Sunday, October 11, 2020

[New Spells] Trio of Magic-user and Elf Spells of Some Use in Combat

Here is a trio of magic-user and elf spells I worked up after watching a few episodes of the Dungeons & Dragons Cartoon. Enjoy!

Warrior’s Bane
: 1
Duration: Instant
Range: 120’

With this spell the magic-user causes a target’s hand-held items – weapons, shield, wand, staff, sandwich, beer stein, whatever is held in hand – to fly away from them, 1d4x5’ each away in a random direction. Optionally, the caster may have the items fly to her, stacked neatly at her feet and/or into her open hands. The spell works against all kinds of classes and creatures, not just warriors or fighters. The target gets a saving throw versus Spells to avoid the effect. If any of the items held are magical, the target gains the highest bonus from the items to their saving throw. If the target’s save is a “Natural 1,” non-magical items held are shattered and destroyed. The caster may target an additional being at 2nd level, a third at 4th level, a fourth at 6th level, and so on.

Knight’s Bane
: 2
Duration: Instant
Range: 120’

With this spell the magic-user causes a target’s clothing and armor (suit, not shield) to be destroyed, disappearing into thin air, leaving only such underclothing as the target might be wearing – if any. The spell works against all kinds of classes and creatures, not just knights or fighters. The target gets a saving throw versus Spells to avoid the effect. Magical armor provides its bonus to the target’s saving throw, and if it fails, it simply fades out for one turn per caster level. The caster may target an additional being for every two levels above 3rd – two at 5th, three at 7th, four at 9th, etc.

Wizard’s Bane
Level: 3
Duration: Instant
Range: 120’

With this spell the magic-user causes a target’s magic items – of whatever sort, whether held in hand, in a pouch or pack, or even tied down – and including a magic-user or elf’s spell books – to be pulled out from wherever they are stowed to fly away to the caster, stacked neatly at her feet and/or into her open hands. Items that are in a bag of holding or similar item remain in the bag, though the bag itself might be drawn by the spell. The spell works against all kinds of classes and creatures, not just magic-users. The target gets a saving throw versus Spells to avoid the effect; the effect is all or nothing, not based on individual items. If any of the items held or carried have a magical bonus to hit or to armor class, the target gains the highest bonus from the items to their saving throw. The caster may target an additional being for every two levels above 5th – two at 7th, three at 9th, four at 11th, etc. NOTE: There is a variant of this spell in which the effect appears in the form of flying monkeys that grab the items and take them back to the caster.

Thursday, August 20, 2020

[Limited Time Offer] Advanced Labyrinth Lord Pumpkin Spice 2020 Cover


From Goblinoid Games



The annual Pumpkin Spice* edition of Advanced Labyrinth Lord features a pumpkin/Halloween themed cover and is available ONLY until November 1st. The content of the book is identical to the other cover version of Advanced Labyrinth Lord - but this limited edition is offered at a reduced price.

*No actual pumpkin spice is used in the production of this book.

There is no PDF option for this book.

*    *    *

Labyrinth Lord doesn't waste precious game time.

We're older now. It's hard enough setting aside time to game.

Then you have to wrangle all your players together at the same time.

The last thing you want is your hard-fought game time wasted.

Combats in Labyrinth Lord are resolved quickly. Running adventures isn't bogged down with bloated monster stats and over-complicated combats.

Get right into the fun stuff, squeezing the most adventure out of your time.

Play the game on your own terms. Most of us started out with the basic game, working in advanced elements without even realizing basic and advanced were supposed to be two different games. We all might have created our own Frankenstein's monster of rules in slightly different ways, but Labyrinth Lord lets you play the game the way you want it.

If you want to keep basic classes, you can, and play them right along with the advanced classes. Or just use the advanced options. Pick and choose what you want to place in your game on your own terms.

Play the game like you remember it. Feel the adventure like you remember it.

That's why I want to share Labyrinth Lord with you.


Basic and Advanced

Finally the basic and advanced game rules are in one volume!

This book combines the material originally presented in the Labyrinth Lord core rules and in the Advanced Edition Companion. Play advanced and basic characters in the same group, or choose to play one or the other.

Enter a world filled with labyrinths, magic, and monsters! Choose a basic race-class, advanced class, or even multi-class to combine the two! All of the basic and advanced options are within reach.

Labyrinth Lord is the Rosetta Stone of old-school fantasy rules.

It is easy to use basic and advanced game adventures from other publishers with these rules.

In this book you will find...

  • A complete guide to basic and advanced characters
  • All core basic and advanced monsters
  • Basic and advanced spells
  • The full repertoire of basic and advanced magic items
  • Optional rules to make your game even more advanced

Welcome back to old-school game-play.

Monday, July 13, 2020

On Extended Hiatus

This blog is on Extended Hiatus

I'll be back when I'm back.

Take care and stay safe!

Monday, May 25, 2020

[Hanna-Barbera] Worlds of the Galaxy Trio

Of all the Hanna-Barbera shows I've been watching lately, the one that really surprised me was Birdman and the Galaxy Trio. I had not expected much, but interestingly, not only did I find the stories enjoyable, I also felt that they were very inspirational. They are very much a cut-down version of the long, boring stories with interminable story arcs that are so common today, much like comic books from the same era would have two or even three self-contained stories that still moved along the overall story line and character development.

The Galaxy Trio (L to R): Vapor Man, Galaxy Girl, Meteor Man
The inter-galactic milieu of the Galaxy Trio provides a ton of ideas for fantastic space-super-hero adventures. You can use pretty much any system, though it naturally lends itself very well to the classic TSR Marvel Super-Hero RPG. You could even use a mix of Labyrinth Lord and Starships & Spacemen. Characters with abilities like Gravity Girl, Meteor Man, and Vapor Man could be represented by the Elf class, with both combat abilities and special abilities as per spells, but tightly grouped to the proper types. Evil Scientists would be magic-users; doctors and medics would be clerics, and so forth.

Here is a list of the worlds encountered in the Galaxy Trio stories:

Worlds of the Galaxy Trio

Amzot: Humans (Refugees from Quasar), Many Native Races; Primitive; Amzot is the twin of Quasar (below), the two form a Double Planet, revolving around a common point in orbit around their sun; Amzot is 2/3 the size of Quasar but has many metals, especially the rare Organite; they revolve around their barycenter every 24 hours, and as Amzot rotates every 24 hours, almost 1/4 of the planet, the "Dark Side," is always cast in darkness (1/16 twilight, 1/8 darkness, 1/16 twilight); creatures native to the cold, barren Dark Side are either weakened or harmed by the light of the sun; World of the Herculoids, where refugee humans work with primitive native life forms to protect their world from would-be conquerors, pirates, and invaders. Never featured in Galaxy Trio, but easily fits in the same universe.

The Herculoids
Aqueus: Aquatrons (Fish-Folk, Water-Breathers); Super-Science; Advanced Heat Rays, Giant Robots, and Domed Cities; Prince Lotar overthrows his brother, King Neptar, and seeks to melt the Earth’s Polar Icecaps. [2] Later attempts to re-take the throne using a giant robot fire-breathing lizard. [X]

Centauri III: Earthlings (Humans); Super-Science; Home to the Intergalactic Treasury. [12]

Crimson Zone (Stellar/Planetary Region): Frontier on fringes of Unexplored Space; Unnamed world where Elraf used a Molecular Beam to kidnap people from across the galaxies to work in his mines, especially psycho-sodium, used to create ankle-bands that helped keep victims under his power. [15]

Earth: Earthlings (Humans, Homeworld), Many Nations Not all Peaceful; Super-Science, ships can fly using Blur speed (warp-speed, traveling light years in hours or even minutes) and limited use of Displacer Technology (molecular disintegration, transportation through space, and re-integration, usually from near orbit at best); Home of the Galactic Patrol, led by the Chief, and the champions of which are the Galaxy Trio. Once attacked by the Eye of Time (Sends Ships Back in Time, effect usually lasts 24 hours). [8, 10]

Galaxy Trio on the Displacer in Condor I
Gravitas: Gravitons (Gravity-Empowered Humans); Super-Science; Evil Scientist Gralik sought to conquer the planet using his Ultra-Gravitizer Ray, which can increase or eliminate gravity for objects from interplanetary distances; stopped by Galaxy Trio; Gravitons have the ability to manipulate gravity, to a greater or lesser extent, to move people and things as per telekinesis, to move up and down as per levitation; and even to fly. Homeworld of Gravity Girl, who is the daughter of the King of Gravitas, and so is a Planetary Princess. [19]

Magnetron: Magnetrons (Planetary Apes); formerly Super-Science; Destroyed in a war, with only a handful of survivors spread throughout the galaxies. The people had the ability to manufacture advanced exploding androids.

Meteorus: Moltens (Rock-Folk, Subterranean), Meteorans (Density-Empowered Humans); Super-Science; Moltens sought to drive Humans off world using explosions and lava. Meteorans have the ability to increase or decrease their size and manipulate their density and strength, to a greater or lesser extent; the most advanced can even control these abilities by body part(s). Homeworld of Meteor-Man. [3]

Moltens of Subterranean Meteorus
Moonoid-49: None; none; Moonoid in the same stellar system as Gravitas; the Evil Scientist Gralik was exiled here, developed his Ultra-Gravitizer, and deployed it against Gravitas from this moonoid.

Nova: Novans (Alien Space Halflings); Super-Science; the Evil Scientist Growliath uses a gas he developed to increase the size of small creatures to giants to conquer his world, the Galaxy Trio forced him to give them the antidote and they shrank him to a size where he was kept in a cage by the Novan King. [16]

Orbus 4: Orbans (Humans); Super-Science; Advanced Robotics; Robots Revolt led by Computron defeated by Galaxy Trio. [1, 9]

Robot Rebellion on Orbus 4
Outpost A-15: None; Moonoid; Space Ranger Outpost; One of several outposts attacked by an un-intelligent Spore-Monster that uses a Sleep Gas, it is never discovered who sent the monster or why. [18]

Penitentius, the Prison Planet: Various; Super-Science; Use robot drones to track down and capture criminals; Prisoners rebelled, tried to escape but could not figure out how to use the Galaxy Trio’s spaceship in time; now home to three of the galaxy’s remaining Magnetrons. [5, 14]

Planet K-7: Humans; Super-Science; Pirates used paralyzing/sleep gas to render inhabitants into a trance to steal valuables, used robotic vehicles to gather treasure, Galaxy Trio defeated and got antidote. [4]

Planet Z-10: Abandoned; Super-Science; Was home to factories of War Machine Robots re-activated and used by Computron to try to destroy the Galaxy Trio. [9]

Computron directing the War Machine Robots of Planet Z-10
Planet Z-11: Alien Space Halflings; Super-Science; Plastron threatened to freeze the planet by blocking of their sun using the rogue moonoid Plastus (a planet of rubber-like substance filled with gas); the Galaxy Trio popped Plastus, which blasted off into deep space. [20]

Plastus: Unknown; Super-Science; Rogue moonoid consisting of a rubber-like substance filled with gas; Plastron and his followers threatened the people of Planet Z-11 with extinction using the moonoid to blot out their sun; the Galaxy Trio popped Plastus, which blasted off into deep space. [20]

Primevia: Cavemen; Primitive; Natives attacked by men from Vaporus (home to Vapor-Man) and forced to mine gold and gems. [11]

Primevia under the rule of Rogue Vaporions
Quasar: Robots, many Human slaves; Super-Science; Once ruled by an advanced human civilization, the humans of Quasar were overthrown in a robot revolution 10 years ago (if only the Galaxy Trio had been there to help). Since that time the Galactic Patrol have kept the entire system under interdiction, both Quasar and Amzot, the primitive twinned world of Quasar. See Amzot, above, for information on their status as a Double Planet (note that Quasar does not have a Dark Side, as it rotates every 32 hours, but Amzot causes many partial eclipses on a daily basis).

Titan’s World: Uninhabited; Super-Science; Titan the Titanium Man (Scientist) lured Galaxy Trio to destroy them with his Super-Cybernoid Robots to get them out of his way of conquering the galaxy. [7]

Tranquility Belt (Stellar/Planetary Region): Frontier, with human settlers; Primitive Frontier with some Super-Science; Drackmore (unknown alien) captured and enslaved settlers using advanced technology. [6]

Drackmore and his Robot Soldiers
Unknown: Unknown; Super-Science; Home of Specter and his Duplitron Machine (makes doppelgangers of people, under his control). [8]

Vaporus: Vaporions (Gas-Empowered Humans); Super-Science; Vaporions have the ability to transform into and wield various types of vapor (gas), from fiery vapor to freezing vapor, and enabling them to become gaseous and fly, among other power; not all Vaporions have the same range of powers or skill at their use. Homeworld of Vapor-Man of the Galaxy Trio. [11]

Vector V-16 (Stellar/Planetary Region): Frontier; many unexplored worlds, including the unnamed world of the Rock Monsters once used by Braton, a criminal and escaped convict, to try to destroy the Galaxy Trio. [13]

Braton and his Rock Monster servants threaten the Galaxy Trio

Sunday, May 17, 2020

Skull Mountain, Cross-Section Dungeons, and Birdman?

So as mentioned before, Jodi and I are viewing a ton of old cartoons, especially of late classic Hanna-Barbera cartoons of the 60's and 70's. One that we are viewing is Birdman and the Galaxy Trio (the original, not the post-modern remake, Harvey Birdman, Attorney at Law).

So there we were, watching some real old-school super-hero antics, when in episode 12A: The Wings of F.E.A.R. (first aired November 25, 1967) the enemy base ends up being "Death's Head Peak" high in the Andes:

Death's Head Peak
Now, this is already cool enough, because, you know, villains lairing in skull-topped mountains is always cool. But then shortly thereafter, this scene popped up:

Cross-section of the F.E.A.R. lair in Death's Head Peak
And what have we here, an actual cross-section of the lair/dungeon of F.E.A.R., inside Death's Head Peak! Now what did that remind me of? Well, of course, this:

Sample cross-section of levels in Holmes
Now, of course, the original cross-section of levels as featured in OD&D Vol. III showed much of this, just not without the skull element. And there are plenty of other "skull lair" motifs in all sorts of literary and other sources.

But... did this brief scene perhaps help influence the development of the Great Stone Skull Dungeon in Holmes? Holmes would have been 37 when this show first premiered, so it is unlikely he was watching Saturday-morning cartoons at the time. Perhaps he saw it when his son, Chris, was watching? Inquiring minds want to know...