Messages in dqn-list group. Page 7 of 80.

Group: dqn-list Message: 303 From: David Mason Date: 6/10/1999
Subject: Golems
Group: dqn-list Message: 304 From: ssclark@icx.net Date: 6/15/1999
Subject: DQ PBEM game and Wordly Endeavor
Group: dqn-list Message: 305 From: Brad Hakala Date: 6/15/1999
Subject: Re: New Colleges?
Group: dqn-list Message: 306 From: Todd E. Schreiber Date: 6/15/1999
Subject: The lighter side of adventuring
Group: dqn-list Message: 307 From: David Mason Date: 6/15/1999
Subject: Re: New Colleges?
Group: dqn-list Message: 308 From: Dennis Nordling Date: 6/15/1999
Subject: Re: New Colleges?
Group: dqn-list Message: 309 From: David Mason Date: 6/19/1999
Subject: Re: DQ PBEM game and Wordly Endeavor
Group: dqn-list Message: 310 From: Ian Bacon Date: 6/19/1999
Subject: Reveal Magic ?
Group: dqn-list Message: 311 From: Brad Hakala Date: 6/19/1999
Subject: Re: New Colleges?
Group: dqn-list Message: 312 From: mortdemuerte@yahoo.com Date: 6/20/1999
Subject: Re: Reveal Magic ?
Group: dqn-list Message: 313 From: Russell H. Whyte Date: 6/22/1999
Subject: Re: Reveal Magic ?
Group: dqn-list Message: 314 From: john@carcutt.com Date: 6/22/1999
Subject: Re: Reveal Magic ?
Group: dqn-list Message: 315 From: RJonesDQ@aol.com Date: 6/22/1999
Subject: Re: Reveal Magic ?
Group: dqn-list Message: 316 From: john@carcutt.com Date: 6/29/1999
Subject: DQ at Origins 99 Schedule
Group: dqn-list Message: 317 From: john@carcutt.com Date: 6/29/1999
Subject: DQPA Link List Update
Group: dqn-list Message: 318 From: David Mason Date: 6/29/1999
Subject: Travel spells (was new collages)
Group: dqn-list Message: 319 From: Jason Winter Date: 6/29/1999
Subject: Re: Reveal Magic ?
Group: dqn-list Message: 320 From: David Mason Date: 6/30/1999
Subject: New Email
Group: dqn-list Message: 321 From: David Mason Date: 7/5/1999
Subject: DQ combat system
Group: dqn-list Message: 322 From: D. Cameron King Date: 7/5/1999
Subject: Re: Travel spells (was new collages)
Group: dqn-list Message: 323 From: Ian Bacon Date: 7/6/1999
Subject: 2 questions ?
Group: dqn-list Message: 324 From: GBerman@aol.com Date: 7/6/1999
Subject: Supplements
Group: dqn-list Message: 325 From: schreib@webspan.net Date: 7/6/1999
Subject: POLL: Most offensive College of Magic
Group: dqn-list Message: 326 From: Todd E. Schreiber Date: 7/6/1999
Subject: Re: DQ combat system
Group: dqn-list Message: 327 From: Dennis Nordling Date: 7/7/1999
Subject: Re: 2 questions ?
Group: dqn-list Message: 328 From: Jason Winter Date: 7/7/1999
Subject: Re: 2 questions ?
Group: dqn-list Message: 329 From: Brad Hakala Date: 7/7/1999
Subject: Re: 2 questions ?
Group: dqn-list Message: 330 From: Dennis Nordling Date: 7/7/1999
Subject: Re: POLL: Most offensive College of Magic
Group: dqn-list Message: 331 From: S Cordner Date: 7/7/1999
Subject: Re: 2 questions ?
Group: dqn-list Message: 332 From: S Cordner Date: 7/7/1999
Subject: Re: POLL: Most offensive College of Magic
Group: dqn-list Message: 333 From: mortdemuerte@yahoo.com Date: 7/7/1999
Subject: Re: 2 questions ?
Group: dqn-list Message: 334 From: mortdemuerte@yahoo.com Date: 7/7/1999
Subject: Re: Supplements
Group: dqn-list Message: 335 From: Ian Bacon Date: 7/8/1999
Subject: 2 questions - oooopps
Group: dqn-list Message: 336 From: Todd E. Schreiber Date: 7/8/1999
Subject: Re: 2 questions - oooopps
Group: dqn-list Message: 337 From: john.rauchert@sait.ab.ca Date: 7/8/1999
Subject: Re: 2 questions ?
Group: dqn-list Message: 338 From: jkahane@comnet.ca Date: 7/8/1999
Subject: Re: DQ1
Group: dqn-list Message: 339 From: VancrownX@aol.com Date: 7/8/1999
Subject: Re: POLL: Most offensive College of Magic
Group: dqn-list Message: 340 From: jkahane@comnet.ca Date: 7/8/1999
Subject: Re: Good necromancers (was Greater Summoners)
Group: dqn-list Message: 341 From: jkahane@comnet.ca Date: 7/8/1999
Subject: Changing the Subject Header
Group: dqn-list Message: 342 From: jkahane@comnet.ca Date: 7/10/1999
Subject: Re: Imagine DQ modules
Group: dqn-list Message: 343 From: ssclark@icx.net Date: 7/12/1999
Subject: Judges Guild DQ adventures
Group: dqn-list Message: 344 From: ssclark@icx.net Date: 7/12/1999
Subject: DQ Supplements
Group: dqn-list Message: 345 From: GBerman@aol.com Date: 7/13/1999
Subject: Re: Judges Guild DQ adventures
Group: dqn-list Message: 346 From: John M. Kahane Date: 7/18/1999
Subject: Re: Judges Guild DQ adventures
Group: dqn-list Message: 347 From: john@carcutt.com Date: 7/18/1999
Subject: New DQ Adventures (was:Judges Guild DQ adventures)
Group: dqn-list Message: 348 From: GBerman@aol.com Date: 7/19/1999
Subject: submission to DQ
Group: dqn-list Message: 349 From: John Davis Date: 7/19/1999
Subject: New DQ Adventures Reply
Group: dqn-list Message: 350 From: John M. Kahane Date: 7/19/1999
Subject: Re: New DQ Adventures (was:Judges Guild DQ adventures)
Group: dqn-list Message: 351 From: GBerman@aol.com Date: 7/20/1999
Subject: Re: New DQ Adventures Reply
Group: dqn-list Message: 352 From: John Rauchert Date: 7/22/1999
Subject: Re: New DQ Adventures (was:Judges Guild DQ adventures)



Group: dqn-list Message: 303 From: David Mason Date: 6/10/1999
Subject: Golems
Oooo, nasty thought, 20 rag and string golems, each with walking unseen and an item with rank 20 dragon-flames spells invested in an item. Picture them launching a night attack on the palace/militery camp/Orc chiefton. Whach the pretty lights!. OK, the orcs would be worse off in a day attack, but is there a reason a well organised army wouldn't do it? So often it becomes passe?. OK the protection from fire on all command staff will stop it working on most, so make it a (insert nasty non fire -magic spell here).
How about the same 20 with windwalking as well? (or shadow wings from the same shadow mage who cast walk unseen)

Another question, should rag and string golems (R&SGs) be able to use mind magics at all? Especially control person. How about Illusions, do they have the creativity? Perhaps they need to be shown some illusons and advised when to use them?.

Picture if you will, the old elvish shaper. Every day she sends out a cart pulled by a stone golem, guided by a R&SG. Another R&SG does the shopping, a 3rd sells the horses (or whatever) trained by another 3. Another few work crafting salable items, one byes the raw materials and another sells them. It seems easy for an old shaper to be very rich in a mercantile way. This could be an intesting NPC for the PC's to cross pathas with.

My impression is they could make really lethal assasens, getting past poorly worded wards by virtue of not being alive...

More lethal though would be the closly gaurded secret "Ritual of creating Assasen golem" This would be an intelegent golem with magical abilities desighned specificly to be a killer. Built in weapons which have tubes to carry poison to the business end, sticky feet for climbing, wings... A Darklord would sell his shaper's soul to get the blueprints of one of these.










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Group: dqn-list Message: 304 From: ssclark@icx.net Date: 6/15/1999
Subject: DQ PBEM game and Wordly Endeavor
Hi, all. If anyone is interested, my online PBEM DragonQuest game is just
about to start. If you'd like to follow along, or perhaps even join in at
some point, check out my DQ web page:

http://user.icx.net/~ssclark/dq.htm

Also, Wordly Endeavor, a big collection of new skills, professions, and other
stuff I'll be using as part of my house rules, is available in .doc format for
those interested and who are not yet on the mailing list.

Check out my web page for details, or email me!

Thanks,
Steve


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Group: dqn-list Message: 305 From: Brad Hakala Date: 6/15/1999
Subject: Re: New Colleges?
On Fri, 11 Jun 1999, David Mason wrote:

> In fact my main concern is the impact of NPC shapers doing just that.
> A well organised government with a couple of shapers hired or actualy
> loyal to the government, and wars just aren't the same. As with many
> of the over-the-top combinations, it's not that the PC's do it (they
> have too many agendas to ever focus on one to that extent), it's
> justifying the absence of them among their more powerful enemies,
> and/or working out what measurs are used to protect kings and such
> from these amazingly dangerous individuals. For example, their dosn't
> seem to be a way to stop teleporting assasins. Assasins should be
> able to know from astrologers how best to go about assinations. etc.

I see it as a bit of a cold war - sure, any one group could do something
really nasty in the short term, but the other organized groups would gang
up and stomp them.

What self-respecting shaper is going to cheapen his college by outfitting
a whole army with magical trinkets? There is more to life than money.
Shapers known to be working for a government are also a likely target of
the 'teleporting assasins' hired by the rival government. What about
Shapers requiring a geas placed on the buyer so that something they've
made doesn't bite them on the ass?

Groups are likely to police their own...if a shaper started getting
out of hand, his peers are likely to put pressure on him to knock it off
because THEY don't want his bad reputation to spill over on them.

Teleporting assasins? What mage would want to get his college mad at him
by aiding in such an endeavor? What about the local council of mind mages
who 'check out' the new king, or baron, or whatever? Sure, the deed could
be done, but what about the aftermath? I guess kings could keep a council
of mind mages around them to constantly scan for thoughts of treason, but
that seems rather ridiculous to me.

If an assasination does occur, mages can make some pretty good detectives.

If a king is assasinated by magical means, how safe is the commmon man
going to feel? I'm sure that they would make the magic-using segment of
the population a bit uncomfortable. And it would take a rather
cold-hearted son of a bitch to fry up his friends and neighbors even if
they are in a mindless anti-mage riot and their anger is directed at him.

I can't imagine Regicide being taken lightly, by the assasin or any
accomplices. See 'Very Bad Things' for an example of people having
trouble dealing with murder.

If an assasin could get information from an astrologer, the king he's
going after could do so just as easily. And probably has much greater
precognitive resources.

Any magical protection can be gotten around. It's the big picture that
helps keep assasinations from happening.


(>|<) Omaq Bek (>|<)
| aka Brad Hakala |
| An equal opportunity annoyance. |

"I'm the king of bongo, baby, I'm the king of bongo"


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Group: dqn-list Message: 306 From: Todd E. Schreiber Date: 6/15/1999
Subject: The lighter side of adventuring
I just recently started up a DragonQuest campaign with a bunch of AD&D
diehards, so far it has been well received. One of the characters in the
party recently met his demise, he was outnumbered, so he used an outhouse to
limit the number of attackers that could reach him. Unfortunately the
battle went badly for him, but thats what happens when you start the fight
with 5 endurance, and all you have to swing as a melee weapon is a crossbow.
In any event the player was so moved to write this little poem in memory of
his short lived character, and I thought a few others might find some
enjoyment in it.

Facet the Dwarf, so noble, so strong
was on a trek, went far and long
killed an ogre, a troll and more
but died at the foot of an outhouse door.

-Tom Forlenza
June 13, 1999


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Group: dqn-list Message: 307 From: David Mason Date: 6/15/1999
Subject: Re: New Colleges?
Thanks, the mage's as a community with an element of self policing was sorly missing from my world immage.

>>> Brad Hakala <hakal881@uidaho.edu> 16/Jun/99 02:28:20 AM >>>
On Fri, 11 Jun 1999, David Mason wrote:

> In fact my main concern is the impact of NPC shapers doing just that.
> A well organised government with a couple of shapers hired or actualy
> loyal to the government, and wars just aren't the same. As with many
> of the over-the-top combinations, it's not that the PC's do it (they
> have too many agendas to ever focus on one to that extent), it's
> justifying the absence of them among their more powerful enemies,
> and/or working out what measurs are used to protect kings and such
> from these amazingly dangerous individuals. For example, their dosn't
> seem to be a way to stop teleporting assasins. Assasins should be
> able to know from astrologers how best to go about assinations. etc.

I see it as a bit of a cold war - sure, any one group could do something
really nasty in the short term, but the other organized groups would gang
up and stomp them.

What self-respecting shaper is going to cheapen his college by outfitting
a whole army with magical trinkets? There is more to life than money.
Shapers known to be working for a government are also a likely target of
the 'teleporting assasins' hired by the rival government. What about
Shapers requiring a geas placed on the buyer so that something they've
made doesn't bite them on the ass?

Groups are likely to police their own...if a shaper started getting
out of hand, his peers are likely to put pressure on him to knock it off
because THEY don't want his bad reputation to spill over on them.

Teleporting assasins? What mage would want to get his college mad at him
by aiding in such an endeavor? What about the local council of mind mages
who 'check out' the new king, or baron, or whatever? Sure, the deed could
be done, but what about the aftermath? I guess kings could keep a council
of mind mages around them to constantly scan for thoughts of treason, but
that seems rather ridiculous to me.

If an assasination does occur, mages can make some pretty good detectives.

If a king is assasinated by magical means, how safe is the commmon man
going to feel? I'm sure that they would make the magic-using segment of
the population a bit uncomfortable. And it would take a rather
cold-hearted son of a bitch to fry up his friends and neighbors even if
they are in a mindless anti-mage riot and their anger is directed at him.

I can't imagine Regicide being taken lightly, by the assasin or any
accomplices. See 'Very Bad Things' for an example of people having
trouble dealing with murder.

If an assasin could get information from an astrologer, the king he's
going after could do so just as easily. And probably has much greater
precognitive resources.

Any magical protection can be gotten around. It's the big picture that
helps keep assasinations from happening.


(>|<) Omaq Bek (>|<)
| aka Brad Hakala |
| An equal opportunity annoyance. |

"I'm the king of bongo, baby, I'm the king of bongo"


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Group: dqn-list Message: 308 From: Dennis Nordling Date: 6/15/1999
Subject: Re: New Colleges?
Much of what you say is true. However, a kingdom could also
afford Healers capable of undoing much of what assassins do.

Other than the spells of "Shadow Walking" and "Rune Portal"
are there any other Teleport magics?

Brad Hakala wrote:

> On Fri, 11 Jun 1999, David Mason wrote:
>
> > In fact my main concern is the impact of NPC shapers doing just that.
> > A well organised government with a couple of shapers hired or actualy
> > loyal to the government, and wars just aren't the same. As with many
> > of the over-the-top combinations, it's not that the PC's do it (they
> > have too many agendas to ever focus on one to that extent), it's
> > justifying the absence of them among their more powerful enemies,
> > and/or working out what measurs are used to protect kings and such
> > from these amazingly dangerous individuals. For example, their dosn't
> > seem to be a way to stop teleporting assasins. Assasins should be
> > able to know from astrologers how best to go about assinations. etc.
>
> I see it as a bit of a cold war - sure, any one group could do something
> really nasty in the short term, but the other organized groups would gang
> up and stomp them.
>
> What self-respecting shaper is going to cheapen his college by outfitting
> a whole army with magical trinkets? There is more to life than money.
> Shapers known to be working for a government are also a likely target of
> the 'teleporting assasins' hired by the rival government. What about
> Shapers requiring a geas placed on the buyer so that something they've
> made doesn't bite them on the ass?
>
> Groups are likely to police their own...if a shaper started getting
> out of hand, his peers are likely to put pressure on him to knock it off
> because THEY don't want his bad reputation to spill over on them.
>
> Teleporting assasins? What mage would want to get his college mad at him
> by aiding in such an endeavor? What about the local council of mind mages
> who 'check out' the new king, or baron, or whatever? Sure, the deed could
> be done, but what about the aftermath? I guess kings could keep a council
> of mind mages around them to constantly scan for thoughts of treason, but
> that seems rather ridiculous to me.
>
> If an assasination does occur, mages can make some pretty good detectives.
>
> If a king is assasinated by magical means, how safe is the commmon man
> going to feel? I'm sure that they would make the magic-using segment of
> the population a bit uncomfortable. And it would take a rather
> cold-hearted son of a bitch to fry up his friends and neighbors even if
> they are in a mindless anti-mage riot and their anger is directed at him.
>
> I can't imagine Regicide being taken lightly, by the assasin or any
> accomplices. See 'Very Bad Things' for an example of people having
> trouble dealing with murder.
>
> If an assasin could get information from an astrologer, the king he's
> going after could do so just as easily. And probably has much greater
> precognitive resources.
>
> Any magical protection can be gotten around. It's the big picture that
> helps keep assasinations from happening.
>
> (>|<) Omaq Bek (>|<)
> | aka Brad Hakala |
> | An equal opportunity annoyance. |
>
> "I'm the king of bongo, baby, I'm the king of bongo"
>
> ------------------------------------------------------------------------
>
> eGroups.com home: http://www.egroups.com/group/dqn-list
> http://www.egroups.com - Simplifying group communications


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Group: dqn-list Message: 309 From: David Mason Date: 6/19/1999
Subject: Re: DQ PBEM game and Wordly Endeavor
I'm interested in either playing or lurking.
David M.

>>> <ssclark@icx.net> 16/Jun/99 01:53:24 AM >>>
Hi, all. If anyone is interested, my online PBEM DragonQuest game is just
about to start. If you'd like to follow along, or perhaps even join in at
some point, check out my DQ web page:

http://user.icx.net/~ssclark/dq.htm

Also, Wordly Endeavor, a big collection of new skills, professions, and other
stuff I'll be using as part of my house rules, is available in .doc format for
those interested and who are not yet on the mailing list.

Check out my web page for details, or email me!

Thanks,
Steve


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Group: dqn-list Message: 310 From: Ian Bacon Date: 6/19/1999
Subject: Reveal Magic ?
I am gamesmastering an ongoing adventure with four players. One question that some former D&D players have asked me is an equivilent of a reveal magic spell.

This would be useful for players when encountering unusual objects, detecting traps etc.

Can anyone suggest a spell of equal ability?


--



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ian Bacon

Email: ibacon@cyllene.uwa.edu.au

"Do I contradict myself? Very well then I contradict myself,
I am large, I contain multitudes"
- Walt Whitman
-=-=-=-=-=-=-=-=--------------------------------------------=-=-=-=-=-=-=-=-

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Group: dqn-list Message: 311 From: Brad Hakala Date: 6/19/1999
Subject: Re: New Colleges?
On Tue, 15 Jun 1999, Dennis Nordling wrote:

> Other than the spells of "Shadow Walking" and "Rune Portal"
> are there any other Teleport magics?

Very safe variation on the teleport theme:

Phantasm (kill people without leaving the safety of your barcalounger).
If you're not sure who your enemy is, use Telepathy and then Phantasm them
repeatedly from safety. (This is something I had to put a stop to rather
quickly.)

The only other Teleport I know if is a spell that Mort researched years
ago - Fire Walk With Me. Allows a fire mage to move between any 2 flame
sources. Cute, eh?



(>|<) Omaq Bek (>|<)
| aka Brad Hakala |
| An equal opportunity annoyance. |

"I'm the king of bongo, baby, I'm the king of bongo"


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Group: dqn-list Message: 312 From: mortdemuerte@yahoo.com Date: 6/20/1999
Subject: Re: Reveal Magic ?
<199906160641.oaa0765-@cyllene.uwa.edu.au> wrote:
Original Article: http://www.egroups.com/group/dqn-list/?start=310
> I am gamesmastering an ongoing adventure with four players. One question that some former D&D players have asked me is an equivilent of a reveal magic spell.
>
> This would be useful for players when encountering unusual objects, detecting traps etc.
>
> Can anyone suggest a spell of equal ability?

Well, to the best of my knowledge, the only spell/talent/ritual in the DQ canon which -explicitly- allows the user to perceive that an object is magical is the Detect Enchantment talent of the College of Shaping Magics, found in either the Arcane Wisdom supplement or the Shattered Statue module. And that's about it.

Of course, most people I've talked to seem to agree that the talent Detect Aura could be used to detect magic too. It depends a bit on your interpretation of the talent's function, and everybody seems to have a different one. Reading its description literally, it can only be used on living or formerly living things. I would say that it could certainly be used to detemine if a living thing was under an enchantment or was an enchanted creature itself (on a successful roll, of course). I would also say it would work to detect a spell on or in anything made of wood, bone, etc. However, it probably wouldn't work to detect enchantment in anything made of metal or stone, for example. If you wanted to expand its -literal- operation and say that even never-living things with enchantments have an aura, by all means go ahead.

As a footnote, some people I've also heard have expanded the functioning of Witchsight to include the ability to detect magical emanations. Unlike my paragraph on Detect Aura above, that's pretty much an addition out of the blue, nothing you can reinterpret from existing rules. I kind of like it, though, and may have to ask my GM about that next time I play my Enchanter.

The ritual Magic Divination in both the Naming and Shaping colleges is meant to detect the presence of current or recent spells effects on a person or object. I would go with them detecting invested and/or bound enchantments and the presence of magical Wards, but since it's a ritual, it's kind of a long time to wait for results compared with the Detect Magic spell of (thrice-cursed) D&D. However, it has the big advantage that, if successful, it tells you -exactly- what the spell is.

Lastly, there's always the option of researching a new spell, or just adding it as special knowledge to your campaign. I got curious, and so looked up the Arcane Wisdom section on spell creation to see how troublesome it would be to make a talent of Detect Magic. Actually, it's a dead-easy spell. The result was a talent that has a Base Chance of ~30%, an XPM of 100, and would cost about 200 sp and take about 16 weeks of research or 21 weeks of experimentation to pull off. Not bad, actually. I have an Enchanter I may have to have develop this talent.

Anyway, I hope that this list of options is useful to you. Compared to D&D, DQ magic rules aren't really set up to allow magic detection very easily. Depending on your point of view, that's a curse or a blessing. I've always thought Detect Magic made spotting those special items and traps a little -too- easy in D&D, so I kind of like the fact character in DQ really have to work at it.



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Group: dqn-list Message: 313 From: Russell H. Whyte Date: 6/22/1999
Subject: Re: Reveal Magic ?
I've always used the Detect Aura talent. To limit abuses, it only
determines that the object in question has some sort of enchantment, but no
details are provided.

Namers, however, can detect further details with higher ranking of this
talent.


Russell


At 02:41 PM 6/16/99 +0800, you wrote:
>I am gamesmastering an ongoing adventure with four players. One question
that some former D&D players have asked me is an equivilent of a reveal
magic spell.
>
>This would be useful for players when encountering unusual objects,
detecting traps etc.
>
>Can anyone suggest a spell of equal ability?
>
>
>--
>
>
>
>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
>Ian Bacon
>
>Email: ibacon@cyllene.uwa.edu.au
>
> "Do I contradict myself? Very well then I contradict myself,
> I am large, I contain multitudes"
> - Walt Whitman
>-=-=-=-=-=-=-=-=--------------------------------------------=-=-=-=-=-=-=-=-
>
>------------------------------------------------------------------------
>
>eGroups.com home: http://www.egroups.com/group/dqn-list
>http://www.egroups.com - Simplifying group communications
>
>
>
>
>

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Group: dqn-list Message: 314 From: john@carcutt.com Date: 6/22/1999
Subject: Re: Reveal Magic ?
> I am gamesmastering an ongoing adventure with four players. One question that some former D&D players have asked me is an equivilent of a reveal magic spell.
>
> This would be useful for players when encountering unusual objects, detecting traps etc.
>
> Can anyone suggest a spell of equal ability?

A simple solution that we have used for many years is to have the characters roll
against thier MA. The GM can make the roll 1X, 2X, 3X, etc. depending on how
potent the magic is. Example: The Character finds a ring and want's to determine
if it is magical in anyway. The GM know that a lower ranked spell was invested in
the ring. Since the magic is not very powerful, the GM tells the Player to roll
under 2X his/her MA. If the roll is successful, the character detects magic, but
still has no idea what the ring does.

We tend to use a similar solution for most situations in which we can't find a
good rule. :-)

Hope this helps.

John(2) aka: Ax'l


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Group: dqn-list Message: 315 From: RJonesDQ@aol.com Date: 6/22/1999
Subject: Re: Reveal Magic ?
We've chosen to expand the Witchsight Talent (Elf / E&E / Black) to encompass
seeing magical dweomer. We did end up rewriting the Witchsight spell of the
Celestial colleges, increasing its cast chance and causing it only to add its
rank to the Witchsight Talent (0 if none) of the recipient. GM's can have
fun with this, because high mana areas will blind mages succeeding with
Witchsight. Use of preservation rituals (E&E R-1 created to justify stuff
being intact after ages) can also confuse characters - "Everything glows!"

We did try a general all-college T-0 "Sense Magic" but didn't have much luck
with it.

Russ Jones
rjonesdq@aol.com
members.aol/rjonesdq/dqrules

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Group: dqn-list Message: 316 From: john@carcutt.com Date: 6/29/1999
Subject: DQ at Origins 99 Schedule
Hey everyone,

Origins starts this coming Thursday and runs thru Sunday. I will be there ALL 4 DAYS running DQ.

Here's my schedule...

Thursday; July 1st
------------------
DQ 2:00 PM in the Open Gaming Area

Friday; July 2nd
------------------
DQ 11:00 AM in the Open Gaming Area

Saturday; July 3rd
------------------
DQ 11:00 AM in the Open Gaming Area
DQ 5:00 PM in the Open Gaming Area

Sunday; July 4th
------------------
DQ 2:00 PM in the Open Gaming Area

I was plannig on running 2 games on Saturday but Halphin pointed out the "What Up at TSR?" seminar and I think I will go to that instead of running one of my games.

The games are in the Open Gaming Area for a couple of reasons. First I didn't register my games 6 months in advance. And second I didn't register my games 3 months in advance either.

John Rauchert has made a couple of DQPA flyers for me to hand out and they look very cool. I am looking into DQPA buttons to hand out and I'm also planning on taking some photos and posting them on the DQPA website. If you are a member come on by and let me take you photo so people can see some "ugly mugs" other than mine.

I know of some other DQ GM's that will be attending and I plan on extorting them into running a game or two as well.

If you plan on being in the Columbus Ohio region for the 4th of July, come on by and let my NPC's kick your butts. :-)

Hope to see you there.
John(2) aka:Ax'l



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Group: dqn-list Message: 317 From: john@carcutt.com Date: 6/29/1999
Subject: DQPA Link List Update
Hey Everyone,

Time again for the monthly DQ link list update.

Total Links: 72
New Links Added: 9
Links Deleted: 0
Links Changed Catagory: 4
New Catagory: 1
Deleted Catagory: 0

http://www.dragonquest.org

Anyone have anything not on the list, let me know and I will add it.

John(2) aka: Ax'l


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Group: dqn-list Message: 318 From: David Mason Date: 6/29/1999
Subject: Travel spells (was new collages)
"Fire walk with me" - Very cute.
Another fire travel spell - "Flaming chariet" moves like a normal chariot but unafected by terrain, above 6th laevel the chariot can fly.

Also, a twist on the phantasmal beast, I had one which also had a fear attack whenever it hit, just to make sure the victim knew they had anoyed somone bestleft alone.

Speaking of phantasmal beasts, can witchsight see tham?



>>> Brad Hakala <hakal881@uidaho.edu> 17/Jun/99 12:34:05 AM >>>
On Tue, 15 Jun 1999, Dennis Nordling wrote:

> Other than the spells of "Shadow Walking" and "Rune Portal"
> are there any other Teleport magics?

Very safe variation on the teleport theme:

Phantasm (kill people without leaving the safety of your barcalounger).
If you're not sure who your enemy is, use Telepathy and then Phantasm them
repeatedly from safety. (This is something I had to put a stop to rather
quickly.)

The only other Teleport I know if is a spell that Mort researched years
ago - Fire Walk With Me. Allows a fire mage to move between any 2 flame
sources. Cute, eh?



(>|<) Omaq Bek (>|<)
| aka Brad Hakala |
| An equal opportunity annoyance. |

"I'm the king of bongo, baby, I'm the king of bongo"


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Group: dqn-list Message: 319 From: Jason Winter Date: 6/29/1999
Subject: Re: Reveal Magic ?
>I am gamesmastering an ongoing adventure with four players. One question
that some former
>D&D players have asked me is an equivilent of a reveal magic spell.
>
>This would be useful for players when encountering unusual objects,
detecting traps etc.
>
>Can anyone suggest a spell of equal ability?

In my campaign, all magic users have the ability to detect magic. All they
need to do use use 1 spell point and they detect magic for a certain number
of minutes based on their overall abilites in their mage class. (in the
few minutes range). What they are able to tell is if an item is or is not
magical, and if it is, how magical it is based on a scale of 1 to 10. The
more proficient a mage is the more accurate the number is. So a new
character who has only seen a few magic items in their life would have a
different perspective than someone who had seen many magic items over the
years.

Things like normal potions, one charge invested items would be level 1
magic, very minor permenent magic items would be level 2 all the way up to
god magic (major god magic) which would be level 10.



Jason Winter
Alarian@uswest.net
http://www.darkrealms.com/~alarian/

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Group: dqn-list Message: 320 From: David Mason Date: 6/30/1999
Subject: New Email
Hi all,
I've got a new email for when I skip the country. It's "Doff@hotmail.com"
I couldn't get "Duff" so I went with a Welshish version. I should be able to get this even in India without having to do anything fancy. My current address SHOULD forward to the hotmail for a while, but you never know....
Duff


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Group: dqn-list Message: 321 From: David Mason Date: 7/5/1999
Subject: DQ combat system
It seems to me (from experiance in mock combats of various kinds) an important part of melee combat is that, after a brief flurry, one or both combatents step back to see if the opponent falls. Do you reckon the initative system with attacks done in order reflects this (the person who wins intative "wins" the 1st exchange the person who loses "wins" the second)?
The other way would be to simply abandon the initative system after the 1st pulse, assume everyone who is engaged is eveading and attacking at the same time (unless there's a reason they can't) and apply damage at the end of the round.

Bersarkers and similar foes who don't careabout such things would effectivly fight a 2nd round right after the firs before any damage exept Greivious injuries was applied.


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Group: dqn-list Message: 322 From: D. Cameron King Date: 7/5/1999
Subject: Re: Travel spells (was new collages)
On Wed, 23 Jun 1999, David Mason wrote:

> Speaking of phantasmal beasts, can witchsight see tham?

No reason it shouldn't. The beast is a physical entity, so it
doesn't exist solely in the victim's mind, and the description
says it is "invisible to all but the victim" (rather than "can
be seen only by the victim," which might suggest that Witchsight
would be ineffective). Witchsight works against "objects or
entities which are normally invisible," and that sounds like
our phantasm... Yep, I'd have to say it does.


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Group: dqn-list Message: 323 From: Ian Bacon Date: 7/6/1999
Subject: 2 questions ?
Hello all,

I have two questions that I hope people can help me with.

I would like to use sound effects, such as sword fighting, swamp sounds etc., in my campaigns to create more 'atmosphere'. I have looked at a few local stores but not seen anything suitable.

Does anyone know of a good FRP sound effect CD and where it comes from?


My second question is about Unearthed Arcana. I have heard much about it but have not seen a copy. Does an ecopy exist on the net and if so, where is it?


Thanks for your help.

--



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ian Bacon

Email: ibacon@cyllene.uwa.edu.au

"Do I contradict myself? Very well then I contradict myself,
I am large, I contain multitudes"
- Walt Whitman
-=-=-=-=-=-=-=-=--------------------------------------------=-=-=-=-=-=-=-=-

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Group: dqn-list Message: 324 From: GBerman@aol.com Date: 7/6/1999
Subject: Supplements
Hi All, I've asked before and got no responses so I thought I'd post again :)
Does anyone know if any of the other DQ supplements made it to playtest
stage, I have to assume some of them did. Does anyone have any Info?
Off-topic for a split sec, does anyone have a copy of Empires of the
Middle-ages or The sword and the Stars for sale? Or any DQ stuff for sale?

Thanks for the info :)
--Geoff Berman

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Group: dqn-list Message: 325 From: schreib@webspan.net Date: 7/6/1999
Subject: POLL: Most offensive College of Magic
Which of the Colleges do you believe provides the most offensive firepower for the adventuring type, where time is critical?
----

Please select one of the following:

o Ensorcelments & Enchantments
o Sorceries of the Mind
o Illusions
o Air
o Fire
o Earth
o Celestial
o Black Magics


by going to the following Web form:

http://www.egroups.com/vote?id=931294898239

Thank you!


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Group: dqn-list Message: 326 From: Todd E. Schreiber Date: 7/6/1999
Subject: Re: DQ combat system
I like the input, but very often the initiative is important as a stunning
blow can be delivered prior to the slower opponents opportunity to strike.
Currently a characters initiative value is very important, and is one of the
few tools that fighter/non-adepts may have over slower opponents. He who
strikes first is often far more important than strike chance or even damage.


-----Original Message-----
From: David Mason <MasonD@ames.vic.edu.au>
To: dqn-list@egroups.com <dqn-list@egroups.com>; my_alex76@hotmail.com
<my_alex76@hotmail.com>; cdodd@nortelnetworks.com <cdodd@nortelnetworks.com>
Date: Monday, July 05, 1999 4:55 PM
Subject: [DQN-list] DQ combat system


>It seems to me (from experiance in mock combats of various kinds) an
important part of melee combat is that, after a brief flurry, one or both
combatents step back to see if the opponent falls. Do you reckon the
initative system with attacks done in order reflects this (the person who
wins intative "wins" the 1st exchange the person who loses "wins" the
second)?
>The other way would be to simply abandon the initative system after the 1st
pulse, assume everyone who is engaged is eveading and attacking at the same
time (unless there's a reason they can't) and apply damage at the end of the
round.
>
>Bersarkers and similar foes who don't careabout such things would
effectivly fight a 2nd round right after the firs before any damage exept
Greivious injuries was applied.
>
>
>------------------------------------------------------------------------
>
>eGroups.com home: http://www.egroups.com/group/dqn-list
>http://www.egroups.com - Simplifying group communications
>
>
>
>
>


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Group: dqn-list Message: 327 From: Dennis Nordling Date: 7/7/1999
Subject: Re: 2 questions ?
The best place for the sounds you're looking for would be one of the many FRP
computer games. Check the computer games you have access to for sound files
and play the files to see if any of them meet your needs.


Ian Bacon wrote:

> Hello all,
>
> I have two questions that I hope people can help me with.
>
> I would like to use sound effects, such as sword fighting, swamp sounds etc., in my campaigns to create more 'atmosphere'. I have looked at a few local stores but not seen anything suitable.
>
> Does anyone know of a good FRP sound effect CD and where it comes from?
>
> My second question is about Unearthed Arcana. I have heard much about it but have not seen a copy. Does an ecopy exist on the net and if so, where is it?
>
> Thanks for your help.
>
> --
>
> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Ian Bacon
>
> Email: ibacon@cyllene.uwa.edu.au
>
> "Do I contradict myself? Very well then I contradict myself,
> I am large, I contain multitudes"
> - Walt Whitman
> -=-=-=-=-=-=-=-=--------------------------------------------=-=-=-=-=-=-=-=-
>
> ------------------------------------------------------------------------
>
> eGroups.com home: http://www.egroups.com/group/dqn-list
> http://www.egroups.com - Simplifying group communications


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Group: dqn-list Message: 328 From: Jason Winter Date: 7/7/1999
Subject: Re: 2 questions ?
>I would like to use sound effects, such as sword fighting, swamp sounds
etc., in my campaigns to create more 'atmosphere'. I have looked at a few
local stores but not seen anything suitable.
>
>Does anyone know of a good FRP sound effect CD and where it comes from?

I can't attest to the quality or anything, but in the latest issue of
Knights of the Dinner table there was an add for a company that makes such
cd's. The address is:

http://toxicbag.com/

Hope they have what you need.


Jason Winter
Alarian@uswest.net
http://www.darkrealms.com/~alarian/

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Group: dqn-list Message: 329 From: Brad Hakala Date: 7/7/1999
Subject: Re: 2 questions ?
On Tue, 6 Jul 1999, Ian Bacon wrote:

> My second question is about Unearthed Arcana. I have heard much about
> it but have not seen a copy. Does an ecopy exist on the net and if so,
> where is it?

I suspect you mean the Arcane Wisdom - The Unearthed Arcana is a
supplement for AD&D. I have a plain text copy available on my web site:

http://www.uidaho.edu/~hakal881/DQgame.html



(>|<) Omaq Bek (>|<)
| aka Brad Hakala |
| An equal opportunity annoyance. |

"I'm the king of bongo, baby, I'm the king of bongo"


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Group: dqn-list Message: 330 From: Dennis Nordling Date: 7/7/1999
Subject: Re: POLL: Most offensive College of Magic
All of the elemental colleges offer pure combat capability. Infiltration, and Travel
spells can make most combat spells even more dangerous, and therefore should
be considered for a Combat Mage character.

The Fire college offers the second most combat options for a mage. The big plus
for this college is the lit oil latern intentally dropped at the feet of the Fire Mage
adds 15% to the casting chance of all the spells of that college. This college does
not contain a spell capable of effecting the great areas of either Telekinetic Rage,
Windstorm, Mass Fear, Wall of Bones, Agony or even Creating Mudslick. But
does contain multiple spells which cause the target to still take ½ damage if even
Resists to spell. This college also has the spells to summon Salamanders and
Efreets. This college does not possess either travel spells or infiltration spells.

The Air college offers the most options for offensive capability. Windstorm, covers
a very large area which can disable a large group. Ice Projectles, causes damage
to multiple targets. Lightning, causes damage to creatures in a single line and
automatically stuns them. Hibernation, can be used to place an opponent into
suspended annimation (this uses the spell in twisted, but legal manner). Sleep Gas,
knocks out opponents so they can be dealt with later. The biggest drawback with
this college is the penalties for underground and enclosed areas.


schreib@webspan.net wrote:

> Which of the Colleges do you believe provides the most offensive firepower for the adventuring type, where time is critical?
> ----
>
> Please select one of the following:
>
> o Ensorcelments & Enchantments
> o Sorceries of the Mind
> o Illusions
> o Air
> o Fire
> o Earth
> o Celestial
> o Black Magics
>
> by going to the following Web form:
>
> http://www.egroups.com/vote?id=931294898239
>
> Thank you!
>
> ------------------------------------------------------------------------
>
> eGroups.com home: http://www.egroups.com/group/dqn-list
> http://www.egroups.com - Simplifying group communications


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Group: dqn-list Message: 331 From: S Cordner Date: 7/7/1999
Subject: Re: 2 questions ?
> My second question is about Unearthed Arcana. I have heard much about it but
have not seen a copy. Does an ecopy exist on the net and if so, where is it?


I'm going to assume that you mean Arcane Wisdom (largely unpublished
playtest stuff for DQ), and not Unearthed Arcana (published book from TSR
for ADnD) -- I have a copy I'd not mind emailing. If this is the case, and
you are mistaken as to what you want, please email me personally.

S Peter Cordner


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Group: dqn-list Message: 332 From: S Cordner Date: 7/7/1999
Subject: Re: POLL: Most offensive College of Magic
> Which of the Colleges do you believe provides the most offensive firepower
for the adventuring type, where time is critical?
> ----
>
> Please select one of the following:
>
> o Ensorcelments & Enchantments
> o Sorceries of the Mind
> o Illusions
> o Air
> o Fire
> o Earth
> o Celestial
> o Black Magics


I know that you wanted a web-based reply, but I thought that this needed a
qualifier. I'm just going to assume that Fire magics will win, but there
are several considerations...

How many opponents? Hellfire is what's needed, and both Necromancy and
Black Magics have it at a low Multiple.

How ridiculously powerful is the mage allowed to be? If silliness isn't a
factor, then the obvious choice to me is Sorceries of the Mind -- poof!
You're made of Jell-o! (Or, for the more carnage-prone, Poof! You take
130+ points of damage!)



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Group: dqn-list Message: 333 From: mortdemuerte@yahoo.com Date: 7/7/1999
Subject: Re: 2 questions ?
> My second question is about Unearthed Arcana. I have heard much about
it but have not seen a copy. Does an ecopy exist on the net and if so,
where is it?
>
> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=
> Ian Bacon

I think you mean the Arcane Wisdom supplement. The Unearthed Arcana is
an old AD&D magic supplement. Anyway, yeah, I've got a copy. You can
get a plain text version of the ArcWis on Omaq's webpage at

http://www.uidaho.edu/~hakal881/DQgame.html




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Group: dqn-list Message: 334 From: mortdemuerte@yahoo.com Date: 7/7/1999
Subject: Re: Supplements
<ce336bae.24b2b32-@aol.com> wrote:
original article:http://www.egroups.com/group/dqn-list/?start=324
> Hi All, I've asked before and got no responses so I thought I'd post
again :)
> Does anyone know if any of the other DQ supplements made it to
playtest
> stage, I have to assume some of them did. Does anyone have any Info?
> Off-topic for a split sec, does anyone have a copy of Empires of the
> Middle-ages or The sword and the Stars for sale? Or any DQ stuff for
sale?
>
> Thanks for the info :)
> --Geoff Berman
>

Well, just so you get an answer from someone this time :), all I can
say is the only DQ supplement I know of is the Arcane Wisdom. I've
never heard of any others. I have heard of a couple of pre-DQ things
that ended up in DQ. I believe much of Greater Summonings came from a
game they made called Demons, and the DQ combat system is a simplified
version of a game called Arena. Other than that, nothing else comes to
mind.


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Group: dqn-list Message: 335 From: Ian Bacon Date: 7/8/1999
Subject: 2 questions - oooopps
My thanks to the people who answered my 2 questions. Also let me explain.

Why did I write Unearthed Arcana when I meant Arcane Wisdom - the similarity of sound, the hour of the night, some malign DnD presence lurking on the net? My apologies anyway.

I have found a copy of AW but am still looking for a suitable CD.


--



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ian Bacon

Email: ibacon@cyllene.uwa.edu.au

"Do I contradict myself? Very well then I contradict myself,
I am large, I contain multitudes"
- Walt Whitman
-=-=-=-=-=-=-=-=--------------------------------------------=-=-=-=-=-=-=-=-

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Group: dqn-list Message: 336 From: Todd E. Schreiber Date: 7/8/1999
Subject: Re: 2 questions - oooopps
a company called sojourn has mood music that is written specifically for use
with role-playing. I'm not sure if it is what you are looking for, but they
might have something you are interested in. Here is a link to the site:

http://www.sojourncd.com/index2.htm


>My thanks to the people who answered my 2 questions. Also let me explain.
>
>Why did I write Unearthed Arcana when I meant Arcane Wisdom - the
similarity of sound, the hour of the night, some malign DnD presence lurking
on the net? My apologies anyway.
>
>I have found a copy of AW but am still looking for a suitable CD.
>
>
>--
>
>
>
>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
>Ian Bacon
>
>Email: ibacon@cyllene.uwa.edu.au
>
> "Do I contradict myself? Very well then I contradict myself,
> I am large, I contain multitudes"
> - Walt Whitman
>-=-=-=-=-=-=-=-=--------------------------------------------=-=-=-=-=-=-=-=
-
>
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>
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>
>
>


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Group: dqn-list Message: 337 From: john.rauchert@sait.ab.ca Date: 7/8/1999
Subject: Re: 2 questions ?
<199907060627.oaa2629-@cyllene.uwa.edu.au> wrote:
original article:http://www.egroups.com/group/dqn-list/?start=323



> Does anyone know of a good FRP sound effect CD and where it comes
from?

Here are a couple of web sites that I found while browsing the web but
cannot comment on quality or availability:


http://www.bargainbooks.com/music/pop/effects.htm

http://www.icemall.com/shop/item1542.html

http://www.f7sound.com/concfx.htm


and for the serious collector of SFX (expensive)

http://www.gefen.com/soundeffects/soundeffectsprodmusci.html

John F. Rauchert, Co-moderator
DragonQuest Newsletter List



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Group: dqn-list Message: 338 From: jkahane@comnet.ca Date: 7/8/1999
Subject: Re: DQ1
> These colleges are also unadulterated, not like the versions in 3rd
Edition
> DQ.

> I agree that it is well worth picking up if you can still find it.

Yeah, the versions of the College of Shaping Magics and the
College
of Rune Magics from that module are the "undiluted" versions. Heck,
the version of Rune Magics that appeared in Ares Magazine (I forget
which one)
had some of the numbers, notably BCs and EXMs, altered for whatever
unknown reason that the folks who took over the magazine had.



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Group: dqn-list Message: 339 From: VancrownX@aol.com Date: 7/8/1999
Subject: Re: POLL: Most offensive College of Magic
A grenado cracked over the head works wonders for the Fire Mage too, making
him, in essence a medium fire . . . +25%.

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Group: dqn-list Message: 340 From: jkahane@comnet.ca Date: 7/8/1999
Subject: Re: Good necromancers (was Greater Summoners)
Hullo, John,

>I would like to see the "good" Necromancer . . . an oxymoron if ever
>I have heard one. In the beginning, such a character may have all the
>best intentions, but over time, if one plays it correctly and the GM is
>skillful, that character's personality should begin to show signs of
>strain, cracks should appear, as he embraces the dark powers and
eschews
>the light.

I think that one should remember that originally, the term
Necromancy
referred to the ability to engage in divination through contact with the
dead. While Necromancy came to mean other things in later ages (notably
the ability to resurrect the dead), the concept of the "good"
Necromancer
isn't that far out of reach. Necromancy is not the same thing as Black
Magic, and a Necromancer can use his or her abilities to do good deeds
and
aid those who are suffering.

Admittedly, it would make for an interesting departure from the
"typical" Necromancer that many folks would normally see in a DQ game.
But that's what we should all be doing anyway,..testing the envelope and
seeing its limits.

JohnK



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Group: dqn-list Message: 341 From: jkahane@comnet.ca Date: 7/8/1999
Subject: Changing the Subject Header
> On Mon, 19 Apr 1999, Todd E. Schreiber wrote:

>> Do we really have to make this into a "several million" post thread?
I >>was truly hoping that this list would become a valuable resource
for DQ'ers, >>not just another out of control "newsgroup"...

> I respectfully disagree with you, Todd. In order to have any sort of
> meaningful debate, it is often necessary to post a dozen or so times,
so
> that the participants can fully explore the subject.

While I agree with your basic premise here, I think that it's
important
to remember that when it comes right down to it, subject headers and
thread
headers are changed *when the subject changes*. That particular thread
was going in all sorts of different directions that it needed to be
altered,
and quite some time ago.

There are basic, fundamental rules about changing subject headers
and
the like, and this is a case where it should have been altered by some
of
the folks here. And I hope that this kind of basic netiquette is used
from
now on.

>Furthermore, this particular thread has now covered at least three
separate >and distinct topics: the reasonable cost for NPC curse
removal, the power of Namers to dissipate curses, and whether the
Colleges of Greater Summonings and
>Illusions are too powerful for PCs.

You said it yourself - three separate and distinct topics. Each
of
which needed separate headers, not the same one about curses and curse
removals.



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Group: dqn-list Message: 342 From: jkahane@comnet.ca Date: 7/10/1999
Subject: Re: Imagine DQ modules
> FYI:

> Anyone looking for the three mini-modules (including Sethotep by
Graeme
> Davis) published in Imagine magazine can find them in zipped files at:
>
> http://home.att.net/%7Eaescylus/dq/adventures.htm
> <http://home.att.net/%7Eaescylus/dq/adventures.htm>

As a user of OS/2, I was wondering if anyone has these in a
non-Windows format, preferably Acrobat? Can't use them as are, since
I don't use Windows 9? in any of its forms.

Thanks for the help in advance. :)

JohnK



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Group: dqn-list Message: 343 From: ssclark@icx.net Date: 7/12/1999
Subject: Judges Guild DQ adventures
What do you guys think of the old Judges Guild stuff, really 2 complete
adventures and a character supplement?

I find the stuff very uneven, with some good ideas and some silly stuff
(particulary some of the lame-o names). Yet, I'm fully planning to use
some of it in my online campaign (which is currently in action with 4
players currently journeying to Seagate!

I find parts of it entertaining from the standpoint of being
unintentionally funny, too.


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Group: dqn-list Message: 344 From: ssclark@icx.net Date: 7/12/1999
Subject: DQ Supplements
Someone asked if SPI was working on a supplement other than Arcane
Wisdom. I don't know, but weren't they thinking of a book called
"Advanced Monsters" and more maps in the Alusia series?

Oh, also, does anyone know if and where Rudy Kraft, the guy who
designed the Frontiers of Alusia map, can be contacted? Email?



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Group: dqn-list Message: 345 From: GBerman@aol.com Date: 7/13/1999
Subject: Re: Judges Guild DQ adventures
We're playing in them now, I agree about uneven, bad production values too,
but let's face it there isn't a lot to choose from :)

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Group: dqn-list Message: 346 From: John M. Kahane Date: 7/18/1999
Subject: Re: Judges Guild DQ adventures
Hullo, Steve,

>On Sun, 11 Jul 1999 21:04:13 -0700, ssclark@icx.net wrote:

>What do you guys think of the old Judges Guild stuff, really 2 complete
>adventures and a character supplement?

From my own perspective, I was delighted when the Judges
Guild products for DragonQuest first came out. After all, there
wasn't a lot of material for the game available, and at the time,
these three products seemed to be very nicely suited to the game.
In retrospect, of course, they were somewhat silly (as you pointed
out, the names were truly lame), but they had some good ideas that
were useable through the years.

... There is no such thing as gravity; consider it a hug from Gaia.

JohnK
jkahane@comnet.ca
http://www.comnet.ca/~jkahane


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Group: dqn-list Message: 347 From: john@carcutt.com Date: 7/18/1999
Subject: New DQ Adventures (was:Judges Guild DQ adventures)
Hey Everyone,

GBerman@aol.com mentioned that there wasn't much to choose from when it came to
DQ adventures. Most likely, 80% or more of the people on this list have created
adventures from scratch and I bet alot of them were great. It seems to me we are
not using one of the real benefits of having this type of communication.

If each person on this list took an hour or two to put their favorate adventure
down on "paper". Then If Rodger Thorm could make an Adventures folder in the
files area of the egroups site. After some uploading and downloading, we would
have enough materials to keep most of us busy for quite a while.

I'll be the first to go. I did a shirt adventure for Origins this year and
thought it went fairly well. It includes a pit fight in a bar, a mysterious
stranger and temple behind a waterfall with a fairly climatic fight. My only
problem would be determining the best way to write up the adv. so everyone
understands it. If anyone has exerience in doing this, I could use some help.

John(2)


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Group: dqn-list Message: 348 From: GBerman@aol.com Date: 7/19/1999
Subject: submission to DQ
Hi how do I submit to DQ newsletter? :)
--Geoff Berman

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Group: dqn-list Message: 349 From: John Davis Date: 7/19/1999
Subject: New DQ Adventures Reply
An excellent idea. I think some kind of short-hand may be worth using
to cut down on space used. Myself personally (!) have just recently
started writing adventure scenarios in a purely electronic format
format as it seems to take much much longer than written by hand. I
hope this suggestion takes off, anything to get DQ specific adventure
ideas would be a great time saver. Hopefully able to contribute one
or both of the current scenarios i am working, one of which is a
mini-adventure using a 'good' black magic college member (which ties
in nicely to previous discussions)

John
Nottingham, UK.

>>> <john@carcutt.com> 14/July/1999 02:14pm >>>
Hey Everyone,

GBerman@aol.com mentioned that there wasn't much to choose from when
it came to
DQ adventures. Most likely, 80% or more of the people on this list
have created
adventures from scratch and I bet alot of them were great. It seems to
me we are
not using one of the real benefits of having this type of
communication.

If each person on this list took an hour or two to put their favorate
adventure
down on "paper". Then If Rodger Thorm could make an Adventures folder
in the
files area of the egroups site. After some uploading and downloading,
we would
have enough materials to keep most of us busy for quite a while.

. My only
problem would be determining the best way to write up the adv. so
everyone
understands it. If anyone has exerience in doing this, I could use
some help.

John(2)


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Group: dqn-list Message: 350 From: John M. Kahane Date: 7/19/1999
Subject: Re: New DQ Adventures (was:Judges Guild DQ adventures)
Hullo JohnC,

>On Wed, 14 Jul 1999 06:14:31 -0700, john@carcutt.com wrote:

>GBerman@aol.com mentioned that there wasn't much to choose from when it came to
>DQ adventures. Most likely, 80% or more of the people on this list have created
>adventures from scratch and I bet alot of them were great. It seems to me we are
>not using one of the real benefits of having this type of communication.

I suspect that you're quite right in this regard, you know.
I've been running the game system working on 20 years now, and I've
got about 25 or so scenarios that I've actually written up and have
on paper (not diskette, I'm afraid, since computers didn't come into
my home until about ten years ago), and I suspect that there's a lot
of folks out there in the same situation, with lots of modules
floating around.

>If each person on this list took an hour or two to put their favorate adventure
>down on "paper". Then If Rodger Thorm could make an Adventures folder in the
>files area of the egroups site. After some uploading and downloading, we would
>have enough materials to keep most of us busy for quite a while.

Sounds good to me, John. :) I haven't seen anything about
this from Rodger yet, so I'll reserve judgement and see what he has
to say about the matter, and where the files should be posted up.

>I'll be the first to go. I did a shirt adventure for Origins this year and
>thought it went fairly well. It includes a pit fight in a bar, a mysterious
>stranger and temple behind a waterfall with a fairly climatic fight. My only
>problem would be determining the best way to write up the adv. so everyone
>understands it. If anyone has exerience in doing this, I could use some help.

Well, the obvious way to do the write up on the adventure
would be to use the format that we've seen before in adventures like
"The Camp of Alla-Akabar," "The House of Kurin," and "The Treasure of
Socantri." I use something of a variant of those myself, but this
is just a matter of perspective and all.

... Red giant seeks white dwarf for binary relationship.

JohnK
jkahane@comnet.ca
http://www.comnet.ca/~jkahane


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Group: dqn-list Message: 351 From: GBerman@aol.com Date: 7/20/1999
Subject: Re: New DQ Adventures Reply
John, not to toot my own horn, but I am a published author (co-author of
Corporations for Champions). If I can help in anyway, please email me with
details of what you are having problems with.
your sincerely, Geoff Berman

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Group: dqn-list Message: 352 From: John Rauchert Date: 7/22/1999
Subject: Re: New DQ Adventures (was:Judges Guild DQ adventures)
This sounds like a project that DQPA would be willing to support.

If a group of us can come with an adventure writing guide then at least we
know the material will be consistent in format.

John F. Rauchert, Acting President
DragonQuest Players Association


-----Original Message-----
From: john@carcutt.com [mailto:john@carcutt.com]
Sent: July 14, 1999 7:15 AM
To: dqn-list@eGroups.com
Subject: [DQN-list] New DQ Adventures (was:Judges
Guild DQ adventures)

Hey Everyone,

GBerman@aol.com mentioned that there wasn't much to choose
from when it came to
DQ adventures. Most likely, 80% or more of the people on
this list have created
adventures from scratch and I bet alot of them were great.
It seems to me we are
not using one of the real benefits of having this type of
communication.

If each person on this list took an hour or two to put their
favorate adventure
down on "paper". Then If Rodger Thorm could make an
Adventures folder in the
files area of the egroups site. After some uploading and
downloading, we would
have enough materials to keep most of us busy for quite a
while.

I'll be the first to go. I did a shirt adventure for Origins
this year and
thought it went fairly well. It includes a pit fight in a
bar, a mysterious
stranger and temple behind a waterfall with a fairly
climatic fight. My only
problem would be determining the best way to write up the
adv. so everyone
understands it. If anyone has exerience in doing this, I
could use some help.

John(2)



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