Thursday 31 December 2015

Free PDF: Adventurer Cleric Class

My beef with the cleric has been long and well-roasted.

In the new year, I'm going to be starting a new Labyrinth Lord campaign (a welcome change after my experiments with D&D 5 this year) and thought it was maybe about time to come up with a divinely blessed class which is to my taste.

Lo and behold! The adventurer cleric.


The design goals of the class were:
  • (Primarily) A divine class without any moral imperative and which can fit in with the usual assortment of mercenaries, rogues, cut-throats, and murder-hobos.
  • Cutting down the power of clerical magic a bit -- no raise dead.
  • Reducing the class' spellcasting advancement -- no spell at 1st level and a maximum of fifth level spells.

You can download the PDF here.


Wishing everyone a happy 2016!

Saturday 19 December 2015

The B/X Rogue: Now Available in Print!

The postal gods smiled kindly upon me this morning and delivered the long-awaited proof copy of the B/X Rogue. All looking spectacular, I have switched the switch at RPGNow: tis live!

Thou mayst get thy hands on it here!
(The PDF comes free with the print version. For people who've already purchased the PDF, I'll send you a coupon with a discount on the print version, if you'd like to "upgrade".)

Monday 14 December 2015

Wormskin 1 PDF Live!


http://www.rpgnow.com/product/168614/Wormskin-Issue-1

Dreams can be real.

(PDF only for the moment. What with the holidays and so on, the print version probably won't be out til the new year. BUT!: if you purchase the PDF edition now, we'll send you a discount on the full print/PDF combo when it goes live.)

Sunday 13 December 2015

Pre-Yuletide Missives



Just a quick update on a few projects and gaming-related things that I've got on the go:
  • The first issue of Wormskin -- my and Greg Gorgonmilk's zine exploring the mythical Dolmenwood -- is (dare I say it?) poised for release. (See grumpy cat.) I have completed the layout and it is in the fair hands of the Gorgonmilk, awaiting his ducal seal of approval. Get your nostrils ready for massive infusions of dank moss.
  • Also: following on from the critically acclaimed (James Spahn, Tim Brannan, and Eric Fabiaschi liked it) B/X Rogue, I will shamelessly admit to having begun work on a sequel: the B/X Warrior. I imagine you can guess what it might be about.
  • Additionally: I am pleased to share that my home games are about to revert to Labyrinth Lord, after a brief flirtation with 5e. "Not my cup o tea" would be a fair summary of the experience.
More news as it breaks.

May all your dreams be mossy.

Saturday 21 November 2015

The B/X Rogue: Out Now!

I have written a thing and you might like to buy it! It has illustrations by the esteemed Nicolò Maioli. Here is what it says on the back:


Climbing walls, hiding in shadows, moving silently, removing traps... There must be more to the adventuring life than this!

Explode the talents of your sneaky characters with this book!

More than simply a thief, the rogue class has access to talents drawn from a wide array of archetypes, all integrated into a single class. Scouts & spies, burglars & tomb robbers, charlatans & con-artists, swashbucklers & explorers, brigands & highwaymen, assassins & thugs. No need for all of those specialised sub-classes any more!

Within these pages you will discover:
  1. Complete advancement tables for levels 1 to 20
  2. 36 adventuring talents
  3. Themed packages of talents for a quick start into the game
  4. Guidelines for other classes attempting roguish feats
  5. Rules for song magic and dabbling in arcane secrets


Buy the PDF at RPGNow

(Print version coming soon.)

Sunday 1 November 2015

Wormskin Issue 1: Delayed But Not Dead!

Back in August, the Gorgonmilk and I made an (in retrospect rash) announcement of the impending emergence of a zine known as Wormskin, in which the mythical Dolmenwood would begin to be revealed. Since that day, all has been quiet on the Dolmenwood front...

What's going on?

Well, as often happens with such things (when one is doing this as a hobby, not as a job, at least), writing was delayed, layout was delayed. In this case, the only thing that wasn't delayed was illustration! Hurrah!

But! I have this very evening put the finishing touches to the text of issue 1 and will be embarking upon the layout process in the coming weeks. I'm not going to be foolish enough to say anything like "it should be ready be the end of the month!" (again), but wanted to put the word out: it is still happening!

Finalised contents of issue 1 are:
  • The grimalkin race-class (witnessed in sketch form here).
  • Three new spells of cat-kind, including the terrifying (?) furball.
  • The moss dwarf race-class (glimpsed as a wisp here).
  • One (1!) new forest-creeping monster: the root-thing.
  • A hearty article on the fungi of Dolmenwood: edible, psychedelic, and poisonous. How to identify them? What are their names? What shall come to pass upon consuming one? All this and more is answered!
 Coming soon(ish). Keep 'em peeled!

Thursday 29 October 2015

LL/5e Mashup: Arcane Trickster and Arcane Champion

I just came across some notes related to the ideas I had for a 5e-inspired Arcane Champion (Warrior) class and Arcane Trickster (Rogue) class.

It's just simple lists of spells, but I thought I might as well type them up, for completeness, rather than entirely discard them. So here we go.

Arcane Trickster
1st Level Spells
  1. Auditory illusion
  2. Dancing lights
  3. Darkness globe
  4. Doppelganger
  5. Charm person
  6. Feather fall
  7. Comprehend languages
  8. Jump
  9. Read languages
  10. Spider climb
  11. Unseen servant
  12. Ventriloquism
2nd Level Spells
  1. Invisibility
  2. Phantasmal force
  3. ESP
  4. Knock
  5. Levitate
  6. Locate object
  7. Detect invisible
  8. False gold
3rd Level Spells
  1. Blink
  2. Haste
  3. Hold person
  4. Nondetection
  5. Suggestion
  6. Infravision
4th Level Spells
  1. Arcane eye
  2. Charm monster
  3. Dimension door
  4. Polymorph self

Arcane Champion
1st Level Spells
  1. Light
  2. Magic missile
  3. Burning hands
  4. Protection from evil
  5. Shield
  6. Shocking grasp
2nd Level Spells
  1.  Detect evil
  2. Scare
  3. Strength
  4. Pyrotechnics
  5. Mirror image
  6. Ray of enfeeblement
3rd Level Spells
  1. Dispel magic
  2. Fireball
  3. Lightning bolt
  4. Haste
  5. Hold person
  6. Protection from normal missiles
4th Level Spells
  1. Enchant arms
  2. Fire shield
  3. Ice storm
  4. Wall of fire

Tuesday 27 October 2015

Basic vs Complete Vivimancer Spells

I've thought about trying to do this for a long time and, as the Halloween sale at RPGNow is on, I thought now would be an appropriate juncture.

So, just for fun, here we have the list of spells which The Complete Vivimancer adds on top of the spells in the basic vivimancer class in Theorems & Thaumaturgy *.

  1. Absorb equipment
  2. Accelerated reproduction
  3. Adapt appendage
  4. Animate vegetation or fungus
  5. Anthropomorphism
  6. Appendage growth
  7. Arcane sight
  8. Bind familiar
  9. Blood rupture
  10. Bonewarp
  11. Cannibal holocaust
  12. Cannibal rage
  13. Carapace
  14. Chaos mind
  15. Charm plants and fungus
  16. Clone monster
  17. Clone plant or animal
  18. Clone self
  19. Creeping homunculus
  20. Decay
  21. Decode genome
  22. Detach
  23. Dispersed mind
  24. Echo location
  25. Elasticity
  26. Enlarge breed
  27. Face absorption
  28. Flesh pocket
  29. Flesh shape
  30. Fluid absorption
  31. Fungal zombie
  32. Gelatinous transformation
  33. Genetic conduit
  34. Genetic location
  35. Genetic memory
  36. Genetic resequencing
  37. Genetic spell encoding
  38. Homing instinct
  39. Hormone control
  40. Hyperolfaction
  41. Immortality
  42. Infestation
  43. Insanity
  44. Insect messenger
  45. Instant adaptation
  46. Instinct
  47. Leech blast
  48. Leeching touch
  49. Meld flesh
  50. Mind mask
  51. Mind slave
  52. Muscle control
  53. Mutagen
  54. Mutagenic zone
  55. Mutate breed
  56. Nature's secrets
  57. Nauseating stench
  58. Neural absorption
  59. Neural encoding
  60. Neural surge
  61. Ooze
  62. Organ transference
  63. Organ transference, greater
  64. Overgrow
  65. Pair bonding
  66. Paralysis
  67. Pheromone surge
  68. Progeny
  69. Psionic awakening
  70. Psionic surge
  71. Replicate life-form
  72. Repulsive scent
  73. Revert biology
  74. Scentlessness
  75. Skein
  76. Slime blast
  77. Spark of life
  78. Speak with plants and fungus
  79. Spider skein
  80. Spying homunculus
  81. Stabilize mutation
  82. Synaptic reprogramming
  83. Synaptic trigger
  84. Transparency
  85. Vats of creation, greater
  86. Vats of regeneration
  87. Vats of reincarnation
  88. Wall of claws
  89. Wall of ooze
  90. Web walk
  91. Weltmark
(* At least as far as my linux command line file comparison skills can determine.)

Friday 23 October 2015

B/X Rogue Class: Coming Soon!

A few weeks back, I wrote a post which sketched out an idea for a rogue class to replace (and subsume) the classic thief and its various subclasses. Here's the original post.

Well, I've been thinking about it a lot more, refining the ideas, adding more talents, adding rules for magic use (in the arcane dabbler vein of the Gray Mouser or the song magic vein of the traditional bard class), etc. It's developed into a fully written-up class in the form of a 20 page PDF! Having come this far, I plan to give the class a proper publication -- illustrations and all.

I'm not yet sure exactly when it'll be ready for publication, so this is just a heads up that it's on the horizon. (Also that I'm still out here, working on stuff, even though this blog has been nigh silent of late!)

More news when it comes...

Tuesday 15 September 2015

OSR Rogue Class: Part 1

Periodically, in my musings on D&D, I feel the need to create a new thief / rogue class, often mixing in elements of other rogue types such as assassins, acrobats, and bards. Well, the stars have aligned just right, and the following has been bouncing around in my head.

Rogue Class
Instead of a fixed set of skills advancing at a predetermined rate (like the standard thief class), the character has an expanding set of largely non-advancing skills. A 1st level rogue knows four of the skills below (player's choice). One more skill is learned at each level increase. From 5th level, the character may choose from the list of advanced skills (those marked with an asterisk). Learning an advanced skill requires that the rogue first learn the associated normal skill (e.g. move silently requires move quietly).

Pick pockets: requires a successful DEX check. The victim may save versus spells to notice the attempt.

Sleight of hand: used to surreptitiously manipulate items, perform tricks of legerdemain, delicately extract or swap out objects from pressure plates, etc. A DEX check is required for success.

Mimic voice: general accents can be mimicked with ease. To convincingly mimic an individual, you must listen to them speaking for at least ten minutes. If there is any uncertainty, listeners may make a saving throw versus spells to detect the ruse.

Move quietly: when lightly encumbered, you can sneak quietly. (Other characters may attempt to sneak, but without guaranteed success.) In an environment with no ambient noise to mask your movement, an attentive listener may notice you -- save versus wands.

Move silently *: when lightly encumbered, you can sneak absolutely silently.

Back stab: when attacking a humanoid victim who is unaware of your presence, you get a +4 bonus to attack with a dagger. If the attack succeeds, the precision of your strike inflicts extra damage: 1d4 + your level.

Sniper: works the same as back stab (above), but for fired missile weapons (bows, crossbows).

Garrote: when attacking a humanoid victim who is unaware of your presence, you can attempt to strangle them with a garrote or similar weapon. Make an attack roll. If the attack succeeds, you have the garrote in place, causing 1d4 damage. Each subsequent round, the victim suffers 1d4 damage and must save versus paralysis or fall unconscious (if you garrote an unconscious victim for one more round, they die). While conscious, the victim may fight back with their fists, small weapons, or by wrestling. All such attacks are at -2, but success indicates they've broken free of your garrote (in addition to normal damage, etc.).

Black jack: when attacking a humanoid victim who is unaware of your presence and who is not wearing a helmet, you can attempt to knock them out with a cosh, black jack, or similar implement. Make an attack roll. If it succeeds, the victim suffers 1d4 damage and must save versus paralysis. Failure indicates that they're knocked unconscious.

Tight rope walking: expert balance allows you to easily walk or dash across narrow beams. With a DEX check, you can walk across right ropes or beams of less than 6 inches width.

Blind fighting: training in the unusual art of fighting while blindfolded reduces the penalty to attacks against foes whom you cannot see. Instead of the usual -4 penalty, you only suffer -2 when making melee attacks.

Climb rock faces: when lightly encumbered, you can climb rough rock faces with a successful DEX check. You can climb easier surfaces without a check.

Climb rough walls *: your climbing skills are so advanced that you can scale sheer surfaces with only minimal handholds such as the cracks between stone blocks. This requires a DEX check. You can climb easier surfaces without a check.

Find hidden mechanisms: your chance of detecting secret doors or mechanical traps when searching is increased by 1 in 6. (Note that you may be able to find such mechanisms without a roll by describing to the referee exactly how you search.)

Pick locks: with decent lock picks and a turn of work, you can attempt to open locks without the appropriate key. A DEX roll is required. You may retry, if you fail.

Disable small mechanical traps: with a set of thieves' tools and a turn off work, you can attempt to bypass or disable small mechanical traps such as those found on locks. A DEX roll is required. If you fail, save versus wands to avoid setting the trap off. You may retry.

Decipher foreign text: with an INT check, you can figure out the gist of a text written in foreign languages which are related to a language you know.

Decipher obscure text *: as above, but applies to ancient or obscure languages, at the referee's discretion.

Read magic: you can decipher arcane inscriptions, including those on magic-user scrolls or in spell books. There is a 1 in 6 chance of your understanding being inaccurate. This skill does not allow you to cast spells.

Activate magic scrolls *: you can cast spells from magic-user scrolls with a 90% chance of success.

Detect magic: with a turn of concentration, you have a 2 in 6 chance of detecting the presence of magic in a 10' area or on a specific object. You may retry.

Hear noise: your chance of hearing noises when listening at doors is increased by 1 in 6.


Coming In Part 2
More skills...

Mimic behaviour
Hide
Hide in shadows *
Forgery
Disguise
Escape bonds
Identify common poisons
Identify rare poisons *
Lore
(...and anything else that comes to my mind in the meantime)

Thursday 20 August 2015

AD&D 2nd Edition Proficiencies List

The release of the AD&D 2e players handbook in PDF the other day has got me thinking about that edition of the game -- the one I've played the most of, after Basic / Expert.

I'm not sure if it'll come to anything, but I'm seriously considering running some 2e games, with a few small house rule tweaks. One such tweak is that I'd eliminate the non-weapon proficiency groups which limited the selection of proficiencies by the character's class. To that end, I wanted to create a master list of all the proficiencies in the PHB.

Here's a rough PDF of it.

Tuesday 18 August 2015

New Elementalist Spell: Skyland

As I've been working on the revised Theorems & Thaumaturgy, I've needed to fill in a few gaps here and there in the spell lists. Some new spells have thus crept their way into the revised book :) Here's one, for the elementalist. (You may notice the extended "stat block" -- all of the spells in the revised edition have these extra details, as appropriate.)

Skyland
Level: 8
Duration: Permanent
Range: 0
Casting Time: 1 hour
Elements: Air, Earth
Schools: Enchantment
The ground beneath the elementalist's feet rumbles, grinds, and, at the end of the hour-long ritual, cracks and rends as a rough hemisphere of earth and stone separates from the surrounding matter and ascends into the sky. The size of the hemisphere depends on the elementalist's experience level: a 40' diameter area at 15th level, increasing in overall breadth by 20' per level above 15th  (a 20th level elementalist may thus levitate a 140' diameter hemisphere). (It may, at the Labyrinth Lord's discretion, be possible to further increase the size of the skyland by augmenting the ritual with sacrifices of precious substances or magical items of great value.)

Once untethered, the rocky hemisphere floats at a height of 150' above the surface of the earth. Casting this spell underground has no effect and, even when aboveground, the presence of any form of building in the affected area prevents the enchantment from taking hold. Buildings may, however, be constructed freely upon the surface of the hemisphere once it is afloat.

An elementalist of 7th level or greater who stands atop a skyland may command it to move through the air. This requires the summoning of an air elemental of 8 or more Hit Dice, which is magically bound into the floating hemisphere for a period of 24 hours. During this time, by concentrating, the summoner may cause the skyland to move in any direction (including vertically) at a rate of 110' per turn (3 miles per day). It requires one full turn of concentration to cause the skyland to stop or to change course. After 24 hours have passed, the bound air elemental escapes and the skyland stops moving.
While moving through the air, the floating hemisphere emits an ominous droning sound which may be heard from half a mile distant.

Tuesday 4 August 2015

New Zine: Wormskin

Greg Gorgonmilk and I have been dreaming for some time of a mythic, monster-haunted forest known as Dolmenwood. We've considered various forms of publication but have now settled on a piecemeal exposition of the locales, inhabitants, magic, and mysteries of the setting in the form of a zine.

It shall be known as Wormskin.

The first issue is in production now and should be ready for an August release. Tentative contents:
  • Grimalkin race-class and monster description.
  • Ditto for moss dwarfs. (Who have been discussed in brief on one previous occasion.)
  • The mysteries of the Yrthstone, one of the many powerful standing stones in the wood.
  • Random tables for fungal foraging.

Here's the gorgeous cover that Greg has created...



Available soon as PDF and print-on-demand, A5 softcover!

Tuesday 21 July 2015

Theorems & Thaumaturgy Revised: Introductory Guidelines

Well, the "maybe" I postulated a few weeks back has become a "definitely". In fact, an almost-finished-draft "definitely".

My main goals with this revised edition are firstly to reformat the book as A5 (my preferred format nowadays) and secondly to improve the thematic consistency and usability of the content. One thing in particular that I wanted to improve over the original edition of Theorems & Thaumaturgy were the guidelines for integrating all the new spells and classes into campaigns. To that end, I've written several pages of ideas and optional rules which will, hopefully, really help clarify the different approaches which are possible and their pros and cons.

Here's the complete text of that section, as it stands. If anyone has any feedback, please feel free to comment! (The formatting below is a bit odd... The cut & paste from the document apparently didn't work that well.)

Using This Book

You Now Have in Your Possession Over 200 New Spells

This is a book, primarily, full of spells. Hopefully, after having a browse, you'll feel inspired to start using all this new material in your campaign, but how to go about this? That depends primarily on whether you're starting a new campaign or already running one. Below are some guidelines for each of those situations.

If you want to integrate this material in an existing campaign, the two most obvious approaches are:
  • Introduce one or more of the new classes (elementalist, necromancer, vivimancer) as members of a school of wizardry from a region which the players haven't explored. These wizards may be directly encountered by the player characters (as friendly, neutral, or antagonistic NPCs) or may be spoken of in rumours or adventure hooks. Once the new classes are known to exist in the setting, they become available as an option for any future player characters that are created.
  • An alternative way to use this book is simply as a resource for new spells. If you want to follow this approach, simply ignore the classes and their spell lists and make all of the new spells available for use by standard magic-users (or druids, clerics, illusionists – as you wish). New spells can easily be introduced by putting scrolls or spell books in the hands of player characters: as gifts from mentors, as rewards for missions accomplished, or discovered in the treasure hoards of defeated enemies.
For Labyrinth Lords who are starting a new campaign, two further options are available:
  • The new classes in this book may simply be added to the roster of choices available to players when creating their characters at the start of the campaign.
  • When preparing for a campaign, it is also worth considering that an excellent way of imparting a specific and novel flavour to the milieu is to alter or restrict the classes of adventurer which exist (and thus the classes from which the players may choose when creating their characters). A very interesting potential, then, is to imagine a world where standard spell-casting classes do not exist, being replaced by one or more of the classes from this book. A world where vivimancers are the only type of arcane practitioner, for example, takes on a very different tone and has very different possibilities than a world dominated by the standard fireball-slinging mage. Or, perhaps, the wizards of a certain kingdom may all be known to be necromancers, while the neighbouring land only allows the practice of imperially sanctioned elemental magic. This kind of approach can really breathe new life into the game.

The Elementalist, Necromancer, and Vivimancer Classes

Each of these three new classes is presented in its own section. However, no mechanical details (e.g. saving throw or to-hit charts, prime requisites, lists of allowed armaments, etc.) are specified. It is assumed that these classes perform and advance in exactly the same manner as the standard magic-user class, with the one (albeit major) difference being the replaced spell list.

A Note on Spell References

In the spell lists for the new classes, the symbols (C), (D), (I), and (MU) are used to denote spells drawn from the standard cleric, druid, illusionist, and magic-user lists, respectively.

Specialist Wizards in the Campaign

The basic Labyrinth Lord rules describe a single type of arcane magic, usable by magic-users and elves. The Advanced Edition Companion and other books, such as this, add further, more specialised wizardly classes: illusionists, elementalists, necromancers, etc. In campaigns with multiple different types of arcane spell-caster (i.e. wizards), it pays to give some thought to how they inter-relate, both in terms of their place in the society of the imagined world and in terms of how the classes interact with each other on a mechanical level. This section discusses some issues around the latter point; the society of your campaign world is in your hands alone!

Casting Spells From Other Spell Lists

It is important that the Labyrinth Lord consider to what degree characters of the different wizardly classes are able to use spells from the other spell lists. Traditionally, in Advanced era games, the two types of arcane spell-caster – illusionists and magic-users – practised entirely different kinds of magic and, apart from a few areas of overlap, were unable to cast spells from each other's list.
Characters of each of the classes presented in this book are designed to be competent adventurers in their own right, with a different balance of strengths and weaknesses when compared to classical magic-users. They are able to stand on their own and do not require access the standard magic-user spell list. Some Labyrinth Lords may, however, prefer there to be less strict boundaries between the different types of wizard, with some possibility of casting spells from each other's spell lists. If this is allowed, it will clearly increase the power of each class to a significant degree, as they will gain access to a broader selection of spells and types of magic. Some possible approaches in this direction, listed in ascending order of permissiveness, are described below. Whatever is decided, this should always be a two-way decision – standard magic-users must be treated in the same manner as all other types of wizard.
Fallible scroll-use: All types of wizard may cast scrolls of spells from other spells lists (for example, a magic-user may cast an illusionist scroll). They are unable to learn these “foreign” spells but have sufficient arcane knowledge to be able to activate magic encoded on scrolls. When casting such “off-list” spells from scrolls, there is a 10% chance of failure per level of the spell being cast. Failure indicates that the scroll is wasted or (if the Labyrinth Lord wishes) causes some kind of backfire. In this way, low-level spells may be cast fairly reliably but high-level spells will remain the sole province of the appropriate specialist.
Reliable scroll-use: Off-list scrolls may be cast without risk of failure. This allows the boundaries between the different types of specialist wizard to be blurred slightly, but only in the (presumably somewhat special) situation when magical scrolls are acquired as treasure.
Limited learning: In addition to allowing foreign spells to be cast from scrolls (either with or without a risk of failure), another possibility is to allow wizards to also learn a smattering of them – one per level of spells which can be cast. (For example, a 7th level wizard may cast spells of up to 4th level. Using these rules, she could thus learn four spells from specialist areas not covered by her standard spell list.) This system allows wizards to diversify their spell repertoire and have a few tricks up their sleeve, while maintaining the clear separation between the different types of specialist.
Reduced chance to learn: This is an option for games where the advanced “chance to learn spell” rules are used. Wizards may cast foreign spells from scrolls (as above, with or without a risk of failure) and may also attempt to learn an unlimited number of off-list spells, but with a reduced chance of success. A penalty (-25%, for example) is applied to the chance to learn foreign spells. The Labyrinth Lord may also stipulate the additional requirement of a period of research (one week per spell level, perhaps at a cost of 250gp per week). Under this system, it is likely that wizards will end up having a significant number of off-list spells in their spell books, as their careers progress. This is the most flexible system before the boundaries between different wizardly classes are collapsed completely.

Placing Spells in Treasure Hoards

It is assumed that all classes of wizard acquire new spells in the same means as the standard magic-user: by finding spell books or scrolls in treasure hoards. Ideally, then, the number of spells discovered which can be cast by each type of wizard should be (roughly) balanced. When it is determined that a treasure hoard contains scrolls of magic-user spells, it is desirable that spells usable by specialist wizards also be (at least some of the time) present.
One way of handling this is to multiply the number of spells present in the hoard (as indicated by the treasure tables) by the total number of wizardly classes in the campaign, then to give each spell an equal (random) chance of being taken from the list of each class. For example, in a campaign with magic-users, elementalists, and illusionists, the number of spells found in a hoard would be multiplied by three and each spell would have a 1 in 3 chance of being taken from the standard magic-user list, a 1 in 3 chance of coming from the illusionist list, and a 1 in 3 chance of being from the elementalist list. The Labyrinth Lord ensures, in this way, that the balance of spells available to characters of different spell-using classes remains fair and consistent.
Note that, as some spells are shared between the different classes, these guidelines will, in fact, slightly increase the number of spells available. It is also worth bearing in mind that, even if an adventuring party discover scrolls of spells that they cannot cast themselves, such scrolls still have value and may be sold to or bartered with NPCs who can put them to use.

Spell Acquisition

This section contains optional guidelines for Labyrinth Lords on the subject of how wizardly characters may gain access to and learn new spells.
For games in the vein of the traditional Basic rules, the following guidelines may be used:
  • Wizards begin the game knowing read magic, one randomly selected spell from the appropriate class spell list, and one spell of the player's choice.
  • The number of spells a wizard can know (i.e. record in his spell book) is limited to no more than double the number that he can memorize. For example, a 5th level magic-user can memorize two 1st level, two 2nd level, and one 3rd level spell. Such a character could have at most four 1st level, four 2nd level, and two 3rd level spells in his spell book.
  • Upon gaining an experience level, if the wizard does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing.
Design Note: In the original Basic rules, magic-users and elves were limited to knowing one single spell at 1st level – not even read magic was “free”! – and could never record more spells in their spell books than the number they could memorize each day. Personally, while I find this system charming in its simplicity, I feel it is too restrictive and use the system described above in my own games. Other groups may, however, prefer to stick with the original rules.
Advanced era games are more generous with the number of spells known and may use the following guidelines:
  • Wizards begin the game knowing read magic, two randomly selected spells from the appropriate class spell list, and two spells of the player's choice.
  • The number of spells a wizard can know (i.e. record in his spell book) is limited by the character's INT (see the AEC).
  • Upon gaining an experience level, if the wizard does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing. This spell must be learnt according to the normal rules for spell learning, again dependent on the character's INT.
     

Monday 20 July 2015

LL/5e Mashup: Bard Songs

In my previous post about the Rogue class and its various sub-classes, I didn't go into any detail as to what spells exactly are usable by the magic-using sub-classes, the bard and the arcane trickster.

Here's the list of songs available to bards. I'm keeping things limited to the spells that are available in the LL Advanced Edition Companion, initially.

Bard Magic
Bard songs take one turn to have magical effect. Bards do not need to memorise songs -- they can play any magical song they know at any time, subject to the limited number of songs per level per day.

Bard songs which produce an effect with a duration need not be physically played or sung for longer than the one turn casting time. Once the spell takes effect, the bard may stop playing. The song instead lingers in the bard's mind until its duration expires. During this time, if the bard plays any other magical song, the maintained spell is cancelled. Songs with permanent duration do not have this requirement.

Songs which have the effect of enchanting another person must be audible to the target in order for the magic to take hold.

Bard Spell List

First level
Allure
Charm person
Doppelganger
Identify
Light
Mending
Protection from evil
Remove fear

Second Level
Arcane lock
Bless
Continual light
Cure light wounds
Invisibility
Knock
Phantasmal force
Snake charm

Third Level
Augury
Fly
Haste
Protection from evil, 10' radius
Purify food and drink
Tiny hut

Fourth Level
Arcane eye
Charm monster
Create food and water
Cure serious wounds
Enchant arms
Implant emotion

Sunday 19 July 2015

LL/5e Mashup: The Warrior Class

Following on from the write-up of my rough ideas for a 5e-inspired Rogue class for Labyrinth Lord, here are my thoughts on a Warrior class. (I'm following the 2e class groups here, a concept which I always found appealing -- so the classes will be: Warrior, Rogue, Priest, Wizard.)

Warrior
Proficiencies: all armour, shields, simple weapons, martial weapons, 2 of: Acrobatics, Awareness, Climbing, Survival, Swimming.

1st level:
Fighting Style: Choose one of the following fighting styles:
  • Archery: +1 to attacks with missile weapons.
  • Defence: +1 AC bonus when wearing armour.
  • Duelling: +1 to attacks and damage rolls when wielding only a one-handed melee weapon.
  • Heavy Weapon Fighting: When wielding a heavy, two-handed weapon, re-roll damage dice which come up 1. (You may only re-roll once per attack and must keep the second roll.)
  • Protection: When wielding a shield, you can grant a +2 AC bonus to a single character within 5' of you.
  • Two-Weapon Fighting: (The exact effect of this fighting style depends on the rules for two-weapon fighting, which I've not decided on yet.)
2nd level:
Warrior Archetype: Choose an archetype.

6th level:
Extra Attack: You can make two attack rolls on your turn.

11th level:
Extra Attack: You can make three attack rolls on your turn.

20th level:
Extra Attack: You can make four attack rolls on your turn.

Warrior Archetypes

Fighter
2nd level:
Improved Critical: An attack roll of 19 or 20 is a critical hit.

4th level:
Indomitable: Once per day, you can re-roll a failed saving throw.

10th level:
Fighting Style: Choose a second fighting style.

Arcane Champion
2nd level:
Spell-Casting: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited.

4th level:
Weapon Bond: With a one hour ritual, you can bond up to two weapons to yourself. A bonded weapon can be summoned instantly to your hand from anywhere on the same plane of existence.

10th level:
War Magic: You can make a single attack and cast a spell in the same round.

Slayer
2nd level:
Favoured Enemy: Choose a monster type (dragons, goblinoids, giants, animals, etc) or a profession (cultists, witches, outlaws, etc). You gain a +1 bonus to Search checks to track or Lore checks to recall knowledge about your chosen enemy.

4th level:
Extra Proficiencies: Gain proficiency with Awareness and Stealth.

10th level:
Second Favoured Enemy: Choose another type of favoured enemy.
Expert Slayer: Gain +1 to hit and damage against your favoured enemies. Gain a +2 bonus to saving throws and AC against their attacks.

Beast Master
2nd level:
Animal Companion: A normal animal becomes your faithful companion. You may purchase the animal or find it in the wild. In combat, you can give the animal verbal commands. If your companion dies, you may find another beast to replace it after a week.

4th level:
Extra Proficiencies: Gain proficiency with Awareness and Nature.

10th level:
Bestial Fury: Your animal companion may make one extra attack each round.

Berserker
I'm planning a berserker warrior sub-class, but haven't come up with any mechanics that I like yet. I'm not that keen on the 5e barbarian berserker, with the "resource management rage" mechanic. I don't see berserk fury as something that has to be scrupulously managed.

If anyone has any ideas for a berserker sub-class that'd fit with the system above, please suggest!

Wot No Paladins?
Yeah... I don't believe in paladins. I've never really understood how they're different from clerics.

Friday 17 July 2015

D&D 5: Spells By School (PDF)

On a whim, I just knocked up a PDF of 5e spells by school. The lists include spells from all classes mixed into one, which may be of use to someone (it's probably going to be useful for me). It includes all the spells from the PHB and the Elemental Evil Companion.

Here's the link!

Wednesday 15 July 2015

LL/5e Mashup: The Rogue Class

Now that we have a skill system, I'll present the rough outline for a class: the rogue. Yes, I'm calling it "rogue" not "thief". There's a good reason for that: one of the things I love about the 5e rules is the way that each class has several different "archetypes" -- essentially sub-classes -- which players can choose between. In the case of the rogue class, one of those archetypes is the thief.

Here's what I have so far. (Note that I won't discuss things like Hit Dice, XP progression, attack rolls, saving throws. That's, for now, assumed to be the same as in LL.)

First, a quick note on the types of proficiency...

Proficiencies
  • Skills (see here).
  • Weapons: non-proficient attacks incur a -4 penalty to hit.
  • Armour: wearing armour with which the character is not proficient incurs some penalty that I've not fully considered yet. You definitely can't cast spells, at least.
  • Tools: work like skills. 1 in 6 base chance of success, modified by ability score and proficiency bonus. I like the D&D 5 list of tools, so would go with that.

Ok, now the rogue...

Rogue
Proficiencies: light armour, simple weapons, hand crossbow, longsword, rapier, shortsword, thieves' tools, 4 of: Acrobatics, Arcana, Awareness, Climbing, Lore, Performance, Search, Sleight of hand, Stealth.

1st level:
Expertise: Gain a +1 bonus using 2 skills (or your proficiency with thieves' tools) of your choice.
Sneak Attack: +4 bonus to hit and double damage against a target who is not aware of your presence. (Finesse or missile weapons only.)
Thieves' Cant: Speak the secret code language of thieves.

2nd level:
Rogue Archetype: Choose an archetype.

6th level:
Expertise: Choose 2 more skills to gain a +1 bonus.

Rogue Archetypes

Thief
2nd level:
Fast Hands: Make two checks with your thieves' tools in one turn. (Note: I'm talking LL turns here = 10 minutes.)

4th level:
Read Languages: Make a Lore check to understand the broad gist of any text.

10th level:
Use scrolls: Make an Arcana check to use magic-user scrolls.

(Note: I think the thief could probably be beefed up a little bit, compared to the other archetypes.)

Assassin
2nd level:
Extra Proficiencies: Gain proficiency with disguise and poisoner's kits.

4th level:
Assassinate: (Exact effect to-be-determined... Probably simply an increasing sneak attack multiplier.)

10th level:
Infiltration: Pretty much as described in the 5e rules. The ability to create a false identity and to mimic someone's behaviour and voice.

Arcane Trickster
2nd level:
Spell-Casting: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited. Initially: unseen servant and one other.

4th level:
Legerdemain: Use thieves' tools or Sleight of hand via unseen servant.
Use scrolls: Make an Arcana check to use magic-user scrolls.

10th level:
Magical Ambush: Targets who are unaware of your presence suffer a -4 penalty on saves against your spells.

Bard
2nd level:
Magical Songs: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited. Spells require a Performance check and one turn.

4th level:
Read Languages: Make a Lore check to understand the broad gist of any text.

10th level:
Counter-Charm: (Exact effect to-be-determined)

Acrobat
2nd level:
Dodge: You can dodge out of reach of enemies, making a fighting retreat at full speed.
Tumbling Attack: Make an Acrobatics check to move towards an enemy, make a melee attack, then leap out of reach (effectively a fighting retreat) all in one round.

4th level:
Evasion: For effects which allow a save for half damage, a save indicates that you take no damage. You suffer half damage on a failed save.
Slow Fall: Subtract your level from falling damage.

10th level:
Uncanny Dodge: When damaged by an attacker that you can see, make an Acrobatics check to reduce the damage by half.


LL/5e Mashup: Skills

As I mentioned on Google+, I've been thinking about how it might look to take some of the bits I like about D&D 5 into a simpler rules system like Labyrinth Lord. One of my favourite bits of the new edition is the simple skills / proficiency system. This forms a foundation for some other stuff, so I'll lay that out first.

Skill Checks
1d6 based, like LotFP. All characters have a base 1 in 6 chance of success.

Modifiers:
  • Relevant ability score above 14: +1 in 6 chance of success.
  • Relevant ability score below 7: -1 in 6 chance of success.
  • Proficient: +1 at 1st level, +2 at 5th level, +3 at 10th level, +4 at 15th level.
  • Difficulty: easy tasks may increase, difficult tasks reduce the chance of success (as the referee wishes).
Notes:
I've never been a fan of the d20 system, so in considering a skill system suitable for bolting onto Labyrinth Lord, I knew immediately that I'd be looking for something else. I went for a d6 based skill system for several reasons: its precedent in the basic rules in the form of rolls to hear noises or find secret doors, surprise, etc; its use in LotFP, which I'm familiar with and have always admired. You could bolt on another system easily enough; you just need to make sure the proficiency bonus progression and any bonuses granted by other abilities match it.

List of Skills
Acrobatics
Arcana (detect magic -- 1 turn)
Awareness (surprise / notice hidden)
Climbing
Engineering (stone stuff, dwarves are proficient)
Lore (legends, history)
Medicine
Nature (knowledge, connection with animals)
Performance
Religion (detect divine or infernal influence -- 1 turn)
Search (find secret doors / hidden things)
Sleight of hand
Stealth
Survival
Swimming

Notes:
  • I chose to split athletics into climbing and swimming as a nod to the traditional thief, who's great at climbing but whom I don't see as great at other athletic activities.
  • The uses of arcana and religion to detect magic or cosmic influence are house rules I've used for years in LL. They seemed to fit these skills perfectly.
  • I've chosen a list without any "social" skills. You could add them back in, if you like. The exact list doesn't really matter that much.

Saturday 11 July 2015

D&D 5: Shorthand Races PDF

As a companion to the shorthand backgrounds PDF which I posted the other day, I've done the same thing for the races in the PHB.

Here's the PDF.

I was actually very surprised that all the info could be fit onto a single page!

From the Vats: Print-On-Demand, All Systems Go!




Yes! I hold within my hands the proof copy of From the Vats. All looks good, so, without further ado: go get it!

http://www.rpgnow.com/product/151451/From-the-Vats

Selling at-cost, currently for $3.04.

Thursday 9 July 2015

D&D 5: Shorthand Backgrounds PDF

I love the concept of backgrounds in D&D 5 but find their verbosity a bit overwhelming, both in terms of the amount of information to read and the number of decisions that are required, what with all the lists of flaws, bonds, etc. I'm sure those add a lot to a character, in the right campaign, but I tend to prefer presentations with simple basic rule summaries and extra details elsewhere, for use if desired.

So, I just got the urge to make a summarizing table of all the backgrounds in the PHB. I've wanted to try this for a long time as I've always felt that they could be expressed (in their most basic form) as a table on a single page.

So, here you go, as a PDF.

Seeing them presented like this also encourages me to invent some more backgrounds of my own!

Tuesday 7 July 2015

D&D 5: School of Elementalism

You devote your career to the volatile magic of the raw cardinal elements (air, earth, fire, and water), unravelling the secrets of the composition of the natural world and gaining power over planar beings made of pure elemental matter. Unlike the traditional schools of magic (described in the PHB), the school of elementalism studies magic of many different kinds, unified by the characteristics of the effect produced, rather than the magical means of operation.

Some elementalists become planar explorers, drawn towards the mysteries of the elemental planes and beyond. Others, who choose to remain on their home world in the prime plane, are valued (or feared) for their power over the forces of nature, becoming wardens, fearsome war-wizards, or explorers in harsh regions of the world.


Elemental Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an elemental spell (see list below) into your spellbook is halved.

Cardinal Transmutation
Starting at 2nd level when you choose this school, you gain the ability to transmute small quantities of pure elemental matter. For each 10 minutes you spend on the procedure, you can transmute 1 cubic foot of matter from one pure element -- air, fire, earth, or water -- to another. The transmutation is permanent.

Elemental Cancellation
Beginning at 6th level, when you cast a spell (such as counterspell or dispel magic) to nullify elemental magic, you weave the essence of the opposite element into the spell, increasing the effectiveness of the cancellation. You add your proficiency bonus to any ability checks required to cast the spell.

Elemental Summoner
At 10th level, you add the conjure elemental spell to your spellbook, if it is not there already. When you conjure an elemental using an elemental spell, you gain the following benefits:
  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • If you lose control of the elemental, you may make a DC 15 Charisma save. If the save succeeds, instead of running amok, the elemental returns to its plane of origin.

Elemental Fusion
Starting at 14th level, after a long rest, you are able to infuse your physical form with elemental force. You must choose which of the four cardinal elements to bond with, gaining advantage on saving throws against and resistance to damage from that element (spells, for example, or the attacks of elementals). This deep integration with an element also makes you vulnerable to damage from the opposite element (fire and water are opposed, air and earth are opposed) -- if you suffer damage from the opposed element, the damage increases by one point per die rolled.

When in this state of elemental fusion, your physical form bears obvious marks of the transformation. You may be surrounded with clouds of smoke, dust, or steam; your hair may blow wildly as if in a storm; your eyes may flicker with lightning or glow like magma; or your skin may become charred, brine-encrusted, or studded with crystals.

After a long rest, you may choose to return your body to its natural state -- an equal balance of the four elements.

Elemental Spells
Spells in italics are described in the Elemental Evil Players Companion.

Cantrips (0 Level)
Acid splash (conjuration)
Chill touch (necromancy)
Create bonfire (conjuration)
Control flames (transmutation)
Dancing lights (evocation)
Fire bolt (evocation)
Frostbite (evocation)
Gust (transmutation)
Light (evocation)
Magic stone (transmutation)
Message (transmutation)
Mold earth (transmutation)
Ray of frost (evocation)
Shape water (transmutation)
Thunderclap (evocation)

1st Level
Absorb elements (abjuration)
Burning hands (evocation)
Catapult (transmutation)
Faerie fire (evocation)
Feather fall (transmutation)
Fog cloud (conjuration)
Ice knife (conjuration)
Earth tremor (evocation)
Thunderwave (evocation)

2nd Level
Aganazzar’s scorcher (evocation)
Continual flame (evocation)
Dust devil (conjuration)
Earthbind (transmutation)

Flaming sphere (conjuration)
Gust of wind (evocation)
Maximilian’s earthen grasp (transmutation)
Melf's acid arrow (evocation)
Misty step (conjuration)
Pyrotechnics (transmutation)
Scorching ray (evocation)
Shatter (evocation)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation)

3rd Level
Erupting earth (transmutation)
Fireball (evocation)
Fly (transmutation)
Flame arrows (transmutation)
Gaseous form (transmutation)
Melf’s minute meteors (evocation)
Sleet storm (conjuration)
Stinking cloud (conjuration)
Tidal wave (conjuration)
Wall of sand (evocation)
Wall of water (evocation)


4th Level
Conjure minor elementals (conjuration)
Control water (transmutation)
Elemental bane (transmutation)
Fire shield (evocation)
Ice storm (evocation)
Stone shape (transmutation)
Stoneskin (transmutation)
Storm sphere (evocation)
Vitriolic sphere (evocation)

Wall of fire (evocation)
Watery sphere (conjuration)

5th Level
Cloudkill (conjuration)
Cone of cold (evocation)
Conjure elemental (conjuration)
Contact other plane (divination)
Control winds (transmutation)
Immolation (evocation)
Maelstrom (evocation)
Passwall (transmutation)
Planar binding (abjuration)
Transmute rock (transmutation)
Wall of stone (evocation)

6th Level
Bones of the earth (transmutation)
Disintegrate (transmutation)
Flesh to stone (transmutation)
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Move earth (transmutation)
Otiluke's freezing sphere (evocation)
Sunbeam (evocation)
Wall of ice (evocation)

7th Level
Delayed blast fireball (evocation)
Plane shift (conjuration)
Reverse gravity (transmutation)
Whirlwind (evocation)

8th Level
Abi-Dalzim’s horrid wilting (necromancy)
Control weather (transmutation)
Incendiary cloud (conjuration)
Sunburst (evocation)

9th Level
Gate (conjuration)
Meteor swarm (evocation)

Monday 6 July 2015

Psychedelic Compounds for D&D 5

Some reworkings of old Labyrinth Lord material for D&D 5.

Addiction
Certain psychoactive substances favoured by adventurers have a highly addictive nature. Each time you consume such a compound, you must make a WIS save in order to resist increasing dependency. The difficulty of the save depends on the compound.

There are three levels of addiction, each with more severe side-effects than the last. When you fail a save against addiction, your addiction level for that drug increases one step.

Addiction levels:
  1. After the dose wears off, for the next week, you must make another addiction save whenever an opportunity to purchase and use the drug presents itself. Failure indicates that you are unable to resist.
  2. You must use the drug once a week or suffer disadvantage on DEX and WIS checks.
  3. You must use the drug once per day or suffer disadvantage on all ability checks and attack rolls.

Memory Dust
Cost: 75gp
Duration: Until next long rest.
Addiction difficulty: 11
Appearance: Scintillating, rainbow-hued dust of the finest grain.
Usage: Snorted or swallowed. (The more elevated mage mixes the dust into fine spirits or absinthe, for leisurely consumption.)
Effects: You can prepare one additional wizard spell. Additionally, once during the period of the drug's effect, after casting a wizard spell you may spend an action to attempt to retain the expended spell slot. This requires an INT save (difficulty 10 + the level of the slot). If you fail, you are stunned until your next turn.
Side-effects: A natural 1 when making the WIS save versus addiction indicates that your tolerance for the memory dust has increased. Henceforth, you need to consume one extra dose to gain an effect. (The required dosage may continue to increase, if multiple saves come up 1.)

Salts of Vitesse
Cost: 50gp
Duration: Until next long rest.
Addiction difficulty: 14
Appearance: Gritty, crystalline powder of alchemical manufacture.
Usage: Snorted or swallowed.
Effects: +2 DEX, +2 INT. Additional +1 bonus to initiative.
Side-effects: -1 CON until you rest for a full week.


(To be continued...)

Wednesday 1 July 2015

Theorems & Thaumaturgy Revised Edition (Maybe)

I've recently been contemplating getting a slightly revised edition of my free book Theorems & Thaumaturgy together. The original impetus for this idea was that I realised that the book's still not available in print on RPGNow -- just at lulu.

I'm not, at this stage, sure how far I'd go towards making this a proper "second edition" versus a bit of a spruce up versus a simple republishing. Nonetheless, here are some potential ideas:
  • A5 format.
  • Integrate any errata. (Is there any?)
  • Include guide to integrating specialist wizards in campaigns (see here).
  • Also mention the idea of running a campaign purely based around one or two alternative types of wizard, completely replacing the standard magic-user.
  • Specify the schools of all spells. (Transmutation, Divination, etc.)
  • Update the vivimancer and elementalist spells to match the "complete" books. (Some spells have changed level, for example.)
  • Consider adding a few more fey elf spells.
  • Add some more descriptive information on the tomes.
  • Add a few more magic items?
  • Remove monsters not related to summoning spells.

If anyone has any thoughts on this, I'd be very interested to hear them!

Sunday 21 June 2015

From the Vats

It's been a long time coming but, finally, From the Vats is finished!

54 pages of community-created content around the theme of bio-sorcery, including the delicious Submerged Spire of Sarpedon the Shaper by Ben Laurence, two one-page adventures, loads of monsters, and some new magic items and spells (5 new vivimancer spells from my own mind). Fully illustrated!

Many thanks to everyone for their contributions, both written and drawn! My apologies for the interminable wait!

Hope you enjoy it :)

Monday 25 May 2015

Spell Acquisition for Campaigns with Specialist Wizards

I've been doing a bit more work on The Complete Elementalist, and have been putting some thought into how specialist wizards can coexist in campaigns alongside each other. Here's an extract, with some thoughts on how to handle spell acquisition and treasure placement in campaigns with multiple types of specialist wizard, each with distinct spell lists.

Spell Acquisition
This section contains optional guidelines for Labyrinth Lords on the subject of how elementalists (and, by extension, other wizardly characters) may gain access to and learn new spells.

Basic Games
For games in the vein of the traditional Basic rules, the following guidelines may be used:
* Elementalists begin the game knowing read magic, one randomly selected spell, and one spell of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited to no more than double the number that he can memorize. For example, a 5th level elementalist can memorize two 1st level, two 2nd level, and one 3rd level spell. Such a character could have at most four 1st level, four 2nd level, and two 3rd level spells in his spell book.
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing.

Design Note: In the original Basic rules, magic-users and elves were limited to knowing one single spell at 1st level – not even read magic was “free”! – and could never record more spells in their spell books than the number they could memorize each day. Personally, while I find this system charming in its simplicity, I feel it is too restrictive and use the system described above in my own games. Other groups may, however, prefer to stick with the original rules.

Advanced Games
Advanced era games are more generous with the number of spells known and may use the following guidelines:
* Elementalists begin the game knowing read magic, two randomly selected spells, and two spells of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited by the character's INT (see the AEC).
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing. This spell must be learnt according to the normal rules for spell learning, again dependent on the character's INT.

Placing Spells in Treasure Hoards
The basic Labyrinth Lord rules describe a single type of arcane magic, usable by magic-users and elves. The Advanced Edition Companion and other books, such as this, add further, more specialised wizardly classes: illusionists and elementalists. These new classes acquire new spells in the same means as the standard magic-user: by finding spell scrolls in treasure hoards. When it is determined that a treasure hoard contains scrolls of magic-user spells, it is thus desirable that spells usable by specialist wizards also be (at least some of the time) present.

One approach is to multiply the number of spells present in the hoard (as indicated by the treasure tables) by the total number of wizardly classes in the campaign, then to give each spell an equal (random) chance of being taken from the list of each class. For example, in a campaign with magic-users, elementalists, and illusionists, the number of spells found in a hoard would be multiplied by three and each spell would have a 1 in 3 chance of being taken from the standard magic-user list, a 1 in 3 chance of coming from the illusionist list, and a 1 in 3 chance of being from the elementalist list. The Labyrinth Lord ensures, in this way, that the balance of spells available to characters of different spell-using classes remains fair and consistent.

Note that, as some spells are shared between the different classes, these guidelines will, in fact, slightly increase the number of spells available. It is also worth bearing in mind that, even if an adventuring party discover scrolls of spells that they cannot cast themselves, such scrolls still have value and may be sold to or bartered with NPCs who can put them to use.

Thursday 21 May 2015

Making Camp: Part 2

Following on from yesterday's post, more optional camping procedures. (I'm skipping ahead a bit here, past the phase of setting up camp, to the rules for resting.)

Rest
The campsite set and any evening camaraderie complete, the party settle down to sleep. Each PC must make a rest check -- a CON (bushcraft, survival) check -- modified by the various factors listed below, to discover whether a good night's rest was achieved.

Resting Modifiers
For every extra hour spent searching for a campsite: -1
Sleeping in unsuitable site: -4
Location modifier: Varies
Bedroll: +2
Participating in a watch shift (up to two hours): -2
Cold (autumn or spring): -2
Extreme cold (winter): -4
Campfire (if cold): +2
Wet (including snow): -2
Disturbing sounds (howling wind, thunder, or babbling spirits, for example): -1
Soothing sounds (a waterfall or bubbling stream, for example): +1
Sleeping in light armour: -4
Sleeping in medium armour: -10
Sleeping in heavy armour: Automatic failure
Good cheer: +2
Discord (arguing, grudges, etc): -1
Hearty fare: +2
Meagre rations (includes dried trail rations): -1
No supper: -2
Awakening during the night (per occurrence, not including watch shifts): -1
Encounter during the night: -3
Sickness or poison: -2
Wounded or fatigued (less than half hit points): -1
Elf (requires less rest): +4
Halfling (lazy): -2

(Character personality traits such as "sensitive disposition" or "can sleep through anything" are generally indicated by the CON score but the referee may apply additional modifiers if deemed appropriate.)

Failure of the rest check has the following effects:
  • Cannot memorise spells. (The lenient referee may allow the character to attempt to memorise spells, with a save versus magic, per spell, indicating success at memorisation.)
  • -1 penalty to all attacks, saves, and ability checks. This is not cumulative over multiple nights without rest, but lasts until a decent night's sleep can be had.
  • Hit point recovery halved.

Sleeping in the Daytime
A party may choose to travel at night and sleep during the day. This incurs a -3 penalty to rest, unless the characters are accustomed to this routine (have been following it for at least a fortnight).

Making Camp: Part 3

Continuing from my previous posts on the topic of camping in the woods, here are some guidelines for what happens once the party have located a site in which to set camp.

Setting Camp
Characters may engage in various different activities to help with setting up a campsite. The following are typical.

Gathering wood: It is always possible to find wood with little suitability to building a fire (damp, rotting, frozen, etc). Finding decent wood is more difficult and depends especially on the weather. A WIS (bushcraft, survival) check is required, modified by the prevalent moisture conditions. Driving rain, for example, may incur a -4 penalty, while a spell of hot weather may grant a +4 bonus. Each character who goes gathering wood can collect enough to keep the campfire burning for 1d5 hours.

Fetching water: Is assumed to be successful, in a damp forest environment. The referee may optionally declare a 1 in 10 chance of the party discovering a source of strange waters (roll on that table).

Foraging, hunting, or fishing at dusk: These activities may be undertaken as normal during the hours while the camp is being set. The chance of finding anything is reduced by two thirds (due to the limited time available and the gathering darkness). A -1 rest penalty also applies.

Fire building: Given a means of producing flame (e.g. a tinderbox) and a stash of wood (either gathered from the forest by other characters, as described above, or carried in packs), the party may attempt to build a fire. An INT (fire-building, bushcraft, survival) check is required. If only ill-suited wood is available, the roll is penalised by -4. The referee may apply additional modifiers based on the prevalent environmental conditions (an additional -4 penalty is suggested, for example, in snow or heavy rain). If the check is successful, a campfire is started and may be kept burning for as long as there is wood available to feed it.

Resting: A character who lends no help to setting camp gains a +1 rest bonus.

Camp Activities
Once the campsite is established, more restful activities may be undertaken before the party beds down for the night.

Cooking: Given a fire, cooking utensils, and ingredients, someone may attempt to cook a meal. A successful WIS (cooking) check indicates that a palatable dish is produced, granting a rest bonus to those who eat it. A failed cooking check indicates that the meal is edible but distasteful. Very low rolls may, if the referee wishes, denote a ruined meal (burned, spilled, etc) that is utterly inedible. Modifiers may apply to the check based on the quality and variety of the ingredients available.

Camaraderie: Time spent around the fireside with one's companions may, given the correct conditions, lift the spirits and induce restful sleep. A character may attempt to entertain his comrades with music, song, storytelling, jokes, and so forth. This entails a CHA (entertainer) check. Success indicates that good cheer has been inspired in the party, whereas failure may fall flat or even, in the case of very poor rolls, lead to ridicule, argument, and discord.

Planning: The party may use the evening hours to discuss plans for the future. Generally this requires no checks and has no effect on resting, though if arguments occur, the referee may stipulate a rest penalty due to discord.

Wednesday 20 May 2015

Making Camp: Part 1

Some procedures for camping in the wilderness.

Finding a Campsite
The first step in camping for the night is to find a suitable location. Depending on the terrain being traversed, this may not be trivial. Searching for a site takes one hour. This is assumed to be a part of the evening phase, when the party is beginning to settle down to rest.

First, the referee should make a density roll (a percentile roll against the density rating of the hex being travelled through). Failure indicates that the terrain does not yield any location suitable for characters to lay. A site with space to crouch or lean, where it may be marginally possible to sleep, can always be found. This entails a -4 comfort modifier (see rest, below).

Secondly, the party must make a WIS (bushcraft, survival) check to determine the number of different locations which present themselves. The character with the highest chance of success should make the roll on behalf of the group. Success indicates that two locations have been discovered; the party may choose between them. Failure indicates that only a single suitable location can be found; the party must either camp in this place or start searching anew.

If the party is unsuccessful or unsatisfied with their attempt to find a campsite, they may repeat the procedure, entailing another hour of searching. Each repeat attempt incurs a cumulative -1 comfort modifier, when the party eventually get to sleep, due to the extra time spent exploring.

Forest Campsites
Each terrain type requires its own table for camping locations. As an example, here is a table suitable for use in forested areas.

1. Dry, sandy ditch. Party must sleep in a line.
2. Mossy glade. Soft ground grants +1 to comfort but dampness incurs a -1 penalty to fire building.
3. Clearing beside a pathway. Increased chance of encounters.
4. Pleasant glade. Spoor of a random monster is present. Increased chance of encounters. (If an encounter occurs, it is 50% likely to be with the creature indicated.)
5. Flat, stony area beside a stream.
6. Clearing criss-crossed with gnarly roots. -1 comfort modifier.
7. Beautiful glade with a single large tree in the middle. (33% chance of the tree having some noteworthy feature; roll on the table of strange trees.)
8. Cosy, fern-filled depression. +1 comfort.
9. Sandy outlook atop a cliff. Encounter distance is doubled.
10. Small glade crossed by many small paths. Chance of encounters increased.
11. Mushroom-riddled glade. Roll on the fungi table to determine their qualities.
12. Verdant dell hidden between large rocks. Chance of encounters reduced.
13. Muddy banks of a pool. -1 comfort due to dampness. There is a 1 in 4 chance of the pool possessing special qualities (roll on the table of strange waters).
14. Among a cluster of fallen trees. -1 comfort due to the inconvenient trunks.
15. Cramped glade, only sufficient space for 1d4+2 humans.
16. Narrow ledge beside a deep gorge. -1 comfort due to fear of rolling off the edge while sleeping.

Post-Amble: Skill Checks
The text above uses a broad notation for skill checks which can be adapted to several different game systems as follows.

Basic: For games without any kind of skill or proficiency system (e.g. old-school Basic D&D and clones), all checks are resolved with an ability check on 1d20. A result of equal or lower than the ability score indicates success. The roll may be modified (-4 to +4) by the character's background. The referee should judge, from the player's description, whether the background experience (or lack of!) warrants a modifier to the check.

Advanced: For games with a roll-under proficiency system (AD&D 1st or 2nd edition, if the optional rules are used), the player should make a proficiency check with the most applicable proficiency or use the rules for making non-proficient checks if no suitable proficiency exists.

LotFP: Replace ability checks with skill rolls as appropriate. If no matching skill exists, fall back on the Basic system described above.

5e: Make an ability check as normal, adding a bonus from any applicable proficiencies. Assume a difficulty of 10.

Part 2 here.

Tuesday 12 May 2015

Locket Hex

4th level, Range: 30', Duration: Permanent

A locket, keepsake, or charm bracelet bearing a depiction or token of the subject's true love may be dweomered by this spell, granting the enchanter great control over the subject's heart. The hex may be used in two ways, as follows.

Lock: The locket becomes impossible to open by mundane means. If it is open, it snaps instantly shut. From this moment, the subject's love for the one depicted in the locket becomes possessive, jealous, and paranoid, seeking to lock his love away from the world.

Unlock: The locket becomes impossible to close by mundane means. If it is closed, it snaps open. The subject's love for the one depicted in the locket dissipates like a soul fleeing a corpse.

In either case, smashing the enchanted locket causes the subject to fall into a deep sleep lasting for seven days.

Wednesday 6 May 2015

Knife, Fork, and Spoon

1st level, Range: Touch, Duration: One meal

Cast while at sup, this spell acquires the confidence and loyalty of a single knife, fork, and spoon which the enchanter passes his hand over. For the duration of the meal (which can, naturally, be extended by cunning means), the enchanted cutlery observe their surroundings -- the spoon sees, the fork listens, and the knife detects the presence of dweomers. When the meal is concluded, the spying silverware will relay their observations to the enchanter, whispering with tiny, ringing voices in his ear.

Alternatively, the spell may be used to conjure one complete set of cutlery, including utensils appropriate to a meal at hand, per level of the enchanter.

Wednesday 29 April 2015

Ix: Seasons

The environmental cycles in the deserts of Ix do not follow the typical patterns of seasonal variation which are found in the various climes of Earth.

The Season of Winds
The beginning of the Ixian year. For three lunar cycles, the airs of the world are turbulent and violent.

1. Hot, blasting wind
2. Raging, spiralling wind
3. Dust storm
4. Sand storm
5. Descending wind, great heat
6. Special environmental condition

The Season of Bones
For three long lunar cycles, the sun intensifies, as if in an attempt to raze the surface of the world. Water recedes deep underground, leaving the earth parched and barren as bone. In this season, much life perishes.

Water consumption requirements increase by 25%.

1. Scorching heat
2. Withering wind
3. High pressure
4. Deathly still
5. Relentless hot dust
6. Special environmental condition

The Season of Dreams
Before the year's end, the hazy violet moon has cosmological dominance for two cycles, ushering a time of wantonness, willfulness, madness, and the concrescence of dreams.

1. Mirage winds
2. Murky skies, like muddy waters
3. Shadowy haze
4. Howling winds
5. Radiant light
6. Special environmental condition

The Season of Flowers
This season, regarded as the ending of the year, sees the desert winds placated and the fierce heat of the sun soothed. In this short season of two moons, flowering plants bloom, bringing a vibrant gaiety to the desert. (Of course, not all of these blossoms are as benevolent as they appear.)

Water consumption requirements reduced by 25%.

1. Cool breeze
2. Still, warm air
3. Hazy heat
4. Lazy whirlwinds
5. Billowing dust
6. Special environmental condition


(More details on the lunar cycle of Ix and the noted special environmental conditions to come in future posts.)

Tuesday 28 April 2015

New Vivimancer Spell: Minimus Replication

2nd level, Range: Touch, Duration: Permanent, Casting Time: 3 days

Suspended in a vat of electrically charged nutrient fluid, the genetic material of a tissue sample is distilled and grows, forming a miniaturised clone of the being from which the tissue originated. The clone is mindless, non-sentient, and does not survive beyond the three days over which it develops, but represents an exact physical likeness of its progenitor. In this way, the vivimancer may be able to identify careless intruders or unknown life forms.

Unlike most spells which require a tissue sample, this procedure functions perfectly well on inert biological matter such as bone, hair, shell, teeth, etc.

Saturday 25 April 2015

Ix: The Deserts of Ix, Part 2: Inhabited Regions

Following on from the previous post, here are detailed the regions of desert in which the Sandestine dwell.



Regions of Sandestine Dominion

1. The Broken Land
West of Zjom, east of the night, and north of the transparent wastes lies a region of barren, dusty plains, cliffs, and jagged rock formations. The land itself seems to have been rended and broken asunder. Akin to the floating oasis, Zjom, cyclopean chunks of earth hang ominously in the bruised sky.

The Sandestine of this land are few. They are of the Jilka (moon-shadow) clan and dwell primarily underground, out of the feared gaze of the looming rock-chunks. The Jilka are protected by Seraphs of the utter darkness, who have taught them a secret art of communion with the void.

2. The Seething Sands
The sands of this region are so hot that they scorch unprotected flesh. Not only does the sun bear down here with a merciless intensity, but the earth itself seems to be heated from within. Great, black worms writhe beneath the surface. The Sandestine who dwell here, the Rigpa (talon poised to strike) clan, are not numerous, but are renowned as experts of steel-working and navigation.

3. The Desert of Spires
A region wracked by incessant winds and roiling dust storms, the name comes from the presence of the many protrusions of sandstone which jut in curious forms out of the orange sands.

This northern region, beyond the main influence of the Empire, is now one of the most heavily populated Sandestine domains. It is ruled by the Kadga (knife-blade) clan, who are great merchants and are famed for their wines and cloth.

4. The Pacific Dunes
A swathe of gentle, rolling dunes, dotted with many small oases, wells, and ruins. Continuous human habitation in this area for millennia has rendered the wilderness to the south (towards the great oasis cities of Aakla and Lillurm) tame. The northern and eastern reaches, where Templars and Slavers venture less often, remain treacherous.

Regarded as the ancestral homeland of all Sandestine, this region is now hotly contested with the Empire of the Radiant One, who also claim it as their central dominion. This, along with the profusion of slavers (who are not in any way averse to kidnapping Sandestine), has led to many bloody conflicts and the gradual exodus of Sandestine from the area. A tenacious clan, the Sagrka (diamond) people, remain here. They are a people of war and poetry, and bitterly hate the Empire. They exclusively worship the eagle-headed Arch-Seraph Mamman, who has dominion over light, burning, birth, and re-birth.

5. The Desert of Lost Ages
A region plagued with political turmoil, located between the religious core of the Empire (the Cathedral of Tears) and its military bulwark (Bardash and the Fortress of Resplendence). Many ancient ruins lie here, the remnants of civilisations crushed by war. Indeed, legends tell that the last battle of the great war, when the world was broken, was fought on the sands of this region.

Harried by Templars, the reclusive Ulgpa (sole of the foot) clan call this desert home. They are masterful herdsmen and are said to move without a sound. It is rumoured that the matriarchs of the Ulgpa clan know of hidden ways into the ruined city of Bosj, and have witnessed perilous secrets about which they refuse to speak.

6. The Birdplains
Between the unrelenting  vortex of the Bowl of Shifting Sands, to the north, and the threatening barrens of the Mountains of Madness, to the south, lies this land of wide-open vistas, rocky crevasses, hidden springs, and stunted savannah. Giant mountain eagles range in the skies above, hence the name.

The Sandestine who dwell here are of the Kalam'h (withered leaf) clan, and are renowned for their hospitality, their feasting, and their exquisite tents.

7. The Mutoid Wastes
Only marginally habitable, this barren expanse of dustland rolls eastward to an indeterminate end. The land here is tainted with an energy of unknown origin which causes the mutation of biological life. The native flora and fauna is twisted and hostile. The eastern reaches of this land are so infused with mutagens that humans perish there within days.

A scant few Sandestine call the western regions of this land (south of Hul Nostra) home. They are of the Zkamga (lizard fang) clan and are known as breeders of lizards of all kinds and manufacturers of the most advanced osmosis suits.

8. The Scorched Dunes
A region of black sand, scarred by ancient war. Deep wells exist here, around which unusual plants and animals dwell -- all have taken on an ashen hue and shun daylight.

A near-extinct Sandestine clan lives here, known as the Hlahla (gullet). The ongoing war between the Empire of the Radiant One and the deamon-city of Agra rolls back and forth across this land, devastating it and its native people. The Hlahla are unusual among Sandestine in that they have a patriarchal society, ruled over by a shamanic order called the Dahron. They are masters of herbs and fungi.

Ix: The Deserts of Ix, Part 1: Uninhabited Regions

The desert people of Ix, known collectively as "Sandestine", divide the known plains and dunes into eighteen regions. Here follows their lore on those which are inhospitable to human life.




Regions Uninhabited by Men

1. The Dusklands / The Encroachment of Night
It is believed that, in ancient times, the northern sands were cool, hospitable regions, guarded by Seraphs (benevolent spirits of shade) and blessed with a profusion of oases. Since the beginning of the dark age, no life may flourish here in the eternal dusk.

2. The Desolation of Mount Abrax
Scarred by the frequent eruptions and emissions of the great volcano, whose name derives from the ancient dragon who dwells in its core, this region is hazardous to traverse and is shunned by all desert folk.

3. The Bowl of Shifting Sands
Inhospitable due to its twisting winds and treacherous dunes, the Sandestine regard this lowland region as accursed, home to Ahamol, spirits who devour souls, and ruled by the snake-deamon Boal, who resides upon a crystalline plateau lost among the dunes.

4. The Ashlands of Dis
East of the cities of Kalamd and Hul Nostra, all life ends. The desert sands are replaced with brittle ash and the air is filled with smoke. The extent of this toxic region is unknown, as no one has traversed its depths.

5. The Quiet Dunes
No Sandestine venture here as it is said that these placid, barren dunes work a sinister influence on men's minds, driving them to insanity, suicide, and cannibalism.

6. The Caustic Deadlands
No living Sandestine is said to have traversed the Cliffs of Abbaddon to descend to this region, but legends tell that it is utterly toxic to human life. The very sand is said to dissolve flesh, and the air to burn skin.

7. The Desert of Wailing Souls
Also legendary and unknown to those who traverse the desert sands in the current day, Sandestine believe that the souls of those who die without honour are banished to eternal torment in this land.

8. The Mazelands
This region of maze-like sandstone spires and ridges is inhabited, but not by humans. Strange beings of wood and smoke, known only as "maze-dwellers", live here. They are said to be the guardians of a gargantuan water-deamon who slumbers in a vast cyst of dark water at the centre of the maze. While the maze-dwellers are not said to be hostile to humans, the rapacious giant insects which also make their homes here are.

9. The Tombsands
The fell magic of the deamon kingdoms oozes across this land which was once home to an ancient people known as the Haddrim, who built great cities of imperishable, grey stone. The blasted remnants of their cities and mausoleums litter these sands. The dead have been awakened and scour the dunes for mortal life, which they drag into accursed tombs and crypts to perish in the dark.

10. The Transparent Wastes
The sands of the desert suddenly give way here to a seemingly endless plane of glass. Beneath the surface, terrifying forms are said to leer and swirl. Legends say that, after several hundred miles, the glass plane fades into a vortex of mist and sucking winds, pulling all matter into the hell-void at the end of the world.

Part 2 describes the lands inhabited by the Sandestine.