Back sometime after the new year... Happy Holidays!
Sunday, November 3, 2019
Wednesday, October 16, 2019
[Now Available] Marilith-Kin and Nalfeshnee-Kin Racial Classes for Labyrinth Lord
Just in time for Halloween, we are pleased to present you
with the Marilith-Kin Racial Class and Nalfeshnee-Kin Racial Class for Labyrinth Lord!
Click here to buy the Marilith-Kin Racial Class on DriveThruRPG
The Marilith-kin are cousins of the Marilith Demons of great
infamy. They have many of the same powers, but no two Marilith-kin are alike,
as is befitting their Chaotic Demonic origins!
Marilith-kin have the following abilities:
- Armored Skin
- Creatures of Infernal Darkness
- Creatures of Magic
- Movement
- Multi-Armed Warriors
- Natural Magicians (can use spell-like powers of 1st to 4th level).
- Serpent Form
The Marilith-kin racial-class has 8 levels, each more
fiendishly powerful than the last.
The Nalfeshnee-kin are cousins of the Nalfeshnee Demons of
great infamy. They have many of the same powers, but no two Nalfeshnee-kin are
alike, as is befitting their Chaotic Demonic origins!
Nalfeshnee-kin have the following abilities:
- Armored Skin
- Creatures of Infernal Darkness
- Creatures of Magic
- Movement
- Natural Attacks
- Natural Magicians (can use spell-like powers of 1st to 4th level).
- Tough
The Nalfeshnee-kin racial-class has 10 levels, each more
fiendishly powerful than the last.
This Halloween, get ready to get your demon on!
Sunday, October 13, 2019
[Now Available from JMG] Balor-Kin Racial Class for Labyrinth Lord
Balor-Kin Racial Class for Labyrinth Lord
Just in time for Halloween, we are pleased to present you
with the Balor-Kin Racial Class for Labyrinth Lord!
This is your chance to finally play a “young balor,” as has
often been described in early gaming!
The balor-kin are cousins of the Balor Demons of great
infamy. They have many of the same powers, but no two balor-kin are alike, as
is befitting their Chaotic Demonic origins!
Balor-kin have the following abilities:
- Armored Skin
- Creatures of Fire and Shadow
- Creatures of Magic
- Dual Wield Warriors
- Immolation
- Inhuman Stature
- Movement
- Natural Magicians (can use spell-like powers of 1st to 4th level).
The balor-kin racial-class has 10 levels, each more
fiendishly powerful than the last.
This Halloween, get ready to get your demon on!
Monday, September 9, 2019
[Mystara] More on Tepeshy Religion
The Tepeshy immortals can be
separated into two factions, that of Burza and that of Vadok. This division
goes way back to the days of Taymor, when Nyx and Thanatos fought over the
souls of that realm.
Following the destruction of
Taymor, they decided that, in the matter of the surviving mountain Taymorans, they
would hold a truce and work together to keep the Taymorans a going concern.
Thus, while the Tepeshy view them as a married couple, they are viewed as a
feuding married couple on a level that make Zeus and Hera seem positively like lovebirds.
But as always, even with the feud between them, they and their “family” work
together to defend the Tepeshy as a whole.
Even though most of the other
Tepeshy immortals owe their immortality to Thanatos, as things go, they are no
more or less loyal to the Grim Reaper than they are to any other Immortals, and
so the Tepeshy immortals play each other off one another for immortal favor and
for further power on the mortal plane.
In Tepeshy religion, all the
immortals are viewed in human form; like the Tepeshy, with humanoid
characteristics.
I should note here that most Tepeshy
look almost perfectly human; most have only a slightly odd cast to their
features. Others are less human in appearance, and more monstrous. The best way
to understand the Tepeshy physical type is to consider the Addams Family extended
family as seen during the party scene in the original movie. Most are slightly
off-human norm, some more so, and others quite inhuman… and then imagine what
the Addams Family extended family was like in medieval times. That’s the
Tepeshy…
Unlike their Traladaran cousins,
the Tepeshy do not revere their immortals in a single, overarching faith; each has their own temple hierarchy and they generally remain aloof from one another.
Temples are not found in the settlements; they are at a distance, though each settlement
has a couple of shrines and the major settlements have shrines to most of the
immortals. Low-level clergy (3rd level and under) tend to the
shrines, while higher-level clergy pass through to perform more important rites
at the settlement shrines during certain unholy days. Most Tepeshy need nothing
more than the local village priest can provide; if they do need more, they must
go on a quest to the nearest temple of the appropriate immortal or seek out the
high temple of the immortal if they require truly miraculous assistance.
The Tepeshy immortals (and more
importantly, their clergy) work on a quid-pro-quo basis, requiring sacrifices
and payments for their services. The village clergy require low-level
sacrifices, such as foodstuffs, animals, and various useful goods (for
themselves) and coin and other valuable treasures for their immortals (kept in
the shrine or temple treasury, considered the treasure of the immortal,
literally). Higher-level clergy require more personal sacrifice, of one’s own
blood, a quest, or even the capture and sacrifice of an enemy or specific
monster (usually of Lawful sort). These are often personalized to the nature of
the immortal.
All the Tepeshy immortals are
served by ranks of demons; these demons, regardless of type, all conform to
some aspect of the immortal they serve. Thus, a Type IV demon serving Burza
would be more wolf and human like than boar and ape-like, while a Type IV
serving Strigz would have two faces and be armed and armored.
Each immortal has their own “divine
reward” on this world or in another, for their followers. Those whose worship
is simply “good enough” end up with their souls stuck for eternity in the
Underworld overseen by Rumgoth. Those who displease or fail their patron
immortal are cast into the Abyss to be eternally torn apart by demons.
Burza, Mother of Night, Queen of
Wolves (Nyx) appears as a matronly woman of indeterminate age; she has pale
skin, blood-red lips, long raven-dark hair, and deep, hypnotic eyes, and wears
a plain black dress as dark as night. She is never depicted as a wolf herself;
the wolves are her children, and she is their queen. She is often depicted with
a wolf or pack of wolves. Her symbol is a stylized wolf’s head. Her colors are
black and white; wolf pelts are often used for cloaks or other décor. Her
greatest servants are rewarded with transformation into a werewolf; her more
powerful servants also gain dire wolves as steeds. Her followers often keep
wolves or wolf-hounds as pets and guardians. Her clerics can speak with wolves.
Her following is strongest among those who live mostly by the hunt or live in
the heavily-forested highlands of the mountains. Her faithful can count on
being reincarnated as wolves. Note that it is not against her faith to kill
wolves; after all, it is a “wolf-eat-wolf” world. However, it is blasphemy to
hunt a wolf with magic or any other “unnatural” methods. Wolves who comport themselves
well in their death may be reincarnated as wolves or even werewolves; those who
die poorly are reincarnated as humans.
Burguul, Lord of Shadows and Lies,
Messenger of Burza (Masauwu) appears as a faceless shadow of a horned man with the
wings of a bat; it is said that bats are his messengers, and thus also the
messengers of his patron, Burza. His symbol is a stylized bat. His colors are
black and brown. His greatest servants are transformed into werebats; some of
his more powerful servants also gain giant bats as steeds. His followers often
keep bats and giant bats as pets and guardians. His clerics can speak with
bats. Those who displease him, or his mistress, are sent nightgaunts as
punishment. His faithful can count on being reincarnated as bats; those who
displease him are cast into the Abyss to be eternally torn apart by demons.
Vadok, Father of Death, King of
Vampires (Thanatos) appears as a pale-skinned man of monstrous countenance, with
great fangs and glowing red eyes, always dressed in regal finery tainted by the
grave. His symbol is a human skull, sometimes surmounted by a golden crown with
blood-red rubies. His colors are black and red (in all the colors of blood).
His followers seek to placate him, for his canon claims their only way to avoid
being cast into the Abyss to be tormented by demons for eternity is to serve
him eternally in death, as skeletons, zombies, wights, or some other form of
corporeal undead (in this guise Thanatos has nothing to do with incorporeal undead, nor in general
ghouls, ghasts, mummies, or liches). His most powerful and worthy servants are
transformed into vampires. These are often served by rats, giant rats, and
wererats. He is served by Death Demons and Lesser Reapers.
Zhurm, Patron of Sorcerers, Messenger
of Vadok (Alphaks) appears much like his master, Vadok, but is much more human
in appearance, taller, almost suave, with much nicer finery. However, when he angers,
he gets even more hideous and monstrous than his master. He is usually
accompanied by two or three beautiful women (succubi), who act as his chorus. He
also appears as a red mist within which are seen red glowing orbs for eyes. His symbol is a blood red winged ouroboros. His colors are black and red. In
addition to his role as the messenger of Vadok, he is also the patron of Tepeshy
sorcerers; those who rise high enough in their power are taught how to summon
demons by Zhurm himself. Like his master, he is served by Death Demons and Lesser
Reapers, as well as succubi; unlike his master, he is also served by ghouls and
ghasts, and at times, red dragons.
Labels:
Alphaks,
Burguul,
Burza,
Immortals,
Karameikos,
Masauwu,
Mystara,
Nyx,
Tepeshiya,
Tepeshy,
Tepeshy Religion,
Thanatos,
Traladara,
Vadok,
Zhurm
Tuesday, September 3, 2019
[Mystara] Tepeshiya Map WIP Mk. I
Here's a preview of the map of Tepeshiya; it is a work in progress and subject to change.
I'm drawing on a lot of the resources available at the Vaults of Pandius, though still distinctly making this part of my Mystara, so not everything out there in the Fanon will make it in (and much of what does will be altered).
A complete list of what came from where will be included down the road.
![]() |
As usual, click to embiggen... |
Monday, September 2, 2019
[Mystara] Altan Tepes and the Tepeshy
The Altan Tepes mountain region on the border between
Karameikos, Darokin, Ylaruam, and Thyatis is a huge area that is effectively
independent. Karameikos is the only state that even attempts to maintain a
garrison presence, and even this is recent, with Duke’s Road Keep and Castellan
Keep being built certainly no earlier than 30 years ago, likely much less.
The area on the map within the blue border totals 9,625
square miles. For perspective, here are some real-world measurements:
Albania = 10,578 sq. mi.
Haiti = 10,640 sq. mi.
North Macedonia = 9,820 sq. mi.
Israel = 7,850 sq. mi.
So that is a HUGE territory into which just about anything
can be placed.
Based on the known history of the Known World, this can
include:
- Ancient Azcan and Oltec ruins (perhaps with some long-lost Azcan/Oltec tribes);
- Ancient Blackmoorian ruins (perhaps with robots and androids);
- Ancient Taymoran ruins (perhaps with vampires and undead and lost tribes of Taymorans);
- Ancient Nithian ruins ca. 1500 to 500 BC (perhaps with mummies and with lost tribes of Nithians);
- Ancient Traldar and/or Hutaaka ruins, ca. 1400 to 500 BC (as in the Lost Valley of Hutaaka);
- Ancient Gnoll ruins ca. 1000 BC and onward;
- Ancient Dwarf ruins ca. 900 to 491 BC (as in Thunderdelve, and perhaps a surviving dwarven delve or three);
- Lost Tribes of Thyatians, Kerendans, Hattians, etc., ca. 600 to 400 BC;
- Early Traladaran ruins ca. 500 BC to 500 AC;
- Plenty of Humanoid tribes and lairs from 491 BC (Battle of Sardal Pass) onward;
- Displaced Alasiyan tribes from the Thyatian colonization ca. 150 to 250 AC;
- Lairs of lycanthropes from 400 AC onward;
- Primitive Traladaran hill and forest folk pushed out by the growing power of the city-states ca. 500 AC and onward;
- Settlement of Darokin refugees from the internecine warfare in the fallen kingdom ca. 723 to 927 AC;
- Settlements of Alasiyans either allied to Thyatians or not willing to convert to the Eternal Truth ca. 825 to 860 AC;
- Settlements of angry Traladarans pushed here by Thyatians and later by Stefan ca. 900 and 970s;
- Settlements of Darokin noble refugees from the Great Merger, fleeing the rule of the Merchant Kings ca. 927 to 949 AC;
- Displaced hordes of Humanoids from Stefan’s crusade to push through the Duke’s Road ca. 970s and onward;
We also know that there are at least two major dragon lairs
in the region (one centered in the region, the other nearer Duke’s Road Keep),
based on Bruce’s article from Dragon #170, though their types, ages, and names
are unknown.
So with that, here are some developments for the region:
There are the following minor remnant “Lost Tribes” in the
region, usually a single small tribe and a handful of clans controlling a
valley or highland region: Azcan, Oltec, Taymoran, Nithian, Traldar, Thyatian,
and Alasiyan. Like the Traldar of the Lost Valley of Hutaaka, these Lost Tribes
are rather inbred, highly xenophobic, and suffer from some cultural quirk based
on their native culture.
There is also a single surviving dwarven delve, which also
is home to a clan of gnomes; it is still producing large quantities of silver
and gold, as well as high-quality gemstones. This, together with the vast
wealth to be found in the Humanoid-haunted ruined delves, is the reason for the
road (trail, really), that passes through the Keep on the Borderlands.
There are small settlements of Traladarans and Darokinians
on the verge of the region, both descended from refugees from their respective
invasion and revolution. Both group’s settlements are centered on a noble family
that fled from the conquest/revolution, and thus they are insular and
xenophobic.
All these groups are insignificant compared to two tribal
groups, the Humanoids and the Tepeshy, which compete for dominance in the
region. The Humanoids have greater numbers, but the Tepeshy are better organized
(not much, but more than enough). The Humanoids live primarily in the old
dwarven delves and other natural caves in the high mountains, while the Tepeshy
live in the terraced valleys. The Tepeshy are semi-nomadic, moving every couple
of years to other valleys to allow their terraced farms to lay fallow and allow
local fauna and flora to recover from hunting and gathering.
The Tepeshy (singular Tepesh) are primarily descended from a
mix of Taymorans and Traladarans native to the mountains, with long ages of
intermixing with the Lost Tribes and the Humanoids of the region. The Tepeshy
are for all intents and purposes a race of demi-orcs, and no few are full
half-orcs (though their bloodlines actually include everything from kobolds to
ogres and all in between), due to wife-stealing on both sides. They have the
pale skin of their Taymoran and Traladaran ancestors (sometimes with a light tinge of other color from the Humanoid
side), with various eye, ear, nose, mouth, and other physical elements from
their Humanoid ancestors (to a greater or lesser extent).
Tepeshy are organized into tribes and clans, all of which
engage in internecine feuds and vendettas, though they readily unite against
Humanoids or other invaders. Like their Humanoid cousins, they prefer to live
underground, in the dwarven delves dug lower in the valleys; if such dwellings
are not available, they build dugout pit-houses using stone walls and sod roofs,
for themselves and their animals. They keep small gardens and maintain larger
terrace farms for grains (some of the terraces date back to the time of the
Oltecs). They also herd mountain sheep, mountain goats, and small wooly
long-horn highlands cattle; some clans have giant sheep or giant goats that
they use as steeds. They supplement their diet by hunting (mostly boar, deer,
and bear), gathering, fishing, and raiding. Some tribes and clans keep mastiff
hounds as pets and guards; others keep and train brown bears or grey wolves.
They also keep hawks for hunting and sport, and homing pigeons to send messages
between major tribal settlements.
Tepeshy dress in colorful woolens, leathers, and furs, and
their technology is such that they can make leather armor, fur armor, scale
mail, and wooden or hide shields and bone helmets; they wield spears, long and short
swords, battle and hand axes, slings, and short bows. If you use the barbarian
class in your campaign, they can take the barbarian class (they are a
mountain/hill people).
Culturally, otherwise, they are mostly similar to
Traladarans, though even more superstitious. They have the avarice and wildness
of their Humanoid heritage; the tendency to engage in internecine feuds of
their Azcan and Oltec heritage; the will to conquest of their Traldar and Thyatian
heritage; and a fear and reverence for the Immortals of their Taymoran, Nithian,
and Alasiyani heritage. Their language is originally derived from Taymoran with
many Humanoid and other borrowings and is not mutually intelligible with any
other language. They have a unique writing system, maintained by their priests
and sorcerers/witches, also descended in a long line from Taymoran.
The Tepeshy do not worship the same immortals as the Traladarans or
the Humanoids; they worship a pantheon of generally dark and dreadful Immortals
and Demons:
- Burza, Mother of Night, Queen of Wolves (Nyx)&;
- Vadok, Father of Death, King of Vampires (Thanatos)*
- Burguul, Lord of Shadows and Lies, Messenger of Burza (Masauwu)&;
- Opasha, Lady of Lust and Debauchery (Talitha)*
- Rumgoth, Lord of the Underworld and Undeath (Orcus)*&;
- Strigz, Lord of War (Demogorgon)*
- Zahovara, Mother of Mountains and Jewels, Protector of Lairs (Pearl)&;
- Zhurm, Patron of Sorcerers, Messenger of Vadok (Alphaks)*
Especial enemy immortals include:
- Akul-Gurz, Lord of Icy Doom, Father of Giants (Thrym)
- Gajarpan, the Dread Serpent (Atzanteotl)
- Magath, the Hammer (Kagyar)
- Timorsham, Lord of the Burning Sun (Ixion)
- Zajar-Bal, Lord of Fire and Destruction (Rathanos)
- All the Humanoid immortals (Hel, Bartziluth, Jammudaru, Karaash, Ranivorus, The Shining One, Wogar, and Yagrai)
- The Traladaran immortals (Halav, Petra, Zirchev)
Vampires and lycanthropes (werewolves, wereboars, and
werebats) have a special place in Tepeshy society. Vampirism and lycanthropy
are considered rewards for long service to the tribe and faith; the gift is not
given out willy-nilly, and especially not to mere strangers! Heroes of the people,
as well as high-level clergy and magic-users of the faith, can be granted
vampirism (*) or lycanthropy (&) (depending on their patron god or
goddess). Followers of Burza and Burguul are granted lycanthropy (werewolf or
werebat); followers of Vadok, Opasha, Strigz, and Zhurm are granted vampirism; followers
of Zahovara are granted lycanthropy (were-drakes); and followers of Rumgoth are
granted either lycanthropy (wereboar) or vampirism. These “Lords of the Tribes”
are respected by all, and usually have their own temple, fortress, or manor
apart from the settlements, to retire in some lonely high valley or in some
important mountain pass to protect the tribes.
“Altan Tepes” means “Golden
Spires” in Traladaran and “Red Dawn Peaks” in Tepeshyan; Tepeshyan legends
speak of their immortals impaling enemy immortals on these very peaks at the
dawn of time. The Altan Tepes in Tepeshiya are very tall and steep, giving the
appearance of narrow cones or spikes, though most peaks are atop long, winding
ridges, like some sort of giant stone labyrinth. The Altan Tepes are a karst
formation, meaning that they are riddled with natural caverns and tunnels. They
combine elements of the Carpathian Alps and the Dolomite Alps, with the valleys
heavily terraced as in the Andes (though not all terraces are actively farmed,
some are lost and crumbling amidst forest and bracken).
The valleys are often filled with
fog and mist, the result of much of the rain that would be taken to the
Alasiyani Desert or the Darokin Plain falling in the mountains in addition to
the natural level of rainfall. This makes the forested portion of the mountains
effectively a temperate rainforest. In summer the mountains are cool, the
valleys warm, both hidden and shadowed by mists. In the winter much snow falls
due to the magical influence of the glacier, Akuliima (“Ice Throne”), and then the
raids of the frost giants reach deep into the lowlands.
The southern and northwestern foothills
are covered in oak, hornbeam, holly, rowan, ash, maple, hemlock, dogwood, and
lime, among other deciduous trees; the northwestern foothills are barren
wastelands. The mid-range mountains, ridges, and valleys are home to beech,
fir, spruce, and sycamore; conifers such as the fir and spruce predominate the
higher one goes. Above the timberline among the alpine meadows are found
thickets of mountain pine, juniper, and alder shrubs. Many tall, nigh vertical
ridges, peaks, and cones are barren save for tangles of shrubs and vines and
the odd trees growing out of cracks. Oddly, motile and carnivorous plants and
fungi are not found in the region, for reasons unknown to myth or legend (these
kinds of lifeforms are found in the Underworld of the Humanoids, however, as
are many animate molds, jellies, and slimes).
The mountains are home to the
following normal animals, among others: bats (normal and giant), bears (black
and grizzly), beavers (normal and giant), boars (normal and giant), bobcats,
cattle (highland longhorns), chipmunks, deer (red, roe, and white-tailed), dogs
(wild), dormice, eagles (normal and giant), ermine, ferrets (normal and giant),
foxes, goats (normal and giant), grouse, hawks (normal and giant), jackals, lizards
(normal and giant), martens, minks, moles, mountain lions, owls (normal and
giant), porcupines, rabbits, raccoons, rats (normal and giant), ravens (normal
and giant), salamanders (normal and giant), sheep (normal and giant), skunks
(normal and giant), snakes (normal and giant), squirrels, trout, turkeys, weasels
(normal and giant), wildcats, and wolves (normal and dire). There are many
other species of birds (notably the death-warbler, which has a black and white
skull pattern on its wings and back) and countless insects, though especially
bees, beetles, butterflies, centipedes, flies, mantises, moths, spiders, stick-bugs,
ticks, and wasps (normal and giant-sized).
The mountains are also home to at
least the following monsters, among others [NE refers to the northeastern mountains
and hills facing the Alasiyani Desert, GL refers to the glacial and alpine
region of the frost giants]: apes (snow, GL), baboons (normal and higher, NE), bugbears,
chimeras, devil swine, djinni (NE), dragons (white (GL), green, red), dragonnes
(NE), dwarves (duergar), efreet (NE), elves (deep), ghasts (NE), ghosts, ghouls
(NE), giants (hill, frost (GL)), gnolls, goblins, griffons, hell hounds (NE), hobgoblins,
jackalweres, kobolds, lamias (NE), Lammasu (NE), lizardfolk, lycanthropes (werebats,
werebears, wereboars, werewolves), manticores (NE), minotaurs (eastern
reaches), morlocks (Blackmoorian ruins), mummies (Azcan, Oltec, and Nithian
ruins), nymphs (eastern foothills), ogres, orcs, owlbears, pseudo-dragons (and
their less intelligent cousins, the drakes) remorhaz (GL), rocs (small and
large), salamanders (frost, GL), satyrs (eastern foothills), scorpions (giant, NE),
shadows (Taymoran ruins), skeletons, spectres, sphinxes (NE), vampires, wights,
winter wolves (GL), wraiths, wyverns, yeti (GL), and zombies. Notably absent
are any sorts of surface-dwelling elves, fairy-folk, and many of the sylvan
folk (though there are some in the eastern reaches); the Tepeshy are inimical
to all such creatures to due ancient feuds (dating from the settling of
Traladara by the Vyalia ages ago).
Note that though their realm is on
a smaller scale, the variety of monstrous inhabitants of the phantasmagorical Underworld
of the Humanoids is on par with that of the Broken Lands and the Shadow Elves.
Sunday, September 1, 2019
[Mystara] B2 and Altan Tepes Ideas
Just hanging this here for now...
According to the Five Shires gazetteer, dwarves were all over the Altan Tepes digging mines and strongholds in ancient days (ca. 900s BC).
So the dwarves who settled the region in the 900s (and the exiles from the Shires after the fall of Loktal's Realm) were exterminated by humanoids, the same hordes pushed back at Sardal Pass in 491 BC (check out the migrations map in Orcs of Thar).
The monster- and humanoid-haunted delves are still filled with the treasures of the old dwarves, their lands inaccessible due to intervening tribes until the arrival of Duke Stefan, whose army pushed through the Duke's Road 20 years ago (and sent the surviving forest and hill humanoids into the Altan Tepes to settle among their mountain cousins... with a burning hatred for humans and a desire to reclaim their lost lands).
Perhaps some remnant petty dwarven stronghold still exists in that region, south of the Frost Giants, and they are the reason for all the trade in gems and jewelry... them and the adventurers now looting the lairs of the humanoids in the old dwarven delves.
Not to mention, of course, frost-giant haunted mountains are a great reason to have a castle, humanoid tribes or no...
Sunday, June 9, 2019
[Now Available] Advanced Labyrinth Lord Adventure Record Sheets
Advanced Labyrinth Lord Adventure Record Sheets
By James Mishler
10 pages, PDF, $1.00
Advanced Labyrinth Lord Adventure Record Sheets provide
players and Labyrinth Lords with useful forms and information to use and keep
track of individual adventure sessions.
This pack contains the following:
A 2-page Party Adventure Record Sheet, which is used to keep
track of the party members, locations explored, NPCs encountered, information
learned, monsters killed, treasures won, henchmen & hirelings, divisions of
the spoils and XP, and mysteries & loose ends of an adventure session.
A 2-page Character Adventure Record Sheet, which is used during
ad adventure to keep track of the character’s combat stats, special abilities
and skills, and spells, and is used to keep track of locations explored, NPCs
encountered, information learned, monsters killed, treasures won, and secrets
kept from other party members during an adventure session.
A 4-page Labyrinth Lord Adventure Log includes two pages
dedicated to information needful for running labyrinth and wilderness adventures,
including rules for time & movement; light & darkness; listen &
spot checks; doors in the labyrinth; traps & trap detection; climbing,
stealth, & swimming; and foraging & hunting rules. Also included are a
page for keeping track of details of player characters and henchmen, plus a
page for keeping track of marching order (by tactics), light sources, monsters
and treasures, and notable events.
Permission is granted to print these record sheets for personal
use.
Saturday, June 8, 2019
[Now Available] New Advanced Labyrinth Lord Character Record Sheet -- UPDATED!
Now available -- my new Advanced Labyrinth Lord Character Record Sheet.
Pay what you want (something would be nice, $1 suggested)...
UPDATE 11/9/19: This product now has two character sheets -- a 4-page full record, and a more classic 2-page quick record. Still Pay-What-You-Want! Cheap!
Two and Four pages, PDF.
Here's the first page:
Pay what you want (something would be nice, $1 suggested)...
UPDATE 11/9/19: This product now has two character sheets -- a 4-page full record, and a more classic 2-page quick record. Still Pay-What-You-Want! Cheap!
Two and Four pages, PDF.
Here's the first page:
And here is the full two-page character sheet:
Thursday, June 6, 2019
[Now Available] Quick Start Character Race & Class Sheets: By-the-Book
QUICK START CHARACTER RACE & CLASS SHEETS BY-THE-BOOK
For use with Labyrinth Lord and Advanced Labyrinth Lord
James Mishler Games
By James Mishler
32-pages, $2.99 – Introductory Price of $1.99!
The QUICK START CHARACTER RACE & CLASS SHEETS BY-THE-BOOK are
designed to enable a group of players, new or experienced, to quickly create
1st level characters of the various races, classes, and racial classes
available in Labyrinth Lord and Advanced Labyrinth Lord. Each race, class, and
racial class is detailed on a single sheet with all the information needed to
begin play with that class, including requirements, class abilities, a
description of basic 1st level spells (as needed), and a list of starting
equipment that makes the most difficult and tedious character-creation element
– choosing equipment – relatively fast and simple!
Also included are appendices dealing with Rolling Up
Advanced Characters, Rolling Up Basic Characters, Equipment Lists, Fast Packs,
and Secondary Skills.
Note that the Quick Start sheets do not usually include any
information about advancement, abilities, or spells available after 1st level,
other than Experience Points required to attain 2nd level. For all such
information, consult the Labyrinth Lord, Advanced Edition Companion, or
Advanced Labyrinth Lord tomes.
Permission is granted to print these sheets for personal use
only; in fact, such is essential to use the product as intended!
Quick Start Race Sheets
Dwarf Race.....3
Elf Race.....4
Gnome Race.....5
Halfling Race.....6
Half-Elf Race.....7
Half-Orc Race.....8
Human Race.....9
Quick Start Class Sheets
Assassin Class.....10
Cleric Class.....11
Druid Class.....12
Dwarf Racial Class.....13
Elf Racial Class.....14
Fighter Class.....15
Halfling Racial Class.....16
Illusionist Class.....17
Magic-User Class.....18
Monk Class.....19
Paladin Class.....20
Ranger Class.....21
Thief Class.....22
Appendices
Appendix A: Rolling Up Advanced Characters.....23
Appendix B: Rolling Up Basic Characters.....24
Appendix E: Equipment Lists.....25-27
Appendix F: Fast Packs.....28-29
Appendix S: Secondary Skills.....30
Open Gaming License.....31-32
Click here to buy QUICK START CHARACTER RACE & CLASS SHEETS BY-THE-BOOK
Wednesday, June 5, 2019
Death by Infravision!
So for the first time ever in almost 38 years of play, I have witnessed the first Death by Infravision (playing Labyrinth Lord, BTW).
The party -- human thief, human cleric, halfling, dwarf cleric, and elf -- burst into a room and found some goblins. They slaughter all but one, who ran down a stair screaming for backup.
The party starts to hear rumblings of many feet, howling and gibbering and thumping, and start to freak out; they are already down hit points, and not ready to deal with a whole swarm of goblins.
So they start pouring every flask of oil they have 15 feet down the stair, over the side of the short wall beside the stair.
They say they are going to wait until the goblins reach the oil, then hit it with fire. So far, so good...
Knowing the only fire they had at the time was the thief's lantern, I ask, "So what are you going to throw down there?"
"Oh," they say, "we'll use our flint and steel."
"Flint and steel? 15 feet down a stairwell?"
"Oh... um, somebody light a torch!" they scream, as I describe how the mass of goblins is now swarming up the stair...
I tell them they have a 2 in 6 chance of lighting a torch in time.
"No time!" shouts the thief, down to 2 hit points... who then throws his lantern down the stair, which shattered amongst the oil and the front rank of goblins.
The party shouts in joy as the first two ranks go up in flames! Then the fire dies down after two rounds... casting everything into darkness.
A few moments pass as both sides take stock, and the goblins once more start rushing up the stair. The elf and the dwarf, the only ones who can see, loose arrow and stone down the stair at the goblins, with the dwarf acting as a shield in front of the elf. The goblins can't hit, as both are heavily armored and swift...
And then the humans, desperate for light, fire up their other light sources, blinding the elf and the dwarf for 1d3 rounds!
Dwarf, unable to use shield and dexterity, becomes much easier to hit, immediately takes an arrow, dies, and falls down the stairs (and rolling into a goblin, killing the poor 1-hit point creature)... and so, Death By Infravision!
The previous session an elf got taken out with Death By Acid. The party encountered some new creatures -- I call them Screaming Mimis -- greenish balls the size of a beach ball with eyes on stalks and big feet that let them jump far and high. When killed by slicing or piercing weapons they explode, and anyone within 5 feet has to make a saving throw versus Breath Weapon or take 1d8 points of acid damage. The gnome's dog killed one with its terrible bite, and the elf failed her saving throw with a "Natural 1," and rolling maximum damage, melting off her face, and killing her...
At least they were able to bring her body out of the dungeon. When they fled the goblins they never got a chance to recover the dwarf's body... but I am sure they will encounter it again... mwahahaha!
Monday, April 29, 2019
Origin and Life Cycle of the Elves
NOTE: this
information is known by all elves but is never revealed to other races. Other
races, over long centuries, have gained hints and rumors of the elven
life-cycle; whenever the truth is fully discovered, the elves ensure that the
information, and those who know of it, are wiped out.
The basic truth of elves is that elves are not native to the
mortal world. When the ancient elves first arrived in the mortal world from
elsewhere (where has been lost even to elven knowledge) they were spiritual,
non-corporeal entities made of pure energy.
The ancestors of the elves arrived when humanity was still
in its infancy, only recently evolved from the proto-human, near-simian
man-apes that preceded true humans.
The energy beings encountered these creatures and possessed
them, becoming the first elves.
As the world then was covered in primeval forest, and the
elves embraced the life-energy of the forest, they adapted their bodies to
become best adapted to the forest. In all the long millennia since, the elves have
never lost this connection to nature and the living world, not even the aloof gray
elves nor the corrupted dark elves.
Over time, the first elves slowly molded the bodies they had
possessed to what they considered a superior form, what is today known as that
of the “sylvan elf” or “wood elf.” This form is smaller than modern humans, as
humans of that long-passed age were smaller than modern humans (the sylvan
elves were taller and more muscular than the humans of the day).
The elf-spirits did not like the hairy bodies of the humans,
and so rid themselves of all hair save for that on their head and their
eyebrows. Eyes were made larger, the better to enable darkvision and improved
eyesight; similarly, ears were made larger and pointed, to improve hearing. The
elves could also change their hair, skin, and eye color at will, the better to
express their individuality.
Not wishing to limit themselves to either the male or female
form, the elves made themselves capable of remolding the sexual form of their
bodies, and thus they may become male or female, neither (neuter) or both (hermaphroditic)
as they wish (a change that requires several days to go from male to either neither
or both, then to female, and vice-versa). As a result, all elves are physically
androgynous in appearance, even those who prefer the biological male or female sexual
form to any others.
This sexual polymorphism was due to seeking out differing pleasurable
experiences with the physical body; due to religious and cultural reasons, the
idea of childbearing was anathema to the first elves (this is no longer true of
elves in general, see below). The first elves would never use their own bodies for such
distasteful activities (essentially, childbearing was considered equivalent to
hosting a parasitical growth).
For long centuries the superior form and technology of the first
elves (for the first elves quickly developed advanced technology and civilization
from long-buried racial memories of their pre-energy life form) kept the elves
alive and in good health. Then the first elves experienced the first physical death
among their kind.
They sadly discovered that the spirit of the deceased had become
too tied to the body it had long inhabited, and so could not possess another
adult body. However, after some experimentation they discovered that the spirit
could inhabit the newly-conceived fetus of a human child. The child grew to
term, and then after its birth, they retrieved the child by exchanging the newborn
with a wolf cub they had polymorphed into a human child. This was the first
changeling (and also the origin of lycanthropy, as that human child became the first werewolf).
And so, the issue of the rebirth of existing elves was dealt
with when the circumstances first required it. This sparked the issue of the
population growth of the elven race, for the human population was growing even
as human civilization was quickly advancing (by elven standards).
In all too short a time elves would be grossly outnumbered and perhaps brought to
extinction.
However, as the bodies they had taken and improved upon were
still, for all intents and purposes, human, they believed they could reproduce
with humans.
After some experimentation it was discovered that elves
could, indeed, reproduce with humans. And not only physically; in half of all
cases the child bore an elf-spirit, while in the other half of all cases the
child bore a human soul.
Those of elf-spirit could, when taught properly, mold their
bodies as did the original elves, and their spirits lived on to reincarnate as
did the other elven spirits. Those of human-soul, however, could not mold their
bodies, nor live on to reincarnate, for they did not have an elf-spirit, but
instead had a human soul.
And so over long millennia, the first elves grew their
numbers by mating with humans and then taking the elf-spirit children who would
grow into proper elves (usually leaving a changeling in its place in payment).
In most cases, the half-elf children were left to their own devices, though in
some cases there might be some interaction, either with the parent or with the
community, depending on the community of the elves.
Then came two schisms among the elves at the same time.
First, many elves noticed that humans had physically
improved over the long age; they had grown taller and stronger, more
intelligent and capable, and had taken to domesticating animals, growing
gardens and grains, and settling in small hamlets and villages. Some of this
they had learned from the elves, other things (such as primitive metallurgy)
they had learned from the dwarves. And some of the elves were worried that as a
people, they were being left behind.
A great number of elves, though not the majority of elves,
decided that the elven people needed to evolve.
Against the advice of most of the first elves (who at this point
were mostly in their fifth to seventh incarnations), many of the younger, third
and fourth generation of elves morphed their bodies en masse, to something similar
to or even superior to that of humans. These elves, the high elves, were also
the first elves to abandon the strict forest lifestyle of their ancestors.
They then did humans one better and, using their advanced technologies
and ancient ancestral memories, built towns and cities when humans had built
hamlets and villages. They moved out of the forests and into the meadowlands.
There they built vast fields to grow the grains needed to support an advanced
civilization. Some humans they adopted like pets, others they enslaved to do
their bidding. And so, the first great elven civilizations arose. They allied
with the dwarves against the giants and the dragons, and created a time of
peace and plenty, which even in human lore is remembered as a golden age.
The first elves who still led the sylvan elves watched all
this in horror. Some of them even went mad when they discovered that the high
elves had taken to procreating among themselves! Most of the first elves met in
conclave and decided that they had to come up with a way to
strengthen the sylvan elves against their erstwhile cousins. Of two minds – sane
and mad – one group decide that they needed to outdo the high elves and transform
themselves into the most potent elven form possible; the other group decided
that it were best to call upon the life-force of the forest and to meld with
it, to protect the sylvan elves and the forests from the expected depredations
of the high elves, who they felt had become too human.
Then from the first elves (all but a few) were born the fairies – the gray elves, the ultimate form of elf (at least, in their own minds)
known as faerie elves, and the fairy races, such as pixies, sprites, nixies,
and others, born of the merger of the first elves and the life force of the
forests. Which faction was sane, and which was mad, none today knows, not even amongst
themselves.
In the case of the gray elves, they decided to remain aloof
from both high and sylvan elves, seeking to live their lives as an example to
their cousins. They moved to hidden mountain valleys and other isolated
locales, there to further develop the ancient magic that was inherent in the
elven form and to study the very nature of the cosmos and existence.
Eventually, over time, these became their obsessions, and they mostly lost
their way, though some gray elf peoples continue their self-imposed
guardianship of all elven peoples.
The fairy folk, whatever their original ideals and plans,
quickly fell into the eternal reverie and merrymaking that is the fairy way.
They remain staunch allies of sylvan elves and guard the forests, though now
more for their own purposes rather than for all of elf kind. Though they were
born from the first elves, the process of unifying with the life force of the
forest shattered the spirits of the first elves, and their memories, such that
there are few among them today who recall their origins, and even fewer who
retain any complete memories of one of the first elves, so jumbled have the
spirits of the first elves become.
Over time, without the direct influence of the first elves,
the sylvan elves and fairy folk turned to procreation within their own kind.
However, many sylvan elves and fairy folk, and even some high elves, continue the
ancient tradition of the changeling, the better to bring in new blood to improve
the ancient bloodlines. But today, most reincarnation of elven spirits occurs
with an elven mother, rather than a human host.
The gray elves have developed an intermediate form of
procreation, having developed a form of parthenogenesis. Whenever one of their
number dies, a friend, with whom arrangements were made previously, takes on
the female sex (most grey elves prefer to remain biologically neither male nor
female) and becomes host to the reincarnated spirit of the deceased, the host
for the spirit forming via parthenogenesis.
The origin of the dark elves is intertwined with the arrival
of the forces of Law and Chaos in the mortal world at the end of the golden age
of the elves and dwarves. When Chaos was brought into the world through the
civil war between the hosts of the gods of men, it sought power among all the
peoples, not merely humans. Some high elves found the whispered promises of
Chaos much to their liking, and so began a war of elf versus elf for the first
time in all of elven history. In the end the elves aligned with Chaos lost the
war and fled underground, where the survivors became the ancestors of the dark
elves, held in thrall by the dark lords of Chaos.
ELVEN
REINCARNATION
Elves self-reincarnate; that is, when an elf dies, its spirit
separates from the body and seeks a new host body. Most elves have made previous
arrangements with friends to host their spirit prior to death. Unfortunately, elven
spirits can travel no faster in incorporeal form than they did in physical form
(though they fly, and terrain is not an issue), and until they find a host,
their cohesion and memory slowly degrade over time.
Some elf spirits never make it back to a host, and they
either fade away or end up being pulled into some other direction. Some are
found by demons, devils, ghosts, and other spirits, and are lost. So not all
elves reincarnate, and even those that do have usually lost a significant
amount of memory.
Some elf spirits, weak and fearing being lost forever,
reincarnate in beings other than elves. If an elf spirit reincarnates in a child
born to a human, it will be reborn as an elf, though will seem to be a fey
human until it attains puberty, upon which most of its remaining memories will
return to it (unless it is found by elves and raised among them, in which case its
memories start manifesting shortly after infancy).
If an elf spirit reincarnates in a child born to a dwarf or
gnome, the child is a gnome, and always remains a gnome; memories manifest at
puberty, but the gnome remains a gnome. If an elf spirit reincarnates in a
child born to a halfling, the child is a tallfellow halfling; memories manifest
at puberty, but the halfling remains a halfling. In these cases, the gnome or
halfling cannot be raised from the dead, and when it dies the elf-spirit is
free again to seek an elven host.
Considering that most elves have been reincarnated many
times, and each time memory degrades somewhat to nearly entirely, an elf has
only glimpses of its past lives available. Only the first elves had near total
recall from previous lives; these are now very few, most of them being gray
elves, a few remain among the high elves and sylvan elves, and sadly, the
memories of even the first elves among the fairy folk have been highly dis-articulated,
disbursed into the life force of the forest and reintegrated in bits and pieces
among the various fairies.
There are also odd cases where elves are reincarnated into
non-human and non-demi-human forms. Some elf spirits, lost and weakened beyond consciousness,
take shelter in the bodies of animals, and are born into animal form. In most
cases these creatures manifest as highly intelligent animals that can speak Elvish
(and perhaps other languages the elf-spirit knew).
In more exotic cases an animal born with an elf spirit morphs
into a semi-humanoid form, becoming a most unique creature indeed! As this kind
of thing has happened no few times over long, long millennia, there are forested
regions where elves once live, but were wiped out, where strange animals reside
in numbers. These creatures are usually allied with the fairy folk of the
region. Some sages say this is the origin of dryads, treants, satyrs,
bear-folk, harpies, and other sylvan creatures of semi-humanoid and/or
high-intelligence. The elves themselves, of course, do not speak of such things…
Friday, April 26, 2019
G+, Bloggery, Legendaria, Campaigns, Labyrinth Lord, and Stuff
So lately folks have been reminiscing about G+, and if they miss it, or don't. For me, the loss of G+ was mostly a negative; I liked being able to read other's posts that were more than a Twitter and not yet a full Blog post. G+ was just right for that kind of activity without being a chat room or Discordia or whatever passes for such these days. I will miss it; I already do, but its Golden Age was long since passed, anyway.
I intended, after the closure of G+, to blog more (to get back to blogging regularly, as I was with Legendaria). But Real Life has been busy lately. I hope to be able to get blogging regularly again soon, maybe next week, more likely the week after that.
Legendaria is on the back burner and will likely stay that way for a while. I definitely want to return to it and make something out of it, but right now I am running one Labyrinth Lord game (the Western Realm Campaign) and playing in another. Both were intended to be Dungeon Expedition style, a la Rythlondar, but in both cases the party has been stuck in the dungeon between sessions.
I think the major issue here is that due to time constraints we are only able to play three to five hours per session, which is really not enough to get as much done as one might think. Each campaign alternates every week, so meeting only twice a month does not help, either. Hopefully once the groups get a bit more cohesion each session will run faster and smoother.
I am still working on the Character Race and Class Quick Sheets, but for the initial release I am going to make them By The Book, rather than include any significant house-rules or new races or classes. I hope to have that finished in the next week or two.
After that I've got a couple of things I want to work on. Sadly, my Alien Summoner Wizard Lair Dungeon grew way the hell too much, too fast, and I dunno what to do with it now. It, too, goes on the back burner.
I may publish the adventure I am running now. So far it is working out nicely for a low-level adventure. Simple, with some goblins and undead, but with a few twists here and there to make it fresh. We'll see how the game goes; I already got a nice reaction from the players when they unexpectedly encountered a zombie bear; I haven't had that many players scream from surprise with an encounter in a while. :)
Tuesday, March 26, 2019
[Advanced Labyrinth Lord] Rationalized Reaction Roll House Rules
One thing that has always bugged me about reaction rolls has
been that they have never followed the basic curve that is presented with most
ability scores. In BX and Labyrinth Lord, they are rolled on a 2d6 table, and
so the Charisma modifiers are all on the 2d6 curve (as opposed to the 3d6 curve
for all other ability scores); and AD&D had a d00 table which did not
follow any curve.
And so, I have come up with the following new tables:
Note that Morale remains on a 2d6 scale, as I feel that
works plenty well as it is.
The Charisma bonus of the party spokesperson affects how the
encountered creatures react; if the character with the 18 Charisma stands at
the back of the party and does not interact, their bonus is worthless; only one
bonus counts, that of the spokesperson. If multiple party members try to speak
all at once, any bonus is lost, but any penalty still applies; in such cases,
there is an additional -2 penalty when dealing with Lawful groups.
Note that there are certain cases where a reaction roll is
not needed. For example, certain humanoids always react with hostility and
immediately attack certain demi-human races (and parties containing members of
such races): kobolds always attack gnomes; goblins always attack dwarves; and
orcs always attack elves. All humanoids otherwise react with a -2 penalty to
any party whose members are of any demi-human race (such as orcs reacting to a
party with dwarves, but no elves).
Chaotic creatures of extra-planar sort have a 5 in 6 chance
of immediately attacking extra-planar Lawful creatures, and vice-versa,
regardless of the reaction roll (as do Champions of Law or Champions of Chaos).
Similarly, any group of obvious Chaotic nature that encounters a group of
obvious Lawful nature has a 4 in 6 chance of attacking without even rolling
reaction; Lawfuls encountering Chaotics have a 2 in 6 chance of immediately
attacking (Orcs encountering the King’s Rangers; Crusaders of Law encountering
members of the Cult of Chaos, etc.).
Other examples also include any party found in a creature’s
lair, most especially if the party has already slain members of the creature’s
clan or tribe or looted their treasury. In such cases, they will be immediately
hostile and attack. They might, if patient and cunning, seek to trap the
intruders in such a way that they gain advantage on their attacks and/or can
eliminate the party without a fight (cf. The Hobbit, ex: Smaug and
Barrel-Rider).
Otherwise, except in cases of immediate attack or immediate
helpfulness, after the initial contact what thereafter occurs is up to how the
party interacts with the creatures. If the party acts or the spokesperson
speaks in a belligerent manner, add 2 to the chance of attacking and subtract 2
from the chance of helping. If they act in a friendly manner add 1 to the
chance of helping and subtract 1 from the chance of attacking; if they act in a
friendly manner and offer gifts, the modifier is 2 instead of 1.
Of course, all this is predicated on the fact that they can
parley in a mutually intelligible language; if this is not possible, and they
are trying to sign or use mummery to negotiate, add 2 to the chance to attack
and subtract 1 from the chance to help.
If the party decides to attack suddenly, the chance of
gaining surprise on an Indifferent, Friendly, or Cordial group is equal to the
chance that they would have helped (2 in 6, 4 in 6, and 6 in 6); surprise only
lasts for one round, regardless of the roll. A party that suddenly attacks
cannot gain surprise on a Neutral, Uncertain, or Unfriendly group.
In the case of a Neutral and Uninterested group, there is a
base chance of attack of 1 in 6 and a base chance to help of 1 in 6. After the
first interaction, apply all modifiers and then check to see if the creatures
attack or help.
If Lawful, first check the chance to help; if that fails,
then check the chance to attack. If Chaotic, first check the chance to attack;
if that fails, then check the chance to help. If Neutral, first check the
higher chance, then the lower chance; if both chances are equal, then roll
50/50 to see which chance is checked first. If the creatures do not attack or
help, continue the parley…
Saturday, March 23, 2019
[Known Realms] Map of the Northlands for Dungeon Crawl Classics
Back in early 2018 I started working on a campaign for the Known Realms of Aereth, the campaign setting for the original 3E Dungeon Crawl Classics line. Being me, of course, the first thing I had to do was set up a Hexographer map of the Northlands; nine maps, each hex 25 miles across, covering pretty much the entire Northlands except for the northernmost wastelands and Punjar (which really is part of the Lostlands, anyway).
As is normal with my life, other things got in the way of completion, and I moved on to other campaigns. However, the maps have still been sitting there, not complete but mostly complete, and now and again I've been thinking of them and what I can do with them.
Would anyone be interested in seeing these maps completed? Along with a Wilderlands-style run-down of major cities, towns, castles, citadels, ruins, islands, and lairs? Each of the nine maps would be sold separately with a gazetteer (under license from Goodman Games, of course).
Below is a small, stitched-together version of the first draft of the nine maps. Each of the nine has since been worked over more, with more details and corrections between the stitching areas, so this is merely a rough draft.
Let me know what you think...
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