Showing posts with label adnd. Show all posts
Showing posts with label adnd. Show all posts

Friday, June 29, 2012

Demi-Human Level Limits

So I've been going through a serious rules-lawyer phase lately, hacking away at inconsistent rules or ambiguous wording wherever I can find them; adding my own muddled interpretation wherever I can shoehorn such in. Today's topic: the much beleaguered demi-human level limits!

Class Level Limits Table: Occasionally I miss my old scanner.
I know, I know, when most of you make house rules regarding level limits it's to write them out of the game.  I see your reasoning, but I am that one dude (actually, there are two of us) that actually likes level limits--even if they are all dissociatey or whatever. 

But there is an aspect of the level limits that doesn't gibe the way I'd like it to: in the AD&D rules they're tied to the characters ability scores.  This makes it even more important that your dwarf fighter roll a damn 18 for strength; as if he already needed a reason beyond the outrageous to hit and damage modifiers and the 15% XP bonus.  Additionally, ability-based level limitations encourage multi-classing; your already-pathetic elf with a mere 16 Strength is limited to 5th level fighter so he might as well add magic user to his resume just to stay in the game a little longer.

Oh sage Caveman, what magic salve are you brewing in your laborotory to heal these misbegotten woes, you ask?  Something to which Herr Gygax actually alludes in the friggin' PHB.  Check it, fellow nerds:
"Only Humans will normally have clericism as their sole class; thus they are the only clerics with unlimited advancement in level."--EGG, PHB, pg. 20.
I actually remembered it being a much more damning quote, but the implication is still there: it's the lack of focus which makes demi-humans so limited in their advancement.

So, the more you diversify, the less advancement you get in any one class.  It makes sense--Jack-of-all-trades, master of none and all that.

So I'm thinking that a single-classed demihuman character could reach the maximum level indicated in the class level limits table--normally reserved for those with an 18 in their prime requisite; a double-classed character could reach the level indicated for those with a 17 in their prime req., and triple-classed characters would max out at one level below that.

Thus, a single-classed elven fighter could reach level 7 regardless of his strength.  Similarly, a single-classed elven MU could achieve wizardly status (11th level), yet a multi-classed F/MU could achieve only 6/10 respectively and a triple-classed F/MU/T would be limited to levels 5/9/*.

*I'm actually considering limiting Unlimited thief advancement to single classed demi-human thieves; double classed thieves would be limited to name (master thief) level, and triple-classed thieves to 9th level.  But I'm not sold on it yet, and it is unlikely to ever come up in my game anyway.

Man, that feels better.  Even if it's totally irrelevant since none of my players ever seem to play demi-humans or survive past 2nd level before we switch characters again. 





Tuesday, June 26, 2012

Level Title Enthusiasts Rejoice: Noobie round up

A while back I did a piece on why I think it odd that first level fighters go by the moniker "Veteran" a term which denotes experience in the field and confers a degree of respect on the recipient; something which first level fighters have, in my opinion, yet to earn.

While some folks agreed with me, several dissenters pointed out that experience in combat is what separates a Fighter from a Normal Man.  It makes sense on a certain level, especially when you consider the game's wargaming roots--everybody in the game was engaged in warfare so something had to set the Fighter apart.

But let's have a look at the n00b status of the other adventuring classes to see how they rate:

First Level Titles by Class:

Young man of fashion.
[EDIT: Young Gallant would
become the inaugural head coach
of the Vegas Golden Knights in 2017,
living up to his Paladin roots.]*



















Cleric: Acolyte--Latin for altar boy.
Druid: Aspirant--Keep reaching for the stars, little buddy.
Ranger: Runner--Either a messenger or a member of the cross country team. 
Paladin: Gallant--Webster says: A young man of fashion; a lady's man.  Kind of odd, eh?
Magic User & Illusionist: Prestidigitator--A fancy name for a birthday party magician. 
Thief: Rogue (Apprentice)--While rogue is more of a stance than an occupation, the parenthetical title provides everything we need to know.
Assassin: Bravo (Apprentice)--I did a thing on Bravo a couple of years ago; otherwise as thief above.   
Bard: Probationer--Under the Olde Rules, you had to first rise to 5th-8th level in fighter, start over as a thief and rise to at least 5th-9th level in that field before you could finally call yourself... a probationer.  Don't screw up now or you're finished. 
Monk: Novice--Webster offers a few more synonyms: abecedarian, apprentice, babe, colt, cub, fledgling, freshman, greenhorn, neophyte, newbie, newcomer, beginner, novitiate, punk, recruit, rook, rookie, tenderfoot, tyro, virgin.

As you can see, all the other AD&D character classes--with the possible exception of Paladins--had level titles that bespoke their status as tyros in the field, to which the respectful term "Veteran" stands in stark contrast. 

* EDIT 2: He would switch class in 2021 to become a Ranger.


Wednesday, June 13, 2012

Associating Invisibility

Susan Richards goes
unnoticed while on the
prowl.
So there's been a lot of discussion of dissociative rules and all that Crap lately, which reminded me of one of my least favorite dissociated rules of D&D that I'm aware of.  I'm talking of course about invisibility.

More specifically, the rule that says that an invisible character immediately becomes visible upon initiating violence.

Why on earth would the forces of magic all of a sudden sprout a big hippie beard, fire up the patchouli-scented incense, and do their best yogi-pose as soon as an invisible character decides to garrote someone?  There's no similar rule for polymorphed beings entering combat, nor for the charmed, strengthed, featherfallen, etc.  Why the inconsistency?

Famous invisible people
of literature.
My assumption has always been that it's because our Founding Fathers considered remaining invisible during combat to be too much of an advantage, so they bolted on an external (dissociated) mechanism for leveling the playing field.  But it's a sucky one, especially when one considers the options available in literature, most famously in the writings of H.G. Wells and J.R.R. Tolkien.  Please read on:

If you really want to associate the effects of invisibility, our man H.G. is the way to go; only your body is invisible, anything which is not attached directly to your epidermis is going to be seen.  Which is why the invisible man walks around dressed like a mummy all the time.  That means that if your party wants to turn inviz to sneak past the guards, they gotta strip down to their goods, which might lead to this type of scenario:

Player:    I strip down and turn invisible to sneak past the guards to the Baron's bedroom. 
DM:       Once inside the chamber, you see a large, luxurious bed which is occupied by the baron and his wife who are sleeping soundly under a thick, cozy feather bed.  There is a fireplace, but the fire in the hearth has gone out and the wooden shudders on the windows do little to prevent the wintry drafts from chilling the room to near freezing temperatures. Your feet are icy from walking on the bare stone floors of the castle and though you are invisible, you don't need to see your naked flesh to tell that it is covered in goosebumps; you are beginning to shiver uncontrollably.   Did I mention that there is plenty of room in the bed for a third? What do you do next?
...which might lead to far different results than intended.

In addition, how far do you go with the associating?  Would an invizible Mr. Huge Ruined Pile look like a mobile, man-shaped mural?

In The Hobbit, Tolkien's take on invisibility is a bit more user-friendly.  Bilbo, thankfully, did not need to strip to his hobbit-sized giblets to take advantage of the invisibility conferred by the one-ring-to-rule-them-all, but when he whipped out Sting to slash the spider webs, the sword was fully visible.  And, as I recall, ring-wearing Bagginses were also said to cast a faint shadow, though I can't be bothered to look for the reference at the moment.

I think right here you have the beginnings of an effective leveling mechanism:
  • the presence of an invisible being is marked by a slight visual anomaly, and 
  • anything held in the hand is going to be visible.  

I think I'd take it a bit further and say that anything that extends beyond, say, 3 inches from the person's body, would become wholly visible i.e., that whole sword is visible including the hilt, not just the part that extends beyond ~3" from your hand.  Sure, this is a dissociation of sorts, but it's one that I can live with cuz it makes for a cooler image.

By this rule, any handheld item larger than a mid-sized link of sausage would become visible including swords, shields, staffs, but also non-handheld items like great helms, loaded backpacks, cloaks, wizard hats, pointy elf shoes, etc.    

So you're fighting in combat, everyone can see your weapon and the aforementioned visual anomaly--which, in my mind, is somewhat akin to the shimmery distortion that was apparent when The Predator was hassling Conan back in '87.*  That makes invizzos a lot easier to nail down in combat; let's say attackers are -4 to hit, even less if invizzo-dude is fighting 2-handed, using a shield, or is fool enough to be wearing a cloak or a backpack.  If he's doing all three, then he's pretty much given it all away; give 'em a -1 to hit  and that's it.

*And, of course, invisibility would also be useless against infravision--unless you cover yourself in mud. 

But what about invisible MUs blasting off spells from the 2nd row?  What's to make them less "unfair"?  Well, beside the aforementioned wizard hat ruling, what about this: when casting spells, the interaction of the aura of invisibility with the incoming magic of the new spell combine to create a magical reaction which causes invisible spellcasters to glow for the duration of the casting time of any spell and leaves a faint after glow for the remainder of the round; any attacks made against them are at +2.

That's an invisibility rule I could live with.  You have to treat invisibility a lot differently; no more hiding an entire party in a bag of holding which the invisibled thief then picks up and sneaks out the dungeon with.  In order to remain invisible, a character is going to have to ditch a lot of gear, making it useful only in certain situations.

Wednesday, May 23, 2012

Level Titles: Fighter


It has always bothered me that the level title for a first level fighter is “Veteran” considering that this is exactly what a 1st level fighter is not. I've never served in the military, but I do know that the term veteran is reserved for those who've actually seen some action. Sure, veteran isn't as awe-inspiring as terms like hero, champion or–ahem—Myrmidon, but it still deserves more respect than 1st level accords it. For that reason, until someone comes up with a better term I am doctoring my PHB to look like this:


That is all.

Monday, February 20, 2012

One Other Thing I learned While Obsessing Over Hommlet:

The real bad guys of Dungeon Module T1 The Village of Hommlet are not Lareth and his band of Scary Men or even the evil traders back in town.  No, the true villains of Homlet are the two captive merchants in Lubash the Ogre's pantry.  "How do you figure, D-Chuckles?" you ask? Here's how: these two dudes promise their rescuers
"large rewards for their release, vowing to send monies to Hommlet as soon as they return to Dyvers."
Four weeks after their rescue, a passing caravan will deliver to the PCs a sack laden with--wait for it--one hundred silver pieces. Are you kidding me?? That's only 5 freakin' gold pieces at AD&D exchange rates, just barely enough cash for the entire party to split a half gill of Ulek Elixir at the Welcome Wench.*

A hundred platinum would have been a worthy reward, sealing a bond of mutual goodwill between merchants and party; 100 gold would have been a respectable gesture--at least fueling a nice post-dungeon bender.  A friggin' thank you note would have been appreciated--it's always nice to know that your good deeds are remembered.  But 100 silver?!  That's just an insult.  If I were a PC I would be all "Screw the Temple, let's hunt down those cheap-ass merchants!"

* According to the handy conversion tables at the back of my notebook that I have not bothered to ever use in a hundred years there are 4 gills to a pint, so a half gill is [avert your gaze--mathifying taking place] ... 2 ounces or approximately 66 mL if your feeling metric-dependent.

Monday, February 13, 2012

DMG Sample Dungeon Part 4: Cult of the Fiery Eye or Palimpsest of Hommlet

After much delay--my dissertation committee asked for some additional graphics before I put it out for publication--I'm finally getting to the conclusion of my analysis of the Sample Dungeon of the Dungeon Masters Guide.  Today we're speculating what to make of the unfinished portions of the dungeon based on the clues provided in the few room descriptions, background, and the wandering monster tables. Without further ado...

Sample dungeon site analysis.
The author provided wandering monster encounters for the two distinct areas of the Dungeon, the Non-crypt Area and the Crypt Area which conveniently included the room numbers of the wandering monster's lairs, a Gygax standard that I failed to appreciate for too long.  Non-crypt area wandering monsters include bandits, goblins, giant rats, and fire beetles--the fire beetles emit a fiery red glow which illuminates a 10' radius; that's kinda' cool.  But are there any running themes here?  The only one that comes to mind is that these critters are all just looking for a quiet place to lay low, somewhere with a roof overhead where no one will ask any questions.  So the non-crypt area is going to be filled with "volunteer" monsters; whatever manages to crawl, slither or hop down here from the swamp above.  Giant snakes, lizards, ticks, maybe a pack of voracious giant frogs even.  And lots of the rooms will just be empty old store rooms littered with moldy crap and the occasional fungus or slime.

Now let's see what the crypt area has going on in terms of wandering monsters: more rats, ghouls, skeletons--your standard crypt fare; one could expand on this a bit.  But then there's the evil cleric with the hobgoblins in tow from areas 35-37.  An evil cult in league with humanoids occupying several rooms; that's got potential.  Let's say they're beholden to some demon lord and let's riff on  Nunya's notion (from the comments section of Part 1 of this series) and say that the fire opal the monks were hiding was the prized jewel and symbol of power stolen from the temple of this demon lord and turned over to the monks for safe keeping.  The enormous, smouldering opal represents the demon lord's baleful, fiery glare. Indeed, reflecting the significance of this symbol of power, the hobgoblins have an emblem of a fiery eye painted on their shields while the cleric has the same stitched into his robes.

My eye!
So these cultists of the Fiery Eye have set up quarters here in the crypt area, perhaps because they're still looking for that damn fire opal.  And since, as Zenopus points out, using the secret door to area 3 is not a very convenient means of egress--it being 10 feet above ground--they use the stairs up at area 39 which leads, as Zenopus further suggests, to a long tunnel eventually daylighting at a narrow opening amidst rocks and thick briars and brambles over at the stand of brush and tamaracks beyond the monastery.  The cult uses this tunnel for occasional sorties to pillage passing caravans for supplies, treasure, and prisoners which they use for either ransom, slaves, or food.  So a few of the other rooms are occupied by their humanoid allies, some gnolls, bugbears, and maybe an ogre who's got a few human or demi-human prisoners in his pantry.  And perhaps the cult has contacts in the nearby village, other cult members who might feign to provide assistance to the PCs but whose real intent is to obfuscate and assassinate them...

Wait, what's that?  This sounds exactly like the premise of Dungeon Module T1 The Village of Hommlet you say?  Good!  Now we can get to the real thesis of this post which is that the Sample Dungeon in the Dungeon Masters Guide was the original dungeon associated with Gary Gygax's Hommlet campaign back in the 1970s.  For real.*


Monastery vs. Moathouse: One and the Same

Introduction
First, here's a little historical background for those unfamiliar or who've forgotten the details.  In Gary Gygax's 1979 dungeon module T1 The Village of Hommlet, he included the following bit of background on the origin of the module:
"The area here was developed to smoothly integrate players with and without experience in the Greyhawk Campaign into a scenario related to the old timers only by relative proximity...  and many of the NPCs in the module are the characters and henchmen developed through play... the situation and surroundings have been altered because of the actual experiences of these participants." (Gygax, Village of Hommlet, pg. 3)
Also in 1979, Gygax published the Dungeon Masters Guide which included an unfinished Sample Dungeon composed of a map of a single dungeon level underneath a ruined monastery, descriptions of 3 of the encounter areas, and some background info about the dungeon including a description of the adjacent terrain and a legend that there was an enormous fire opal of exorbitant value hidden within.  I contend that the Sample Dungeon is the original dungeon that those "smoothly integrated players" of Hommlet went through.  Check it out:
"After two miles of distance, the land begins to sink and become boggy... and tall marsh plants grow thickly where cattails and tamaracks do not... A side path, banked high to crossover the wetland to either side, juts north to the entrance of the ruined place."
"[A]fter about a two mile trek along a seldom used road, they come to the edge of a fen... with little to relieve the view save a few clumps of brush and tamarack sprouting here and there.  A narrow causeway leads out to a low mound upon which stand the walls and buildings of the deserted mo*******. "
Pretty similar, right?  A "side path banked high to crossover the wetland" sounds a lot like a causeway through a fen, no? And those ubiquitous tamaracks.  If you haven't already reached for your DMG, the first one is the description for the approach to the Moathouse in T1, the second is from the Monastery in the Sample Dungeon.

Design concept
Each adventure is distinctly divided roughly in half between areas that are easily accessible from the obvious entrance to the edifice and those areas that are accessible only if you find a secret door.  Thus, an uninspired or very unlucky party could easily wander through half the dungeon and think their work was done.  Also, between the accessible portion of the adventure--we'll call it the Outer Dungeon--and the secret Inner Dungeon, there is a pronounced shift in the mood of the encounter milieu.   In the Moathouse, it is the upper levels--those that are part of the moathouse proper, including the cellars directly directly beneath--that form the Outer Dungeons while in the Monastery it's the "non-crypt areas" on the north side of the map.  In both cases, the Outer Dungeon is inhabited by whatever random outlaws and freeloaders moved into this subterranean tenement seeking shelter from the elements--bandits, giant lizards, goblins, fire beetles...  it's your classic dungeon crawl.  The Inner dungeon, however, is inhabited by those with a reason for being there; those who belong.  In both cases there is a crypt area inhabited by the undead; both also are inhabited by an Evil Cult, the evil cleric and his hobber bodyguards in the monastery; in the Moathouse the cult includes Lareth and his gang of flaming stormtroopers, but also the various humanoids mercenaries--the ogre, gnolls, and bugbears--as well.

Clues to the Beyond
But Gygax was not willing to leave things purely to chance; in both adventures he supplies a hint that there is more to this place than a casual exploration might divulge.  In the monastery, this clue comes in the form of the the map and key found amidst the abbot's skeletal remains in room 2.   In the moathouse, this hint is the locked cache of food, weapons, and Flaming Eyeball sweatshirts in the storerooms (rooms 2 and 3, dungeon level).  Also, to make it clear that this crap doesn't belong to the bandits above, he placed the green slime trap on the stairs up to their lair to indicate that they don't bother coming down here too often.

The Secret Door
In both the moathouse and the monastery the secret door to the hidden, Inner Dungeon is located in a room dedicated to death--the funerary room of the monastery where the passage from the world of the living was celebrated, and the torture room in the Moathouse where the same passage was celebrated in a much more pro-active fashion. More importantly, neither door is located in a typical fashion, each is positioned in such a way that a specific effort by the players will be needed to find it; nine feet above the floor in the Sample Dungeon or hidden in the column in T1.  By strategically locating these secret doors, a generic, "we search for secret doors" is clearly not going to be good enough, no matter how well the dice work in your favor.

However, there are clues to be found that will lead the observant PC to the location of said secret doors--the wall sockets in the Sample Dungeon and the faint trail of blood to the pillar in T1.  And on the other side of that secret door in T1 you will find the same 4 ghouls who ate the gnome in the Sample Dungeon.  


First encounter
Monastery:  Room 1 contains a large Spider lurking on the ceiling over a  "a central litter of husks, skin, bones, and its own castings" patiently awaiting its prey.  In the heap can be found a treasure of 19 sp and a garnet worth 50 gp.

Moathouse:  Area 4 is likely to be the first encounter inside the moathouse (we can only assume that there was a gang of hungry frogs waiting in ambush along the causeway to the  monastery) and it contains a huge spider lurking over "a scattering of husks and a few bones on the floor" and a small treasure trove of 38 sp, 71 cp and an ivory box worth 50 gp.

The descriptions are similar though not exact.  "Husks" and "bones" are constant but the spider in the moathouse has been ratcheted up a notch and the treasure slightly increased: the silver has been exactly doubled and a few coppers have been thrown in for good measure, but the main treasure remains set at 50 gp in value, though its manifestation has altered from a garnet to an ivory box. On its own, this encounter doesn't carry much weight, but as the evidence mounts, the similarities are certainly worth noting.

Flaming Eye/Fire Opal

Figure 3. Flaming Eye meet Fire Opal
If you were a member of a cult whose emblem was a flaming eyeball, wouldn't the fire opal be the front runner as your candidate for sacred gemstone?  (see comparison, Fig. 1.a.) Whether the cultists in The Monastery wore a flaming eye or not is impossible to say, but I think I made a pretty fair case back in paragraph 3 about how one might easily extrapolate such.

What is more, and this is the clue that sent me down this rabbit hole in the first place, in T1 Lareth's prized possession and the single most valuable treasure in the entire Moathouse is a string of matched fire opals.

Even Scully should be coming around by now but the best is yet to come.

Hall of Zombies
Check out these two maps, and read the description below as it might apply to area 4 on the left map and area 10 on the right:  
CORRIDOR LINED WITH CELLS: Anyone entering this area will be attacked by the monsters lurking in pairs in these cubicles: 12 ZOMBIES (H.P.: 15, 14, 13, 12, 3x10, 9, 8, 6, 5, 4)
If you had to choose one of these two as the map for the encounter area described wouldn't you choose the map on the right?  It looks like a standard AD&D corridor--10' wide, leads to a room at the end--and it's lined with 3 cubicles on each side of the hall which provides exactly enough room for 12 zombies hiding in groups of two in each cell.   Area 4 on the left looks more like a chamber than a corridor--what with its 20'-wideness, pillars down the center, and lack of a portal at the end--plus it's only "lined" with cubicles on one side.  But most importantly of all, it has only five cubicles which leaves two of the zombies homeless!

The encounter description is from T1 area 4 of the dungeon level of the moathouse, the map on the left, while the map on the right is from the Sample Dungeon.**  By now it has to be pretty clear that this description was originally written for area 10 of what became the sample dungeon of the DMG and was then transcribed word-for-word into T1--including hit points for all 12 zombies even though most people who ran T1 back in the day, lacking accommodations for the 6th pair, only threw 10 zombies at their players.***

Exit Strategy
Adjacent to Lareth's den under the moathouse was a long tunnel leading up to a concealed opening at the surface that allowed his cronies to come and go without disrupting the ecosystem of the moathouse above.  The hobbers and cleric in the monastery presumably cannot live off of mold and ghoul-droppings and, as already mentioned, it's unlikely that they use the secret door in the ceremonial chamber, so it seems rather likely that they have a separate way out of the crypt area.

While it's not obvious that such an exit exists in the Sample Dungeon, several clues do allude to such an egress.  As Zenopus Archives pointed out, there is mention of a "secret entrance/exit  from the place" indicated in the background material for the Sample Dungeon.  I had always, assumed that this referred to the stairs down to area 1, but since this area is not indicated to be "secret" it opens up the possibility that indeed, there is a separate, secret portal to the dungeon.  And the conspicuously noted "fairly dense cluster of [brush and tamarack] approximately a half mile beyond the abandoned place" provides the most obvious location for such an emergency exit.  Add to that the presence of a stairway leading up not far from the chambers occupied by the Cleric and his band of hobbers, you have some evidence that the Sample Dungeon had a similar escape tunnel.

And so forth
In light of  this evidence, some things about T1 Village of Hommlet start to make a bit more sense.  For instance, it always struck me as odd that Lareth--who we know has been going to great effort to throw off interest in his location by staging his caravan raids far away in disparate locations--would allow another gang of brigands to operate out of the same location.  Possibly the Great Hope of Chaotic Evil isn't aware of the bandits in the moathouse above, but more likely these are the same bandits transposed from the areas 4 & 5 of the Monastery. Like the extra pair of zombies, they're a relic that doesn't quite fit into the New Order of Hommlet.

This might also explain why T1 was named the Village of Hommlet rather than the Moathouse of the Flaming Eye or some-such.  When EGG decided to modulize the endeavor, he may have wanted to showcase the village as a setting, but also needed some sort of adventure to go along with it.  By the standards of the time, a module with the entire monastery adventure would have been too large for a single module.  Remember, the only other modules around at the time were the G and D series which were originally published as separate, emaciated adventures of only ~16 pages.****  So he took the first level of the monastery dungeon, re-worked it as the moathouse in T1 and used the affair as an outpost of the greater dungeon, which would eventually be the Temple of Elemental Evil which, by the way, had turned from a monastery sacked long ago by forces of evil to a temple sacked long ago by forces of good. 

So if you've ever wondered what the original "Hommlet" dungeon Gygax mentions in the intro to T1 may have looked like before it was infiltrated with PCs, sullied by Lolth and/or Zuggtmoy, and afflicted with battles over at Emridy Meadows, the answer may have been right in front of you all along.  This humble, seemingly unfinished dungeon hidden under a monastery is actually a vestige of the campaign that spawned one of the great modules of the AD&D era.  The dungeon from which The Moathouse, Lareth, the Cult of Elemental Evil and its affiliated Temple all sprang from this unassuming labyrinth on page 95 of the Dungeon Masters Guide.  Sadly, this connection to the very roots of the game was one of the things we lost as Gygax's creative impact at TSR diminished.


*Well, as "for real" as you can get without confirmation from anyone who actually knows the score.

**In T1-4 Temple of Elemental Evil the zombie:cubicle disparity was resolved by hiding the two extra zombies--who presumably had just lost a game of musical chambers--behind one of the pillars in area 21, nee area 4.  

***Case in point: in the used copy of T1 I now own (acquired at a used book sale a few years ago), the previous owner left pencil markings recording the dwindling hit points and ultimate demise of the first 10 zombies while the last two zombies  are unsullied by graphite.  Perhaps the players suffered a TPK at the hands of Wimpy and Gimpy, or, perhaps, lacking a sixth cell to release them from, the DM never put them into action.

****This is based entirely on my recollection of how slender those modules were; I don't have the modules on hand and thus don't know the exact page count.

*******This wasn't intended to be a footnote but since you're here, it just so happens that monastery and moathouse have the same amount of letters.  I am unaware of Gygax's stance on numerology or alphabetology or whatever, but I'm going to write this one off as coincidence and nothing more.

Friday, February 3, 2012

DMG Sample Dungeon Part 3: Room 3 and the Portal of the Jerk

"You come into the the northern portion of a 50' x 50' chamber.  It is bare and empty.  There are no exits apparent.  It seems to be a dead end place."  Gary Gygax, DMG p. 99
No exits are apparent.  It seems to be a dead end place.  If this isn't enough to make you search for secret doors, then maybe you're not playing the right game.

So you've just entered the nexus of the land of the living and the dead, wherein the deceased brethren of the monastery make their secret voyage to the under world.  We know that the dead were lain in repose here on an elevated stage and, after some amount of time, they were taken through a secret door and lain to rest in a sarcophagus somewhere in a long, wide corridor in the crypt area to the south.  It is telling that the entry to the netherworld is via a secret door rather than some grand, awe-inspiring edifice or even a modest  tunnel.  It is reinforcing an aura of mystery regarding the afterlife that most undoubtedly is of significance to their religious beliefs.

DM: "You might be in for a nasty surprise, so I'll let you roll a six sider for me to see your status."  
This is the equivalent of Javier Bardem showing up at your house with a compressed air canister in his hand and asking you to flip a coin.

Ghouls?  What ghouls?
For some reason which we will never understand, the Sample DM in the campaign narrative which accompanies the Sample Dungeon has chosen this moment to reveal that he is a complete dickhead.  We learn that, on finding the secret door, "the gnome" of the party is immediately surprised and devoured by a party of 4 ghouls waiting behind the portal.  Now look at the map of the crypt area beyond the door, there is not a labelled encounter within 120' of the secret door; obviously the author of the sample dungeon did not intend for there to be ghouls loitering there.  Maybe they're wandering monsters--except that we the readers have always been informed when the Sample DM has rolled for wandering monsters in the past, yet no roll was made at this juncture.  Further, the wandering monster table for the crypt area indicates "1-2 ghouls" might be encountered, not 4.  We must conclude that the Sample DM ad libbed 4 ghouls waiting at the secret door to attack the party when they're in a very precarious situation--propped up in a human pyramid!   Now tell me this guy is not a dick!

And more dickishness: the secret portal is described as being only 8-1/2' wide in the room description yet the DM tells the party that it's 10' wide!  You might ask: "Uh, now who's being a dick, Dice-chucker?"  Too-shay, my friend.

As all y'all who've ever held the DMG in your hands knows, room 3 is where the description of the sample dungeon--and the accompanying narrative--ended, the rest was up to the reader to fill in if they so chose.  I might be one of the rare old schoolers who never did fill in that dungeon, mostly because drawing maps was my favorite part of making a dungeon back in the day. And, like the Sample Dungeon, the descriptive text of my dungeons usually trailed off by somewhere around room 3.  Now I've come to the complete opposite end; I much prefer taking other author's maps and descriptions, over-analizing their words to find meanings that probably shouldn't be there, and layering my own interpretation on top of their work.  So that is what we'll do in Part 4 of the Series: What Lies Beyond Room 3.


Monday, January 23, 2012

DMG Sample Dungeon Part 2: Down the Stairs

Continuing where we left off last week, today we'll be looking at rooms 1 & 2 of the Sample Dungeon provided in the AD&D Dungeon Masters Guide.


The Dungeon
Room
1.  Spider webs including a large spider at 1A, some moldy sacks, a garnet in a goblin skull over in the corner (B); it all sets the tone of rot and refuse that permeates the place.  That goblin may have been a member of the raiding army that took down the Monastery--or he could have wandered in at any time since.  How the garnet got in his head is a curious mystery to consider.  Also, please mind the yellow mold (25%).


One other thing of note is the oak door over at  1.C: Moaning can be heard behind it and, if opened, a gust of wind will extinguish all torches.  Where did the wind come from?  Sure, there's a subterranean stream running through the adjacent room--typically a great venue for creating air movement in a cavern, except that the stream "fills entirely" the tunnel through which it both enters and exits the room.  Which is to say, there's no room for any air movement, much less wind forcible enough to extinguish all torches.

Those brave enough to enter the dark, windy cavern will find:


Room 2. WATER ROOM: Although the room is described as holding only "8 rotting barrels" (over at location A) from the hoard of casks and barrels which were once stored there, several of the barrels in the room "hold water" as they were "new and being soaked to make them tight" at the time of the downfall. This might give a sense of the passage of time to those familiar with the decay rate of wooden barrels.  

2.B
:  The limed-over skeleton of the Abbot lies at the bottom of the stream that passes through the chamber.  His corpse has undergone a "sea change," a reference, as the ensuing narrative example of play points out, to Shakespeare's Tempest:
Full fathom five thy father lies:
Of his bones are coral made:
Those are pearls that were his eyes:
Nothing of him that doth fade
But doth suffer a sea-change
Into something rich and strange. 

Amidst the remains of the abbot the attentive adventurer will find a scroll tube and a key.  Acquiring these items is not a sure thing as Characters who dislodge the scroll tube have to make a successful "to hit" roll as if hitting AC 4 in order to successfully grab the scroll before the current of the stream takes it down stream beyond return.  Is this a nascent action resolution system using "to hit" as a means of determining success at non-combat actions?  Sort of a proto-SIEGE engine for you C&C fans?

Inside the scroll tube is a map of the underground portion of the monastery, but it is almost entirely smudged beyond use; showing only the two areas that the PCs will already have seen by the time they find this map along with an 80' section of hall in the "crypt area" to the south with "miniature sarcophagi" depicted in it.  Not super helpful, but it will definitely aid parties in finding the crypt area which is accessible only via the elevated secret door in room 3.  (Or the stairs at are 39).

The key in the abbots calcified hand allows the secret door in room 28 to open toward the "treasure room" (29) rather than to the stairs (30) down to the caverns, which is, presumably, the default.  Is this where the fabled fire opal can be found?

Of significance here is that the abbot's body is a) located where it would easily be found if it were still encased in flesh, and b) still in possession of the ring and scroll case.  Presumably anyone who had reason to seek the Abbot out--such as would be the case if the besiegers were either politically motivated or looking for the fire opal in his possession--would have searched every corpse to find him; either to make an example of him by trying him posthumously and impaling his corpse on a stake for all to see, or searching his carcass for the gem or some clue as to its whereabouts--like, say, a key or a map.  That his body is lying in what would have been plain sight at the time of the siege and yet retains these two possessions indicates that the marauders were probably neither aware of the fire opal nor concerned with the political significance the abbot's corpse.  Rather, the raiders who took down the monastery were more likely foreigners looking for obvious treasure; much like the first Vikings who raided the Monastery of St. Cuthbert* at Lindisfarne in 8th century Britain.  Whoever these dudes were, they were in it for a quick score; snatching gaudy, jewel-encrusted religious implements, potential slaves, and casks of wine and beer would have been their prime interest.  Rifling the pockets of an ascetic monk probably didn't rank too high on their to-do list. 


*Yes, I did intentionally reference the real St. Cuthbert as a not-so-subtle nod to T1 Village of Hommlet and its sequel T2 Temple of Elemental Evil.  This place is a religious edifice sacked by an army years ago, now an unholy ground inhabited by lowlifes, critters, and the undead; doesn't it maybe seem like it might have been an early version of the Temple of Elemental Evil? Sure, pretty much every dungeon had a background that sounded a lot like that back in the day, but considering that the DMG was published around the same time as T1... maybe this is what T2 might have looked like before it spent the next 6 years simmering on the back burner.

Next up: Room 3 and the Wandering Monster Tables

Friday, January 13, 2012

DMG Sample Dungeon Part 1: Background

It should be no secret by now that I like to analyze the crap out of esoteric stuff that only a few members of our species care about (see The Restenford Project as further evidence), but that's kind of what the OSR blogosphere is all about, right? No, you say? My mistake.

Class, please turn to page 95 of your Dungeon Masters Guide.
Anyway, the latest object of my obsession is, if you haven't guessed already, the sample dungeon provided in "The Campaign" section of EGG's DMG beginning on page 94.  As you're probably aware the sample dungeon included a map of a single "dungeon" level and a write up detailing the first few rooms along with a smattering of background information that indicates that the dungeon is beneath the ruins of an abandoned abbey.

To describe the sample dungeon as "unfinished" would be an understatement; on appearances, this thing was barely even started.  But even in the tiny amount of material provided there is a wealth of detail that will help the obsessive DM to extrapolate an entire adventure out of this tiny fosselized finger bone of a dungeon.  In today's edition, I intend to dig into the background information found primarily in the first three paragraphs of the "The First Dungeon Adventure" section on page 96.

Background:

Rumor has it that "something strange and terrible lurks in the abandoned monastery" located in a fen outside of town.  The monastery was sacked sometime in the past and now lies in ruin, but we know not the identity or the incentive of either the monks who lived there or the marauders.  Was the abbey a warren of  heretics besieged by their own papal leader--a monastery gone wicked?  Or were they the last true believers brought to ruin to erase the shame of the fallen majority?  Or was it something entirely different?

There is another rumor circulating, though somewhat less well known--that there is treasure to be had as well:
"A huge fire opal which the abbot of the place is said to have hidden when the monastery was under siege... the fellow died, according to legend, before revealing it to anyone, so somewhere within the ruins lies a fortune."  
Always good to know.  But this could be more than just a potentially apocryphal tale to induce adventurers to explore the region; this could be evidence that avarice had overtaken the monks and they had deviated from their monastic cause. 

Environs:
A "two mile trek along a seldom used road" brings the party to the edge of the fen.  There is a  causeway to a low mound on which lie the ruins of the monastery--sounds reminiscent of the approach to the moat house in T1.  A few tamaracks grow sporadically on hillocks that barely rise above the mire of the swamp.  There is also a "fairly dense cluster" of tamaracks and "brush" about "a half mile beyond the abandoned place" indicating another area of high ground nearby.  There is no hint as to the significance of this "cluster" in the abbreviated text of the dungeon, but it seems unlikely that such a detail would have been included without some significance given to the matter. Perhaps it was once linked via underground tunnels to the monastery grounds? Just something to consider if you're re-creating this dungeon for your own use.

Also: It may be worth noting that tamaracks are unique among coniferous trees in that they lose their needles in the winter; an adaptation that makes them the most cold-hardy of trees.  Which is to say we're probably talking about a boreal climate here. If you want to move this thing to a warmer clime you might want to change the trees to mangroves or cypress.

 ...
That's all for today but pack your gear folks cuz tomorrow--I use that term loosely--we'll be searching the ruins. Kind of feels like a real adventure, right?

References:
Gygax, G. Dungeon Masters Guide.  Lake Geneva, WI: TSR Games, 1979

Monday, September 19, 2011

Abjure This: Spell categories revisited

So the new guy in my group--who's also new to D&D (we're playing a mishmash of AD&D, Castles & Crusades and a bunch of house rules mostly poached from folks like you)--has been asking a lot of questions and poking a bit of fun at many of the oddities of the game that have, over the years, become invisible to me.  One topic he's getting mileage out of is all those parenthetical spell categories that are listed next to spell names in the Players Handbook, 1978 ed. (PHB).

Having long ignored these spell categories, the pejoratives of my new player have actually inspired me to go through the entire spell list for each class--clerics, druids, magic-users and illusionists--and count each occurrence of the 10 or so spell types (cue soundtrack).   Bear in mind that no explanation of the significance of these terms was given in the text of the PHB that I've found and, clearly, none is needed to play the game.  But, for my own sanity, I had to create some sense out of this stuff, and what follows is a summary of my analysis.  Any definitions or suggested re-categorizations provided are based on my own halfhearted research and should not be assumed to be sanctioned by any person or body affiliated with AD&D in any official capacity. 
  1. Alteration: These spells cause a  change in something that already exists.  Probably every spell could fall under the domain of "alteration" if you think too much about it.  But there are couple of obvious types of alteration such as Polymorph spells and Transmute Rock to Mud, which alter a person or object's physical form.  Then there are those Alterations that alter one's capacity to perform some action--Haste, Infravision, Fly, etc.  But after that, alteration devolves into the kitchen sink category including spells that involve moving things--like Levitate and Teleport--altering by relocation?--and such oddballs as Rope Trick, Magic Mouth and many, many, many more.  As if this scene weren't crowded enough, a bunch of spells that seem quite clearly to be evocations or conjurations are also lumped into the alteration group: Dancing Lights--which creates a fire or something that looks like one, making it either a phantasm or an evocation--and Create Food and Water--it's not called Alter Food and Water, right?--are prime examples.  As one might guess by the inclusiveness of this domain, this is by far the largest, representing 34% of all spells.
  2.  Conjuration/Summoning: These spells bring forth a being, object or force of some sort to do the bidding of the spell caster.  I would take it a step further and differeatiate between Conjurations and Summonings.  In my interpretation, a Summoning brings forth a being that already exists somewhere else, has its own life, and may have its own ideas about what's going to happen next.  Indeed, these ideas may be exactly why the being is summoned.  Conjurations, on the other hand, are created beings or forces that don't exist elsewhere until they are conjured.  Though they are capable of performing certain basic actions, they tend not to have much in the way of free will, instead requiring  direction from the spellcaster in order to take action, they're automatons.  Unseen Servant is a great example.  Conjurations might also be programmable objects which then require some third party input in order to take effect; the various Glyphs and Magic Mouth could be categorized as conjurations of this sort.  Spells which I believe are mislabeled as conjurations include Flame Arrow--neither flame nor arrows are actually conjured, rather, arrows touched by the spellcaster actually burst into flames--and Bless which gives your friends a to-hit bonus.
  3. Evocation: Like conjurations, these spells call stuff into being.  They differ from conjurations in that whatever is called forth generally gets told where to do its job and then does it without any further instruction.  These are either of the point-and-shoot instantaneous effect spells, or things that, once evoked, are relatively inert, such as the various Wall of- spells. The vast bulk of evocations are magic user spells and many of the classics fall into this category: fireball, lightning bolt, magic missile, web...  Druids and Clerics have only 4 and 3 evocation spells  respectively while Illusionists have no evocation spells at all, though we'll dwell on this matter more a bit later.  
  4. Invocation: There is only one spell--Spiritual Hammer--in this category.  It might have been an editorial oversight--the author may have decided to change the term to evocation since their meaning is nearly identical.  But there is a small difference in that, according to Webster,  an invocation often involves Holy assistance and, in support of that notion, the spell write-up for Spiritual Hammer specifically states that "by calling on his or her deity" the cleric creates a hammer-shaped head-bashing force.  If you go with this, it could be argued that all clerical evocations could be classified as  invocations.  Likewise druidic evocations also invoke the assistance of whatever nature spirits those tree-huggers worship.  Most/all of these evocations could even be recast as invocations with little harm done, which would then leave evocations as the purview of MUs.
  5. Illusion/Phantasm: You make stuff that isn't really there seem like it is.  Basically, you're conjuring sensory experiences.  The bread and butter of the illusionist class, 48% of spells available to illusionists are illusion/phantasms.  Significantly, Illusionists have no evocation spells.  I'm guessing this was by design to differentiate them from Magic users.  I think, given the many spells that  seem much closer, mechanically speaking, to evocations but have been labeled alterations, that the effort was a bit disingenuous. Such spells as Light and Darkness, I think, would be much more comfortable in the evocation camp than crammed into that boisterous beer garden over at alterations. Most incriminatingly, Wall of Fog, a first level illusionist spell, is classified as an alteration even though all the other Wall of- spells which are castable by non-illusionists fall under the evocation banner.  We need to accept that some of the spells available to Illusionists are evocations and get on with life.
  6. Abjuration: The word is defined as a renunciation or recanting, and spells of this sort are generally those that provide protection from something or that exorcise or purge things.  Dispel Magic and Protection from evil/good/insipid, etc. are abjurations as are some cure spells: Cure Blindness and Cure Disease, for instance: "Disease, I renounce thee!"  I would be inclined to include spells which provide resistance to certain things as partial abjurations though they're generally considered alterations in the PHB.  
  7. Divination: These spells are all about divining knowledge which one's senses are otherwise not privy to.  All detection, location,  and augury spells fall in this category.
  8. Enchantment/Charm: These are spells that screw with people's heads.  Charm Person, Command, and Hold Person, but also Sleep, Feeblemind, and, inexplicably, Pass without Trace are of this sort. 
  9. Necromantic: Usually associated with speaking with or raising the dead and other ghoulish black magix, this category is broadened to include spells which cause any revivification or restoration of bodily health, such as cure light wounds and heal, but also spells such as slow poison and feign death.  I've got no beef with lumping these spell into the same category, though it seems a little creepy to have your beneficial cure spells hanging in the baleful realm  of necromancy.
  10. Possession: Again we have a one-spell category; Magic Jar is the sole occupant. It is an exceptional spell, you're not just taking control of someone else's being--which would perhaps fall under enchantement--but your also stashing your own soul in a jar somewhere, an act which seems vaguely necromantic.  I see no need for one-spell categories, so I'd prefer to put it in one or the other and move on. 

    So these are the 10 existing spell categories as classified in the PHB.  As you've probably guessed, I'm not entirely satisfied with it.  In particular, Alterations are needlessly bloated covering a wide variety of spells that are not at all related, including many spells which are clearly evocations but that have been classified as Alterations solely to satisfy the unstated rule that Illusionists cannot cast Evocations.  I propose 2 Alteration subcategories:
    • Transmogrification: For a very long time I thought Calvin and/or Hobbes made up this word, and it's the perfect word to describe the Polymorph and Transmute type spells that alter the physical state or properties of an object or being.  
    • Augmentation/Diminution: When I first started out on this line of inquiry, I was absolutely certain that this already was one of the spell category names.  I was shocked to find out otherwise; it should have been. Was it in Unearthed Arcana maybe?  Anyway, augmentations are performance enhancing/diminishing spells, either improving ones capacity or granting one an ability to perform an action that is normally outside their realm.    Haste, Fly, Write, and others would fall in this category.  As the dual-name implies, they can diminish performance as well, such as in the case of Slow and its ilk.
    We also need a couple of new categories to cover those spells that involve moving people around instantaneously, screwing with time, and those that allow the spellcaster to exert control over some object or non-sentient force; enchantments for the inanimate, if you will.  So here, I propose two new classifications:
    • Peregrinations:  Please, please, please find me a better name!  These are spells that allow the spellcaster to transport him/herself and/or others instantaneously from one place to another via means of some kind of discontinuity in the space-time continuum.  It also includes spells which allow the caster to move through things which normally preclude such ambulation; those weird plant-traveling druid spells.  In the PHB, spells of this nature are, of course, generally considered Alterations.
    • Agitations:  Again, not a great name, I am accepting nominations for another.  This spell group encompasses spells that garner control over forces or inanimate objects.  Heat Metal, Trip, and Dig are all examples.  I might be open to moving this whole group to Enchantments since they do seem, essentially, to be enchantments that influence inanimate objects and non-sentient forces.  Some of these already do fall in the enchantment category in the PHB.
    Which concludes  this exercise in spell nomenclature and categorization.  In summary, I've ditched 2 one-spell categories, divided Alterations into two sub-categories, determined that Conjurations are mechanically more similar to Evocations than they are to Summonings, uncovered some Evocation obfuscation regarding Illusionist spells, and added 2 brand new categories.  That's enough tinkering for one day, eh?

    Now I know you're thinking, "Wow, this entirely objective, practical, non-tedious post is going to radically alter not only the way I play, but also the way I live life for the rest of eternity!  Thanks Dice-chucker."  So let me just say, you're welcome.

    Monday, December 13, 2010

    Assassination Culmination

    All right, I'm going to skip over levels 10-14 until such time as I can find a reason to chat about the terms Expert, Senior, Chief, Prime or Guildmaster as they apply to Assassinry.   So hold on to your dice bags kiddies 'cuz we're going straight to the top: Grandfather of Assassins.

    As was mentioned previously, the word assassins was first used to describe a fanatical cult in Persia from the middle ages.  The founder of this cult was Hassan-i-Sabbah, who, by shacking up in his mountain castle, earned the title Sheik al Jebal which translates to "Prince of the mountain" or, the preferred term in this case, "Old Man of the Mountain."*  This old man was the original Grandfather of Assassins; a single person who ruled over the entire order of death bringers.  But unlike the D&D usage, though eh is responsible for numerous murders, he was not a professional killer and very likely he never killed anyone with his own hand.  Rather, he was the dude with the charisma to charm you into devoting your life to the cause, and also the dude to tell you when the cause needed you to take action and whack some mo' fo' who'd talked trash about your cult.

    * Alternatively, there are sources that say that it was the leader of the Syrian branch who was referred to as the Old Man of the Mountain.  

    This dude is also, allegedly, the grandfather of the mystic cult phenomenon; the Crusaders, and particularly the Knights Templar, took what they learned about the Order of Assassins  back to Europe and thus was born the culty trappings we now associate with mystic groups still extant such as the Freemasons, Illuminati, Rosicrucians, and the American Institute of Architects.   

    For those interested in further reading, there's a novel titled Alamut written by the Slovenian author Vladimir Bartol that is based on the cult of Assassins and the treachery of Hassan-i-Sabbah.  Published in 1938, the book was translated into 18 languages and has achieved bestseller status in Spain and France, but it was not translated into English until 2004.  A few pages into it and I wish they had taken a few more years to work on that translation.  One gets the sense that the poor fellow approached the translation as if he were transcribing legal documents, not reconstructing linguistic subtleties to convey a narrative... or whatever.  The result is repetitive use of simplistic sentence structures which make for very tedious reading.  Despite its subject matter, it seems like it was written for children.  Brush up on your Spanish or French--or, better yet, your Slovenian--if you really wanna read this one.

    Wednesday, December 8, 2010

    Assassination Origination

    So the inspiration of this here string of posts on the AD&D Assassin class level titles is finally at hand; we've reached the eponymous 9th level: Assassin.


    The word assassin is derived from the word Hashshashin, a term used in Syria--not the Lendore Isles as some would have you believe--to describe a fanatical sect of Islam called the Ismailis who were a small but troublesome religious/political force in the 11th-13th centuries.   Lacking a powerful army and considered heretics by the Muslim establishment of the day, the Ismailis holed up in a few castles in an isolated valley in northern Persia and dissuaded their numerically superior enemies from invading by murdering key political figures.  Though the cult was centered in the mountains of Persia, the term assassin is believed to have come about in reference to the Syrian branch of the group that the Crusaders came in contact with.  Hashshashin means "outcast" or "rabble" but also was associated with users of the psychotropic herb hashish.  And although most Assassin scholars believe that it is its meaning as a pejorative term for outcasts that originally inspired the application of the word, the western world has latched onto that hashish connection and had a blast with it ever since.

    Anyway, the cult was formed by a man named Hassan-i-Sabbah, among other spellings, who took control of an impregnable castle known as Alamut, and gathered around himself a throng of devoted followers who were willing to obey his every command.  They were trained  in the fine arts of duplicity and sent out into the world to gain the trust of various persons of interest to the Assassins, usually folks with titles like Sultan, Vizier, or Imam.  Once they'd inveigled their way into the homes of these dudes as household servants, body guards, or even trusted advisers, they lived a life of faithful service to them, never betraying their origins until such day that the signal came from Alamut, at which point they would cram a dagger through their erstwhile compadre's ribs.  They often kept up their ruse for years or even decades and, depending on how things worked out, the signal might never come.  Deep cover, my friends.  Indeed, there is very early usage of the word assassin that implies not a hired killer but a person of unsurpassed devotion.

    Once the devotee had done the deed, the assassin did not generally slink away into the night; no, getting caught was, more often than not, part of the job.  By submitting to capture and execution, the assassins did more than just kill the leaders of their enemies; the combination of their skill at subterfuge and complete devotion wreaked havoc on their enemies psyches as well.  A culture of paranoia spread like wildfire, and speaking out--much less taking military action--against the Assassins soon fell into disfavor. 

    Most of the useful information in this post is derived from the book The Assassins by Bernard Lewis, originally published in 1968 by Basic Books, Inc.  New York.  It's a somewhat scholarly tome describing the religious and political events of Islamic world during the time of the Assassins.  Also, the wikipedia entry for Hashshashin is pretty informative.

    Monday, December 6, 2010

    Assassination Irritation: Twofer

    It's been more than 2 weeks now since my last entry on the assassin level titles, and--despite the fact that at least one person has confirmed interest in this topic, thank you--there's a good reason for the delay: cutthroat and executioner.  Everyone knows what they mean, there's nothing particularly interesting about the etymology of these terms and, most importantly, every time I look for an intriguing cultural reference, I fall asleep at my keyboard.

    But rather than avoid them forever--especially since I've already written up level 9--I'll lump them both down in one dose and move on with life.

    Cutthroat: a race of sharp throated people.  The men of this tribe were known to hone their throats to such fineness that they used them to shave.  Or whiddle implements from wood.  Also the name of an arts journal.



    Executioner: one who wears a black hood but no shirt.

    Actually, this one is mildly interesting because it really just meant someone who carries out some action, much like how "executor" is used today to describe the guy who carries out your will after you go off to Valhalla.  In time it came to be primarily associated with executing a sentence of death on whatever poor sap/evil cutthroat whose head was to be relegated to the wicker basket. 

    On a related note, my first AD&D character was an elf named Elfrandel the Executor.  In my defense, I pronounced it "ex-uh-cuter" instead of the more traditional "egg-zek-you-ter." 

    I only just now found out that Executor is also the name of one of those big space ships that those dudes who got choked by Darth Vader drove around in.  And George Lucas was probably not 11 when he named them.

    Friday, November 19, 2010

    Assassination Constipation: Dynamite with a lazer beam

    Despite the fact that no one gives a rat's ass, I continue to nibble away at the AD&D Assassin class level titles one by one, week by creeping, tiresome week.  Now here we are at level 6: Killer.  Up there with murderer in terms of originality, but it's got more juice to it.  While a murderer can be any amateur who kills someone for any reason, a killer is someone who's practiced at it and perhaps even enjoys it.  Indeed, "killer" has taken on the meaning of adroitness at some particular skill, a la "lady killer."

    Also, it's the name of a live action role playing game by Steve Jackson.

    Now, I could have have been really lazy and kept in the hockey theme and used Killer Carlson as my pop culture connection, but that seems kinda' trite.  Instead, here's Freddy Mercury for ya:

    Saturday, November 13, 2010

    Assassination Apparition: Thug

    So we're up to Level 5: Thug.  To research today's post, rather than read up on the cult of Thuggee that plagued travelers in India for centuries by infiltrating caravans and then, when the time was right, murdering them to a man and making off with their goods, I spent the better part of the afternoon watching hockey fights on Youtube.  You just can't go wrong with Bob Probert, may his fists rest in peace. The consummate professional, he never looked back from a fight; once the last punch was thrown he just skated off and did his time.  You definitely got the impression that the fighting was never personal, and this is important to consider if you're entering the assassin trade.  It's a business; you take the job, you do the work, you move on.  A detached sense of morality is crucial.


    Two of the heavy weights:







    If you are interested in the Thuggee cult, check out Pierce Brosnan in The Deceivers, or, if you're one o' them literary types, read the book of the same name--written by John Masters--upon which the film was based.  I actually watched this movie a few years ago whilst on a Brosnan bender that included Matador--a great movie on the topic of assassins.

    Thursday, November 4, 2010

    Assassination Amoritization: Murther most foul!

    "Congratulations my son, your latest accomplishment has merited advancement to the 4th level of assassinry," says the Guildmaster, "you are now--wait for it--a Murderer!"
    "Murderer?!  I paste the innards of the heir-apparent all over the Baron's private bed chamber and I get to be a character in an Agatha Christie novel?  This guild is for douchebags.  I'm outta' here!"


    For further reading: Ray Bradbury's prescient--if non-assassin-based--short story of technology-induced sensory overload, "The Murderer."  Nah, don't bother.  I mean it's all right but nothing special.

    I'll try again tomorrow with Thug; much more meat there.

    Thursday, October 28, 2010

    Assassination Edification: What the eff is a "waghalter"?

    Waghalter: one likely to be hanged (obs.)  As in they will wag (like a dogs tail) from a halter (noose).  Kinda' grisly, eh?

    Actually, the term "Wag"--which is still occasionally used to describe a prankster--is derived from waghalter.  Extra grisly.

    And on a cultural note: Ignatz Waghalter was a classical composer of the early-mid 20th century.  He did not, as far as Wikipedia indicates, meet his end at the gallows.  Though, being a Jew working in Berlin during the 1930s, he was forced to flee the country; he lived out his last years in NYC.

    Friday, October 22, 2010

    Assassination Fascination: Rutterkin?

    Devoid of the context of D&D, I might have guessed that a rutterkin is either the object or the outcome of hillbilly love.  It seems highly unlikely, however, that Gygax was inspired to name 2nd level assassins after a viewing of  "Deliverance."  Still, I suspect that rutterkin is derived from literature; probably some murderous antagonist by some Appendix N author. 

    However, one of the only sources Google could dredge up that was not some demon from Latter Day D&D was this bit from Wikipedia: Rutterkin was the name of the cat/familiar that the witches of Belvoir used to kill the Earl of So-and-So in Merry old England back in the 16th or 17th century.  While this is applicable in some regards--the cat was an agent of death--I'm still guessing EGG was not inspired by an ensorceled cat.

    And while Webster was no help on this one--neither the online version nor my hefty New Universal Unabridged from 1979--The Free Dictionary came up with "an old crafty fox or beguiler."  And that, I fear, might be it.

    Also, there was an episode of an old, British Robin Hood series from the 80s (not the current British Robin Hood series) titled Rutterkin. 

    And another aside: the star of this series was a young man named Jason Connery, the son of James Freakin' Bond!

    Thursday, October 21, 2010

    Assassination Obuscation: Johnny Bravo

    Herein I shall, in serial fashion, scatter random thoughts on the level titles of the Lethalist class.

    Assassin Level 1--Bravo.

    As we all know, bravo is a somewhat pretentious synonym for "hooray!" and its ilk.  Webster also reminds us that it means "hired killer; assassin; desperado."  Perhaps because of the dual meaning of the word, bravo has connotations of showiness; a guy who goes out of his way to let his badassedness be known in order to enhance his image and, presumably, get more chicks.  Sort of the anti-ninja.


    A trip over to Wikipedia reveals that bravi was a term for the hired goons of the Dons of northern Italy during the 16th & 17th centuries.  Said bravi are featured prominently in the 19th c. novel The Betrothed by Alessandro Manzoni.  One more for the reading list.


    Side note:  Thieves and assassins of 1st level are listed as "Apprentice (rogue)" and "Apprentice (bravo)." Probably this has to do with the guild system which both classes adhere to, but it stands in stark contrast to the paradoxical level title of 1st level fighters: "Veteran"