Monday, July 2, 2018

Creature Crucible: Krux for Labyrinth Lord


Krux  for Labyrinth Lord
AL LE, MV 30', AC 8, HD 3, #AT 1 [havoc staff], 
THAC0 19, DG 1d6, SV 3 magic-user, ML 8,  Krux cast spell as 3rd level magic-users, XP 50

The Krux are one of the founding races of the Horde and legend says that they were taught their necromancy by Horder Prime itself. Typically a single Krux is assigned to a cadre of Raqquill as it's leader.

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Sunday, July 1, 2018

Creature Crucible: Feitheran for Labyrinth Lord


Feitheran for Labyrinth Lord
AL N, MV 30' (50' flying), AC 6, HD 3, #AT 1 [weapon], 
THAC0 18, DG 1d6, SV 3 fighter, ML 110,  XP 40

The Feitherans are winged humanoids with brown, feather-like skin. They prefer to live in seclusion in mountainous regions. They cannot speak Common and are very territorial and agressive, and are known to even eat other humanoids.

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State of the Planes: July 2018

What a long, strange trip it's been?


Sometime last summer, I found out my Dad had terminal cancer and that trip ended in late February this year. Obviously, it affected the blog. And me. It's still affecting me.

But even before that I was having trouble finding direction with the site. I was more focused more on monetizing it than just enjoying it. I think I'm past that now.

You may have noticed quite a bit of Labyrinth Lord, here's the reasons: 1) I like LL. 2) It's easy to work up quick ideas, the way Cypher System was. I like making or converting monsters. It gets my mind working creatively. Hopefully you guys like it too.

But if you don't or you have any feedback, please post. And I take requests. I really do.

Try to stay cool out there.

Friday, June 29, 2018

Labyrinth Lord Next: Elves

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.






Elves
Requirements: INT 9
Prime Requisite: STR and INT
Hit Dice: 1d6; +2 HP per level starting at 10th level
Maximum Level: 10

Class Abilities
   • May cast elf spells
   • Infravision out to 60'
   • When actively searching, they detect hidden and 
      secret doors on a 1-2 on a d6 roll d20 roll of 14+
   • They can wield any weapon and wear any armor
   • They may use a type of wand known as a virge 
     (when a virge targets a creature it must make a 
      save vs wands or suffer 1d6 damage. However, 
      it can only be used if the elf has at least one 
      unused spell slot left)
   • The are unaffected by the paralysis from ghouls
   • Stronghold in a natural setting at 9th level, while
     they may hired any race as a specialist, they may
     only hire elven soldiers.


Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     15     12      13     13     15 
2        4,065       +1     15     12      13     13     15 
3        8,125       +2     15     12      13     13     15
4      16,251       +3     13     10      11     11     13
5      32,501       +4     13     10      11     11     13 
6      65,001       +5     13     10      11     11     13 
7    130,001       +6      9        8       9        9     11
8    200,001       +7      9        8       9        9     11 
9    400,001       +8      9        8       9        9     11 
10  600,001       +9      7        6       7        7      9 
*Attack Bonus

Labyrinth Lord Next: Dwarf Class [UPDATED]

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Finally, this post contains each set of Armor converted to Ascending AC.


Dwarf on Mountain by Mpbug



Dwarves
Requirements: CON 9
Prime Requisite: WIS
Hit Dice: 1d8+1; +3 +4 HP per level starting at 10th level
Maximum Level: 12

Class Abilities
   • Infravision out to 60'
   • Detect traps, false walls, hidden construction, and 
      noticing if passages are sloped on a 1-2 on a d6 
      roll d20 roll of 14+
   • They can wear any armor but cannot wield two-
      handed weapons or longbows
   • Underground Stronghold at 9th level


Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     13       8      10       9     12 
2        2,187       +1     13       8      10       9     12 
3        4,375       +2     13       8      10       9     12
4        8,751       +3     10       6       8        7     10
5       17,501      +4     10       6       8        7     10 
6       35,501      +5     10       6       8        7     10 
7       70,001      +6      7        4       6        5      8 
8      140,001     +6      7        4       6        5      8 
9      280,001     +7      7        4       6        5      8 
10    400,001     +8      4        2       4        3      6 
11    540,001     +8      4        2       4        3      6 
12    660,001     +9      4        2       4        3      6
*Attack Bonus

Ascending AC Armor Chart
Banded Mail AC 16
Chain Mail AC 15
Horse Barding AC 15
Leather AC 12
Padded AC 12
Plate Mail AC 17
Scale Mail AC 14
Shield +2 AC
Splint Mail AC 16
Studded Leather AC 13
Unarmored AC 11


Wednesday, June 27, 2018

Labyrinth Lord: Mok Race-As-Class





Mok Race-As-Class for Labyrinth Lord
Requirements: None
Prime Requisite: Str
Hit Dice: 1d8
Maximum Level: 12


   •   Moks gain a +1 to Strength and their unarmed 
       attacks deal 1d4 damage
   • They can use any weapon or shield, but cannot 
      wear armor heavier armor than scale

They are large, muscular leonine like demi-humans, with black and dark-gray beastly faces, amber eyes with cat-like pupils, black pointy ears, blond mane, three-fingered (plus thumb) claws, and cinnamon-brown fur. 

Moks are savage fighters and known for their impatience. However, they are very protective of their families and friends. They stand over 6 feet and weigh over 250 pounds. They generally live in prides in temperate regions with light woods.

They can speak the common tongue and also speak mokish.

Reaching 9th Level: When a mok reaches level, they have the option of establishing their own pride that will attract moks from far and wide. A mok chief is able to hire members of other races as mercenaries.


Level   XP       HD      AC0     BA    P/D   P/P    W      S     
1            0        1d8     19     15       8      14      13     15 
2        2,387     2d8     19     15       8      14      13     15 
3        4,575     3d8     18     15       8      14      13     15 
4        8,951     4d8     17     13       6      12      11     13 
5       17,701    5d8     16     13       6      12      11     13 
6       35,201    6d8     15     13       6      12      11     13 
7       70,201    7d8     14       9       4      10       9      11 
8      140,201    8d8    14       9       4      10       9      11 
9      280,201    9d8    13       9       4      10       9      11 
10    400,201   10d8   12       7       2        8       9       9 
11    540,201   11d8   12       7       2        8       7       9 
12    660,201   12d8   11       7       2        8       7       9 

Tuesday, June 26, 2018

Shadow of the Demon Lord: Heixe



A Heixe is the phantom of a witch, allowed to return to the world of the living as an agent of Diabolus.

Heixe          DIFFICULTY 50
Size 1/2 or 1 horrifying spirit
Perception 13 (+3), darksight
Defense 16; Health 25
Strength ---   Agility 12 (+2)   Intellect 14 (+4)   Will 12 (+2)
Speed 10
Immune damage from cold, disease, fire, and
   poison; gaining Insanity; asleep, blinded, 
   deafened, diseased, fatigued, immobilized, 
   poisoned, slowed
Insubstantial A heixe takes half damage from 
   weapons, can move through solid objects and 
   other creatures, and ignores the effects of 
   moving across difficult terrain.
Naturally Invisible A heixe is invisible to all 
   creatures other than phantoms, animals, and 
   children. While invisible, the heixe lacks the 
   horrifying trait and cannot use its attack or 
   magic options.

ATTACK OPTIONS
Evil Eye (short range) +4 with 2 boons (2d6+2)

MAGIC
Power 1 
Curse hex (2)
Forbidden harm (2), ravenous maggots (1)
Necromancy spectral grasp (2)
Shadow wall of darkness (2)



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Shadowdark & Gamma World

  I ran the Lost Citadel of the Scarlet Minotaur and the Players made it through about 1/2 of the dungeon.  It went well.  I did lower HP fo...