Wednesday, November 1, 2017

Phantom Stalker, Spectral Hound and Twinling

Phantom Stalker from the original AD&D Fiend Folio

Seven Voyages of Zylarthen Supplement 1: Book of Spells includes three spells that annoyingly refer to Supplement 2: Book of Fiends. I say "annoyingly" because Book of Fiends has not yet been published (It's written, but this time I'm pursuing a different option for the art):
Phantom Stalker: This spell summons a Phantom Stalker. See Supplement 2: Book of Fiends for characteristics and effects. Magic-Users. Level: 5.
Spectral Hound: This spell summons a Spectral Hound to track opponents. See Supplement 2: Book of Fiends. Magic-Users. Level: 4.
Twinling: See Supplement 2: Book of Fiends. Magic-Users. Level: 6.
Not a lot to go on there, obviously. So here are those creatures (two days ago I also added them as an addendum to the Electronic Edition PDF):
PHANTOM STALKERS: Hit Dice: 6. Attacks: 2-12. Armor Class: 3. Move: 12/24. Alignment: Neutrality. Languages: Type J plus Simple Common. Number Appearing: 1. Description: These are invoked in a manner similar to Invisible Stalkers but their purpose is to guard and avenge. Only one may be created at one time, and they will never leave the initial area—castle, tower, underground lair—they were initially called to, unless it is to avenge the death of their master. If their master is killed, the Stalker will be implacable in tracking his killer, wishing to fulfill the terms of the summoning and return to its abode as quickly as possible. It may Polymorph Self and Fly but will usually appear as an 8’ tall, reddish humanoid with fiery eyes. A Phantom Stalker is immune to fire-based attacks but saves against cold attacks at a -2 penalty and takes an extra hit of damage per die. If slain, the creature will explode in a six-die Fire Ball. Of course, since the Stalker values its own life as much as any creature, he will attempt to make use of this as a threat, revealing it to his attackers if cornered.
SPECTRAL HOUNDS: Hit Dice: 5. Attacks: 2-12 plus possible extra-powerful bite. Armor Class: 7. Move: 24. Number Appearing: 1. Description: Via a powerful spell, a supernatural canine is created that will inexorably track and close in on its target, as long as something with the victim’s scent is initially presented. The creature will take 3-18 days to reach its victim, and on the final 3-6 days the victim will hear a howling coming progressively nearer. If possible, the Hound will attack while the victim is alone, and it will usually surprise on a 1-4. If, during melee, the “to hit” roll succeeds by +4 or more, double damage will be inflicted due to the Hound sinking its teeth into the throat. In addition, after such a bite the victim will go comatose for 2-8 turns and then die at the end of that period unless surgery, a Cure Light Wounds spell or similar or more powerful magic is administered in the interim.
TWINLINGS: Description: A Twinling is created by the horrible spell of the same name, and thus the victim is allowed a saving throw to immediately dispel it. If this is failed, then a perfect double of the victim—with the same current hit points, spells, magic items, and so on—instantly attacks, though it will be invisible as well as invulnerable to all others, and it will look as if the victim is batting the air. The monster will continue to attack until either it or its victim is dead.
These three monster descriptions actually give a bit if insight into the methodology behind the forthcoming Book of Fiends. The idea was to track and reimagine (not duplicate!) the original Fiend Folio. Essentially that meant four things.
  1. Any monsters not in the SRD (the Fiend Folio has many of those) or that weren't to some extent legally "freed" by Necromancer Games' 2011 Tome of Horrors would have to be reworked and renamed, at the least. In many cases this meant keeping some of the stats but inserting the creature into a different ontological space, so to speak. So for example, many planar or just plain bizarro creatures (the Fiend Folio had many) often became extraterrestrials from, say, one of Pluto's moons, or evil faerie creatures. I actually think this worked out perfectly for the Zylarthen/OD&D vibe I wanted to preserve, but I'm sure that a few Fiend Folio fans will miss some of their favorites.
  2. Silly (in my opinion), broken or superfluous monsters would be reimagined. Now don't misunderstand. I love the Fiend Folio, and that includes loving some Fiend Folio monsters that most people seem to hate. (I also dislike a few that many people seem to love.) But there were a number, many of them also SRD or present in Tome, that I felt just didn't work, or at least wouldn't work for Zylarthen. One example is the Adherer. There's nothing inherently wrong (and a lot inherently right) about a monster that is, well, sticky. But the way it was initially presented in the Fiend Folio, including that (in my opinion) unfortunate illustration, as a sort of DM "gotcha" monster - you think it's a standard mummy, but think again! - was just (again, in my subjective opinion) annoying. So I reworked them as amphibians.
  3. All monster descriptions would be reduced to stripped-down OD&D/Zylarthen style. One of the things I didn't like about the Folio (and to some extent the original AD&D Monster Manual) was how long some of the descriptions were. I always felt I had to reread them five times just to make sure I didn't miss some little extra spell or odd ability. In many cases, this meant replacing a page or half-page length description with a short paragraph. I like that sort of presentation much better. But, again, opinions obviously differ on this. The two conceptions are just different. One is OD&D, and one is AD&D, if you will.
  4. But all Fiend Folio monsters would be represented, at least in some form. In many cases this "representation" is extremely tangential. CIFAL's became Wasp Zombies (actual zombies with venomous wasps crawling out of orifices in their bodies), Flinds (relatives of Gnolls) became non-described Gibbelins (relatives of Dunsany's non-described Gnoles), The Hound of Ill Omen became Prophecy Worms, Snyads became Termite Men, Mites became Water Gnomes, Norkers became Aquatic Hobgoblins and the Nonafel (Cat O'Nine Tails) became just a standard panther. And so on. Sorry Nonafels.
So, the Phantom Stalkers is quite similar to its originals, or, rather, to the OGL version presented in Tome of Horrors. But the description is stripped down, and the possible planar origins of the creature are left unmentioned.

The Spectral Hound was originally a Devil Dog. Not much similarity there except for the dog and the throat biting thing, I suppose. But I felt there were too many standard canine variations in Folio (and there already were Hell Hounds and Blink Dogs, etc. in OD&D and AD&D). So I thought a sort of less powerful version of the Invisible Stalker spell would be fun.

I had actually forgotten that the Twinling was a reworking of the Aleax. I kept the evil twin idea (which was a damn good one) but made it into an evil spell, as opposed to a sending of the gods, or whatever it was in Folio. And I thought all the extra detail about regeneration and so on was superfluous. It's bad enough to find yourself up against your evil twin in a duel to the death where no one else can help you!

By the way, just so no one misunderstands. I don't think Zylarthen's Book of Fiends is better than its semi-parent (such a thought would be insane). Rather, it's simply my imperfect effort to re-imagine it (or re-imagine some of it) in a legally viable and (hopefully) fun way for the Zylarthen/OD&D universe.

Good hunting and happy casting!


Phantom Stalker from Necromancer Games' Tome of Horrors

Tuesday, October 31, 2017

What is Book of Spells? Part 1: Magic-Users

Gate
What is Book of Spells?

The short answer is that it's a spell catalog for the Seven Voyages of Zylarthen universe, containing 296 spells presented alphabetically, approximately half of which are new to Zylarthen. Some of the old spells have been rewritten and shuffled around slightly among classes and levels. Thus, Magic-Users now have 216 spells - 30 per level for levels 1-6 and 12 per level for levels 7-9. And Witches and High Priests each have completely unique lists of 40 spells - or "powers" for High Priests. In the process, the Witch and High Priest NPC classes have been somewhat re-designed. Book of Spells also contains new rules for age and aging, a table for item saving throws, and an optional rule for higher-level characters doing extra damage. As with volumes 1-4, it exclusively makes use of the wonderful illustrations of John Dickson Batten - all "new" ones, so to speak.

It's currently available on Lulu, in physical booklet form for $6.95 and as part of a revised Seven Voyages of Zylarthen Electronic Edition for $9.95.

I'm going to break the longer answer up into three parts. Today I'll focus on Magic-User spells.

Let me go back a step and describe what was done for spells in the original Zylarthen. In the foreword to Vol. 1, I implied that the game was based solely on OD&D's "three little brown books," published in 1974. That was true for classes, abilities and (roughly) the combat mechanism. But attentive readers of Zylarthen and these blog posts know that monsters, magic items and spells tracked the first two-years of Dungeons & Dragons, taking things through the late fall of 1975. Or, in other words, I made use not only of the three little brown books but also Greyhawk and the first four issues of The Strategic Review. Most spells were inspired by these sources. There were a few original ones, and we declined to use some others, most notably the upper-level Magic-User spells (levels 7-9) of Greyhawk and roughly half of the Illusionist spells of Strategic Review. Of the spells we used, Magic-Users got all of the Magic-User spells and some of the Cleric spells. NPC High Priests (clerics) got a list similar, though not identical to, the OD&D list, the bulk of it shared with Magic-Users. Witches got a mix of the most "witchlike" Magic-User, Cleric and Illusionist offerings. Again, a few were unique, but most were shared.

The original tally looked like this:
  • Magic Users: 120 spells (20 for each of levels 1-6).
  • Evil High Priests: 36 spells (5 for each of levels 1-3, and 7 for each of levels 4-6).
  • High Priests: 36 spells (5 for each of levels 1-3 ,and 7 for each of levels 4-6).
  • Witches: 60 spells (10 for each of levels 1-6).
However, if you took out the overlaps, the number of distinct spells equaled 150. Out of the 132 Priest and Witch spells, only 30 were unique to those classes.

For Book of Spells, we added the high-level spells in Greyhawk and expanded the time frame through mid-1977, thus stopping right before the start of the publication of AD&D. The additional sources we tracked were Eldritch Wizardry, Gods, Demi-Gods and Heroes, the Holmes Basic set, and two articles from early issues of Dragon magazine. Not all the Dragon spells were used, and we should note that for spells not in the 3.5 or 5.0 SRD, if we used them, we were pretty careful to use them as jumping off points only, re-imagining and (usually) renaming them, at least in so far as their names and effects were not obvious, generic or taken from some other source - such as the Conan stories.

I'll discuss Witches and High Priests in more detail in parts 2 and 3, but the idea was to give them completely unique lists, letting them keep a few of the OD&D spells, but transferring the bulk to Magic-Users. This time, a larger number of spells (perhaps 70 or so) were either original to me or re-imagined (and usually renamed) from another early TSR game. OSRites will easily be able to identify it. The idea was to really make Witches and High Priests different from Magic-Users, as well as more witchlike or priestlike (though my angle on priestlike may surprise a few of you), while letting Magic-Users have 95%+ of the OD&D spells. Giving the vast majority to that player-character class seemed like the right thing to do.

So here's the new tally:
  • Magic Users: 216 spells (20 for each of levels 1-6, and 12 for each of levels 7-9).
  • High Priests (including Evil High Priests - there is now technically no distinction in the spell lists): 40 - not separated by level.
  • Witches: 40 - not separated by level.
So, many of the "new" Magic-User adds were Druid spells from Eldritch Wizardry (I always liked the spells but hated the limiting nature of the class - at least for player-characters) and the left-out higher-level spells from Greyhawk.

But I don't want you think that Book of Spells was merely an exercise in mashing those spells in (there wouldn't have really been a point if that had been the case). Rather, the parts and the whole had to work for the vibe of the game and for how "magic" would now be separated from witcheries and the deity bestowed "powers" of priests. I also took the opportunity to "fix" a number of spells that I either felt were broken or whose descriptions were annoyingly vague or unclear.

Here are a few spells that I tried to fix:
  • Color Spray
  • Heat Metal
  • Magic Missiles (yes, the "s" is intentional)
  • Sleep (it's scaled back a bit to its original conception of having only a 10' x 10' area of effect - but 1st level Magic-Users now have a few other nice offensive spells to compensate)
Here are some spells that were reimagined and (usually) renamed:
  • Fear Touch
  • Hurrah!
  • Itch
  • Surrender or Die!
  • Create Fog
  • Call Animals (I, II and III)
  • Monster Summoning (I through IX - yes, you can now summon monsters at 1st level)
Here are some spells that have only a tangential relation (if that) to their originals:
  • Drain-Magic Ray
  • Stun Ray
  • Freeze Ray
  • Lava Circle
And here are some that, as far as I know, are original to Zylarthen, but seemed to fit:
  • Spectral Hound
  • Phantom Stalker
  • Twinling
  • Cone of Cold (sort of original - some monsters in OD&D could do it)
  • Create Breathable Water
  • Time Travel (this is a 9th level spell, and like Teleport carries a significant chance that the result might be somewhat "off")
I have to admit that the first three require the forthcoming Book of Fiends to be understood or used, but I'll post the necessary monster descriptions on this blog in the next few days.

As with the original Zylarthen, two versions of Raise Dead were reworked into super-healing spells. There are still no Wish spells (you have to have a ring or perhaps a sword for those). And there are only one-and-a-half spells from the set of "Phantasmal" illusion offerings - I had always felt that too many illusions and "I disbelieves" always threatened to ruin things.

"White Puff Ball Spell" was TSR's Gods, Demi-Gods and Heroes name for a spell described in the (now public domain) Conan story, "The Black Circle." Since TSR sort of lifted the spell from the story at a time when the story was not public domain, and subsequently permanently deleted it, I felt that using their wonderful name for the effect in the now pubic domain story was fair game. Alas, since Forlorn Incistment (another Gods, Demi-Gods and Heroes spell name that TSR lifted - though with a different spelling - and then deleted) is from a work not yet in the public domain, I followed TSR's route in AD&D and the SRD in renaming it as the much more boring "Imprisonment."

I like the new Magic-User lists a lot. I feel that there's a great mix of spells at each level - from offensive to defensive to just useful to weird to, in a few cases, downright creepy. And while some "balance" is good - in determining which level to assign a spell to, for example - the overall goal was to make things fun.

See the end of this post for page scans of the full Book of Spells Magic-User list.

A word on round/turns: I don't really want to get into a big argument about this here, and I know that some people I respect hold a different position, but I came to feel that breaking time units down into rounds/turns as opposed to the more elastic conception of turns/melee turns/full turns was actually what Gygax and Arneson intended back in 1974, though their presentation was certainly confusing. In other words, rounds/turns was NOT a "naturalistic" accretion of AD&D. (Thinking that it was was the main reason I didn't originally go with it in the original Zylarthen.) But perhaps more importantly, Since Zylarthen's first publication, I came to feel that using an explicit rounds/turns scheme for spell duration was much less potentially confusing. So, for Book of Spells and the revised Book of Magic ALL spells were rewritten using the rounds/turns methodology. I imagine this will make some people happy while annoying a few others. But there it is.

At the same time, for Book of Spells and the revised Book of Magic, I got rid of most instances where spell range, duration or effect varied according to level. I now feel that such variances were an illegitimate accretion from the original Vancian inspiration, even if they were present, at least to a small degree, even in the 1974 booklets.

Finally, how does Supplement I: Book of Spells impact the already existing Vol. 3: Book of Magic? I elected to port rewrites and changes from Book of Spells back to Book of Magic, thinking this would be the least confusing alternative. In other words, purchasers of the new Electronic Edition of Zylarthen or the revised physical booklet of Book of Magic will notice that the Magic-User spell lists and descriptions in Book of Magic are slightly different from how they used to be. But Book of Magic still only has 120 spells for Magic-Users, and stops at 6th level. Sleep is a bit less of a mini-nuke, but in return you get Color Spray, multiple Magic Missiles (though they still DON'T hit automatically) and if you use Book of Spells, you can now summon a Goblin, Giant Centipedes or even Green Slime (whatever the referee determines that to even mean) to do your bidding.

Unless you end up with a Butterfly Rabble.


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Magic-User spell list from Supplement I: Book of Spells:
Magic-User spell list from the revised Vol. 3: Book of Magic:

Thursday, October 26, 2017

Book of Spells for Zylarthen Released!


It's been a long time coming, but I've finally released Book of Spells, the 1st supplement for Seven Voyages of Zylarthen.

It's available in booklet form and as an "extra" in the also newly released Zylarthen Electronic Edition, which consolidates revised versions of the first four volumes in a bookmarked 336 page PDF file.

Here's an excerpt from the foreword:
Book of Spells, the first supplement for SEVEN VOYAGES of ZYLARTHEN, almost doubles the number of spells in the ZYLARTHEN catalog from 150 to 296.
Part of the idea was to continue the process of “re-imagining” the original fantasy adventure game through the midpoint of its fourth year, at least for spells. Thus, some of the “new” spells will be familiar.
Many of them were originally designed for a particular player-character class not available in ZYLARTHEN, although its more sinister non-player character relative survives (see Vol. 2 under “D”). Our own view is that the spells were wonderful, but the player-class itself was limiting. We think they work better if they simply expand the choices for all Magic-Users.
We also somewhat redefined the ZYLARTHEN Witch and High Priest classes. Both now have unique lists of spells—or “powers” in the case of High Priests—the majority of them being new to the universe of ZYLARTHEN as well as the original fantasy adventure game. We feel that the Witch spells make Witches more Witch-like, and the High Priest powers make High Priests more . . . perhaps alien is the right word.
In the process of conceiving Book of Spells we’ve also slightly rewritten many of the spells in Vol. 3 and changed the level of a few of them to better comport with the range of the expanded list. The duration for most spells is now defined in terms of “rounds” (10 to a turn) or “turns” (6 to an hour), as opposed to the more elastic scheme given in the original.
Spells and powers are listed in alphabetical order. All are fully compatible with ZYLARTHEN as first presented.
Revised rules for movement and time, tables for age and aging for player-characters (especially useful when assessing the effects of attacks by Ghosts and the like) and item saving throws (for all sorts of unpleasant situations) have also been provided. Finally, there is an optional rule for increasing the damage rolls for high-level player characters—if the players or referee feel that the original ZYLARTHEN scheme places them at a disadvantage against higher-level monsters with multiple dice of damage.
I'll be going into a bit more detail on what I did in Book of Spells, as well as discussing the Electronic Edition in subsequent posts.

I'm happy with the results, and I hope you will be too. If you would like to purchase either product (just in time for Halloween!), you can currently find them at the Zylarthen page on Lulu. (The Zylarthen box to the right will also bring you there.) But this time I also intend to offer both products at two other sites as well.

Cheers! And may you always find yourself upwind from a White Puff Ball spell.

Monday, September 11, 2017

"Flight 93" - Filk Singer Leslie Fish's Moving Tribute to the Heroes of 9/11

Leslie Fish

This post is not really about Islam.

It's certainly not about any sort of "tragedy."

It's about heroism.

Another word for that is love. Love for one's neighbor. Love for justice. And, yes, love for life. Even if you think you might lose it.

"We've nothing to fight with, and may wind up dead,

But we've voted to stand up and fight them instead,
And we might keep them from getting through."

United Airlines Flight 93 crashed in a Pennsylvania fie
ld on September 11th, 2001, killing all aboard - 34 passengers (including a near-term unborn baby) and 7 crew. 4 hijackers also died. The plane had been comandeered 45 minutes after takeoff by terrorists - confederates of the men who steered their 3 hijacked planes into the World Trade Center and the Pentagon.

These hijackers were a few minutes late in their mission (the plane had been delayed taking off), which gave the passengers enough time to figure out what their mission was - a suicide strike against the U.S. Capital Building or the White House.

"One man's been stabbed, and we can't reach the cockpit,
But somehow we'll alter the flight.
We've guessed that the target is likely the White House,
And if we fail, we'll surely die."

Who is Leslie Fish?

Leslie Fish is a writer, folk singer and "filk" musician - "filk" being the term for music tied to the science fiction and fantasy fan convention scene. She is a libertarian anarchist whose political activism has spanned the breadth of the movement. She has protested the Vietnam War, worked with the "Wobblies" (Industrial Workers of the World), defended gun rights and praised the Moon landings. On anarchism she wrote:
What sort of anarchist future would I like to see? There's no reason for a government-free society to be nothing but agrarian, no reason at all that it couldn't be industrial and space-faring.
She is a quasi-pagan. And a Trekker. Or "used to be," according to Fish:
I sort of lost interest when NEXT GENERATION came along; it's just too pussy, Yuppie-ish, and bloodless for my tastes.
Fish also wrote "Flight 93," the most moving and inspiring artistic tribute yet made to those heroes of 9/11.

"We've nothing to fight with except our bare hands,

But we'll keep on trying until the plane lands
One way or the other. We've taken our stand.
My darling, I love you. Goodbye."

If you listen to it and do not agree, listen to it again. If you still do not agree, then I cannot help you. If, on any listening, you do not cry, at least a little, then you are stronger than I am.

He watched while the passengers battled and died,

And knew that no help would be found.
The guard was distracted. Just one chance to win.
There's one case where suicide isn't a sin.
He weighed all his chances. He said: "Auger in!"
And drove the ship into the ground.

The passengers on Flight 93 almost succeeded in wresting control of the plane from the terrorists. Most believe that they effectively breached the cockpit. But there is controversy over who w
as at the controls at the end. The song implies that it was a passenger - "Jason the pilot" - but the cockpit tapes appear to indicate that a hijacker crashed the plane, fearing that he was seconds away from being overpowered. It's also possible, of course, that there was a fight over the controls.

Flight 93 hit the ground at full speed,

And no one aboard her survives.
But the White House still stands, and a few thousand folks
Can thank those aboard for their lives.
There's no guarantee, when the Bad Guys come in,
That they won't kill you all to a man.
So when some fanatics are out to have fun,
There's nowhere to hide and there's nowhere to run.
Then pray that the law lets you carry a gun,
But fight back however you can.

So the song is a tribute but also a lesson. Don't expect the bad guys to have any scruples or mercy. Someti
mes, they just want to kill you, and perhaps thousands more in the bargain. No hero wants to die. But there are worse things than natural death. And better things than giving in.

Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

A YouTube link to the
song follows, along with the full lyrics. Here are links to a few of Fish's other more notable songs - The Day it Fell Apart, a righteous anti-corporate ballad, also about heroism, in this case, hospital workers dealing with the results of a mine explosion, Valhalla (warning: graphic paganism), one of her most well-known "filk" efforts, and Gamers (warning: graphic nerdity), a light-hearted hymn to gamers and their battles against prejudice and the government. I also recommend her blog, LeslieBard, whose most recent post has a distinctly nonconformist take on Charlottesville.

I've also included the full version of United 93, a straight-ahead, non-ideological narrative of the events, which manages to also be moving and inspiring. I highly recommend it.


"Flight 93"

by Leslie Fish

She took off from Newark on a warm autumn day,
With forty-five travellers and crew.
They all were unarmed at the will of the law;
Security passed them all through.
An hour into flight-time, four Arabs jumped up --
Two Ahmeds, Ziad and Sa'eed --
Announced a hijacking and waved knives around
(Razorblades, box-knives and steak-knives they'd found),
And a box that they swore was a bomb up and down;
They thought that was all they would need.

Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

CeeCee the stewardess had a cell-phone,
And called up her husband to say:
"The plane has been hijacked. We'll do as we're trained;
Be quiet and humbly obey.
They'll dicker for money or some social cause.
The government surely will pay.
They'll put us out somewhere and leave with their score,
Or maybe police will come catch them and more.
That's always the way this has been done before.
With luck, I'll be home in a day.


"Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

Next was Mark Bingham, who had a phone too,
And used it to call up his Mom.
He said they'd been hijacked by "three foreign men"
Who had knives and said they had a bomb.
But some of the passengers plotted, he said,
To take back the plane as it flew.
"But first tell me, Mom, is it true what they say?
That three other airplanes were hijacked today,
Flown straight into buildings and blew them away?"
His mother cried, and said: "It's true."


Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

Jeremy Glick called his wife on the phone,
And told of the bomb and the knives.
He said: "If these stories we're hearing are true,
We might as well fight for our lives."
His wife told him: "Yes, the World Trade Center's hit,
And maybe the Pentagon too."
He left the phone hanging, then came back and said:
"We've nothing to fight with, and may wind up dead,
But we've voted to stand up and fight them instead,
And we might keep them from getting through.


"Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

Thomas Burnett phoned his wife several times,
Reporting the course of the fight.
He said: "One man's been stabbed, and we can't reach the cockpit,
But somehow we'll alter the flight.
We've guessed that the target is likely the White House,
And if we fail, we'll surely die.
We've nothing to fight with except our bare hands,
But we'll keep on trying until the plane lands
One way or the other. We've taken our stand.
My darling, I love you. Goodbye."


Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

Jason the pilot could hear the whole tale.
He'd signaled as well as he could.
He saw that the terrorists still held the cockpit --
And one way to stop them for good.
He watched while the passengers battled and died,
And knew that no help would be found.
The guard was distracted. Just one chance to win.
There's one case where suicide isn't a sin.
He weighed all his chances. He said: "Auger in!"
And drove the ship into the ground.


Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

Flight 93 hit the ground at full speed,
And no one aboard her survives.
But the White House still stands, and a few thousand folks
Can thank those aboard for their lives.
There's no guarantee, when the Bad Guys come in,
That they won't kill you all to a man.
So when some fanatics are out to have fun,
There's nowhere to hide and there's nowhere to run.
Then pray that the law lets you carry a gun,
But fight back however you can.


Flight 93 no more will fly.
Dead on the ground or dead in the sky:
You might not survive, but at least you can try.
Stand up and bring the ship down.

Cross posted at Mahound's Paradise.

Wednesday, August 23, 2017

Monster Summoning for Book of Spells


For the forthcoming Book of Spells, Supplement I for Seven Voyages of Zylarthen, I thought it would be fun to add a little color and detail to the Monster Summoning spells, as well as to add two lower-powered variations for use as 1st and 2nd level spells.

In my experience, people either love or hate the Monster Summoning spells. We love them because summoning monsters to do one's bidding is fun. We hate them because it may seem that the monsters that one gets are not very powerful relative to other spells at that level. I actually think the set is underrated, though some of it obviously depends on the situation and what one gets. But the least I could do was to give them a bit more flavor. What actually appears is, of course, random.

For good measure, I also fleshed out the Divine Aid spell for Zylarthen's Evil High Priests and High Priests (see end). In that case, the Priest gets to choose the monster (if he has a choice).

Monster Summoning I-IX:



Divine Aid:

Tuesday, August 8, 2017

What do Ability Scores Mean in Old School D&D?

With a strength of only 6 there was no real chance for him to become a fighter.

Over at Treasure Hunters HQ, Scott Anderson has written an interesting and fun series of posts on the meaning and use of ability scores in Old School D&D, specifically focusing on pre-Greyhawk OD&D (to Anderson, that's true old school). He frames the question by asking what it would mean to have a minimum score of 3 in each ability:

So You Rolled a 3: Strength
So You Rolled a 3: Intelligence
So You Rolled a 3: Wisdom
So You Rolled a 3: Dexterity
So You Rolled a 3: Constitution

Each is accompanied by a funny and appropriate picture. I particularly liked the one on constitution - it's one of those scientific looking drawings of an anatomically see-through person communicating an airborne disease to another anatomically see-through person.

Anderson also adds:

A Most Unfortunate 3 (you only have 30 gold pieces)

I'm hoping he'll continue the series - hit points, weak spells?

But back to the abilities. One of the most intriguing but also potentially confusing (and for many, even off-putting) things about D&D as it is presented in the original 1974 three little brown books is how ability scores don't seem to matter very much. For the primary abilities - strength, intelligence and wisdom - they almost don't seem to matter at all, at least unless you count the marginal effect they have on accumulating experience. (Minor exception: a higher intelligence also means you can speak more languages). For the other abilities, dexterity and constitution might give you small penalties or bonuses, although some are a bit cryptically or confusingly presented, like the "chance of surviving" percentage for constitution. Oddly, as Anderson points out, it's charisma that seems to be potentially the most important ability in terms of what it allows you to do (have more hirelings), although the rules on this are often neglected.

Now, it's also true that in Men & Magic, Gygax mentions that ability scores might have other effects that are not explicitly referenced in the rules:
Strength will also aid in opening traps and so on.
In addition the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover.
But precisely how ability scores should be used to "decide such things" is not explained.

Interestingly, this minimalist conception only lasted for about a year. Greyhawk, published in 1975, pumped up the effect of low or high scores for all abilities, setting off a sort of inflationary chain reaction. If ability scores didn't make that much explicit mechanical difference, then rolling three dice in order was fine. But once their effect was magnified, an incentive was created to come up with new dice rolling schemes for abilities to preclude the creation of a "weak" character.

Xylarthen (never heard of that guy), the sample character in the three little brown books, has these ability scores:

Strength: 6
Intelligence: 11
Wisdom: 13
Dexterity: 9
Constitution: 12
Charisma: 8

This sample character has a sum of scores that are actually below average - the six scores average to only 9.8 as opposed to an expected value of 10.5. The highest score is only 13, and as we're about to see, even the primary ability score for the selected class will be 11, only a tad above average.

According to Gygax:
This supposed player would have progressed faster as a Cleric, but because of a personal preference for magic opted for that class. With a strength of only 6 there was no real chance for him to become a fighter. His constitutional score indicates good health and the ability to take punishment of most forms. A dexterity of 9 (low average) means that he will not be particularly fast nor accurate. He is below average in charisma, but not hopelessly so.
(It isn't clear to me why if Xylarthen could have been a Magic-User, he couldn't have also been a Fighter. It also wasn't clear to me six years ago. See here and here.)

But by the time you get to AD&D four years later, Gygax would write:
[I]t is usually essential to the character's survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics.
Having a score of only 11 in one's primary ability would presumably be almost unthinkable.

The incredibly popular and successful Holmes Basic Set, first pu
blished in 1977, preserved the minimalist conception. But I imagine that most players who kept up with the game sooner or later "graduated" to AD&D or the Moldvay/Cook version of D&D, both of which essentially riffed off the Greyhawk mechanic.

Ironically, it was some of the retro-clones, among them, Swords and Wizardry White Box, Delving Deeper and (I hope) Seven Voyages of Zylarthen, among others, that sort of resurrected an interest in the more minimalist conception.

I prefer the minimalist view. Among other things, it provides opportunities for fleshing out your character in interesting ways without feeling punished or constrained by the scores. And it de-emphasizes any tendency to think of scores in terms of tiresome "power-gaming." Your fate will not be determined by your initial scores, but rather by you. Though, as always, a bit of luck is also required.

One thing I've always believed is that your ability scores are NOT (or most of them are not) representative of where you stand in relation to the general population. You have a 1 in 216 chance of rolling, say, a strength of 3. But that doesn't mean you have the strength of a five-year-old child or your bed-ridden great-grandfather or whatever. That would be absurd. Rather, the range represents a cross-section of fit adventurers, roughly tracking, say, that of contemporary athletes. A strength of 3 would be like being a 5' 10" guard in the NBA or a 150 pound baseball player, etc.

Also, as Anderson points out, there are other subtleties. Having a charisma of 3 does not mean you're a hunchback with bad breath. Rather, it means that for whatever reason, you're not an effective leader of people - at least in so far as your ability to retain hirelings is concerned. These considerations are of course mentioned in the original books as well as their spin-offs but are neglected by many. You're either ugly, sexy or average with not a lot else going on. Recall the "zero-charisma!" taunt in E.T.

One of the chief sticking points for me is how to detach ability scores from the real-world abilities of players. Again, you don't want to put annoying constraints on anyone (I'm referring to players not player characters). For the physical abilities - strength, dexterity and constitution - that's easy. Your own (as a player) strength, dexterity and constitution should have nothing to do with that of your character. No one would want it to be so. It's a game, after all.

But with the non-physical abilities it's different. Our own intelligence, wisdom (or lack of it - "I'll open that chest!") and, yes, perhaps even charisma (in terms of leading or guiding the direction of the party) will or should come into play during the game.

As an example, part of the fun of the game is using your smarts to solve "puzzles" - not just some bizarro sadistic referee created Rubik's Cube trap thing or whatever but simply surviving in a hostile underground environment with claws, tentacles and slime coming at you every few turns. But what if your player-character doesn't seem to have any smarts? Are you supposed to therefore "play dumb"? Some people, especially adults who enjoy acting like children, think that kind of role-playing is fun. I don't. I tried to solve that question in Zylarthen by equating player-character intelligence with formal education:
For player characters the term “intelligence” actually denotes formal education or knowledge, especially that relating to books and literacy. It has nothing to do with how smart the character is or is perceived to be. Nor does it match up with one’s facility with the spoken word or one’s attitude toward learning in general. A player character’s wit, curiosity and cleverness are the player’s wit, curiosity and cleverness. On the other hand, when intelligence is referenced for non-player characters and monsters, the ability will have its normal meaning.
Anderson takes a somewhat different approach. But one way or another, the problem (and I think it is a problem) must be confronted. I've always thought it was a bit weird that the issue is not really explicitly addressed in OD&D, AD&D or Basic/Classic, as far as I remember.

As has been said before, in old school D&D you're not Superman, but Batman - Michael Keaton Batman. What you might have in your Bat Belt, so to speak, - a ten foot pole, rope, a magic item or two - might help. But for the most part, you're just a relatively ordinary person gutting it out. There's plenty of room to make that romantic, but it all depends on you, not your stat block.