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- SKID ROW
-
- presents
-
- QUEST for GLORY II
- Famous Adventurer's Correspondence School
-
-
- ADVANCED ADVENTURING COURSE
-
- So you had to be a Hero?
-
- Now that you've been on your own in the real world of high-
- powered adventuring, you have probably discovered that there is more
- to this hero business than was covered in your Famous Adventurer's
- Correspondence School Handbook. (After all, why should we tell you
- everything at once when we can make big bucks selling you additional
- manuals?)
-
- In your everday Quest for Glory, you are bound to encounter situations
- of such magnitude and unbelievable stress that you probably say to
- yourself, "Maybe I should have taken the Famous Accountants'
- Correspondence Course, instead."
-
- Relax. We here at the Famous Adventurer's Correspondence School
- have the information you need. For just 10 golds, plus 25 silvers
- shipping and handling, we will send you your free copy of the Famous
- Adventurers' Correspondence School's "Advanced Adventuring Manual".
- This manual will help you survive the everyday stress and strain of
- marauding monsters, malicious magic, and corporate managers to
- achieve the acme of your adventuring activities.
-
- You, too, can become an "Advanced Adventurer". Guaranteed, or
- double your money back (minus shipping and handling charges).
-
- FAMOUS ADVENTURER'S
- CORRESPONDENCE SCHOOL
- 12345 Aerris Way
- Silmaria
-
- Table of Contents
-
- How to be an Advanced Adventurer
-
- What is an Advanced Adventurer? ................................... 1
-
- Combat Careers .................................................... 3
-
- Advanced Magic Using .............................................. 5
-
- Wizard's Institute of Technology .................................. 5
-
- Occult Occupations ................................................ 6
-
- Basic Spell Usage ................................................. 7
-
- Advanced Spell Usage .............................................. 8
-
- Advanced Thieving Techniques ...................................... 9
-
- Purloiner's Positions ............................................. 10
-
- Professional Adventuring Organizations ............................ 11
-
- Special Southern Supplement ....................................... 13
-
- Page 1 follows:
- ---------------
-
- How to be an ADVANCED Adventurer
-
- What is an Advanced Adventurer?
-
- When an adventurer becomes bored with bravery, fatigued with fighting,
- or ho-hummed about heroics, it's time to start thinking upward mobility.
- You're in the hero business now, and you can't just rest on your laurels.
- You must explore strange new worlds, seek out new life and new
- civilizations. A hero must boldly go where no man (or woman) has gone
- before - and come back alive.
-
- Advanced Fighting
-
- Now that you've mastered the basics of combat - the thrusty thrust,
- the brash slash, the ordinary parry, and the hodge-podge dodge - it's
- time to discuss the backbone of battle, the essence of the fracas, the
- gist of the joust, the peanut butter and jelly of true pugnacity -
- Strategy and Tactics. As the Old Adventurer would put it:
-
- " You got to know when to fight'em
-
- Know when to be polite to'em,
-
- Know when to dodge away and know when to run
-
- You've got to practice fighting
-
- Any time you're able,
-
- 'Cause there ain't (sic) no time for practice,
-
- When the monsters come."
-
- Now it is true that some people confuse strategy with tactics,
- and vice versa. Here is a simple mnemonic to help you keep straight
- which one is which:
-
- "If it is prophylactic and emphatically didactic, then it's not tactic."
-
- Page 3 follows:
- ---------------
-
- Combat Careers
-
- Career Paths for the Successful Fighter
-
- Warlord
-
- Hero
-
- Paladin
-
- Career Paths for the Not-Quite-So-Successful Fighter
-
- Combat Instructor
-
- Security Guard
-
- Babysitter
-
- Warlord
-
- This is the perfect job for the aggressive, gung-ho type fighter.
- If you have the moxie for mayhem, the obsession for aggression, the
- resolution for revolution, and a few friends, then you, too, can have
- a successful career in pillaging and looting. Imagine yourself at
- the head of an entire army, storming the countryside and leaving only
- havoc in your wake. If you love the smell of naphtha in the morning,
- this is the job for you.
-
- Remember - it's "Loot before pillage, sack before burn".
-
- Hero
-
- To be a Hero is, of course, one of the preferred occupations for
- Fighters of all times and climes. Receiving the adulation of a
- grateful peasantry (and often as not a few members of the fairer -
- which which is to say, preferred - sex) can do wonders for your ego.
- The more substantial rewards from those of means can also be very useful
- when it comes time to advance one's education and career with our
- marvellous Famous Adventurers' Correspondence School supplementary
- materials.
-
- Page 4 follows:
- ---------------
-
- Paladin
-
- The Paladin is the Goody-Two-Shoes of champions and the Dudley-Do-
- Right of defenders. The job is clearly not for everyone. If you are
- willing to be bold for no gold, risk your name without acclaim and
- campaign without gain, this could be the occupation for your emulation.
- A Paladin is a hero's hero (and he can have him). Frankly, Paladins
- constantly become involved in extremely dangerous quests like slaying
- Dragons, and rarely survive long enough (or earn enough) to pruchase
- our all-important F.A.C.S. pamphlets.
-
- Combat Instructor
-
-
- It has often been said that "Those who can, do, while those who
- teach, survive." Of course, this is generally repeated only by those
- who have never taught. Combat instructors, Drill Sergeants, Samurai
- Sensei and others of their ilk have two great advantages over most
- members of the violent vocations - they collect steady pay, and
- eventually Social Security.
-
- Security Guard
-
- If you have pangs about pain, misgivings over martyrdom, and are
- terrified of torture, then the more modest monotony of being a
- watchman may be for you. The security guard's life is fairly free
- of strife, but sadly susceptible to extinction by ennui.
-
- Babysitter
-
- There are few jobs more dangerous, or less rewarding, than that of
- the Combat Nanny. On the whole, you're better off charging Dragons
- than changing diapers.
-
- Page 5 follows:
- ---------------
-
- Advanced Magic Using
-
- Having mastered the basics of magic and gained skill in a few spells,
- it comes the time for a fledging Thaumaturge to figure out what he (or
- she) wants to do with him-(or her-) self. It is all very well and good
- going around impressing the rubes with a few trivial gestures of your
- hands, or broiling a few brigands with your Flame Darts, but merely
- showing off your magic is hardly the be-all, end-all for a professional.
- Besides, it doesn't pay particularly well.
-
- Now is the time to go beyond what you learned in Spellcasting 101.
- If you are tired of low-paying jobs with no security, you need to
- quest for glory. You, too, can be upwardly mobile! It's time to
- start learning some real magic.
-
- The best way to improve the status of your spells is to travel to
- a place where Wizards congregate. Through the city of Shapeir travel
- many experienced magic users on their way to the Wizard's Institute
- of Technocery. This city is thus a good source for advanced scrolls.
- Whether you wish to commit to the study and time it takes to become
- a true Wizard, or just pick up a few incantations, a journey to
- Shapeir is definitely a step up the magical corporate ladder.
-
- Wizard's Institute of Technology
-
- The Wizard's Institute of Technocery, or WIT, is the ultimate
- University of the Occult. Within its ivory towers, the aspiring
- Wizard can learn the inner nature of magic. Of course, it takes time,
- dedication, and a true love of learning to master the many mysteries, to
- become the complete conjuror.
-
- Naturally, the Wizards of WIT do not wish to be found by any riff-
- raff of a would-be wonder-worker. After all, any yahoo can do hoodoo,
- but WIT's hallowed halls are reserved for the few, the proud, the elite -
- the true Wizards. While the entrance to WIT is reputed to be in Shapeir,
- the Institute itself is said to exist on another plane. The entrance is
- well-hidden from all but those meant to find it. If you are among them,
- careful application of your knowledge should soon point the way.
-
- Before you can become a full-fledged student, you will be given a
- series of entrance examinations. Failure is not held against you -
- as long as you are willing to try again. These trials are a learning
- experience in themselves.
-
- Page 6 follows:
- ---------------
-
- Occult Occupations
-
- Career Paths for the Successful Magic User
-
- Royal Magician
-
- Wizard
-
- Archmage
-
- Career Paths for the Not-Quite-So-Successful Magic User
-
- Court Jester
-
- Computer Programmer
-
- Corporate Magician
-
- Royal Magician
-
- While perhaps not the most prestigious of possible professions for
- the profound prestidigitator, the position of palace performer is
- preferable to pecuniary paupacy. More precisely, it pays.
-
- Wizard
-
- Weigher of wonders, theorist of thaumaturgy, mediator on mysteries,
- the wandering Wizard is a savant of sorcery, a watcher of weird, and an
- academician of enchantments. Delving deep in mystical manuscripts, the
- Wizard seeks to know the True Meaning of Life, the Universe, and how
- to do the voodoo that the Zulu do to you.
-
- Archmage
-
- The Archmage is the epitome of Power. the elite of enchanters, the
- creme de la creme of conjurers, the nonpareil of necromancers.
- Archmages are pretty hot stuff, in fact.
-
- Court Jester
-
- Whilst not as dignified as some of the other occupations. Court
- Jesters, Stage Magicians and street entertainers have one thing that
- makes them the envy of other professions - an audience. Having someone
- to appreciate the subtle spin-
-
- Page 7 follows:
- ---------------
-
- ning of a spell, the incalculable incoherence of your incantations,
- or just to laugh at your jokes, is well worth the price you pay in
- prestige.
-
- Computer Programmer
-
- Just because you are incompetent at incantations, klutzy at
- conjurations, or a dud at divination does not mean you can't work
- magic. You, too, can have a successful career in computer programming.
- Just send away to our Famous Computer Programmer's Correspondence
- School for further details.
-
- Corporate Manager
-
- If you prefer the power of the pretty bureaucrat - having people
- constantly wait upon you, passign down directives on Wednesday
- which must be completed by Tuesday, and sitting in an air-conditioned
- office while less clever Magic Users are flame-broiling fiends in the
- hot Summer sun - then the job of Corporate Manager is for you. Let
- others do your work for you. Even the simplest Calm spell is more
- sufficient to make friends and influence people, encouraging those of
- lesser ability (such as Computer Programmers) to work long hours of
- unpaid overtime on your behalf.
-
- Basic Spell Usage
-
- The more skill a Magic User has with a spell, the greater the
- effect and duration of the spell.
-
- Calm
-
- This was developed for avoiding awkward situations, such as physical
- combat. It relaxes the natural aggressive tendencies of things in the
- area of the spell for a short duration. Once in actual combat, however,
- it is ineffective. A calmed opponent will just calmly eat you.
-
- With advanced skills in this spell, it is possible to calm even non-
- living things.
-
- Dazzle
-
- Erasmus's Razzle Dazzle produces a bright flash of magic which
- temporarily blinds an opponent. This, of course, presupposes that
- the opponent has eyes.
-
- Detect Magic
-
- This spell is used to perceive an aura of magical power which
- surrounds objects which have had spells cast upon them. It can also
- be used to find invisible creatures and things.
-
- Page 8 follows:
- ---------------
-
- Flame Dart
-
- This offensive spell projects a ball of magical fire towards an
- object.
-
- Open
-
- This intially is useful fo unlocking simple locks, but can be used
- to open doors when the caster is sufficiently skilled. Unfortunately,
- it will not affect most magical locks or doors, or those doors barred
- on the other side.
-
- Trigger
-
- R. Roger's Reactivating Ritual, or "Trigger", is used to 'set off'
- operating magical spells already cast upon some object. Thus a Magic
- User can avoid damage from magical traps. Trigger can sometimes be
- used to both 'turn on' and 'turn off' certain spells.
-
- Zap
-
- The Leyden's Latent 'Lectrical Discharge spell, or 'Zap', allows a
- caster to place magical energy upon a weapon. This is released when
- the weapon strikes an opponent, increasing the amount of damage.
-
- Advanced Spell Usage
-
- Force Bolt
-
- Aronson's Arcane Arbalest of Action and Reaction, or 'Force Bolt',
- is a magical globe of energy which is used to push against something in
- the distance. Becasue it can 'bounce' off an object, it can be used
- against things not in direct line of sight. When properly aimed, a
- Force Bolt can be made to bounce several times before releasing all
- of its energy. It may be used as an offensive spell.
-
- Levitate
-
- Ellen's Enchanted Elevator, or 'Levitate', spell allows the spell
- caster to move up and down at will. This is ideal for getting the
- book you need off the top shelf of your library or for dusting the top
- of your refrigerator. This spell continually drains the caster's Spell
- Points while in use.
-
- Reversal
-
- Kirkov's Cosmic Karma Cookies or 'Reversal' reflects offensive
- spells back upon the caster. Cast this spell before entering magical
- combat. It should be noted that when two opposing Magic Users both
- use this spell, the results can be very dangerous to spectators.
-
- Page 9 follows:
- ---------------
-
- Advanced Thieving Techniques
-
- Warning: If you have not studied the F.A.C.S. Cutpurses' Curriculum, do
- NOT read this section! This contains classified, top-secret
- information for Theieves' eyes only.
-
- You have your toolkit and the skill to unlock the securest safe,
- the stealth to sneak by the surliest security guards, and the dexterity
- to direct your dagger to your desired destination. You practice
- daily; honing your skills every chance you get to create that finely
- tuned machine that is your body. Now it is time to talk about the
- tools of the trade.
-
- Rope - In the words of the immortal Sam 'the Man' Ganges, "You
- gotta scope the rope if you wanta cope."
-
- Oil - This is often overlooked as an essential part of the thief's
- equipment, but it happens to be very handy. Squeaky hinges on
- cabinets and doors can create the creak that causes the cops to
- capture a crook. Oiling hinges reduces the noise considerably.
- Oil is also useful for moving heavy objects.
-
- Thief Sign - The recognition signal used among Thieves is one of
- the most closely-held secrets of the Consolidated Thieves' Guilds.
- But you are a Thief, right? No peeking now, the rest of you!
-
- O.K. To make the top-secret Thieves' sign, first place your thumb
- upon your nose with the hand held perpendicular to your face, and
- the fingers outspread. Then wiggle your fingers while focusing
- your eyes upon your thumb and patting your belly with your free
- hand. You should make the sign whenever you believe yourself to be
- in the presence of a fellow practitioner. However, you should be
- aware that not all politicians will recognize this symbol - some
- of them are scabs.
-
- Improvisation - There does come a time when even the best of thieves
- gets caught without his equipment, and he really needs to open a lock.
- True, you may be standing before a locked door at the dead-end of a
- corridor of the castle of the black prince who has sworn an oath
- to torture all thieves, with his two neanderthal guards marching
- towards you, only to discover that you left your lockpick in the
- shirt that you sent to the laundry this morning, but it is very
- important in this sort of situation not to panic. Analyse the
- situation. Is the door simply latched on the other side? If so,
- a simple insertion of your Thieves' Guild card should flip the latch.
- Is the door unlockable with a skeleton key? Then any thin, metal
- probe such as the pin that was in the black prince's feathered hat
- which you just happen to find in
-
- Page 10 follows:
- ----------------
-
- your backpack can be used to click the lock. Is the door firmly
- bolted on the other side and does it resist all your attempts at
- breaking it down? Then put the hat of the black prince on your
- head covering most of your face, stroll towards the guards,
- give them a lecture about their appearance, telling them not to
- slouch, letting them know that you will not tolerate sloppiness,
- and then push on past, leaving them to think that the black
- prince has poor taste in clothes combinations. All you need is a
- little imagination, and you can get through any situation.
-
-
-
- Purloiner's Positions
-
- Career Paths for the Successful Thief
-
- Playboy
-
- Chief Thief
-
- Godfather
-
- Career Paths for the Not-Quite-So-Successful Thief
-
- Tax Accountant
-
- Politician
-
- CEO
-
- Playboy
-
- What thief can't imagine himself (or herself) in a fancy oceanside
- resort, gambling and gallivanting by day with beautiful (or handsome)
- members of the opposite (or whatever) sex unable to keep their hands
- off you, and steathily sneaking by night into the cabins of the rich
- tourists and accumulating more wealth to fritter away the next day?
-
- Chief Thief
-
- Rising to the head of the of the Thieves' Guild is high status in
- this workaday world. To gain this coveted position, it is important
- to have contacts. Be sure to impress any Chief Thieves you meet and
- go out of your way to demonstrate your talents. Remember, it's not
- who you know, it's whether they know you.
-
- Page 11 follows:
- ----------------
-
- Godfather
-
- To really become a Godfather, it helps to have plenty of relatives.
- You must learn to use bad grammar and mumble when you speak. Above all,
- be generous. If someone has something you want, make him an offer he
- can't refuse.
-
- Tax Accountant
-
- If you think juggling figures and balancing budgets doesn't
- take a lot of agility, try it someday. For a real test of agility,
- try balancing two sets of books!
-
- Politician
-
- It's a dirty job, but somebody's got to do it.
-
- CEO
-
- See politician.
-
- Professional Adventuring Organizations
-
- Adventurer's Guild
-
- This place is where adventurers can get together, relax, and chat
- about monsters. It is a good place to catch up with the local gossip
- and to learn about local employment situations. Be sure to sign in
- when you first enter a strange town to give yourself official
- Adventurer Status. Otherwise, the locals might mistake you for
- a vagrant and have you arrested. It's an easy mistake.
-
- Eternal Order of Fighter (EOF)
-
- This organization is for real Heroes. This means no pansy Magic Users
- or slimy Thief scum will be admitted. Only the best and the baddest
- can join the 'Eternal Order of Fighters'. You got to have true grit
- and heavy mettle. We're glad you're bad and we're keen you're mean.
- "EOF - The Guts, The Glory, The Greatest!" Membership by invitation only.
-
- Thieves' Guild
-
- This benevolent organization provides a thief with the comfort of a
- home away from home. Where else can you relax in public knowing noone
- is looking through the Wanted ads for you? Where else can you be certain
- the jolly
-
- Page 12 follows:
- ----------------
-
- stranger next to you is attempting to pick your pocket? How else can
- you be bailed out of a strange jail?
-
- The way to locate the local Theives' Guild is to contact a local
- thief by use of the Thieves' Sign. Once you have found the guild and
- identified yourself, it is not uncommon to be asked to prove your
- identity. A simple test is often given to prove your worth to the
- organization. Accomplishing this trial will improve your position
- in the guild. Failing the test will earn you the rank of 'convict.'
- It is recommended that you do not fail.
-
- Page 13 follows:
- ----------------
-
- Special Southern Supplement
-
- The Land of Shapeir
-
- Shapeir is a small Sultanate in the South. It consists of two
- major mountain ranges surrounding a desert of sand dunes. Its climate
- is arid and extremely hot in the Summer. It has two major cities:
- the capital, Shapeir, in the north, and Raseir in the south. Shapeir's
- principal income is from imports and exports as it is along a major trade
- route. It is noted for its exotic scenery and fascinating bazaars.
-
- Background and History
-
- The twin citied were built around Katta settlements (see Sentients of
- Shapeir) protected by mountain barriers. Magical springs which never
- run dry create the central fountains of the cities. Both Raseir and
- Shapeir were designed as mirrored cities, with the Sultan's Palace in
- Shapeir, and the Amir's in Raseir.
-
- Some thousand years ago, a Marid called Iblis (see Djinn) attempted
- to rule the world and turn all men to slaves. He created a city in the
- desert and tried to summon the Djinn to his side. The Sultan Suleiman bin
- Daoud in turn summoned all the magical Djinn he could bind, and a great
- war occured. Iblis was defeated and bound into the form of a statue.
- Ruins remain near Raseir of what is now called the 'Forbidden City.'
-
- The Sultan is the absolute ruler of the realm. The current Sultan,
- Haruan alRashid, is noted for his wisdom and judgement. The Emir is the
- governor of Raseir. During the past year, The Emir of Raseir is rumored
- to have disappeared, and there have been diquieting tales about the
- current political situation.
-
- Page 14 follows:
- ----------------
-
- Desert Survival
-
- Water - Without it, you are just a heap of bones covered with sand. It
- is best to carry several waterskins when traveling in the desert.
- Water is available in the cities and at occasional oasis.
-
- Saurus - The friend you can depend upon for roaming the dunes. This
- creature makes an excellent mount. It is fearless, loyal, and quick
- to defend its master against monsters. It is obedient and willing to go
- wherever its master wishes. Most critically, it can always find its
- way back to the place where it is stabled, so it never gets lost. A
- properly trained Saurus will understand such simple commands as
- "go home," "Stay," and "Get off my foot." Your Saurus - Don't leave
- town without it.
-
- Caravans - For long distance travel of any sort, it is best to join a
- caravan.
-
- Money
-
- The basic coin of the realm is the Dinar, a gold coin equal in value
- to the gold coin of Spielburg. The people of Shapeir also use centimes,
- which are small brass disks. The current rate of exchange is one silver
- to ten centimes, and ten silvers (or one gold) to one dinar.
-
- When visiting the city of Shapeir, it is wisest to first seek out a
- Money Changer, who will exchange your coins. This person will usually
- retain a small percentage as an exchange fee.
-
- Sentients of Shapeir
-
- There are several intelligent races associated with this region.
-
- Humans
-
- Humans are a relatively new race to this area. They created the cities
- and towns which occasionally dot the landscape of Shapeir.
-
- Gnomes
-
- Small humanoids with a frivolous outlook on life. Gnomes, as
- always, go anywhere they choose to go in order to have fun. Since
- mankind seems to be the butt of many of their jokes, wherever humans
- congest, Gnomes are pests, as they frequently know magic. If you
- become the victim of one of their practical jokes, it is best to grin
- and bear it.
-
- Katta
-
- Katta are small feline-like humanoids which have adapted well to
- dealing with human society. They resided for centuries in the region around
- where Raseir was built., but are now found throughout the Southern
- regions. They are gifted artisans and talented merchants.
-
- Page 16 follows:
- ----------------
-
- Centaurs
-
- Half horse and half human, the Centaurs roam the deserts of Shapeir
- in nomadic herds. They make excellent guides for this region, since they
- take pride in knowing the desert like the tips of their tails. Centaurs
- are extremely honorable, but have no sense of humor. They do not get
- along well with Gnomes.
-
- Liontaurs
-
- The Liontaur looks like a cross between a human and a lion. They
- reside primarily to the south of Shapeir in their great kingdoms of
- Tarna. Occasionally a young male will wander into the Shapeir lands.
- Liontaurs are fierce fighters and very proud, so it is best not to
- annoy them.
-
- The Land of Enchantment
-
- When Shapeir is called the 'land of enchantment', it is not simply
- a motto. There are many magical beings residing here.
-
- Djinn
-
- Djinn and their relatives, the Djinn, Shaitan, Ifreet and Marid,
- are magical creatures of high intelligence found primarily around the
- lands of the Shapeir. They are all shape-changers, but most frequently
- take man-like forms. They are occasionally found trapped in items such
- as bottles and rings. Releasing a Djinni from such an item can be very
- dangerous.
-
- Djann take the shape of animals, live in the mountainous
- areas, and are seldom seen.
-
- Djinn are commonly associated with air. Tales are told
- of wishes being granted to whomever releases a Djinn from
- an item. Tales are also told of the Djinn destroying the
- one who released him.
-
- Shaitan prefer to live around streams and running water.
- As this is an extremely arid region, Shaitan are
- extremely rare.
-
- Ifreet are fiery creatures that prefer the remote dunes
- of the desert.
-
- Marid are the most powerful of all the Djinn.
-
- Page 18 follows:
- ----------------
-
- Enchanted Creatures
-
- Much of the magic in Shapeir has to do with shape-changing. It is
- not uncommon for humans to be turned into animals, animals into humans,
- and snakes into Trademark Lawyers. It is wise to be wary around Wizards
- and Djinn to avoid this occupational hazard.
-
- Endemic Monsters of the Desert Regions
-
- Creatures endemic to the desert regions have one outstanding
- characteristic - they are tough to kill. The evolutionary reasons
- for this are rather obvious. A monster, as always, is defined as
- "that which attacks before asking questions".
-
- Jackalman
-
- Jackalmen are jackal-like humanoids that revel in packs. They are
- cunning and prefer to attack things previously wounded.
-
- Brigand
-
- Desert brigands roam the desert in search of unwary travelers
- to waylay. They are tough fighters and experts at desert survival.
- Tribes of brigands occasionally band together to attack caravans.
-
- Griffin
-
- The griffin is a highly intelligent creature which seldom attacks
- humans. However, this cross between an eagle and a lion is a
- ferocious fighter, and is extremely tough. it is difficult to kill,
- and will retreat from battle if seriously injured. Once its anger
- has been aroused, however, it will not forget an enemy. Griffins
- can be found nesting on the rocky ledges of the mountains surrounding
- the desert regions.
-
- Terrorsaurus
-
- This is an extremely quick-footed creature well adapted for racing
- down and disemboweling prey with the deadly claws upon its hind feet.
- Like most species of sauruses, this one is not noted for its brains.
-
- Moose
-
- The rare southern desert Moose, a benevolent and fraternal creature,
- is frequently found congregating in groups around a drinking hole.
- It is extremely dangerous to approach at such a time, since you will
- probably be forced to wear a silly hat and be dunked into the pool.
- It is also advised to avoid the stampede when the Moose discover that
- the only thing to drink is water.
-
- Page 20 follows:
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-
- Scorpion
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- The giant black desert Scorpion is one of the deadliest creatures
- upon the sands. Its claws are capable of inflicting deep wounds.
- The tail has a stinger which contains a deadly poison. One sting
- brings death to the one stung. Anti-venom pills are available, but
- are of no avail against multiple stings. Unless a fighter has an
- extremely good defense against the tail, he or she should avoid this
- monster. Retreat from combat usually means a stab in the back.
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- Magical Creatures
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- Elementals
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- Elementals are created by magical spells placed upon the primal
- elements of Earth, Air, Water, Pizza and Fire (Some theoreticians
- suggest that there are only four real elements, but most modern
- scholars agree that fireis undoubtedly a basic element). The Elementals
- have the characteristics of their associated element.
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- Masikh
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- This distant relative of the Djinn is frightening and dangerous
- to encounter. It is invisible, distinguished only by the movement in
- the sands and the fearful reactions of animals in their vicinity.
- Ghouls
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- Supernatural creatures of the undead which prey upon the living.
- The very touch of one's claws has a chilling effect upon the victim
- similar to frostbite. The more wounds the ghoul makes, the more the
- victim's movements are slowed, until he finally collapses. It is best
- to avoid damage from Ghouls entirely.
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