Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Dark Sun, help

Salve a tutti.
Tempo fa qualcuno spedi in questo newgroup una "presentazione" molto ben
fatta del mondo di Dark Sun.
L'avevo salvata su file, ma il file č danneggiato, cosě l'ho cercata
(inutilmente) su Neuromante, ma non sono riuscito a trovarla (dopo essermi
passato qualche migliaio di file^_^).
Mi piacerebbe darla ai miei giocatori, perchč mi sembrava molto riassuntiva
e interessante, e perchč non avevo voglia di farne una io.. :).
Se per favore qualcuno mi potrebbe dire dove recuperarla o rispedirmela mi
farebbe un grosso favore, dato che la prossima volta farň una partita
introduttiva ad Athas.
grazie in anticipo
ciao ciao
paolo
You are NOT a munchkin if you have a Potion of Plant Control.
You MAY be a munchkin if you have a Potion of Giant Control.
You ARE a munchkin if you have a Potion of DM Control.

 You ARE a munchkin if you have a Potion of DM Control.
ma te le inventi sul momento o hai un file con sta roba?  non è che se ne
hai una collezzione me la manderesti? :)
--
Konx the konx-structor
Gemellino virtuale di Marcy
IHGGer 1016, IHGGDer 27, IAFBer ???
ICQ uin: 99410344, 
cesc...@libero.it


Anke me ,grazie.
Jaxarle

 hai una collezzione me la manderesti? :)
Fanno tutte parte del Munchkin Test ^_^. Ve lo mando in questa mail, cosě lo
potete leggere tutti. E' molto lungo, ma Imho, ne vale davvero la pena :).
ciao ciao
paolo
THE MUNCHKIN TEST
I think that, with the word "munchkin" tossed around so much, we need a few
guidelines to determine who the
munchkins actually are. How about these (note that comments enclosed in
"***" are comments that were made at a leter time):
(1) You are NOT a munchkin if you roll 3d6 for stats.
You MAY be a munchkin if you roll 4d6 and drop the lowest.
You ARE a munchkin if you roll 4d6 and keep *all four*.
***So where does that leave my 5d6 discard lowest system then?***
(2) You are NOT a munchkin if you play a fighter with a normal sword.
You MAY be a munchkin if you play a fighter with a +5 sword.
You ARE a munchkin if you play a *thief* with a +5 sword.
(3) You are NOT a munchkin if your familiar is a black cat.
You MAY be a munchkin if your familiar is an imp.
You ARE a munchkin if your familiar is an intelligent, spell casting Sphere
of Annihilation.
(4) You are NOT a munchkin if you can kill an orc in one round.
You MAY be a munchkin if you can kill a tribe of orcs in one round.
You ARE a munchkin if you can kill Orcus in one round.
(5) You are NOT a munchkin if you play a half-orc.
You MAY be a munchkin if you play a half-elf.
You ARE a munchkin if you play a half-tarrasque.
***You know, this sounds really funky. I must give it a go next time I
find a DM dumb enough to let me play it.***
(6) You are NOT a munchkin if you have a Decanter of Endless Water.
You MAY be a munchkin if you have a Rod of Treasure Detection.
You ARE a munchkin if you have a Ring of Infinite Wishes.
(7) You are NOT a munchkin if you have a Potion of Plant Control.
You MAY be a munchkin if you have a Potion of Giant Control.
You ARE a munchkin if you have a Potion of DM Control.
***Otherwise known as giving the DM a bottle of Famous Grouse before
the game.***
(8) You are NOT a munchkin if you say... "Wow... I've never even heardn of
that magic item..."
You MAY be a munchkin if you say... "Those are great... too bad I used up
the other one I found"
You ARE a munchkin if you say... "Put it in the bag with the other ones..."
(9) You are NOT a munchkin if you mourn a character's death.
You MAY be a munchkin if you don't mourn a character's death.
You ARE a munchkin if you don't understand the concept of charcter death.
(10) You are not a munchkin if you know of a Wand of Wonder.
You may be a Munchkin if you use a Wand of Wonder.
You are a munchkin if you MADE a Wand of Wonder.
(11) You are not a munchkin if you enjoy adventuring in towns.
You may be a munchkin if you don't enjoy adventuring in towns.
You are a munchkin if you enjoy removing towns from the map.
(12) You are not a munckin if your favourite AD&D weapon is a Rapier.
You may be a munchkin if your favourite AD&D weapon is a Vorpal Sword.
You are a munchkin if your favourite AD&D weapon is a shotgun.
(13) You are not a munchkin if you make characters up for enjoyment.
You may be a munchkin if you make characters up for something to do.
You are a munchkin if you make characters up to use up all the 18's
you "rolled".
(14) You are not a munchkin if you based a character on Catti-Brie.
You may be a munchkin if you based a character on Drizzt do-Urden.
You are a munchkin if you based a character on Lloth.
(15) You are not a munchkin if you own many AD&D supplements.
You may be a munchkin if you own ALL AD&D supplements.
You are a munchkin if you owned all AD&D supplements before you
started playing AD&D.
(16) You are not a munchkin if you fear the Tarrasque.
You may be a munchkin if you defeated the Tarrasque.
You are a munchkin if you domesticated the Tarrasuqe.
(17) You are not a munchkin if you haggle over the price of a room.
You may be a munchkin if you haggle over the price of the Inn.
You are a munchkin if you don't need to haggle over the price of the
Inn.
(18) You are not a munchkin if you play a Human Cleric.
You may be a munchkin if you play an Elven Bard.
You are a munchkin if you play an Illithid Psionicist.
(19) You are not a munchkin if you cast Magic Missile.
You may be a munchkin if you cast Chain Lightning.
You are a mucnhkin if you cast Chain Minute Meteors.
(20) You are NOT a munchkin if your heart has been broken by an elf
maid.
You MAY be a munchkin if you sword has been broken decapitating a
dragon.
Your ARE a munchkin if a Tarrasque has been broken running into you.
(21) You are NOT a munchkin if your bard writes bad poetry.
You MAY be a munchkin if your PC writes Royal Edicts.
You ARE a munchkin if your PC wrote the Bible.
(22) You are NOT a munchkin if your cleric prays to Ilmater.
You MAY be a munchkin if your cleric prays to Bane.
Your ARE a munchkin if Bane prays to your cleric.
(23) You are NOT a munchkin if your PC dreams of someday meeting
Elminster.
You MAY be a munchkin if your PC dreams of someday being Elminster.
You ARE a munchkin if your PC vaguely remembers killing Elminster.
(24) You are NOT a munchkin if your fighter is a Peasant Hero.
You MAY be a munchkin if your fighter is a Samurai.
You ARE a munchkin if your fighter is a Cavalier.
(25) You are NOT a munchkin if your mage has 20 Charisma.
You MAY be a munchkin if your mage has 20 Dexterity.
You ARE a munchkin if your mage has 20 Strength.
(26) You are NOT a munchkin if you quest to kill young red dragons.
You MAY be a munchkin if you quest to kill ancient red dragons.
You ARE a munchkin if you randomly encounter ancient red dragons.
(27) You are NOT a munchkin if you wield two daggers.
You MAY be a munchkin if you wield two scimitars.
You ARE a munchkin if you wield two halberds.
(28) You are NOT a munchkin if you ride a mule.
You MAY be a munchkin if you ride a heavy warhorse.
You ARE a munchkin if you ride a Nightmare.
(29) You are NOT a Munchkin if you say "It looks like a big ball!".
You MAY be a Munchkin if you say "It looks like a ball with tentacles
and eyes!"
You ARE a Munchkin if you say "It looks like a Beholder, and it's eyes
do death ray, disintegrate, color spray...."
(29a)You are not a Munchkin if you say "It looks like a ball with
tentacles and eyes!"
You MAY be a Munchkin if you say "It looks like a Beholder, and it's
eyes do death ray, disintegrate, colour spray...."
You ARE a Munchkin if you say "It's a Beholder and now I can make
wands that do death ray, disintegrate, color spray...."
(30) You are not a munchkin if you play a human enchanter.
You might be a munchkin if you play an elven invoker with the maximum number
of fireballs allowed.
You are a munchkin if you play a vampire
transmuter/necromancer/invoker/abjurer/enchanter/illusionist.
(31) You are not a munchkin if you wear chainmail+1.
You might be a munchkin if you wear platemail+10. ***D&D, not AD&D***
You are a munchkin if you prefer a tank to armor.
(32) You are not a munchkin if you flee from beholders.
You might be a munchkin if you launch acid arrows at beholders at
close range.
You are a munchkin if you launch ice storms at beholders at close
range.
(33) You are not a munchkin if you prefer leather armor over
chainmail.
You might be a munchkin if you cast detect magic on every armor you
have found.
You are a munchkin if you design a spell that tells you how many
plusses a magic suit of armor has.
(34) You are not a munchkin if you like improved invisibility spells.
You might be a munchkin if you prefer only 9th level spells.
You are a munchkin if you prefer to design your own 90th level spells.
(35) You are not a munchkin if you think your party could destroy a
lich.
You might be a munchkin if you think you could beat a lich
singlehandedly.
You are a munchkin if you think you could beat a dracolich
singlehandedly.
(36) You are not a munchkin if you post messages about fighting
tarrasques on Usenet.
You might be a munchkin if you design a webpage on how to beat
tarrasques.
You are a munchkin if you can't figure how to get Usenet and WWW over
your Nintendo.
(37) You are not a munchkin if you like a good brawl with a group of
orcs on occasion.
You might be a munchkin if you enjoy a good brawl with a group of
vampires on occasion.
You are a munchkin if you get bored with brawling with a family of
shadow dragons.
(38) You are not a munchkin if you think Raistlin Majere is the
world's greatest mage.
You might be a munchkin if you think you are the world's greatest
mage.
You are a munchkin if you never really considered you might not be the
world's greatest mage.
(39) You are not a munchkin if your familiar is a frog.
You might be a munchkin if your familiar is a dragon.
You are a munchkin if your familiar is Nuitari
(40) You are not a munchkin if you play AD&D with the core books only.
You might be a munchkin if you play AD&D with all the player and DM
option books.
You are a munchkin if you play AD&D with real weapons and LSD in a
steam tunnel.
(41) You are not a munchkin if your favorite magic item is your cloak
of elvenkind.
You might be a munchkin if your favorite magic item is your ring of
wishes.
You are a munchkin if your favorite magic items are all ten of your
Orbs of Dragonkind.
(42) You are NOT a Munchkin if your mage has a Spellbook
You MAY BE a Munchkin if your mage has several Spellbooks
You ARE a Munckin if your mage has Elminster's Spellbooks
***(alternate) You ARE a Munchkin if your mage doesn't NEED a
Spellbook***
(43) You are NOT a munchkin if you *slay* a drow
You MAY BE a munchkin if you *play* a drow
You ARE a munchkin if you play a drow who's retained his/her innate
abilities on the surface, weild two swords in battle, and get 63
attacks per round
(44) You are NOT a munchkin if you've seen Elminster's Tower
You MAY BE a munchkin if you've been in Eliminster's Tower
You ARE a munchkin if you live in Elminster's Tower
(45) You are NOT a munchikin if you cast cantrip to clean a room
You MAY be a munchkin if you cast unseen servant to clean a room
You ARE a munchkin if you cast wish to clean a room
(46) You are NOT a munchkin if you have never spoken to your diety
You MAY be a munchkin if you've spoken once with your diety
You ARE a munchkin if you have your dieties cell phone number
(47) You are NOT a munchikin if you have no 18's
You MAY be a munchikin if you have one or two 18's
You ARE a munchikin if 18 is your *lowest* stat
(48) You are NOT a munchkin if you've *found* a few magic items.
You MAY be a munchkin if you've *bought* a few magic items.
You ARE a munchkin if you've *sold* a few magic items.
(49) You are not a munchkin if you find an artifact.
You might be a munchkin if you use an artifact regularly.
You are a munchkin if you got tired of your artifact*s* long ago, so
you ordered Odin to make you a new one.
(50) You are NOT a munchkin if your party has seen few magical items
by 5th level
You MAY be a munchkin if your party has seen many magical items by 5th
level
You ARE a munchkin if your party has seen all magical items by 5th
level
(51) You are NOT a munchkin if your corpse is animated.
You MAY be a munchkin if your corpse is resurrected.
You ARE a munchkin if all of your characters remove a toe to be used
for resurrection in case your body can't be recovered.
(52) You are NOT a munchkin if your 3rd level character finds a Ring
of Warmth.
You MAY be a munchkin if your 3rd level character finds a Bag of
Holding.
You ARE a munchkin if your 3rd level character finds a Deck of Many
Things.
(53) You are NOT a munchkin if your character has a keep.
You MAY be a munchkin if your character has an island palace.
You ARE a munchkin if your character has an other-dimensional realm.
(54) You are NOT a munchkin if you've heard of an artifact...and fear
it.
You MAY be a munchkin if you've found an artifact...and used it.
You ARE a munchkin if you've inherited an artifact...and traded up.
(55) You are NOT a Munchkin if your name is Bob the Plain
You Might be a Munchkin if your name is Belthar The Stupendious
You Are a Munchkin if your name is Gandalf The White
(56) You are NOT a munchkin if you kill a kobold to get the last xp
for a level
You MIGHT be a munchkin if you kill a dragon to get the xp needed to
go up a level
You ARE a munchkin if you set out to "Clean a level of the Abyss" to
gain a level
(57) You are NOT a munchkin, if your name is stupid bob
You MIGHT be a munchkin, if your name is bob the stupendous
You ARE DEFINATELY a munchkin, if your name is Stupendous Man, a.k.a.
Calvin
(58) You are NOT a munchkin if you have a wand of fire.
You MAY be a munchkin if you have a staff of wizardry.
You ARE a munchkin if each of your apprentices carries a golfbag of
wand and staves.
(59) You are NOT a munchkin if your cleric is over 10th level.
You MAY be a munchkin if you have an expensive temple built for you.
You ARE a munchkin if the maintenance costs on your temple exceed the
GNP of Germany.
(60) You are not a munchkin if you think a tanar'ri is something you
don't want to meet on a dark night.
You might be a munchkin if you think an occasional tanar'ri is good
for racking up experience.
You are a munchkin if you think tanar'ri pelts run far too expensive
for the little effort you put into acquiring them...
(61) You are not a munchkin if your elven fighter has elven
chainmail+1.
You might be a munchkin if your dwarven cleric has elven chainmail +3.
You are a munchkin if your human fighter has infravision, can detect
secret doors, and can cast spells...
(62) You are not a munchkin if you wear Plate Mail.
You may be a munchkin if you wear Elven Full Plate +5, and you're a
halfling.
You are a munchkin if you wear Ancient Gold Wyrm Dragonskin Armor +5,
and you are a Grey Elf Bladesinger.
(63) You are NOT a munchkin if your 5th LvL party sees an ancient
black dragon and says "Run away!"
You MAY be a munchkin if your 5th lvl party sees an ancient black
dragon and says "We'll probably all die but think of the
glory,treasure and fame if we succeed in ambushing and killing it!"
You ARE a munchkin if your 5th level party sees an ancient black
dragon and says "Been there, done that!"
(64) You ARE a munchkin if you're the lovechild of Elminster and The
Simbal.
(64a)How about this for the previous 2 steps on # 64?
You ARE NOT a munchkin if you're a low level diviner
You MIGHT be a munchkin if you're a high level invoker
(64b)You Might be a munchkin if you're a high level fighter/invoker
(65) You Are NOT a Munchkin if Your Race is Halfling
You May be a Munchkin if Your Race is Troll
You Are a Munchkin if Your Race is Q
(66) You are NOT a Munchkin if you roll 3d6 for characteristics
You May be a Munchkin if you roll 4f6 12 times, and take the highest 6
You Are a Munchkin if you roll characteristics in such a way as to
have a 1 in 15 chance of an 18.
(67) You are not a munchkin if your characters are of all different
classes.
You may be a munchkin if your characters are usually the same class.
You ARE a muchkin if the only difference between your characters is
the name.
(68) You might be a munchkin if you ask your DM for a SECOND Pit Fiend
familiar.
(69) You are NOT a munchkin if, when you meet an ancient red dragon
you scream and run away
You MAY be a munckin if, when you meet an ancient red dragon you hide
till it leaves then run away with all the treasure you can carry
You ARE a munchkin if you walk up to an ancient red dragon and tell
him "look, give me your treasure or I'll skin you alive"
(69a)You are NOT a munchkin if you do this (#69 - last) and end up as
dragon steak. <G>
(69b)You are the mother of all munchkins if you walk up to an ancient
red dragon and tell him "look, give me your treasure or I'll skin you
alive" And the dragon listens.
(70) You are NOT a munchkin if your character learns from experience.
You MAY be a munchkin if your character doesn't need experience.
You ARE a munchkin if experience learns from your character.
(71) You are NOT a munchkin if you fight for your kingdom.
You MAY be a munchkin if you fight against your kingdom.
You ARE a munchkin if your kingdom fights for you.
(72) You are NOT a munchkin if you own a sword +1.
You MAY be a munchkin if you own a sword +5.
You ARE a munchkin if you created a sword +5. (NB. This actually
happened in my campaign once - on mystara, Jasaper, Broadsword +5,
Wish once per year, adamantite blade, +7 vs Demons, the Eye of Traldar
fixed on the pommell... MUNCHKIN GAME!)
(73) You are NOT a munchkin if you are scared of Meteor Swarm.
You MAY be a munchkin if you can cast Meteor Swarm.
You ARE a munchkin if the creatures you're fighting are immune to
Meteor Swarm.
(74) You are NOT a munchkin if you journey to other kingdoms.
You MAY be a munchkin if you journey to other planes.
You ARE a munchkin if you journey to other campaigns for dinner with
their gods.
(75) You are NOT a munchkin if your character wears plate armour.
You MAY be a munchkin if your character wears plate armour +5.
You ARE a munchkin if your horse wears plate armour +5.
(76) You are NOT a munchkin if you hunt ogres for their treasure.
You MAY be munchkin if you hunt dragons for their treasure.
You ARE a munchking if people hunt you for your treasure.
(77) You ARE the mother of all munchkins if you journey to other
planes to dine on the gods.
(78) You are the mother of all munchkins if your Great Wyrm gold
dragon wears plate armor +5, of Etherealness.
(79) You are the mother of all munchkins if no creature with a will to
live would dare hunt you for your treasure.
(80) You are not a Munchkin if you are playing a human wizard on Krynn
You may be a Munchkin if you are playing a drow fighter/wizard on
Toril
You are a Munchkin if you are playing an aasimar in Sigil and claim
your Solar father has inherited you all his skills , attributes and
equipment.
(81) You are not a Munchkin in you are playing a fighter wielding a
long sword.
You may me a Munchkin if you are playing a ranger wielding a long
sword +4 and scimitar +2
You are a Munchkin if you are playing a ranger wielding 2 scimitars of
speed and a vorpal dancing 2H sword.
(82) You are not a Munchkin if you are playing a 3rd level paladin.
You may be a Munchkin if you play a 9th level fighter / 15 level
invoker
You are a Munchkin If you play a 17th level eastern monk , 23th level
kensai , 30th level psycoporter and kill the tarrasque, tiamat, orcus
and the dragon of Tyr all in the same combat round using your bare
hands.
(83) You are not a munchkin if you declare you want to destroy the
world you are in, and nobody pays attension.
You may be a munchkin if you declare you want to destroy the world you
are in, and everbody start wondering if you can do it.
You are a munchkin if you declare you want to destroy the world you
are in, and everyone, DM included, start Plane Shifting to a brand new
world.
(83a)This is the tag line attached to #83... it was just too much in
the flavor of this thread to leave out...
`Another World? we just built the last one and he blew it up again?'
Zeus To Odin, on a very friendly outing.
(84) You are NOT a munchkin if your God-PC created worlds just to look
at all the critters move about in it, cuz its so cool
You MAY BE a munchkin if your God-PC created worlds to travel through
and revel in being GOD of that world
You ARE a munchkin if your God-PC creates worlds just to destroy them
for the xps, with the next project already in mind Okay, so it's
debatable whether ANY God-PC should be munchkin by definition, but
hell....
(85) You are NOT a munchkin if you're afraid of Pit Fiends.
You MAY be a munchkin if you valiantly face Pit Fiends.
You ARE a munchkin if you wonder why your DM can't give you something
harder to fight than Pit Fiends.
(86) You are NOT a munchkin if you know stories of artifacts.
You MAY be a munchkin if you have used an artifact.
You ARE a munchkin if you have an artifact named after you.
(87) You are NOT a munchkin if you see a dragon and begin rolling up a
new PC.
You MAY BE a munchkin if you see a dragon and decide to take the 250
XP for your teleport spell.
You ARE a munchkin if you see a dragon and complain because it won't
give you enough XP for the next level, and there's nothing in its
hoard you don't already have anyway.
(88) You are not a munchkin if you were asked to do the dishes.
You might be a munchkin if you can order everybody else to do the
dishes.
You are a munchkin if you ask The God Odin to do the dishes.... and he
ask `How do you want it done?'
(89) (This one is for all the Gygax-haters out there)
You are NOT a munchkin in you play D&D.
You MAY be a munchkin if you memorized D&D.
You ARE a munchkin if you invented D&D.
(90) You are NOT a munchkin if you play a Half Orc.
You MAY be a munchkin if you play an Orc.
You ARE a munchkin if you play Orcus.
(91) You are NOT a munchkin if you take Ancient History as an NWP.
You MAY be a munchkin if you take Weaponsmithing as an NWP.
You ARE a munchkin if you take Ancient History Smithing as an NWP.
(92) You are NOT a munchkin if you ride a Horse.
You MAY be a munchkin if you ride a Griffon.
You ARE a munchkin if you ride a Tarrasque.
(93) You are NOT a munchkin if you ride a Horse.
You MAY be a munchkin if you ride a Dragon.
You ARE a munchkin if you have a Dragon as a pack animal.
(94) You are NOT a munchkin if you fear Death.
You MAY be a munchkin if you fought Death.
You ARE a munchkin if you went to school with Death.
(95) You are NOT a munchkin if you have no 18 stats.
You MAY be a munchkin if you have more than one 18 stat.
You ARE a munchkin if you didn't know that there WERE stats under 18.
(96) You are NOT a munchkin if you dislike Party Wars.
You MAY be a munchkin if you like Party Wars.
You ARE a munchkin if you live for Party Wars.
(97) You are NOT a munchkin if you play a character of the opposite
sex.
You MAY be a munchkin if you have NEVER played a character of the
opposite sex.
You ARE a munchkin if you didn't know there WAS an opposite sex.
(98) You are NOT a munchkin if you fear pain.
You MAY be a munchkin if you enjoy pain.
You ARE a munchkin if you play the Lady of Pain.
(99) You are NOT a munchkin if you got adventure ideas from TOLKIEN
novels.
You MAY be a munchkin if you got adventure ideas from CONAN novels.
You ARE a munchkin if you got adventure ideas from CTHULHU novels.
(100) You may be a munchkin if you have been reading this thread and
don't realize that it is meant to be funny.
(100a) You are not a munchkin if this thread amuses the hell out of
you.
You are a munchkin if you've been reading this thread and taking notes
for campaign ideas.
(100b) You are a Munchkin if you're printing this thread out to put
into your Idea Sourcebook.
(101)You are not a munchkin if your INT is so low that you have to use
stones to count
You might be a munchkin if your INT is high enough to use an abacus
You are a munchkin if you *invented* numbers
(102)You ARE NOT a Munchkin if your character hates priestesses of
Lolth
You MAY BE a Munchki n if your character _is_ a priestess of Lolth
You ARE a Munchkin if Loloth is a priestess of your character
(103)You ARE NOT a Munchkin if you worship the gods
You MAY BE a Munchkin if you think gods don't deserve to be worshipped
from you
You ARE a Munchkin if gods worship you
(104)You ARE the mother of all Munchkins if gods think they don't
deserve to worship you
(105)You MAY be a munchkin if you try to use your wish to create
another Wand of Orcus (an exact replica of the one in your bag)
***MAY???!!!***
(106)You are NOT a munchkin if you can't set fire to a flask of wine.
You MAY BE a munchkin if your flask of wine burns like a flask of oil.
You ARE a munchkin if your flask of wine burns like a 10 HD fireball.
OK, admittedly, this doesn't make as much sense if you haven't been
following the "Famous last words thread".
(107)You are NOT a munchkin if you think munchkins are ridiculously
powerful.
You MAY be a munchkin if you think munchkins are a bit powerful.
You ARE a munchkin if you think munchkins aren't too powerful.
I don't know WHAT you are if you think munchkins are weak.
(108)You are NOT a munchkin if you've reached the 36th level in D&D
You MAY be a munchkin if you've reached the 36th level in AD&D
You ARE a munchkin if you've reached the 36th level of SPELLS in AD&D.
(109)You are NOT a munchkin if your party contains 4 people.
You MAY be a munchkin if your party contains 14 people.
You ARE a munchkin if your party doesn't contain ANY -people-
(110)You are NOT a munchkin DM if the god of your world is Helm.
You MAY be a munchkin DM if the god of your world is PC.
You ARE a munchkin DM if the god of your world is your personal
incarnation...
(111)You ARE a munchkin if your paladin has a teleporting dragon....
(112)You are NOT a munchkin if you roll stat on 3d6.
You MAY be a munchkin if you roll stat on 4d6.
You ARE a munchkin if you roll stats on 6d4.
(113)You are NOT a munchkin if you use a sabre
You MAY be a munchkin if you use two sabres.
You ARE a munchkin if you use a LIGHT SABRE.
(114)You are NOT a munchkin if you need a beltpouch to store your
silver.
You MAY be a munchkin if you need a backpack to store your gold.
You ARE a munchkin if you need a Portable Hole to store your platinum.
(115)You are NOT a munchkin if you gaive gold coins to armourers and
tell them to keep the change:
You MAY be a munchkin if you give gold coins to inkeepers and tell
them to keep the change.
You ARE a munchkin if you give gold coins to beggars and tell them to
keep the change.
(116)You are NOT a munchkin if you tip a barmaid.
You MAY be a munchkin if you tip a priest.
You ARE a munchkin if you tip a God.
(117)You are NOT a munchkin if you keep a list of your kills.
You MAY be a munchkin if you keep a booklet of your kills.
You ARE a munchkin if you find it saves paper to just tick off your
kills in the Monstrous Manual.
(118)You are NOT a munchkin if you need one volume to record all your
spells.
You MAY be a munchkin if you need several volumes to record your
spells.
You ARE a munchkin if you need a laptop Pentium to record all your
spells.
(119)You are NOT a munchkin if you read a Gary Gygax novel.
You MAY be a munchkin if you read ALL Gary Gygax novels.
You ARE a munchkin if you WROTE a Gary Gygax novel. :)
(120)You are not a munchkin if you wear Plate Mail
You MAY be a munchkin if you wear Plate +2
You ARE a munchkin if you wear one of the five ronin armors.
(121)Not necessarily true.
You are NOT a munchkin if you've HEARD of the Five Yoroi (original
name)
You MAY be a munchkin if you WEAR one of the Five Yoroi
You ARE a munchkin if you use the Yoroi to fight Orcs.
(122) **You may be a munchkin if** your weapon is more intelligent
than some of you familiars. Or party members.
(123) **You may be a** munchkin if. . .you can't really remember if
your party members are your friends or
your familiars lunch.
(124) You are not a munchkin if you select, rather than roll, your
character's height, weight and hair colour.
You may be a munchkin if you select, rather than roll, your
character's comeliness and spell book contents.
You are a munchkin if you select, rather than roll, your character's
savings throws and to hits.
(125) You are not a munchkin if you announce your roll, then ask what
you need to hit (save).
You may be a munchkin if you ask what you need to hit (save) before
you roll.
You are a munchkin if you announce you hit (saved) without rolling.
[We rearranged our game room into a circle so the Munchkin had to sit
in plain view of two other people.]
+ THE MUNCHKING +
**Thread started by and the term MUNCHKING created by Dave Brohman**
And the final note....
For times when the term munchkin just won't do, I give you the
MUNCHKING!
How to spot the MUNCHKING!:
- In order to prove he is not a munchkin, he uses his weakest weapon
in combat (a +5 Vorpal Knitting Needle).
- He ride into battle on an Avatar.
- He posts messages with title like "NEW IMPROVED ANONYMITY".
- He spent more time on his .sig than you spent on your masters
thesis.
- He has yet to find a character sheet with enough room for "Level".
- He ticks of his magic Items in the ENCYCLOPEDIA MAGICA to save
trees.
- He wears at-shirt that says "My other magic sword is ALSO an
Artifact."
- He is annoyed that the stat tables in the PHB only go up to 25.
- He insists on taking a Half Elf/Half Dwarf to get ALL the good
bonuses.
- He insists that his last GM let him have the 'Rod of Seven Parts'
("See, it's right here on my character sheet
beside 'Excalibur'").
- He thinks wizard spells are CUMULATIVE.
- He actually said "I played D&D with Gary Gygax at a convention" and
seems PROUD of it.
- He is reading this post and getting angry.
- He penalizes players XP for wasting time talking to NPCs.
- He thinks that Elminster is a whimp.
- He thinks the Tarrasque is a whimp.
- He thinks ordinary munchkins are wimps.
- He thinks GOD is a whimp.
- He thinks the DM is a wimp.
- His paladin puts on the Hand and Eye of Vecna, and _Vecna's_
alignment starts changing to Lawful Good.
- He has Heward's Mystical Organ fully repaired and tuned up and
sitting in his castle's basement gathering dust.
- He installed a mechanical play option onto the Organ to play
complicated tunes without error.
- His Charisma is 25 and he doesn't even know what that means.
- He keeps telling the DM that the Treasure Tables are way too stingy;
- And he insists that the listed treasure type for "Kobold" applies to
each individual kobold.
- He uploads to AOL 35 poorly but painstakingly executed drawings of
all the fantastically beautiful and dangerous women who cling to his
character like lint.
- He (a different munchkin) downloads the above drawings, and orders
his DM to let him have them as henchmen.
- The name of every spell he has ever researched begins with
"Improved"
- He thought Tomb of Horrors was simple, even though he fell for every
single trap in the dungeon.
- your character has more hp's than xp's and he's not first level.
- Your friends stop playing with you 'cause they're just jealous'
- Your character sheet is longer than the encyclopedia britannica.
- You've sent a letter to the Vatican insisting they cannonize your
character.
- Your armor has more pluses than a first graders addition homework.
- Reading about the character in the 'invincible PC' post gave you a
warm fuzzy.
- You have a law suit pending against TSR for not including your
character in 'Legends and Lore'. (counts double if you think you may
win)
- You've been published in the dragon magazine april edition of
'unanswerables' more than once.
- You think encumberance should be banned from play permenently.
- You think character Hit dice are cumulative (ie. a third level
paladin has 6 d10's worth of hit points).
- When someone says 'D&D is just a game' you hug your character sheet
to your chest and whisper 'he was only kidding... he didn't mean it.'
- You claim to be immune to tactical nukes becuase they aren't + 3 or
better.
- When your DM said the monsters also get crit hits, you attacked him
with a chair.
- Your characters strength is Avagadro's number.
- You claim to have killed the entire deities and demigods.
- You laminate your character sheets.
- (FR players) Ao is your squire, and Elminster your scribe.
- Your character is his own deity.
- You bought a three hundred dollar HP calculator so you could figure
out how many gold coins you have.
- Your original character was gonna be a
PALADIN-MAGE-DRUID-ASSASSIN-MONK, but when your DM wouldn't listen to
your 'reasonable' request to suspend the split experience rule, you
whined for a moment then chose your present character.
- Finally, when you roll dice it goes something like this: You use the
12d6 drop the lowest 9 method twelve times and take the six best. You
then roll again for your 'bonus points', only when you roll and
somehow fail to get three sixes, you say 'okay, this time for real...'
-He thinks that a Girdle of Storm Giant strength, guantlets of Ogre
Power, and a Warhammer of Thunder of Lightning are a common
combination for magical treasure and he gets mad if the Warhammer is
not Vorpal w/life stealing Abilites.
- His character sheet has semen stains on it.
- His THAC0 is Planck's constant.
- He devised a new ability generation system - 4d100, keep 3 highest.
- He disposed of all the regular magical items in the DMG because they
weren't powerful enough.
- He expects his god to pray to him.
- his dex is lightspeed
P.S.- This is all in fun. If you got angry, you are a MUNCHKING! and I
don't really care what you think!
--
Adalberto Simeone -==(U.D.I.C.)==- Avenger Dragon
E-Mail: avenger (at) 
multiplayer.it
 UIN: 1414193
...FOR WE ARE MANY...

introduttiva ad Athas.
chiedi a MBdS quando torna
-- 
    ciao
        Domon
            fratello karmico di kAz
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%%%%- IHGGer #993 - IHGGerD #8 - primo fan di Super robot War -%%%%
%%%%%%%%- ICQ uin# 46312142 - Azzurra nick : Domon_Kashu - %%%%%%%%
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grazie in anticipo
ok, questo è un vecchio mex su Dark Sun che riciclo ogni tanto... e
dovrebbe essere più che esemplificativo sull'ambientazione :)
Dark Sun, Dark Sun... mmmm... sicuramente una delle ambientazioni più
particolari di AD&D...
Per darti un'idea di base prendi Forgotten Realms, facci scatenare una
bella
catastrofe nucleare e trasformarlo in un incrocio tra Ken il Guerriero
e
Dune... ok, basta così... no, no scherzo :)...
Diciamo che la catastrofe nucleare è in verità una catastrofe
ecologica,
causata dall'uso indiscriminato della magia "defiler". La magia di
Dark Sun
trae energia dalla natura stessa (vegetazione, risorse idriche, ecc.)
e la
magia "defiler" distrugge la natura lasciando prive di vita le piante
ed
essiccando le risorse idriche, tutto ciò per dare maggiore potere ai
suoi
utilizzatori.
Per questo motivo tutti gli stregoni sono cacciati e uccisi se trovati
nelle
vicinanze di un'oasi di una delle sette grandi città che dominano la
fetta
di mondo dove sono ambientate generalmente le avventure di Dark Sun.
Ma oltre gli stregoni "defiler", esistono gli stregoni "preserver":
anch'essi traggono l'energia magica dalla natura, ma lo fanno in
maniera più
lenta e controllata. Per questo pagano in termini di potere magico, ma
non
arrecano danno alla natura. Purtroppo pochi hanno la disciplina o le
conoscenze necessarie per usare la magia "preserver". Proprio questi
"preserver" sono i fondatori di Sette Segrete chiamate la "Società
Velata"
che opera "segretamente" per diminuire il potere dei Re-Stregoni delle
sette
città.
Ma più della magia, nel mondo di Athas (il nome del pianeta di Dark
Sun),
può l'arte psionica. Infatti la maggioranza delle creature (e tutti i
PG)
possiedono dei talenti psichici naturali che aumentano le loro doti
innate.
La classe dello psionico è molto diffusa su questo mondo, ed è
possibile
multiclassarla con qualsiasi altra classe.
Proprio questa estrema diffusione dell'arte psichica rende Dark Sun un
mondo
molto particolare e ancora più insidioso di quello che è già.
La magia clericale non viene dagli dei, che su Dark Sun non esistono,
ma
dalla venerazione da parte dei chierici dei singoli elementi. In
verità sono
i "principi" elementali a fornire ai chierici i loro poteri, ma gli
abitanti
del mondo di Dark Sun ignorano questo fatto.
I druidi sono un tipo particolare di sacerdote che invece degli
elementi,
adora gli spiriti guardiani della natura. Ogni druido è incaricato di
proteggere uno specifico tratto di terra, incarnato in uno degli
spiriti
guardiani, ma deve trascorrere i primi anni della sua esperienza
viaggiando
per il mondo nel tentativo di riparare ai danni provocati dalla magia
"defiler". Inutile dirlo i druidi sono estremamenti avversi ai maghi,
che
siano "defiler" o "preserver".
Ma la classe più particolare di sacerdoti di Dark Sun è quella
composta dai
templari. Costoro non hanno nulla a che fare con i cavalieri
medioevali
dell'epoca crociata, ma sono uomini e donne che venerano come divinità
i
Re-Stregoni delle sette città della Regione di Tyr (dove sono
ambientate le
avventure di Dark Sun). Questi individui, dotati di enormi poteri
magici e
psichici, conferiscono ai loro adepti potenti incantesimi clericali,
ma come
ci riescano rimane un mistero.
Si dice che i Re Stregoni siano maghi immortali di infinita malvagità
ma che
siano anche gli unici protettori delle sette città contro il Drago di
Tyr,
la più potente creatura del mondo.
I ladri e i bardi sono simili a quelli di altri mondi, ma qui i bardi
non
conoscono incantesimi, conoscono invece l'arte del creare veleni, e
sono
assassini prezzolati.
Non esistono su Dark Sun i paladini: questa classe, in un mondo privo
di dei
e alti ideali non ha avuto senso di esistere, esiste invece al suo
posto il
gladiatore. Costoro sono uomini addestrati, fin dall'infanzia,
nell'arte del
combattimento: le loro abilità di combattimento sopraffano anche
quelle dei
più comuni guerrieri.
I ranger sono maestri dell'arte della caccia, e fra i pochi che
abbiano il
coraggio di affrontare le distese desolate al di fuori delle sette
città.
Ma le maggiori particolarità colpiscono le razze: non ci sono i soliti
halfling che vivono nelle loro tane, o gli ameni elfi delle foreste.
L'unicità del mondo di Dark Sun ha indurito i suoi abitanti e li ha
resi
molto diversi dai loro simili in altri mondi.
Gli halfling sono dei selvaggi carnivori che vivono nelle rigogliose
foreste
aldilà del mondo civilizzato. Essi sono i discendenti dei primi bipedi
a
camminare sulla terra, e mantengono una cultura accentrata sulla
venerazione
della natura. Gli halfling sono creature che si sono sviluppate prima
della
nascita della magia, e non sono assolutamente capaci di utilizzarla.
Gli elfi sono creature alte e snelle, che vivono in comunità di
vagabondi
che viaggiano tra le sette città commerciando e compiendo ruberie ai
danni
degli insediamenti minori. Sono considerati ladri, truffatori e bari,
e
disprezzati dagli umani che vivono nelle città. Gli elfi adorano la
libertà
delle distese infinite tra le sette città e viaggiano incessantemente
attraverso di esse.
Mai come in altri mondi i mezz'elfi sono considerati dei reietti della
società. A causa della bassa reputazione in cui gli elfi sono tenuti
dagli
umani, e gli umani degli elfi... mai come altrove i mezz'elfi non
riescono a
trovare un posto nella società e spesso e volentieri vivono come
solitari,
trovando compagnia solo negli animali del deserto.
I nani vivono in piccoli villaggi in superficie, vicino alle rovine
delle
loro antiche dimore. Essi hanno perso la memoria di quello che è
accaduto in
passato, ma come una delle razze vincitrici delle "Cleansing War"
hanno
ripudiato l'uso della magia, e favoriscono la magia elementale
(clericale)
anche sopra l'arte psionica.
Gli gnomi... gli gnomi sono stati sterminati durante le Guerre di
Pulizia
Etnica ("Cleansing War")... so che è un termine pesante ma rende
perfettamente idea di quello che è accaduto.
e poi abbiano tre nuove razze di pg...
I mul... incroci tra nani e umani. Sono ibridi, nati dalle unioni
forzate
tra nani e umani per creare una razza superiore, adatta a lavorare
come
schiava nei campi e come gladiatore nelle arene delle sette città.
Sono
sterili.
I mezzi-giganti... il prodotto di un incrocio magico tra umani e
giganti.
Possono riprodursi tra di loro, ma la loro cultura è molto recente.
Ciò fa
sì che i mezzi giganti adattino il loro comportamento a quello delle
persone
con cui passano la maggior parte del tempo, o a quello delle persone
più
carismatiche che incontrano. Un mezzo gigante può essere il più fedele
degli
amici, ma anche il più inaffidabile.
I thri-kreen... sono enormi mantidi dotate di intelligenza e dotate di
quattro arti prensili con cui impugnare le armi. Sono creature
totalmente
aliene, dotate di abilità eccezionali. Vivono in branchi nel mezzo del
deserto e odiano gli elfi attaccandoli a vista (cosa reciproca).
Dark Sun prevede inoltre che tutti i personaggi inizino il gioco dal
3°
livello (o 2°/2° se multiclasse), che possiedano dei talenti psichici
naturali (se non sono già psionici), e che i punteggi delle loro
caratteristiche siano più alti del normale: si usano 5d4 (5-20) per
determinare il valore di ogni caratteristica e alcune razze permettono
di
raggiungere punteggi superiori (un mezzo-gigante può avere forza 24).
Inoltre le combinazioni multiclasse sono molte di più e oltre gli
umani
anche i mul possono biclassarsi (solo se iniziano il gioco come classe
singola)
Gli allineamenti in Dark Sun esistono, ma mai come in altri mondi il
consiglio che siano solo indicazioni generali sul comportamento dei
personaggi prevale (esistono anche regole che prevedono l'annullamento
momentaneo dell'allineamento).
I giocatori, data l'alta mortalità del mondo, sono invitati a creare
dei
"character trees"... ovvero creare quattro personaggi, che possono
avanzare
anche se non attivi durante le partite, in modo da poter rimpiazzare
l'eventuale deceduto.
Le regole per le capacità non sono opzionali in Dark Sun, e molte
capacità
particolarmente quelle marinare, sono radicalmente modificate.
Il mondo è completamente privo d'acqua e i metalli sono rari. I prezzi
di
questi beni sono elevatissimi e la forma principale di commercio su
Dark Sun
è il baratto. Per questo il regolamento prevede anche un trattamento
dettagliato dell'arte del baratto e l'importanza dei "Commercianti"
(v.
sotto) nella regione di Tyr.
La mancanza d'acqua è uno dei problemi principali delle avventure a
Dark Sun
e il gioco prevede regole dettagliate per la disidratazione. Inoltre
l'assenza del ferro ha portato allo sviluppo e l'uso di tecniche per
forgiare armi e armature facendo uso di osso, ossidiana e legno.
La Regione di Tyr, è dominata da Sette Città-Stato, ognuna delle quali
è
modellata dietro una delle culture della storia passata della terra ed
è
retta da un Re-Stregone. Abbiamo la babilonese Tyr, la azteca Draj, la
sumera Urik, la greca Balic, la centroafricana Gulg, la cinese Nibenay
e la
indiana Raam.
Tra queste città, nell'immensità delle distese desertiche, si ergono
infiniti avamposti, posti di guardia, piccoli insediamenti, che spesso
non
durano più di un anno, e soprattutto le rovine delle antiche città
della
regione di Tyr. Nella regione piove solo raramente e la notte è
rischiarata
dalla luce di due lune, Ral e Guthay.
Il mare d'oriente non esiste più, sostituito dal "Sea of Silt"
(tradotto in
italiano "Mare di Limo"), una infinita distesa di sabbie mobili e
fango,
impossibile da attraversare a piedi. Solo i Siltskimmer, enormi navi
guidate
dai poteri mentali dei loro piloti, riescono ad attraversare questa
distesa.
A est oltre il mare si dice che si trovi una ricchissima isola dove
vive il
Drago di Tyr, che ogni anno esige un tributo di vite umane alle Sette
Città,
servito da un popolo di demoni, maestro di ogni arte di combattimento
e
psichica. La città, secondo le leggende, porta il nome di Ur Draxa.
Le "Ringing Mountains" (Montagne Suonanti) dividono l'est dall'ovest,
sono
degli altissimi picchi, dove si può ammirare una cosa che a Tyr non si
è
vista da decenni, la neve. Oltre le montagne si trova il "Forest
Ridge" dove
vivono gli halfling più selvaggi e oltre le grandi distese delle
"Hinterlands" che separano l'est dalle terre misteriose oltre i
"Jagged
Cliffs" e i "Misty Borders" dove si dice si trovino terre verdeggianti
dominate da imperi di Thri-Kreen.
A nord e sud si trovano lande inesplorate. Le piste del nord, aperte
di
recente, hanno permesso di ampliare i contatti con le città-stato di
Eldaarich e Kurn. Quelle del sud, hanno condotto gli esploratori in
una
enorme distesa di terra nera (ossidiana), dove si aggirano gli spiriti
dei
morti che sono caduti nelle Guerre di Purificazione, chiamata "Le
Terre dei
Morti".
Le creature del mondo di Dark Sun sono tutte più pericolose e potenti
(se
non altro per i loro poteri psichici) di quelle che si trovano in
altri
mondi di AD&D. La selezione naturale ha permesso solo ai più capaci di
adattarsi di sopravvivere, e la fauna e la flora del mondo sono
drasticamente diverse.
NB: tutto ciò nella prima edizione di Dark Sun, nella "Revised and
Expanded"
la tabella della forza è stata modificata (così come quella della
Costituzione) rispetto a quella del Manuale del Giocatore (in pratica
18/01
diventa 19, 18/51 diventa 20 e così via... fino al massimo di 25 che
corrisponde al 20 del Manuale del Giocatore se non erro)
La "Revised and Expanded" introduce due nuove razze come gli Aarakocra
(gli
uomini uccello presenti anche nel Manuale dei Mostri) e gli Pteraman
(uomini
pterodattilo :), e una nuova classe il Commerciante (gli audaci
avventurieri
che affrontano i pericoli del deserto per portare beni commerciali tra
una
città e l'altra, già introdotti nell'ottimo supplemento "Dune
Traders").
Nella 1ma edizione la differenza tra Defiler e Preserver consisteva
nel più
veloce avanzamento di livello dei primi. Nella "Rev. and Exp." la
differenza
consiste nella memorizzazione di incantesimi. E' però veramente
consigliato
l'uso del sistema opzionale presentato su "Player's Option" riguardo
alla
magia dei druidi.
Mi pare esista anche un buon articolo pubblicato tempo addietro su
Dragon
Magazine che riguardava Dark Sun e la magia "defiler" però non mi
ricordo
che numero sia.
NB2: molte delle informazioni sul mondo sono cambiate in seguito alla
"Pentalogia del Prisma" e gli eventi successivi riportati nella serie
di
libri chiamata "Chronicles of Athas" (inedita in Italia).
Allo stato attuale quattro dei sette Re-Stregoni sono morti,
sopravvivono
solo i tre di Gulg, Urik e Nibenay che apparentemente dopo millenni di
guerra
hanno deciso di iniziare a collaborare per il bene del mondo. Il drago
è
stato ucciso dagli eroi di Tyr e si è rivelato che le guerre di
"Purificazione" non erano altro che il progetto del mago Rajaat (un
halfling) il primo stregone di eliminare dalla faccia del mondo tutte
le
razze e riconsegnarlo nelle mani dei suoi unici giusti dominatori, gli
halfling.
Nuove rotte commerciali vengono aperte ogni giorno e la pioggia
scatenata
dalla Tempesta Cerulea ora, annualmente si rovescia sulla regione di
Tyr,
causando danni alle poche colture delle Città-Stato.
uff... mi pare che ci sia tutto... supplementi utili (IMO!)...
Dark Sun Campaign Setting "Expanded and Revised" (la base)
Dragon Kings (per personaggi di altissimo livello... 21-30... maghi
che si
trasformano in demoni - draghi -, e angeli - avangion. Chierici che
diventano Elementali e Druidi che diventano Spiriti della Natura.
Guerrieri
che comandano eserciti, psionici con incredibili poteri mentali).
Dark Sun Monstrous Compendium Appendix 1 & 2 (non necessari ma molto,
molto
ben fatti)
The Will & The Way (fondamentale per espandere i poteri psichici)
Defilers & Preservers (fondamentale per espandere le informazioni sui
particolari maghi di Dark Sun)
Dune Traders (tutto sui mercanti e le rotte commerciali)
Earth, Air, Fire & Water (fondamentale per espandere le informazioni
su
chierici, druidi e templari di Dark Sun)
Elves of Athas - Thri-Kreen of Athas (per chi volesse espandere le
conoscenze su queste due razze)
Windriders of the Jagged Cliffs (per ulteriori informazioni sugli
halfling e
le origini del mondo)
The Complete Gladiator's Handbook (regole e informazioni su come usare
i
gladiatori)
vedi anche 
http://athas.org
 per la versione D&D3E
--
That's all folks! Enjoy your game and think...
"Vuoi ridurti un giorno come uno che solo dice cazzate? No? Se vuoi
evitarlo, intraprendi viaggi con la tua fantasia, amplia i tuoi
orizzonti! Prova nuovi giochi di ruolo e vedrai!"
			Michele Bonelli di Salci (02/06/00 11.56)
Power-IHGGer IMMORTAL #816 (
www.treemme.org/ihggol
);
ihggeRomano #17 (
www.egroups.com/group/ihggeRomani
);
socio Reindeer Corporation (
www.gilda.it/reindeercorporation
);
redattore di 
www.roleplaying.it
, 
www.telstar.it
, 
www.gamenet.it
creatore di 
http://members.xoom.it/Carnamah
ICQ: MBdS #29324394 ; IRC: |MBdS| channel #gdr
--
That's all folks! Enjoy your game and think...
"Vuoi ridurti un giorno come uno che solo dice cazzate? No? Se vuoi evitarlo, intraprendi viaggi con la tua fantasia, amplia i tuoi orizzonti! Prova nuovi giochi di ruolo e vedrai!"
			Michele Bonelli di Salci (02/06/00 11.56)
Power-IHGGer IMMORTAL #816, DBIHGGer #4, IHGGDer #66 (
www.treemme.org/ihggol
);
ihggeRomano #17 (
www.egroups.com/group/ihggeRomani
);
socio Reindeer Corporation (
www.gilda.it/reindeercorporation
);
redattore di 
www.roleplaying.it
, 
www.telstar.it
, 
www.gamenet.it
creatore di 
http://members.xoom.it/Carnamah
ICQ: MBdS #29324394 ; IRC: |MBdS| channel #gdr

alignment starts changing to Lawful Good.
Questa è una vera perla(anche se non capisco l'utilità di questi 2
artefatti ;-) )
Cmq molto divertente,già salvato!
ave atque vale
Timendum
-- 
Adoratore del Conca,l'uomo che fermò il Blu Tornado
Fondatore del Power Master(r)
ICQ UNI : 74167092

 ha scritto nel messaggio
news:kj8votsvh7llmc60j...@4ax.com...
