saving milly

5

I found these in some Dungeons & Dragons Guide Books… they may or may not be relevant…

1. DEATH
The character faces death in many forms. The most common, death due to combat, is no great matter in most cases, for the character can often be brought back by means of a clerical spell or an ALTER REALITY or wish. Of course, recovery of damage sustained might be a problem, but that is not insurmountable.

2. THE MONSTER AS A PLAYER CHARACTER
On occasion one player or another will evidence a strong desire to operate as a monster, conceiving a playable character as a strong demon, a devil, a dragon, or one of the most powerful undead creatures. This is done principally because the character sees the desired monster character as superior to his or her peers and likely to provide a dominant roll for him or her in the campaign. A moment of reflection will bring them to the unalterable conclusion that the game is heavily weighted towards mankind.

3. (Cleric Spells)
CLERIC SPELLS OF THE 3rd, 4th, AND 5th LEVEL ARE OBTAINED THROUGH THE AID OF SUPERNATURAL SERVANTS OF THE CLERIC’S DEITY. That is, through meditation and prayer, the cleric’s needs are understood and the proper needs are given to him or her by the minions of the deity.

CLERIC SPELLS OF 6th AND 7th LEVEL ARE GRANTED BY COMMUNICATION FROM THE DEITY ITSELF. There is no intermediary in this case, and the cleric has a direct channel to the deity, from whom he or she receives the special power to cast the given spells of these levels.

4. THESSALHYDRA
FREQUENCY: Rare
NO. APPEARING: 1
AMOR CLASS: 0
MOVE: 12"
HIT DICE: 12 (body)
% IN LAIR: 50%
TREASURE TYPE: See below
NO. OF ATTACKS: Up to 10
DAMAGE ATTACK: 1-6(x8)/1-12/1-20/
SPECIAL ATTACKS: Acid saliva and spitting
SPECIAL DEFENSES: Immune to acid
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (36’ long, 20’ tall)
PSIONIC ABILITY: Nil
Attack/defense modes:
Nil/nil
LEVEL/X.P. VALUE:
IX/5800+16/HP

The dreaded Thessalhydrae are monsters which love dark and damp conditions, so they are typically in swamps, jungles, and subterranean lairs.

5. (More cleric things…)
A cleric who, at this or any juncture, changes deities is going to have a difficult time. His or her former deity will mark the cleric. The new deity (and associated minions) will be suspicious. ONCE A CLERIC CHANGES DEITIES, HE OR SHE MUST THEREAFTER BE ABSOLUTELY TRUE TO THE NEW CALLING, OR HE OR SHE WILL BE SNUFFED OUT BY SOME GODLIKE MEANS. IT IS 90% UNLIKELY THAT THE CLERIC’S FIRST DEITY WILL ACCEPT HIM OR HER BACK INTO THE FOLD AFTER FALLING AWAY, UNLESS SOME SPECIAL REDEMPTIVE AGENCY IS INVOLVED. THERE IS NO SALVATION FOR A THRICE-CHANGED CLERIC; HE OR SHE IS INSTANTLY KILLED. Any change of alignment which causes such a deity change is applicable, unless the change is involuntary. (See CHANGING ALIGNMENT)

Note that the above applies to paladins with respect to their clerical spell powers and to rangers with respect to their druidic clerical spell powers.

(So, those were just a few little snippets I’ve found. I’ve spent a bit of time looking these over and contemplating any relevance or possible meaning to the show. I’ve pinpointed some major similarities and have come up with a few minor theories of my own. PLEASE FEEL FREE TO ADD ANY OF YOUR OWN THOUGHTS/INTERPRETATIONS/RESEARCH TO THIS!)