Tuesday, May 10, 2022

Swords & Wizardry Complete errata (unofficial)

Since my earlier deep dive into Advanced Labrynth Lord was generally well received by the community, here are the substantial errors I've noted in another of my favorite rulebooks, Swords & Wizardry Complete. As before, I've left out trivial typos (misspellings, misplaced commas, etc.) in favor of things that might actually cause confusion or unintended results during play. Please also note that in many cases, it can be difficult (if not impossible) to determine if a deviation from the original material is an error or intentional. Any known intentional deviations by the author were omitted. This document is no way officially endorsed by the creator of Swords & Wizardry. Nevertheless, I hope you find it useful.

All page citations are based on the Swords & Wizardry Complete rulebook, ISBN 978-1-62283-172-2.

This is a work in progress and will be periodically updated.

Latest update: 18 May 2022.

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Page 19, Harmonic Touch: Blackmoor limited this potent monk ability to one usage per week. There is no mention of any sort of usage restriction in S&WC.

Page 29, Equipment Tables: The 10' ladder has a listed price of 0.05 GP. The simpler 10' pole costs four times more at 0.2 GP. The ladder was most likely meant to be listed at 0.5 GP.

Page 35, Different Categories of Saving Throws: It is not noted that monsters generally save as fighters of a level equal to their HD when using this method.

Page 45, Trouble Develops: The combat example describes two characters with movement rates of 6 as being able to move 60' in a single round. 20' would be the correct figure per the chart on page 32.

Page 52, Aerial Servant: The attack bonus of +17 given for this monster should be +15 based on the guidelines given on the "Monster Attack Tables" (page 40). The creature's movement rate is also given as 240' as opposed to 24.

Page 55: Continual Light: The main writeup indicates that this is a second level magic-user spell, but does not mention that it is also a third level cleric spell. Further, the distinction between the magic-user and cleric versions of the spell (the light shed by the former is not equal in intensity to sunlight while the latter's is) is not made clear. Finally, it is not stated that this spell may be reversed by evil clerics.

Page 56, Detect Evil: It is not specified that this spell may be reversed by evil clerics.

Page 57, Dimension Door: A duration of one hour is specified. It should be noted as instantaneous instead.

Page 57, Dispel Evil: It is not specified that this spell may be reversed by evil clerics.

Page 57, Hallucinatory Forest: It is not stated that this spell has a reversed version used to dispel its effects.

Page 61, Light: It is not specified that this spell may be reversed by evil clerics.

Page 67, Protection from Evil, Protection from Evil, 10-Foot Radius, Purify Food and Drink: It is not specified that these three spells may be reversed by evil clerics.

Page 72, Transmute Rock to Mud: It is not stated that this spell has a reversed version used to dispel its effects.

Page 79, Summary of Important Dungeon Facts: The need for parties to spent one turn per hour of exploration resting (and two turns following a battle or pursuit) is not mentioned.

Page 83: Getting Lost: The text implies that the check to get lost is made once daily (" The party may check the next day and discover that they were lost..."), but this is never unambiguously stated.

Page 83: Encounters in the Wilderness: There are no guidelines presented for encounter check frequency in the wilderness. Page 17 of The Underworld & Wilderness Adventures suggests one check daily with anywhere between a 1 in 6 and 3 in 6 chance of an encounter, depending on the terrain type.

Page 92, Ant, Giant (Warrior): This monster displays a Challenge Level/XP: 2/30. It should be 4/120, as per the "Monster by Challenge Level" chart on page 116.

Page 99, Dragons: This entry states, "Dragons have double normal treasure (that is, a gold piece value of four times the dragon's XP value)." Since the standard value of a treasure hoard is determined by rolling 1d3+1 x monster XP, however, it's unclear whether dragons are intended to always have a fixed x4 multiplier or if whatever is rolled is really meant to be doubled, potentially as high as XP x 8.

Page 104, Grey Ooze: This entry states "Metal (but not stone or wood) must make a saving throw vs. acid when exposed to grey ooze" and "When the grey ooze hits a character in metal armor, the armor must make an item saving throw." Item saving throws are not mentioned anywhere else in S&WC.

Page 120, Generating a Random Treasure Hoard: The option for the GM to add platinum coinage to the game is presented, but the "TSR standard" value of 5 GP per PP isn't stated.

Page 121, Scrolls: It's not stated anywhere in S&WC that casting a spell from a scroll (or copying it to a magic-user's spell book) causes the writing on the scroll to disappear.

Page 123, Magic Melee Weapon Types: The chart includes an entry for "mace, light," a weapon not described in the equipment chapter. This same chart also lacks entries for several weapon types that are in the equipment chapter. Specifically, clubs, polearms, flails, and bastard swords.

Page 124, Magic Missile Weapon Types: The table on page only includes thrown weapons (javelins, darts) and ammunition (arrows, bolts, sling stones). There are no enchanted bows or crossbows listed.

Page 130, Mirror of Mental Scrying: The name of this item is not shown in bold text, making it easy to miss.

Thursday, April 14, 2022

On "fixing" Swords & Wizardry's unified saving throws

One of Swords & Wizardry's most praised features is its unified saving throw mechanic. While I personally adore classic (A)D&D's multiple save categories due to their sheer flavor and quirk factor, I can still see the time saving potential of a unified system when it comes to writing up characters, saving against difficult to categorize effects, and the like. When I actually sat down and crunched the numbers, though, something didn't quite add up.

Let's start with the base OD&D saving throw values for a 1st level fighter:

Death Rays/Poison: 12
Wands: 13
Stone: 14
Dragon's Breath: 15
Spells/Staffs: 16

Adding these together and averaging them gives us 14, which is also the 1st level S&W fighter's unified save number. So far, so good! Assuming a paradigm under which "good" is synonymous with "accurate," of course.

Performing the same operation for a 4th level fighter, however, gives us a value of 12 in OD&D versus 11 in S&W. At 7th level: OD&D 9.8/S&W 8. At 10th: OD&D 7.8/S&W 5. When all is said and done, the OD&D fighter would obtain his best average save of 5.4 at 13th level, while his S&W counterpart would max out at a saving throw of 4 at level 11.

If I had to speculate (always an iffy prospect, I know), I would venture that the author wanted to ensure that characters saw a steady, meaningful saving throw progression at every individual level instead of just at certain big "break points" and viewed the side effect of characters beyond level one saving significantly more often than their OD&D counterparts as a worthwhile sacrifice toward this end.

Should you happen to disagree, here's a more OD&D-accurate single save progression for Swords & Wizardry based on repeating the same calculation and rounding fractional results to the nearest whole digit for every class/level grouping:

Fighter/Paladin*/Ranger:

1-3: 14
4-6: 12
7-9: 10
10-12: 8
13+: 5

* It is highly recommended to grant paladins a +2 bonus to all saving throws when using this table.

Cleric/Druid/Monk:

1-4: 14
5-8: 11
9-12: 8
13+: 6

Magic-User/Thief/Assassin:

1-5: 14
6-10: 12
11-15: 9
16+: 5

Bear in mind when using this system that OD&D monsters traditionally save as fighters of a level equal to their hit dice unless the DM judges them to be sufficiently similar in function to another class instead (i.e. a magic using monster might be allowed to use a magic-user's save value if it is more advantageous to do so).

Monday, July 12, 2021

Advanced Labyrinth Lord errata (unofficial)

Well, it's been a while, hasn't it? If you're wondering what I'm been up to, I've mostly been reviewing classic 8 and 16-bit video games over at my other blog Twentieth Century Gamer.

Anyway, these are the substantial errors I've noted in my own print copy of the Advanced Labyrinth Lord rulebook. I've left out trivial typos (misspellings, misplaced commas, etc.) in favor of things that might actually cause confusion or unintended results during play. I hope you find it useful. This is a work in progress and will be periodically updated.

When compiling this information, my decisions regarding what to include were informed by two assumptions:

1. I assumed that the goal was to make every class, spell, monster, and magic item as close in function to the source material as possible. In some cases, it can be difficult (or impossible) to determine if a deviation from the original material is an error or intentional. Any known intentional deviations (such as plate mail armor being more expensive than it is in B/X D&D) were omitted.

2. Whenever a class, spell, monster, or magic item appears in both B/X D&D and AD&D, I checked it against its B/X version, as Labyrinth Lord is primarily based on that edition.

Includes contributions from: Bearbottle0, ken-do-nim.

Latest update: 11 August 2021.

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Page 5, Introduction: "You've taken the first step on your adventure, but you are still a 0 level human." The concept of 0 level humans is addressed obliquely here (as well as on the Attack Value and Saving Throw table), but it is never clearly defined, as it is in the Basic rulebook's "Normal Human" monster entry. The guidelines for determining a 0 level human's hit points, for example, are not present in ALL.

Page 7, Creating a Character: The Attack Value tables are on page 112. Saving Throws are detailed on page 106.

Page 23, Illusionist Spell Progression: The reference to the spells Find Familiar and Write in the footnote should be replaced with Summon Familiar and Scribe, respectively.

Page 24, Monks: Interestingly, this version of the monk is unique within ALL in that it seems to based primarily not on AD&D, but rather on the older Blackmoor supplement. It's generally quite accurate, although there are a few differences, such as Blackmoor specifying that monks gain access to the Speak with Animals ability before the Speak with Plants ability and never become immune to poison. It's possible that these are intentional changes, however. Additionally, monks may not use potions or scrolls, nor may they employ any retainers or other hirelings before reaching 6th level.

Page 25, Paladin Level Progression: AD&D paladins gain +3 hp per level after level 9, the same as fighters. Since fighters in Labyrinth Lord only gain +2 hp per level after 9th, however, paladins probably should as well in order to reflect the original intent.

Page 26, Rangers: The permissible alignments for rangers could be more clearly explained. AD&D rangers are required to be Good or forfeit their special abilities and permanently become regular fighters (similar to paladins). ALL states, "They adhere to their own sort of morals, such that they might be lawful, chaotic, or neutral with their larger world views, which may not reflect their disposition to other beings." This sounds like a complicated way of saying they can be of any alignment, but what does "their own sort of morals" mean?

Page 30, Exchange Value: Per this chart, 1 platinum piece is equal in value to 10 gold pieces, not 5 as in both B/X and AD&D. This change may or may not be intentional, but be aware that it has the potential to drastically increase the value of platinum treasures found in modules created for those older rule sets.

Page 31, Adventuring Gear and Items: The small silver mirror, small steel mirror, large belt pouch, large sack, small sack, saddle bag, and wine should each weigh 1/2 pound. The empty flask is given a weight of 1 1/2 pounds, but this is somehow more than the 1 pound weights given for flasks full of holy water or oil, so 1/2 pound is likely correct.

Page 32, Food, Drink, Provisions, and Lodging: Bottles of mead, common wine, and good wine should each weigh 1 1/2 pounds.

Page 33, Animals of burden: Despite the carrying capacities here being indicated for "most horses and mules," all horse varieties listed in the monster chapter (page 162) can carry significantly more.

Page 38, Control Weather: The area of effect is 4d4 square miles.

Page 39, Cure Disease: "The victims of this disease cannot be cured of damage from other spells...." The word "from" in the above sentence should be replaced with "by" to convey the correct meaning.

Page 41, Glyph of Warding: The duration is permanent until triggered.

Page 42, Lower Water: The correct area of effect is ten square feet per caster level.

Page 42, Part Water: The range should be 20' per caster level.

Page 44, Resist Fire: The saving throw bonus should be +2, not +3.

Page 47, Commune with Nature: Range is 1/2 mile per level.

Page 53, Snare: Duration is permanent until triggered.

Page 55, Tree Stride: "However, if the nearest oak tree in range is to the west, the caster emerges from that tree instead." The word "nearest" above should be replaced by "only" to preserve the original meaning.

Page 57, Implant Emotion: Duration should be defined as the length of time the caster concentrates on maintaining the spell.

Page 58, Invisibility, Greater: This is a 4th level spell.

Page 58, Major Creation: It should be noted that the caster may create mineral objects with a duration of 6 turns in addition to vegetable objects of 12 turns duration via this spell.

Page 59, Prismatic Wall: The maximum dimensions of the wall are 4' wide and 2' tall per caster level.

Page 62, Antipathy/Sympathy: The maximum area that can be affected is 10 cubic feet per caster level. If cast on an object instead of an area, victims suffer a -2 penalty to their saving throw rolls.

Page 64, Comprehend Languages: The range and duration for this spell are swapped and should be transposed.

Page 64, Cone of Cold: Victims are entitled to a saving throw. Success results in 1/2 damage.

Page 66, Dimension Door: Unwilling targets should receive a saving throw.

Page 68, Explosive Runes: Duration is permanent until triggered.

Page 68, False Trap: The AD&D version of this spell (Leomund's Trap) has a duration of permanent. It is unclear if the ALL duration of 6 turns per level is intended or an error.

Page 69, Fire Trap: Duration is permanent until triggered.

Page 72, Hallucinatory Terrain: The spell should affect up to a 10' x 10' square area per caster level.

Page 77, Mind Blank: Duration should be 1 day.

Page 77, Mnemonic Enhancer: The AD&D version of this spell (Rary's Mnemonic Enhancer) has a duration of 1 day. It is unclear if the ALL duration of 2 turns per level is intended or an error.

Page 79, Phase Door: "If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect." The description for Passwall on page 78 does not mention any such scenario.

Page 79, Polymorph Other: Duration is permanent until dispelled.

Page 79, Power Word Blind: This spell affects an area 30' in diameter.

Page 80, Prismatic Sphere: The sphere has a 20' diameter. Furthermore, the AD&D version of this spell is largely identical, except that the red and orange globes are negated by Cone of Cold and Gust of Wind, respectively, not Passwall and Fly as in ALL. It's unclear whether or not this change is intentional.

Page 82, Scribe: The -1 penalty for attempting to transcribe a spell three levels or more higher than the writer can cast should increase by one with each spell level beyond that (-2 at four levels higher, -3 at five, etc.).

Page 83, Simulacrum: The Simulacrum spell itself only creates a zombie-like being with 50%+1d10% of the original's hit points and 10%+1d4x10% of the original's class levels (if any). A further Reincarnation spell is required to give the simulacrum a vital force and personality. A Limited Wish spell is required to give it 35%+1d6x5% of the original's memories.

Page 83, Spell Resistance: The last sentence should read, "The caster may affect up to 1 creature per 4 levels of experience, with the duration divided evenly among them."

Page 84, Stinking Cloud: Duration should be 1 round per level.

Page 85, Summon Familiar: Range should be 1 mile per level.

Page 86, Symbol: The cleric spell Restoration may also be used to remove the Symbol of Insanity's effect from a victim.

Page 91, Illusionist Spells: "Astral Spell" should read "Astral Projection."

Page 91, Magic-User Spells: Animal Growth is absent from the 5th level spell list.

Page 119, Aerial Servant: This creature can only be hit by magical weapons.

Page 120, Ankheg: Victims of the creature's acid spray are entitled to a saving throw for 1/2 damage.

Page 124, Boar: The giant boar varies considerably from its AD&D counterpart, which has 7 Hit Dice, a 3d6 damage attack, and a number encountered of 2d4. Furthermore, the AD&D warthog has 3 Hit Dice.

Page 125, Brownie: This creature saves as a 9th level cleric. In addition, the brownie itself also enjoys the same 18 DEX and immunity to surprise that it grants to a magic-user when serving as a familiar.

Page 125, Bulette: One of the monster's claw attacks is mistakenly listed at 2d6 damage instead of the correct 3d6.

Page 130, Babau: Hit Dice should be 7+14, not 7+10. This demon creates darkness in a radius of 5', not 10'.

Page 132, Marilith: Hit Dice should be 7+7, not 7+6.

Page 135, Vrock: This demon creates darkness in a radius of 5', not 10'.

Page 137, Bael: The reference to Alter Self should probably be to Doppelganger, the closest equivalent spell in ALL. Similarly, Produce Fire should be changed to Produce Flame.

Page 138, Erinyes: Hit Dice should be 6+6, not 6+5.

Page 140, Devil, Ice: This creature's mandible attack deals 2d4 damage, not 1d4. It may also use an Ice Storm once per day.

Page 141, Lemure: Damage should be 1d3, not 1d4.

Page 146, Dwarf, Duergar: These creatures are immune to all illusions and phantasms. Also, it is stated that they understand "the gesture language of the drow." There is no mention of this language in the main drow entry on page 149.

Page 150, Eel: The electric eel's bite should deal 1d3 damage, not 1d4. Additionally, this entry appears out of alphabetical order.

Page 154, Ghost: Partially materialized ghosts may only be hit by silver weapons (which deal 50% damage) or magical weapons.

Page 157, Golem, Clay: Once per day, the golem can act as if under the effect of a Haste spell for three rounds.

Page 160, Groaning Spirit (Banshee): This creature can only be hit by +1 or better magic weapons.

Page 162, Homonculus: The creature's bite should cause sleep for 5d6 minutes, not 5d6 turns. Converting this roll into turns multiplies the duration by a factor of ten! Additionally, AD&D states that a Mirror Image spell is required to create a homonculus, while ALL calls for an ESP spell instead.

Page 165, Lamia: Damage should be 1d4, not 1d6.

Page 165, Lammasu: These creatures may become invisible or transport themselves via Dimension Door at will.

Page 166, Lich: Hit Dice should be 11+, not 12+.

Page 172, Naga, Spirit: This creature casts spells as a 5th level magic-user and a 4th level cleric.

Page 172, Neanderthal: Damage should be 2d4 or weapon +1.

Page 173, Night Hag: These creatures are immune to sleep, charm, fear, fire, and cold-based spells, as well as weapons of less than +3 enchantment. They can use Gate to attempt to call a barbed devil or standard order demon with a 50% chance of success.

Page 177, Piercer: These creatures are 95% likely to surprise opponents.

Page 177, Pseudo-dragon: This creature's abilities as a familiar are not provided, despite a reference to such details in the Summon Familiar spell entry.

Page 178, Rakshasa: The reference to the illusionist spell Change Self should be to Doppelganger. Additionally, the creature's vulnerability to blessed crossbow bolts is not mentioned, although this may be a creative choice as opposed to an error.

Page 179, Remorhaz: Touching the creature's hide should result in 10d10 damage, not 1d10×100.

Page 187, Statue, Animate: The iron statue should have an Armor Class of 2, not 4.

Page 187, Stegosaurus: Both the creature's attacks should deal 2d8 damage.

Page 189, Titanothere: Trample damage should be 3d8, not 2d8.

Page 190, Treant: Morale should be 9, not 6.

Page 194, Wind Walker: A Slow spell deals damage to this creature as a Fire Ball.

Page 195, Wyvern: The sting causes 1d6 damage (plus poison), not 2d8.

Page 196, Xorn: These creatures surprise their opponents on a roll of 1-5 out of 6, not 1-3 out of 6. Furthermore, Xorn suffer 1d10+10 damage if a Passwall spell is cast upon them.

Page 196, Yellow Mold: Number encountered should be 1d8 (1d4), not 1d4 (1d8).

Page 206, Dragon Control: The chart used to determine the type of dragon controlled doesn't include the brass, bronze, copper, silver, or sea dragon types, only the ones listed in the Basic rulebook.

Page 206, Extra-Healing: Drinking this entire potion should restore 3d8+3 hp. Drinking 1/3rd of it should restore 1d8 hp.

Page 209, Spell Storing: The exact set of spells present in this ring initially is the only one it can ever hold, though they may be replenished.

Page 209, Telekinesis: Up to 200 pounds of weight can be moved by this ring's power.

Page 209, Scroll of Spells: As written, all spell scrolls contain either magic-user or cleric spells, with no provision made for druids (25% of cleric scrolls in AD&D were druidic) or illusionists (10% of magic-user scrolls in AD&D contained illusionist magic).

Page 212, Wand of Cold: The Cone of Cold deals 6d6 damage, not 3d6.

Page 213, Wand of Fire, Wand of Ice, Wand of Lightning: These wands are all designated as rechargeable. No method for magic item recharging is provided in the rules. This may be a deliberate omission rather than an error.

Page 214, Wand of Summoning: "This effect takes five segments to cast." This sentence should be disregarded altogether, as Labyrinth Lord does not divide its rounds up into segments. Also designated as rechargeable (see above).

Page 218, Cube of Force: The following spells and attacks also drain extra charges from the Cube: Catapult-like missiles (1), Fire Storm (3), Flame Strike (3), Prismatic Spray (7).

Page 221, Feather Token: The whip deals a base 1d6 damage (2-7 with the +1 bonus). It attacks independent of its owner as a 9th level fighter, similar to a dancing sword.

Page 221, Figurines of Wonderous Power: Each of the Ivory Goats may only be used three times before permanently losing its power.

Page 224, Horn of Blasting: The duration of deafness should be 1 turn, not 2d6 rounds.

Page 228, Rope of Strangulation: Victims are entitled to a saving throw versus spells to avoid being strangled.

Page 229, Talisman of Pure Good: A Chaotic cleric touching the talisman should also suffer damage.

Page 231, Sword +1, Flame Tongue: "Immune to fire" in sentence one should read "weak to fire." This error appears to be based on a misunderstanding of the term "inflammable" that appears in the DMG.

Page 232, Disruption Mace +1: Evil characters handling this weapon suffer 5d4 damage.

Page 238, Magic Research: "Spell casting classes may only create magic items usable by their class." This is clearly misleading as written, as it would preclude such commonly accepted practices as magic-users creating enchanted swords. The correct meaning could perhaps be better conveyed as "A spell caster may not create magic items that duplicate spell effects unique to other classes. For example, a magic-user could not create a Staff of Healing, nor a cleric a Wand of Fire Balls."

Pages 246 and 247, Sorrow of Brokenvale: The neanderthal stat blocks should list damage as 2d4 or weapon +1.

Page 261, Random Tavern Patron Traits: The second and third columns are swapped and should be transposed.

Page 263, Monster List: The giant boar should be listed in the HD 7 column. The lich should be listed in the HD 11 column.

Tuesday, June 15, 2021

The illustrious Silverglade Woodshadow!

Here are the current Swords & Wizardry Complete, Labyrinth Lord, and OSRIC stats for my longest-running character, Silverglade Woodshadow, who I created around 1991. He started-out as a "BECMI" Elf as per the D&D Rules Cyclopedia, so this isn't an exact translation, but it's very close. The campaign was Known World/Mystara and the first adventure he ever played in was DDA1 Arena of Thyatis, wherein he killed his first monster (a carrion crawler and no, not singlehandedly), and got his first magic item (a short short +1 that he's since passed on to another PC's henchman). His name is stolen directly from the Cyclopedia, since I've always been terrible at names. He quickly came to be known for his casual and rather goofy demeanor, the polar opposite of your stereotypical aloof, regal elf. This likely explains why he left Alfheim (where he was prince of his minor clan) in order to wander the lands of the humans he often feels more of a kind with. His home is a manor house with small attached stone tower on the outskirts of the town of Melinir in the Thunder Rift mini-setting, which we transplanted into Mystara just north of Darokin. He's frequently encountered with his boon companion, Dunric N'jorld, a Lawful (Good) ninth level human fighter hailing from Vestland. While generally goodhearted, Silverglade is also an impulsive, childlike trickster with little in the way of a "filter."

______________________________

Name: Silverglade Woodshadow
Player: Will Mistretta
System: Swords & Wizardry Complete
Race: Elf
Class: Fighter/Magic-User
Level: 4/8
Alignment: Lawful
Sex: Male
Age: 181
Height: 5’4”
Weight: 120 lb
Hair: Brown
Eyes: Green

Ability Scores:

Strength: 12
Dexterity: 18
Constitution: 13
Intelligence: 15
Wisdom: 8
Charisma: 11

Combat Details:

Hit Points: 33
Armor Class: 1 (chain mail +3, dexterity bonus)
Base Movement Rate: 12
Encumbrance: 58 lb
Saving Throw: 8 (6 versus magic)

Experience:

Fighter: 75,000
Magic-User: 75,000

Languages Known:

Alignment
Common
Dwarven
Elvish
Giantish
Goblin

Special Abilities:

60’ darkvision
Ghoul paralysis immunity
Multiple attacks
Parry (-5)
Secret door detection (1-4 on 1d6 active search, 1 on 1d6 passive)

Spells/Level:

1/2/3/4
4/3/3/2

Spells Known:

1st Level:

Charm Person
Detect Magic
Magic Missile
Protection from Evil
Read Languages
Read Magic

2nd Level:

Continual Light
Invisibility
Mirror Image
Phantasmal Force
Strength
Wizard Lock

3rd Level:

Dispel Magic
Fireball
Fly
Haste
Lightning Bolt*
Water Breathing

4th Level:

Charm Monster
Confusion
Dimension Door
Polymorph Others
Polymorph Self
Remove Curse

Spells Commonly Memorized:

Charm Person
Detect Magic
Magic Missile (x2)
Invisibility
Mirror Image
Strength
Dispel Magic
Fly
Lightning Bolt
Charm Monster
Dimension Door

Magic Items Carried/Worn:

Silver longsword +3 ("Quicksilver")
Silver dagger +1
Shortbow +1
Chain mail +3
Medallion of ESP (30')
Crystal Ball
Potion of Extra Healing

Regular Equipment Carried/Worn:

20 silver arrows
Backpack
Bedroll
Flint and steel
Small steel mirror
Three day’s trail rations
Waterskin
Large sack
Spare clothes
Spell book

Money Carried:

50 gp
Gold ring (10 gp value, worn)

Equipment and Money Elsewhere:

Spare spell book (at home)
5000 gp (at home)
2500 sp (at home)

______________________________

Name: Silverglade Woodshadow
Player: Will Mistretta
System: Labyrinth Lord
Race/Class: Elf
Level: 8
Alignment: Lawful
Sex: Male
Age: 181
Height: 5’4”
Weight: 120 lb
Hair: Brown
Eyes: Green

Ability Scores:

Strength: 12
Dexterity: 18
Constitution: 13
Intelligence: 15
Wisdom: 8
Charisma: 11

Combat Details:

Hit Points: 40
Armor Class: 0 (Bracers of Armor, dexterity bonus)
Movement Rate: 120'/40'
Encumbrance: 33 lb

Saving Throws:

Breath Attacks: 9
Poison or Death: 8
Petrify or Paralyze: 9
Wands: 9
Spells or Spell-like Devices: 11

Experience: 200,001

Languages Known:

Alignment
Common
Dwarvish
Elvish
Gnoll
Hobgoblin
Orc

Special Abilities:

60’ infravision
Ghoul paralysis immunity
Secret door detection (1-2 on 1d6)

Spells/Level:

1/2/3/4
3/3/2/2

Spells Known:

1st Level:

Charm Person
Detect Magic
Magic Missile
Protection from Evil
Read Languages
Read Magic

2nd Level:

Arcane Lock
Continual Light
Invisibility
Knock
Mirror Image
Phantasmal Force

3rd Level:

Dispel Magic
Fire Ball
Fly
Haste
Lightning Bolt*
Water Breathing

4th Level:

Charm Monster
Confusion
Dimension Door
Polymorph Others
Polymorph Self
Remove Curse

Spells Commonly Memorized:

Detect Magic
Magic Missile (x2)
Invisibility
Mirror Image
Phantasmal Force
Fly
Lightning Bolt
Charm Monster
Dimension Door

Magic Items Carried/Worn:

Silver longsword +3 ("Quicksilver")
Silver dagger +1
Shortbow +1
Bracers of Armor, AC 3
Amulet of Telepathy (as Helm of Telepathy)
Crystal Ball
Potion of Extra-Healing

Regular Equipment Carried/Worn:

20 silver arrows
Quiver
Backpack
Bedroll
Small steel mirror
Flint and steel
Three day’s trail rations
Waterskin
Large sack
Spell book

Money Carried:

50 gp
Gold ring (10 gp value, worn)

Equipment and Money Elsewhere:

Spare spell book (at home)
5000 gp (at home)
2500 sp (at home)

______________________________

Name: Silverglade Woodshadow
Player: Will Mistretta
System: OSRIC
Race: Elf
Class: Fighter/Magic-User
Level: 5/8
Alignment: Chaotic Good
Sex: Male
Age: 181
Height: 5’4”
Weight: 120 lb
Hair: Brown
Eyes: Green

Ability Scores:

Strength: 12
Dexterity: 19
Constitution: 15
Intelligence: 15
Wisdom: 8
Charisma: 11

Combat Details:

Hit Points: 33
Armor Class: 0 (chain mail +1, dexterity bonus)
Base Movement Rate: 120'
Encumbrance: 44 lb

Saving Throws:

Aimed Magic Item: 9
Breath Weapons: 13
Death, Paralysis, Poison: 11
Petrifaction, Polymorph: 11
Spells for unlisted categories: 10

Experience:

Fighter: 80,000
Magic-User: 80,000

Languages Known:

Alignment
Common
Elven
Gnoll
Gnomish
Goblin
Halfling
Hobgoblin
Orcish

Special Abilities:

60’ infravision
90% resistence to sleep and charm spells
+1 to hit with pulled bows, longswords, and shortswords
Detect secret doors
Ghoul paralysis immunity
Surprise bonus

Weapon Proficiencies:

Longsword
Shortsword
Dagger
Spear
Staff
Longbow
Shortbow
Sling

Spells/Level:

1/2/3/4
4/3/3/2

Spells Known:

1st Level:

Charm Person
Detect Magic
Feather Fall
Magic Missile
Read Languages
Read Magic

2nd Level:

Continual Light
Invisibility
Knock
Mirror Image
Strength
Wizard Lock

3rd Level:

Dispel Magic
Fireball
Fly
Lightning Bolt*
Phantasmal Force
Water Breathing

4th Level:

Charm Monster
Confusion
Dimension Door
Polymorph Others
Polymorph Self
Remove Curse

Spells Commonly Memorized:

Detect Magic
Feather Fall
Magic Missile (x2)
Invisibility
Mirror Image
Strength
Dispel Magic
Fly
Lightning Bolt
Charm Monster
Dimension Door

Magic Items Carried/Worn:

Silver longsword +3 ("Quicksilver")
Silver dagger +1
Shortbow +1
Chain mail +1
Amulet of Telepathy (as Helm of Telepathy)
Crystal Ball
Potion of Extra-Healing

Regular Equipment Carried/Worn:

12 silver arrows
Quiver
Backpack
Blanket
Waterskin
Spell book

Money Carried:

50 gp
Gold ring (10 gp value, worn)

Equipment and Money Elsewhere:

Spare spell book (at home)
5000 gp (at home)
2500 sp (at home)

______________________________

(* = the referee should feel free to substitute Silverglade's Forcebolt for Lightning Bolt if desired)

(Last updated: 5/18/2022).

Friday, July 6, 2012

Take my Zagyg...Please!

Sad to say, I just moved and I need money for new furniture and other boring things. That means selling my precious Castle Zagyg Upper Works boxed set.

A true tragedy for me, but an opportunity if anyone out there is looking to snag this gem.

Wednesday, May 30, 2012

My first stab at superheroism!

I've played a lot of fantasy, science-fiction, and horror sessions over the years, but last night was my first foray into the realm of costumed superheroes.

It was quite interesting and very enjoyable. You can read all about it here.

Wednesday, May 16, 2012

Playtesting with Blackrazor!

After an unfortunate real life-driven hiatus, it's nice to be getting my game on again, and with none other than J.B. of OSR blog and "B/X Companion" fame!

Met up last night at the Baranof in Greenwood to try out his new rules-light fantasy/cyberpunk game (mysterious codename "CDF").

Playing a game session at the Baranof was crazy enough. It's a glorious dive that positively oozes history. All you have to do is mentally replace the flat screen tv with an ancient b&w model and it's uncanny how easily you can picture Charles Bukowski perched on the barstool at the end.

The game itself was a blast. My elf sorcerer fireballed six goblins and a rental car. Four were incinerated instantly. Thankfully, the car was among the survivors, otherwise I don't know how we would have made it back in one piece from Goblintown (aka 2050's version of Renton). I didn't get as much chance to get play done as I would have likes, due to character creation, setup, etc, but that's pretty much a given at a first session, is it not?

Finally, this was my first real world meeting with a member of the online OSR community. It's crazy being able to discuss things like my latest Labyrinth Lord purchases and the works of James Raggi using my actual voice instead of my keyboard!

Definitely looking forward to next week. Should be even more awesome. I can't wait to see where this game goes, both at the table and in the larger community once it drops to the public!