take longer than the secondary skills will be developed. quest itself, so try not to waste But given the nature of Touch of time in the process. Disruption, Essence Blast and other spells available to sorcerers, the I've probably missed some things, bonus to the criticals provided by but if you stick to the basics I've ambushing should be worth the outlined here you should do pretty enormous costs. If power is your well. And remember: no quest has game, than this is your path to it. ever been solved by a single person. -8-It takes teamwork. Monastery Maps ~~~~~~~~~~~~~~ _____________ by Lord Whilder Planrathe / \ _______ \ \@| ~| _ ~\ | | |~|_|~ | |ecently, a discovery area which, as of this writing, can | |~ _ ~/ |was made by a daring be visited ONLY by familiars. _| |~| \~\ |group of adventurers. /@| |~| \~\ |Though I wasn't along Monsters here include Spectral \_/ ~~~~ ~~~/to find this new area Monks, Liches and, in the sewer, ~~~~~~~~~~~~ I was loaned a ring Ratsnakes. I will leave it to those set to its doors by Stanyon, and was better versed in Unlife to explain able to gain entrance with a fami- the abilities of the Monk and Lich. liar and lots of help from others. As I write this, none but familiars Here is my map of the interior of has gained entrance to the sewers this Monastery with notes about an and the Ratsnakes. Monastery Map (First and lower level accessible by all) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 1 Notes: Rooms marked 1 are small chambers \ / containing a cot and a spike at 1--- O ---1 head level. Nothing else found. /|\ 1/ | \1 A to B, B to A: Go door. (If door | is not open, the only way in is | a or someone who has a ring set 1 | 1 for interior. If you are outside, \|/ Pull Lever to open door.) 1--- O ---1 (Next /|\ Map) C to D: Go arch. 1 | 1 \ | \ E to F: Turn brazier; secret door. O----I----J----K / F to E: Open door. / O----B / | | G to H: Go Opening. It's hidden F-----E-----D | | but I did not need to see it. | \ | A----O O \ | | H: A room with a rune-covered | \ | L stone which seems to ward off the O----O----G----H \ | Unlife. Good resting place. | \ | O \| F: A stairway that goes to lower O-----O----C----O level where stone is located. | | / | | / I to J: Go privy. O | / | |/ J to K: Go Hole. Only a familiar | O can enter this hole now. Hafling O-----O-----O volunteers with strict diet/exer- | cise training should contact a O Lord/Lady immediately! General Notes: Obvious directions and OUT have been left off this map. Same with go stairs, up/down. If way back is simply a direction, I have left that information off as well. For example: To go from C to D you Go Arch. To move from D to C is simply SouthEast. L on the first map is where you come out of the Lake after swimming. More... -9- Monastery Map Sewer Level (accessible by familiars only at this writing) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O O O | | | O---O---O | | O O \ / \ / \ / O---O---O---K <-- From map above / | / O---O---O Rocks --> Z----Y----X----W----V \ U <-- Basket To move between rooms V, W, X, Y and open the front door. Have familiar Z requires the opening of doors by Drop Rock and the intelligent animal the familiar. Have it try to get will drop it right into the basket ring using the FULL name of the ring for you! to reduce confusion. Once the doors are open, they will stay open as There is a little problem that will long as you keep sending a familiar try your patience. The sewers are into the area. The two important filled with creatures called Rat- rooms are: snakes. These little animals LOVE rocks and have a tendency to grab Room Z: Contains a large pile of them out of the basket, right under rocks. Have familiar get rock and the familiar's nose! It takes speed then send familiar to... to get enough rocks into the basket to open the door but a quick, Room U. This room has a basket patient mage can persevere. attached to counterweights that will ________________________________________________________________ What follows is a tour of the sewers for those of you who cannot command a familiar. I'm sure you're interested in what each area looks like. My comments are included in parenthesis ().... The grey wolf went into a small privy. [Inside the Privy] (Note: Room J on first map.) This room is fairly simplistic in its design, as many rooms of this sort are. Bare brick walls, blackened with ages of damp and mildew, look upon an unassuming privy hole in the center of the room. Obvious exits: out. [Inside the Sewer] (Room K on both maps.) This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. A pipe leads up and out, through what looks like the underside of a privy chute. Around you lie the remnants of, well, remnants. Obvious exits: west, out. (In the interests of saving time and space, we skip ahead to room Z on the second map, and work directly back to room U. I have edited out commands and most movements, e.g, Tell fam to go Iron door.) More... -10- [Inside the Sewer] (Room Z on second map.) This is the drainoff area for the Monastery's sewage. Before you is also the mouth of a surprisingly large underground river, flowing swiftly past. Some sort of animal has made a rather large pile of rocks, which lies dir- ectly on the edge of the river. In the pile you can see bits of shiny metal, but nothing large. Near the east wall hangs an iron ring, apparently to control the door in times of emergency. You also see an open copper door. Obvious exits: none. The wolf carefully picks up a round rock. The grey wolf went through a copper door. [Inside the Sewer] (Room Y on second map.) This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of bronze, steel, and copper -- apparently used to control the doors in times of flood or emergency. You also see a bronze door and an open copper door. Obvious paths: none. The wolf drops the rock it was carrying. >The grey wolf tugs on a copper ring. Squealing and grinding, the bronze door slides into the ceiling. Your fam- iliar reacts with mild confusion. It couldn't get the ring, just tug on it. The wolf carefully picks up a round rock. [Inside the Sewer] (Room X on second map.) This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of copper, bronze, and steel -- apparently used to control the doors in times of flood or emergency. You also see an open steel door and an open bronze door. Obvious paths: none. [Inside the Sewer] (Room W on second map.) This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of steel, copper, and bronze -- apparently used to control the doors in times of flood or emergency. You also see an open iron door and an open steel door. Obvious exits: none. [Inside the Sewer] (Room V on second map.) This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a sacrificial altar. Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring apparently to raise and lower the door in times of emergency. You also see a sewer ratsnake and an open iron door. Obvious exits: northeast. A ratsnake scrabbles northeast, hissing sibilantly at nothing in particular. More... -11- [Inside the Sewer] This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. The tunnel is at its darkest point to the east of the curve here, with diffused lighting visible off to the southwest. You also see a sewer ratsnake. Obvious exits: east, southwest. [Inside the Sewer] This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. It is dim here, but faint light can be seen to the east, with the darkness deepening to the west. Obvious exits: east, west. [Inside the Sewer] This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Through a small grating above you is what appears to be the ceiling of the corridor overhead. You also see a sewer ratsnake. Obvious exits: south, east, west, northeast, northwest. A ratsnake scrabbles east, hissing sibilantly at nothing in particular. [Inside the Sewer] This tunnel, though part of the Monastery sewer system, looks more like an access tunnel to something further east. The ledges and trench of the main tunnel are gone, leaving a normal flat surface to walk upon. Obvious exits: north, east. A ratsnake just scrabbled in, hissing quietly to itself. [Inside the Sewer] This tunnel, though part of the Monastery sewer system, looks more like an access tunnel to something further east. The ledges and trench of the main tunnel are gone, leaving a normal flat surface to walk upon. Obvious exits: east, west. A ratsnake just scrabbled in, hissing quietly to itself. [Inside the Sewer] This tunnel, though part of the Monastery sewer system, looks more like an access tunnel to something in the room to the southeast.The ledges and trench of the main tunnel are gone, leaving a normal flat surface to walk upon. Obvious exits: west, southeast. A ratsnake just scrabbled in, hissing quietly to itself. [Inside the Sewer] (Room U on second map.) This room apparently contains the counterweight for a rather large, heavy mechanism. Dangling from a series of chains, pulleys and gears is a big metal basket, with some dust gathered on it. The dust, however, appears to have been disturbed lately, perhaps by something scuttling about these tunnels. Obvious exits: northwest. The wolf goes over to the basket, where it promptly drops a round rock in. The basket shifts downward slightly, with a grinding of gears. -12- A Farewell to Wands ___________ ~~~~~~~~~~~~~~~~~~~ / \ ______ \ by Talamasca D'Lioncourt \@| /~/~~\_\ | | \~\____~ | _| _~~~~\~\ | pring. A long, cold that kept others at a distance. /@| \~\__/~/ | winter was finally \_/ ~~~~~~ / over. It was the time "I had heard that things had been ~~~~~~~~~~ a young sorcerer's changing up on Iorak's..." I started fancy turns to magic! Of course, a to say. young sorcerer's fancy turns to magic in all seasons, but people see "It doesn't matter," he interrupted. it happening more clearly in the "I found something on the mountain spring. Such was the case for a that may take the place of wands for friend of mine named Celestin. me." Most sorcerers like Celestin are not "What did you find?" I asked. proficient with weapons, and their spells prove to be less efficient Celestin stared into his grog for a than mages' spells in some cases, so time without answering. Thinking many hunt creatures with wands. he may not have heard me, I was Lately it has become more difficult about to ask my question again when for sorcerers to wave wands, but he spoke. He had found some sort of Celestin's major problem is finding strange device which he agreed to enough wands to use. He usually let me examine. keeps wands with charges in his sack and wands that are out of charges "Come," he said, rising to his feet. in his backpack. When all his wands "I'll not show it here. Let's go are used up, he climbs up to the top where we won't be disturbed." of Iorak's Reach and recharges them. We left Helga's and headed out of I remember the last time when he town towards the trail that led to returned from Iorak's. It was early the mines. When we got there, in the season, and I was sitting in Celestin took a black metal box from Helga's sipping wine and listening his sack and set it on a large rock. to some bards singing when Celestin It was about the size of a small came in and headed straight to my chest, and I could see on its table. He threw down his empty pack, surface some small, blinking lights pulled out a chair, and sat with a and a yellow symbol made of three sigh. triangles within a circle. "Charging wands again?" I asked. "I think it's a magical device of some sort. I found these runes with "They all exploded," he said in a it. Can you make any sense out of low, angry voice. He set two silver them?" he asked. coins on the table. A server brought him grog, took the coins, I was so intent on examining the and quickly moved away. device that he had to wave the parchment in front of my face to get Townspeople shied away from Celes- my attention. I nodded, took the tin. He wasn't ugly or anything parchment from him, and began to like that, although he was kind of examine it. These were not runes of ghoulish-looking with his pale skin any magical type that I could and dark hair, eyes, and clothing. understand, but I tried my best to A scar down his face, which he said interpret them. was given him by a god, didn't help much either. Still, it was more "Hmm, I'm not sure what this says... likely his almost constant gloom something about megaton yield, -13- More on page 15... A Family Man ~~~~~~~~~~~~ ___________ by Stanyon Sting / \ ____ \ \@| /~/~~\\ | | |~| ~ | oming back one day Being in a relatively safe area I _| |~| _ | from a pounding by decided to take the opportunity to /@| \~\__// | steel golems, I chan- open a few of the chests the golems \_/ ~~~~~ / ced upon a man walk- reluctantly gave me. The birds were ~~~~~~~~~~ ing my way on the road. singing and the sky was fair, but no "Fair evening good sir!" I said. music was sweeter to me than the "Stanyon am I, Stanyon Sting of the sound of the *click*. This was family of Sting. Care for company denied me however, as my injuries in your journey to town?" prevented me from exercising my hard earned thiefly skills. Just then a "And a good evening to you, sir," he woman came walking down the path replied politely. "Actually, I am right towards me. I stood up as seeking some peace and quiet on this fast as I could. She was beautiful! fine night. I rarely get any as my Bowing awkwardly, I greeted her in brothers and sisters are always cal- fashion of Half Elves. "Stanyon ling upon me for something. I'd Sting at your service, m'Lady. Is like to get my blessed hands on the there aught errand that takes such a person who invented these confounded fair lady on such a lonely road as crystal amulets!" Looking at this this?" I asked. man, I could see he was finely attired. His twinkling robes, spark- "Indeed!" she replied. "My errand ling sash, and gleaming rings of all is none other than you, Stanyon colors, shapes and types indicated Sting." Laughing in as clear a voice that he was a Lord of great might as I have ever heard she meditated and power. over me and took my injuries upon herself one by one until I was a "Lonely has been my road of late, healthy as the day I emerged from m'lord," I said. "Most of compan- that back alley by the gates of ions have either left the land for town. Feeling like my old self some needed rest or are seeking again, I laughed along with her. self-improvement at the Raging Threk "My father sent word to me that you Inn. Lately I have been sharing the were here and in great need." I company of Steel Golems, and they looked at her with a twinkle in my have no desire for companionship." eye. "Well, I'm glad he didn't He must have looked me over for all dispose of his crystal amulet." She at once a look of concern was in his gave me a knowing glance. "Oh, he eyes. complains all the time but it's just talk. I admit some members of my "Stanyon, you are injured gravely!" family have taken advantage of the he exclaimed. Trying to put on as fact that they have a father who is brave a face as I could, I said, "Oh a Lord Cleric. They take risks they it's nothing, m'lord. Just some should not be taking knowing they deep lacerations on my back, a can always receive help from him. missing arm, a mild concussion with Since we were children he has always some bleeding from the ears, not to wanted us to be responsible and mention that I feel about a quarter independent citizens of Kulthea. I as strong as before." I grimaced as have one brother who insists on I said this. fighting hill trolls even though he knows that they are too tough for He rubbed me gently and said, "Wait fighter types. Daddy has resur- right here!" Before I could reply he rected him five times in the last disappeared in the fashion those in two weeks, but the last time, he Kulthea have become accustomed to. made him wait in the temple for -14- More... three days. I think he has learned A Farewell to Wands from page 13 his lesson." Before I could reply ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ she somehow vanished as quickly as thermonuclear something or other," I kobold under a fear spell. mumbled. I returned to my two chests lying on "There must be some way to activate the ground. *click* *click* and it," he said as he knelt down and they were open. One of the chests peered more closely at the device. had a clammy white boulder. "Oh, "Maybe a shockbolt..." boy," I said to myself. "Wonder what this does?" What it did was We became so absorbed in trying to stick to my hands like glue. activate the device that we did not Cursed! It began to glow with a notice a goblin coming down the bright light and a smidgen of dread trail. It must have realized we entered my thoughts. I heard a hadn't seen it for it ran up quickly snicker behind me. Quickly I spun and swung at Celestin! It missed by around, drawing my sword but not my a hand's length. shield as the cursed boulder prevented that action. It was the Unfortunately, it did not miss the Lord Cleric! With a wave of his device. The goblin's cudgel smashed hand, he said, "You can drop it now, into the black box, breaking it open Stanyon." And I dropped the boulder. and knocking it off the rock. Some sparks and wisp of smoke flew out "I have seen this before," he remar- from it, and looked as though it was ked. "My nephew is a fine mage but melting in upon itself. he often sticks his nose into things he shouldn't be." The two of us Neither Celestin nor I could believe began slowly walking home together. what had happened, and we both stood "My brother lives in these woods," there in a sort of stunned shock. he said. "He is a fine ranger but The goblin glanced around nervously, as a child he was always..." not expecting the sudden quiet. The silence was broken when Celestin ________________________________ spun around towards it. / \ | Potential Value: $372.00 | "See what you did, you bloody | | idiot!" he screamed at the goblin | | while pointing at the black smold- | Spend a | ering lump that had been the box a | | short time ago. | -* FREE WEEKEND *- | | ~~~~~~~~~~~~ | The goblin was caught off guard by | in Kulthea | Celestin's outburst. Celestin drew | | his broadsword and started chopping | | into it, and it died quickly, but | | Celestin hacked at the corpse until | Contributors to KE earn FREE | he was exhausted. Then he threw | WEEKENDS (from 6PM Friday to | down his broadsword and walked | 8AM Monday, your local time) | off towards town. | for three published articles | | or other major works. | I retrieved the broadsword and has- | | tily searched the dead goblin. It | | had a cudgel, a silver coin, and a | Send inquiries via GE Mail | metal wand. When I caught up with | to KE Publisher Phaedra Bleu | Celestin I gave him the wand, think- | at P.HERRINGTON for details. | ing it might cheer him up. He | | looked at it and then shoved it into | | his sack. \________________________________/-15- "Figures..." he muttered. _______________ The Thoughts of a Healer / \ ____ ____\ ~~~~~~~~~~~~~~~~~~~~~~~~ \@| +|~~\ /~~|+| by Jhembryn Durrock | |~\~\/~/~| | _| |~|\~~/|~| | y name is Jhembryn hard times yourself, then remember /@| _|~| ~~ |~|_| Durrock; I am a and perhaps share your next chest \_/ ~~~~ ~~~~/ young but capable with the healer. We really are ~~~~~~~~~~~~~~ healer of the 7th understanding people, we love level. The road here has not been helping others, and we get enjoyment easy. My purpose in writing is not out of saving lives. Please don't to complain of hardship but to give make it hard for us to do that. :) you an insight into how we healers A few other things make every- work. By no means do I speak for all one's day go a little easier when it healers but only for myself. These comes to healing. Let's say, for thoughts will, I hope, assist example, that you come in to the aspiring young healers to advance as temple with a head wound. If you far as I have and beyond. I have are so new that you do not know who far to go before I am truly versed the healers are, ASK! If the temple in all aspects of my profession, but is fairly empty, the healer "on I have learned much. duty" will probably immediately Healing is a painful business, in check you out for injuries and fix more ways than one. Let me quickly any that exist. explain for you non-healers how we If the temple is full though, heal. We do not exactly heal you, standing room only, we may be busy but rather we take your wounds upon healing others or having a conversa- ourselves. Then we use our granted tion (we do have personal lives). abilities to heal ourselves, which Just tap a healer on the shoulder, leaves behind the telltale scars of or call to him, or whisper to him. an experienced healer. That is the We will answer, I promise! It helps first pain I speak of, pain in the too if you can tell us exactly where literal sense. your wounds are, if you are bleeding The other pain is personal, pain (cps/rd), and how many cps you have which affects me every day. It is left. We can then heal the most the pain of knowing that I cannot dangerous wound first. save a life without herbs. My fear It is my observation that we run is that when I leave a person bleed- healing in the temple much as an in the temple so I can go get herbs, emergency room is run. We take care the person may not live until I of the most life-threatening wounds return. I have never lost a person first. I do not work on a first that way, but I am scared that one come, first served basis. Not to day I will. sound morbid, I work on the basis of Herbs are a big part of a younger who would die sooner without the healer's life and by "young" I mean attention. below about 10th or 11th level. By Oh, here's another thing that I that time, herbs are no longer appreciate. If you are in the necessary for routine healing temple and not wounded, and the operations. For healers of my healer is REALLY busy using a lot of skills though, herbs are an accepted herbs, offer to run to the alchemist fact of life. I need them. for him. Take up a collection and Unfortunately, they are very resupply his herbs. Many have done expensive. If a healer heals you that for me in the past, and it without the use of herbs, a donation really helps me a lot. would be nice. But if the healer is Again, these thoughts reflect my forced to use herbs to save your own personal feelings, not those of life, remember that he just spent any other healers. I think, though, his hard earned silver to save you. that you will find my feelings are Give the healer a bit of silver or a for the most part universal within nice item. If you have come upon the healing community. -16- _____________ Regrets (Part 2) / \ _______ \ ~~~~~~~~~~~~~~~~ \@| ~| _ ~\ | by Feckly Fecund | |~|_|~ | | | |~ _ ~/ | _| |~| \~\ | adagast Rope Company Manager's Office] /@| |~| \~\ | Strange, only half of this room seems to have suffered the \_/ ~~~~ ~~~/ ravages of time and magical tide. The condition of the part ~~~~~~~~~~~~ of the room you have just entered suggests the scene of a titanic battle. The walls are encrusted with drippings, as if they were nearly melted in a conflagration involving primal forces of nature. Nothing less could have liquefied walls of solid shaalk this way. Nothing else has survived, not even shards or ashes. That is, up to a point just a little in front of the impressive ithloss desk near the far wall. There seems to be a line across the floor, walls, and ceiling which encircles the room, a line that says to you, and to the magic before you, "This far and no further." [Radagast Rope Company, Manager's Desk] The throne-like chair behind the ithloss desk offers an impressive perch from which its long-forgotten occupant could view his visitors. Remarkable hangings adorn the walls, and curios and statuary of clearly immense value complete this counterpoint to the desolation and destruction evidenced on the other side of the line. Despite the damage they have suffered, there are two usable doors in the east wall and one in the north. There are no other obvious exits. [Radagast Rope Company, Beyond the Looking Glass] You are in the center of what must be a most powerful illusion. The furniture and accoutrements are obviously of great value and equally obviously unreal. The floor is mostly a gaping maw, no doubt point- ing to an unsavory end for anyone who falls. Still, there seems to be a safe path across this half of the room through the middle of the illusionary furniture. There is a collapsed wall along the western end of the room and the remainder of a devastated room to the east. Behind the rubble, no doubt from the collapsed ceiling in this part of the room, there is a shadowy crevice in the wall. There seem to be deformed depressions in the rear wall leading down into the seemingly bottomless pit below. The only exit appears to be the path into the other half of the room. [Radagast Rope Company, Ropewalk] Neither time nor magic seem to have had much effect on this room. Rows of tables run its length. At the west end of the room, dark holes stare inward like empty, dead eyes. At the east end of each table there is a hole in the floor. [Radagast Rope Company, Storeroom] If not for the sign on the door, even money no one would guess what this room once was. The nubs of fire-hardened pins and slugs that might once have been brass nails litter the dusty floor. If not for the fiery magic that ignited the contents of this room, you feel that they might well have been preserved to this very day. A search reveals a concealed lock box in the north wall. The doors on the east and west walls are the only obvious exits. More... -17- [Radagast Rope Company, Warehouse] Crates. An ocean of crates. Half-burned crates, charred and broken; the ashes of crates with the occasional remnants of bands and nails; almost and fully intact crates, some of wood and some of more substantial materials, are strewn all about this room. Some of the very large and otherwise intact ones seem marred and dented, as if an enormous power had striven long long and hard before giving up its attempts at gaining entry to their precious contents. Behind one of the more substantial metal boxes is a rubble clogged chute which might lead to the surface. There are exits to the east, south, and southeast of this room. [Radagast Rope Company, Guard's Quarters] There must have once been bunks in the places where row upon row of splinters and dust now neatly lie, except for the disarray radiating from the far corner. Like spokes, drag marks trail through these memories of sleep, converging on a low straw throne. If the gristle and bone shards at its base are any indication, this altar to catabolism has witnessed the explosive and probably premature passing of many a mountain creature, as well as the accidental sacrifice of occasional luckless adventurers. [Radagast Rope Company, Lunch Room] A table, two chairs and a tray are here, stone by the look of them, polished granite. And what are those small square holes in the wall? Where is the dust? This room is atypically clean. Staring out of the holes are the dark eyes of endless night at the cold heart of all ageing mountains. Faint echoes of winds wearing on -tites and -mites sigh in the unplumbable distance. There is a door in the west wall. [Radagast Rope Company, Pantry] A nasty chill claws your flesh and sinks in, grasping for your bones. Remnants of dry goods indicate that this was not always cold storage, despite the occasional carcass which dangles from the ceiling. The only way out is the way you came in. [Radagast Rope Company, Privy] Once again, Gaeia illustrates that nothing is so common as the unusual. Water still trickles into a trench dug behind a row of low walls. Despite apparently continual washing, there lingers in the air a most foul stench. Something long dead or possibly something long undead could be lying here. It would be much better if this place were awash with fresh air instead of a trickle of water. There is a distant pervasive "drip, splash" as the manufactured stream finds egress far away and far below. [Radagast Rope Company, Privy] Ambushed! Now I know what a monster feels like when I attack from invisibility. Well, really, it was my own fault. So engrossed was I in examining the seats with holes in them, between the little walls, that I hadn't noticed that the next one was occupied. The first thing I did notice was the crackle, as every hair on my body stood up and tried to leave! There was lightning everywhere! I can only thank the great Hairy Foot that it didn't hit me head on. Or maybe it would have been better; everyone is always saying that the toughest part of me is my head, but I didn't think so. That bolt could have fried -18- More... any lord in the land. I just hoped I wouldn't fumble my magic as he had. I only got a glimpse of the monster as I rolled into the next stall. It was big, really big, and draped in a hooded cloak from head to ankles. And there lay the secret to my survival. There were strange and baggy garments piled about his ankles. Apparently he stumbled on them and miscast his magic. I must not fall prey to any such catastrophe or it would be my last. The only thing that came to mind was to strike back as quickly as possible. With a flip of my wrist, I cast Minor Pain at him. Had I realized how futile and desperate an act it was, I should have frozen on the spot and died. It worked! Never before such an effect! He fell grasping his bleeding head. Realizing I had but seconds to choose a course of action my very life depended on (for I was rooms ahead of my party and no help could arrive in time) I prepared Touch of Disruption. I ran up and cast right into his face. The carnage resulting from his erupting carcass was devastating. It nearly washed me from my feet. Knee deep in ichor, besmudged and disheveled, I felt for once that I could stand being a little taller. Don't get me wrong, it's better to search from this angle. It's great simply to be alive to search, the proper size and all that, but just once I'd like to walk over instead of swimming through the gore. My laundry bills are worse than my bar tab. It was thinking of my bar tab that made my search so diligent and the dis- covery so satisfying. This guy must have been looting the place! He was car- rying a sack of silver pieces, probably thousands of them, and a mithril circlet and a iron and ruby ring and ... "Yo, Charms! Closing time!" Neither the words nor the vice-like grip that rattled my big toe were particularly gentle. "Damn! Oops, not you, Helga. Just a comment on the unfairness of life." With that, I gathered myself, as effectively as any wool, and tottered out into the starry early morning. Now, where was that path again? ________________________________________________________________________ / \ | Find the Words: Theme HEALERS | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | by Haze Skywrack | | | | H K W E R Y D O B T E R B A S Find the words below in the grid to the | | B A L D A K U R E D I L E A F left. Unused words form a sentence. | | R F A R N U M I N A S S O M L Answer in the August Kelfour Edition. | | F L N A A M U F K G D N U O W | | I O O M R E B A O M S P I N E Arfandas Arm Arnuminas Baldakur | | W W I A I M L N P A S A M A R Belrama Berterin Body Bursthelas | | R R T L S A I A F T S C A R B 8Buy Cure Curfalakai Cuts | | U R O I F R E H T H E G H E G Dagmather Edram Eye Face | | F I P R E F E A E E B I L E G Flower Fruit Grass Head | | I K U T E A R A R R G R A S S Heal Hegheg Herb Leaf | | W C R Y L N D T E T A C U T S Leg Limb Moss Pasamar | | L E E N A D A H O M F A C E H Potion Rewk Root Scar | | B N R S L A L O A S P A S M T Siran Spasm Spine Stem | | F R U I T S R E K E W K E W U Tarnas Terbas Wekwek Wifurwif | | O S C S A L E H T S R U B U Y Wound Yuth | \________________________________________________________________________/ -19- Guided Tour of the Graveyard ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ____________ by Aegyptia Nyctadaemus / \ __ \ \@| / "| | | //|"| |egyptia, where can I Depending on your level and armor, _| //=|"| | get mummy shrouds?" getting back out can be even more /@| // |"| | asks one adventurer. difficult, because you must push the \_/ ~~ ~~~ / "Where can I find gate with monsters nipping at your ~~~~~~~~~~~ ghoul scrapings, and heels or worse. If you have a ring, are the ghouls tough?" Since my set it so you can ring out. Some GY first days in the Landing, I have spots don't allow rings. If yours noticed how people enjoy taking home doesn't work, try a new location. bizarre trophies to amaze their If you hunt the graveyard often as I friends; some of the strangest are do, you may want to set your ring to found in the town graveyard. It is carry you between the temple and a affectionately known to residents as safe area such as the foyer of the the "GY" although its official name Crypt (K on Map 2). in the Tomes of Kulthea is "The From the town gates, follow the Necropolis of Etrevion." As a cleric path leading around the wooden pali- I have a professional interest in sades of Kelfour's Landing, first helping destroy the Unlife plague going south down "torkaan row," that haunts our lands, but I find through the plains and meadows. the graveyard oddly beautiful. It Sometimes we get so busy battling is a quiet place filled with his- monsters or rushing from one place tory, and the crypt is removed from to another with our descriptions set the summer heat. on "!desc" that we forget about the You don't have to be a cleric to wonders of our countryside. Take a hunt the GY, but you must ask a look around. You'll find torkaans cleric to bless weapons for you, for and wolverines as well as adven- the Unlife can only be damaged by turers coming and going from their blessed weapons and magic. There hunting expeditions. Hudvaarks can are a few live monsters there that usually be seen circling overhead. do not require blessed weapons, not- These large, white seabirds are so ably goblins, hobgoblins and cobras. awkward on land, they remain in The higher the level of cleric who flight for most of the year. does the blessing, the better: You At 6 on Map 1, you can see the get three swings per level of the plains to the southwest. This is cleric (the Tomes err in saying one good country for hunting torkaan swing per level, else the gods have (giant killer sheep) and wolverines. bestowed stronger blessings upon us Continue southeast around the town since they were written), and they walls to 7, where you get your first are not cumulative. If a high level glance of the Colewaether river, cleric cannot be found, try to get which carries river traffic in and several weapons blessed before out of Kelfour's Landing. starting out. Clerics can purchase East of the bridge is the permanently blessed holy weapons in entrance to Mine Road. Along this their Shop near the temple, but road and in the mines themselves are these cannot be used by other class. many monsters which can be hunted by Before you go, you should also lower- to mid-level adventurers. consider how you're going to get At 13 we leave the path skirt- back out. One of the more frustra- ing town, to take an obscure trail ting "monsters" in the GY is the towards our destination. We pass massive bronze gate that guards its through a pretty, sunlit clearing entrance. Much time is required to and a dense maze of trees. This can push it open, even with great be frightening and disorienting, but strength, so the more friends you if you follow the directions on the have help, the quicker it will go. map, you'll get through all right. -20- More... ______________________________________________________________________ / \ \ |@/____________________________________________________________________/ | | | N | | W + E -=GRAVEYARD=- | | S CONTINUED ON | | MAP 2 | | \|/ | | ============================= GY GATE, INSIDE A push gate | | | | | go gate | | | MAP 1: | GY GATE, OUTSIDE 18 | | | APPROACH TO THE GRAVEYARD | / | | | | go path | | ============================= / | | 17 | | / | | go trail | | / | | OUTSIDE 16 | | K KELFOUR'S | | | O LANDING THE MAZE | | B go MAIN GATE OF TREES | | O-1--path--(WAYSIDE INN) | | | L | Heading toward the GY, | | D 2 KELFOUR'S LANDING keep going northeast and | | S | RIVER GATE (Not north until you are out of | | 3 open to foot -----X the maze; leaving the GY, | | | traffic) | keep going south and | | 4 X southwest till you are out. | | | MINE ROAD | go / | | 5 | 13--trail--14--15--THE MAZE | | | climb | OF TREES | | 6 bank 12 | | / \ go | / | | X 7--8--9--bridge--10--11 | | | | | | GRASSLANDS VANTAGE | | POINT | | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | MONSTERS: 1-10 11-15 16-18 | | Torkaans Usually No monsters | _| Wolverines No monsters | /@| | \_/_____________________________________________________________________/ Wolverines and torkaans don't enter It opens slowly. Those with VERY this part of the forest, so you GOOD climbing skill might try that should be safe from monsters until route but be warned that this is can you pass through the Graveyard gate be quick way to a painful death. from 18 to A. The gate itself is beautiful, There are no monsters just out- decorated with images of our beloved side the gate, a good thing because Eissa and the vile Empress Kadaena, you must have your hands free to to whom Bandur Etrevion pledged his push it open. Give it a hard PUSH, very soul. Bandur was the fist Lord and wait until you notice you aren't of Orhan to follow the Unlife. pushing any more. Then push again. Once the gate opens arm yourself -21- and enter the graveyard. Just able to go back and retrieve your inside the gate, weaker unlife tend things, or on the other hand, you to swarm, along with goblins, so be may run clear to the town gate prepared. Here (A through J on Map before you get your senses back. 2) are phantoms, skeletons, lesser They calm fairly easily though if ghouls and goblins. At the end of you have that spell. Ilstar Dark- this article is a description of all edge said of the dirges: "These GY monsters and their locations. forms with very dark eyes seem to be You also get your first view of the spirits bound to this world by magnificent crypt built by Bandur music. Quiet, haunting tunes can be Etrevion several thousand years ago heard when they are about. Their Be sure to "look at crypt" and "read voices can make you stand frozen or inscription". run for your life." To the north lies the burial The route from MM to LL is one mound of Etrevion's brother, Kes- way, and it's easy to get confused. trel, whom he slew in a fit of The area from BB up through the dam madness, possessed as he was by the and the creek is much safer. As far Unlife. The entry foyer (K) is safe as I know, dirges don't go there. from monsters. The path encircling Moving west to CC and north, you'll the crypt (A through J) gives a good find where fallen trees have blocked view of the crypt from all angles. the creek to form a natural dam. At J you can look at the green- This is the place to hunt cobras if veined, marble monument among the you can stand the smell of the gravesites and read the inscription rotting stuff in the pond; the to the sons of Kestrel Etrevion snakes usually swarm in great number ("read base"). once they realize anyone has From F, take the trail north to trespassed. They live around the the burial mound itself. Flowers water and also the dry parts of the here are usually pretty. Revenants creek bed (GG and HH). and hobgoblins inhabit the area of So much for above ground, now the mound, but most terrible is the let's return to the main gate and ghoul king (UU on Map 2). A rock- investigate the crypt. From A we strewn gully leads upward for a enter the foyer (K). No monsters breathtaking view, but one or more venture here, so it's a good place kings await the unwary atop the to ring to and from. It's eerie but mound, and you should understand beautiful. The subtle light comes this adversary well before attempt- from strips of arinyark inlaid into ing the gully. the stone walls. Arinyark naturally From X we leave the main grave- absorbs and retains raw Essence yard and pass amid a half-circle of radiations, allowing it to illu- strewn monoliths ("look monolith" at minate the grisly freize perpetually X). They could only have been placed down through the centuries ("look" here by the golems Bandur created to and "read" the frieze). build his brother's burial mound. Through the arch are three of the Going southwest, we head toward the most haunting rooms in all of bog, the creek and some odd stone Kulthea. After Bandur killed his ruins. South from AA there are a brother, Kestrel, he was tormented few well-kept graves of an ancient, by guilt and the Unlife to the point noble family, before the land falls that he decided to end his days on. off into the bog where you are According to the Tomes, he returned likely to encounter death dirges (JJ to where he had had his brother to RR) and greater ghouls. The buried, and "planned and ordered a methane gas and leeches in the bog great graveyard and crypt to be are pretty disgusting, but if you do built in the wilds. He oversaw the venture into this realm, I suggest entire project himself, using magi- using only replaceable weapons and cal powers and conjured hordes to shields. When the dirges cast Fear, complete the undertaking." Thus, you may run only a short way and be this crypt was built. "That having -22- More... ______________________________________________________________________ / \ \ |@/____________________________________________________________________/ | | | N ==================== A-J | | W + E HH | | Skeletons | | S / | MAP 2: | | Lesser Ghouls | | GG | GRAVEYARD, | | Phantoms | | / | GROUND LEVEL | | Goblins | | FF | | | | | | ==================== | | | down/up | K | | | | No monsters | | EE V----U----T | | | | / / \ | | | go dam/go bank W / \ | L-N | | | /| go gulley \ | Lesser Mummies | | DD X | / S | Bone Golem? | | | / \| UU / | | | CC--BB----AA Y / | | | / | \ / | EE-HH | | go path | Z------Q--R | Cobras | | / | | | | | MM---JJ----KK | P | | | |\ |\ | | / | O-DD | | | \ | \ | | O | and RR-TT | | | \ | \ | RR | | Hobgoblins | | | \| \| | | | Revenants | | `* NN---LL | | | | | \ | go trail | | | go trail | | | JJ-TT | | \ | | | Greater Ghouls | | OO-PP-QQ | | Death Dirges | | / | | | | SS E---------F | | | / / LEADS \ | UU | | TT / UNDER CRYPT \ | Ghoul Kings | | / (SEE MAP 3) \ | | D | G ___ | | | L--M--N | _{(___) | | C | H--J __{\{_____}__ | | * From MM, | go arch | _|\_\{_______}_\ | | south goes B | I _{ \|~~~~~~~~~~~~~|__ | | one-way \ K / (\_\{_______________}_\ | | to LL \ | / (\(_____________________) | | \ go / \( IN MEMORIAM ) | | \ crypt/ / |\========================= | | \ out / | | ~~~ | | | \ | / | | "Here lie the sons | | | \ | / | | of Kestrel Etrevion, | | | \|/ | | princes all, | | | A | | who perished | | | push gate | go gate | | in the battle to | | | 18 | | regain their | | | / ; | ancestral land." | | _| START HERE FROM MAP 1 ^^^\| | | /@| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | \_/_____________________________________________________________________/ -23- been done, and all the enchantments volume.") and magical traps placed around the Heading west again, at N is a graveyard, Bandur installed all his tall, onyx tablet. Look at it and valued possessions, treasured manu- you will find some windak beads, scripts and holy relics in rooms which you can examine more closely. within the crypt. This is one of the strands used by "Finally, he was satisfied that The Dark Path - the state cult the work was finished according to created by Bandur. According to the his grand design. Now totally mad Tomes, "Followers of The Dark Path and in failing health, he returned engaged in many heinous ritual to the capital to appear before an practices beneath a genteel facade assembly of the high-ranking priests of prayer, meditation, contemplation of The Dark Path, who ran the day- and cultivation of physical perfec- to-day affairs of the land. tion. They were ostentatious in Pronouncing the words solemnly, their devotions, carrying around `Kadaena Throk Farok,' he told them, long rosaries of windak beads and `There is a place that calls me, reciting out loud the Iylarian where I must go. My brother awaits phrase `Kadaena Throk Farok.' me there. Seek me not if you value "True followers of the cult of your lives. Find me not if you Kadaena who recited the phrase with value your souls!' fervor and dedication were promised "With that, he uttered a Spell of everlasting existence by Bandur, and Returning and transported himself to after death were transformed by him the crypt... Sealing himself up in a into various levels of undead sarcophagus of his own devising, he creatures." It is only by reciting muttered a last black spell under this phrase ourselves, that we can his breath and gave up his soul to enter further into the crypt. (At N the powers that it had been promised type "Kadaena Throk Farok," with to long ago." quote marks in the beginning and no Some of his relics can still be punctuation after it.) The magic seen. A look around the room at M words take us into a dark chamber reveals that something has recently beneath the crypt (VV on Map 3). left tracks leading away from the There is just enough light to see coffin. Personally, I think he may the portal leading back out. In rise and stalk the land in some this area can be found greater demonic form, even though you can ghouls. Going south we pass through touch the shrouded form inside the the anteroom of a rich burial sarcophagus, and it seems to be chamber. If we take the ramp and go solid enough. ("Look at coffin," north, we enter a maze of tunnels. "look in coffin," "touch corpse.") The quickest way through this is Lesser mummies can be found here (L, down and north (returning, go up and M, N) and there used to be a bone south). Greater ghouls can be golem as well, although I haven't hunted in all directions throughout seen it in some time. One day when the maze; when you're ready to I was collecting mummy shrouds to leave, go up and south. sell to the furrier, my friend Tunnels and corridors take us to Lucius the cleric told me that was CCC where a hole in the earth not wise, because, "The Unlife will ceiling takes us up into the inter- find a way to return life to the ior of the the burial mound of shroud." I have never seen this Kestrel Etrevion himself (DDD thru happen, but I do not doubt that he III). Beware! Barrow wights lurk saw it. A very chilling thought. within the mound, waiting to steal Going west (L) we find some of your life. They are not only dan- Bandur's manuscripts, scrolls and gerous, they are sadistic: If one personal relics. You can "look" at kills you, it will "sink its bloody the manuscript, and then "look" on claws deep into your body, taking a the ledge to see his most famous moment to enjoy the grotesque sound written work ("Look volume," "read of it." -24- More... ______________________________________________________________________ / \ \ |@/____________________________________________________________________/ | | | N YYY-------XXX | | W + E | | | | S | CCCC | | | | | | | | | go |** | | ================== ZZZ stair WWW | | | | |***| /| | | | MAP 3: | | BBBB | * sw from VVV is | | | GRAVEYARD, | | / \| one-way to TTT | | | UNDER CRYPT | AAAA VVV | | | | | \ */| ** n from WWW is | | ================== | \ | one-way to XXX | | | \ | | | TTT-----UUU *** se from ZZZ is | | | one-way to BBBB, | | down/ | nw from BBBB is | | RRR----up----SSS one-way to WWW | | | | | down/up | | | | | QQQ-----go-----PPP | | grating | (n or go cabinet, same thing/ | | OOO to return, out) | | | | | LLL-------MMM | | VV-WW | | DDD-III | | No monsters? down/up go Barrow Wights | | | door (These may roam much | | KKK | further north, but I | | XX-CCC | NNN did not see any there.) | | Greater Ghouls down/up | | (Found mainly | | | throughout JJJ JJJ-DDDD | | the maze.) | Shadow Assassins | | go pile/up | | | go > | | CCC-----hole-----DDD--EEE--FFF | | / go < | \ | | START BBB burrow | GGG | | AT VV: / | / | | from N AAA III-------HHH | | on Map 2 | | | say go corridor | | "Kadaena | CURSES! | | Throk ZZ | | Farok" | `___' | | to return YY (MAZE) down,n/ = / \ = | | to Map 2, | up,s ==| o o |== | | go go XX ===| ___ |=== | | portal ramp ==== ' ' ==== | | | / ==== ==== | _| | / ==== ==== | /@| WW | \_/____________________________________________________________________/ -25- More... The warrior-king's tomb can be Look at both the throne and the seen at FFF, and at GGG you can look tapestry, if you can stand it. at murals depicting his battles. In Through the door is a storeroom. the shadows can be seen the image of North from the throne room is a his brother, Bandur, the dark mage banquet hall at least as disgusting who lent his skills to aid Kel- as the throne room. You can either strel's illustrious career ("read "go cabinet" or go north from this mural" for a brief explanation). In hall (both take you inside the the dirt annex of the mound (III) cabinet). Here you find a warped you can "look" at an amazing ebony wooden grating, which reveals the and ivory dragon chair. way into a deep shaft. Down, and Returning to DDD we GO BURROW down again we enter the cold tunnels back to the tunnel, and by way of under the crypt. the dirt pile (GO PILE) we enter a This whole place seems to have sloping passage under the burial been carved out so the ghouls can mound. Now we are in truly dangerous keep their food on ice. I won't territory. Shadow assassins are tell you what it is, you'll have to found throughout the rest of our look for yourself. A few of the journey. You won't see them at tunnels must be traversed one way, first, but they'll call your name in as shown on the map. The ghouls' a mocking voice, then jump out from main larder is at BBBB, and if you nowhere. I have heard there are climb the stairway from there you sometimes other horrible creatures enter the ice room. Gruesome as it between here and the ice room (CCCC) is, it's worth a look. You'll wit- as well, but I have yet to meet one. ness a bizarre sight inside a large This part of the passage is filled slab of ice ("look slab"). There is with slimy, creepy things, but don't also a smaller slab ("touch ice"), worry, it gets worse. but it doesn't do anything special. At LLL is a small cavern with I believe a precious gem was found fluorescent fungus. There are piles under it once. of bones and rotting flesh, and to And that's it; end of the tour. the east is a throne room. It must It's been fun. I hope you can find have belonged to some Unlife king, your way back out. As for me, I'll because I don't know who else could just use my magic ring.... have created anything as revolting. Aegyptia slides a gold ring off her finger. Aegyptia slides an intricate gold and brass ring on her finger. Suddenly Aegyptia vanishes! You pick up the thoughts of Aegyptia thinking: "Can anyone tell me how to get out of Fire Guardians?" ______________________________________________________________________ / \ \ |@/____________________________________________________________________/ | | | To those who helped or whose work I studied in writing this | | article and drawing the maps, I thank you: | | | _| Zepath, Melda, Sauron, Pterelas, Lythe, Lucius, Inyigo, | /@| Dec, Coen, Landreth, Avondale, Kirc and Ilstar. | \_/_____________________________________________________________________/ More... -26- Monsters of the Graveyard ~~~~~~~~~~~~~~~~~~~~~~~~~ THTS are given against heavy hide. For a description of spells and abilities, see descriptions at the end of the section. BARROW WIGHT (Unlife) DEATH DIRGE (Unlife) ===================== ==================== Level: 15, medium speed Level: 9, medium speed There are two types of barrow Attack: Swing (OB 60, THT 99) wight; can appear in room at Special Abilities: same time; one uses a broad- Calm & Fear sword and metal breastplate, Song of Holding the other twohanded sword and Base DB: 75 CPs: 80 augmented breastplate. Booty (pawnable price in silvers): Attack: Claw (OB 165, THT 66) Dirge skin (35) Broadsword (OB 165, THT 84) Visored helm (6) 2handed sword (OB 165,THT 79) Does not carry treasure Special Abilities: Fear GHOUL, GREATER (Unlife) Immobilization ======================= Life Level Drain Level: 3, medium speed Base DB: 165 CPs: 210 Attack: Claw (OB 40, THT 66) Booty (pawnable price in silvers): No Special Abilities Wight claw (75) Base DB: 20 CPs: 65 Broadsword (50) Booty (pawnable price in silvers): Metal breastplate (166) Ghoul scraping (45) Twohanded sword (66) May carry silver Augmented breastplate (216) Wooden shield (3) GHOUL, LESSER (Unlife) Treasure Chests, item, silver ====================== Level: 1, medium speed BONE GOLEM (Unlife) Attack: Claw (OB 20, THT 66) (Possibly extinct from Graveyard) No Special Abilities ================================= Base DB: 10 CPs: 25 Level: 8, medium speed Booty (pawnable price in silvers): Attack: Swing (OB 100) Ghoul nail (45) Pound (OB 90) Does not carry treasure Ensnare (OB 40 or 60) No Special Abilities GHOUL KING (Unlife) Base DB: 30 CPs: 110 =================== Booty (pawnable price in silvers): Level: 16, slow Golem bone (35) Attack: Bite (OB 125, THT 69) May carry treasure Claw (OB 120, THT 66) Fist (OB 90, THT 41) COBRA (Living) Special Abilities: ============== Fear & Aura Level: 2, fast Immobilization Attack: Bite (OB 30, THT 69) Base DB: 80 CPs: 176 Special Abilities: Booty (pawnable price in silvers): Poison (3/rnd) Ghoul finger (value unknown) Base DB: 40 Double chain mail (166) Booty (pawnable price in silvers): Metal aventail (3) Cobra skin (25) Wooden shield (3) Does not carry treasure Treasure: Chest, items, silver More... -27- GOBLIN (Living) SHADOW ASSASSIN (Unlife) =============== ======================== Level: 2, slow Level: 18, fast, but spends much Attack: Flail (OB 20, THT 80) time casting DB spells, and No Special Abilities can be parry tagged. Hint: Base DB: 30 CPs: 50 make macro to put away and Booty (pawnable price in silvers): get weapon in order to avoid Goblin skin (35) the weapon fire spell. I Light hide (13) watched Pterelas, a thief, Flail (63) kill these at level 13 using Treasure chest, item, silver that method. Attack: Scimitar (OB 150, THT 89) HOBGOBLIN (Living) Special Abilities: ================== Weaponfire, Blur, Hues Level: 3, slow Invisibility Attack: Swing (OB 50, THT 99) Base DB: 30? (up to 85 with spells) No Special Abilities CPs: 206 Base DB: 25 CPs: 60 Booty (pawnable price in silvers): Booty (pawnable price in silvers): Not skinnable, Scimitar (36) Hobgoblin scalp (35) Treasure chests, item, silver Carry only a few silvers SKELETON (Unlife) MUMMY, LESSER (Unlife) ================= ====================== Level: 1, slow Level: 7, slow Attack: Dagger (OB 25, THT 94) Attack: Claw (OB 40, THT 66) No Special Abilities Ensnare (OB 10, THT 96) Base DB: 0 CPs: 30 No Special Abilities Booty (pawnable price in silvers): Base DB: 30 Skeleton bone (10) Booty (pawnable price in silvers): Dagger (worthless) Mummy shroud (75) Woven cloak (worthless) Treasure: items, silver Light leather (26) PHANTOM (Unlife) WIGHT LORD (Unlife) ================ ====================== Level: 2, medium speed (Rumor has it that these inhabit Attack: Swing (OB 20, THT 99) the Graveyard, but I have never Special Abilities: seen one; stats are from the Wight Shockbolt (OB 30, THT 77) Lords in Claedsbrim Dungeon Lvl 4.) Aura Level: 17, medium speed Base DB: 20 CPs: 40 Attack: Falchion (155) Booty (pawnable price in silvers): Special abilities: None (disintegrates) Life Level Drain, Stun Cloud Fear, Immobilize, Boil Earth REVENANT (Unlife) Wizard Shield ================= Base DB: 160 CPs: Unknown Level: 4, medium speed Booty (pawnable price in silvers): Attack: Broadsword (OB 60, THT 84) Unknown Special Abilities: _________________________________ Aura / \ Limb Pain | For a Good Time in | Base DB: 45 CPs: 115 | The Graveyard | Booty (pawnable price in silvers): | | Unskinnable (disintegrates) | Find the Flower Girl in Town | Broadsword (50) | Give her some silver coins | Reinforced leather (33) | Take what she gives you in return | Wooden shield (3) | to the hidden Priest in the Temple | Carries no treasure \__________________________________/ -28- Hot Summer Nights Prizes! ~~~~~~~~~~~~~~~~~~~~~~~~~ In celebration of GEnie'S "Hot Summer Nights" in August, Simutronics proudly announces over $1500 in prizes for special GemStone events. (This is NOT a complete list of events. Please refer to the NEWS command in GemStone III and the special GEnie *HSN calendar for more information.) Rules ~~~~~ (1) Each person, regardless of multiple GEnie accounts, is eligible for a maximum of two (2) prizes during the entire month of August. (2) Judgements on prize awards by Simutronics will be final. (3) All rules are subject to modification as the situation requires. (4) Written/spoken prose will become the sole property of Simutronics Corp. (5) ASCII Art will become the sole property of Simutronics Corp. (6) Winners must be in good credit standing with GEnie for the past 6 months. (7) GEnie Internal Accounts are not eligible for prizes. Prizes ~~~~~~ 14 Amethyst, Citrine and Garnet GEMS will be hidden throughout the lands in August! Additional prizes may be awarded based on roleplaying, player interaction and other GameMaster determinations. Prizes for Specific Events: Kelfour's Assassins' Contest (Beginning August 1 and ending August 31) 1st Place: Iron Crown's (ICE) Shadow World "Emer" Boxed Set 2nd Place: Iron Crown's (ICE) Shadow World "Quellbourne" Module 3rd Place: Iron Crown's (ICE) Shadow World "StormRiders" Novel Water Tunnel Races (August 7): 1st Place: ICE Shadow World "Emer" Boxed Set 2nd Place: ICE Shadow World Rolemaster Companion IV 3rd Place: ICE Shadow World "Quellbourne" Module Bardic Song/Prose (August 10) prizes for EACH of SIX events (Short Story, Epic Poetry, Songs, Short Poetry, Short Story-Telling): 1st Place: ICE "BladeStorm" Miniatures Boxes Game 2nd Place: ICE Shadow World "Quellbourne" Module ___________________ 3rd Place: ICE Shadow World "StormRiders" Novel / \ | Gladitorial Games | Special One-Night Mini-Event/Quest (August 13): | (August 16): Check | 1st Place: 1.40 Carat Faceted Garnet Gem | GemStone III Tomes | 2nd Place: ICE Shadow World Rolemaster Companion IV | (Page 930, query | 3rd Place: ICE Shadow World "Quellbourne" Module | GAME) for details | | on Experience Point | Maze Event (August 15): | formulae and Awards | 1st Place: 1.34 carat Faceted Cubic Zirconium Gem \___________________/ 2nd Place: ICE Shadow World Rolemaster Companion IV 3rd Place: ICE Shadow World "Quellbourne" Module ASCII Art Showcase & Contest (August 17): 1st Place: ICE Shadow World "BladeStorm" Miniature Boxed Game 2nd Place: ICE Shadow World "Quellbourne" Module 3rd Place: ICE Shadow World "StormRiders" Novel Major GemStone III Quest (August 23-29): 1st Place: 1.54 Carat Faceted Garnet Gem 2nd Place: ICE Shadow World Rolemaster Companion IV KEV3N2 3rd Place: ICE Shadow World "Quellbourne" Module [end]
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