Quest Digest 8/3/95 From: ">>-Josh->" <J.P.Gallagher@durham.ac.uk> Date: Wed, 08 Mar 1995 17:41:15 +0000 ____________________________________________________________________ | | | THE QUEST DIGEST | | The forum for the E-mailing Quest-players | | Compiled by Josh Gallagher: J.P.Gallagher@durham.ac.uk | | Date: 8 March 1995 | |____________________________________________________________________| o This is not an automatically generated compilation, so if all contributions could be sent to me in a seperate e-mail with paragraphs initialled, I would appreciate it a lot. o Please do not use this list for your own purposes; people do not appreciate thousands of pieces of mail arriving a day! o If you ever want taking off the list, just say, and I will be happy to do so. I don't want telling off for any nuisance mail! o All material here is the exclusive property of the author and may not be used elsewhere without their permission. JPG> Hiya folks! Another Quest Digest for your perusal... For this issue we have a the fourth part of Chris Clarke's diary which follows the normal posts... If you want any of the previous ones, just e-mail me for back issues. JPG> In a moment I will send you all (apart from Steve) two extra e-mails. The first of these is a form with suggestions for improvements to the game, painstakingly compiled from people's suggestions and previous copies of the digest by Chris M Dickson. The second will be a reply form. I will explain the form in the actual e-mail. JPG> Please fill the form in and send it back. It shouldn't take too long. This way we can produce a list of features we would like to see KJC implement, and the order of importance the features are to the players as a whole. JPG> On with the messages for now! -------------------------------------------------------------------------- From: The Hamster <godfrey2@coventry.ac.uk> Quest Helpline service. This helpline is chaired a by a panel of experienced Quest players, who will be available to answer any queries or solve any problems to do with Quest. Send e-mail to <godfrey2@cov.ac.uk> and give "Quest help" as the subject line. Contact me if you want to join the panel. -------------------------------------------------------------------------- From: Stefan Andersson <t94stean@und.ida.liu.se> Date: Fri, 3 Mar 95 13:36:10 +0100 > KE> What I want to see in the near future from KJC, is the ability to > e-mail "turn cards" to them. Would be dead easy, really. It would save us > players both time and money. I'd still want my results by snailmail, though! SA> If you have access to Internet (as many of the people with E-Mail at university for example) you can fax over the net. And we all know KJC has a fax number... I'm not sure how to do it, I'm working on it, but ask your friends if they know how to do, it shouldn't be that difficult. > EJ>Offering over 1001 gold doesn`t make any difference to recuits, in game > 13 I offered 1000 gold for a BT on and on turn 4 (ish) I got one with 51sk, > 69 to, 89 aw and 34 ch, has anyone ever got a better thief for more money? > I don`t think so. I have also had multiple mages with 50-59 skill (30-45to, > 60-69aw) for just 1000 gold, same results with priests and fighters. SA> I can only agree. I have offered 1000-2600 gold for recruits and noticed no difference in the recruits showing up, I have almost had greater luck when offering just above 1000 gold. I guess you gain access to the top- level recruits when you offer over 1000 gold, and the money you offer after this doesn't matter. > *Aligned Cities > NB> Would somebody please explain to me the benefits of cities being > aligned? Good players can imagine cities being aligned by writing > for the newsletter and developing those ideas within their own play. > There is no need to force this action on players through KJC's end! SA> Differently aligned cities should of course have different rules for the groups in the city. In an evil city you can eg engage other groups by just issuing 'E' orders, and you can also cast all spells at other groups. The rules would apply for the groups in the city as if they were located in the same wilderness square (with the only difference being that a group entering the city will NOT automatically fight all the groups in the city...). Robberies would not be punished and temples of the good gods would not be present, or just ruins. No journeys to or from evil cities would be available. In good cities the chance of success in robberies would be a bit higher (with lower defence levels), but a thief caught would result in some kind of punishment (group banned from city for a turn, group banned from city for three turns, thief caught and freed after a special quest has been performed - type of punishment depending on the type of shop robbed, the more money you CAN get, the harder punishment). Tough for Novala-groups, yes, but there are other cities... No spells or miracles harming the other group are allowed in the city and stealing-attempts always result in the group being thrown out of town (but no more punishment). The evil temples have no place in these cities. This would result in... EVIL CITIES: A lot of fighting IN the city, the city would become almost like a big arena for the groups with the courage to enter these places of evil, groups would enter the wilderness for recovering from the battles. A good place for the Novala group which also can stand the heat of battles... GOOD CITIES: A lot of fighting OUTSIDE the city, since some groups will be banned from the city and the best way to get money here would be through temple quests. A lot of 'group collissions' in the wilderness. You will however be totally safe within the city-walls. NEUTRAL CITIES: As the cities today, boring, all the same, few group fights, sneaky ways of attacking eachother (Call Monster inside the city, failed stealing-attempts eg), and rather safe for groups to stay around. All temples would be available. Of course I am able to align the cities in my game by just saying that 'this is evil' and 'this one is good'... But that isn't the same thing. In the real world a city can become chaotic if too many inhabitants are chaotic and go berserk on the streets, but in quest you have to make changes in the program to make a city REALLY chaotic. Of course, groups can help by doing evil deeds, but they are still always limited to the rules made up by the program. It sounds very good with the thing you have made in game 5 with the city of Zanul, but wouldn't it be even funnier if what you say happen, really WOULD happen? Ooops, I'm getting quite long and you are probably already asleep, so I move on... SA> Thank you VERY much for the artwork Neil! > When I get an increase of Toughness by buying strength skill at a gym > why doesn't my Health (=Hitpoints) go up as well? SA> The Health increases sometimes and sometimes not, randomly. > NB> I want to start Questing as soon as possible. I got 60exp for a > few robberies and there are no monsters around. Any other easy roads > to getting 1000exp. I also need some characters. I trying to > role-play a group properly and so I only choose three humans and an > elf. HF, HT, HP and EM. Where would you go next? SA> To get temple quest you must have 2000 xp and one easy way of getting xp (but this is in no way good roleplaying though...) is to use up all the priests power points every turn by casting miracles tha will give you xp (manna is good since it provides food too). Concerning your members, I would go for two more priests (human) to start with, because 1) They increase their skill every turn if you have a couple of P0 as standing orders, so to wait with them would mean you lose some valuable skill points, and 2) They would help to give the group more experience with their miracles. Some more fighters would be next, and when you have some more money, start recruiting super-mages and super-thieves, as they are the best to choose if you should go for super-recruits. There are probably many ways and methods to be succesful in the beginning, but this is what I would have done if I were in your situation. > JPG> Well that's it for today... Keep it coming! I like the idea of the > list of price/sector for monsters on TQ's. Will anyone take on the > burden of compiling the list from what appears in the Digests? Any > offers would be appreciated! SA> I will definitively compile a list of all the figures that appear in the digest (for my alliance members), and when it gets near completion, it will of course be sent out on the net again... JPG> It would be handy to see it every now and again to see how it is progressing, and to encourage people to send in more updates. -------------------------------------------------------------------------- Date: Sun, 5 Mar 1995 11:53:41 +0000 (GMT) From: Allan Hooper <A.O.Hooper@herts.ac.uk> > EJ>Maybe we could make a list of the silliest group names seen, there is / was > a group in game 10 called TIAN TOST (tea and toast) and another I have seen in > another game called Didthathurt,Ihopeso. AH> I have seen groups called Muppets , Wombles , Elves on Acid , Senile Elves , Turquiose Turkeys , and others but the silliest has to be Skollob Gib (read it backwards) in G2. >EJ>Offering over 1001 gold doesn`t make any difference to recuits, in game 13 I >offered 1000 gold for a BT on and on turn 4 (ish) I got one with 51sk, 69 to, 89 >aw and 34 ch, has anyone ever got a better thief for more money?I don`t think >so. I have also had multiple mages with 50-59 skill (30-45to,60-69aw) for just > 1000 gold, same results with priests and fighters. AH> Hmmm . My recruits for 1500+ were always much better than 1000 gp ones , perhaps I'm unlucky . Another thing I think is true, but could be wrong again on, is that you can only get super character if you recruit HP, BT, EM,or DF's . For example I offered 1000 for a blood fighter and to be honest he was not that great . > From: editor@elbon.demon.co.uk (Paul Noble) > PN> Has anyone ever thought of making a alliance from us lot? a > purely Email alliance would certainly be able to keep up to date > with events. AH> I'm tempted to drop my new group in G3 to join up in another game and I'd rather like to have a few friends in the new game. So which games are the 7 , 10 , 15 day turn arounds as would like to join one of the quicker ones which have a few of us playing in. > PN> Looking back at the alliance info that the Email list got I > have just noticed some rather disturbing unfairities (?). You use AH> I know this is not quite the same thing as Paul was talking about but I'm surprised no-one has said how short 16 characters is for an alliance name - Swords of Garthana in G3 will be upset. > From: Bensey <9365040@mull.sms.ed.ac.uk> > NB> I want to start Questing as soon as possible. I got 60exp for a > few robberies and there are no monsters around. Any other easy roads > to getting 1000exp. I also need some characters. I trying to > role-play a group properly and so I only choose three humans and an > elf. HF, HT, HP and EM. Where would you go next? AH> I have started a new group myself and I came up with this idea which I dont know if it will work or not but here goes. First recruit all 4 priests and get another one next turn . Second set 1st ranked spell to charm and ASL to 0 . Third find a group of monsters set flee 0% and do multiple E's. This should get you 400+ exp in one turn and your novala bonus high enough to do Luck and get a few good roberies. Since you should get 2000 exp for TQ's about turn 4-5, when the recruiting restrictions go, you should start building your group from scratch using purely 1000gp characters from the money gained from TQ's. Now my question to the digest is - would this work ? AH> Whilest thinking up the above idea I had this one as well. Since Charm distracts the enemy would it stop a total death party from casting spells? Now all we need is a volunteer to go against 10+ mages armed only with a charm miracle <BEG>. AH> Finally if no-one else wants to I dont mind doing the TQ list as I have some spare time at uni (as you can tell by my number of posts here) whilest waiting between lectures. JPG>Aha! Another offer! It can't hurt if two people keep the lists, can it? :-) If you and Steffan e-mailed each other about the list, to make sure neither of you had missed any... -------------------------------------------------------------------------- From: editor@elbon.demon.co.uk (Paul Noble) > *Aligned Cities > NB> Would somebody please explain to me the benefits of cities being > aligned? Good players can imagine cities being aligned by writing > for the newsletter and developing those ideas within their own play. > There is no need to force this action on players through KJC's end! PN> It would allow for the evil groups among us to actually be able to role play their groups, and it would also mean that if a certain alliance/group was warlike they wouldn't be able to just sit about in town and avoid combat. The cities could be aligned by the players actions, how much would it take? Each city has a tag or flag, when it is good then it has the flag of 1 and when bad a flag of 0, the neutral city would be a city with no evil/good official alliances setup in it, so if you're city was taken by an 'evil' alliance you could go to war with the alliance and attempt to have it removed by reducing them past their active player list minimum. Another way would be for a 'good' alliance to setup in town so it would become a neutral city. > would I want to move, why should I move? You'ld destroy all the fun > I had role-playing my group. Is that the way to go? PN> sorry deleted too much, but how exactly are you to enforce your 'good' rules, if a evil group turned up there is absolutely nothing you are anybody can do to actually repel any invasion of evil ones, cast on them all you want, every single tiny bit of damage can be healed in 1 order, this includes poison and disease, stealing to fight only works if they have over 0% flee factor, they can sleep and avoid stealing and spell casting. > AH> Did you know shining helms dont even give +1 AR ? I just found out and > I'm not all that impressed . PN> I bought some Mage robes about 10 turns ago, guess what they did.....bugger all. I may start to collect crap items, I've already got said robes and I too have a shining helm. > AH> A four member party would get *totally stuffed* if they fought > anyone . This is because even if they all had 99TO they simply cant take > or give as much damage as a 15 member party . PN> 99 toughness? how about 200? > SA> Yes!!! Everybody on the mailing-list should view their turn-sheets and > send in their figures. I will ask the members of my alliance... (And to all > those: The Observer is coming soon...) PN> heres my latest, Dark Oak 640gp 4north 4west > > KE> What I want to see in the near future from KJC, is the ability to > e-mail "turn cards" to them. Would be dead easy, really. It would save us > players both time and money. I'd still want my results by snailmail, though! > (Personal: Any Game 8 players reading this? Mail me!) > Kjell 3=) PN> I asked about this in Leeds, Steve said that we could send and recieve turns via email already, but it hasn't been implimented (wow) because we wouldn't get any map data back as it uses a graphics mode for that bit. > Some questions : > How to kill a Dragon?? I know some or at least one of you have killed > one. Is it only possible by spell casting? PN> Kick it's ass with Call monsters, or even better Black Void it. Dean? tell us a story.... > When I get an increase of Toughness by buying strength skill at a gym > why doesn't my Health (=Hitpoints) go up as well? PN> it does it just takes a couple of trainings to go up and then by only a few points > Due to an misinput I have dropped(=burried) some hides how can I > retrieve them? PN> get your spades out > NB> I want to start Questing as soon as possible. I got 60exp for a > few robberies and there are no monsters around. Any other easy roads > to getting 1000exp. I also need some characters. I trying to > role-play a group properly and so I only choose three humans and an > elf. HF, HT, HP and EM. Where would you go next? PN> get several priests in, get a big sundonak/Garthrana bonus and go out and find some trolls. I did this and had 2000xp by turn 7 although I have heard of a group having 2000xp on turn 5. -------------------------------------------------------------------------- Date: Mon, 6 Mar 1995 13:37:12 -0500 From: bg216@freenet.buffalo.edu (Rodrigo M. Fung) IGO> To AH. Phyloqure would allow their priests to cast evil miracles in behalf of knowledge! Like in a dungeon exploration is knowledge. Ok! Phyloqure objects fighting that is why he only lets his followers use fighting miracles to a certain limit therefore call monster is a week spell cast by a phyloqurean. IGO> You used a chainmail in real life and you could walk, wave your arms and all that! So it was only a hindance. Just like mages in chainmail they could cast but it would be more difficult, but never impossible! Anyway, I want my mages to wear the best armour possible because I wouldn't like to lose my 99sk mage that took me time and money to develop (It just wouldn't be fair! If mages can only use leather no one would have mages as characters)...End of discussion (as SA says) Ah! And why don't you put your mages in leather and boast to the world (newsletter) that you are the only and true Quest player? :) >SA > Woulnd't that make priests mightier than fighters? IGO> Not really! Well maybe... Ok, just forget my idea. Better stick to that one: Divide skill by 10 and add to the damage done. Seems like the fairer of all of them. IGO> I too support the idea of sending my turns via email. IGO> Wouldn't you all like to see an order to set the ASL of all characters in your party: A 99 (ASL level) for that occasions when you don't want to tottaly trash a novice party with spells, but can't be bothered to spend 10 orders rising your ASLs ? IGO> Ok Paul maybe you have a point. It is just that I don't think that is fair for a party with over 100 turns to simply die. If it happened to me I don't know if I would start again. So what if instead of a minimum of 4, a minimum of 3 (or 2)? That way I don't belive your friend would develop only this characters :) Anyway I still belive that the time taken for just 4 characters is the same for 15 characters. :) ss -------------------------------------------------------------------------- From: jerry.de.vos@orion.nl (Jerry De Vos) Date: Mon, 6 Mar 1995 08:32:00 GMT JJ> a group in game 10 called TIAN TOST (tea and toast) and another I ha I think silly and stupid names are an pain in the ass, but names like the above are well thought off and looks like a really fantasy'ish name. It only reveals its sillyness if you pronounce it. I think somebody that puts some thought in his name (like this character surely did) is worthy of playing Quest. JJ> KE> What I want to see in the near future from KJC, is the ability t JJ> e-mail "turn cards" to them. Would be dead easy, really. It would sa JJ> players both time and money. I'd still want my results by snailmail, JJ> (Personal: Any Game 8 players reading this? Mail me!) JJ> Kjell 3=) Dear Kjell, I'm already playing fully by e-mail at the PBM-Express here in the Netherlands. Game 3 is an e-mail only game with lower turn costs. With a 2 turns per week deadline. I have heard that KJC is planning on setting up an BBS on which we can leave "turn cards" and download turn results. CU and 4 now May the Gods of Kharne be with you :-). -------------------------------------------------------------------------- From: "Ewan Jones" <c1ej@dmu.ac.uk> Date: Tue, 07 Mar 1995 14:45:38 GMT EJ If there is anyone in game 6 of kjc quest that isn`t in an alliance and feels like joining a new evil / warlike alliance mail me for details on c1ej@dmu.ac.uk -------------------------------------------------------------------------- Date: Tue, 7 Mar 1995 15:13:32 +0000 (GMT) From: "C.H.E.B." <ctc@coventry.ac.uk> On Fri, 3 Mar 1995, >>-Josh-> wrote: > NB>I used to play with 100% Flee Factor from day one. If you play with > anything less then surely you are just expecting to be beaten? And > if you expect to be beaten then you will be beaten. Think > positively! I never lost a fight, and I never lost a character. > Except to a purple fungi but that doesn't count. CC> I've never lost a character and haven't lost a fight since my group was 15 turns old. But there's a difference between going into battle at 15 turns and 90+ turns. All those ACE abilities for one thing. > AH> Hows a mage ment to do all that delicate arm and finger waving whilst > wearing heavy armour ? It not a question of weight its a question of bulk > . I have been unfortunate enough to wear a bit of chain mail whilest LRP > and bugger me it was heavy and bulky (and tiring and painfull...!) ;) it > made any fine movements (and running very far) out of the question . CC> Maybe you're just a weakling! > KE> What I want to see in the near future from KJC, is the ability to > e-mail "turn cards" to them. Would be dead easy, really. It would save us > players both time and money. I'd still want my results by snailmail, though! > (Personal: Any Game 8 players reading this? Mail me!) > Kjell 3=) CC> If that's KJC Game 8, then YES!! ctc@coventry.ac.uk As for Emailed turns, I'm not sure if I'd like that; I make enough of a mess with the current system. I can see why the inputters might like it, though; no more Tippexed turncards! > From: jerry.de.vos@orion.nl (Jerry De Vos) > Some questions : > How to kill a Dragon?? I know some or at least one of you have killed > one. Is it only possible by spell casting? CC> Black Void should work, I think. Or are they the ones impervious to magic? > When I get an increase of Toughness by buying strength skill at a gym > why doesn't my Health (=Hitpoints) go up as well? CC> Sometimes it will. Don't ask my when it does! > Due to an misinput I have dropped(=burried) some hides how can I > retrieve them? CC> If it's a misinput, whinge at whoever input it; you'll need to send the turn back (which will be returned). If you made a mess of the order, go back to the sector and I0. Take a Spade & Shovel with you, though. Make sure you give it to the toughest character. > NB> I want to start Questing as soon as possible. I got 60exp for a > few robberies and there are no monsters around. Any other easy roads > to getting 1000exp. I also need some characters. I trying to > role-play a group properly and so I only choose three humans and an > elf. HF, HT, HP and EM. Where would you go next? CC> To a Dwarf shop. Sorry, but I happen to think stats overcome racism. > JPG> If anyone is interested in a pub-meet in Durham a week monday, CC> Durham is a nice place. Or it was when I went to a pub meet up there. How about a more central meet, sometime? JPG> A more central one would be great in the holidays for me! I live in Birmingham when off the net... Any takers for an organiser? The Durham meet is still on, this coming Monday! E-mail me for details! -------------------------------------------------------------------------- Date: Tue, 7 Mar 1995 18:01:30 +0000 (WET) From: Erik Cedergren <ecgn@belsebub.ics.lu.se> In my game, KJC 9, there is a group with a really funny name (if you know the people at KJC, they're called "The Children of Clegg" -------------------------------------------------------------------------- Date: Wed, 8 Mar 1995 12:04:56 +0000 (GMT) From: "C.H.E.B." <ctc@coventry.ac.uk> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D Copyright Chris Clarke 1993-1994 United Kingdom This story is not to be distributed without express permission from the=20 author. Chris Clarke 173 Grange Road Longford Coventry England CV6 6DD ctc@coventry.ac.uk DEAR DIARY (Part 4) (by Chris Clarke) "Where's the ***ing city?!" Helca never one to mince words. Trolls, men'= s heads, well, men in general, but never words. She was a touchy sort. She had spent most of her life telling people that she was a Half-blood. We found out recently that she is, in fact, human. Apparently, after being told over many years that she was ugly, selfish an= d fat, she decided that in oorder to avoid being laughed and jeered at, she should pretend to be a race in which those qualities were 'normal', IE a=20 Half-blood. So she grew her hair into traditional Half-blood style (IE none= ) and turned most of the 'fat' into muscle. A few Half-bloodish clothes and she had fooled everyone, including the party, for nearly three years. In case you a little confused, here's the story so far: I (Thera) joined up with this bunch, we went to Dryden to deliver a message (for a VERY well-paid quest) through a disgusing swamp, because of the battles in the area. After an entertaining (from my point of view) argument our elf mage, Rochine, beat our 'Blood, erm ... human, fighter, Helca in a debate on using/wasting the gold from the quest on Magic Skill. The extra skill enabled Rochine to learn Teleport II. She decided to do a 'practice=20 Teleport' to get the hang of it. The story continues: we're lost. "Where's the ***ing city?!" Helca was determined to get a reply out of Rochine, even if she had to pull one out through Rochine's nostrils. "Look, we can't be that far from the city=BA- 10=BAsectors at the most.=20 Rochine teleported us South, so if we walk North, we'll be back in two days at the most. After all, the exercise will be benificial to us."=20 Tarawera pointedly (well he was an elf) avoided looking at Zug, our=20 newest (and shortest) recruit. Helca eventually agreed to Tarawera's plan - Sahama's REALLY good at that Charm miracle, and off we set. =20 That was five days ago. Two days ago, we found a village, Bula Pest.=20 Usual stuff, inn, food and weapons. We asked about Dryden's location,=20 but all we could get was "Whey it is a long way from these paarrts. It's said it lies to the West, though, if that be being of any help to thee." Naturally, even adventurers as desparate as ourselves worked out that he had no idea what he was talking about. The only useful information we got was about a nearby road. And so, our Northward trek (much speeded by the road) continued. At least= =20 it did until we spotted *IT*. The first we knew of IT was when we started seeing refugees with their few carryable belongings coming from the North. Some merely cried "Our relative= s, our homes", others were past that stage and warned us to flee, not to go=20 towards *IT*. But we, well, Helca, could not be persuded to abandon the road, because, as everyone knew, cities lie at the end of roads. With this and other arguments ("You come with me, or your ashes remain here!") we=20 were all convinced to follow her. We saw it the following morning. It was HUGE, enveloping anything and=20 everything which came within a dozen sectors of it. From a distance we saw two groups engulfed into/under its massive self. As we continued up the road (now at axe point), we saw Half-blood's trying to talk it into submission, elves shooting arrows at it and even dwarven Sundonak worshippers attacking it bare-handed. No-one and nothing survived.=20 And it was directly in our path and closing quickly. We were doomed. But Helca, forever a leader, disagreed. Plans were laid. No miracle was too evil, no spell too destructive, if we were to survive. Ythcal's Touch, Call Monster, Engulfing Globe, Deflect=20 Magic and Plague wind were all ready for use. Axes and swords were sharpened and bow and crossbow arrows made. Everything was ready, so we stood and waited. =20 Spells were flung and proved ineffectual, missile fire was lost into the mass. But before melee a miracle happened. No, not Charm or Healing, but=20 a Miracle. *IT* exploded! Pus, yellow and green and sticky and smelly=20 covered a twenty sector radius. But *IT* was gone! And then we saw the second Miracle - Bakerson City in the, no longer obscured, distance. We all cheered and laughed, even the Dwarf Fighters. Half-way through our sixth keg of beer, Tarawera noticed that his thieving partner, Qara, was missing. =20 Our party split up and searched. Gently prodding residual piles of goo=20 should she be buried in one. With the coming of night and after nearly six hours we gave up and returned, in mournful silence, to our makeshift camp. And there we found the third Miracle of the day, Qara alive, well and shovelling chocolate fudge cake down her throat at a remarkable rate. =20 "How ..." "Where ..." We all shouted at once, but as usual, Helca's voice over-rode all others. "QUIET! SHUT IT OR I'LL RIP OFF YOUR LEGS AND RAM THEM DOWN YOUR THROOOAATS= !!!!!" =20 "I've seen one before" Qara explained, "But with all the preparations, I didn't have time to tell you what I was going to do. Anyway, I wasn't=20 even sure that it would work and this way you would still have had a chance if it didn't, rather than just relying on me." "Yes, but how ..." "I stuck it with a pin." Qara managed in between the last few mouthfuls of cake. "EH??!!" "Normally they burst on their own, in some un-, or sparsly, populated=20 part of Kharne and do little damage. This one must have got so big that it floated on the wind, it would still have burst eventually though. I just hurried the process up a bit." "Yes, but WHAT was it?" "A newsletter editor's ego." -------------------------------------------------------------------------- *grins* JPG> Well, that's the lot for the digest! Check out the voting forms too! Happy Questing! :-) >>-Josh-> "Dreamer... Nothing but a dreamer..." Up