Monday, January 24, 2011

[The Realm] Divine Spell Caster Types and Spell Lists

Clerics of Lawful Temples
Must be Neutral, Lawful, or Lawful Good
Turn Undead, Demons, and Devils; Command Angels

Level 1
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection from Evil
Purify Food and Water
Remove Fear
Sanctuary

Level 2
Augury
Bless
Delay Poison
Find Traps
Hold Person
Resist Cold
Resist Fire
Silence

Level 3
Continual Light
Cure Blindness/Deafness/Muteness
Cure Disease
Cure Serious Wounds
Remove Curse
Locate Object

Level 4
Create Food and Water
Divination
Exorcize
Neutralize Poison
Protection from Evil 10’ Radius
Tongues

Level 5
Commune
Cure Critical Wounds
Dispel Evil
Divine Strike
Quest
Raise Dead

Level 6
Heal
Heavenly Bridge
Summon Angelic Protector
Wall of Light

Level 7
Holy Word
Restoration
Resurrection
Righteous Wrath

Clerics of Chaotic Temples
Must be Neutral, Chaotic, or Chaotic Evil
Command Undead, Demons, and Devils; Turn Angels

Level 1
Cause Fear
Cause Light Wounds
Command
Darkness
Detect Magic
Mask Evil
Protection from Good
Putrefy Food and Water

Level 2
Bane
Chaotic Cacophony
Felonious Freedom
Fiendish Fetters
Gout of Flame and Fire
Obscure Trap
Ray of Cold
Speed Poison

Level 3
Animate Lesser Undead
Bestow Curse
Cause Blindness/Deafness/Muteness
Cause Disease
Cause Serious Wounds
Continual Darkness

Level 4
Baleful Babble
Black Tendrils of Chaos
Envenom
Magic Jar
Protection from Good 10’ Radius
Summon Least Demon/Devil

Level 5
Animate Greater Undead
Cause Critical Wounds
Domination
Embolden Evil
Finger of Death
Summon Lesser Demon/Devil

Level 6
Animate Objects
Harm
Summon Greater Demon/Devil
Wall of Darkness

Level 7
Destruction
Gate
Sinister Symbol
Unholy Word

Mystics
Must be Neutral
Str 12+, Dex 12+, Wis 12+
Advance and Cast Spells as Druids
May use any weapon but may not wear armor
Dodge Missiles, AC Bonus, Unarmed Attacks, and Movement Rate as per AEC Monk class
Modifies AC based on Wisdom or Dexterity, whichever is worse
No other Monk abilities; No Turn or Command abilities

1st Level
Comprehend Languages
Detect Evil
Detect Illusion
Detect Magic
Jump
Resist Cold
Sanctuary
Strength

2nd Level
Delay Poison
Detect Invisibility
Feign Death
Invisibility
Levitate
Resist Fire
Rope Trick
Speak with Animals

3rd Level
Dimension Door
Snake Charm
Speak with Dead
Speak with Plants
Striking
Tongues

4th Level
Clairaudience/Clairvoyance
Haste
Neutralize Poison
Nondetection
Protection from Electricity
Protection from Fire

5th Level
Power Word Stun
Project Image
Speak with Creatures
Telekinesis
Teleport
Water Walk

6th Level
Legend Lore
Lesser Globe of Invulnerability
Power Word Blind
True Seeing

7th Level
Astral Projection
Globe of Invulnerability
Power Word Kill
Wind Walk

Druid Spells
Must be Neutral
Con 12+, Wis 12+, Cha 12+
Advance and Cast Spells as Druids
Turn (at +1 level) or Command (at -1 level) Animals and Plants
Identify plants/herbs, animals, and clean water, plus pass through thick vegetation with no penalty at 1st level; assume small and medium animal shapes at 3rd; assume large animal shapes and immune to sylvan charm at 7th.

1st Level
Animal Companion
Detect Snares and Pits
Divine Weather
Entangle
Locate Creature
Pass Without Trace
Shillelagh
Speak with Animals

2nd Level
Animal Invisibility
Barkskin
Charm Mammal
Find Plant
Snake Charm
Stumble
Summon Animal I
Warp Wood

3rd Level
Hold Animal
Insect Swarm
Neutralize Poison
Plant Growth
Snare
Tree Shape

4th Level
Hallucinatory Terrain
Hold Vegetation and Fungus
Passplant
Repel Vermin
Speak with Plants
Summon Animal II

5th Level
Animal Growth
Anti-Plant Shell
Commune with Nature
Insect Plague
Sticks to Snakes
Tree Stride

6th Level
Anti-Animal Shell
Repel Wood
Summon Animal III
Wall of Thorns

7th Level
Creeping Doom
Summon Sylvan Beings
Reincarnate
Transport via Plants

Elementalist Spells
Must be Neutral
Int 12+, Wis 12+, Cha 12+
Advance and Cast Spells as Druid
May use any weapon; may not wear any armor
Turn or Command Elementals (+1 level) and Genies (-1 level)

1st Level
Burning Hands
Create Water
Feather Fall
Fiery Aura
Manipulate Fire
Resist Cold
Resist Fire
Shocking Grasp

2nd Level
Elemental Weapon
False Gold
Fire Shield
Fog Cloud
Heat Metal
Obscuring Mist
Produce Flame
Resist Fire

3rd Level
Call Lightning
Gust of Wind
Protection from Fire
Pyrotechnics
Stone Shape
Water Breathing

4th Level
Flame Charm
Flash Fire
Lesser Move Earth
Lower Water
Protection from Electricity
Temperature Control

5th Level
Control Winds
Flame Strike
Transmute Rock to Mud
Stone to Flesh
Wall of Fire
Wall of Ice

6th Level
Move Earth
Part Water
Fire Chariot
Wind Walk

7th Level
Commune with Elements
Conjure Elemental
Fire Storm
Wall of Stone

This is a work in progress; still considering changing out some spells, especially for the Elementalist.

Monday, January 10, 2011

[LL House Rules] Alignment in the Realm

Alignment in the Realm is not merely an issue of ethics and morals; taking on an alignment is spiritually aligning oneself metaphysically with one or the other of the opposing Cosmic Forces of Nature, either Law or Chaos. The vast majority of peoples (“Normal Men and Women”) will be Neutral in this battle, as will many adventurers, and even no few clerics. Declaring oneself for Law or Chaos is a very deep and personal action that cannot lightly or easily be undone, though one can all too easily “fall from grace” with one’s Cosmic alliance. There also exists the possibility of Apostates, even hidden within Hierarchies (NB: In this campaign setting, the know alignment spell does not work, and detect evil only senses immediate intent). [Alignments in brackets refer to where a character in the standard 9-alignment system would fall in this new system]

Lawful Good: This alignment represents the best of all that is Good about Law. This is the alignment of the truly Saintly; thus, very, very few fall into the Lawful Good category. Should they ever lift their hand in anger, save against Chaos, they lose Lawful Good status and merely become Lawful, until they can atone through an appropriate quest. Lawful Good clerics need not memorize their spells in the morning; they still need to pray for an hour after eight hours of rest, but they can miraculously (“spontaneously”) cast their spells as they need them; they may only cast “Good” versions of spells, never the Evil versions. They can use any spells listed in the Labyrinth Lord Core book; additional spells from the AEC and otherwise can only be cast after the nature of the miracle has been revealed to them by their deity or one of its servants. Even non-clerical Lawful Good characters and NPCs can gain miraculous benefits, if the need is dire and their faith is strong. [Lawful Good]

Lawful: The Cosmic Force of Law involves all things that are Good and Orderly; Law seeks to bring Order unto Chaos (often, placing Order before individual Freedom) and bring the most Good unto the most beings (often counterpoised with the idea that “The needs of the Many outweigh the needs of the Few”). Note that one cannot truly be Lawful and Evil; Evil is by its nature Chaotic. At best, one who is Lawful can be dispassionate about individual weal, but cannot proactively seek to oppose it. Conversely, one who is Good cannot truly be Chaotic, as Chaos is by its nature Evil and thus opposed to Good (seeking “aggrandizement of the Self whatever the cost to the Other”). Lawful clerics must pray for and memorize spells as per the normal rules; like Lawful Good clerics, they can only choose from the LL Core book, and only the “Good” versions of spells, though they too may have additional spells revealed to them by the Gods of Law. [Lawful Neutral, Neutral Good, Chaotic Good (sometimes)]

Neutral: Most beings fall into this category, choosing neither Law nor Chaos, whether out of a lack of passion for either side or merely because they seek to remain independent from either force. Neutrals can be good or evil, orderly or disorderly, even saintly or diabolic in word and deed; many can be as good as one who is Lawful Good, or as vile as one who is Chaotic Evil. However, Neutrals do not actively serve these Cosmic Forces, even if they may do so unwittingly. Those who act regularly in such a fashion do, however, become targets for recruitment by the servants of the Powers Cosmic. Neutral clerics serve both the Gods of Law and the Gods of Chaos; however, these devout if less-than-zealous clergy cannot advance beyond 6th level without first fully committing themselves to their Cosmic Force. Neutral clerics must keep a Prayer Book/Grimoire, from which they memorize their spells as does a magic-user. The Prayer Book/Grimoire normally contains only the spells their specific Hierarchy allows; to learn to cast any other spell, even a spell otherwise appropriate to their alignment, is considered Heresy! Neutral clerics serving Law, like their Lawful and Lawful Good brethren, cannot wield bladed/piercing weapons. Neutral clerics serving Chaos can use any weapon, even bladed ones (and usually prefer to wield daggers and scimitars). Neutral clerics of Lawful deities, like Lawful and Lawful Good clerics, can only cast the “Good” versions of spells; Neutral clerics of Chaotic deities can cast only the “reversed” or “Evil” versions of spells (yes, this means that there are no normal cure spells available to clerics of Chaotic deities). [Neutral, Chaotic Good (mostly), Lawful Evil (sometimes)]

Chaotic: Metaphysically, Chaos is simply that… Chaos, unbridled action without concern for reaction or causality… it is Eternal, Infinite Cosmic Madness, after a fashion. Chaos doesn’t make sense, as there is no sense, no reason; things just… are, with Chaos. On a personal, mortal level, Chaos is all about Evil, Anarchy, Personal Power, Domination of Others, and Whatever Else We Can Get Away With. That said, followers of Chaos aren’t stupid, or foolish, or even insane, necessarily; they merely place personal self-interest and gratification above all other considerations in all situations. Personal loyalty, notably, isn’t out of order; many Chaotic minions serve their masters unto death not necessarily out of fear, but out of a weird, often sick, and invariably perverse joy… they like giving themselves and their will over to more powerful beings, though most also expect rewards on a quid pro quo basis. Devils, with their strict (if usually roiling and ever-shifting) hierarchy, epitomize the best, “organized” form of Chaos, where terrible and powerful being co-operate enough toward their common goals, if they are still ever out to stab each other in the back to gain a bit of leverage or power. Chaotic and Chaotic Evil clerics, like Neutral clerics of Chaotic deities, may only learn and memorize spells from their Grimoire, or as otherwise provided from time to time (often without rhyme or reason) by their Masters… and woe betide an ambitious lesser functionary who is granted greater powers than his Hierarchal superiors! Chaotic clerics may wield any weapon, preferring daggers, scimitars, and especially poison. [Lawful Evil (mostly), Neutral Evil, Chaotic Neutral]

Chaotic Evil: The epitome of all that is Evil and Nasty in Chaos, Chaotic Evil beings have zero consideration for other beings, and often little enough for themselves; psychopathy and sociopathy are but limited forms of the true Evil that is one who is Chaotic Evil. Merest whims are as great Cosmic Truths; perversions and horrors are as bread and butter. The pain of others is the greatest source of pleasure, whether said pain is a means in pursuit of another end or merely the end in and of itself. Demons and their ilk are the metaphysical personification of Chaos and Evil; they are great enemies of Devils not merely out of simple rivalry over power and influence, but also out of a “lack of dedication” to “The Cause,” whatever that may be to each Demon Lord. Chaotic Evil clerics must use Grimoires, as above, for spell memorization; they may wield any weapon, preferring daggers, scimitars, and especially poison. [Chaotic Evil]

Notes: This system is inspired by the original Law vs. Chaos system from B/X, with a helping of the five-fold alignment system that briefly existed between OD&D and AD&D (LG, LE, N, CG, CE), and a retrenchment of influence from the current alignment system of (gasp!) D&D 4E (LG, G, U, E, CE). The Metaphysical Cosmic Force aspect of it comes from the original sources, the works of Poul Anderson and Michael Moorcock.

Sunday, January 2, 2011

[Chimera Campaign] No Session Today

Normally, right now, I'd be running my Core Labyrinth Lord Campaign at Chimera Hobby Shop in Appleton, WI. Unfortunately, due to illness the past week (including two and a half missed days of work and two trips to the Emergency Room), I had to cancel this week's session, as I really needed a rest.

The campaign runs from noon to 5pm every Sunday. If you are in the area, drop on by; it takes all of five to 10 minutes to make a character!

[The Realm] The Realms and the Rules

I am currently using the Realm as a campaign setting for one Labyrinth Lord campaign, and plan to use it for my second, Advanced Edition Companion campaign once I can get that started.

Inspiration for the Realm
As you can tell from its history, the Realm is a post-apocalyptic fantasy setting, though it is still quite strongly High Medieval/late Renaissance in culture and style. Science-fantasy elements are minimal, though present.

The strongest broad influences on the Realm are the default assumptions present in the game itself... there are a lot of dungeons filled with treasure, there are monsters crawling all over each other in the wilderness between the small settlements, and there are a lot of adventurers seeking to loot said treasures and slay (or better, avoid) said monsters.

The strongest pre-existing world that has the strongest influence on the Realm is the Realm of Dungeons & Dragons presented in the old Dungeons & Dragons cartoon. Though I've scrapped the "Dungeon Master" and "Venger" characters and duality, the rest of the nature of the world and its design assumptions are the strongest influence, stylistically, for the Realm.

The works of Lin Carter are another strong influence, particularly the Gondwane Epic and, to a lesser extent, the Thongor Cycle; small realms with diverse landscapes, ancient ruins piled on ancient ruins beneath the very feet of rat-on-a-stick vendors, wandering heroes and scoundrels getting caught up in the strange world around them and either getting chewed up and spit our or grasping the tiger by the tail and building their own kingdoms. The science-fantasy elements come mostly via these sources, especially the use of crystals in magic, floating islands, and the pseudo-science of some wizardry... though such is usually masked artistically (i.e., not chrome and plastic, but gold and gems).

Tolkien's Middle-earth: everything else said aside, elves, dwarves, and hobbits (yup, hobbits, not halflings) are all done up high-fantasy Tolkien style. There are a few exceptions here and there, but they are very much exceptions to this rule. However, like the D&D Cartoon Realm, such races are found mixed together in the towns and villages, as well as living separate and distinct.

Judges Guild's Ready Reference Sheets and other such materials in various JG booklets (Village Book, Castle Book, etc.); the three original LBBs; Holmes; the original 1E Dungeon Masters Guide; select pre-2nd Edition Dragon Magazine articles; select tables and articles from Fight On! magazine; select elements of B/X BlackRazor's B/X Companion; and of course, the works of the OSR fans of the Blogosphere, especially Jeff Rients, Al of Beyond the Black Gate, Joe Bloch, Lord Kilgore, and many others, an article here, a mention there. I also plan to add the Castles & Crusades Castle Keeper's Guide to this list once I secure a copy.

Core House Rules
Here are the current House Rules that I'm using with the Core LL Game:

Roll 3d6 six times in order; if the total modifiers of all six abilities do not equal +1, you may reroll all six;

Your starting level is d6: 1 = 1st level, 2-5 = 2nd level, 6 = 3rd level;

Hit Points at 1st level are equal to your Constitution score plus your class Hit Die plus Constitution Modifier; each level thereafter goes up as normal;

Alignments are: Lawful Good, Lawful, Neutral, Chaotic, Chaotic Evil; alignment is as much an alliegance to a Force as it is a moral/ethical issue;

Lawful Good clerics can cast their spells "miraculously," i.e., do not need to memorize their spells, but still must pray every morning for their spell slots. Lawful clerics gain and memorize spells normally. Neutral, Chaotic, and Chaotic Evil clerics must maintain and use a Prayer Book of spells they are granted by their Hierarchy; to add a spell otherwise to this book is Heresy.

Lawful Good and Lawful clerics can only cast spells in a "good" fashion, i.e., the "normal" version of spells (note the "good" version of animate dead is destroy undead). Chaotic and Chaotic Evil clerics can cast either version of a spell, but of course, rarely use the "good" version of a spell except to save themselves or chosen minions. Chaotic and Chaotic Evil clerics can also use edged weapons.

Neutral clerics cannot advance beyond 7th level.

Clerics can belong to one of the organized temples or not; with a temple, they get hierarchical support, without they are on their own.

Fighters get Weapon Specialization in a weapon of choice at 1st level; +1 to hit and damage OR +1 to AC (if weapon appropriate), choose before Initiative is rolled each round; increases to +2 at 3rd, +3 at 6th, and so forth.

Magic-users get bonus spells for their Intelligence as clerics get bonus spells for Wisdom. Each spell they have memorized also has an attendant Cantrip that can be used again and again (though rarely with certainty) as long as the spell is memorized. In Core MU spellcasting remains otherwise Vancian; I'll use a Spell Slot Power Point system in the AEC Campaign. Magic-users can use any weapons they choose, but only do 1d4 damage with 1-handed weapons; they do 1d6 damage with 2-handed weapons. They can wear armor but not cast spells while wearing it; the armor's AC is one worse, and for encumbrance, it counts as one worse (leather as metal, metal as 30' (10')).

MUs have a spell book for every spell. If they do not have their spell books, they can only re-memorize spells they cast the prior day (Vancian style). All MUs start with a townhouse, small tower, hut, cottage, etc. as their base of operations, needful for the large magical paraphernalia needed to research and maintain their spells (c.f., Shimrod's cottage in Vance's Lyonnese trilogy). They also have a manservant/minor animate/permanent unseen servant/demonling/ etc. to serve them in basic butler/maid/chef capacities at their home.

Thieves in my AEC Campaign will get a wide variety of skills they can choose from, but the Core campaign skills are by the book. They can wear any armor, but it affects them like it does magic-users; if they try to use a skill while wearing it, they suffer a 10% penalty per point of AC the armor provides better than Leather, and if they fail, they fail spectacularly.

Elves get bonus spells as per magic-users, but can only choose one Cantrip per spell level rather than getting all cantrips for all spells memorized. Elves get weapon specialization but can only choose from sword, bow, or spear.

Dwarves get weapon specialization with axes AND hammers OR crossbows.

Hobbits can choose weapon specialization with one weapon OR any three thieves skills that advance as he does.

I have a different pricing scheme for armor; 10 gp for AC 8, 20 gp for AC 7, 40 gp for AC 6, and so forth, up to 2500 gp for AC 0 Jousting Armor.

Characters have three "Loot Carrying Capacities:" Hands-Free/Backpack (400 cn), One-Handed/Small Sack (700 cn), Two-Handed/Large Sack (1,000 cn). We keep track of loot carried and what they have in their hands thusly... the first time they had an encounter while everyone was carrying large sacks was rather comical... the floating disk spell is now considered indispensible!

I keep close track of time in the dungeon and thus of of torches/oil lantern quantities, especially in parties with humans.

Obviously, Resource Management is quite important in my games!

I give 100 XP per HD of creatures slain, overcome, or carefully (not accidentally) avoided, plus GP value of treaure... advancement is at a nice clip, but not blazing, nor classically slow.

We use group Initiative, with PCs then acting either in order that seems most sensible based on the situation at hand or, when in doubt, by Dexterity order.

I use Carl Parlagreco's "Good Hits & Bad Misses" critical hit charts from Dragon #39; Critical Hits are on every Nat 20, Fumbles on every Nat 1; PCs always get saves against really bad results, as do Major Villains.

I use a variant of Jeff Rient's Death's Door rule for PCs and Major Villains.

that's about it for now...

[The Realm] History of the Realm

For more than ten thousand years, the Wizard-Kings of the Realm kept the peace through the balance of political and magical power of the Compact. Central to that continuity was the leadership of the gray elves, the Faerie-Kings, on the Conclave of Wizard-Kings; for most of its history, the Grand Council of the Conclave consisted almost entirely of gray elves, who with their long lives, brought stability to the Conclave and the Realm.

However, as the long ages passed, humans became more numerous in the Conclave, as elven kingdoms waned and the might and power of the human kingdoms waxed. Humans who were mostly taught magic at the feet of the elves… elves who did not fully understand the impatience and desires of the much shorter-lived race, regardless of the warnings of the gnomes and dwarves.

And so it came to pass, around a thousand years ago, that the peace and prosperity of the Realm that had continued for more than ten millennia was shattered when the Conclave split in factionalism. The disparate human nations of the Compact mirrored their alliances in the factions of the Conclave; the human Wizard-Kings of the Conclave were driven further apart by greed, lust, anger, and fear. The petty secular kings and princes, bishops and mayors of the Realm first thought to use the power of their Wizard-Kings to become pre-eminent among the nations and states; all too soon they discovered that the Wizard-Kings had their own plans, each to set aside the petty kings and rule their kingdoms in their own names.

And so for the first time since time immemorial, true armies ravaged and pillaged their way across the Realm, led by the Wizard-Kings and their created or summoned monsters. Great and terrible spells – the likes of which are now lost – ripped the very land asunder; mountains were cast down, seas boiled, cities were burned to ash, and verdant fields and farmlands shattered into wastes. The peoples of many civilized nations were all but exterminated; their peoples reduced to wandering beggars who subsisted on brigandage, peoples whose descendants today are counted among the numberless clans of savage barbarian tribes.

Today, only a handful of city states remain of the dozens of teeming metropolises that once ruled the land; small, independent towns, villages, and hamlets eke out a precarious existence in the spoiled lands, tending to small patches of green fields amidst the howling wilds. Forests, mountains, wastelands, and swamps are home to countless monsters, from swarms of kobolds and goblins to great dragons and nameless, formless beasts. Whether descended from beasts created in vats or summoned from any of a dozen disparate worlds and dimensions, these creatures seek to build their own kingdoms in the Realm… usually over the dead bodies of native dwarves, elves, gnomes, halflings, and humans.

Life is cheap and joy expensive in the Realm today. Thus many young men and women take to the all-too often short life of an adventurer; whether heroes or villains, rogues or scoundrels, these adventurers seek out ancient treasures hidden deep in the dungeons and labyrinths of the Wizard-Kings. Silver and gold, gems and jewels, all were treasured by the grasping, greedy Wizard-Kings, but nothing was more sought after by them, or the modern-day adventurers, than magical items, for such things bring great power, magical and temporal, to those who wield them. Of course, to gain these treasures, one must drag them from the grasp of the monsters that today inhabit the ruins and dungeons… or even from the grasp of the Wizard-Kings themselves, whether living or dead…

Saturday, January 1, 2011

OGL, Licenses, and Such

Open Gaming License

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Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John
Tynes, Andy Collins, and JD Wiker.
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord
Games; Authors Davis Chenault and Mac Golden.
Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; Authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax.
Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.
Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.
155
Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; Authors Scott Greene and Patrick Lawinger.
Kamadan from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Nick
Louth.
Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer
Games, Inc.; Authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel
Proctor.
DarwinÊs World Copyright 2002, RPGObjects; Authors Dominic Covey and
Chris Davis.
Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison.
Authors Daniel Proctor and Ryan Denison.
Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax.
Axe Beak from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Beetle, Giant Boring from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax.
Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax.
Brownie from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; author Scott Greene, based on original material by Gary Gygax.
Crayfish, Monstrous from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax.
Demon: Juiblex „The Faceless Lord‰ (Demon Lord) from the Tome of
Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene,
based on original material by Gary Gygax.
Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors,
copyright 2002, Necromancer Games, Inc.; authors Scott Greene and
Clark Peterson, based on original material by Gary Gygax.
Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax.
Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax.
Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax.
Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Erica Balsley, based on original
material by Gary Gygax.
Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene.
Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Floating Eye from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax.
Frog, Monstrous Killer from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based
on original material by Gary Gygax.
Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based
on original material by Gary Gygax.
Gas Spore from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax.
Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; author Scott Greene, based on original material by Andrew Key.
Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax.
Hippocampus from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Erica Balsey, based on original
material by Gary Gygax.
Jackalwere from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene based, on original material by Gary
Gygax.
Leprechaun from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene based on original material by Gary
Gygax.
Lurker Above from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Piercer from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
Slithering Tracker from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax,
Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax.
Trapper from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; author Scott Greene, based on original material by Gary Gygax,
Turtle, Giant Snapping from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Green, based on original material
by Gary Gygax.
Wind Walker from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by Gary
Gygax,
Yeti from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; author Scott Green, based on original material by Gary Gygax.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor.
Author Daniel Proctor.
END OF LICENSE
Copyright 2009-2010 Daniel Proctor. Labyrinth LordTM, Advanced
Labyrinth LordTM, Mutant FutureTM, Scribe of OrcusTM and Goblinoid
GamesTM are trademarks of Daniel Proctor.

Labyrinth Lord Trademark
Labyrinth Lord (TM) is copyright 2007-2009, Daniel Proctor. Labyrinth Lord (TM) and Advanced Labyrinth Lord (TM) are trademarks of Daniel Proctor. These trademarks