Kelfour Edition volume I number VI
Jump to navigation
Jump to search
___________________________________________________________________________
/ \ \
| | Win NEW Electronic Arts Software! P.2 |
@/_________________________________________________________________________/
| |
| XXXX XXX XX XXXXX |
| xXX XX XXX XX XX XX |
| XX XXX XX XX X |
| XX XXX XXXXXXX XX XX XXXXXXXXX XXX XX XX XXXX |
| XX XXX XXX XX XX xXXXXXX XX XX XXX XX XXX XX |
| XXXXX XXX X XX XX XX XX XX XX XX XXX |
| XXXX XXXXXxxx XX XX X XX XX XX XX XX |
| XXXXX XXX XX XX XX XX XX XXX x XX |
| XXXXXX XXXx XX x XX XX XX XX XX XX XX XXX |
| XX XXX XXXXXxx XXxXX XX XXXX XXX XXXX XX |
| XX XX XXXX XX |
| xXX XX xX XX The Kronicles |
| XXX XXX xXX of Kulthea: Vol.1, No. 6 |
| XXX X November 1990 |
| XXXXXXXXXXXXX XX XXX XX XXX ~~~~~~~~~~~~~ |
| XX XX XX XX XXX XXXX XXX |
| X XX X XX XXXXXXXX |
| XX XXXXXXXXX XX XX XX XXXXXXXX XX XXXX |
| XXXXXXXX XX XX XXX XX XXX XX XX XXX XX XX |
| XX X XX XX XX XX XX XX XX XXX XX |
| XX XX XXX x XX x XX x XX x XX XX XX XX |
| XX XX XX X XX XX XX XX XX XX XX XX XX XX XX XX x|
| XXX XXX XXXX XXXX XXXX XXXX XXXX XXXXX XX XXXX|
| XXXXXXXXXXX |
|__________________________________________________________________________|
/ |
| Local News ............................................. 1 |
| Merrie's Song by Merriebeth IvyThorn-Thienson .......... 1 |
| Win EA Software in KE's First CONTEST! ................. 2 |
| Cartographer's Shop: ~~~~~~~ |
| Map of Kelfour's Landing by Darwynn Ellessur ....... 4 |
| Before the Flood, Editorial by Usul Lu'Nak ............. 7 |
| The Art of Pawning by Avondale delnightSaber ........... 8 |
| Kirc's Korner: Skinning by Kirc Bloodguard ............. 9 |
| Hall of Fame ........................................... 10 |
| Inventory of Kulthea by Lythe L'Green .................. 11 |
| Dictionary of Shortalk by Vlad Drakulya ................ 14 |
| Navigators! by Vanthras Ruinspell ...................... 15 |
| Trapped in Castle Claedesbrim! by Valeria Deering ...... 16 |
| The Ecology of Thieves by Angelique Lovelin-Niranda .... 20 |
| Advanced Combat by Celeborn Greyswndir ................. 24 |
| Newcomer's Guide by Rune Arundel ....................... 25 |
| The Mouth That Roared by Miss Louvella Parsnips ........ 27 |
| |
|--------------------------------------------------------------------------|
| The Kelfour Edition of the Kronicles of Kulthea is devoted to the game |
| GemStone III on the GEnie Information Network. Submissions are welcome |
| and may be edited for space, accuracy and readability. Contact Usul |
| Lu'Nak, Editor-In-Chief, Achoo GoldenRod, Managing Editor, Eron Kulsen |
| Reporter, or Phaedra Bleu, Publisher, or send GEnie Email requesting |
| information to P.HERRINGTON. Banner by Dagger |
| _______________________________________________________________________|_
\_/________________________________________________________________________/
________________
[ /
[ LOCAL NEWS \
[_______________/
||
Castle Ruins Discovered || KE Sponsors Contest
~~~~~~~~~~~~~~~~~~~~~~~ || ~~~~~~~~~~~~~~~~~~~
Residents were thrilled || A drawing for six new game releases
last month when the elaborate || by Electronic Arts will be held in
ruins of Castle Claedesbrim || town on Saturday afternoon, November
were discovered in the forest || 24th at 4:00 PM EST. Learn how YOU can
to the far west of town. || have a chance to be a WINNER on page 2.
Rumors of a diabolically ||
clever four-level dungeon maze || New Skills Exhibited
travelled through the commun- || ~~~~~~~~~~~~~~~~~~~~
ity seemingly by telepathy. || Lockpickers are cautioned to use
First to find their way || the new DISARM TRAP skill before open-
through this maze (and earn || ing treasure chests now as STUN CLOUDS
Experience and Fame points for || have been reportedly found therein. All
it) were Valeria Deering, || residents can now TEND their own and
Krang Krashen and Airioch || others' wounds, gaining time in an emer-
Ramthanodox. Valeria tells || gency whilest dashing to an healer. And
you about it from her point of || Magic DB was recently adjusted to re-
view starting on page 16. || flect Directed Spells training rather
|| than brawling skill.
Three new magical items ||
ave been reporter to your VV Reminders
erstwhile editors. An Oaken ~~~~~~~~~
Wand which casts Stun Relief Free weekends in GemStone are being
was presented to Publisher earned and enjoyed by residents as they
Phaedra Bleu by Vanthras, continue to contribute to KE, and the
Lyzonn and Shadohawk (who position of Staff Artist is open now.
reported they found it on the Contact P.HERRINGTON by Email for info.
street), and small statues
providing strength in addi- Congratulations to Krystal Trumen and
tion to __!__ beautiful Blue and Enegue LionHeart who were joined in
Crystals | have been dis- holy matrimony last month.
|_ covered and
/ \ carried back
/____\ to town by Merrie's Song
|| | || hunters. ~~~~~~~~~~~~~
|| (@)|| ________ by Merriebeth IvyThorn-Thienson
||____||
|------| Every song I ever sing,
| |________________ I know another wish will bring,
__|______|________________\ but every kiss I get from you,
/___________________________\ I know another with come true.
/ \
__/_______________________________\__ I drown myself inside your eyes,
============================o======== eyes that smile and sympathize,
| _!_ _!_ o o | You hold my hand and kiss me soft,
| BRO|HER WULDRE|H'S o o | and I know my soul shall fly aloft.
| CLERIC SHOPPE o o |
| \ / | For every song I ever sing
| Fine Holy Blades _!_ | I know another day will bring
| ~~~~~~~~~~~~~~~~ | | Another wish that will come true,
| Member: Kelfour's Blessed Bureau | and all I know, is I wish for you
|__________________________________| All my love, Merrie
-1-
______________
/ \ ____ ____ \ Win Electronic Arts Software!
\@| ~|_| /~/~ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| |~|_/~/ |
| |~|~\~\ |elfour Edition is proud to announce a contest, prizes for
/@| _|~| \~\ | which are six new entertainment releases from Electronic
\_/ ~~~~ ~~~~ / Arts! To enter, simply send you answers to the questions
~~~~~~~~~~~~~ on the following page via GEnie Email to K.MCCANN2 by
MIDNIGHT EST Thanksgiving Day. Six winning entries will be drawn at random
LIVE in GemStone at 4:PM EST on the following Saturday.
The contest consists of twelve questions (ten of which you must answer
correctly in order to qualify for the EA software drawing) involving
information derived from GemStone's TOMES, which can be accessed via the
menu on GEnie Page 931, Option 3. The TOMES contain a great library of
knowledge concerning GemStone. If you are unfamiliar with the way they
operate, see Riverwind Entreri's GUIDE TO THE TOMES, Kelfour Edition No. 2,
for July 1990. The TOMES also provide information on usage by typing HELP.
OFFICIAL RULES:
(1) You must correctly answer TEN of the TWELVE questions on the next page
in order to qualify for the drawing. Spelling counts!
(2) Please submit only ONE ENTRY regardless of the number of characters you
play in GemStone. If you have multiple GEnie accounts, do not submit
entries with more than one of them. (Please be honest and fair.)
(3) Entries must be submitted by midnight EST, November 22, 1990
(Thanksgiving night) as dated by GEnie EMail. There will be NO grace
period. Send your entry via EMAIL (free under GEnie Star*Services) to
K.MCCANN2. Submit ONLY your numbered answers, not the questions.
(4) GEnie/GemStone employees, families and internal users are disqualified.
A total of SIX (6) WINNERS will be determined by a random drawing from all
qualified entries. This drawing will be held LIVE in GemStone on Saturday,
November 24, 1990, at 4:00 PM EST. You do NOT have to be present to win.
PRIZES!!!
____________________________________________________________________
/ \ | \
\@| Each of the 6 WINNERS drawn | INDIANAPOLIS 500, THE SIMULATION |
| from qualified entries will | Available for Amiga & IBM |
| be invited to select ONE of | |
| these new games provided | POWER MONGER |
| free by Electronic Arts! | Available for Atari ST & Amiga |
| | |
| Winners will be announced at | IMPERIUM (From United Kingdom) |
| the LIVE! GemStone drawing, | Available for Amiga, Atari & IBM |
| notified by GEnie EMail and | |
_| published in the next KE. | EARL WEAVER BASEBALL or STARFLIGHT|
/@| All decisions are final. | Available for Apple Macintosh |
\_/______________________________|___________________________________/ /
-2-
Kelfour Edition
___ __ _____ ___ ____ _____
/ / \ |\ | | | | |
| | | | \ | | |--- ---\ |
\___ \__/ | \| | |___ ____| |
These questions may be researched through the TOMES. Submit ONLY the
answers, numbered to coincide with each question. For example, if the
answer to #7 was Iyxia, put "7. Iyxia" or something like that. Hmm.. IS
that the answer to #7? You MUST correctly answer 10 of these questions
in order to qualify for the Electronic Arts software drawing.
OFFICIAL QUESTIONS:
1. This God of the Night is often referred to as the "Dream-master"
among other similar names. He is responsible for dreams, and
sending visions to his followers. What is his name?
2. Bandur Etrevion, after falling under the influences of the unlife,
slew his brother. What was his brother's name?
3. What is the name of the empress that Bandur Etrevion pledged his
loyalty upon?
4. What is the primary steed of a Herald of the night?
5. What are the huge sea beasts' names which are described as "a
lizard in a turtle shell" and are capable of swamping 30' ships,
sometimes even crawling up on land temporarily to get their prey?
6. How many land masses are there which might be classified as the
true continents or continental groupings on Western Kulthea?
7. Which of the land masses on Western Kulthea has the island of
Nexus, home of the Navigators?
8. In Quellbourne, which volcano is located upon a high limestone
plateau, and emits steam and poisonous gases, with its fires
sometimes seen glowing eerily at night?
9. Which hook-shaped island in the Claedesbrim Bay is a home to
pirates (due to its sheltered harbors) and is composed of rough,
jagged peaks?
10. Who was responsible for the slaying of the Nyrdru, the evil High
Priest of the Galthon?
11. What is the Unlife's "goal?"
12. What Loremaster holds the only permanent seat as the only
surviving Founder of the Order?
____________________________________
Remember! Submit only your numbered list of answers to
K.MCCANN2 via GEnie Email by midnight EST November 22, 1990.
GOOD LUCK!
~~~~~~~~~~
-3-
CARTOGRAPHER'S SHOP: KELFOUR'S LANDING
by Darwynn Ellessur
The map on these two pages can be taped together to provide a quick
reference for old and new residents of Kelfour's Landing. It provides
accurate directions along the arcs from each location, although some arcs
have been stretched. To use the bridge between banks of the Colewaether,
use the command GO BRIDGE.
LEGEND
+---------------------------------------------------------------------+
| ### Exterior Wall / NE-SW <UPPERCASE> Street Abbreviation |
| --- East-West = bridge <lowercase> Place Abbreviation |
| | North-South \ NW-SE XXX Colewaether River |
+---------------------------------------------------------------------+
A B C D E F G H I J K L M N
. . . .
1 WES--LAN--EAS
### gate ##############################################
# | . . .
2 # NRG--NRG--NRG--NRG--NRG--NRG--NRG--NRG--NRG--NRG-------BAW
# / | fur | mil | hea | |
# / | | | | | N. |
3 # --- EOG . MEW YAR JAR WID | |
# / bat | | | | /|\ |
# / | . | | | | |. |
4 #WRG . . . SQNE-----SQNE--REA--MEW--REA--REA--JAR..WID--MIR .|. . COL
# | rti . wea sta | loc hel paw | |. ndo
# | |\ /| | | | | | |
5 #WRG | \ . / | . IOR JAR--WID--DRA . COL
#mer | \ / | bla war | /war
# | | | . | | | | | . / XX
6 # | | | | | AND--KEL--KEL JAR--LAE--DRA--COL XXX
# | | \ . / | | | | | wha\ XXX
# | | \ / | | | | | \ X
7 #WRG--BLU--SQW--SQC--SQE--HAL--AND KEL--JAR DRA . COL
# | gro ban / \ moo | | \ inn |
# | | / . \ | | | \ | . |
8.#WRG . . . .|. |. .| .|. . . . AND . . . KEL WIN--WIN--DRA--WIN--WCR=
# | | / . \ | | cat | ban |
# | |/ \| | | | . |
9 #WRG--GRI--SQSW-----SQSE | MOO--MOO DRA |
# \ arm . gen | | | | . |
# \ | | | | | |
10 # \ . | AND--ORH--ORH HUD--HUD--DRA . COL-
# \ | cle tem bak fle |
# \ . | | . | . |
11 # \ FAE TER--TER DRA COL-
# \ . scr | | . dre . |
# \ | | | | |
12 # SRG--SRG--SRG--SRG--SRG--SRG-------SRG-------SRG--SRG--SRG-
# gem . .
#############################################################
. . . .
A B C D E F G H I J K L M N
Map --->
-4-
Each node has a street name in capital letters: WID (Widow-wart Road);
a place name in lower case letters: paw (the pawnshop); and several
directional lines: N, E, S. This nomenclature is used for sites. A grid
system is provided for fast look-up from the cross-reference tables for
streets and places.
|
WID-- <-- Street Name
paw <----- Place Name (Blank, if none)
|
STREET CROSS-REFERENCE TABLE
------------------------------------
AND Andraax Avenue G6-G10
AQU Aqua Regia Road Q5
BAE Bay's East Watch Q2
O P Q R BAW Bay's West Watch N2
BLU Bluestar Street B7
1 BOA Boatyard P10(gate/N10),Q10
################# BRI Bridge, Kelfour's 08
XXXXXXXX # COL Colewaether Way N4,N5,M6,N7-N11
XXXXXXXX BAE # 2 DRA Dragonfang Road L5-L11
XXXXXXXX cat # EAS East Tower E1
XXXXXXXXX \ # ECR East Crossing P8
XXXXXXXXX \ERG# 3 EOG Eogsmith St. C3
XXXXXXXXXX alc# ERG E. Ring Road R3-R8
XXXXXXXXXX | # FAE Faetherquel St. E11
XXXXXXXXXX . . .|.#. 4 GAR Garden Q9,R9,R10
XXXXXXXXXX | # GRI Grimseer Lane B9
XXXXXXXXXX | # HAL Half Senit Street F7
XXXXXXXXXX AQU--ERG# 5 HUD Hudvaark Road J10,K10
XXXXXXXXX | coo# IOR Iorak Street H5
XXXXXXXXX | | # JAR Jarkarn Street J3-J7
XXXXXXXX RIV | # 6 MEW Mews, The G3-G4
XXXXXXXXX | | # MIR Mirenna Street L4
XXXXXXXXX | | # MOO Moonstone Lane I9,J9
XXXXXXX RIV ERG# 7 NRG N. Ring Road C2-L2
XXXXXXX | bre# ORH Orhan Square H10,I10
XXXXXX | | # REA Reaan Street F4,H4,I4
=BRI==ECR--RIV--ERG#. 8 RIV River Ramble Q6-Q8
XXXXX jet war | # SHA Shanty Town P11-Q12
XXXXX | | # SQC SQUARE Central D7
XXXXX GAR GAR# 9 SQE SQUARE East E7
XXXXXXXX shk# SQNE SQUARE Northeast E4
XXXXXXX | # SQNW SQUARE Northwest C4
------BOA--BOAXXGAR# 10 SQSE SQUARE Southeast E9
| XX # SQSW SQUARE Southwest C9
| XXX # SQW SQUARE West C7
------SHA--SHA XX # 11 SRG S. Ring Road C12-N12
sha | XX# TER Teris Lane G11,H11
| | X# WES West Tower C1
------SHA--SHA # 12 WCR West Crossing N8
# WID Widow-wart Road K3-K5
############## WIN Windzak Street J8,K8,M8
WRG W. Ring Road A4-A9
O P Q R YAR Yarlek Lane I3
<--- Map Continued...
-5-
Any map to Kelfour's Landing would be incomplete without shop locations.
These places and how to enter them are provided in the following table:
ABBR. PLACE GRID DIRECTIONS
--------------------------------------------------------------------
alc Alchemist R3 GO HOUSE
arm Armory B9 GO ARMORY
bak Baker's K10 GO SHOP
bat Cheldar's Bathhouse C3 GO BATH
ban Bank, 1st Quellbourne C7 GO BANK, GO ARCH, GO WINDOW
ban Bank, Kelfour Secure L8 GO ENTRANCE, NORTH, GO WINDOW
bla Blacksmith H5 GO GATE, GO DOOR
bre Brewery R7 GO GATE
cat Catacombs Q2 GO TOWER,GO STAIR,N,GO HID DOOR
cat Catacombs I8 GO CRATE
cle Cleric's Store G10 GO CLERIC
coo Cooper R5 GO SHOP
dre Dress shop, (Sarii's) L11 GO SHOP
fle Fletcher L10 <can't yet>
fur Furrier, (Jarik's) D2 GO SHOP
gate GATE D1 GO GATE
gem Gemcutter's D12 GO SHOP
gen General Store E9 GO STORE
gro Grocer B7 <can't yet>
hea Healer's Tent (Surtey) J2 GO TENT
hel Helga's Tavern J4 GO STAIR
inn Inn, Frith's L7 GO INN
jet Jetty P8 GO FOOTPATH
loc Locksmith I4 GO DOOR
mer Merchant's Guild A5 GO GUILD
mil Military Barracks H2 GO BARRACKS
moo Moot Hall E7 GO HALL
ndo North Dock N4 GO WALKWAY
paw Pawnshop, Dernick's K4 GO PAWN
rti Raging Threk's Inn C4 GO INN
scr Scribe E11 GO SHOP
sha Shanty O11 GO SHANTY
shk Shack R9 GO SHACK
sta Stables G3 GO STABLE
tem Temple of Eissa H10 GO TEMPLE
war warehouse,OLD Q8 GO WAREHOUSE
war warehouse, TOWN J5 GO ENTRANCE
war warehouse, IOLAN's N5 GO WAREHOUSE
wea Weapons, Tyron's Arms E4 GO ENTRANCE
wha Wharf, South M6 GO WHARF
The reference location is read by locating the alphabetic EAST-WEST
axis and the numerical NORTH-SOUTH one. Upcoming GemStone features will
open the currently closed shops.
Of course, other maps to Kelfour's exterior are available, noteably in
GEnie's Games RoundTable Library on Page 806. Candidates for future
Editions include Danjirland, GORCY Park, The Graveyard, The New Area,
HOBLand, the Mine Road, and the immediate vicinity just outside of
town including KOBLand.
-6-
________________
/ \_____ _____\ Before the Flood (Metaphorically Speaking)
\@|+|~ ~\ /~ ~|+| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| |~|\~\/~/|~| | Editorial by Usul Lu'Nak
_| |~| \~~/ |~| |
/@| |~| \/ |~| |etaphors are pow- purpose or connection; The relevant
\_/ ~~~~ ~~~~ / erful but dan- commonality being the word "no."
~~~~~~~~~~~~~~~~ gerous forms of
simile. If you have read my column The you-puzzle or the world-
you know I love metaphors: The puzzle lacks some crucial piece(s)
Straight Line Monster;the Wide, Deep and you fall thru the portal into
River with Shallows; Creativity as a the void of a big empty landscape,
Big Fuzzy Cloud of Possibilities; abruptly denied not only trajectory,
Diamonds in the Rough; Bound and but all forward motion as well.
Dragged in Chains. Sound familiar?
Often the problem is creativity!
Do not underestimate the useful- Sooner or later it happens to each
ness of comparisons. If used well, of us, but things are often not what
a type of mental symbiosis occurs, they seem & there is a trick to beat
providing a background against which the problem. First you must create
the Object To Be Examined can be a metaphor. Then you must give
understood, and even judged. But yourself permission to change it!
metaphors, like the tools they
really are, can be very dangerous, Be creative! Change the metaphor!
even deadly when misused! It doesn't have to be a desert, or
or a missing piece of the puzzle.
Try attacking a G-Orc with a Or a logjam, or a bridge too far,
rapier and techniques meant for a or a mental block. Neither frozen
Hobgoblin! You'll likely break the pipe nor rundown clock nor char-
blade and make more business for acter manglers, random number
Surtey or a healer at best, Erebor mutilators nor slowdown demons. Not
at worst! even a cherry red '57 T-Bird
convertible with chrome everything,
Poor comparisons, ill-conceived white leather seats, the sex symbol
or misapplied, can do worse. They of your choice and heavy duty
can wound the heart in places that sounds, but with slashed tires!
can't be stitched. And while it is
true that comparisons are not solid Those are just metaphors, just
as a blade, neither are the beliefs markers on our internal maps. We
and concepts which they cut. all know that the map is not really
the territory, only a pointer to
Metaphors, like the GemStones sharable experience. A Post-It note
that they should be valued with, are that we modern Hansel & Gretels
both strong and weak; like laen leave behind as we wander through
picks, able to open most difficult the forest.
chests, but vulnerable to the
slightest tap on a flaw. Back to the desert. Go ahead and
build up your picture of it. Build
With this in mind, here's another your desert and invest the resulting
metaphor for you: There are deserts imagery with all the life and
in our character's lives. Blights. emotion you can muster. Give
Wastelands. Voids. Some localized yourself up to it and be trapped!
and specific, some vast and encom-
passing. Each a sort of scorched Now strike that set. Build a
earth of the spirit. These grinding wall you don't have enough skill to
horrors can be times of no silver; climb, is too thick to batter thru,
no experience; no excitement; no and stretches too far in both
time, no power; no friends, love, directions. Trapped again! But now
in an entirely different manner.
-7- More...
________________ The Art of Pawning
/ \____ ____\ ~~~~~~~~~~~~~~~~~~
\@|+|~| |~|+| by Avondale delnightSaber
| |~| /~~\ |~| |
| |~|/~/\~\|~| |
_| |~/~/ \~\~| |ith the exotic weapons and armor available in Kulthea now,
/@| |__/ \__| | many residents are saving coins in hopes that they may
\_/ ~~~ ~~~ / someday enjoy these luxuries. Since a prime source of
~~~~~~~~~~~~~~~ income is pawning found armor and weapons, I have assem-
bled a list of weapons and armor you can sell in Dernick's pawnshop,
along with the price he is willing to pay. Note that this list does not
include special order items since monsters don't carry them, and Dernick
will not buy anything that is really expensive. He will also not buy
articles of clothing, equipment, magic items, lockpicks, etc; only
standard weapons and armor. Should you wish to know the worth of an object
before pawning it, use the command APPRAISE <object> while in the pawnshop.
Arm Greaves - 3 coins Wooden Shield - 3 coins
Augmented Chain Mail - 200 coins Leather Breastplate - 66 coins
Aventail - 3 coins Leather Helm - 3 coins
Battle Axe - 43 coins Leg Greaves - 3 coins
Brigandine Armor - 150 coins Light Hide - 13 coins
Broadsword - 50 coins Light Leather - 26 coins
Chain Hauberk - 216 coins Mace - 20 coins
Chain Mail - 100 coins Metal Breastplate - 166 coins
Commoner's Staff - Worthless Monk's Truncheon - 50 coins
Cudgel - Worthless Morning star - 53 coins
Cuirbouilli Leather - 83 coins Quarter Staff - Worthless
Dagger - Worthless Rapier - 76 coins
Double Chain Mail - 166 coins Reinforced Leather - 33 coins
Double Leather - 50 coins Reinforced Shield - 3 coins
Falchion - 155 coins Ring Mail - 133 coins
Flail - 63 coins Ritual Dagger - Worthless
Full Leather - 16 coins Scale Mail - 150 coins
Halbard - 46 coins Scimitar - 36 coins
Hand Axe - 16 coins Short Sword - 23 coins
Heavy Hide - 26 coins Studded Leather - 150 coins
High Scimitar - 36 coins Two-handed Sword - 66 coins
Holy Kukri - Worthless Visored Helm - 6 coins
Holy Sapara - 73 coins War Hammer - 50 coins
White Blade - 73 coins War Mattock - 50 coins
------------------------------------------------------------
(Editorial Continued)
To escape from the desert, walk What to do when you find yourself
on and pray for oases. Getting past trapped in a metaphor? Try another
the wall probably requires digging view of your world. Take the EXP
under with help. How you take things problem. Walking out of the desert
determines which path you follow; would mean rerolling and starting
thus the dangerous nature and power over for lack of alternatives. Dig-
of similes. Think about it; every- ging out from under a wall might be
thing is a map to something. Maps as simple as new tactics, a hunting
are our greatest creation, but they partner, or more manageable critters.
can also be our greatest traps. They Why try to walk out of a desert when
cast light but only from one angle you can take a shortcut under a
while throwing others into shadows! wall? Or, as a last resort, why not
Stand in a desert and you'll never appeal to the gods to bring on a
think of digging. Stand before a flood to wash it all away?
wall and you'll never walk thru it.
-end-
-8-
___________ Kirc's Korner: Skinning
/ \ ______ \ ~~~~~~~~~~~~~~~~~~~~~~~~
\@| /~/~~\~\ | by Kirc Bloodguard
| \~\___~~ |
_| _~~~~\~\ |
/@| \~\__/~/ |kinning skill is determined by adding your first aid training
\_/ ~~~~~~ / to your AGility bonus. For example:
~~~~~~~~~~
First Aid skill = 40
AG (90) so bonus = 10
--
Total skill = 50%
Monsters have difficulty mods so some will be harder to skin than others.
As far as I can tell nothing else affects the skinning roll, so don't worry
about skinning tools, what's in your hands, etc. Here's the line up:
Name Yield Price Location
~~~~ ~~~~~ ~~~~~ ~~~~~~~~
Ant - worker # ** Labyrinth
Basilisk basilisk beak 45 Smatoth
Bear - brown bear skin 100 Wartland
- were werebear paw 45 Castle
Black Stalker cannot be skinned ** Smatoth
Bloodbeast cannot be skinned ** Graveyard
Cobra cobra skin 25 Graveyard
Cockatrice cockatrice feather 35 LOrcland
Dark Apparition disintegrates ** LOrcland
Death Dirge dirge skin 35 Graveyard
Deathwoode disintegrates ** Dead woods
Dragon - baby # ** Town
Gemsting gemsting stinger 25 Mines
Ghoul - greater ghoul scraping 45 Graveyard
- .king ! ** Graveyard
- lesser ghoul nail 45 Graveyard
Giant - frost giant toe 100 Blototh
- skeletal @ ** --
- storm @ ** --
Gnoll - cave cannot be skinned ** Stonehold
- ranger cannot be skinned ** Stonehold
- thief cannot be skinned ** Stonehold
Gnome - cave gnome scalp 35 Mines
Goblin goblin skin 35 GOrcland
Golem - bone golem bone 35 Tower
- crystal cannot be skinned ** Dungeons
- steel ! ** Ruins
Guardian - cold cannot be skinned ** Blototh
- fire cannot be skinned ** Blototh
Hobgoblin hobgoblin scalp 35 Hobland
Karnelin karnelin hide 25 Hobland
Kobold kobold skin 25 Kobland
Lich @ ** --
Manticore manticore tail 35 GOrcland
Mummy - lesser mummy shroud 75 Graveyard
Ogre - large cannot be skinned ** Wartland
- mountain ogre nose 75 Noseland
More...
-9-
Name Yield Price Location
~~~~ ~~~~~ ~~~~~ ~~~~~~~~
Orc - blue # ** Mine Road
- greater orc scalp 45 GOrcland
- grey orc beard 45 Noseland
- lesser orc hide 35 LOrcland
Phantom - disintegrates ** Graveyard
- fire disintegrates ** Blototh
Rat - giant rat pelt 25 Town
Revenant disintegrates ** Graveyard
Skeleton - skeleton bone 10 Graveyard
- ice skeleton skull 25 Blototh
Spectre disintegrates ** Dungeons
Spider - greater spider leg 55 Mines
- major ! ** Dungeons
Tatzelwurm cannot be skinned ** Mines
Threk threk hide 45 GOrcland
Titan titan scalp 75 Blototh
Torkaan torkaan pelt 25 Plains
Tree Spirit disintegrates ** dead woods
Troglodyte cannot be skinned ** Mines
Troll - cave troll skin 55 Wartland
- forest troll hide 55 Hobland
- hill troll beard 55 Old Road
- war cannot be skinned ** Wartland
Wight - barrow wight claw 75 Graveyard
- .lord ! ** Graveyard
Wolf - ghost cannot be skinned ** Tower
Wolverine wolverine pelt 35 Plains
Worm - cave cannot be skinned ** Mines
Wraith disintegrates ** Dungeons
Price - Top value of the skin. Jarlik will offer within -0 to -10 of this
value. He will actually pay within -1 to -5 of it.
Location - one of the locations where this creature may be found, most times
where I actually skinned it. Locations kept general.
! - Monster too tough to try, usually level 20 and up.
@ - Cannot find although I have reason to believe it exists somewhere.
# - This creature not seen lately, may be extinct.
__________________________________________________________________________
/ \ HALL OF FAME \
|@/________________________________________________________________________/
| |
| Is there really any wonder why I forget thee not? |
|_ F-A-M-E! What's your name, what's your name? |
/------------------------------------------------------------------------|
| Bard Mendle Seldagrave 15 | High Human Benar Stormarm 12 |
| Ranger Landreth deLorde 17 | Common Man Beolost Lamontt 12 |
| Mage Dagmar Istarii 18 | Dwarf Vesitsa Talchild 15 |
| Fighter Kirc Bloodguard 13 | Halfling Doppel Ganger 10 |
| Thief Riverwind Entreri 17 | Wood Elf Celeborn Greysndir 9 |
| Cleric Erebor Bordeaux 16 | High Elf Strom O'Berin 9 |
| Sorceror Magnetron Ramthanodox 9 | Half Elf Dagmar Istarii 18 |
| Healer Kayla Kyndhart 17 | Fair Elf Landreth deLorde 17 |
|-------------------------------------------------------------------------|
/@| Belated GSIII Fame Rankings by Profession and Race - September 30, 1990 |
\_/_________________________________________________________________________/
-10-
___________ An Inventory of Kulthea
/ \ ___ \ ~~~~~~~~~~~~~~~~~~~~~~~
\@| / ~| | by Lythe L'Green
| //|~| |
_| //=|~| |
/@| // |~| | couple of weeks ago, I unwisely tossed a grog mug in Helga's
\_/ ~ ~~~ / direction. If I hadn't had so much to drink, I'd have remem-
~~~~~~~~~~ bered that I'm terribly fast and agile; Helga didn't have a
chance. The mug hit her square in the head, delivering a nasty wound.
Luckily, a healer was on hand, but when the Mayor learned of this, I was
hauled off to his office and asked if I'd rather pay a hefty fine or do some
back work he hadn't gotten around to. I promptly agreed to the latter.
My task was to compile a list of all weapons and armor currently available in
and around Kulthea. The Mayor also wanted to know what the fuss was about the
new substances which have recently been imported into town. After humbly
submitting my report, I was free to go. I'm offering it here in Kelfour
Edition since I doubt anyone will be able to find it in Moot Hall, considering
the bureaucratic somersaults you'd have to perform. The prices are those that
the merchants initially asked. Keep in mind that I'm a mage, and have had
only one class in trading.
I. ARMOR
Name Description Cost Availability
============== =============================== ==== ============
Arm Greaves Give reduced criticals to arms 22 Armory
Leg Greaves Give reduced criticals to legs 32 Armory
Wooden Shield +20 to DB 22 Armory
Reinforced Shield +20 to DB, stronger than wooden 45 Armory
Leather Helm Give reduced criticals to head 22 Armory
Visored Helm Give reduced criticals to head 45 Armory
Metal aventail Give reduced criticals to neck 22 Armory
Light Hide AT 3 armor 90 Armory
Heavy Hide AT 4 armor 135 Armory
Light Leather AT 5 Soft Leather armor 157 Armory
Full Leather AT 6 Soft Leather armor 180 Armory
Reinforced Leather AT 7 Soft Leather armor 225 Armory
Double Leather AT 8 Soft Leather armor 337 Armory
Leather Breastplate AT 9 Rigid Leather armor 450 Armory
Cuirbouilli Leather AT 10 Rigid Leather armor 675 Armory
Ring Mail AT 11 Rigid Leather armor 900 Armory
Studded Leather AT 12 Rigid Leather armor 1001 Armory
Scale Mail AT 12 Rigid Leather armor 1012 Armory
Brigandine Armor AT 12 Rigid Leather armor 1023 Armory
Chain Mail AT 13 Chain armor 675 Armory
Double Chain AT 14 Chain armor 787 Armory
Augmented Chain AT 15 Chain armor 787 Armory
Chain Hauberk AT 16 Chain armor 1462 Armory
Metal Breastplate AT 17 Plate armor 1125 Armory
Augmented Breastplate AT 18 Plate Armor 1237 Arm Backroom(*)
Half Plate Armor AT 19 Plate Armor 5625 Arm Backroom(*)
Full Plate Armor AT 20 Plate Armor 11250 Arm Backroom(*)
(*) To access the backroom catalog, you need to get on good terms with
Aznell by buying a lot of things without bartering. The quantity of what
you buy is more important than the amount of money you pour at him.
-11- More...
II. WEAPONS
Name Description Cost Availability
============== ======================== ==== ============
Cudgel 1H-blunt (K,I) 11 Weaponshop
Dagger 1H-edged (P,S) 6 Weaponshop
Short Sword 1H-edged (S,K) 157 Weaponshop
Scimitar 1H-edged (S,K) 247 Weaponshop
Two Handed Sword 2H-edged (S,K) 450 Weaponshop
Rapier 1H-edged (*2) (P,S) 495 Weaponshop
Broadsword 1H-edged (*3) (S,K) 270 Weaponshop
Hand Axe 1H-edged (*4) (K,S) 135 Weaponshop
Warhammer 1H-blunt (*9) (K,P) 337 Weaponshop
Mace 1H-blunt (*9) (K,I) 157 Weaponshop
Quarter Staff 1H-blunt (K,I) 22 Weaponshop
Halbard Pole Arm (P,K) 90 Weaponshop
Claidhmore 2H-edged (*5) (S,K) 4500 Weapshp Backrm (*1)
Naginata Pole Arm (*6) (P,K) 6750 Weapshp Backrm (*1)
Ritual Dagger Holy 1H-edged (P,S) 28 Cleric shop
Koly Kukri Holy 1H-edged (P,S) 56 Cleric shop
Commoners Staff Holy 1H-blunt (K,I) 56 Cleric shop
Monk's Truncheon Holy 1H-blunt (K,I) 252 Cleric shop
High Scimitar Holy 1H-edged (S,K) 308 Cleric shop
Holy Sapara Holy 1H-edged (S,K) 616 Cleric shop
White Blade Best holy 1H-edged (S,K) 896 Cleric shop
Falchion 1H-edged (*7) (S,K) n/a Some Wight Lords
Morning Star 1H-blunt (*8) (K,P) n/a Some Crystal Golems
Spear Pole Arm (P,I) n/a Some Forest Trolls
War Mattock 2H-edged (K,I) n/a Some Hobgoblins
Flail 2H-edged (K,P) n/a Some Goblins
Battle Axe 2H-edged (S,K) n/a Some Hobgoblins
(*1) Accessing the backroom catalog at Tyron's weapon shop is similar to
obtaining it at the armory.
(*2) The rapier is the easiest single handed edged weapon to perform an
attack with, but it will not do as much damage as a broadsword.
(*3) The broadsword does the heaviest damage of any single handed edged
weapon you can purchase.
(*4) Hand axes are good weapons against well armored opponents.
(*5) The claidhmore is actually a -10 weapon. However, it does far more
damage than a regular two handed sword when it does hit.
(*6) The naginata is a +20 pole arm which does heavy damage.
(*7) The falchion is the most effective single handed edged weapon.
(*8) The morning star is the most effective single handed blunt weapon.
(*9) The warhammer does more concussion damage than a mace, but does
worse criticals.
Other Notes: Letters in parenthesis indicate the types of "critical hit"
shots that can be done by a particular weapon. These are,
in order of the deadliness of criticals in each category:
P=Puncture, S=Slash, K=Krush (crushing), I=Impact
More...
-12-
III. MAGIC ITEMS
Name Description Availability
============== ====================================== ===============
Iron Wand Casts Shock Bolt Common treasure
Silver Wand Casts Shock Bolt Common treasure
Crystal Amulet Grants ESP if you rub it (40 uses) Common treasure
Gold Wand Casts Fire Bolt Uncom. treasure
Metal Wand Casts Cold Ball Uncom. treasure
Gold Ring Allows for teleportation Rare treasure
Ruby Amulet Makes force field (+100 DB) if rubbed Extremely Rare
Small Statue Casts Alkar (+25 DB) if rubbed Uncom. treasure
Oaken Wand Casts Stun Relief Uncom. treasure
Blue Crystal Unknown, New item Rare treasure
IV. CUSTOM WEAPONS AND ARMOR
You can place orders for various custom items at several shops in town,
although only weapons and armor are discussed here. There are many types of
substances; we'll deal only with those which offer significant advantages to
the purchaser.
Mithril: The legendary "elfin steel." It provides a +5 bonus to the item, and
is stronger and lighter than normal materials. Since it is an enchanted
substance, items made from it may not be magically edged or blessed. Cost:
1000/pound.
Eog: An extremely hard metal which provides a +10 bonus to the item. Eog may
be magically edged and blessed. Weapons and armor made of eog are much
stronger (in terms of breakage) than their standard counterparts. Eog cannot
be dyed. Cost: 2100/pound.
White Eog: A variety of normal eog which is naturally holy. This substance
may be used to produce holy weapons for clerics to battle Unlife with that are
not made at the cleric shop. Cost: 2100/pound.
Ithloss: A very light, flexible and strong metal created by the Lords of
Essence. The secret to its creation has been lost. Items made of Ithloss
have a +12 bonus. Because of its lightness, suits of armor made of Ithloss
are of unequalled value. Since Ithloss is already magical, it cannot be edged
or blessed. Cost: 3000/pound.
Laen: An ultra-hard, volcanic, glasslike substance. Items made from it have
a +15 bonus. It is naturally magical, and cannot be edged or blessed. This
is perhaps the best material to make a shield from. Cost: 3300/pound.
Shallk: An enchanted, clothlike material. Items made using it have a +20
bonus. It is light, and can be made into excellent armor. It is a poor
choice for a weapon or armor because it can easily break during a weapon
clash, and it may not be edged or blessed due to its inherently magical
nature. Cost: 6500/pound.
More...
-13-
To determine the cost of an item made from special materials, multiply the
number of pounds of material required to produce a given item with the cost of
the chosen material. Add to this the base cost of the item. Here is a list
of all the items you can customize (from the weaponshop or armory), with their
base costs and poundage.
Item Base cost Weight
==== ========= ======
Helm 10 5
Shield 10 10
Light Armor (Base AT 10) 100 80
Partial Armor (Base AT 15) 400 90
Full Armor (Base AT 20) 2000 150
Cudgel 5 4
Dagger 3 2
Sword (a short sword) 70 8
Scimitar 110 8
Rapier 220 8
Broadsword 120 10
Greatsword (2H sword) 200 14
Axe (a hand axe) 60 8
Mace 70 9
Hammer 150 9
Staff 10 5
Halbard 40 8
========================================================================
____________ Dictionary of Shortalk
/ \ ________ \ ~~~~~~~~~~~~~~~~~~~~~~
\@| ~|_|~~|| | by Vlad Drakulya
| |~| |
| |~|==| |
_| |~| |ound a crystal amulet, :) A plain smile.
/@| |~| | eh? Wear and rub it, :-) Smile with a nose.
\_/ ~~~~ / and all of a sudden :-( Frown or sad face.
~~~~~~~~~~~ you're hearing other :-<) Smile with a mustache.
people's thoughts. But wait! What :-|) Another mustache.
IS that they're thinking? "BRT," ;-) A winking smile.
"OTW," and ":|)"? Is this English? '-) Another kind of wink.
:-" Pursed lips.
Shortalk is simply the first :-, Smirk.
letters of the words intended: :-O Shouting.
:-? Licking your lips.
AFK Away From Keyboard :-p Sticking out your tongue.
BRT Be Right There :* A kiss.
BRB Be Right Back :-x Kiss, kiss.
BBL Be Back Later <:-) Dumb question. (Dunce hat)
LOL Laughing Out Loud %#@%$ Pretty obvious, no tilt.
OTW On The Way :-{ Me, Count Drakulya. (Heh)
Here we have the emotions. You There are lots of others, too, but
are meant to tilt your head onto these should set you on your way
your left shoulder, 90 degrees, to deciphering them. So the next
when looking at them: time your send a message over ESP
(or "AmuNET") don't just send the
thought, send the emotion too! :-{
-14-
_____________
/ \ \ Navigators!
\@| ========= | ~~~~~~~~~~~
| ||~|~|~|| | by Vanthras Ruinspell, The Dark One
| ~~ |~| ~~ |
| |~| |
_| |~| |he Navigators are a The "Navigators" are possibly the
/@| |~| | loose alliance of oldest and largest Guild. Composed
\_/ ~~~~~ / Guilds who special- entirely of Elves, this Guild's
~~~~~~~~~~~~ ize in guiding Compass is a two inch wide band of
travellers. Their services are not silver, and set on the band is a
cheap; in fact, the costs range from semispherical crystal which glows
a few coins to thousands in gold and continuously different colors. This
silver. Above all, Navigators are Guild is different in that they
businessmen and are notorious for rarely ever visibly pay attention to
their uncaring attitude toward their Compass. They usually wear
people in a bind without funds. neutral gray clothing with Guild
insignia on their left breast.
The main mode of transport used by
Navigators is teleportation, and the The Daruni Olkanin are one of the
way they are able to teleport with- most friendly guilds. They may even
out error is by use of a compass. carry on casual conversation with
These compasss are intelligent magi- their clients. These Guildmembers
cal devices thought created by the vary widely in profession, wearing
Lords of Essence. They are mentally uniforms of bright green surcoats
attuned to their user, whom they trimmed in gold. Their Compass is
direct to the best or safest routes. a gold disk about four inches in
diameter with a convex crystal on
Headquarters of the Guilds is on an one face, beneath which is an
essence node known as Nexus. It is intricate mosiac of jeweled inlays
here that day-to-day admininistra- resembling an actual compass and a
tion needs are handled. This is also delicate filligreed arrow which
where annual conclaves take place, swings about in directions which
as they review the state of their seem aimless to the untrained. It
trade, infractions, and policy. is attached to a heavy gold chain
worn about the neck at all times.
The Guilds have defined the world
into districts, each Guild having a The Cypharia is a Guild consisting
defined jurisdiction. Actual entirely of females, and is some
boundaries are only known to the times referred to as the Sisterhood
Guilds themselves since they seem to by other Guilds. Their remote
change from day to day. There are island is a beautiful paradise of
five known Guilds in the Alliance. learning and magical experimentation.
All of the Cypharians wear flowing
The Guides of Vurn-Kye are a more white gowns trimmed with gold.
flamboyant Guild, their Compasses These women are always beautiful, and
resembling a golden sextant with they are usually Mystics or Seers.
tiny jewelled fittings. When it is Their Compass is a beautiful golden
not in use it is carried in a black wand set with gems, each with unique
leather pouch. This Compass is carved designs on it.
probably one of the most sophis-
ticated, and requires skill to The Pathmasters of Hulgan all appear
manipulate. The Navigators in this as aged men in flowing black or grey
Guild wear a tunic and pants of robes, each with an ornate wooden
black cloth trimmed with gold thread telescope. This telescope serves as
and gold fastening, black leather both as their compass and telescope.
boots, and black gloves. Their
symbol is an abstract sextant-compass. To contact a Navigator one must find
-15- (Continued on P.19)
Trapped!
~~~~~~~~
____________ by Valeria Deering
/ \ ______ \
\@| /~/~~\~\ | This tale is entirely true,
||~| |~|| except for the parts that are lies.
||~| |~||
_||~| |~||ur small group had appearance to one of those five. I
/@| \~\__/~/ | discovered the counted off four identical rooms
\_/ ~~~~~~ / castle after a with iron grates, two filled with
~~~~~~~~~~ rockfall revealed an webs, two with tables, two which
old derelict road leading from the looked like such-and-so, and so on.
forest west of Kelfour's Landing. We spent hours walking in different
Searching it, we had come upon a patterns, trying to find rhyme or
dark pit within a torture chamber reason to the shifting corridors. I
that seemed to lead to an open became puzzled when at one point the
space. We had entered. signs I had left behind were wrong,
and twice my count came up
And now we were trapped! different; I realized then that
someone or some*thing* had removed
We paced the dimensions of our the coins I had left behind, erasing
prison restlessly, walking along my marks. I despaired.
what seemed like endless stone
hallways dimly lit by pots of Finally, I decided I needed to
smouldering oil. At times, there leave more secure landmarks if I
was a sinister slithering sound, wanted any hope of keeping my
telling of inhuman inhabitants of bearings. Of those of us who had
those catacombs. The entrance we entered the maze, only four remained
had used was only a dark hole in the together; the sorceror, Airioch; the
ceiling of one room, depressingly, healer, Krang; Neander, a swordsman,
too far out of reach. We wandered and myself. At one intersection I
these halls at length, sometimes left Airioch to stand guard. After
together, sometimes apart, each a bit longer, I left Krang to watch
hoping to find an exit from this another, seemingly identical
dungeon. intersection. There were two such
rooms we had found; yet something
It seemed we had searched the told me there was a third. Neander
entirety of the area several times and I searched those labyrinthine
over when someone, I am not sure halls for what seemed like hours
who, deduced that the corridors were longer; we passed Airioch and Krang
in actuality shifting, and that the each a dozen times it seemed, with
chambers we passed through were no success in uncovering an elusive
actually cunningly crafted to look third room. I began to doubt
exactly alike. This did little to whether it existed.
lift our spirits, for it only told
us we could never trust our Eventually, I stopped in a com-
bearings, that we likely would never plex intersection lit by a smoking
know for certain where we were. oil pot. I turned to tell Neander
to stand watch here, but when I
I began trying to mark each of looked behind me, he was gone!
the rooms I passed through with For how long the footsteps follow-
trails of silver coins, hoping that ing me were only echoes of my own,
by doing so, I would be able to I do not know; somehow we had gotten
identify a pattern of the shifting separated. I looked around, down
halls. There seemed five obviously each of the corridors, and it was
distinct rooms, but we guessed that then that the thing surprised me.
there were several of each of them,
each of which was identical in There was a rushing of giant
-16-
More...
coils and it was upon me! It was I had found the way out, and dis-
like a gigantic lamphrey, the size tantly I heard their echoing res-
of a pony, but snaked along the ponses. I called directions to them
stone hallways like a sidewinder. as best I could, and waited; but
It was a pale mottled-white from after a time, impatience got the bet
dwelling in darkness, and its head ter of me and I decided to press on.
was a huge maw, filled with endless
rows of razor-sharp teeth dripping At the end of this secret
with venom that told of swift death. passage, I was immediately set upon.
In the musty chamber it opened into
Instinctively I warded it off there were a dozen tall, skeletal
with my shield, evading the deadly figures. Though I could fend them
bite. Drawing my sword, I hacked at off with my sword, my blows were
it madly, giving no thought to guile ineffectual against them, for they
nor subtlety in my fighting; such an could not die. I ran past and into
unnatural creature could not have a small cell, slamming the heavy
anything as normal as a heart that I iron door behind me. Even so they
might have struck for. It lashed clawed and scratched at the door,
about powerfully, seeking now to seeking me, and the only escape that
crush me in its terrible coils, and offered itself was a dark hole in
then to strike with its poisonous the floor of the tiny room.
bite. We struggled silently in the Ignoring the bad luck I had had with
flickering light, for it had no dark pits so far, I jumped in.
tongue, and I had no breath to
spare. I found myself in a small
crawlway. Down it I crawled, over
Finally, it lay dead, twitching, broken rocks and scattered rubble,
cloven in half near what passed for feeling my way along in the cold
its head by my desperate swings. My darkness.
sword arm was covered with its ichor
and I was badly bruised from its An icy hand seemed to brush
thrashing coils; yet I was otherwise against my arm, and I recoiled and
unharmed. Drawing a deep breath, I lashed out with my knife,
dragged myself away from the transfixing it without thinking. To
creature and rested awhile before my horror I found impaled on my
going on. dagger a severed arm, lifeless and
reeking of decay. I threw it away
Stumbling away from that battle, from me as far as I could.
I came across an empty chamber. By
chance, it was a room identical to Unnerved, I crawled on for a
the ones in which I had left Airioch time, until I saw a dim light in the
and Krang! I hastily searched the distance, and emerged into a dungeon
third room, and behind a marble hallway. Iron doors lined either
column I found hidden a darkened side of this hall, leading to small
passage, out of the maze. I called prison cells. The walls themselves
excitedly to Airioch and Krang that were heavily inscribed with carefully
illuminated glyphs which I could not
More...
___ ___ ___ ___ ___ ___
\_/ \_/ \_/ \_/ \_/ \_/
_(~)_ _(~)_ _(~)_ _(~)_ _(~)_ _(~)_
(/ : \) (/ : \) (/ : \) (/ : \) (/ : \) (/ : \)
I\___/I I\___/I I\___/I I\___/I I\___/I I\___/I
\/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/
\ : / \ : / \ : / \ : / \ : / \ : /
|:| |:| |:| |:| |:| |:|
_|:|_ _|:|_ _|:|_ _|:|_ _|:|_ _|:|_
=======================================================================
-17-
understand. Not long after, Krang We cautiously explored the
and Airioch arrived as well, having hallways our flight had led us to.
made it past the unlife horde. It seemed every room held some new
horror; long-ago murdered men lay in
We came across several man-like disarray, splintered weapons were
things, constructs of glass and scattered about, yet racks of
crystal, that attacked us, flailing torture implements remained neatly
at us with morningstars. Yet they arranged save only for the dust. We
were not immune to our steel and gave little thought to the thick
Airioch's spells. Soon they were no spider webs until too late.
more than bits of shattered glass.
Coming out of a room we had just
At one point, I heard the voice investigated, we found a monstrously
of Shadowind echoing in the large spider squatting in the center
distance, an adventurer who had been of the hallway. Black as night it
separated from us earlier. He was, with great mandibles able to
called to me, saying he was trapped, cut a man in half. I drew my sword
asking for help. His voice was and took a defensive stance, but
horribly cut off by his choked with uncanny swiftness the spider
scream. I knew of no way we could sprang towards us, and in an instant
have gone to him in time. I feared it had thrown a sticky line of
a cave worm must have gotten him. webbing around me, holding me fast.
I struggled to escape, but the
We were unable to find any exit creature only spun another line of
from where we were but down a deep webbing about me to reinforce it.
shaft into a chamber which resembled Krang and Airioch dodged back and
a crypt more than any cell. forth, trying to distract the
Tortured spirits haunted that room, arachnid with weapons and spells,
wailing ghostly laments and cursing but the spider seemed unfazed by
at us in some forgotten tongue. this, easily avoiding the blows.
There seemed no way to go save
downwards, inexorably deeper into More...
the catacombs beneath Castle
Claedesbrim. ___________________________________
| |
Descending the shaft with some | CAREER OPPORTUNITY |
misgivings, I landed first, soon |___________________________________|
followed by the others. The shaft | |
deposited us in an intersection of | BE ALL YOU CAN BE! |
separate hallways. We had not long | |
to survey our surroundings, before a | KELFOUR'S MILITIA |
tremendously large ghoul came around | NEEDS |
a corner and stalked towards us. It | ******************************* |
was easily twice the size of the | ********** Y O U ********** |
ghouls I had seen before near the | ******************************* |
tomb of Kestrel Etrevion, and it | |
reeked a stench of corruption and | SIX MONTH TOUR OF DUTY |
death. No one cared to stop to | Patrol and Tower Watch |
check whether it shared its smaller | |
cousin's taste for elf-flesh. We | COMMISIONED BY OUR |
fled down a corridor, taking one | HONORABLE BUT RARELY SEEN MAYOR |
turn and another; yet it followed us | REGISTER IN PERSON AT BARRACKS |
with grim determination. Fleeing | |
onwards and onwards we ran until, | !NO TROLL OR ICE KRAAL |
panting, we stopped out of sight of | NEED APPLY! |
it, hoping it had lost us. |___________________________________|
-18-
The creature tried to draw me in, NAVIGATORS! Continued from P.15)
but I was barely able to fend it one of the indestructible black
off, awkwardly waving my sword at it obelisks scattered throughout
while trying to free myself. Kulthea, place the palm of your hand
on it and say, "I require the
Suddenly the sticky webbing gave services of a Navigator."
way, and I fell to the floor. I
rolled away from the spider and Navigators in GemStone
quickly came to a standing position,
then at Krang and Airioch's urging, To a large extent the Navigators are
followed them down the corridor away behind the scenes, although many of
from the monster. We fled and us are familiar with their habit of
quickly lost it. taking our rings and silver when we
use their rings too often. There
Escaping the spider, we came into have been sightings of an obelisk in
yet another hallway, through which Danjirland, but upon close investi-
we diligently searched for some gation you will see that this obelisk
means of escape. In a dark room, we is wooden, not black. Granted, it
found a half-concealed tunnel; yet may have some bearing with Essence,
it, too, led down... always down. but it seems to have little to do
with Navigators. It may be some
Taking it anyway, we soon found form of an Essence Foci.
ourselves in a network of caverns.
We began carefully exploring them, Navigator Related Items
yet too soon we came across the
dwellers of these caves. One seemed A powerful form of transportation is
a huge man-shaped creature made of available to residents of Kelfour's
solid steel, the other I recognized Landing: the Navigators' golden
as a wight lord, a terrible, gaunt, rings. They teleport the wearer to
hulking creation of Unlife. They a defined spot. When you first
both bore weapons and both acquire a ring, it has no location
approached us with evil intent. set. To set it, simply wear the
ring. You should feel a pulse in
After what we had been through, the ring; any time you feel such a
none of us were up for a fight, pulse it has been set to a location.
especially against such foes as Once the ring has been set it can be
these. Again we fled, taking the use one of two ways. First,
roughly hewn passages at random un- whenever you remove and wear the
til we were out of breath. Panting, ring it will immediately teleport
exhausted, we rested. It was only you to the last set location and it
then that we noticed a slight breeze will also set the location you
carrying fresh air. Forgetting our teleported FROM as the new location.
fatigue, we followed it eagerly, Second, whenever you want to change
finding a tunnel which sloped the location without actually using
upwards, ending at last at a wall the ring, go to the location you
with a slight crevice in it. want to set and TURN the ring. A
ring has a random number of charges
Squeezing through this crevice, usually ranging around twenty.
we found ourselves in a small cave
-- at the mouth of which shone As of this writing, these rings are
sunlight! Through sheer chance we the only devices involving the
had discovered an exit from the Navigators in GemStone. Hopefully
dungeon's deepest level. From the these enigmatic travel agents will
cave entrance we could see the old have a more direct effect in the
road to Castle Claedesbrim to the game at some future time. Who
west. We made our way down to it and knows? Some of us may eventually
started back for Kelfour's Landing. aspire to become Navigators.
-end- -end-
-19-
____________
/\ ________ \ The Ecology of Thieves
\@| ~|_|~~|~|| ~~~~~~~~~~~~~~~~~~~~~~~
| |~|__|~|| by Angelique Lovelin-Niranda
| |~ ___/ |
_| |~| |
/@| |~| |ROLOGUE... It is well WHAT IS A THIEF... Time to look at
\_/ ~~~~ / past midnight, and brass tacks. Just what is a thief?
~~~~~~~~~~~ here I sit, studying my Is the street urchin who cuts purses
magics and watching the hourglass; less a thief than the unscrupulous
mostly watching the hourglass. fence who sells dead wands? How
Unable to compose myself enough to does one become a thief and what are
learn the spells which are my the standards by which they are
livelihood, I sit by the moonlit judged? We will start with one
window and wait for him. When he fundamental notion. Thieves STEAL
arrives home from work, it will be as their primary source of income.
through this window that he enters. All of their skills and attitudes
I hate this waiting. To while away are formed around that way of life;
the tense hours during my vigils, I they must steal and get away with
write about my husband's profession. it. Perception and dexterity skills
It is a difficult profession for are everything. A thief is a
most to understand, let alone tol- combination acrobat and sleight-
erate but it does have its rewards. of-hand expert. A thief is also a
Unfortunately, it also has late shrewd bargainer and con-artist.
hours. I begin to write, glancing
at the hourglass every few minutes. SKILLS... Thieves have an arsenal
I hate this waiting. of specialized skills they use in
their line of work...
MY MANUSCRIPT BEGINS...
THIEVES CANT... It is amazing how
Kelfour is a frontier city, which much communication passes between
sounds nicer than calling it a thieves within whisper distance of a
backwater. Like all such places, victim. When Lal meets another of
the majority of its residents are his associates, a raised eyebrow, a
ex-soldiers, mercenaries and wink, or a nod are all I get to see.
fighters. Those who are not in the Thieves use a street argot language,
militia are hunters, farmers and composed of seemingly innocent
fishermen who supply the city with phrases and subtle gestures. Once I
food. Human laborers, Dwarven sat drinking with Lal and his friend
smiths and Elven craftsmen while, unknown to me, they freely
contribute to the maintainance of discussed me and how my magic could
the city. There are also those who be used to fill their pockets. I
are happiest only when they are NEVER heard anything but an
camping under the stars, the rangers occasional 'heh' when I asked what
who serve as scouts and wilderness they were smirking about. That
guides. And like any city, Kelfour word 'heh' is so basic in the Cant
has its specialists; clerics, mages, that most outsiders have heard it
sorcerers and especially healers. and wondered what it meant. I
wrested its meaning from my husband
However, another group of on our wedding night and was shocked
specialists within Kelfour remain at its secret. What does it mean?
cloaked in secrecy. They do not I'll never tell :)
seek glory and move undercover,
their methods shrouded with mystery. NIGHT STALKERS... A favorite thief
So how do I, a bookish little mage, pastime is stalking. Thieves are
know of these shadow people? I know natural spies. Look around you
because I married one. I married a right now, there's probably one
thief and entered his world. watching even as I speak. When we
-20-
travel together, my husband will PICK POCKETS... This one item has
stalk me rather than moving openly. sent more thieves to the gallows
Traveling along the rooftops or than any other practice. Happily,
darting across alleyways, I never some thieves will discriminate
catch a glimpse of Lal as long as he between well-heeled victims and
has cover to hide behind. Once in those who are down-and-out.
the woods, Lal will ambush my Recently, I was told that I was
attackers from behind, allowing me cased as a target and it was decided
time to cast spells and take evasive I was dying too much, so they left
actions. me alone. A nice thief will avoid
taking too much from any one target.
Incidentally, thieves love to target Nicer thieves will return the money
Mages for stalking because we're if caught, but you have to catch
natural conspirators and spying on them first. On a positive note, if
us is never boring. I usually pick you die with your pockets full of
up a couple of stalkers at the bank, money, a friendly thief can rescue
and a few more through town until the coins before you decompose. You
I've developed quite a train. Is it would have lost it anyway, right?
any wonder I always have Lal carry
my money? I remember once being CONFIDENCE ARTISTS... Another
followed by no less than five aspect of thieving that nobody loves
stalkers. I really don't mind; It is the confidence scams. I once
has saved my life on many occasions. bought an amulet for 500sp, only to
Having invisible guardians is nice have shatter on the next rub. This
because I get in a lot of trouble. is an unavoidable aspect of city
That's another reason thieves like life. Very inconvenient when you
to stalk me: Lots of monsters, discover the wand you forked over
magic support, and a cut of my 1000 sp for is empty, especially
treasure. The price of popularity. with a Cave Troll grinning at you.
My advice: Know your source before
AMBUSHERS... Thieves in mid-stalk buying. I married mine.
always have this rather gruesome
option of making a backstabbing FENCES... This is much less nasty
attack upon their quarry, giving than the con-games. Basically, this
extra damage and nasty criticals. consists of a thief who 'collects'
Some find this practice unsettling discarded items and re-sells them at
and without honor. Those people prices slightly lower than the
would never make good thieves. stores do. This can almost be
Honor is fine and good, but in the considered a service because items
game of survival thieves play to are usually gathered from dangerous
win by using every advantage. To areas for sale to those who cannot
ambush, a thief must hide or stalk. go there. I know of one thief who
made a fortune selling rapiers and
SPYING AND ASSASSINATIONS... The another who sells falchions at
less said about this the better. 50,000 sp. It's a sellers market.
Unfortunately, stalking makes When I'm stuck and need things FAST,
thieves natural born spies and fences are handy to have around.
assassins. I've been accomplice to Fences also deal in items like spent
several spy missions but, wands and amulets, hard to get skins,
fortunately, no murders to date. and items of like pearls, potions
Nevertheless, murders do happen in a and magic armor. Again, acquire some
backwater town like ours. Happily, contacts you can trust and stay with
most thieves agree on one thing. them.
Murder is bad for business. They'd
rather we be alive and wealthy than What use is a spent silver wand, you
dead; pickings are better that way. ask? Can't tell you <smirk>. Walk
-21-
around town and think about it, QUALITY LOCKPICK ... Slightly
(wink). Watch out for strangers. better than a Good Lockpick, this is
the low-end professional pick. It's
CHEST PICKING... Now we get to the built a little sturdier than the Pro
one invaluable service thieves do Lockpick but less precise. Good for
for the city. They pop open all your basic seasoned thief.
those rotten locked chests. I've
watched Lal do it many times and I'm PRO LOCKPICK ... The precision
still riveted by it. To open a instrument for the experienced user.
chest, you need a lockpick. This A finely tempered pick with
slender metal tool can be as simple carefully crafted sliding teeth for
as a bit of stiff wire or as the best chance in springing above
complex as an articulated set of average locks. These delicate
probes with sliding metal springs probes require a high skill to
and teeth. Lal took me to the place handle and are not recommended for
where such things are bought. We beginners.
entered a rundown shop in a small
side street just off of Helga's PRECISION LOCKPICK ... Slightly
Tavern. When Lal gave a sign, the superior to the Professional
proprietor, Larton Quickhand, Lockpick, this item has much finer
hustled us into a dark backroom. He teeth and is a little easier to
pulled out a wooden chest and opened break. This is a must for your
it for us. Within its velvet-lined serious professional thief.
interior, I saw a bewildering array
of glittering lockpicks. Also available to a thief is the
legendary Lorepick. These are
TOOLS OF THE TRADE... extremely difficult to come by and
their source is a secret which I
CRUDE LOCKPICK... A quickly dare not reveal. At least, not for
produced tool for picking locks. free. (See? I'm learning.)
Made of poorly tempered brittle
metal, this pick is really nothing LORE LOCKPICK ... Made of mithril,
more than a springy strip of metal this very rare mechanism is crafted
or wire. It doesn't work that well, by dwarven craftsman. The set is
and breaks more often than not. In composed of a single very adaptable
other words, it's junk. implement with needle-thin probes
ending in delicate, spring-driven
COMMON LOCKPICK... The most common teeth. It is articulated with
form of lockpick. Made of ordinary complicated joints which allow it to
metal, this plain awl-like utensil fit any lock. The Lorepick is the
has a fair chance against most finest lockpick made and gives the
simple locks, but cannot handle best chance of defeating advanced
anything complicated. locks. Unfortunately, its fragile
nature makes it easy for the
GOOD LOCKPICK ... A stronger inexperienced to snap it. I've seen
lockpick that can handle more these tools sell for a minimum of
difficult locks without breaking. 3000 sp. Not a good item to break
Made of well tempered metal, this casually.
tool has teeth-like projections and
gives a better advantage than the
common lockpick. Most beginner EDUCATION... Thieves learn their
thieves should stick with this item. arts in one place, the streets.
They are self-taught and self-
At the high end of quality are the reliant. That is NOT to say that
professional tools. These intricate they are not educated. A seasoned
picks are fragile, but in skilled thief usually specializes in
hands they open very devious locks. something to such a degree that that
They can be custom forged out of person can be considered an
Iron, Steel, Eog, or Laen. authority by local standards. After
-22- More...
mastering the basics, a real MY MANUSCRIPT ENDS...
professional may learn all there is
to know about gems, perfumes, oils, The soft patter of loose debris
textiles, paintings, armor, weapons, alerts me that my husband has
or what ever class of items that reached our roof. Had he been
person wishes to deal in. Needless stalking seriously, I would not have
to say, those deals are never within heard that much. However, he is
the law. only returning home and, not wishing
to scare me, he allows a little
I know of a special case in which a noise to announce his approach. I
thief friend of mine educated get up just in time to see him swing
herself by sneaking into the town through the window and land lightly
library after hours. She eventually upon the floor. It figures.. muddy
mastered many languages and became feet again! He must have been
well versed in cryptic writings. crawling around some awful hole
Another friend specialized in looking for treasure and trouble.
martial arts and fights like a
demon. She has great knowledge of After a quick embrace so I can be
weapons, armor and tactics. She muddy too, he begins to put away his
also has very a good eye for gems, tools and count the night's take.
and an even quicker hand at picking His beloved lorepick goes in its
them up. velvet bag. The pry-bar, hinge oil,
shuttered lantern, climbing hooks,
THIEVES DENS WITHIN TOWN... For the and door wedges all go into a small
most part, thieves are a fun bunch. chest. The handful of silvers he
They party hard, drink harder, and lifted from merchants goes in
like dark places to plot in. They another chest. Weapons and armor
usually congregate in shadowy back- which he 'lifted' from somewhere
rooms of Helga's Tavern which serves will be pawned tomorrow.
as the unofficial Thieves' Den. Here
they can pick pockets, drink and find I look at the meager amount and sigh.
"entertaining" company. At this rate, neither of us will get
an eog scimitar for a long time. Then
They also can be found sneaking about I notice he's hiding something behind
in the temple, usually in its upper his back, smirking. Ever hopeful, I
rooms. Go through the curved arch- extend my hand. I think, "Probably
way and climb the stairs. If you need another damn agate," as he drops some-
a thief, either place has them, for thing small but heavy in my palm.
a price. Know your contact and deal It's not an agate but an uncut
fairly with them. Thieves are handy diamond!! I cry out and embrace him
allies but make dangerous enemies. in spite of the mud.
Remember: They ARE thieves!
@==============================================@
| ) |
| o ( H E L G A ' S T A V E R N |
| ( ) ( ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| ) ( o) / Kelfour's Newest Hot Spot |
| ( o ) ( / |
| _______/, POWER COCKTAILS: |
| | o o| =============================== |
| \ o/ Flaeshornberry Wine 30 silvers |
| \ o / Dragonsdraught Ale 12 silvers |
| \ / Honeyed Herb Tea 7 silvers |
| || Golden Fox Mead 5 silvers |
| || Blackdew Grog 2 silvers |
| || =============================== |
| --==__==-- Corner of Jarkarn & Reann Sts. |
@==============================================@
-23-
__________ Combat: The Advanced Course
/\ _____ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\@| ~|_|~ | by Celeborn Greyswndir
| |~| |
| |~| |
_| |~| |
/@| _|~|_ | thoroughly enjoyed Margin of Safety
\_/ ~~~~~ / Kirc Bloodguard's ~~~~~~~~~~~~~~~~
~~~~~~~~~ "Treatise" in the last An important fact to know about
Kelfour Edition. I recommend it as your armor is the "margin," i.e.
required reading for any aspiring how far beyond the THT must the
young adventurer, and even for a few creature you're fighting roll before
more experienced ones. I would like it can score a critical hit on you.
to add a few points to Kirc's For heavy hide, the margin is 10.
excellent tips, points that will For leather breastplate, the second
take you even further into the realm most common armor worn in the game,
of effective combat in the wilds of the margin is 20. This is important
Kulthea. when playing Parry Tag.
Stunning A Creature Advanced Parry Tag
~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~
All too often I have seen newer Kirc did an excellent job of
players -- and even a few who should describing parry tag in his article.
know better -- get a stun on a However, it's frequently a good idea
creature and then drop their parry not to raise your parry all the way
to zero and swing several times. to maximum after you swing. Ever
Occasionally a creature will been annoyed when your quary swings
recover from a stun before it dies, at you and then runs away, forcing
and it then has a chance to fight you to give chase over the country-
back while your parry is at zero! side? That's because the smarter
How to prevent this? Learn how long the creature, the more likely it is
you can swing with your parry at to run away if it swings and can't
zero. Not all stuns are the same. hit you. For example, consider this:
The most common one is a "painful
blow to right arm" which is only a A Hobgoblin swings a battle axe at you!
five second stun. If you have a OB: 50 vs DB: 100 = -50
five second round time (as most of THT 84, d100 roll: 73, modified: 23
us do), you won't have time to drop A clean miss.
parry, swing, and get it back up A Hobgoblin runs north.
before the creature attacks again.
Don't do it! I've seen people get Now, that hobgoblin isn't stupid.
themselves killed this way. Simply It made a good swing and didn't even
accept the -20 to it's DB and go on. come close. Even had it rolled 100
it wouldn't have hit you. So it did
Another common stun is a "blow to what you or I would do; it ran away.
left leg." This is usually a three Which means you have to chase it.
round stun. You will have time to And if you drop your parry to 0,
drop your parry, get in 2 swings, then chase and swing, the lesser orc
and get your parry back up easily. in the next room (which you didn't
If you get greedy and try for 3 see because you typed this during
swings it could cost you. Stuns the delay) cuts you to ribbons. You
from "slash across left eye" or should chase with your parry UP,
"bloody slash to the forehead" are then in this case drop it to between
10 round stuns, and you should be 60-70 and wait for the Hob to swing
able to finish off just about any again. Let's use 65:
creature in that amount of time.
(Continued on Page 26)
-24-
___________
/ \ ______ \ Newcomers Guide To The Lands
\@| /~/~~\~\ | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
||~| |~|| by Rune Arundel
||~| |~||
_||~| |~||
/@| \~\__/~/ |nly the well-informed any beginning adventurer can survive
\_/ ~~~~~~ / survive in Kulthea, a trip down the trail to the were-
~~~~~~~~~~ thus I have gathered bear area. Should you think to climb
these tips to help during your first the hill in the forest, note this
days in these difficult lands. is where Karnelins await their prey.
When leaving Kelfour's Landing After getting your feet wet in
for the first time you should be the forest it is time to move on.
equipped with heavy hide armor You will find plenty of Torkaans in
(shield, greaves, helm and aventail the grasslands to the south of the
are also useful) and the weapon you gate. You will also find wolverines
took training in. Note that some there and I urge you to be on guard.
weapons, although more powerful, are
harder to hit with than others. If You may choose to expand your
you trained in one-handed edge then hunt to the mine road (not the
a short sword should be your weapon mines, which will likely mean death
of choice at first. You should also for you) or to hobland. I suggest
carry a backpack or sack in order to you explore the mine road, but avoid
tote treasures you may find. going there alone. It may seem
scary at first to meet a lesser orc
Your first stop should be the face to face, but mine road orcs are
forest to the west of the town relatively harmless although they
gates. You reach this by going down have been known to get in a lucky
the southeastern path. Kobolds and critical hit every now and then.
Torkaans are the most harmless The mine road orcs, unfortunately,
nasties you will encounter there, do not carry much in the way of
and even they can send you to meet treasure, but they are good targets
your maker. Keep your parry at 100, for experience hunters.
dropping it only to swing at a
particular beast. Watch out for Hobland holds many dangers for a
Karnelins! As my friend Gunkwynn beginning adventurer. Do not be
informed us in last month's KE, fooled by the relative harmlessness
Karnelins can be deadly even to a of the mine road orcs. The orcs
well prepared adventurer. which wander hobland can be deadly.
Be especially wary if their cudgel
You may encounter wolverines in breaks as they will slash at you
the forest. I have a particular dis- with razor sharp claws. I remind
like of wolverines after being you again: Disembowelment is not a
slashed to pieces by them several pretty thing. I also suggest that
times. Unless you like being dis- you do not attempt to attack any
emboweled, I suggest running away forest trolls you might encounter.
from them as fast as you can. Please remember that there is no
dishonor in running away.
While exploring the forest, don't
be foolish enough to wander down any To be on the safe side, I suggest
trails or paths. Although survival finding a partner or group to hunt
here is not difficult, I doubt that with. Not only is it easier to take
More...
-25-
out a nasty this way, it is also | (Combat: continued from p.24)
beneficial should you happen to die. | A Hobgoblin swings a battle axe at you!
Eissa favors newcomers to these | OB: 50 vs DB: 65 = -15
lands and the only penalty for death | THT 84, d100 roll: 45, modified: 35
is the loss of your hard-won | A clean miss.
equipment and silver coins. |
| In this case, it doesn't run off
Although there are no permanent | because it could have hit you had it
penalties for death at first level, | rolled 100. If it does, the damage
as soon as you reach level two, note | will be one point of concussion
that Eissa demands tributes in | for heavy hide armor. Any parry
return for her favors. You will | percentage that allows your opponent
need to earn deeds and for each deed | a chance to hit but not exceed your
you earn, Eissa will grant you your | margin is good. You want to avoid
soul back. Should you have no deeds | getting critical hits at all cost.
and die after reaching second level, | Stupid monsters like torkaans,
your soul will belong to Eissa for | threks and most unlife, have much
eternity. Also note that even with | lower chances of running away.
deeds, penalties for death after |
first level are severe, so try not | Practice this technique on lesser
to die. | creatures before you try it on
| anything tough. If you're not sure
The graveyard is a difficult | how far to lower your parry, start
place to survive for all but a | high and bring it down 5% per swing
cleric. Unlife cannot be hit with | until the creature can just barely
conventional weapons. It is possible | hit you. Then remember that number
for a higher level cleric to bless | for future reference. This will
your weapon which will allow you to | keep you from spending your time
hit the unlife. I suggest, however, | chasing monsters, and give you more
that if you are not a cleric, stay | time to search them for treasure!
well away from the graveyard. |_____________________________________
By typing EXP, you will learn require training and if you are of a
your state of mind. If your mind is guild that does not train in wands,
telling you to rest, head for the it is possible to trade them to
temple. This appears to be the best mages in exchange for a sharp edge
place to absorb your experience. to your blade. Rings are perhaps
You may also find healers there. the most valuable of all treasures.
Should you find one, ask a fellow
Some treasures are more useful adventurer how to use it.
than others. Weapons and armor
taken from dead creatures may be Lastly, I suggest you download
sold at the pawnshop. Skins and the excellent maps from the Games
pelts may be sold at the furrier library. I tend not to follow my
shop. Since silver is not exactly own advice and have suffered greatly
plentiful in these lands, I suggest from my lack of cartography skills.
you sell everything you find and
visit the bank often.
May these few humble tips serve
Useful treasures you might find to make your life easier in these
are crystal amulets, wands and difficult times. And if you see me,
rings. Crystal amulets may save feel free to ask any questions you
your life, so I advise acquiring one may have. I am always eager to help
as soon as possible. To use an fellow adventurers. May the goddess
amulet, wear it and rub it. Wands bless and protect.
-end-
-26-
______________ The Mouth That Roared
/ \ ____ ____ \ ~~~~~~~~~~~~~~~~~~~~~
\@| ~|_| /~/~ | by Miss Louvella Parsnips
| |~|_/~/ |
| |~|~\~\ |
/@| _|~| \~\ |elfour's is simply will be the first to know. We
\_/ ~~~~ ~~~~ /drowning in scandal. believe, however, a few of them are
~~~~~~~~~~~~~ As always, we have jewels: emerald, opal, corinthian.
kept our nose in everybody's busi-
ness and are delighted to inform you Meanwhile, rumors abound that our
Caroam and Merriebeth's wedding went hot-blooded types have been
off with nary a hitch. Of course, searching high and low for rare and
we're the slightest bit curious as powerful objects. We were curious
to what our blushing bride was doing as to why at first, but have since
behind a latched door at the inn, learned that a supposedly angelic
while her gentle groom was off lady mage has been offering favors
visiting other lands. As you know, to those who will supply her with
Kelfourites seldom spend much time special items. Does her husband
alone behind closed doors. approves of her bartering system?
We are also pleased to report that It seems Frick has been doing a
blood has been shed once again in thriving business. We wonder if our
Kelfour's Landing. We had the black haired cleric of the olde
opportunity of witnessing the gory, speech has been visiting Kelfour's
self-inflicted death of a young and favorite inn. Seems she captured
foolish lady cleric. We can only the hearts of many of our brave
presume that our cleric could not adventurers, but (annoyingly) so far
face the fact that her reputation her reputation is untainted.
was in shreds, following several
unclerical visits to the inn. On the subject of thieves, you will
be pleased to hear that there has
And whilst said cleric was awaiting been an abundance of stealing
Eissa's favor to return to these lately. Accusations have been
lands, her "devoted companion," a flying and we are delighted to
certain bad-tempered red head, was inform you that a well known lady
at the inn eagerly awaiting the thief was spotted stealing a ruby
favors of one of Kelfour's favorite amulet, eog dagger and mithril helm
womanizers. Then it seems the wily from the dead body of a very
womanizer refused to pay for ser- powerful mage. The thief and mage
vices rendered. are known for outbursts of temper,
perhaps we will learn everything at
This same philandering fighter has another tribunal, or perhaps more
been the subject of death-threats blood will be shed in Kelfour's
from a fiery lady thief who did not deserted alleys.
take kindly to being scorned fol-
lowing an encounter in the militia A further twist to last month's tale
barracks. Perhaps this has put the about a foul-mouthed thief and his
fear of the gods into our swaggering (supposedly unknown) adversary:
friend as he has sworn repentance Seems our thief repented his ways
and recently married a golden and joined the guild of fighters.
haired, fair elf ranger. The adversary, of course, has not
repented, and has since broken her
A reliable source tells us that many pledge to her long-suffering
of Kulthea's innocent adventuring betrothed who abruptly departed our
ladies have enjoyed the charms of lands. We suspect the above
this seductive fellow. We have yet mentioned suicidal cleric had a hand
to learn and names but as soon as we in the latter part of this tale.
make positive identification, you Tra-la for now!
-27- [end]
KEV1N6
See Also: