Showing posts with label Advanced Labyrinth Lord. Show all posts
Showing posts with label Advanced Labyrinth Lord. Show all posts

Tuesday, May 24, 2022

[Now Available] The Tavern from Hell Module for Labyrinth Lord

By James Mishler & Jodi Moran-Mishler
Designed for use with Labyrinth Lord

The Tavern from Hell is a Labyrinth Lord adventure for 4 to 6 characters of 1st to 3rd level.


A local tavern, known as a hive of scum and villainy, has fallen under the powerful curse of an angry wizard. The locals and the heirs of the taverner are offering an exorbitant sum for adventurers to go in and perform the needful actions to lift the curse.

It is a LOT of money. And the adventurers get to keep all the treasure they find in the tavern. And the local authorities have even suspended their usual taxes on treasure.

Too good to be true?

As a down-on-your-luck adventurer, you are probably too poor to care…

Designed for use with Labyrinth Lord, easily adaptable to any Old School RPG system.

16 pages, 12 pages of ADVENTURE! $3.00 CHEAP!


Thursday, May 12, 2022

[Now Available] Centaur Race

Centaur Race
Designed for Labyrinth Lord
By James Mishler and Jodi Moran-Mishler


This booklet contains all the information you need to create a centaur player character for Labyrinth Lord or Advanced Labyrinth Lord (and is easily adaptable to other OSR systems). Details include both a centaur race and a centaur racial class, as well as information on creating centaur bands and camps.
 
12 pages (6 pages of material), $1 – CHEAP!

Monday, December 20, 2021

Conjure up an Army!

Here are some new spells for conjuring up a quick (but not cheap or even necessarily good) army...


Conjure Goblinoid
Level: Magic-user 1
Duration: Instant
Range: 60’
 
This spell transforms one or more normal animals of animal intelligence into kobolds, goblins, orcs, hobgoblins, gnolls, or bugbears. The magic-user can conjure one “point” worth of goblinoids per caster level; a kobold (1/2 HD) or goblin (1-1 HD) costs 1/2 point; an orc (1 HD) costs 1 point; a hobgoblin (1+1 HD) costs 1 1/2 points; a gnoll (2 HD) costs 2 points; and a bugbear (3+1 HD) costs 3 points; “leader types” can also be conjured for the base cost of the goblinoid type plus 1 point per additional hit die, though goblinoids with class levels cannot be conjured in this way.
 
Multiple kobolds may be conjured from a single canine, including coyotes, dogs, foxes, or jackals; a single canine may be used to conjure as many kobolds as it has hit points. Goblins must be individually conjured from tiny or small lesser creatures, such as badgers, birds, cats, dogs, foxes, frogs, lizards, monkeys, piglets, rats, toads, weasels, etc. Orcs are conjured exclusively from adult swine – wild swine, domesticated pigs, or warthogs. Hobgoblins must be conjured from small to medium-sized carnivores or omnivores, such as black bears, large birds, baboons, chimpanzees, crocodiles, large dogs, goats, panthers, and so forth. Gnolls must be conjured from hyenas. Bugbears must be conjured from medium to large carnivores or omnivores, such as brown bears, polar bears, lions, tigers, wolverines, wolves, and so on.
 
Conjured goblinoids have goblin-level intelligence, fully understand goblin “culture,” can speak their dialect of Goblinish and Common, and are obedient to their creator (+2 Morale). They can reproduce among themselves by type (provided there are males and females), often mixing the characteristics of their founding animals into strange and unusual combinations. They do not have armor or weapons when conjured. Once conjured, the goblinoids are permanent, and cannot be dispelled.

Each individual target gets a saving throw versus Spells; if an animal’s saving throw succeeds, that animal is not transformed, and flees thereafter at maximum speed for one round per caster level.

The material component is gem dust, sprinkled on or toward the target animal(s), requiring 10 gpv per point used, which is expended in the casting of the spell.
 
Conjure Light Panoply
Level: Magic-user 1
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, up to one additional panoply per level. The spell conjures a suit of studded leather armor, plus one one-handed melee weapon and a shield or a short bow with a quiver of 20 arrows or a light crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled. The material component is 
gem dust, sprinkled on or toward the target, worth no less than 50 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Medium Panoply
Level: Magic-user 2
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, one panoply at 3rd level and up to one additional per level thereafter. The spell conjures a suit of chain mail armor, plus one one-handed melee weapon and a shield or a two-handed melee weapon or a short or long bow with a quiver of 20 arrows, or a light or heavy crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 100 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Heavy Panoply
Level: Magic-user 3
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, one panoply at 5th level and up to one additional per level thereafter. The spell conjures a suit of plate mail armor, plus one one-handed melee weapon and a shield or a two-handed melee weapon or a short or long bow with a quiver of 20 arrows, or a light or heavy crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 250 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Knight’s Panoply
Level: Magic-user 4
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor, weapons, and a steed out of thin air, one panoply at 7th level and up to one additional per level thereafter. The spell conjures a suit of shining plate mail armor, shield, lance, long sword, and dagger, plus a mace, flail, or pick, and a warhorse complete with barding. The tabard, shield, and great helm have coat of arms, badge, and/or crest as appropriate. The panoply appears on a willing target within range, who is also instantly seated upon the warhorse. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 500 gp per panoply conjured, which is expended in the casting of the spell.

Saturday, June 12, 2021

[Now Available] A Myriad of Magic Items for Labyrinth Lord

A Myriad of Magic Items for Labyrinth Lord
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord

 
A Myriad of Magic Items is a collection of new and unusual magic items designed for use with Labyrinth Lord, but readily useable with any Old School RPG.
 

A Myriad of Magic Items
contains a total of 80 new magic items, including three of four special items for each of the following classes:
 
Assassins
Barbarians (and Berserkers)
Bards
Clerics
Druids
Dwarves
Elves
Fighters
Gnomes
Halflings
Illusionists
Magic-users
Monks
Necromancers
Paladins
Rangers
Runemasters
Sorcerers
Thieves
 
Plus 14 new general magic items, ranging from Bathory’s Bathtub to the Stench Sack!
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
32-page booklet-sized PDF (26 pages of content) – $3 CHEAP!

Monday, May 31, 2021

[Now Available] Berserker Class for Labyrinth Lord

[Now Available] Berserker Class for Labyrinth Lord
By James Mishler and Jodi Moran-Mishler


Compatible with Labyrinth Lord


The new Berserker Class for Labyrinth Lord includes the following:
Class Details;
The following Berserker abilities and skills:
Berserker State;
   Grants bonuses to hit or additional attacks per round;
   Grants bonuses to unarmored armor class;
   Enables the berserker to fight beyond normal physical capacity or even death!
Fearlessness;
Magical Transformation;
   Human berserkers can transform into animals, including at higher levels man-beasts and giant-sized beasts;
   Dwarf and gnome berserkers can grow to the size and power of ogres and giants, at the highest levels even to the size and power of titans!

Designed for use with Labyrinth Lord, easily used with any Old School RPG system!

12 page booklet-sized PDF (six pages of content) – $1 CHEAP!


Thursday, May 27, 2021

[James Mishler Games] Where is the Tiefling class?

Hi all! I've had some folks ask recently when I would be doing a Tiefling class for Labyrinth Lord

Well, I've kind of already done one, you see... the Demon-Blood Sorcerer class from my Sorcerer Class booklet released back in March is a Tiefling Class.

If you want a straight-up Tiefling just take that class, use human as the base race, and add Infravision 60' radius. You can also use any other race as a base race; Demons and Devils are happy to seduce and corrupt demi-humans as well as humans. If you want a more martial Tiefling, multi-class as a Fighter/Demon-Blood Sorcerer; if you want a stealthy Tiefling, go with a Demon-Blood Sorcerer/Thief. The Sorcerer class multi-classes under the same terms as a Magic-user.

And there you go!

Sorcerer Class
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord

The new Sorcerer Class for Labyrinth Lord includes the following:
 
Class Details, including Spellcasting, Sorcerous Origin, and Evoke Magic;
 
The following Sorcerous Origins, each with their own special abilities:
Angel-Blood
Demon-Blood
Djinn-Blood
Dragon-Blood
Efreet-Blood
Fairy-Blood
Vampire-Blood
 
New spells for the Dragon-Blood and Vampire-Blood sorcerers, adapted from spells included in the Dragonborn Race and Necromancer Class booklets.
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
20 page booklet-sized PDF (14 pages of content) – $1.49 – CHEAP!

Saturday, March 6, 2021

[Now Available] Sorcerer Class for Labyrinth Lord

Sorcerer Class
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord

Well, that hiatus didn't last long, did it? I could not find a sorcerer-style class for Labyrinth Lord, so I decided to design one. Enjoy!


The new Sorcerer Class for Labyrinth Lord includes the following:
 
Class Details, including Spellcasting, Sorcerous Origin, and Evoke Magic;
 
The following Sorcerous Origins, each with their own special abilities:
Angel-Blood
Demon-Blood
Djinn-Blood
Dragon-Blood
Efreet-Blood
Fairy-Blood
Vampire-Blood
 
New spells for the Dragon-Blood and Vampire-Blood sorcerers, adapted from spells included in the Dragonborn Race and Necromancer Class booklets.
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
20 page booklet-sized PDF (14 pages of content) – $1.49 – CHEAP!

Thursday, February 18, 2021

[Now Available] Baba Yaga’s Miraculous Transformation for Labyrinth Lord

[Now Available] Baba Yaga’s Miraculous Transformation
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
 
This source booklet for Labyrinth Lord provides the method for magic-users to create a miraculous hut, in the same vein as the infamous crone-witch, Baba Yaga:
 
Baba Yaga's Miraculous Transformation

This source booklet provides the following details:
 
Baba Yaga’s Miraculous Transformation
Stage I Miraculous Hut: Dangerous Chicken
Stage II Miraculous Hut: Vicious Chicken
Stage III Miraculous Hut: Tiny Hut
Stage IV Miraculous Hut: Grand Hut
Extra-Dimensional Rooms, Connections, & Hallways
Stage V+ Miraculous Hut: Palatial Hut
The Heart of the Hut
Embedding Magical Features Through Spells
Magnificent Manor Variant
Stone Tower Variant
 
Note: The creation and improvement of a Miraculous Hut is a Chaotic and Evil Act! Not suitable for most player characters!
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
24 page booklet-sized PDF (18 pages of content) – Normally $1.99 – $1.00 for a limited time only!
 

Saturday, February 6, 2021

[James Mishler Games] Now Available -- Bard Class for Labyrinth Lord

By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
 
Bard Class Cover

The new Bard Class for Labyrinth Lord includes the following:
 
Class Details;
 
The following Bard abilities and skills:
Bardic Instruments
Bonus Languages
Counter-Song
Influence
Inspire
Lore
Perform
Read Languages
Saving Throw Bonus
Spellsongs
Thieving Abilities
Witticisms
 
A list of spellsongs (normal spells re-interpreted as spellsongs);
 
A list of musical instruments, including cost, weight, availability (City, Town, Village), and special notes;
 
The College of Bards, rules for advancements, and rights and responsibilities of members;
 
Six magna opera, the bardic equivalent of relics, including Diarmuid’s Codex, Firzam’s Pipes of Madness, the Golden Songbird, Howard’s Harp of Heroes, Orpheus’s Lyre, and the infamous Pioban Bais or “Pipes of Death.”
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
28 page booklet-sized PDF (22 pages of content) – Normally $2.49 – $1.25 for a limited time only!

 
 

Wednesday, January 20, 2021

[James Mishler Games] Now Available -- Runemaster Class

Runemaster Class
By James Mishler with Jodi Moran-Mishler


Compatible with Labyrinth Lord


The Runemaster Class includes the following new additions to Labyrinth Lord:

Runemaster Class details;
Runemaster Rune List, including 34 new runes;
Rules for Drowning and Fear effects.

Designed for use with Labyrinth Lord, easily used with any Old School RPG system!

32 page booklet-sized PDF (25 pages of content) – Normally $2.99 – $1.49 for a limited time only!

Saturday, December 12, 2020

[Stuff] Dungeon Defensive Magic

One thing I miss about G+ is how you could just quickly post a couple of ideas and leave them hanging there for later consideration. Doing so on a blog like this is not as easy or as simple, but still is a lot better than scribbling out an easily-lost note.

One thing that has struck me recently is dungeons -- a lot has gone into discussing why dungeons exist in such ubiquity in fantasy game worlds, other than the obvious need for adventurers to go into them, raid the monster lairs within, and bring out treasures. One obvious reason, of course, is that there are actual subterranean races in the world, so naturally, they are going to want someplace to live, and unlike the surface races, who built out and up when they left the caves, the subterranean races built in and down. Another major reason discussed is for safety against large monsters, such as dragons and giants; stone buildings just won't cut it, so dungeons are more common as being easily defensible.

You can't tell me the walls inside aren't enchanted...

Another reason is for defense against magic. Lots of magic spells are inoperative through more than so much metal or a larger stretch of stone, so a home deep within the rock of the earth is going to be nicely defensible against such spells. Add to this the ability to enhance that defense in all three dimensions and dungeons look even more appealing. You can't cover an entire surface city in lead or three feet of rock but if you build your city underground, the entire thing is immune to certain spells... and if you put defensive runes on the ceiling, you have even more defense against magic. If you build out the walls, you have even stronger magic built in to the defenses (why are there dressed walls everywhere in dungeons? Simple... to put magic in the walls, which is even stronger than runes alone).

Of course, there is no system for such kinds of defensive magic at all in the game; but then, there is also no system of magic in the system for clerics of agriculture or druids to enhance harvests and such, yet it is kind of assumed that they do. So that's a system of magic that might need be detailed for long-term campaign play...

Sunday, November 8, 2020

[Now Available] Necromancer Class for Labyrinth Lord

Necromancer Class
By James Mishler with Jodi Moran-Mishler
Compatible with Labyrinth Lord



Necromancer Class – Masters of Death and Undeath includes the following new additions to Labyrinth Lord:
  • Necromancer Class details;
  • Necromancer Spell List, including 23 new spells and modifications for four existing spell groups;
  • New necromantic magic items – bone armor, cloak of the necromancer, ghoul ring, ring of undead detection, staff of necromancy, wand of wounding, and the mighty vampire cape!
  • Three new lower order demons for necromancers to summon and heroes to slay.
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!

15 page PDF (10 pages of content) – Normally $2.49 – $1.25 for a limited time only!


Sunday, November 1, 2020

[Now Available] Expanded Dragons -- Hatchlings to Elder Wyrms

Expanded Dragons -- Hatchlings to Elder Wyrms
By James Mishler with Jodi Moran-Mishler
Compatible with Labyrinth Lord


Expanded Dragons – Hatchlings to Elder Wyrms includes the following new additions to Labyrinth Lord:
  • Expanded Age Categories and Abilities – From 1 HD Hatchlings to 21 HD Elder Wyrms!
  • Chromatic Dragon Mutations!
  • Linnorms and Orms – Inspired by Norse myths and legends!
  • Lung Dragons – Earth, Fire, Metal, Water, and Wood dragons Inspired by Chinese myths and legends, plus the villainous Death Dragons!
  • Pocket Dragons – Look out for swarms of mouse to cat-sized dragons!
  • Dragon Random Encounter Guidelines
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!

17 page PDF (12 pages of content) – Normally $2.99 – $1.49 for a limited time only!


Thursday, August 20, 2020

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

ADVANCED LABYRINTH LORD PUMPKIN SPICE 2020

From Goblinoid Games

FOR A LIMITED TIME!

CLICK HERE TO BUY THE ALL 2020 PUMPKIN SPICE HARDCOVER

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.

COMPLETE AT LAST!

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.

Saturday, May 9, 2020

[Lands of Ub] Campaign Notes and Other Orders of Magic

THE CAMPAIGN
To fully run a Lands of Ub campaign you will need either Labyrinth Lord AND the Advanced Edition Companion OR Advanced Labyrinth Lord, by Dan Proctor published by Goblinoid Games; and




Here are some suggested rules upon which the material in this book are based:

1) Races and Types: The world has human, demi-human (dwarves, elves, gnomes, half-elves, halflings, half-orcs, pixies), humanoid (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs), and four-fingered talking animal (animal-folk in a wide variety of types) races. These many different races have always lived together in the Lands of Ub; cave paintings from the days of cave men, cave elves, and cave rabbit-folk show all three and many others living and fighting together. Nobody thinks it is at all unusual, as it has always been so.

Lands where only one racial type are found are unknown; lands where one type is overwhelmingly dominant are fairly rare (usually these are areas where demi-humans (dwarves, elves, gnomes, and halflings) are found). Most areas are relatively cosmopolitan, having a mix of three or more races and/or types; major cities are fully cosmopolitan. Humans are a plurality in the world, but only just.

Racial animosity is quite rare; unusual individual cases generally stem from a negative personal interaction, or applying a rivalry/enmity with a land and its people to the broad general type (for example, many mouse-folk and rabbit-folk citizens of Carrot County loathe the pig-folk Svinings of the Southern Consolidated Jarldoms due to generations of being raided, but very few apply that enmity to pig-folk as a whole).

The only major exception is in the case of humanoids versus everyone else, but then, generally, humanoids don’t much like each other, let alone others!

Note: All human, demi-human, humanoid, and animal-folk races can interbreed; children take after one parent or the other, only half-elves and half-orcs “mix” of the two parents. Though some of the animal-folk can look more human than others. Note that there is a 1 in 20 chance that a child is a “throwback” to a random ancestor other than the specific races or types of the parent (so for example, a rabbit-folk man and a human woman have a 1 in 20 chance of having a child of random racial or type sort, depending on their own ancestry). The Leonine Clans of the Highlands are an example of this type of ancestral mix; two Highlander lion-folk might have a human child, and two Highlander humans might have a lion-folk child, as the two groups have thoroughly mixed over long centuries.

2) Classes and Level Limits: All races and types can take any class, can multi-class (per AEC/ALL rules), and are unlimited in class level attainable.

3) Death & Healing Rules: Player Characters and Important NPCs have Resistance to Death. Upon being reduced to 0 hit points, PCs and important NPCs are merely knocked unconscious for 1d6 rounds (if a 6, roll 1d10 minutes; if a 10, roll 1d6 turns; if a 6, roll 1d12 hours). When the time ends, the character awakens with 1 hit point. If another character is able to tend to an unconscious character’s wounds for one round, they awaken with 1 hit point.

A character who is unconscious and naturally awakens or is given first aid and awakens is wounded, and all attacks and saving throws are at a penalty of -2. Such wounds are cumulative, occurring each time the character is knocked unconscious (-2 “stunned,” -4 “groggy,” -6 “witless,” etc.) A cure wounds spell or similar magic that restores hit points restores unconscious characters and eliminates all wounds the character has suffered (with no need for bed rest).

PCs have a pool of Self-Healing Dice equal to their Hit Dice number and type; they may use these during a rest that lasts at least one Turn (10 minutes), rolling any number of dice they wish, and modifying each by their Constitution modifier, to restore hit points (each die heals at least 1 hit point). A full night and day of bed rest heals all hit point damage, cures all wounds from unconsciousness, and fully replenishes the pool of self-healing dice; a night of rest heals/restores only half.

4) It is suggested that you use PC Boons, Luck Points, and Nature as outlined in R&R.

School of Black Magic
The School of Black Magic is the domain of wicked witches (female and male, both called witches). It is not prestigious like P.U., in fact, it is quite frowned upon, and witchcraft is outlawed in many realms. The school itself is hidden by magic; doors to the school can open just about anywhere, usually wherever beings of flexible morality and weak ethics seek power to smite their enemies, gather wealth, or rule over others untrammeled by law or ethics. There a door appears, and a voice promises them power, in return for service…

After 666 days of training at the Black School a witch is released into the world. The process has transformed them; their skin (fur/scales/etc.) has been transformed to a sickly green, their hair black and frizzy, their grin one of sublime villainy, and a mad glint of nastiness dances in their eyes. They leave the school with a ghoulish grimoire, a witching wand, a broom of flying, a wicked cauldron, and a horrible hat.
  • The ghoulish grimoire contains all 12 of the basic 1st level magic-user spells plus a 13th – summon familiar (they start play with a familiar already summoned, always an imp or quasit).
  • The witching wand enables them to zap their enemies with a bolt of black magic (1/round, roll to hit, range 30/60/90, 1d6 damage).
  • The broom of flying is a standard broom of flying that can also be ordered to attack enemies as a broom of animated attacks.
  • The wicked cauldron enables them to brew potions at half the normal time and cost, regardless of their level (i.e., a 1st level witch can brew potions). Once per month per level the witch can draw forth from the cauldron one vial of any potion she has ever brewed therein in merely 1 turn.
  • The horrible hat is a traditional black-brimmed witch’s hat; it acts as a bag of holding.

These items are not replaced if lost, stolen, or destroyed.

Witches are not always Chaotic nor necessarily Evil; some are just power-hungry and misled, or have delusions of grandeur, believing they can avoid “paying the bill when it comes due.” But the “sponsors” of the School of Black Magic always get theirs in the end. Witches are required to travel to a regional Assembly of Witches eight times a year, and the annual Grand Assembly on the Isle of the Dark One; the witch’s broom can travel to these and back in merely an hour (on these occasions only). Failure to appear at an assembly means the “bill is due,” and a collector will be sent.

Most witches and warlocks wear whatever they please, especially when they are in public, but when at home wear the traditional witch and warlock clothing of dark blue or black robes, long pointed shoes, and of course, their black brimmed hat, accompanied by silver or bone jewelry featuring skulls, spiders, black cats, and similar creatures and motifs.

School of Fairy Magic
The School of Fairy Magic, like the School of Black Magic, is not as prestigious as Prestidigitators University, but it and its graduates are generally far more welcome than those of the School of Black Magic. This is the school for good witches –  men are not unwelcome, however, they are definitely in the minority.

The school is in the Fair Realm, in the city of Grandshee; however, like the School of Black Magic, it has many doors that go elsewhere, and the Fairy Godmothers of the school travel far and wide to find those with the magical talent and proper disposition. [Note: Graduates of the School of Fairy Magic are always known as Fairy Godmothers, even when male; Fairy Godfathers are the leaders of the Fairy Mafia, a completely different organization.]

Usually after 777 days of study a student graduates with her book of shadows, containing all 12 of the basic 1st level magic-user spells. She also starts out with a witching wand, a tiara of disguise, and a magic mirror.
  • The witching wand allows her to make a stunning attack of shooting stars at a target within 60’. The target must make a save versus Wands; failure indicates it is stunned for 1 round.
  • The tiara of disguise allows her to appear to wear any kind of clothing she wishes – from something a fishwife might wear to a ball gown worn by a royal princess.
  • The magic mirror is a large wall-hung mirror that allows her to speak with any other fairy witch she knows who also possesses a magic mirror, over any distance; however, it must pass through the Magic Mirror Exchange Tower at FT&T (Fairy Telepath & Teleport) in Grandshee, so it takes 1d6 rounds to put through a connection per mortal realm between, and then there is a chance the target of the communication is not home. A message of up to three rounds length may be left if no one answers. Magic mirror calls cost 1 sp per round, due on the 1st of the next month, collected by fairy courier.

In addition to the usual magic-user abilities, a fairy witch possesses the following powers and responsibilities:
  • A fairy witch can grow wings and fly like a pixie or sprite (180’ (60’)); must rest 1 turn after 3 turns of flight. If already a  pixie, she can fly without need for rest; if already a sprite, flying speed increases to 240’ (80’).
  • At 4th level a fairy witch can shrink to sprite-size or back at will (if already a pixie or sprite, the fairy witch can grow to human-size or back at will).
  • Starting at 8th level a fairy witch becomes a Fairy Godmother and is assigned a “hard case,” a poor young woman (or sometimes man) who deserves better out of life, and the fairy godmother must help them realize their goals (even if they do not know them yet). She must help this hard case before she can rise in level, regardless of total experience points. Each level a fairy godmother gets a new hard case.

Right Honorable Order of Legerdemainists
A lesser regional guild considered one step above hedge mage, the RHOL trains both arcane illusionists and stage magicians. Based out of Burrowburgh, it has nowhere near the respect as P.U., nor even that of the Fairy Witches, but it is a legally chartered guild, operative in most of the Frelengian successor states. Local guild halls assist members to find gigs and stay out of the way of Johnny Law (no few members of the guild, and even whole guild chapters, are tied in with the local Thieves Guilds). After a three-year apprenticeship, a newly-minted illusionist begins play with a spell book with three 1st levels spells of choice, and one 2nd level spell of choice.

Hedge Mages and Meadow Witches
Those who learn arcane magic outside the university or school system are known as hedge mages or meadow witches (also called wise-men, wise-women, wise-guys, mountebanks, charlatans, quacks, crones, addle-casters, granny-cantrips, gaffer-crack-spell, and other pejorative terms by the “better-educated” of good old P.U.). These magic-users learn at the knee of a master, having been taken on as an apprentice (read “indentured dogs-body”), and sometimes actually manage to learn magic. Some even rise to great power and prestige; after all, even Frelengo DeFriz started out as a hedge wizard, and he founded P.U. (the fact of which graduates are never happy to be reminded).

Hedge mages and meadow witches have no special benefits, privileges, powers, abilities, or tools – however, they are also not bound by any restrictions or requirements, other than local laws about the use of magic (and hedge wizards are often more than willing to break these). They start out with a spell book with read magic, two 1st levels spells of choice, and one 2nd level spell of choice.

Bonus Spell for Magic-users and Illusionists
In the Lands of Ub, magic-users and illusionists gain the benefit of additional spells to memorize, or perhaps a chance to fail in casting a spell, based on their Intelligence score, as clerics and druids do based on their Wisdom score.

Use Wisdom Table II and give a magic-user or illusionist bonus spells or a chance of spell failure based on their Intelligence on that table, rather than their Wisdom. Thus, an illusionist with an Intelligence of 16 would gain two 1st and two 2nd level spells, while a magic-user with an Intelligence of 10 would have a 15% chance of spell failure every time he casts a spell!


Sunday, May 3, 2020

[Now Available] The Book of Manos: A Grimoire of Handy Spells

The Book of Manos: A Grimoire of Handy Spells
By James Mishler and Jodi Moran-Mishler
Published by James Mishler Games
16-page PDF; $3.00 MSRP, currently on sale for $1.50 -- CHEAP!

The Book of Manos: A Grimoire of Handy Spells is a 16-page PDF that expands upon the classic “hand” and “fist” magic-user spells, providing a legendary historical context in which to fit them; guidelines on their use; 21 new magic-user spells; six new Manos-based magic items (including the infamous relic, the “Hand of Manos”); and not one but three Manos entities that a magic-user can evoke to gain power when casting Manos spells – though often at the peril of one’s soul!


Designed for use with Labyrinth Lord and Advanced Labyrinth Lord, the spells and magic items can be easily used with any Old School RPG.

MANOS SPELLS BY LEVEL
1st: Manos’ Iron Gauntlet (NEW)
1st: Manos’ Jarring Hand
1st: Manos’ Useful Hand (NEW)
2nd: Manos’ Burning Hand (NEW)
2nd: Manos’ Helpful Hand (NEW)
2nd: Manos’ Under Hand (NEW)
3rd: Manos’ Defiant Digit (NEW)
3rd: Manos’ Flaming Fist (NEW)
3rd: Manos’ Crooked Finger (NEW)
4th: Manos’ Malevolent Hand (NEW)
4th: Manos’ Harrying Hand (NEW)
4th: Manos’ Guarding Gauntlet (NEW)
5th: Manos’ Tyrannous Thumb (NEW)
5th: Manos’ Interposing Hand
5th: Manos’ Fists of Fury (NEW)
6th: Manos’ Hurling Hand (NEW)
6th: Manos’ Forceful Hand
6th: Manos’ Upper Hand (NEW)
7th: Manos’ Black Hand (NEW)
7th: Manos’ Grasping Hand
7th: Manos’ Haunting Hand (NEW)
8th: Manos’ Heart-Seeking Hand (NEW)
8th: Manos’ Clenched Fist
8th: Manos’ Mighty Fist (NEW)
9th: Manos’ Crushing Hand
9th: Manos’ Hand of Fate (NEW)
9th: Manos’ Maxima Manus (NEW)

IT’S SHOCKING! THE MASTER DEMANDS YOU BUY THIS PDF!


Saturday, April 25, 2020

Now Available -- Expanded 20-Level Core Four Classes -- Cleric, Fighter, Magic-user, Thief!

Expanded 20-Level Core Four Classes
Cleric, Fighter, Magic-user, Thief
Designed for use with Labyrinth Lord and Advanced Labyrinth Lord
25-pages, $4.00, now on sale for $2.00 -- CHEAP!

Click here to buy it on DriveThruRPG

The Expanded 20-Level Core Four Classes provides a new, expanded version of each of the four core Labyrinth Lord classes, for use with Labyrinth Lord and Advanced Labyrinth Lord. In the vein of the original concept of the “companion rules” to the original BX series, this gives players something to look forward to at higher levels – indeed, at every level!


In addition to the core class abilities of Spellcasting and Turning Undead (which now goes all the way to 20!), the Cleric gains Ritual Magic, Holy Smite, Divine Intercession, Guardian Angel, Sphere Spells, and the awesome power of Deus Ex Machina!

Fighters regain their long-lost Battlefield Dominance, Multiple Attacks, and Weapon Specialization, plus the ability to Seize Initiative and perform Heroic and Super-Heroic Surges!

Magic-users are no longer fire-and-forget one-shot wonders, gaining Magic Bolt, Magic Duel, Read Magic, Sense Magic, Counterspell, Invoke Entity, Enchanted Wand, Evoke Spell, the mighty Retributive Strike, powerful Personal Enchantments, and the ultimate Archmage ability!

Finally, the Thief gains the respect and versatility they always deserved, with an entirely new and expanded thief ability system! The thief can choose which of the core seven abilities advance each level, and how quickly they advance – plus, each ability is useful at 1st level, while only a 20th-level thief can attain true grand mastery at all thieving skills! Additionally, thieves gain the following abilities – Backstab, Artful Dodger, Luck Not Skill, Skill Specialization, Read Languages, Special Skills, and Read Scrolls. Special Skills choices include Acrobatics, Art of Distraction, Art of the Ordinary, Beggar, Buffoonery, Cantrips, Climb Overhangs & Ceilings, Dual-Wielding, Find and Remove Magical Traps, Gamble, Grifting, Hide in Plain Sight, Locksmith, Mimic Voices, Pick Arcane Locks, Read Lips, Stunning Blow, Swift and Silent, Tailing, Trapsmith, Troubadour, and Ventriloquism.

If you like these expanded classes, you will love the Expanded 20-level Demi-Human Classes, also available, and Pay-What-You-Want!

Sunday, April 19, 2020

Now Available -- Expanded 20-Level Demi-Human Racial Classes

Expanded 20-Level Demi-Human Racial Classes
Dwarf, Elf, Gnome, and Halfling for Labyrinth Lord
11-page PDF
Pay What You Want -- CHEAP!



The Expanded 20-Level Demi-Human Racial Classes PDF offers exactly what the title says -- expanded racial classes for Dwarves, Elves, and Halflings, and a brand-new 20-level racial class for Gnomes.

These are exactly the same classes as recently featured in my blog, I've just put them up here so that more people get a chance to see them, and if you like what you see, please leave a tip!

Plus, all four racial classes are now available in a single PDF.

Here are the links to the originals on my personal blog:





Good Gaming!

Tuesday, April 14, 2020

[Labyrinth Lord] 20-Level Gnome Class

20-LEVEL GNOME CLASS
Requirements: Strength 9, Dexterity 9
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Artist David Sutherland 
Gnomes are said to be cousins to dwarves, elves, and halflings, and share many of their idiosyncrasies while still having their own unique cultural ways. Gnomes generally dwell in hills or on mountainsides, dividing their time equally above and below ground. Their habitations often overlap with halflings, and these two races are typically very friendly, if not familial, to each other. 

Gnomes average about 3’3” to 3’6” tall, and range from slender to roly-poly, averaging 80 to 90 pounds. Gnomes typically live for 600 to 760 years.

Male gnomes have a base height of 3’6”, females 3’3”. To this (d6) 1-3 Subtract or 4-6 Add 1d4”. Male gnomes have a base weight of 90 pounds, females 80 pounds. To this (d6) 1-3 Subtract or 4-6 Add 2d6 pounds for males, 2d4 pounds for females.

Gnomes start out at 80+3d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (55 to 89) -1 to Wisdom and +1 to Constitution. 
  • Adult (90 to 299)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (300 to 449) +1 to Intelligence and +1 to Wisdom.
  • Elderly (450 to 599) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (600 to 760) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Burrow-Wise: Gnomes have a 2 in 6 (1-2 on 1d6) chance of detecting decrepit or unsafe structures above or below ground (walls, floors, ceilings, etc.), knowing current depth underground, knowing direction while underground, or noticing if passages are sloped. Gnomes must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level.

Gnome Senses: Gnomes can see in the dark with Infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level. Gnomes are attuned to illusions and phantasms; at 5th level they gain a +1 bonus to save versus illusions and phantasms. This bonus increases to +2 at 10th level, +3 at 15th, and +4 at 20th. Also beginning at 5th level, if a gnome saves against an illusion or phantasm by 4 or more than is needed to save, she gains control of the illusion or phantasm and directs it against the caster!

Hardy Folk: Gnomes are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks.

Languages: Gnomes speak their alignment language, Common, and Gnomish. They also speak Dwarvish, Goblin, Halfling, Kobold, and Orcish. At 2nd level they may communicate with burrowing animals.

Small Sized: Gnomes may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. At 4th level gnolls, bugbears, ogres, trolls, giants, and titans suffer a -1 penalty to hit the gnome in combat; this penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level.

Spellcasting: Gnomes may learn, memorize, and cast illusionist spells. Gnomes begin play with a spell book containing three 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level illusionist spell tables. Gnomes gain new spells by finding them in scrolls, trading with other gnomes and illusionists, or through spell research. Gnomes are able to use any magic item usable by fighters, illusionists, and gnomes, and at 13th level, druids. They can use illusionist scrolls. Beginning at 3rd level gnomes may learn 1st level druid spells as though they were illusionist spells; these must be learned from another gnome or from a druid. Gnomes may learn 2nd level druid spells at 8th level and 3rd level druid spells at 13th level.

Tunnel-Rats: Gnomes may be small, but they are fierce. They are proficient with all weapons not restricted due to their size (see below). Gnomes may wear any armor; however, they cannot cast spells while wearing any armor other than padded or leather. Gnomes can use shields. At 2nd level gnomes gain a +1 bonus to hit kobolds and goblins; this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. At 4th level gnomes gain the ability to move silently, as per a thief, with a 2 in 6 chance of success. This chance increases to 3 in 6 at 9th level, 4 in 6 at 14th, and 5 in 6 at 18th level. The gnome can moving silently only while wearing no armor, padded armor, or leather armor.

Reaching 9th Level:  When a gnome reaches 9th level, she can build a stronghold. Gnome strongholds will be in homey forested earthen burrows or in stone-carved tunnels in rocky hill formations, and gnomes will travel from great distances to settle there. The character becomes the leader of her people and must rule them wisely and well. The gnome might also be invited to become the leader of an existing burrow or tunnel settlement.

Click to embiggen

Click to embiggen

Click to embiggen


Sunday, April 12, 2020

[Labyrinth Lord] 20-Level Halfling Class

20-LEVEL HALFLING CLASS
Requirements: Dexterity 9, Constitution 9
Prime Requisites: Strength and Dexterity
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Halflings have a gentle nature, and value free time, good food, and good drink. They engage in playful activities when not on an adventure. They love comfort and often spend their riches on the most extravagant items. Halflings prefer to live a bucolic, rustic lifestyle, amidst fertile meadows, rolling hills, and shady forests, with well-tended gardens and farmland, amidst their own kind in realms known as “shires.”

Halflings are even smaller than gnomes, only attaining a height of around 2’9” to 3’ and averaging about 50 to 60 pounds. They are as diverse in appearance as humans but have furry feet and curly hair. Halflings typically live for 150 to 200 years.

20th-level Sheriff and dumb Daikini. Art by Jeff Dee.

Male halflings have a base height of 3’0”, females 2’9”. To this (d6) 1-3 Subtract 1d4” or 4-6 Add 1d4”. 

Male halflings have a base weight of 60 pounds, females 50 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d4 pounds, 2d4 for females.

Halflings start out at 20+2d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (22 to 32) -1 to Wisdom and +1 to Constitution. 
  • Adult (33 to 69)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (70 to 99) +1 to Intelligence and +1 to Wisdom. 
  • Elderly (100 to 149) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (150 to 200) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Agile: Halflings have keen coordination that grants them +1 bonus to hit on any missile or thrown weapon attacks; this bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Any creature larger than man-sized suffers a -2 penalty to hit halflings; this increases to -3 at 6th level, -4 at 11th level, and -5 at 16th level. At 1st level, man-sized creatures suffer a -1 penalty to hit halflings; this improves to -2 at 4th level, -3 at 8th level, and -4 at 16th level.

Burglars: At 5th level a halfling chooses one of following thief abilities: find and remove traps, pick locks, or pick pockets. The halfling has a 2 in 6 chance of performing this ability. This ability increases to 3 in 6 at 10th, 4 in 6 at 15th, and 5 in 6 at 19th.

Hardy Folk: Halflings are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. At 13th level halflings suffer half damage/effect on a failed save versus Poison, Death, and Paralysis attacks and one-quarter damage/effect on a successful save (or none, as the case may be with all-or-nothing rolls).

Languages: Halflings speak their alignment tongue, Common, and Halfling.

Lucky: At 7th level once per day a halfling may reroll a single die roll of his own or force the reroll of an enemy’s die roll; an enemy must be present and in line-of-sight of the halfling for the halfling to be able to use this ability but does not need to be targeting the halfling. The halfling gets the better of the two rolls, the enemy the worse (for them) of the two die rolls. The halfling may do this once per day. The halfling may do this twice per day at 12th level and three times per day at 17th level.

Quick: Halflings are dexterous folk who get a +1 bonus to initiative rolls when alone or in a party composed only of halflings.

Small Sized: Halflings may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. They may otherwise use any weapon, wear any armor, and may use shields.

Stealthy: Halflings have an uncanny ability to disappear in the wilderness. In forest, shrub, tall grasses, or other similar outdoor cover, halflings can hide with 90% ability; this increases 1% every odd level up to 99% at 19th level. They have a 2 in 6 chance to hide in shadows or behind other forms of cover (including man-sized beings) when indoors, underground in labyrinths, or caverns; this chance increases to 3 in 6 at 3rd, 4 in 6 at 7th, and 5 in 6 at 14th. In any case, they must remain silent and motionless to hide outdoors or in shadows. At 2nd level they gain the ability to move silently on a 2 in 6 chance. This increases to 3 in 6 at 8th, 4 in 6 at 12th, and 5 in 6 at 18th. Halflings are very stealthy, and whenever in woods or meadows alone or only with other halflings, elves, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).

Reaching 9th Level:  When a halfling reaches 9th level, he can build a stronghold. Halfling strongholds will be in serene, beautiful valleys and halflings will come from great distances to settle there. The character becomes the sheriff of the people (their leader) and must rule them wisely and well. The halfling might also be invited to become sheriff of an existing shire.

Click to Embiggen

Click to Embiggen

Note: In the Original Edition, all halfling saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level halfling fighter made saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the halfling did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Halfling Saving Throws (Corrected) chart below has been corrected from the original errors in calculating halfling saving throws. It is not as generous, but it more closely fits the intent of the original design.

Click to Embiggen

Click here to get the PDF on Google Drive