911 lines
42 KiB
Plaintext
911 lines
42 KiB
Plaintext
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/\ ----- ---
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/__\ | | ssue (1)
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/ \ nsalon | imes ---
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the monthly issue published by Soth's Domain!
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Contents
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--------
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1 ...... Overall Introduction to Ax
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1.1 .... Introduction to Issue (1)
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1.2 .... Credits to Articles/Exerts
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2 ...... The Canticle Of The Dragon
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3 ...... AD&D Proficiencies Listing
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4 ...... The Knight Of The Black Rose
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5 ...... AD&D Character Sheet Info.
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5.1 .... AD&D Character Sheet
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6 ...... AD&D In-Depth Spells Listing
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7 ...... A D&D Realms Listing
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8 ...... AD&D Terms(Etc) Glossary
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9 ...... The FinalŠ
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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1.) Overall (Ax) Ansalon Times Introduction
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Ansalon Times is the latest project of Soth's Domain. Dedicated to
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that of RPG and DragonLance (And all other TSR projects, like AD&D) fame, this
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newsletter will provide you with some very interesting information regarding
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those topics. Articles submitted for entry via Soth's Domain are subject to
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slight editing once on the board. If you plan on submitting and article, all
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you need do is upload the file/article to the second file base, Ansalon Times
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(Ax), where entire issues will be stored and all articles to be submitted can
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be stores as well.
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'ave fun and enjoy the issue!
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1.1) Introduction to Issue (1)
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This issue will be an outline of what is to come, with a mix of many
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different things, from character sheets to exerts taken from the legendary saga
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of DragonLance. Any comments/suggestions are thoroughly welcomed, and this is
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the time to start sending them.
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1.2) Credits to Articles/Exerts
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All articles in -this- issue were brought about by Lord Soth, either
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from 'AD&DSTUF.ARJ' or his own personal system and typing. Future articles
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will be much more personal to others, but this issue was designed to get the
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entire series on the move.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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2.) The Canticle of the Dragon
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Hear the sage as his song descends,
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like heaven's rain or tears,
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and washes the years, the dust of many stories
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from the High Tale of the DragonLance.
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For ages in deep, past memory and word,
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in the first blush of the world
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when the moons rose from the lap of the forest
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dragons, terrible and great,
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made war on this world of Krynn.
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Yet out of the darkness of dragons,
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out of our cries for light
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in the blank face of the black moon soaring,
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a banked light flared in Solamnia,
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a knight of truth and power,
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who called down the gods themselves
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and forged the mighty DragonLance, piercing the soul
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of dragonkind, driving the shade of their wings
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from the brightening shores of Krynn.
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Thus Huma, Knight of Solamnia,
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LightBringer, First Lancer,
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followed his light to the foot of the Khalkist Mountains,
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to the stone feet of the gods,
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to the crouched silence of their temple.
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He called down the LanceMakers, he took on
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their unspeakable power to crush the unspeakable evil,
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to thrust the coiling darkness
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back down the tunnel of the dragon's throat.
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Paladine, the Great God of Good,
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shone at the side of Huma,
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strengthening the lance of his strong right arm,
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and Huma, ablaze in a thousand moons,
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banished the Queen of Darkness,
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banished the swarm of her shrieking hosts
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back to the senseless kingdom of death, where their curses
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swooped upon nothing and nothing
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deep below the brightening land.
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Thus ended in Thunder the Age of Dreams
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and began the Age of Might,
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When Istar, kingdom of light and truth, arose in the east,
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where minarets of white and gold
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spired to the sun and to the sun's glory,
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announcing the passing of evil,
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and Istar, who mothered and cradled the long summers of good,
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shone like a meteor
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in the white skies of the just.
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Yet in the fullness of sunlight
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the KingPriest of Istar saw shadows;
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At night he saw the trees as things with daggers, the streams
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blackened and thickened under the silent moon.
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He searched books for the paths of Huma,
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for scrolls, signs, and spells
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so that he, too, might summon the gods, might find
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their aid in his holy aims,
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might purge the world of sin.
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Then came the time of dark and death
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as the gods turned from the world.
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A mountain of fire crashed like a comet through Istar,
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the city split like a skull in the flames,
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mountains burst from once-fertile valleys,
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seas poured into the graves of mountains,
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the deserts sighed on abandoned floors of the seas,
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the highways of Krynn erupted
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and became the paths of the dead.
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Thus began the Age of Despair.
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The roads were tangled.
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The winds and the sandstorms dwelt in the husks of cities,
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The plains and mountains became our home.
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As the gods lost their power,
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we called to the blank sky
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into the cold, dividing gray to the ears of new gods.
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The sky is calm, silent, unmoving.
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We have yet to hear their answer.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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3.) AD&D Proficiencies Listing
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Animal Handling: Proficiency in this area enables to exercise a greater
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than normal degree of control over beasts of burden and pack animals, such
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as calming and excited or agitated animal.
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Animal Lore: This proficiency enables a character to observe the actions
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or habitat of an animal and interpret what is going on. Actions can show
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how dangerous the creature is, whether it is hungry, protecting its young,
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or defending it's young. Futhermore, careful observation of signs and
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behaviors can even indicate the location of a water hole, animal herd,
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predator, or impending danger, such as a forest fire.
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A character may also imitate the calls and cries of animals that
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he is resonably familiar with, based on his background. This ability is
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limited by volume, for example, it is impossible to exactly duplicate the
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sound of a tyrannosaurus rex.
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Finally, animal lore increses the chance of successfully setting
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snares and traps (for hunting) since the character knows the general habits
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of the creature hunted.
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Blind-Fighting: A character with blind-fighting is skilled at fighting in
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conditions of poor or no light (but this proficiency does not allow spell
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use). In total darkness, the character suffers only a -2 to his attack
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roll (as compared to -4 without this proficiency). Under starlight or
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moonlight, the character incurs only a -1 penalty. The character suffers
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no penalties to his AC because of darkness.
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Furthermore, this skill aids the character when dealing with
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invisible creatures, reducing the attack penalty to -2. However, it does
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not enable the character to discover invisible creatures; he only has a
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general idea of their location and cannot target them exactly.
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Dancing: The character knows many styles and varieties of dance, from folk
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dances to formal court balls.
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Etiquette: This proficiency gives the character a basic understanding of
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the proper forms of behavior and address required in many different
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situations, especially those involving nobility and persons of rank. But,
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knowledge of etiquette does not give the character protection from a gaffe
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or faux pas; many people who know the correct thing still manage to do the
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exact opposite.
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Healing: A character proficient in healing knows how to use natural
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medicines and basic principles of first aid and doctoring. If the character
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tends another within one round of wounding (and makes a successful
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proficiency check), his ministrations restore 1d3 hit points (but no more
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hit points can be restored than were lost in the previous round). Only one
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healing attempt can be made on a character per day.
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A character with healing proficiency can also attempt to aid a
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poisoned individual, provided that the poison entered through a wound.
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If the poisoned character can be tended immediately (the round after
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posioning) and the care continues for the next five rounds, the victim gains
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a +2 to his saving throw (the save is delayed till the last round of tending)
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If the care and rest are interupted, the character's saving throw is made
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immediately, without the bonus. Only a character with both the healing and
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herbalism proficiency can attempt treat poisons that entered the victim
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through touch or swallowing.
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Herbalism: Those with herbalist knowledge can identify plants and fungus
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and prepare nonmagical potions, poultices, powders, balms, salves, ointments,
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infusions, and plasters for medical and pseudomedical purposes. They can
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also prepare natural poisons and purgatives.
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Reading/Writing: The character can read and write a modern language that
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he can speak, provided that there is someone available to teach the
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character.
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Religion: Characters with religion proficiency know the common beliefs and
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cults of their homeland and major faiths of neighboring regions.
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Rope Use: This proficiency enables a character to accomplish amazing feats
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with rope. The character is familiar with all sorts of knots and can tie
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knots to slip, hold tightly, slide slowly, or loosen with a quick tug. He
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also has a better chance at escaping if he is bound by ropes.
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The character also gains a +2 to all attacks made with a lasso, and
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+10 to all climbing checks while using a rope.
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Spellcraft: Although this proficiency does not grant the character any
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spellcasting powers, it does give him familiarity with the different forms
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and rites of spellcasting. If he observes and overhears someone who is
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casting a spell, or if he examines the material components used, he can
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attempt to identify the spell being cast.
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Swimming: A character with swimming proficiency knows how to swim and can
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move according to the rules given in the Swimming section (p. 120 PM2).
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Tightrope Walking: The character can attempt to walk narrow ropes or beams
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with greater than normal chances of success. He can negotiate any narrow
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surface not angles up or down more than 45 degrees.
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Tracking: Characters with tracking proficiency are able to follow the trail
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of creatures and characters across most types of terrain. The tracker can
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also attempt to identify the type of creatures being followed and the
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approximate number.
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Tumbling: The character is practiced in all manners of acrobatics- dives,
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rolls, somersaults, handstands, flips, etc. Tumbling can only be
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performed while burdened with light encumberance or less. Aside from
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entertaining, the character with tumbling proficiency can improve his
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Armor Class by 4 against attacks directed solely at him in any round of
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combat, provided he has initiative and foregoes all attacks that round.
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When in unarmed combat he can improve his attack roll by 2.
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On a successful proficiency check, he suffers only one-half the
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normal damage from falls of 60 feet or less and none from falls of 10 feet
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or less. Falls from greater heights result in normal damage.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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4.) The Knight of the Black Rose (Lord Soth)
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'The Knight Of The Black Rose', as told by Kitiara to Ariakas...
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Taken From 'Dragons of Spring Dawning', DL Chr #3, Pp 147-149...
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"As you know," began Kitiara, "Lord Soth was a true and noble
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knight of Solamnia. But he was an intensely passionate man, lacking in self-
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discipline, and this was his downfall.
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"Soth fell in love with a beautiful elfmaid, a disciple of the
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Kingpriest of Istar. He was married at the time, but thought of his wife
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vanished at the sight of the elfmaid's beauty. Forsaking both his sacred
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marriage vows and his knightly vows, Soth gave in to his passion. Lying to the
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girl, he seduced her and brought her to live at Dargaard Keep, promising to
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marry her. His wife disappeared under sinister circumstances."
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Kitiara shrugged, then continued:
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"According to what I've heard of the song, the elfmaid remained true
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to the knight, even after she discovered his terrible misdeeds. She prayed to
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the Goddess Mishakal that the knight be allowed to redeem himself and,
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apparently, her prayers were answered. Lord Soth was given the power to
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prevent the Catacylsm, though it would mean sacrificing his own life.
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"Strengthened by the love of the girl he had wronged, Lord Soth left
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for Istar, fully intending to stop the Kingpriest and restore his shattered
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honor.
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"But the knight was halted in his journey by elven women, disciples of
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the Kingpriest, who knew of Lord Soth's crime and threatened to ruin him. To
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weaken the effects of the elfmaid's love, they intimated that she had been
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unfaithful to him in his absence.
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"Soth's passions took hold of him, destroying his reason. In a jealous
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rage he rode back to Dargaard Keep. Entering his door, he accused the innocent
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girl of betraying him. Then the Catacylsm fell. The great chandelier in the
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entryway fell to the floor, consuming the elfmaid and her child in flames. As
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she died, she called down a curse upon the knight, condeming him to eternal,
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dreadful life. Soth and his followers perished in the fire, only to be reborn
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in hideous form."
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"So this is what he hears," Ariakas murmured, listening.
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And in the climate of dreams
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When you recall her, when the world of the dream
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expands, wavers in light,
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when you stand at the edge of blessedness and sun,
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Then we shall make you remember,
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shall make you live again
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through the long denial of body
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For you were first dark in the light's hollow,
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expanding like a stain, a cancer
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For you were the shark in the slowed water
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beginning to move
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For you were the notched head of a snake,
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sensing forever warmth and form
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For you were inexplicable death in the crib,
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the long house in betrayal
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And you were more terrible than this
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in a loud alley of visions,
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for you passed through unharmed, unchanging
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As the women screamed, unraveling silence,
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halving the door of the world,
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bringing forth monsters
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As a child opening in parabolas of fire
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There at the borders
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of two lands burning
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As the world split, wanting to swallow you back
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willing to give up everything
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to lose you in darkness.
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You passed through these unharmed, unchanging,
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but now you see them
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strung on your wordsÄÄon your own conceiving
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as you pass from nightÄÄto awareness of night
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to know that hatred is the calm of philosophers
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that its price is forever
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that it draws you through meteors
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through winter's transfixion
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through the blasted rose
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through the sharks' water
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through the black compression of oceans
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through rockÄÄthrough magma
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to yourselfÄÄto an abscess of nothing
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that you will recognize as nothing
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that you will know is coming again and again
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under the same rules.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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5.) AD&D Character Sheets Info.
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These sheets were designed, generally, as helpers for DM's and such.
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Feel free to pluck these out of the newsletter and print them out. ;)
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5.1) AD&D Character Sheet
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((I))1((C))6((S))1Advanced Dundeons & Dragons
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2nd Edition((S))0((C))0((I))0
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Character__________________________________
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Align_________________ Race____________ Class_____________ Level_____________
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Player Name_________________________Family______________Race/Clan_____________
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Homeland_______________________Liege/Patron________________Religion___________
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Sex____________ Age__________ Social Class_________________Status_____________
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Ht.________ Wt._______ Birth Rank__________________________#Siblings__________
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Hair________________ Eyes_____________ Appereance_____________________________
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Honor_______________ (Base Honor_____________________) Reaction Adj.__________
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((I))1((C))2((S))1Abilities((S))0((C))0((I))0
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((C))2STR [_____] Hit Prob [_____] Wgt [_____] Max Press [_____]
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Dmg Adj. [_____] Op Drs [_____] BB/LB [_____]
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DEX [_____] Rctn Adj. [_____] Mssl Att Adj. [_____] Def Adj. [_____]
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CON [_____] HP Adj [_____] Sys Shk [_____] Res Sur [_____]
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Pois Save [_____] Regen [_____]
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INT [_____] #Lang [_____] Spell Lvl [_____] Lrn Sp [_____]
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Spl/Lvl [_____] Spell Imm. [_____]
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WIS [_____] Mag Def Adj. [_____] Bonus Spl [_____] Spell Fail[_____]
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Spell Imm. [_____]
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CHR [_____] Max Hench [_____] Loy Base [_____] Rctn Adj [_____]
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COM [_____]((C))0
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((I))1((C))6 ((S))1Movement Saving Throws((S))0((C))0((I))0
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Base Rate [_______] | Modifier Save
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| Paralyze/
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Light ( ) _______ | ________ Poison ________
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Mod ( ) _______ | Rod, Staff,
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| ________ or Wand ________
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Hvy ( ) _______ |
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| Petrify/
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Svr ( ) _______ | ________ Polymorph ________
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Jog ( x 2 ) _______ | Breath
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| ________ Weapon ________
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Run ( x 3 ) _______ |
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Run ( x 4 ) _______ | ________ Spells ________
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Run ( x 5 ) _______
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((C))1Hit Points((C))0 [____/____]
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((C))1Wounds((C))0 ________________________________________________________________
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________________________________________________________________
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________________________________________________________________
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((C))2Armor Class((C))0 [____/____] ((C))6Armor Type (Pieces)
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((C))2Surprised((C))0 [_____] _______________________________________________
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((C))2Shieldless((C))0 [_____] _______________________________________________
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((C))2Rear((C))0 [_____] _______________________________________________
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Defenses ____________________________________________________________________
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((I))1((C))1((S))1------------ Weapon Combat -----------((C))0((I))0((S))0
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Weapon
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___________________ #AT ______ ATT/DMG Adj. _______________ THAC0 ________
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Damage [_____/_____] Range ________________
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Weight _________ Size _____ Type ___ Speed _________
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___________________ #AT ______ ATT/DMG Adj. _______________ THAC0 ________
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Damage [_____/_____] Range ________________
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Weight _________ Size _____ Type ___ Speed _________
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___________________ #AT ______ ATT/DMG Adj. _______________ THAC0 ________
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Damage [_____/_____] Range ________________
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Weight _________ Size _____ Type ___ Speed _________
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___________________ #AT ______ ATT/DMG Adj. _______________ THAC0 ________
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Damage [_____/_____] Range ________________
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Weight _________ Size _____ Type ___ Speed _________
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___________________ #AT ______ ATT/DMG Adj. _______________ THAC0 ________
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Damage [_____/_____] Range ________________
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Weight _________ Size _____ Type ___ Speed _________
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___________________ #AT ______ ATT/DMG Adj. _______________ THAC0 ________
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Damage [_____/_____] Range ________________
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Weight _________ Size _____ Type ___ Speed _________
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((B))1Special Attacks((B))0 ___________________________________________________________
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____________________________________________________________________________
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____________________________________________________________________________
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((B))1Ammunition:((B))0
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_____________________ [][][][][][][][][][][][][][][][][][][][][][][][][][][]
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_____________________ [][][][][][][][][][][][][][][][][][][][][][][][][][][]
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_____________________ [][][][][][][][][][][][][][][][][][][][][][][][][][][]
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((B))1Special Abbilities:((B))0
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_____________________________________________________________________________
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_____________________________________________________________________________
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_____________________________________________________________________________
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_____________________________________________________________________________
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_____________________________________________________________________________
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_____________________________________________________________________________
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_____________________________________________________________________________
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|
_____________________________________________________________________________
|
|
_____________________________________________________________________________
|
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|
((C))3((B))1Proficiencies/Skill/Languages:((B))0
|
|
|
|
_________________________ (____/____) _________________________ (____/____)
|
|
|
|
_________________________ (____/____) _________________________ (____/____)
|
|
|
|
_________________________ (____/____) _________________________ (____/____)
|
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|
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_________________________ (____/____) _________________________ (____/____)
|
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_________________________ (____/____) _________________________ (____/____)
|
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|
|
_________________________ (____/____) _________________________ (____/____)
|
|
|
|
_________________________ (____/____) _________________________ (____/____)
|
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|
|
_________________________ (____/____) _________________________ (____/____)
|
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|
|
_________________________ (____/____) _________________________ (____/____)
|
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_________________________ (____/____) _________________________ (____/____)
|
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_________________________ (____/____) _________________________ (____/____)
|
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|
_________________________ (____/____) _________________________ (____/____)
|
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|
_________________________ (____/____) _________________________ (____/____)
|
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|
_________________________ (____/____) _________________________ (____/____)
|
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|
|
_________________________ (____/____) _________________________ (____/____)
|
|
|
|
_________________________ (____/____) _________________________ (____/____)
|
|
|
|
((B))1Gear:((B))0
|
|
|
|
Item Location Wt. Item Location Wt.
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
__________________ __________ _____ __________________ __________ _____
|
|
|
|
((B))1Supplies:((B))0
|
|
|
|
Water/Wine: [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
|
|
Rations : [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
|
|
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
|
|
Feed : [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
|
|
|
|
((B))1Treasure :((B))0
|
|
|
|
Coins : PP [_____] = 5GP [_____] = 2EP [_____] = 5SP[_____] = 10CP [_____]
|
|
|
|
Gems : ___________________________________________________________________
|
|
___________________________________________________________________
|
|
___________________________________________________________________
|
|
___________________________________________________________________
|
|
|
|
((B))1Other Valubles :((B))0 __________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
__________________________________________________________
|
|
|
|
((B))1Miscelaneous Information (Magic Items, Command Words, Small Maps, etc.)((B))0
|
|
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
____________________________________________________________________________
|
|
|
|
|
|
((B))1Henchmen/Animal Companions((B))0
|
|
|
|
((B))1Name((B))0 ________________________________ AC _______ Race/Class _______________
|
|
|
|
HD/Lvl _________ #AT ______ THAC0 ______ Dmg/Efcts __________ HP_____
|
|
|
|
Skills/Abilities _________________________________________________________
|
|
|
|
__________________________________________________________________________
|
|
|
|
((B))1Name((B))0 ________________________________ AC _______ Race/Class _______________
|
|
|
|
HD/Lvl _________ #AT ______ THAC0 ______ Dmg/Efcts __________ HP_____
|
|
|
|
Skills/Abilities _________________________________________________________
|
|
|
|
__________________________________________________________________________
|
|
|
|
((B))1Name((B))0 ________________________________ AC _______ Race/Class _______________
|
|
|
|
HD/Lvl _________ #AT ______ THAC0 ______ Dmg/Efcts __________ HP_____
|
|
|
|
Skills/Abilities _________________________________________________________
|
|
|
|
__________________________________________________________________________
|
|
|
|
((B))1Name((B))0 ________________________________ AC _______ Race/Class _______________
|
|
|
|
HD/Lvl _________ #AT ______ THAC0 ______ Dmg/Efcts __________ HP_____
|
|
|
|
Skills/Abilities _________________________________________________________
|
|
|
|
__________________________________________________________________________
|
|
|
|
((B))1Name((B))0 ________________________________ AC _______ Race/Class _______________
|
|
|
|
HD/Lvl _________ #AT ______ THAC0 ______ Dmg/Efcts __________ HP_____
|
|
|
|
Skills/Abilities _________________________________________________________
|
|
|
|
__________________________________________________________________________
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
6.) AD&D In-Depth Spells Listing
|
|
|
|
These are ancient magical spells used about the beginning of the Christian
|
|
era (circa 100 BC to AD 100) by Egyptian "goetes", i.e. street magicians, who
|
|
dispensed advice and cast spells - for a fee of course. These "goetes" are not
|
|
to be confused with "magoi", the serious magician who could conjure up the dead
|
|
for advice or summon the help of a divine entity (demons to the Christians but
|
|
"daimones" to the greek speaking Mediterranean world. Socrates the philosopher
|
|
attributed some of his ideas as coming from a "daimon" that spoke to him in his
|
|
head).
|
|
|
|
I have extracted a few of the spells translated into english from the
|
|
original greek and demotic (common) egyptian languages in K. Preisendanz's
|
|
book "Papyri Graecae Magicae". This work does also contain some more elaborate
|
|
spells that these "goetes" believed derived from the invocations of the
|
|
"magoi", but which modern academicians suspect were really imitations of the
|
|
"real thing" intended to impress the customer.
|
|
|
|
Here goes:
|
|
PGM I:222-231 (Translation by E. N. O'Neil)
|
|
Indispensable invisibility spell: Take fat or an eye of a nightowl and dung
|
|
rolled by a [scarab] beetle and oil of an unripe olive and grind them all
|
|
together until smooth, and smear your whole body with it and say to [the god]
|
|
Helios: "I adjure you by your great name, BORKE PHOIOUR IO ZIZIA APARXEOUCH
|
|
THYTHE LAILAM AAAAAA IIIII OOOO IEO IEO IEO IEO IEO IEO NAUNAX AI AI AEO AEO
|
|
EAO," and moisten it and say in addition: "Make me invisible, lord Helios, AEO
|
|
OAE EIE EAO, in the presence of any man until sunset, IO IO O PHRIXRIZO EOA."
|
|
|
|
PGM I:232-247 (Translation by E. N. O'Neil)
|
|
Memory spell: Take heiratic [unused] papyrus and write the prescribed names
|
|
with Hermaic myrrh ink. And once you have written them as prescribed [see
|
|
next paragraph], wash them off into spring water from 7 springs and drink the
|
|
water on an empty stomach for seven days while the moon is in the east. But
|
|
drink a sufficient amount. This is the writing on the strip of papyrus:
|
|
"KAMBRE CHAMBRE SIXIOPHI HARPON CHNOUPHI BRINTATENOPHRIBRISKYLMA ARAOUAZAR
|
|
BAMESEN KRIPHI NIPTOUMI CHMOUMAOPH AKTIOPHI ARTOSE BIBIOU BIBIOU SPHE SPHE
|
|
NOUSI NOUSI SIEGO SIEGO NOUCHA NOUCHA LINOUCHA LINOUCHA CHYCHBA CHYCHBA
|
|
KAXIO CHYCHBA DETOPHOTH II AA OO YY EE EE OO." After doing these things
|
|
wash the writing off and drink as is prescribed. This is also the composition
|
|
of the ink: myrrh troglitis, 4 drams; 3 karian figs, 7 pits of Nikolaus
|
|
dates, 7 dried pinecones, 7 piths of the single stemmed wormwood, 7 wings of
|
|
the Hermaic ibis [bird], spring water. when you have burned the ingredients,
|
|
prepare them and write.
|
|
|
|
PGM I:247-262 (Translation by E. N. O'Neil)
|
|
Tested spell for invisibility: A great work. Take an eye of an ape or of a
|
|
corpse that has died a violent death and a plant of peony (he means the rose).
|
|
Rub these with an oil of lily, and as you are rubbing them from the right to
|
|
the left, say the spell as follows: "I am ANUBIS, I am OSIR-PHRE, I am OSOT
|
|
SORONOUIER, I am OSIRIS whom SETH destroyed. Rise up, infernal daimon, IO
|
|
ERBETH IO PHOBETH IO PAKERBETH IO APOMPS; Whatever I, NN [i. e. the name of the
|
|
person invoking the spell], order you to do, be obedient to me."
|
|
|
|
And if you wish to become invisible, rub just your face with the concoction,
|
|
and you will be invisible for as long as you wish. And if you wish to be visible
|
|
again, move from west to east and say this name [see the next paragraph], and
|
|
you will be obvious and visible to all men.
|
|
|
|
The name is: "MARMARIAOTH MARMARIPHEGGE, make me, NN [i. e. the name if the
|
|
person invoking the spell], visible to all men on this day, immediately,
|
|
immediately, quickly, quickly!" This works very well.
|
|
|
|
So there you have it. I have enclosed my own comments with square brackets
|
|
"[ ]" but preserved original insertions of comments by the ancient transcriber
|
|
with parentheses "( )". The source of these quotations is "The Greek Magical
|
|
Papyri In Translation: Including The Demotic Spells", Volume One: Texts, Edited
|
|
by Hans Dieter Betz, c. 1986, and have been cited for instructional purposes
|
|
only.
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
7.) A D&D Realms Listing
|
|
|
|
WORTUN: This island-kingdom is nation of sailors. All the
|
|
major trade routes end up here because this is where they
|
|
can BUY sailors (sailors are sold and bought legally).
|
|
Some strangers to this area are taken into sailing and
|
|
bought and sold by the government. The current ruler is
|
|
King Uest. The military of this nation is average. Even
|
|
though the Royal Navy is the most powerful known navy, the
|
|
ground troops are not so good. The military consists of
|
|
350 warships (with captain and crew), 150 frigates (for
|
|
scouting and piracy suppression), and 250,000 ground troops
|
|
(all are trained as marines). The very few poor people
|
|
there are usually can be found in the 4 cities made
|
|
especially for the poor (the cities are known as City-1,
|
|
City-2, etc.). The government is not especially powerful
|
|
or weak, it is just accepted. This area is also the main
|
|
Spelljamming port...
|
|
|
|
DRAWMI: This nation is one of the strongest exporters of
|
|
goods. Their military is also quite powerful, made up of
|
|
only 250,000 people, this army is still feared. Their navy
|
|
is below average. The reason for little religion in this
|
|
area is because most citizens believe religion is a waste
|
|
of time. Though there are still some who believe. The
|
|
current ruler is King Gextor. He is highly liked and
|
|
respected in the community. In fact, anyone heard saying
|
|
something evil about him is usually killed by the people
|
|
who here that, and if the person who heard it can prove the
|
|
dead person did say it, the murderer is rewarded. Every
|
|
year, the King holds a tournament and fair on the shores of
|
|
the Lake of Drawmi, anything bought here is bought at 50%
|
|
of the normal cost (military gear and weapons may NOT be
|
|
bought). All Spelljamming ships are confiscated and used
|
|
by the military (though very few ships are ever
|
|
captured)...
|
|
|
|
RESLOC: This area has even export and import. The main
|
|
export is religious items (holy symbols, prayer books,
|
|
etc.), though there are other things. The military is not
|
|
very big (only around 120,000 people), but they are
|
|
powerful for their size. This is so because the women and
|
|
men in the army feel they are fighting under the protection
|
|
of their god. This area, as you can see, is highly
|
|
religious. About 99% of the citizens are religious. This
|
|
area is the where the mainstream of worshippers of Chryton
|
|
come to worship. There is no middle class in this nation.
|
|
The current ruler is High Priest Cronos. There is quite a
|
|
bit of Spelljamming here because of the large number of
|
|
priests...
|
|
|
|
YELNEM: This area has suffered through many wars, almost
|
|
all of the wars were won by their side. Though they won a
|
|
lot, their army has been depleted to normal size. The army
|
|
on land used to rival to the power of Wortun's Royal Navy
|
|
on the water, but the casualties were overwhelming on their
|
|
side during the last war (about 5 years ago). The numbers
|
|
of the Yelnemian Royal Army fell from almost 1,000,000 to
|
|
about 273,000. It seems that the last war only brought
|
|
strength to the government (one of their tactics was to
|
|
force all the rebels into the army). As the population
|
|
lessened the quality of life grew. The current ruler is
|
|
Duke Stephon (The King and Prince were killed in battle).
|
|
The Spelljamming is low, but growing fast because the Duke
|
|
is an ex-Spelljammer...
|
|
|
|
VORTEX: This nation has no trade at all because it's a
|
|
nation of self-supplying Mages. There is no military
|
|
because no country is foolish enough to attack the Mages.
|
|
The population is only about 2,000 mages, so the quality of
|
|
life is high. All non-believers of Arnetism are
|
|
immediately killed (if found). The "major cities" markings
|
|
on the map are not cities, but the towers of the most
|
|
powerful Mages. There is no government, so there are no
|
|
laws. This is a popular place for robbing and the like, so
|
|
it is unwise to travel through this area. The only reason
|
|
borders exist is because the two most powerful mages want
|
|
them to so no one will invade their privacy (which doesn't
|
|
work to well, sometimes...). This area has no Spelljamming
|
|
ports, but many ships land here looking for more powerful
|
|
Spelljammers...
|
|
|
|
PARDEQUE: This area's army is only rivaled by the Sherquon
|
|
Elven Army. This nation of dwarves is highly based on
|
|
military operations. The government is LOVED! All the
|
|
citizens would die for their Emporer. The current ruler is
|
|
Emporer Denizer. This nation is an empire because it
|
|
recently conquered Deloster (they did this 2 months ago and
|
|
because it has many mines to supply jobs for the dwarves).
|
|
The trade, quality of life, and religious beliefs are
|
|
average. This area has little to no Spelljamming because
|
|
Stargate's dwarves all get Spelljamming sick quite fast...
|
|
|
|
DELOSTER: This recently conquered nation is Pardeque's
|
|
money and job source. This nation is allowed to keep it's
|
|
government and rulers, but the rulers have to answer to
|
|
Emporer Denizer. This area's main export is mined
|
|
minerals. The military is fairly weak in this Dwarven
|
|
province. The current ruler is Governer Steelarm.
|
|
Religion and government status is average. The
|
|
Spelljamming is the same as Pardeque...
|
|
|
|
PENTOQUE: The quality of life of this evil nation is low.
|
|
The only people with high style lives are the friends of
|
|
evil High Priest Dorak. All citizens are forced to follow
|
|
the religion of Kolene. Some people resist because this
|
|
religion involves the sacrifice of 8 year-old human
|
|
females, but those who do are killed by the High Army. The
|
|
High Army is a known threat to all nations (not just on
|
|
Stargate...). This small area once belonged to Horus, but
|
|
as soon as High Priest Dorak created the High Army, he put
|
|
up the walls around his kingdom and declared it his. Horus
|
|
was wise enough not to attack. There are few Spelljamming
|
|
ships allowed in this area though there is a port. To be
|
|
allowed to land you must have proof that the High Priest
|
|
wants you to...
|
|
|
|
HORUS: The trade of this area used to be high, but with
|
|
the loss of Pentoque, trade has lessened. Government and
|
|
Religion are stressed as job openings to the young (that is
|
|
why there are such few adventurers from this nation). The
|
|
military is feared by the weaker nations, but not the
|
|
powerful ones. The quality of life could be considered
|
|
decent for most people there. The current ruler is King
|
|
Kerxn. This is area has many Spelljamming ports...
|
|
|
|
SHERQUON: This area is the perfect nation for all people.
|
|
This Elven ruled nation is sometimes called "Paradise On
|
|
Sarlos" because it really is. Everything is almost
|
|
perfect. To even be allowed to enter this area you have to
|
|
be one of the best in your field. To be a citizen (to live
|
|
there) you must be the closest thing your race can come to
|
|
perfection. The population is mostly elves (because the
|
|
king is elven). The Sherquon Elven Army is a major army
|
|
used only for protection, not attacks. The current ruler
|
|
is King Tury the Nimble, a great elven warrior. This
|
|
area's Spelljamming might is amazing, but not as amazing as
|
|
Wortun's... things. The military is not very big (only
|
|
around 120,000 people)
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
8.) AD&D Terms(Etc) Glossary
|
|
|
|
This is a list of the common abbreviations and phrases used in AD&D.
|
|
|
|
AC - Armor Class
|
|
AL - Alignment
|
|
Cha - Charisma
|
|
Con - Constitution
|
|
d - dice or die, a roll that calls for 2d6, for example, means that the
|
|
player rolls two six-sided dice.
|
|
DM - Dungeon Master, the person who runs the module
|
|
DMG - refers to the Dungeon Master's Guide
|
|
DAM - Damage, or how much damage something does
|
|
Dex - Dexterity
|
|
EXP or XP - Experience Points
|
|
HTD - Hit Dice, the dice rolled to determine a character's/creature's Hit
|
|
Points.
|
|
HTP - Hit points
|
|
INIT - Initiative, the order of players and creatures in combat
|
|
Int - Intelligence
|
|
LVL - Level, the level of skill/ability of a character/creature
|
|
Melee - combat
|
|
NPC - NonPlayer Character, a character run by the DM
|
|
PC - Player Character, characters under the control of the player(you)
|
|
Prime Requisite - the ability score that is most important to a specific
|
|
Class (STR for a fighter, for example)
|
|
Prof - Proficiency, includes Weapon and NonWeapon Proficiencies.
|
|
ROF - Rate of fire, how fast you can fire/throw a missile weapon (ex. bow)
|
|
Round - in combat, a segment of time approx. 1 minute long, during which a
|
|
character can accomplish one action. Ten combat rounds equal 1 turn.
|
|
Save or Saving Throw - a measure of a character's ability to resist special
|
|
types of attacks, especially poison, paralyzation, magic, and breath
|
|
weapons.
|
|
STR - Strength
|
|
THAC0 - To Hit Armor Class Zero(0), the number that a character needs to hit
|
|
a target with AC0
|
|
THT - To Hit, the number a character needs to hit a specific target.
|
|
WIS - Wisdom
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
9.) The FinalŠ
|
|
|
|
Well, I hope you enjoyed reading this as much as I enjoyed writing it.
|
|
As stated before, all suggestions / articles are warmly welcomed on the system.
|
|
That's all she wrote, see you next issue... 'ave fun!
|
|
|
|
- Lord Soth, SysOp of Soth's Domain (401\785.0347)
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|