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.
Tuesday, May 24, 2022
[Now Available] The Tavern from Hell Module for Labyrinth Lord
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.
Thursday, May 12, 2022
[Now Available] 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.
Monday, December 20, 2021
Conjure up an Army!
Level: Magic-user 1
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.
Conjure Light Panoply
Level: Magic-user 1
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
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
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
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
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
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:
Barbarians (and Berserkers)
Bards
Clerics
Druids
Dwarves
Elves
Fighters
Gnomes
Halflings
Illusionists
Magic-users
Monks
Necromancers
Paladins
Rangers
Runemasters
Sorcerers
Thieves
Monday, May 31, 2021
[Now Available] Berserker Class for Labyrinth Lord
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!
Thursday, May 27, 2021
[James Mishler Games] Where is the Tiefling class?
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
The new Sorcerer Class for Labyrinth Lord includes the following:
Angel-Blood
Demon-Blood
Djinn-Blood
Dragon-Blood
Efreet-Blood
Fairy-Blood
Vampire-Blood
Saturday, March 6, 2021
[Now Available] Sorcerer Class for Labyrinth Lord
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:
Angel-Blood
Demon-Blood
Djinn-Blood
Dragon-Blood
Efreet-Blood
Fairy-Blood
Vampire-Blood
Thursday, February 18, 2021
[Now Available] Baba Yaga’s Miraculous Transformation for Labyrinth Lord
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
This source booklet provides the following details:
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
Saturday, February 6, 2021
[James Mishler Games] Now Available -- Bard Class for Labyrinth Lord
Wednesday, January 20, 2021
[James Mishler Games] Now Available -- Runemaster Class
Runemaster Rune List, including 34 new runes;
Rules for Drowning and Fear effects.
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
By James Mishler with Jodi Moran-Mishler
Compatible with 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.
Sunday, November 1, 2020
[Now Available] Expanded Dragons -- Hatchlings to Elder Wyrms
By James Mishler with Jodi Moran-Mishler
Compatible with 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
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 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.
- 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.
- 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.
Sunday, May 3, 2020
[Now Available] The Book of Manos: A Grimoire of Handy Spells
Published by James Mishler Games
Saturday, April 25, 2020
Now Available -- Expanded 20-Level Core Four Classes -- Cleric, Fighter, Magic-user, Thief!
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
Sunday, April 19, 2020
Now Available -- Expanded 20-Level Demi-Human Racial Classes
Tuesday, April 14, 2020
[Labyrinth Lord] 20-Level Gnome Class
| Artist David Sutherland |
- 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.
| Click to embiggen |
| Click to embiggen |
| Click to embiggen |
Sunday, April 12, 2020
[Labyrinth Lord] 20-Level Halfling Class
![]() |
| 20th-level Sheriff and dumb Daikini. Art by Jeff Dee. |
- 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.
| 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

















