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Thursday 14 April 2016

http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=5252

Lanthorn wrote:
Not sure if I agree with you on this account, Ceb, that an illiterate character can use a scroll, including one of the 'protection' varieties. That doesn't make sense to me. It stands to reason for me that a character must be able to read to use any type of written document, and if those words are written in a magical language, the appropriate proficiency (Spellcraft, for instance) OR a spell (Read Magic) may be needed.

Of course a read magic spell is needed, if the scroll is a magic-user scroll. Clerics however do not need anything to read their scrolls, as that info is divinely imparted to them. Also, read magic allows for magical writing to be read, but it takes a Spellcraft check to understand the writing (but only if it is a magic- user spell) such that the caster can then scribe it into a spellbook. Otherwise a scroll imparts the knowledge of its use for that time only to the user once it has been read (requiring a read magic for magic-user scrolls, but not any others). Protection scrolls can be read by anybody, even the illiterate. They are magical in that very specific way. But they can't read. Well, a person can't fly either, but wings of flying allow them to do just that. Protection spells impart understanding to the reader. Cursed scrolls also affect the illiterate. 

I think you are very much getting hung up on literal reading of the rules in this case, particularly the word "read". Much of this language comes straight from 1E, where there were no language proficiencies or anything relating to that. Everyone could read (i.e. use) these scrolls specifically because they were magical. An illiterate savage mage can use a magic-user scroll, even if he can't write in any language other than the magical language (so long as they use a read magic spell). Why? Because it is magic. An illiterate cleric can read a cleric scroll, even though they cannot read or write the language they speak, because their deity empowers them to be able to do so. Why? Because it is faith magic. A protection scroll can be use by anyone, even the illiterate, who somehow can understand it (and the same with the literate who realize that they can understand said scroll, even though it is not written in any language that they even know); even the mage doesn't need a read magic spell to read it. Why? Because it is magic. An illiterate character looks at a scroll covered in strange symbols, which suddenly begin to swim on the page, moving about until, quite suddenly, their meaning is perfectly clear, and the character knows what the scroll can be used for. How does that happen? Magic. Wink 

But now I just went and looked at the 2E rules, because this all sounds way too jumbled up to be due to a complete lack of understanding. And so I see what the problem is- incomplete rules. The 2E rules could be a heck of a lot more clear, let alone complete. For instance, the read magic spell doesn't say that it can be cast on other people, so exactly how could any class ever use use a protection spell if they can't cast a read magic spell to begin with? Kinda stupid, huh? Wink 

But, my initial responses to this line of questioning go more to how we handled things in 1E and carried them over into 2E. For 2E, I think you have a few options, and here are three to consider: 

1. Go with the 1E way of doing things, that being most scrolls can simply be "read" (i.e. understood) by those they are intended for (excepting magi-user spells)- even the illiterate. Why? Because it is magic. 

2. Allow the read magic spell to be cast on a target, that being either the caster or somebody else, which then allows them to read a magical scroll and know it. Then you follow the usual rules which state that, once a scroll has been read using read magic, that character can then use the scroll whenever they want to without needing to use read magic again (the only exception being clerics/druids, who shouldn't need read magic to understand their own holy writings, as requiring that would be idiotic). And, even the illiterate can benefit form the read magic spell to read a scroll. Why? Because it is magic. Wink 

3. Allow the read magic spell to be cast on a target, that being either the caster or somebody else, which then allows them to read a magical scroll and know it. Then you follow the usual rules which state that, once a scroll has been read using read magic, that character can then use the scroll whenever they want to without needing to use read magic again (the only exception being clerics/druids, who shouldn't need read magic to understand their own holy writings, as requiring that would be idiotic). And, illiterate characters cannot use scrolls at all, though, as you state, this sort of poops all over primitive spellcasters and so I wouldn't recommend it. 

I bet there is a "Sage Advice" on this, somewhere. That would be a good project for somebody- compiling a "Sage Advice Index". Actually, such a thing already exists! I think I just found Lanthorn's Holy Grail! Laughing Deja vu. Maybe I already posted this link somewhere. Anyways, check it out: 

http://www.purpleworm.org/content/index.php/research/dragons-sage-advice.html 

That webpage covers Sage Advice from Dragon #31-#250. Not bad! Cool 

So, here we go: 

"Q: In the AD&D PLAYERS HANDBOOK, under the Read Magic spell, it says that scrolls must have the spell cast upon them before they can be read by the Magic-User. What does a magic-user do if he doesn't have a Read Magic? What about the poor illusionist who has no Read Magic spell at all, except perhaps as a seventh-level spell? Furthermore, what do clerics do about scrolls? Do they have any? " 

"A: In the DUNGEON MASTERS GUIDE, it says that all magic-users know the spell Read Magic. They would be worthless to their master (from whom they learned the profession) without it. Illusionists don't need a Read Magic. as all of their spells are written in the same secret language. This also applies to clerics. even though their spells are god-given, so yes, clerics can have scrolls" 

"Q: Can specialist wizards use scroll spells from opposition schools? Can clerics use scroll spells from outside their spheres?" 

"A: A character who can use spells can use a scroll if it matches his class, so priests can use scroll spells from outside their spheres and wizards can use scroll spells from outside their schools." 

"Q: The rules on scrolls in the DMG (page 145) say that a read magic spell must be used to discover a scroll's contents. According to this rule, even a map is unintelligible until a comprehend languages spell is used to decipher it. Since priests have neither read magic nor comprehend languages in their spell lists, how do priests discover what's on a scroll?" 

"A: You seem to have found a genuine "hole" in the rules. The DM can handle it in several ways: 1. Assume that the read magic and comprehend languages spells can be bestowed upon the item itself. The caster touches the writing, and any single creature who can read (in the case of maps) or cast the type of spell written on the scroll can decipher the writing. Alternately, the caster can copy the map or simply explain the spell to another caster, who can then read the writing himself. 2. Assume that a tongues spell can be used by priests to decipher scrolls, one scroll per spell. 3. Introduce clerical versions of read magic and comprehend languages spells into your campaign. I recommend that you make them both first-level spells in the All sphere. 4. Assume that all priests have a limited ability to decipher priestly scrolls on their own. A priest who does nothing else during a day might have a chance to petition his deity for help in deciphering one or more scrolls, provided he can read and write." 

"Q: Do player characters need to have the read/write proficiency to use magical books, tomes, manuals, and librams? Do player characters need the read/write proficiency to use scrolls and spell books?" 

"A: A character must be able to read to use any written magical item, including books and scrolls. Technically, wizards and bards are not required to have the read/write proficiency, though many campaigns do require it as a house rule. Spell books are written in a sort of personal magical cipher, and illiterate characters can make up their own if they know how to cast spells. Note that the read magic always gives the caster the ability to read a scroll, though the character might be categorically denied the use of the spell (no wizard can cast a priest spell from a scroll and vice versa). Likewise, thieves are not technically required to have the read/write proficiency to use their read languages skill (the skill itself is sufficient to unravel the mysteries of a written page if the character's die roll succeeds) or to use scrolls at high level." 

"Q: Can specialists use scroll spells from their opposing schools? The text on page 145 of the DMG seems to say that they can. Also, just how far does the prohibition against specialist wizards using magical items from their opposing schools go? Can an illusionist use a potion of healing, which is pretty clearly a necromantic item?" 

"A: Any wizard character can read any wizard spell from a scroll (although there might be a chance for failure if the character reading the scroll isn't of sufficient level to cast the spell). I recommend that you allow specialist wizards to use freely any items that can be used by all character classes, even when they duplicate effects from their opposition schools. This includes the majority of potions, and most rings and miscellaneous magical items. Any item, however, that can be used only by wizards, or only by wizards and priests, is off limits to a specialist if it duplicates an effect from the character's opposition schools. Any character, for example, can use a potion of healing, even an illusionist. An illusionist also can use a wand of magic missiles, but the character must make attack rolls when firing the missiles, just as a non wizard does." 

"Q: Do spell level limits for intelligence and Wisdom apply to spells cast from scrolls? For example, can a priest with a Wisdom score of 15 cast a 7th-level priest spell from a scroll? Could a wizard with a 15 Intelligence cast a 9th-level wizard spell from a scroll?" 

"A: A scroll is essentially a precast spell waiting for someone to come along and trigger it. A character who can read a spell scroll can use the spells on it without regard to any other restrictions. Both player characters (PCs) in the example could use the spells on the scrolls. Of course, the priest cannot read the wizard scroll and vice versa."
 

That website ought to keep you busy for a while! Laughing 

Lanthorn wrote:
Any priest can use a spell scribed from his/her Power's granted Spheres without any hindrance. For instance, a priest of Rao can use a Plane Shift spell penned by a priest of Trithereon since both have Major access to that Sphere.

Not sure where that is from. So far as I recall, a cleric/priest can use any clerical spell, from any sphere, so long as it doesn't violate their alignment/is not a druid spell. EDIT: I am correct. See the above Q & A quotes for confirmation. 

Lanthorn wrote:
However, it gets tricky when the spell is penned by a priest of an opposing alignment. In the above case, if the Plane Shift was scribed by a priest of Nerull or Incabulos, you will have to determine for yourself if you think it is the direct power of the God in question that is used, OR if it is the power contained within the scroll itself during its creation that is used (this is my personal opinion). In the case of the former, perhaps the spell fails, or the reading priest is catapulted into one of the Hells or another plane of Evil...in the case of the latter, maybe it works. This may be one of those DM calls since the guides don't say. In any case, it is likely a wise choice that priests of opposing alignments/faiths would instead destroy such magical scrolls rather than use them...unless they are truly desperate.


The guides don't say anything in this regard because items with imbued powers do not work that way. They are, in effect, power storage devices, and can be used however one wants, by whomever, even if it is counter to the purpose of the deity who empowered a servant to create the items in the first place. Say a bunch of clerics of Pelor create a case of healing potions...which subsequently get stolen and later winds up in the hands of evil forces. Too bad, the potions work just fine for them. It is just stored power. Now, if, as a part of their manufacture a cleric of Pelor also puts in a curse/other damaging effect vs. evil, well, then you get an adverse effect, but that has to be put into the potion (which adds to the creation cost, so it usually won't be done). There is no freebie effect. There is no free butt wiping from the deity just because their servants screwed up or allowed themselves to be taken advantage of. If some negative effect isn't also put in there, then there will be none. Of course putting in a negative effect, just in case enemies get hold of something, sounds very much like something evil clerics enchanting things might do. They might even get hold of an allied arcane caster to work in some non-detection effect on only the bad part so that it won't show up under the scrutiny of detect magic/identify spells. Evil Grin 

A potion or scroll is just like a +3 mace empowered by a cleric. Whoever the deity was, it is still a +3 mace, potion, or scroll, and its power can be used by anyone. Not sure how one can figure that a scroll, potion, or any other item that isn't very specifically crafted to screw over enemies in some way should they try to use it, would be any different than a +3 mace. There actually are rules that govern this sort of thing, and they involve building effects in. Easier to do as a DM than as a player to be sure, as the added cost/resources can be prohibitive for a player character to add such negative effects all of time (which is why you don't see it very often among player character created things). The Q & A quotes touch on this just a tiny bit, but there may be other stuff pertinent to this in Sage Advice (I only did a find for "scroll" on the webpage).










Sage Advice

by Skip Williams

   The sage continues his examination of the magical items of the AD&D(R)
game universe, continuing from issue #146.  All information in this article
concerns the AD&D 1st Edition game, and references to the Dungeon Masters
Guide and Players Handbook are to the 1st Edition game versions of those
volumes.  In all cases, the information in the AD&D 2nd Edition game volumes 
takes precedence where there is a contradiction between those rules and the
information in this article.

Potions
   Will a potion of undead control work on undead who are under an evil
cleric's control?  Could an evil cleric control undead under that potion's
influence?  If both effects are operating in the same area, which one takes
precedence?
   Both effects work normally but not simultaneously, even on undead
controlled by other means.  The first form of control to be applied to a
particular undead monster works normally until its duration expires or until 
control is usurped by another form.  A cleric can make multiple attempts to
establish or reestablish control (see the DMG, pages 65-66), while the
potion-user can try only once per potion used (see the DMG, page 127).

   If a character mixes two potions and rolls a 00 on the DMG's potion
miscibility table (page 119), can he duplicate the resulting potion if he
knows the exact formulas of the two original potions?
   No.  Potions are manufactured through the art of alchemy, not the science 
of chemistry.  When two completed potions are combined, there is no way to
predict the result; if the two original potions are duplicated and mixed
again, a second miscibility roll must be made.

Rings
   If a ring of regeneration (from the DMG, page 130) can revive someone who 
has died from hit-point loss due to injuries, can it revive someone slain by 
a death spell, power word kill, or banshee wail?
   No, in all three cases.  The death spell causes irrevocable death (see
the Players Handbook, page 83), which means that it takes a wish to get the
slain creature back to life.  The banshee's wail (see the Monster Manual,
page 50, "Groaning Spirit") and the power word kill spell (Players Handbook, 
page 93) are even more potent forms of death magic.  Exactly what can be
done to bring back victims of these effects is up to the DM, but things such 
as regeneration, death's door, and healing spells are not enough to do it.

   Can a ring of regeneration revive a character if the ring is placed on
the victim's finger after he has died?
   No. A ring of regeneration is not a portable resurrection spell.  The
ring is powerful enough to keep a creature's soul or spirit from departing
if the ring is worn by the victim at the time of his death, but the ring
can't bring the victim to life if the soul or spirit has already departed.

   How long does it take for a ring of regeneration to regrow lost limbs? 
Can damage from fire or acid be regenerated? What about damage from
disintegration?
   Here are some unofficial organ-regrowth times for a ring of regeneration:
 Finger, toe, nose, or ear:  1 hour (6 turns);  Hand, foot, or internal
organ:  6 hours (36 turns);  Arm, leg, or wing:   1 day (24 hours);  Head:   
  1 week (7 days).
   Replacement time is only two rounds if the lost organ is present and can
be pressed into place.  Trolls and vampires regenerate 30 times faster than
a character with a ring of regeneration.  Severed pieces of a troll are
ambulatory and will crawl to the troll and press themselves on.  Pieces lost 
from vampires merely re-form, as if becoming solid from vapor.
   Fire and acid do not prevent regeneration, but these effects do prevent a 
slain creature from coming back to life by using regeneration.  If a
regenerating creature survives a fire or acid attack, it will eventually
regenerate the damage.  However, if the creature is slain by such an attack, 
or if it is slain and its remains are destroyed by fire, acid, or
disintegration, it remains dead.  If a creature falls victim to a
disintegrate spell or its effects, it vanishes completely and cannot be
regenerated (If it was using a ring of regeneration, the ring is
disintegrated as well, if it fails its saving throw against the spell.)

   If a character wearing a ring of protection steps into the area protected 
by a second ring of protection with a radius of effect, are the two rings
temporarily cumulative?
   No.  In general, when protections of the same type are combined, only the 
strongest or best one functions.  The DMG states that this is the case when
two rings of protection are functioning on the same person or in the same
area (see page 130).

   A ring of earth elemental command acts as a ring of feather falling until 
activated, whereupon it grants the ability to cast feather fall. Does the
ring still act as a ring of feather falling?
   The "at will" abilities gained when the ring is fully activated will
replace the ring's original function.  This holds true for all rings of
elemental command.  In most instances, however, the "at will" spell ability
is just as effective as that of the original ring (see the DMG, pages
129-130).

   Will a ring of fire resistance protect the wearer's equipment or just his 
body?
   This is up to the DM.  Generally, it is safe to assume that the ring
keeps the wearer's personal equipment from burning to cinders if he walks
through a normal fire.  However, the ring's + 4 saving throw bonus vs.
magical fires applies only to the wearer, and does not extend to his items
(see the DMG, page 130).

Rods, staves, & wands

   How is a wand, staff, or rod recharged?
   The spell-caster first casts an enchant an item spell (or its equivalent, 
if he isn't a magic-user), then recharges the item by placing additional
spells into it.  You may give a bonus to the item's saving throw (see the
enchant an item spell's description in the Players Handbook, pages 83-84),
since wands, staves, and rods are already enchanted to hold multiple spells.
   The exact spell that is needed to recharge the item will vary with the
type of item.  A wand of fireballs, for example, requires fireball spells. 
A wand of fire, however, can create multiple effects; in such cases, the
spell required for recharging is that which is the highest-level spell
effect that the item creates (a wall of fire spell, in the wand of fire's
case).  Some items create effects that are unique; for these, you will have
to decide on a spell or combination of spells that approximates the item's
effect.  For example, shatter or spiritual hammer might be used to recharge
a staff of striking, as these effects all involve magical force.
   Author/designer Jon Pickens has approached this problem by creating new
spells to fit some of these magical items.  The spells have been published
in the POLYHEDRON(TM) Newszine, the bi-monthly newsletter of the RPGA(TM)
Network, which is available only to members (see POLYHEDRON issues #22,
24-26, and 31).

   How is a rod of cancellation made?
   That device is created using enchant an item and probably anti-magic
shell spells, as well as whatever other time and material requirements and
success rates the DM wishes to impose.  As this item is quite valuable (see
the DMG, pages 122 and 133), its construction should be difficult and
expensive.

   Are rods permanent items, or do they have charges?
   Most rods have 40 + 1d10 charges when found (see the DMG, page 132). 
Certain rods (like a rod of cancellation) have one charge only.

   What kind of weapon is a rod of smiting considered for weapon proficiency 
purposes?
   Treat that rod as a staff.

   Do nondruids have to have a proficiency in the staff sling in order to
use the missile ability of a staff of slinging?
   This item's description (in Unearthed Arcana, page 95) clearly states
that only druids may use that staffs slinging ability.  For all others, the
staff is merely a staff + 1.  You could decide to require druids to have a
proficiency in the staff sling in order to use the slinging ability without
penalty.

   Does a magic-user suffer a - 5 nonproficiency penalty when using the
first function of a wand of force?
   No.  The shaft of force created by the first function is the equivalent
of a magical broad sword, but (like a Mordenkainen's sword spell) it is not
a true sword and does not require any specific proficiency in order to be
used properly (see Unearthed Arcana, page 96).

   A wand of conjuration can create a wall of total darkness that "can be
penetrated only by physical means or magic."  What other ways are there?
   You've missed the point.  The key word here is "penetrate." A creature
cannot see beyond the wall unless he sticks his head through the wall, steps 
through it, or uses a magical effect such as clairvoyance or wizard eye to
penetrate it.  Magical effects that involve direct visual detection within
the area of darkness, such as detect invisibility or continual light, cannot 
penetrate the wall (see the DMG, page 135).

   What is the range of a wand of flame extinguishing?
   The wand has a range of 12"; it can extinguish only one fire at a time
(see Unearthed Arcana, page 96).

Miscellaneous items

   What is the duration of a manual or tome?
   Manuals and all other magical books in the game are much like scrolls in
effect.  Their potential magical powers have no duration, but once the books 
are read, the writing in them disappears.  Their effects are permanent,
although the onset of beneficial effects might take some time (see the
individual descriptions of such books in the DMG).

   I understand that strength bonuses from gauntlets of ogre power and the
various girdles of giant strength are cumulative under certain conditions. 
What are these conditions?
   These items are cumulative only when the wearer is wielding a magical war 
hammer, either held or hurled. (See the DMG, page 145, girdle of giant
strength; the reference to "hurled weapon" in the text for the gauntlets of
ogre power on the same page should be taken to mean a magical war hammer. 
See also pages 168-169, hammer + 3, dwarven thrower and hammer of
thunderbolts.) The gauntlets' and girdle's powers may not be combined for
any other purpose.

   If a character wearing gauntlets of ogre power or a girdle of giant
strength is struck by a shadow or other attack that drains strength, what
happens?
   Temporary strength losses' are taken from the character's augmented
strength score, and results are taken accordingly Such losses are always a
full point, so that a hit from a shadow will reduce a character wearing
gauntlets of ogre power to a 17 strength.  Permanent strength losses, such
as those due to aging, are taken from the character's base strength score. 
In these cases, the magically augmented score is unchanged.

   In the DMG, page 123, the sale price of a girdle of giant strength is
listed as 2,500 gp.  Isn't this a bit low? Gauntlets of ogre power, which
bestow less strength, sell for 10,000 gp.
   This was a misprint.  The sale price for such a girdle is 25,000 gp.  The 
experience value was also misprinted; it should be 2,000 xp, not 200 xp. 
Note that a girdle imbues the wearer's entire body with extra strength,
while the gauntlets enhance only the wearer's chest and arms.

   Can magical gloves and gauntlets be worn simultaneously?
   No.  One will not fit over the other.

   Will gauntlets of ogre power or a girdle of giant strength allow a
demi-human fighter an increased level-advancement limit?
   Strength bestowed by magical items such as girdles or gauntlets is
temporary; it lasts only as long as a character wears such an item.  Thus,
these items do not allow extra advancement in level.  Only a permanent
increase in an ability score will allow extra advancement.

   Will striking the wrong chord on a lyre of building destroy everything
built with it?
   Striking the wrong chord on a lyre of building negates everything
accomplished with the lyre that week, so all structures created during that
time will be wholly undone - but not all structures ever made with this item 
(see the DMG, page 149).

   How do you determine how long a crystal ball can be used with each use,
when the total viewing time varies with the chance to locate each subject?
   The limits on a crystal ball apply on a per-subject basis.  How long the
mage observes one subject does not affect how long he can observe another. 
I recommend that you limit crystal ball use to no more than eight hours per
day, and count each failed location attempt as one viewing and 10 minutes of 
use (see the DMG, page 141).

   Does the sword of flame ability of a helm of brilliance bestow any
magical properties to a sword that the helm's user carries?
   A nonmagical sword becomes the equivalent of a flame tongue sword. 
Magical swords gain the powers of a flame tongue sword in addition to their
own.  If the sword was a flame tongue weapon to begin with, double the
effects of its powers when used with the helm (see the DMG, pages 145-146
for the helm and page 165 for the sword).

   Can magical helms and hats be worn simultaneously?
   No.  They won't fit together.

   Is the change produced by a hat of disguise partially real or completely
illusory?  Will tactile examination reveal the change?  Can the hat produce
functional equipment?
   The hat's effect is similar to that of an alter self spell, subject to
the limits given in the item's description in Unearthed Arcana, page 100). 
Just touching the disguised individual will not reveal his true nature, but
true seeing or detect illusion will do so.  Like alter self, the change is
partially real; the height and weight of the user actually changes, but any
equipment created in the process is nonfunctional.  The hat cannot produce
functional body parts such as wings or gills.

   May a cloak of protection be worn with nonmagical elfin chain mail?
   No, nor may it be worn with any kind of armor other than nonmagical
leather (see the DMG, page 141).

   Can a cloak of protection be worn along with a cloak of displacement or
robe of blending?
   Only one magical cloak can be worn at a time, although a magical cloak
and a robe can be worn together, with the cloak being worn over the robe.

   Can a cloak of arachnids or cloak of the bat be worn with plate mail?
   Yes, or with any other type of armor.  The protective qualities of these
cloaks are not cumulative with any type of armor, however.

   Can a mantle of Celestian (from Unearthed Arcana, page 101) be worn over
a cloak of protection?
   No, but it could be worn over a robe.

   How many different characters can draw cards from one deck of many things?
   Up to four cards may be drawn from the deck; a party may divide these
draws among PCs in any way seen fit, except that card draws and results may
not be shared.  Any potential drawer must state how many cards he plans to
draw before the first card is drawn, and he must stick to the decision once
drawing begins (see the DMG, pages 142-143).

   Does the pale green prism ioun stone bestow a level to its user
permanently?  Does it immediately "burn out" when so used?
   No, to both questions.  The stone must trail and circle the user to be
effective.  It does not "burn out" upon use, and the level is lost when the
stone is not operating.  Any spells gained from the increase in level are
forgotten if the stone is removed; such spells must be restudied before
being cast, even if the stone's effects are restarted later (see the DMG,
page 147).

   Will the white spindle ioun stone, which provides regeneration, continue
to work if the user dies?  Can the user regrow limbs?
   The user can regenerate from injuries causing his death, but only if the
stone is allowed to trail and circle the user's body.  While the stone is
functioning, the user can also regrow lost limbs or organs (see the DMG,
page 147).

   Are there any limits to the numbers, types, and magical bonuses of the
items produced by a quiver of Ehlonna?
   The quiver of Ehlonna is a holding device, like a bag of holding.  One
can only take out of it what has been put into it; it does not generate new
items, as is accidentally implied in the last sentence of that item's
description (see Unearthed Arcana, page 102).

   Will a stone of good luck affect a character's system shock or
resurrection rolls?
   Yes, in both cases.  The stone causes fate to be a bit kinder than normal 
to the character, and it makes adverse events less likely - failing a system 
shock or resurrection roll is an adverse event.  However, the effect works
only for the owner and only if the stone is on his person at the time the
revivification attempt is made.  It cannot be "given" to an already dead
character (see the DMG, page 154).

   The description of the prison of Zagyg in Unearthed Arcana (page 102)
states that the possessor can free a prisoner by use of a "freedom word."
What is a freedom word?
   In this case, the freedom word is a command word that causes the prison
to release a captive.  Command words are discussed briefly on page 119 of
the DMG.

   Does a gem of insight allow another check for psionic ability?  How about 
a ring of human influence or rod of splendor?
   A gem of insight (see Unearthed Arcana, page 100) will allow a new check
for psionic ability, but only after the possessor has received an ability
score increase from the gem.  If the character uses the gem properly and
receives an increase in both intelligence and wisdom, he makes one
additional roll for psionics, not two.
   The charisma increases provided by the latter two items are not
permanent; they last only as long as the item is worn (in the case of the
ring, on page 130 of the DMG) or held or carried (in the case of the rod, on 
page 94 of Unearthed Arcana).  Only permanent ability score increases allow
additional checks for psionic ability.

   Can two alchemical substances be found simultaneously within a
philosopher's stone?
   Each stone contains quicksilver, plus either the green or the white
crystalline salt.  No stone contains all three, and the two salts never
occur together (see Unearthed Arcana, page 101).

   What happens when a bag of holding is turned inside out?  Will the
nondimensional space inside rip?
   This will completely empty the bag, but no spectacular effects will
occur.  The nondimensional space inside the bag is present but inaccessible
as long as the bag remains inside out, rendering the bag inoperative except
as a normal (nonmagical) bag.  While inside out, the bag looks just like any 
other well-made but inside-out bag (see the DMG, page 138).

   Will an amulet of proof against detection and location prevent an
invisible character from being detected by someone with a detect
invisibility spell?
   Yes.  The amulet defeats low-level divinations, including all detect
spells.  High-level divinations such as commune still work, however.  The
invisible character in the example can be revealed by dust of appearance
(which is not a divination) and by the methods described on pages 59-60 of
the DMG.  Note that normal invisibility is broken when the recipient attacks.



Copyright © TSR, Inc.  All Rights reserved.
 
 
 
 
The Perils of Prehistory

by Gregory W. Detwiler

 Adventures using time travel to prehistoric times are favorites in fiction and
AD&D games alike, due chiefly to the exotic animals encountered. However, even
the largest dinosaurs are no match for high-level player characters. Be assured,
however, that ways exist for a clever Dungeon Master to even the odds in
prehistoric adventures in a fantasy world.
 This article assumes that your game world had a prehistoric period similar to
that of our Earth. Even without time travel, other worlds in wildspace and
alternate Prime Material planes might have conditions matching those at an early
epoch in our Earth's history, and this information will prove useful in
designing and running scenarios in those places.

 Against the world
 The first thing you have to realize about the various ages of Earth's
prehistory is that, except for the Pliocene and Pleistocene epochs, there was no
human life of any sort. If characters get into trouble in a time period, there
will be no friendly NPCs around to bail them out.
 Without people, of course, there is no civilization (nonhuman civilizations
will be touched on later for special cases). In other words, there are no
cities, towns, or other fortified areas of relative safety; no high-level mages
to recharge magical items; no source of supply for arrows, sling bullets, oil,
weapons and armor repair, etc.; and no artificial material components for
spells. There are no glass rods for lightning bolt, no miniature platinum swords
for Mordenkainen`s sword, and so on. For a prolonged trip into the past, heroes
will have to take along an ample supply of everything that they need, possibly
including food and water (more on that later).
 The two problems that will hurt combat-happy characters most will be the lack
of recharging facilities for wands and other magical items, and the relative
scarcity of clerical healing spells. To fight big dinosaurs and other beasts,
you need big-hitting spells, just the kind that rapidly drain off item charges.
Fighters can melee the beasts to death, but the warriors will be wounded in the
process. Why not have the clerics heal them, you ask? Simple: In an age before
humans and their gods appear, the clerics will be cut off from their deities,
and hence unable to recover any spells above second level. It'll take an awful
lot of cure light wounds spells to repair the battle damage a Tyrannosaurus rex
leaves behind it, and that is the only true curative spell that can be
recovered. Unless the PCs can amass an improbably large collection of healing
potions and other magical items, even the more dangerous wounds may have to be
left to heal naturally, as the clerics carefully husband their vital healing
spells for the very worst of emergencies. Indeed, with so few healing spells
available, clerics preparing for such trips may just decide to pray for raise
dead and resurrection spells exclusively when gaining fifth- and seventh-level
spells. This spell scarcity should convince the most battle-happy heroes to
change their ways or die.
 Being cut off from spell components is not a concern just of spell-casters who
need artificial material components. The further back in time the heroes go, the
fewer types of plants and animals there will be, so natural spell components
will also be scarce. Both bats and mistletoe did not appear until early in the
Cenozoic era (the Age of Mammals), putting fireball lovers and druids in a real
bind. The illusionist spells phantasmal force, improved phantasmal force, and
spectral force all require fleece as a material component, but sheep did not
appear until the Pleistocene epoch, which started a mere 600,000 years ago. And
if a hero believes himself lucky enough to find a substance that might work as a
substitute for a much-needed material component, wait until you see this
article's section on metaphysical evolution.

 Mundane evolution
 Evolution assumes the gradual change of plants and animals over the course of
time when conditions are right. This little-realized fact can be used by a
subtle DM to hit the characters with difficulties they never even imagined
existed, particularly in a fantasy world.
 Convergent evolution occurs when animals that live in the same environment come
to look superficially alike, even when they are not closely related. For a
maritime example, consider sharks (fish), dolphins (mammals), and ichthyosaurs
(reptiles). Similarly, catlike creodonts (primitive mammalian predators) prowled
the early Cenozoic era, and these will not respond to any spell, device, or
being with command over true felines. An early amphibian called Platyhystrix had
a sail-back fin like its better-known reptilian contemporary Dimetrodon,
possibly causing adventurers to waste an arrow of reptile slaying that may be
sorely missed later on. If the heroes have one arrow of slaying each for
reptiles and birds, which do they use when the DM hits them with a giant
Archaeopteryx? As will become clear later, it is possible that neither may work!
 Our heroes may decide to live off the land, finding food for themselves and for
any mounts or pack animals they bring along. One might think that there will be
plenty to eat once green plants appear on land in large quantities. One could
well be wrong.
 Picture a prehistoric time similar to the Mesozoic Era (the Age of Reptiles),
sometime after the first big herbivorous dinosaurs like sauropods have appeared.
Their gluttonous appetites threaten to strip all the local plants bare, so a
counter must be evolved, and fast. Though the local plants resemble those of
today, lets imagine that they have evolved the ability to secrete a bitter
chemical or poison to keep the piggy dinosaurs from swallowing them down to
their roots. The stuff is a partial success; the dinosaurs still graze, but they
don't totally consume the plants. When the adventurers and their mounts try
eating the stuff-yeecch! No one can stand the plants' awful taste or their
digestive aftermath, and persistent diners may find themselves poisoned in a
world with a scarcity of neutralize poison spells. Anyone who's a vegetarian
might as well pack it in unless he's willing to turn pure carnivore on short
notice. (Incidentally, once the dinosaurs die out, the innate toxins would not
be necessary as a defense against smaller grazers, so the plants would phase
them out in favor of the ability to grow taller or leafier; thus, their modern
descendants are perfectly edible.) This is only a thought experiment, but it's
certainly an interesting one.

 Metaphysical evolution
 In a fantasy world full of magic, it seems only right that a creature's natural
dweomers should evolve along with its physical properties. This may make life
difficult for magic-using characters trying to collect natural spell components.
A prehistoric plant or animal part might have an entirely different dweomer than
its modern counterpart, with results best left up to the DM's fertile
imagination. An archaic spider's web might get a mage entangled in his own web
spell, and using the guano of the first bats might put the whole party on ground
zero for their mage's fireball. If prehistoric mistletoe acts up like this, a
druid can kiss his spell-casting abilities good-bye.
 Adventurers will need pack animals to carry all the proper spell components
they'll bring with them, particularly for an extended adventure. If something
happens to the animals (like becoming a dinosaur's snack or being poisoned by
the local greenery), a mage may well have to carry those components on his own
scrawny shoulders. Even with well-charged wands, the mage may well be hesitant
about casting any spells that require material components. Again, this will
serve to deemphasize combat, or at least combat made unfair by large amounts of
magic. If the PCs don't guard their magical supplies, the result could be
catastrophic.
 [Other thoughts on substituting nonstandard material components in
spell-casting may be found in DRAGON issue #147, "Variety the Spice of Magic."]

 Monstrous evolution
 If you assume evolution exists in a fantasy world, then it follows that
monsters such as dragons and hydras must have had supernatural ancestors in the
prehistoric past. Various dinosaurs could have evolved into dragons and other
reptilian monsters, the displacer beast may have had a sabre-toothed ancestor,
and so on. Indeed, writer Peter Dickinson argues in his speculative book, The
Flight of Dragons, that dragons really did exist and evolved from the big
flesh-eating dinosaurs. DMs should feel free to go wild in creating supernatural
prehistoric beasts, including those supposedly created by one or more gods.
 Go for small changes at first, emphasizing defense over offense. Many
prehistoric beasts already have good combat abilities in melee; just keep the
magic-equipped characters from using this advantage to run roughshod over them.
A carnivorous ancestor of the red dragon may appear to be a perfectly normal
winged dinosaur from the outside, until your magic-user sees it fly through his
wall of fire as if it weren't even there. When the fighter with a vorpal blade
lops off a plesiosaur's head, he discovers too late that it is also a prototype
hydra, of the Lernaean variety! A mammoth might literally blow away its enemies,
if it's an overgrown ancestor of the hollyphant, while an ankylosaur may well
reflect spells off its shell in the manner of its descendant, the tarrasque.
When the PCs encounter their first spell-using Tyrannosaurus rex (a cleric,
perhaps-see "Gods and cave men"), the first thing they'll ask the DM is: "Can we
go home now?" If you do go this far, then think of the opportunity for
introducing new (and long lost in your own age) spells.

 The earth below
 One of the juiciest problem-causers for time travelers is often neglected:
continental drift. The continents of Earth didn't always stay in the same place;
they slid about constantly (albeit slowly) over the course of ages. The areas of
land and sea were different, too. For example, in the Cretaceous Period, most of
the eastern U.S.A. was under the sea. A modern time traveler in New York who
fails to take this into account will have a short (and wet) trip. So let it be
with your players' characters. [Continental drift is not the only source of
widespread geophysical change. Note, for instance the changes wrought by the
Cataclysm on the AD&D world of Krynn, the aftermath of the Rain of Colorless
Fire on the AD&D world of Oerth, or the sinking of Blackmoor by "accident" in
the D&D game's Known World.]
 If the PCs don't do research to determine the relative positions of land and
sea in the age that is their intended destination, feel free to dump them in the
water. Unless you're feeling mean, put them somewhere close to shore; the
dunking will be bad enough. Aside from the chance of drowning (particularly for
armored characters), an unexpected drenching will also ruin unprotected objects,
including spell books, material components, and perhaps a few magical items
(like dust of sneezing and choking). The reverse can be true, and characters
intending to explore prehistoric seas may find their folding boat or apparatus
of Kwalish left high and dry in a mountain range.
 This sort of soaking is an ideal way to punish PCs who do not take the trouble
to do research on their destination before starting out. If their world's
prehistory is relatively unknown (learning about it may be the motive for the
trip), and the PCs are going in blind through no fault of their own, then you
can be lenient.

 The unknown
 Ignorance of local prehistoric conditions is a serious handicap, particularly
for fantasy heroes who don't have any handy paleontology books for reference
purposes. In this case, what they don't know can hurt them, perhaps fatally.
An example: One modern theory concerning dinosaurs is that they were not
actually reptiles, but in a class by themselves, a class of which birds might be
a subclass. Pterosaurs (flying reptiles) are included in this class, while the
mammal-like reptiles that preceded the dinosaurs are now considered to be more
mammal than reptile. This obviously takes much of the starch out of a sword +1,
+4 reptiles, to say nothing of arrows of reptile slaying. Given the
bird/dinosaur debate, an arrow of avian slaying might work against dinosaurs,
though I personally wouldn't allow it. To be sure of killing special or
intermediate beasts like dinosaurs, mammal-like reptiles, etc., it might be
necessary to use their blood (or whatever) in work to construct a magic weapon
specifically directed against them. The aforementioned convergent evolution
problem is another example of how this sort of solution might become necessary.
 If the heroes are really going in blind (i.e., traveling into prehistoric times
unwittingly through a spell, curse, or unknown magical gate), then their
problems are even worse. If they are in a relatively mundane prehistoric world
with no lycanthropes, undead, elementals, etc., then much of their gear and many
memorized spells will be useless. Protection from evil, conjure elemental,
summon shadow, and a host of other spells simply will not work. In the
magical-item line, a paladin won't get the most out of his holy avenger sword,
while a mace of disruption is just an ordinary mace + 1 if there are no undead
to fight. Many types of arrows of slaying will be totally worthless, unless
their owners "waste" them by using them as ordinary arrows. Mages who have
memorized the wrong spells can learn appropriate ones if they were lucky enough
to have brought their traveling spell books along (though this doesn't help the
clerics much), but scroll-spells that are useless will stay useless.
 If you really like elementals and other extraplanar monsters, you could put
them in-but heavily modified. Forget human forms, except in the Pleistocene
epoch, and make them look like whatever animals are dominant at this stage in
world history, particularly if intelligent, civilized "animals" (such as lizard
men or giant beavers) are running around. If conjuring spells are allowed to
work in your prehistoric world, the results could be something of a surprise!

 Gods and cave men
 Here we go from "lesser" supernatural beings to the gods themselves. For a
change of pace in your fantasy world, assume that the gods created the world or
were created along with it, and did not have to wait until worshipers appeared
to give them life. If that is the case, then the same gods might be worshiped
all throughout time, assuming a succession of intelligent races. In order to be
best appreciated by those worshipers, of course, the gods may come to look like
them, or at least to look like the dominant race. In the Age of Reptiles, for
example, Odin, Zeus, and company could look like dinosaurs or lizard men, with
generally the same attributes as given in Legends & Lore. There would be a few
modifications, of course, like a hammer-throwing lizardly Thor who also has a
tail-slap attack.
 There is no limit to the number of old deities in new bodies you can get out of
this. If your world is like Earth, large birds beat mammals to the big-body
niche when the dinosaurs died out, so the gods could change to look like dire
corbys, vulchlings, etc. All throughout time, the gods could change, bestowing
their "stamp of approval" on each new race that becomes dominant by taking its
form. I leave to your imagination the trouble adventurers would get into by
slaying fellow worshipers just because they look odd.
 When PCs get to the Pleistocene or a similarly recent time period, they can
encounter early man, and this can be the stickiest part of the time-travel
business. In terms of pure combat ability, "cave men" aren't much of a threat to
a powerful group that hasn't been greatly weakened already by combat or
privation (all the more reason to follow the suggestions earlier in this
article). Therefore, the DM may have to take certain measures to make certain
the PCs don't simply engage in a general massacre.
 Since we are assuming that the PCs are going into the prehistory of their own
world, their actions could well change their own home period when they go back.
(Actually, they could do that in any time period.) The classic example is Ray
Bradbury's story, A Sound of Thunder, in which a time traveler turns the U.S.A.
from a democratic country into a dictatorship by stepping on a butterfly in the
Cretaceous period. This story, particularly Bradbury's explanation for
historical change, is must reading for any referee running a time-travel
adventure in any game system. This opens up an almost infinite range of
possibilities.
 If you want to end the campaign quickly, the easiest way to do so is to have
the PCs fight cave men who turn out to be their own ancestors. When their
ancestors die, the PCs immediately disappear as though they had never been.
Alternatively, nothing could happen to them. Since the PCs killed their
ancestors, they prevented themselves from being born. But since they were never
born, they couldn't very well go back in time to slay their ancestors, thus they
will be born, and.., you get the idea. Paradoxes are fun, but handle them with
care.
 Stomping on the PCs directly is a rather heavy-handed method of DMing. DMs who
want the PCs' actions to change history should be more subtle if possible. There
is the Sound of Thunder option, in which slaying someone's ancestors can change
the moral or political outlook of an entire kingdom, if not the world. Using
this system, the victorious PCs could return from the past to a world that is
suddenly (and no doubt mysteriously) inimical to them. It could take the
characters a while to figure out what went wrong.
 There is, of course, the genocidal option. The AD&D game provides for antipathy
between specific races, such as orcs vs. elves and goblins vs. dwarves, If the
very first members of a hated race are encountered, the PCs may get the bright
idea of wiping them out, thereby preventing the spread of a race that will
otherwise give their characters no end of trouble in the modern world. For that
matter, if some prehistoric animals are ancestral to dragons or other
troublemakers, the PCs may undertake a worldwide cross between a safari and a
search-and-destroy mission. A truly great and noble idea, right?
 Well, not exactly. Even assuming one's morals permit such actions, there are a
few problems. After all, the PCs no doubt fought many of the descendants of
these creatures and killed them, winning monetary and magical treasures from
them and definitely gaining experience points from their defeat. If the PCs keep
some of their opponents from being born, the DM should feel free to strip them
of the experience points, magical items, and riches that were gained after
fighting these foes. Again, if the PCs aren't particularly perceptive, it might
take them a while to figure out what happened. If you don't like these
complications, ignore them. (The mage who cast the time-travel spell arose to a
high-enough level to cast it because of the monsters he defeated. If he never
defeated them, he couldn't rise to a high-enough level to cast the spell, the
party never went back to slay the ancestral monsters, etc.)
 We now return to the gods (in this case, including extraplanar monsters). If we
assume, as many game designers do, that a fantasy world's gods are created and
sustained by their worshipers' deeds, offerings, and prayers, then we have some
interesting possibilities. By slaying all of a god's first worshipers before his
religion is firmly established, the PCs could stop the creation of an entire
pantheon. Again, this sounds nice if it's an enemy deity, but it is a real
killer if your own pantheon gets wiped out. If you follow my earlier suggestion
that the gods were created by the very first intelligent beings on Earth and
simply changed their forms to match the evolving races, then look out!
Xenophobic PCs of the "hack-and-slash" school who attack anything that moves
could well wipe out their own gods by destroying a strange race simply because
it is different. Aside from the obvious loss of power to clerics, any suitably
cataclysmic punishments are left up to the DM.
 If the PCs do not kill a deity when they slay his worshipers (due to time
paradoxes or the like), then they will have him as an eternal foe, in the
ultimate sense of the word "eternal." Even an impersonal deity might have a
sentimental attachment to his very first worshipers or temple, however crude and
humble. This sentimentality could drive the god to seek revenge even more than
if the PCs had sacked a temple of his in the modern world. Not only that, but
the wronged deity will have no scruples about helping a band of adventurers of
his own alignment travel to the past to chop up the first worshipers of the PCs'
deity or even their ancestors. Things can easily escalate out of control in this
manner, with potent magical warfare being waged all throughout history and
prehistory. The DM should consider all the implications before using this
option.
 If the PCs go into a past where their deities exist but are worshiped by
another race, such as lizard men of appropriate (and possibly different)
alignment, the PC clerics might get their god to grant them spells, if they can
convince the deity that they are his true worshipers (and if that deity's
followers don't slay the PCs first as "monsters" -turnabout is fair play!). A
xenophobic deity might simply squash his future worshipers for daring to ask,
since their race hasn't appeared yet. If holy symbols, proper deeds, or
mind-reading can convince him that the characters are true believers, he may
grant their request. Since the characters' race will eventually replace the
current worshipers (or so they say), the god may take a "show me" attitude,
granting the PCs their spells only if they can defeat his current worshipers in
a fair fight. This could be a full-scale battle or merely a single duel between
individuals (especially clerics, paladins, or druids). If the characters are
unable to prove their heritage in battle, the god might just decide to suppress
the upcoming evolution of their race as a penalty for being "inferior"!
 As stated before, primitive humans (or whatever) will be inferior to any
adventuring band that has not been put through the wringer previously. This is,
of course, all the more reason for the DM to put them through the wringer in
previous adventures, unless the PCs have worked very hard to avoid this sort of
thing. Failing the depletion of their fighting strength, the twin threats of
changing history and the gods are absolutely necessary to keep the party from
conducting an easy slaughter of primitive men and force them to negotiate, at
the only time in normal prehistory when they are able to do so.

 Scenarios
 Many DMs who have read thus far might love the prospect of sending their
player's characters into the prehistoric past. What, however, is the motivation
for this journey? Aside from the usual explanations (time elementals, a gate
into the plane of Time, an angry time-traveling mage of enormous power, etc.),
there are perfectly valid reasons for having time-travel scenarios creep into
your campaigns.
 The simplest scenario is exploration. Some wealthy sage wants the PCs to either
accompany him into the past or go by themselves to study conditions in another
age. Exploration scenarios usually require that some rich NPC foot the bill, as
there is no guarantee that the party will find any treasure in the wilderness.
The DM should also figure out a way to assign experience points for information
obtained.
 Mercantile scenarios are another method. The characters go back in time to
collect baby dinosaurs, mammoth and mastodon ivory, etc. Body parts of creatures
can also be used as ingredients for magical items, but this isn't as good a
motive, even in modern campaigns. How many PCs go around shaving the heads of
dryads for ingredients to make philtres of love? How many actually go to the
trouble to collect a fiend's ichor or a giant slug's spittle? If prehistoric
beasts are extinct in the modern campaign world, there would seem to be little
justification for going to the trouble to create an arrow of dinosaur slaying.
Money-grubbing scenarios lack glamour, anyway; high fantasy is supposed to do
better than that.
 Best of all is the long-term quest. If you want a thorough prehistoric
adventure, break up an artifact or relic like the Machine of Lum the Mad or the
Mighty Servant of Leuk-o and put one piece of the item in each of the separate
prehistoric environments and ages where danger can be found. (Bone up on
paleontology before you try this.) Starting with the Carboniferous period (when
the first giant amphibians appeared on land), at least two pieces of the relic
should be left in each time period: one on land and one in the sea. If you can
get detailed information about different faunas on the various continental
areas, more pieces could be scattered to those spots.
 A search for the pieces of a mighty magical item over a span of 600 million to
five billion years (depending on whether you start with the Cambrian period or a
fantasy Precambrian era) could with justification be called the ultimate quest.
This scenario alone could take up an entire gaming tournament. Not only will the
characters meet a wide variety of monsters and environments, but if any of the
restrictions mentioned earlier are used, they will be forced to use intelligent
play along with brute force, even though the overwhelming majority of their
opponents are "mere" animals.
 Consider the situation: In a long-term adventure, the party will be cut off
from all the usual sources of reliable supplies for everything. They will be
alone in the wilderness (or, rather, in a series of wildernesses) having to
constantly be on the alert for attacks by wild animals, many of whom are of
incredible power, and watching their supplies and magical abilities gradually
dwindle away. Sneakiness will be at a premium, as will be using their wits to
find the pieces quickly, thus reducing the amount of time spent in the period
(and the number of encounters and fights they will have). Provide the PCs with a
series of riddles or clues to each piece's whereabouts. If they play
intelligently, they should escape the adventure with only a few hard knocks; if
not, well. Remember that intelligent races, whether special prehistoric types or
humans, should be treated to negotiations rather than brute force. Perhaps the
characters should get a chance to see a primitive but still recognizable symbol
of one or more of their own deities. Even without the peril of changing history,
this should be enough to convince them that an open attack might violate
alignment restrictions (even evil pantheons might not want followers killing
their own clerics and worshipers).
 Negotiations, riddles, stealth, cross-country travel, and (of course) combat:
Can any adventure be better than this? Only a quest that also takes place in the
prehistoric Inner and Outer Planes or on an ancient world elsewhere in wildspace
using the SPELLJAMMER rules.
 Perhaps the most appropriate scenario for time travel is the "changing history"
scenario. A band of (possibly misguided) PCs goes into the past to exterminate a
species of creature, wipe out an intelligent race, or nip a pantheon in the bud,
in the belief that this will make the world a better place for them. They might
even go back into the past to prevent a rival group from doing this very same
thing. The possibilities here are staggering. The world could change somehow
without warning, and the PCs must find out through mages or sages what happened,
then go back in time to change it. While they're mucking around in the past,
they might change time in other ways without realizing it. With enough time and
creativity, the DM could have characters return a number of times, each time to
a world changed in some different manner, until they finally learn to be
careful. Some adventures, especially pantheon-busters, will involve the gods,
possibly in radically different forms in various prehistoric ages.
 This article should help increase the amount of excitement and suspense in any
AD&D adventure taking place in prehistoric times. Players whose characters go
into the past may get nervous or worried, but they will never be bored.
 
 
SEE
 
 
http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=5252 
 
 
AND
http://www.datapacrat.com/Art/Games/RPG/



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