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Newsletter #9, December 10th, 1992 Newsletter Editor: Cheryl Frech Coordinators: Far Structures - Cheryl Frech Captureable Creatures - Cheryl Frech Blurbs - Aaron Fuegi Monster Profiles - Sean Upchurch Unofficial Weapons/Armor chart- Ilya Taytslin Battle Cries - Christopher F. Jones FAQ - Christopher F. Jones (FAQ=Frequently Asked Questions) Seen through a Spyglass Jerry Hagedorn Groups Brian Derks Addresses: Brian Derks Normandyknight@cup.portal.com Cheryl Frech willow@cbnewsd.att.com Aaron Fuegi fuegi@cs.colostate.edu Jerry Hagedorn JHAGEDORN@VAX1.UMKC.EDU Christopher F. Jones cfjones@phoenix.Princeton.EDU Ilya Taytslin ilya@cs.albany.edu Sean Upchurch sau@Juliet.Caltech.Edu ************************************************************** Note from the editor. The information contained in these newsletters covers a wide gambit from novice to advanced. If you are the type who wants to learn things on their own some of the information in the newletters could be considered spoilers. >>>>>>>>>>>> I have had such an influx of email that I am once again behind in my responses. So I have a file with mail I owe people and will get to it in time. If the newsletter answers your questions then I will not be sending email.<<<<<<<<<<<<<< ********************** EDITOR BLUNDER *********************** * * Note to everyone. Most of you hopefully already know this but I * mention it here because Cheryl accidentally put my old email address * near the top of this newsletter(at the bottom in the blurbs area my * correct one is listed). Anyway my present email address is * FUEGI@CS.COLOSTATE.EDU and I would appreciate it if everyone would use * that address only in the future. * Aaron * aka Blurb Collector ********************** EDITOR BLUNDER *********************** This Issue ------------------------------------------------------------------ Section 1 - Job Posts / Want Ads Section 2 - Tips (This issue BABY news replaces the tip section) Section 3 - Questions/Inquiries Section 4 - Facts Section 5 - Rumors (Believe it or Not) Section 6 - Theories Section 7 - New Blurbs (see end of Catch all for index to existing Section 8 - Player Deletions/Additions Section 9 - Catch All Section 10 - Capture List Section 11 - Far Structures Section 12 - Races and Gods and Groups Section 13 - Baby Baby Baby Baby Baby Baby Baby Baby Baby Baby ************************************************************** Section 1 - Job Posts / Want Ads * WANTED: Plant blooming cycle information. If you have calculated the cycles or have purchased advanced plant plucking skill and have run across some plants please send information to: Aaron Fuegi fuegi@cs.colostate.edu * Mudwalker in the upper Gwardon interested in joining or forming a group. Currently I have no religion, but I am also interested in that. Are there any groups (religious or otherwise) based near the Spotted Beak? I already know general locations (from sources like MI Journal, Lotus Leaves, and MI Newsletter on this network). Would like responses from members of groups. Need key information from recruiters. Thanks, Steven Sadler SSADLER@utkvx.utk.edu * I'm looking for a review/description of Monster Island, as this game is now also available in Germany. Someone directed me to you as editor of a MI newsletter. Do you have anything that tells me more about the game than the advertisement I have? Thanks in advance <* Kai Hortmann - University of Konstanz - Germany *> <* chbrin5@dknkurz1.bitnet or chbrin5@nyx.uni-konstanz.de *> * WANTED: A write up explaining monster island for potential players (see last request above) who want to learn more about the game. Please send write up to newsletter. * Within the next 5-10 turns it is anticipated that a non-racial, non-religious group will be forming in the Jagged Mor South. The current plan is for the Ceremony of Strength to take place in the vicinity of the Dragon's Tale Far Inn. At this time there are approximately 15-20 monsters who have committed to participating in the Ceremony of Strength. Any monsters in the vicinity who have any interest contact Eric Bothwell aka Biff Gnarly (erb@lawmail.law.columbia.edu). Thanks, Eric/Biff * WANTED: Information on "Blueberry Eye" and or "Noreb" monsters. Any information (name, address, player name) on these monsters is appreciated. "Blueberry eye" is a Furrcat and "Noreb" is a Bignose, both male.I believe that Noreb is a Fuvite; I'm not sure about Blueberry eye. They're somewhere in the Central JM/Kunbar, or at least they were a couple of months aogo. Anything you could be find would be VERY appreciated!! -Eric Reuss, from The Stark Fist of Fuvah ereuss@cs.tufts.edu (R. Eric Reuss) * WANTED: I am currently playing two beginning monsters (one on turn 10, the other on turn 15) in the southern Gwardon reigon. Do you have any friends in this area? One big dissapointment for me thus far has been that the other monsters who started out with me have, for the most part, not been very social. It would be great if you knew someone in my general area who I might be able to join up with. Tim Ciciarelli* Eric Reuss 232 Carmichael Hall Medford, MA 02155 (617) 629-8114 THIS HAS CHANGED from the last Lotus Leaves...I'm getting lot's of letters to may last years address, and each takes over a month to wind its way to me. ************************************************************** Section 2 - Tips (This issue BABY news replaces the tip section) ************************************************************** Section 3 - Questions/Inquiries * Gary Funk is trying to get a master list of everyone in the game and their addresses, along with Far structures. Please send information to: Gary Funk: 27 Ninety Rod Rd, Clinton, CT 06413 * Willing to compile things viewed through a spyglass. Send data to Jerry Hagedorn - JHAGEDORN@VAX1.UMKC.EDU * I noticed something in newsletter, that implied that someone gained 9 muscle (in one turn) by jazzercising 9 times for 8 APs each... My math says, that that is jazzercising for 72 APs in one turn... Didn't the rules specifically state that a maximum of 50 APs per turn may be used to jazzercise in any one turn? Just curious, Ron... RRBLANCO@MTUS5.cts.mtu.edu [ The item in newsletter number 8 did imply the 9 times for 8 AP was from memory. Perhaps 6 timers for 8 AP, could the original poster clear this up. I once inquired about jazzercizing for more then 50 AP (a wrong input had me doing more then 50) and Jack said doing more the 50 didn't help you but didn't hurt you either. This was over a year ago so things can change, though I doubt it. ] * I was curious if you could answer a question for me about groups. I've heard a few rumors about losing money and/or items when forming a group. Do you know anything about this? My monster will be forming a group with a few other people next turn, and I just wanted to know if I should spend all of my money before forming the group. Also I've heard that an item will disappear when you form a group. Maybe that's just when you join an already existing group? Any info would be most appreciated. Thanks. - Erik [ When groups are formed they fit into one of three categories (of which I forget the proper names) scary, scarier, scariest. I believe that each of these categories affects how much and types of items lost during initiation. My experience: Forming a group of type scary (the most easy going type about): Lost nothing during the ceremony. Joining an existing group of type scarier (middle of road group): Had 4 oculars lost 1, also lost a voodoo cauldron. Joining an existing group of type scarier (middle of road group): Had 60 oculars lost ~35, also lost a voodoo cauldron. Initiated a member into existing group of type scarier: Gained a few oculars (fellow had very few) and a Tholomite Heart. How about it, if you have an initiation or ceremony group story on lost/gained items send them in. Remember to note the type of group and if someone has the proper names I would appreciate them. ] * Has anyone got their second set of spells? [ My monster Felica got her second set. Her first set included 7 spells: Identify Scroll (24), Seal/Open Temple Door (34), Detect Rival Followers (42), Read Scroll (25), Light Armor (805), Torchlight (701) and Fear (928) with a total of 20 spell points. Her second set added 4 new ones: Detect Fellow Followers (41), Repair Large Iron Item (53), Dig (50) and Fire Shield (822) and her spell points went up to 65. She has also identified and read the following spells from scrolls: Detect Creatures (77), Detect Items (66) and Detect Plants (55). ] Any others out there with their second or third set? Send spell lists to newsletter. ************************************************************** Section 4 - Facts * The Black Death group #727 officially has not battle cry. Subject to change in the future. * The Knights of the Iron fist #745 is now a mixed group since they just tarted a shroud faction. ************************************************************** Section 5 - Rumors (Believe it or Not) NOW FACT: If you give an EF (Enhance Fort) order while carrying some carrion talons, you will make something called a "carrion spring trap". You need two carrion talons and one spider spring or one carrion talon and two spider springs. ************************************************************** Section 6 - Theories ************************************************************** Section 7 - New Blurbs (see end of Catch all for index to existing blurbs in our net monster group.) Remember if you get a blurb which is not on the index list, send it to Aaron and the newsletter. ############ FORT A newly rebuilt fort consists of a semi-secure wall and a building in its center. The largest room is the stable where two dozen mounts can be stabled. The next largest room is the bunk room which has a dozen bunk beds. There is also a storage room, an outhouse (without water), and a double-room consisting of living quarters and workroom suitable for a single permanent resident. A fort is owned/controlled by whoever occupies it. When occupied, other monsters have to force their way in. They'll be subject to the Fort's traps (if any) and have to fight the occupants of the fort - except for your own group's members. FORT ORDERS To camp in a fort, issue the FORT STAY order:FS. This is excellent for recovering health. To guard/camp in fort, issue the GUARD FORT order:GF. This has you camp in the fort, but you'll be on guard for intruders and consequently, recover less health. To make some sort of physical improvement to the fort, issue the ENHANCE FORT order:EF. This requires 30 act pts and may result in taking one or more of your possessions and making it a permanent part of the fort. To place items in the store room, issue the PLACE order:P (item#) (qty). To remove items, issue the BRING order: B (item#)(qty). NOTE: Food cannot be placed in the store room. If the square already has your group's totem markings, you can issue the TM order to mark the fort. ************************************************************** Section 8 - Player Deletions/Additions For those who keep a mailing list this new section has changes from the existing list. LEAVING (please take off lists): danlux@wam.umd.edu (Dan Luxenberg) MARTINJR@MISSLE.LAAFB.AF.MIL (Old address - Jack Martin) ARRIVING (please add to lists): webber@ormfs1.psf.ge.com (Jeffrey Webber) CHBRIN5@NYX.UNI-KONSTANZ.DE (Kai Hortmann) 71461.2645@CompuServe.com (New Address - Jack Martin) CAN NOT DELIVER (removed from list) ************************************************************** Section 9 - Catch All ************************************************************** Section 11 - Far Structures The following is my current file on locations of far structures. I am way behind in corrections (thanks to those of you who have sent them in) and additions. However, it will be awhile before I get to them and several of you are asking about locations so here is what I have. Take it with a grain of salt. Corrections should be sent to me (Cheryl Frech) and hopefully in the next few months I can make this a better more correct list. For the most part everything is correct. A few posts are a square off here or there. Many new inns are missing (most I don't have data on) but I believe their locations are correct. So enjoy or ignore the following: ** LOCATIONS ** LOCATIONS ** LOCATIONS ** LOCATIONS ** LOCATIONS [ note the locations are given in the Fire Rider group coordinates and are not standard to this discussion group ] Far Inns (x,y,north/middle/south,name) SP 127 240 N The Speckled Pheasant OT 95 232 N The Odd Terepus IT 137 207 N The Illuminated Torch SB 99 204 N The Spotted Beak GGG 90 175 N The Grackle, Grouse & Grail BS 130 169 N The Broken Shield DS 104 143 M Drokorn's Stead DEN 142 137 M Dark Eagle's Nest CT 103 116 M The Claw & Tooth CS 83 95 M The Cracked Skull SC 128 102 M The Spear & Club HJ 126 67 M The Happy Junglemon GFS 79 65 M Grimley's Fiendish Spot TT 94 38 S The Twisted Tablor LF 128 30 S The Lion's Fill DT 95 10 S The Dragon's Tale CN 77 -12 S The Crooked Nose BL 182 24 S The Blushing Lady Far Forges (x,y) Boarsthead 173 36 S Unknown Silver Hook's (unknown location in middle starth) ** TEMPLES ** TEMPLES ** TEMPLES ** TEMPLES ** TEMPLES ** TEMPLES ** Temples (x,y) S 116 214 N Temple of Shroud F 145 203 N Temple of Fuvah F 141 183 N Temple of Fuvah F 128 236 N Temple of Fuvah K 90 131 Temple of Kabuki S 75 73 M Temple of Shroud K 61 65 M Temple of Kabuki F 129 50 Temple of Fuvah ** KEY ** KEY ** KEY ** KEY ** KEY ** KEY ** KEY ** KEY ** KEY ** Owner - Last name of owner Staff - Number of staff Defenses - o=okay, f=fair, g=good, vg=very good Building - gs=good shape, wk=well kept, bg=bit grungy, nk=nicely kept I7 to I1 - inn stay: I7 you're paid, I5/I3/I1 you pay to stay Missile - wx:a,b,c:d wx is weapon training order, a/b/c are levels of training and d is the cost of the first level. Subsequent levels cost 3 times the previous. example w1:2,3,4:6 is weapon's training 1 offers 2nd, 3rd and 4th level training for 6, 18 and 54 oculars respectively [this also applies for bashing, pointed, edged, pole and whip] Weapons - general pricing for weapons: o=okay, f=fair, g=good Armor - general pricing for armor: o=okay, f=fair, g=good Rare - general pricing for rare items: o=okay, f=fair, g=good P1 to P9 - Purchase from the inn X/Y: where X is item number and Y is cost. Order is P (Item#) (Qty) X7 to X9 - Knowledge Purchase X/Y Y is cost and X is: V=voodoo, D=dieting, B=battle cry, S=stealth, P=plant growth V2 to V6 - Voodoo Instruction X/Y Y is cost and X is: PLE=purple lotus elixir, YLE=yellow lotus elixir, WLE=white lotus elixir, RS=reptron salve, SH=scatamunga horn, BE=brawn elixir, TE=thermaway elixir, LE=lime elixir, ZJ=zombie juice, SP=shingle poison, G=gnitgnoff CB JB - Collect bounty on jagged bodkins. Price offered. CB TN - Collect bounty on tomk necklaces. Price offered. CB GS - Collect bounty on gaba stones. Price offered. Items for Sale: No. Name No. Name 8 Dactyl Whip 301 Silver Knife 9 Squzskin Gauntlets 302 Silver Jagged Dagger 21 Voodoo Cauldron 303 Silver Helm 37 Swarth Net 304 Silver Guantlets 38 Bird Trap 305 Silver Greaves 45 Spiked Club 309 Silver Studded Club 48 Squzskin Greaves 331 Iron Knife 49 Squzskin Helmet 332 Iron Dagger 55 Tooth Sabre 333 Iron Helm 96 Travel Grub 334 Iron Greaves 107 Barkbrute Armor 335 Iron Gauntlets 355 Yellow Bauble ** FAR INNS ** FAR INNS ** FAR INNS ** FAR INNS ** FAR INNS ** FAR INNS ** SP OT IT SB Owner Hokstir Skrome Sawtooth Tar Staff 10 11 7 7 Rooms 8 9 10 9 Defenses g g o o Building nk nk wk bg I7 4 5 4 4 I5 10 12 8 10 I3 24 28 22 20 Missile w5:2:6 Bashing w3:2,3:9 w3:2,3,4:6 w1:2,3,4:7 Pointed w1:2,3,4:7 w1:2,3:6 Edged w1:2,3,4:8 w3:2,3,4:8 Pole w3:2,3:6 Whip w5:2,3:7 Weapons f o o f Armor f f o o Rare f o o f P1 55/6 303/15 38/6 P2 9/2 9/2 21/16 303/13 P3 38/6 38/5 48/5 55/7 P4 37/15 332/45 334/39 P5 96/1 96/1 96/1 96/1 P6 21/19 302/22 21/19 P7 38/5 334/33 P8 333/39 8/27 49/2 P9 302/26 21/16 37/15 X7 V/5 V/6 V/7 V/6 X8 D/1 P/1 D/1 D/1 X9 S/2 B/3 B/3 V2 WLE/12 WLE/14 PLE/6 YLE/5 V4 RS/4 RS/6 RS/6 LE/3 V6 ZJ/6 YLE/5 YLE/9 SH/7 CB JB 10 7 10 10 CB TN 22 21 22 21 CB GS 1 1 1 1 GFS TT LF DT Owner Grimley Fils Zilton Dunsword Staff 10 10 7 9 Rooms 12 9 10 9 Defenses g g g g Building bg gs wk gs I7 3 4 26 5 I5 5 10 9 9 I3 21 5 Missile w5:2,3:6 Bashing w1:2,3,4:7 w3:2,3:7 Pointed w3:2,3,4:6 Edged Pole w1:2,3:7 w1:2,3:8 w1:2,3,4:9 Whip w5:2,3:8 Weapons o g o o Armor f f o f Rare o f o g P1 21/16 21/19 45/18 P2 96/1 38/6 37/15 P3 37/13 21/22 P4 48/5 21/16 P5 38/5 37/5 304/16 301/13 P6 302/22 8/36 96/1 P7 96/1 38/5 P8 49/2 304/19 9/2 38/7 P9 37/15 45/15 309/33 96/1 X7 V/6 V/5 V/7 V/7 X8 P/1 D/1 P/1 D/1 X9 S/3 B/3 S/3 B/4 V2 PLE/6 YLE/5 YLE/7 PLE/7 V4 LE/4 RS/6 LE/3 LE/4 V6 WLE/14 G/2 SP/17 ZJ/11 CB JB 8 9 7 8 CB TN 27 23 24 20 CB GS 1 1 1 1 GGG BS DS DEN Owner Spunstir Shokrim Drokorn Kar Staff 12 9 11 9 Rooms 11 12 12 12 Defenses g g vg vg Building wk wk wk bg I7 20 4 5 3 I5 12 9 10 5 I3 5 26 23 Missile w1:2,3,4:6 w3:2,3:6 w1:2,3:8 Bashing w3:2,3:6 Pointed w1:2,3:6 Edged w5:2,3:6 Pole w3:2,3:9 w3:2,3:6 w3:2,3:6 Whip w5:2,3,4:13 w5:2,3:8 Weapons h f o f Armor f o p g Rare g f o o P1 21/22 96/1 21/16 P2 55/10 305/16 37/18 P3 301/15 21/16 P4 96/1 107/19 38/5 P5 48/4 55/6 107/12 P6 302/34 304/22 P7 335/39 21/19 96/1 331/31 P8 333/33 45/18 96/1 P9 38/7 37/13 49/1 8/31 X7 V/5 V/7 V/5 V/5 X8 P/1 D/1 D/1 P/1 X9 S/2 S/4 B/3 B/3 V2 PLE/10 PLE/6 PLE/9 PLE/8 V4 BE/6 RS/7 BE/7 BE/6 V6 LE/3 SH/9 WLE/13 G/2 CB JB 7 8 7 7 CB TN 21 22 28 21 CB GS 1 1 1 1 C&T SC CS HJ Owner Pokernaught Kanose Staff 10 11 Rooms 10 8 Defenses o vg Building gs nk I7 3 4 5 4 I5 7 7 12 7 I3 28 21 26 Missile w1:2,3,4:9 w1:2,3:9 w1:2,3:7 Bashing w5:2:7 w3:2,3:9 Pointed w5:2,3:7 w3:2,3,4:8 w3:2,3:8 Edged w1:2,3,4:9 Pole w3:2,3:9 Whip w5:2,3:7 Weapons g o g Armor o f g Rare o f g P1 55/9 48/5 302/30 P2 49/2 55/7 334/45 P3 305/20 21/19 21/22 P4 55/9 38/16 49/3 P5 331/36 48/5 107/12 P6 38/5 96/1 334/39 21/22 P7 96/1 309/33 37/18 P8 21/16 303/15 9/36 P9 301/13 96/1 96/1 X7 V/5 V/7 V/6 V/7 X8 D/1 P/1 P/1 D/7 X9 S/3 S/3 B/4 S/3 V2 PLE/7 WLE/12 PLE/10 V4 BE/7 RS/5 BE/8 V6 TE/2 G/2 RS/6 CB JB 10 7 7 CB TN 20 20 20 CB GS 1 1 1 1 CN BL Owner Crook Kaboo Staff 12 11 Rooms 11 6 Defenses g o Building nk wk I7 4 4 I5 6 9 I3 16 Missile w3:2,3:6 Bashing w5:2,3,4:9 Pointed w3:2,3:6 Edged w1:2,3,4:7 Pole w1:2,3:6 Whip Weapons f Armor f Rare o P1 96/1 38/7 P2 355/5 9/4 P3 37/15 P4 335/39 309/45 P5 305/23 P6 38/5 301/18 P7 21/22 P8 96/1 P9 21/16 55/9 X7 V/5 V/5 X8 P/1 P/1 X9 B/3 B/2 V2 YLE/5 YLE/6 V4 RS/5 LE/3 V6 TE/2 G/2 CB JB 7 4 CB TN 23 22 CB GS 1 1 ** FAR FORGES ** FAR FORGES ** FAR FORGES ** FAR FORGES ** FAR FORGES ** Borsthead's Far Forge Forger: Sturge Rukduk. Staff: 6 Jossmen. Defenses are good. The building is in good shape. Sell to Far Forge: P (Item#) (Qty) Repair Item: R (Item#) Note you can not rid an item at a far forge. Purchase From Far Forge P1: Silver Knife for 18 P2: Silver Gauntlets for 22 P3: Iron Dagger for 61 P4: Silver Knuckles for 36 P5: Short Sword for 45 P6: Long Sword for 122 P7: Leather Barding for 85 (Barding is too bulky to be carried by a Monster. It is custom fit to each Mount. The above price is for a Plodder. Other Mounts cost more. Silver Hook's Far Forge Forger: Hagus Kutok Staff: 6 Jossmen Defenses are good. The building is in very good shape. Purchase From Far Forge P1: Silver Jagged Dagger for 26 P2: Silver Greaves for 23 P3: Iron Helm for 39 P4: Long Sword for 106 P5: Silver Knuckles for 31 P6: Short Sword for 39 P7: Leather Barding for 85 ******************** Far Inns [second line] (x,y) BL 182 24 S The Blushing Lady RA 172 225 N Ribald's Arms Far Posts (x,y) [north to south] Waltar's 113 253 N ? 81 250 N Kallon's 42 245 N Waston's 95 239 N ? 165 234 N Fillan's 119 233 N Killor's 76 232 N Fallor's 46 226 N Wistan's 99 224 N Dislor's 136 218 N Wislon's 19 217 N Filtok's 54 217 N Faltar's 115 214 N Dallor's 75 214 N Faslor's 49 201 N Wallor's 98 201 N Dallon's 135 192 N Dillon's 40 191 N ? 70 191 N Willam's 14 185 N ? 118 176 N ? 171 175 N ? 55 161 N Kallan's 121 154 M Kistor's 98 148 M Fislar's 133 145 M Fillok's 113 137 M Dastan's 18 136 M Kastan's 73 135 M Wiltok's 91 133 M Diltok's 46 129 M ? 175 125 M Waslor's 124 124 M ? 16 124 M Willon's 121 121 M Kaslar's 99 117 M Wastan's 45 114 M Kistan's 8 112 M ? 63 107 M Fislor's 107 104 M Waltor's 9 100 M Walton's 131 92 M ? 174 89 M Diston's 122 62 M Fastan's 76 61 M Killak's 101 58 S ? 38 57 S Killon's 7 56 S ? 109 46 S ? 130 43 S Diltak's 9 43 S Dislon's 38 42 S Kiltar's 66 41 S Fistan's 86 36 S ? 12 30 S Daslon's 105 28 S Hakon's 169 25 S Daslok's 46 24 S ? 121 21 S Kallor's 74 20 S Wislan's 99 14 S Dallar's 50 13 S Wiltar's 20 2 S Dilton's 50 -2 S Dastak's 77 -8 S Far Posts (x,y) [west to east] Killon's 7 56 S Kistan's 8 112 M Diltak's 9 43 S Waltor's 9 100 M ? 12 30 S Willam's 14 185 N ? 16 124 M Dastan's 18 136 M Wislon's 19 217 N Wiltar's 20 2 S Dislon's 38 42 S ? 38 57 S Dillon's 40 191 N Kallon's 42 245 N Wastan's 45 114 M Daslok's 46 24 S Diltok's 46 129 M Fallor's 46 226 N Faslor's 49 201 N Dilton's 50 -2 S Dallar's 50 13 S Filtok's 54 217 N ? 55 161 N ? 63 107 M Kiltar's 66 41 S ? 70 191 N Kastan's 73 135 M Kallor's 74 20 S Dallor's 75 214 N Fastan's 76 61 M Killor's 76 232 N Dastak's 77 -8 S ? 81 250 N Fistan's 86 36 S Wiltok's 91 133 M Waston's 95 239 N Kistor's 98 148 M Wallor's 98 201 N Wislan's 99 14 S Kaslar's 99 117 M Wistan's 99 224 N Killak's 101 58 S Daslon's 105 28 S Fislor's 107 104 M ? 109 46 S Fillok's 113 137 M Waltar's 113 253 N Faltar's 115 214 N ? 118 176 N Fillan's 119 233 N ? 121 21 S Willon's 121 121 M Kallan's 121 154 M Diston's 122 62 M Waslor's 124 124 M ? 130 43 S Walton's 131 92 M Fislar's 133 145 M Dallon's 135 192 N Dislor's 136 218 N ? 165 234 N Hakon's 169 25 S ? 171 175 N ? 174 89 M ? 175 125 M Far Posts (x,y) [alphabetic] Dallar's 50 13 S Dallon's 135 192 N Dallor's 75 214 N Daslok's 46 24 S Daslon's 105 28 S Dastak's 77 -8 S Dastan's 18 136 M Dillon's 40 191 N Diltak's 9 43 S Diltok's 46 129 M Dilton's 50 -2 S Dislon's 38 42 S Dislor's 136 218 N Diston's 122 62 M Fallor's 46 226 N Faltar's 115 214 N Faslor's 49 201 N Fastan's 76 61 M Fillan's 119 233 N Fillok's 113 137 M Filtok's 54 217 N Fislar's 133 145 M Fislor's 107 104 M Fistan's 86 36 S Hakon's 169 25 S Kallan's 121 154 M Kallon's 42 245 N Kallor's 74 20 S Kaslar's 99 117 M Kastan's 73 135 M Killak's 101 58 S Killon's 7 56 S Killor's 76 232 N Kiltar's 66 41 S Kistan's 8 112 M Kistor's 98 148 M Wallor's 98 201 N Waltar's 113 253 N Walton's 131 92 M Waltor's 9 100 M Waslor's 124 124 M Wastan's 45 114 M Waston's 95 239 N Willam's 14 185 N Willon's 121 121 M Wiltar's 20 2 S Wiltok's 91 133 M Wislan's 99 14 S Wislon's 19 217 N Wistan's 99 224 N ? 55 161 N ? 38 57 S ? 109 46 S ? 171 175 N ? 130 43 S ? 70 191 N ? 118 176 N ? 121 21 S ? 174 89 M ? 12 30 S ? 63 107 M ? 175 125 M ? 165 234 N ? 81 250 N ? 16 124 M ********************** ************************************************************** Section 12 - Races and Gods and Groups ************************************************************** Section 13 - Baby Baby Baby Baby Baby Baby Baby Baby Baby Baby Name that Baby Contest: I want to thank all of you who participated in this joyous contest. I ended up selecting one of my own athough one entry did spawn my imagination enough to help me name the baby. Entries: Calvin Dances with Dragonbats Little Danny Grymalkin Well the little furball has ventured off on his own. Jack wrote back to me and gave me the five weeks of data I would have gotten if the bug wasn't present (see previous newsletter). So the following is what I know about babies at this time. A previous newsletter had the pregnancy portion of the baby experience. The five weeks of having your baby with you goes like: ------------------------------------------------------ Week1: You have to feed your baby a lot! You decide that he looks more like you the his father, HOBBES THE HAIRBALL. Week2: Your baby is talking like craze and understands maybe 20% of what you're saying. Her balance is improving rapidly when wlaking - he's falling down only once or twice per day now. Week3: Your child is now running around and you begin teaching him basic weapon skills. You also instruct him on how to be quiet, making a game of it. You continue to be amazed about his rapid growth. Week4: You begin to fear that Ruk offspring on Monster Island are going to be much bigger than Ruks. You momentarily wonder if your child is a mutant - but then dismiss the thought. He happily learns the basics of traccking. You then teach him what you know about the dangersous Creatures on the island. Week5: Your child is now at the equivalent of a teenager in size and mental age. Wow! You teach him how to Hunt and Forage, and how to make some items. You can tell that at the end of your next turn your child will have to be seaparated from you to survive on his own. [If you're going to play your baby Monster, you can submit a turn for him with his mother's next turn. Mark your turn Do 1st and the child's Do 2nd. On the latter, write in the chosen Monster name in the Address Change area of the turn card. Note: You can now transfer any items to his next turn. Also, your child will have all the Make Creature knowledge (blurbs) you have, and can therefore make a Sling, etc.] PHURBOL DRAGONDANCER: Male Furrcat, 1st male baby of the island. Parents: Felica (mother, disciple of fuvah, fire rider, furrcat) and Hobbes the Hairball (father, disciple of fuvah, fire rider, furrcat). Beginning Stats --------------- Phurbol Felica Toughness 110 172 Muscle 76 191 Badness 30 135 Stealth 27 68 Health 115 175 Friendliness 5 5 Riskiness 6 9 Monsterliness 530 1358 Knowledge 232 252 Skin Toughness 2 4 Beginning Weapon Skills (Formula? = (mother - 1) maximum of 3) ----------------------- Phurbol Felica Missile 3 4 Bashing 3 5 Pointed 3 4 Edged 3 4 Pole 3 5 Whip 2 3 Creatures Known: everything mother knows Items Known (include how to make): everything mother knows except voodoo knowledge (and concoctions). Blurbs Known: everything mother knows except voodoo stuff, group stuff and advanced god stuff (and maybe any god stuff). Born butt naked (except for a haversuit??? since I repaired it on the first turn). Not even a driftclub to his name (although mother has been generous). No attack orders: Same as mothers. Races known: loggerhead, knolltir and jossman (from mother) and none of the seven monster races except furrcat (although I meet four others on turn one). Yells: 25 and 26 which mother knew. ************ Comments: I feel Jack was very generous on the weapon skills and the things mother could teach the baby. I was disappointed that none of the voodoo or inn knowledge skills were passed on to the baby since this is so time consuming to aquire. Jack purposely didn't give any wrestling skills (which I felt was one of the things that a mother would teach her child but since he was so generous on the weapon skills I didn't push it). Jack did hint that the baby would learn the wrestling skill faster then others, perhaps a benefit of being born on the island. Also my first turn I had to do blind. I didn't know what weapon skills he had or even how many action points. I will be bringing this up to Jack's attention so other newbies don't have this problem in the future. Last Note: A sad thing when on his first turn he ran into his mother and didn't even acknowledge she was alive. Just looked her over and accessed her skills (at far inn) against his. Okay I lied one more Note: Jack did have a funny bug. On the reference sheet it shows that Phurbol (a male) knows how to Love Dance.