342 lines
18 KiB
Plaintext
342 lines
18 KiB
Plaintext
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Ultima VI
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by Origin
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Addenda
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Typed by Golden One
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and Hill Billy
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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THE IMPLEMENTS OF BATTLE
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No brave adventurer, knight or common traveller should venture into the
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hostile regions of Britannia without an appropriate selection of armour and
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weponas. Whenever possible, wear strong armour, a helm and shield, magical
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rings, tunics or amulets, and, of course, carry an effective weapon.
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BODY ARMOUR
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Foolish is the adventurer who embarks on a quest without the best armour he
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can afford. Several different types of armour are available--everything from
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inexpensive and relatively ineffective cloth to costly but highly protective
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plate. The armourers of Britannia will gladly allow you to examine their
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wares. Take advantage of this and acquire the armour best suited to your
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abilities and fighting style.
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Helms
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An unprotected head is sure to be the target of any shrewd opponent's sword.
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Helms are available in a variety of leather and metal forms, and one should be
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worn at all times when combat seems likely.
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Shields
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Unless wielding a heavy, two-handed weapon, the warrior should carry a shield
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with which to parry and block his opponent's attacks. Shields are constructed
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of wood or metal and vary greatly in shape and weight.
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WEAPONS
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The variety of types and uses of weapons exceeds full explanation in this
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treatise. Still, the proper choice of weapons is the single most important
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decision a warrior makes before setting out to do battle. In all cases, as
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your finances and opportunities allow, choose weapons which deliver the most
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powerful damage at the greatest range.
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Daggers
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Useful for stabbing and cutting in close-quarter fighting and for throwing in
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long range combat, the dagger is a most convenient and lightweight weapon to
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keep on hand.
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Main gauche
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Similar to a dagger, the main gauche also sports defensive hand protectors
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that can be used to parry an opponent's attack. Unlike a dagger, a main
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gauche cannot be thrown.
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Swords
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The warrior's chief weapon, swords come in two varieties: short swords, and
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two-handed swords. Despite their name, short swords are formidable weapons--a
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good thing, for only the strongest adventurers can wield the hefty two-handed
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swords. Always examine a sword closely before buying it, paying particular
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attention to its weight and the force with which it will deliver a blow.
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Missile weapons
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A complete battle strategy must include the use of weapons which can be shot,
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thrown or hurled from a great distance toward advancing opponents.
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Lightweight, hand-held items such as daggers, spears, axes or flasks of
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flaming oil can be most effective in times of need. Bows and crossbows are
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capable of firing with tremendous force, but they require the use of both
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hands and cannot be used effectively at point blank range. Some clever
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travellers have even been known to carry slings so they can drive off
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aggressors with hurled stones.
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Bludgeoning weapons
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While the effectiveness of cutting and thrown weapons is determined by the
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dexterity of the user, bludgeoning weapons, like clubs, depend upon the
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strength of the wielder. The mace is favored by many knights, whereas the
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two-handed hammer has been used by the mightiest of warriors to deal a
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crushing blow to the foe.
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Polearms
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A polearm is generally a stout wodden or metal staff topped by a metal cutting
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or bludgeoning fixture. The morning-star, a variation on this theme, consists
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of a staff with a chain attached to one end, and attached to the chain, a
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heavy, spiked bludgeon. Morningstars, halbers and other polearms are prized
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for the damage they are capable of doing and for their long reach.
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Unfortunately, polearms are unwieldy weapons which are most effective in the
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hands of a user possessed of great strength and dexterity.
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A BESTIARY
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Numerous and diverse are the beasts that inhabit the plains, forests,
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waterways, and dungeons of Britannia. Attempts to catalog them all have met
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with only limited success--such an endeavor requires the researcher to put his
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life in grave peril in order to make his observations. Therefore, much of
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what follows is information collected from first hand accounts of travellers
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and adventurers who have managed to return with their tales.
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Acid Slug: Though seldom encountered except in the darkest corners of the
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dampest caves, this featureless creature will secrete its corrosive juices on
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anything you possess that is metal, thus dissolving it. Painful but
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superficial skin burns may result from contact with the acid while it eats
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away at your armour. Conventional weapons have little effect on the monster,
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whereas a flame will send it fleeing.
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Alligator: Care must be taken whilst wading in the murky swamps which are the
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home of this aggressive man-eater. Possessiong great physical strength, this
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fearsome lizard can inflict heavy damage with a single blow from its mighty
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tail.
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Ant, giant: The shifting desert sands conceal these warrior insects all too
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effectively. Beware their powerful mandibles, capable of crushing a man in an
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instant.
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Bat, giant: Equipped with keen hearing and night vision, these large, winged
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rodents are swift and efficient in their nocturnal attacks. Though difficult
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to hit, their fur-covered bodies are extremely vunerable to damage.
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Bird: Generally posing no serious problem to the traveller, these swift,
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delicate creatures can peck annoyingly about the head if they are disturbed or
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threatened.
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Cat: Among the most common of domesticated beasts, the cat is often found
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prowling about alleys and storefronts, looking for bits of food or hapless
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mice.
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Corpser: Found only in deep, labyrinthine caverns, these hellish, tentacled
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ghouls drag their screaming victims into subterranean dens. What fearful end
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awaits the poor captive none can say. Only a burning flame has been known to
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have any effect on these creatures of the dark.
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Cow: A fine source of meat and dairy products, the complacent cow is a common
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sight on most farms.
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Cyclops: This hulking, one-eyed titan fears no one. Possessed of remarkable
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strength, it wields a mighty oaken club when it isn't hurling large boulders
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as its foes. The earth trembles as this giant lumbers about its domain, or so
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say those who claim to have survived an encounter with a cyclops.
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Daemon: This most wicked and formidable of foes is not to be underestimated.
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Overwhelming strength, skill and intelligence make daemons nearly unbeatable.
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Possessing magical powers rivaling the most powerful of mages, the daemon can
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summon hordes of his brothers to assist him in killing or possessing his
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victims. Being already undead, the daemon has little fear of death. You are
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forewarned!
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Deer: These graceful athletes of the forest can be spotted dashing through
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the shadows on sunlit afternoons. Deer are a good source of food, but be
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aware that the antlers they sport can do significant damage.
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Dog: Though related to the vicious wolf, the common dog poses far less of a
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threat than his wild counterpart. As much at home in the field hunting
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rabbits as at the dinner table of its master, the dog should be respected, but
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not feared.
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Dragon: How many myths have been built around this winged, fire-breathing
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holdover from Britannia's distant past? Even the strongest warrior has been
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known to wilt under the intense magical flames and noxious fumes that pour
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from the enraged beast's nostrils. Though mortal, dragons are extremely
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difficult to kill. It is, therefore, a wonder that some bold souls have
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actually managed to steal eggs from a dragon's nest to satisfy the culinary
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delights of wealty town dwellers!
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Drake: Smaller than their cousins, the dragons, but no less ferocious in
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battle, drakes are usually found in the company of their more formidable
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relatives. In a battle against a dragon, one must be ever mindful of the
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deadly drakes.
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Gargoyles: Frequently confused with daemons, the gargoyles are a little
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understood race of beings. Only fragments of information have made their way
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back from expeditions to the underworld habitat of these creatures. We do
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know that there are two classes of gargoyles--a dominant, winged variety and
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smaller, wingless drones. The larger gargoyle is a daunting opponent,
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possessing very high intelligence and impressive magical powers. But, the
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smaller drones are not to be ignored, for their attack is deadly, despite
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their apparent lack of magical ability. Scholars at the Lycaeum are
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feverishly analyzing all incoming information regarding these perplexing
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creatures.
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Gazer:
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How this monstrosity evolved is anybody's guess, for gazers are among the most
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unusual creatures found in the realm. They are usually spotted hovering above
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the ground in dungeons, searching for creatures they can mesmerize with their
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multiple eyes. One experienced adventurer claims that gazers emit a strange
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buzzing sound as they move about. Remain alert when you suspect the presence
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of a gazer, as it is constantly on the alert for prey.
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Ghost: Ghosts are generally found in cemeteries and other places of the dead,
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though their movements are all but unlimited. These ethereal spirits pass
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easily through solid walls and other obstacles, making them difficult to chase
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and difficult to elude. Though they do not possess great strength, their
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mobility and ability to use magic make them a force to be reckoned with.
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Gremlin: Unimpressive in battle, gremlins usually roam in packs and will
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attempt to overcome you through sheer force of numbers. Given the chance,
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these persistent creatures will take whatever food you are carrying in your
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pack, distributing it amongst themselves in a frenzy of feeding.
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Headless: The product of a wizard's failed experiments, these wretched
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creatures somehow manage to sense the location of their quarry and strike with
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unnatural accuracy. Do not fall prey to pity, for a headless would as soon
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strangle you with its bare hands as accept your mercy.
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Horse: Being both strong and swift, these companions of the trail are
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invaluable when time is of the essence and one's strength is at an end. The
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traveller should obtain a steed early in his adventuring. Occasionally, you
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may spy a majestic wild stallin roaming the broad plains, but catching and
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taming it is another thing.
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Hydra: The putrid quagmire of the swamp is the spawning ground of this
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botanical nightmare. Survivors of the Great Battle on the Bloody Plains tell
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of driving the enemy into the adjacent swamplands where the carnivorous hydras
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completed their mission of destruction. While fearsome, hydras also bring
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good luck, of a sort--when one finds a hydra, the valued nightshade mushroom
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can usually be found close by.
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Insects: These pesky, flying nuisances can be quite bothersome if stirred up
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by the careless explorer. A single buzzing swamp fly can be annoying; a
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biting swarm can leave the traveller depleted and exhausted.
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Mimic: Disguised as abandoned treasure chests, these masters of illusion wait
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patiently for passing adventurers whose greed exceeds their wisdom. if you
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take a moment to observe questionable chests from a safe distance, the mimic
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may reveal its true nature by spitting venom in your direction.
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Mongbat: Resembling a monkey as much as a bat, these winged anomalies are
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swift and powerful in their attacks. Though seldom encountered except in the
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deepest dungeons, encountering one in the dim subterranean light can unnerve
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even the stoutest among you.
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Mouse: This timid rodent seldom ventures from its lair except under cover of
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night, and then only in search of crumbs of food. Cheesemakers are especially
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wary of the nocturnal activities of these otherwise benign creatures.
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Rabbit: Though quite shy and non-threatening, these long-eared creatures are
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the bane of farmers, whose crops attract them in hordes.
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Rat, giant: These voracious, overgrown rodents have evolved over the
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centuries in the dank, inhospitable sewers that honeycomb the levels below
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some castles. Having grown immune to most poisons, they are difficult to
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exterminate. Even a single bite from one of these giants can cause disease or
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plague.
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Reaper: A remnant of an ancient enchanted forest swallowed up long ago in a
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cataclysmic upheaval, the reaper at first appears as a solitary tree trunk
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rooted in the dungeon rock. Closer examination reveals a grim intelligence
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which lashes out with long, gnarled branches and magical bolts of destruction.
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But, the resourceful adventurer can turn the threat of the reaper into the
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evening's campfire, ofttimes uncovering hidden treasure in the process.
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Rotworms: Born of the decaying detritus which carpets the swamplands, these
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loathsome invertebrates are more nuisance than threat--a pass of your torch
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across their path will usually keep them at bay.
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Scorpion, giant: Is there anyone who has not flinched at the sight of an
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angered scorpion, its stinger poised to inject its victim with deadly venom?
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You are advised to keep moving when confronted by one of these armoured
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nightmares, lest you perish where you stand.
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Sea Serpent: Like its land-bound cousin, the dragon, a sea serpent will
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attack the seagoing traveller with magical fireballs and violent physical
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swipes of its long tail. The wise sailor avoids this nasty beast.
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Sheep: Among the most docile of the beasts of the field, flocks of these
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highly beneficial creatures serve the common good by providing wool to the
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garment- and rug-makers and fine mutton to the pubs.
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Silver Serpent: Since the days of ancient Sosaria, the silver serpent has
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been a part of our lives. Its form has been found etched on tomb walls, and
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ancient monuments have been found which were crafts in its image. Yet, a
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recent scouting brigade claims to have seen a dead silver serpent of
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incredible size near a gargoyle encampment. The scouts observed for a time
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and, upon their return, reported that the gargoyles milked the slain creature
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of its venom and even ingested the fluid thus derived before entering battle.
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This ritual act seemed to give the gargoyles a short-term increase in
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aggression and strength, though causing their death in the end. Whether the
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drinking of venom actually increased the gargoyles' strength is currently the
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subject of some debate at the Lycaeum.
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Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice
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that animates this otherwise lifeless latticework of bone and sinew. Conjured
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up by the malcontented mages bent on mischief, these creatures--the restless
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remains of fallen warriors--are both fearless and tireless in battle.
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Slime: This shimmering, amorphous mass seems more an oddity than a threat
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when first encountered. Constantly dividing and recombining, it seeks to
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surroung the traveller who happens upon its swamp or dungeon lair. Though
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susceptible to damage from ordinary weapons, the experienced adventurer is
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always ready to use fire against the ooze's subtle maneuvers.
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Snake: Emerging from their rocky lairs at the first morning light, these
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reptiles spend their days basking in the sun, warming their cold-blooded
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bodies so they can strike swiftly at their unsuspecting prey. They can even
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spit poisonous venom from several yards away with accuracy that is both
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horrifying and deadly.
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Spider, giant: Though they spin their lethal webs deep inside dark lairs,
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spiders of this gargantuan variety often venture forth in search of prey.
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They are capable of inflicting painful bites or spitting their toxic sputum
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from great distances. But they are not invincible, and can be killed with a
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few well-placed blows.
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Squid, giant: The dreaded scourge of all mariners, this horror of the high
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seas is legendary for its ability to destroy a large sailing vessel with its
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dextrous tentacles and crushing beak. It being exceedingly strong and
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durable, one should avoid confrontations with this nemesis of the deep.
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Tangle Vine: Though this plant resembles a common hedge of briars and
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thistles, wary adventurers take care to avoid tangle vines. The sharp thorns
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that adorn this creeping foliage radiate from a well-protected central flower
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pod. As if the swiftly growing limbs weren't threat enough, the flower pod
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gives off a sleep-inducing fragrance whenever it is threatened.
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Troll: The brutish troll takes perverted pleasure in hiding beneath bridges
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so it can terrorize the unsuspecting traveller. Fortunately, trolls are
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relatively weak and they lack endurance, so they pose only a moderate threat
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when encountered.
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Wisp: Often mistaken for harmless, forest firefly, the nocturnal wisp can
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both mystify and antagonize the adventurer. Though only causing minor harm in
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any single attack, its uncanny ability to dance about the field of battle,
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striking at will, can lead to serious cumulative injury.
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Wolf: Both revered and feared, this canine lord stalks the high plains and
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forest alike on its quest for survival. Never, ever, put this wary beast in a
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threatening situation! Its bite is far worse than its mournful howl.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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