Seven Voyages of Zylarthen comes in 4 booklets Volume 1: Characters
& Combat, Volume 2: Book of Monsters, Volume 3: Book of Magic, and Volume
4: The Campaign. I covered characters and combat in the first part of my
review, this time volume 2 and 3 will be getting some attention.
The Book of Monsters is about 60 pages of monster
descriptions that cover a lot of familiar and classical monsters. Some of the
monsters most readers should be very familiar with but some attention was paid
to areas other editions and versions of the original game haven’t given much
attention to. Monsters have a classic range of stats but some data is omitted
when unnecessary, monster are assumed to do 1-6 pts of damage per attack unless
otherwise described. Languages known by the various monsters gets some attention.
A selection of barsoomian (martian) creatures that
appeared in the original rpg game as names only are in the book of monsters.
Apts, Banths, Calots, Darseen. Martians (several various races and best of all
their technological gear and inventions), Orluks, Sith, Tharks, Thoats, and
White Apes are all satisfactorily stated out.
A number of giant insect menaces are covered that didn’t and
haven’t received identical treatment in the past. Some of the giant insect are simply
menacing, others bothersome, and some down right surprising.
Man types get a lot of coverage in the monster book it
includes entries for: Amazons, Assassins, Bandits, Barbarians, Buccaneers,
Cavemen, Dervishes, Druids, Evil High Priests, Evil Lords, Evil Men (Evil
fighters, thieves, and Magicusers with their own level titles), Evil Priests,
Magi, Necromants, Nomads, Paladins, Prisoners, Rangers, Soldiers (with over a dozen types and a half
dozen general dispositions to help determine behavior in various situations), and
Vikings. Many of the man types include data on leaders and specialists present along
with equipment and some general behavior. The comprehensive coverage of man
types is pretty decent and provides plenty of different adventure
opportunities.
The monster Book provides descriptions of twenty gods but no
stats, elsewhere in the rules it’s implied Gods are very high hitdice but here
in the monster books no stats so it’s up to the DM to decide if an encounter
will be with a God in all it’s glory, a limited disguise, or a follower. Each god
gets a brief but adequate description for their use in play. Some folks will
dislike the lack of stats for something in the monster book but I think the
treatment works it gives room for individual DMs to decide how powerful various
gods are within their campaign.
All in all the monster book is satisfying and definitely provides
an adequate range of monsters for a wide range of character levels and promotes
a play style beyond “kick in door, kill monster, take treasure”.
The magic book provides a listing of all the magic-user
spells, NPC spells, and Magic items. As this game doesn’t have a PC clerical
class a few classic cleric spells are mixed into the familiar magic-user lists
with a number reserved for NPC spell caster types.
The spells are divided up between levels 1 to 6 and will
mostly do what experienced player expect them to do with a few specific
variations or ambiguities cleared up. Cure light wounds takes an entire turn to
take effect and can only be used on an
individual once a day so it’s not a tactical spell in this game. The sleep
spell is still a king of spells and will put a mod of creatures to sleep. Fireballs
are of the 40’ diameter area filling variety and lighting bolts will expand
back towards caster if there isn’t enough room for them.
Nothing amazingly new but the magic-user being the only
spell casting class offers a lot more interesting options in spell selection
for casters, there’s a lot more room for debate over having sleep or cure light
wounds memorized than one ever would have between a selection of 1st
level clerical spells.
Evil High Priests, Priests, and Witches have their own spell
lists with a few extra spells PCs will not have access to without dealing with
these NPCs. This separation of player and npc spells offers opportunities to
enforce the players and their characters interacting with the NPC of the
campaign and actually widens adventure opportunities.
Magic items get familiar treatment and a host of them is
provided in the magic book. There are a few spins here and there that may have impact
on a campaign.
All magic swords were created hundreds of years ago during the
wars between law and chaos and all have an alignment and language. Magic swords
in these rules can be annoying control freaks that rob a player of free choice
now and again, not a feature I’m very keen of but it certainly alters how players will feel
about magical swords in a campaign.
Magical Armor doesn’t change a characters AC, it modifies
the number required to hit. Magical shields may black a blow entirely once per
day without being splintered (the game makes use of the “shields shall be
splintered” variant). Enchanted armor is less encumbering than normal armor.
High level Magi users (level 11 or higher) may craft magical
items. Listings of expense and time required for each is given with time being
the most extreme limitation; spell scrolls coast but 100 sp per level but also
take a week per level to create, some magic items take over a year to fashion.
Few surprises in the magic book but adhering to the rules as
written will provide a slightly different campaign than has evolved as the seeming
default over the years. You can see the
effort to keep the strange, wondrous, and powerful special throughout the life
of the campaign.
more to come...
No comments:
Post a Comment