Wednesday, December 9, 2020

My Keyboard Runneth Over...

Thanks to the pandemic-based fugue I am currently working on a wide variety of projects, and was wondering if anyone out there had any preferences for what they might like to see published next?

Darkness at Red Rose Manor: A “fantastique horror” adventure in the vein of the works of Jean Rollin (Labyrinth Lord);

Dastardly Dungeons: A series of “Save or Die!” small dungeon adventures taking advantage of Dyson Logo’s kind offering of some of his maps for free commercial use;

The Eternal Palace (working title): A science-fantasy Huge Ruined Pile/Megadungeon that is set in a huge ruined imperial palace… think Gormenghast meets the Lost City via Pavis and Big Rubble (Labyrinth Lord);

The Kakonomicon: A series of volumes containing information on demons with 13 new demons in each volume (Labyrinth Lord);

Monstrous Magical Miscellany: A series of volumes containing more monsters, spells, and magic items for Labyrinth Lord;

Realms of Talamhur: A quasi-historical fantasy sandbox hexcrawl campaign setting (5-mile hexes) in the style of the Wilderlands (Labyrinth Lord);

Wilds of Olantis: A map (1-mile hexes) and gazetteer for the Olantis region of Theros (5E D&D, easily used with Labyrinth Lord);

World of Damaria: A high-fantasy campaign setting (25-mile hexes) in the style of Middle-earth or Greyhawk (classic 1E Greyhawk style gazetteer);

Let me know if there are any preferences out there for what you might like to see published, or ideas for other projects that you might like to see someone produce.

Sunday, November 8, 2020

[Now Available] Necromancer Class for Labyrinth Lord

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



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

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


Sunday, November 1, 2020

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

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


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

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


Monday, July 13, 2020

On Extended Hiatus

James Mishler Games is on hiatus.

We will be back when we are back.

Take care, and stay safe!

Saturday, May 9, 2020

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

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




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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Sunday, May 3, 2020

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

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

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


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

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

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


Saturday, April 25, 2020

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

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

Click here to buy it on DriveThruRPG

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


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

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

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

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

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

Sunday, April 19, 2020

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

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



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

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

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

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





Good Gaming!

Wednesday, April 1, 2020

[Lands of Ub] Anachronisms, Coinage, and Prestidigitators University

ANACHRONISMS
While the vast majority of the peoples of the Lands of Ub live in what can charitably be called “bucolic medieval luxury,” there are no few seeming anachronisms found here and there, some of them quite public and well known. This is because the Lands of Ub have gone through many different ups and downs in science and technology, plus the influence of other-planetary civilizations, not to mention regular if rare jaunts throughout time and space. A few notable anachronisms for “the day” include:

Black Powder Weapons: The magic-using dwarves of the Pecos Freehold broke away from their cousins in the Kingdom of Gold almost a century ago when they developed Black Powder Magic. The cannons, pistols, muskets, six-shooters, and rifles created and used in Pecos (and sometimes further afield) are magical, not technological, and their use is frowned upon by the Wizards Guild and the Church of Frelengia. These weapons are described in more detail, elsewhere. Suffice to say that they are rare outside of Pecos, and by reputation are considered only slightly less damning than witchcraft! Those who wield black-powder weapons are fairly easy to identify, as they cannot wear armor other than a leather duster (it interferes with the black powder magic), and they always wear a Pecos Bonnet (various types of hats usually only worn in Pecos, a land remarkably without shade).

Clocks: These are simply a development of gnomes and dwarves, who tinker with such things all the time. Most towns and even some villages have a clock tower, and many wealthier folk have wind-up pocket watches. Most folks still just live by the rise and setting of the sun (or moon).

Disc Phonographs: Similarly, wind-up phonographs and phonograph record discs are not uncommon. The wealthy are able to keep up with the latest developments and music, while middle-class folk and even some poorer folk have sets that they have inherited over the years. Recording studios are found in most larger civilized towns, and local bands and music stars are all the rage. As production is still by hand, distribution is local at best, though true fans go far and wide to find the best recordings.

Flying Ships: These devices are mostly magical, though more “modern” balloon and lighter-than-air designs are coming into vogue through gnomish influence. Traditional flying ships were developed by an ancient elven empire, whose history is lost save for the continuation of the magical tradition and its name that it lent to it – Voisin. Usually constructed of elevatingoak and upsidaisium, flying ships vary from the classical sailing-ship with wings design (designed to also be able to sail on water), to the more modern biplane design favored by the Luisterdal Luchtvloot (Glitterdale Air Fleet). Such vehicles are so expensive and rare that usually only states and the wealthiest nobles or magnates can afford them, but the Glitterdale Air Fleet has developed cheaper magical lighter-than-air vehicles that have recently been taking on passengers for pay. So far, they only visit a limited number of locales, but the travel is faster (if correspondingly more expensive) than any other means, including horse-drawn streetcars. Cost is 1 gp per mile, and as they do not fly above any dangerous territories, trips can be somewhat circuitous.

Photography: Photography is well known; it has been common since the latter days of the Bugsomagnus Dynasty however, it has not advanced much since then. Pictures are black-and-white or sepia tone; a camera is a large, fragile, expensive thing; flash powder is still used; and one must still sit very still to have one’s picture taken. A sitting usually costs 1 gp per shot, then pictures themselves cost 1 gp for a wallet-sized up to 100 gp for a huge wall picture. Artists can add color through special painting processes for additional fees.

Skyscrapers: Buildings with 10 to 20 floors are not uncommon in the cities of the Great Warner Valley and are coming into vogue outside that area. Built of brick and stone, these are architectural developments combining human, dwarven, and gnomish technologies. When the merchant-towns of the valley found that they could not build out, due to the need for farmland, they developed a way to build up. And so, the skyscraper was born.

Streetcars: Another development of the towns of the Great Warner Valley, horse-drawn streetcars ride iron rails through the major streets of many larger towns today. Locals pay a monthly fee with a discount, but strangers have to pay 1 cp per ride. Several horse-drawn rail lines run from Tradertown to Merchantburg, and from Merchantburg to Vendorville; from Vendorville one can take a rail to Glitterdale and thence to Warlock, and from Merchantburg to Highdale and thence to Goldburg (with lines from Highdale now being built to Silverdale and Warlock). A consortium in Glitterdale seeks to build a line to Burrowburgh but keeps running into trouble with Svinings Viking raiders and Things out of the Looney Marsh. Consortiums from Merchantburg and Vendorville both seek to run a line to Beornburg, but the baron and his people are resistant to such new-fangled foofaraw. Costs vary depending on the line, distance, and quality of service.

COINAGE
Most all the Frelengian Successor States continue to use the old Frelengian coinage system:

10 Copper Kopeks = 1 Silver Simolean
10 Silver Simoleans = 1 Gold Grickle

Each of the Successor States mints its own coins, and most stay to the weights and measures established centuries ago, but there is enough coin-clipping and counterfeiting that merchants usually insist on weighing and testing old coins and foreign coins.

Electrum and platinum are not minted, but they are used in jewelry:

1 pound of electrum = 5 Gold Grickles
1 pound of platinum = 100 Gold Grickles

The metal used to build flying ships (in combination with elevatingoak) is the much-sought-after and highly valuable upsidaisium. Found only in clouds and floating islands that are home to cloud and storm giants, this metal is very rare. It is worth 500 Gold Grickles per pound.

PRESTIDIGITATORS UNIVERSITY
Most magic-users of the lands of the former Frelengian kingdom learn their trade at Prestidigitators University, at the Mother College in Warlock in the Upper Elfdale or one of the many smaller extensions in towns and cities throughout the lands.

Graduation entitles a magic-user to bear the title “Wizard,” and prominently wear and display the ancient and honorable emblem of the university, “Sable, a panther sejant Amaranth a quellazaire in mouth Or holding a gasper Argent,” a charge of arms granted to Frelengo DeFriz, the founder of the university, by King Bosco, the founder of Frelengia. Displaying the badge entitles the wearer to recognition as a gentleman (or gentlewoman), certain rights and privileges of law, and often discounts at many shop locations throughout the lands. Graduation from P.U. enables the magic-user to hold all manner of positions and jobs often limited by law to graduates of the school, such as court magicians, guild wizard, and so forth. They are automatically registered as a member of the Wizards Guild (an inter-state organization), though they must pay guild dues to remain in good standing.

While in training, a would-be-wizard is known as an Apprentice of the Arcane Arts (A.A.A.). Beginning at 1st level he becomes a Bachelor of the Arcane Arts (B.A.A.); at 7th level he may become a Master of the Arcane Arts (M.A.A.); and at 13th level he may become a Doctor of the Arcane Arts (D.A.A.). Advancement to Master and Doctorate levels require the wizard return to P.U. and present an original spell they have created of the minimal level required for that grade (4th for Masters, 7th for Doctorate).

Each level of spell mastered is also a ranking, known as an Order of Rank; Thus, all Journeymen are of 1st to 3rd Order; all Masters are of 4th to 6th Order; and all Doctors are 7th to 9th Order.

Being a wizard also requires strict adherence to the Ancient and Honorably Arcane Sumptuary Laws of Frelengia whenever in public. A wizard must wear classical wizard robes, belt, slippers, and brimless pointy hat, of a color of their choice, with a pattern depending on Order of Rank within the hierarchy:

Sumptuary Requirements
Rank/Level – Levels -- Pattern Required
Journeyman -- 1st to 6th -- Copper moons, suns, and stars
Master -- 7th to 12th -- Silver moons, suns, and stars
Doctor -- 13th+ -- Gold moons, suns, and stars

The color of the robes, belt, hat, and slippers are at the discretion of the wizard; however, certain sub-guilds are known for wearing particular colors. Each sub-guild has a specific color within that color type, and frown upon others wearing that specific color type.

Black (Eerie Black): Death Magic(Necromancy)
Black (Eigengrau): Darkness Magic
Blue (Ultramarine): Water Magic
Brown (Burnt Umber): Earth Magic
Gray (Feldgrau): Black Powder Magic(Gunsmithy)
Gray (Gunmetal): Force Magic (“pure” magic)
Green (Forest Green): Nature Magic
Indigo (Azure): Air Magic
Orange (Amber): Evocation/Invocation Magic
Pink (Amaranth): Enchantment/Charm Magic
Red (Scarlet): Fire Magic
Violet (Tyrian Purple): Divination/Information Magic
White (Ivory): Protection Magic(Apotropaism)
White (Snow White): Light Magic
Yellow (Gold): Summoning/Conjuring Magic

Wizards must also carry, at all times, a wizard staff (quarterstaff) and a wavy dagger, whether magical or otherwise.

P.U. Benefits
Good old P.U. gives all its students an excellent start in the arcane trade. All graduates start with a spell book filled with all 12 of the basic 1st level magic-user spells, plus two 2nd and one 3rd level spells of choice.

However, not all students graduate. If a character wants to have graduated from P.U., they must roll a percentile check against the total of their Wisdom and Charisma scores multiplied by four. If they roll above this number, they wash out (d8 to determine year, 8 means they failed in the first 1d4 weeks), and unless accepted into another school of magic, they are treated as a Hedge Mage or Meadow Witch, with a total number of 1st level spells in their spell book equal to the number of years before they washed out, or the Hedge Mage/Meadow Witch total, at a minimum.

Major Campuses of Prestidigitators University
In general, in descending order of prominence, respect, and resources:

Warlock, Upper Elfshire (P.U.N.C., “National Campus”)
Alville, East Elfland (P.U.K.E., “Kingdom of the Elves”)
Burrowburgh, Carrot County (P.U.C.C.)
Magus, Old Elfshire (P.U.M.A., “Magus Annex”))
Glitterdale, Barony of Glitterdale (P.U.G.D.)
Goldburg, Kingdom of Gold (P.U.G.B.)
Highdale, Regal Realm (P.U.R.R.)
Merchantburg (P.U.M.B.)
Tradertown (P.U.T.T.)
Vendorville (P.U.V.V.)
Settburgh, Badgershire (P.U.B.S.)
Coppertown, Lower Kettle (P.U.L.K.)


Monday, March 30, 2020

[SALE] Coronavirus Pandemic Sale -- Everything is 50% Off!

The Gary Con XII Pay What You Want Sale has ended.

The Coronavirus Pandemic 50% Off Sale has begun.

Through the end of the Coronavirus Pandemic in the United States, 
all James Mishler Games products are 50% off.

Stay home, stay safe! Read and play online!

Cover for the unreleased Gary Con XII Special Limited Edition Print
version of Myrkridder, Ogres, & Vampires



Saturday, March 28, 2020

[Now Available] Lands of Ub -- Region 01A Frelengian Heartlands Map Pack

Domains, Geography, and Locations Maps
$1.00 CHEAP -- Pay What You Want (For a Short Time Only!)

Almost a thousand years ago, savage barbarians invaded the lands known today as Frelengia. For decades the people of the land were terrorized by these barbarians, until, in the 929th year of the Empire of Ub, a great warrior arose from among the peasantry. His name was Bosco, and he was a cowardly turnip farmer. But one day while a gang of gnolls was raiding his turnip patch, he got fed up and shooed them away with his pitchfork. This caused the entire local horde to break morale, as no one had stood up to them before, and they all fled the village.

Bosco, lifted on the shoulders of his fellow peasants, became a hero that day, the first in what became known as Warner’s Crusade – for that was his full name, Bosco Warner. From a few fellow peasants with courage, Bosco gathered together a mob of angry peasants armed with torches and pitchforks. He trained with foreign knights; his core followers became knights, and over time his peasant mob became an army of soldiers. And this army, together with his good friend, the wizard Frelengo, was able to throw the barbarians out of the land.

With their victory, the people proclaimed Bosco king, and he was crowned by his good friend Frelengo, after whom Bosco named his kingdom – Frelengia. Bosco ruled long and well, but never married nor produced an heir. Instead he adopted his loyal pig-folk squire, Hamhock, who became Prince Porque Warner, and soon thereafter became King Porque, upon the death of Bosco “The Great” in 989 AU (Anno Ub). King Porque I “The Kind” founded the First Warner Dynasty the Regnabit Porcorum (Reign of Pigs).

With the death of his good friend, the wizard Frelengo retired from politics and founded his own personal legacy, Prestidigitators University (or “good old P.U.,” as its graduates like to call it). He gathered together all the greatest wizards of the day, developed a curriculum, and built a college campus high in the Magic Mountains, where the mother campus of the university remains today, with the town of Warlock having grown up around it to serve the students. Even today, almost a century after the fall of Frelengia, PU still graduates no few magic-users every year.

Just a snippet of the Geography Map 

Altogether, from its founding to it fall, the Kingdom of Frelengia had five major dynasties:

First Warner Dynasty (Regnabit Porcorum), founded by King Porque I “The Kind” (Pig-Folk); ruled 989-1154 AU

Second Warner Dynasty (Regnabit Leones), founded by Leon I “The Lion-Heart” (Human/Lion-Folk); ruled 1140-1385 AU

Third Warner Dynasty (Regnabit Canibus), founded by Marcus Antonius “The Stubborn” (Dog-Folk/Cat-Folk) and his queen, Cleopatra; ruled 1385-1503 AU

Fourth Warner Dynasty (Regnabit Lepores), founded by Bugsomagnus I “The Great” (Rabbit-Folk); ruled 1503-1649 AU

Fifth Warner Dynasty (Regnabit Anatis), founded by Daffyd “The Black” (Duck-Folk); ruled 1649-1739 AU

By 1730 AU Frelengia was deep in decline, under the rule of the Third Mad King of the Fifth Warner Dynasty, Daffyd VII “The Maddest” (following Daffyd V “The Mad” and Daffyd VI “The Madder”). All her overseas possessions had long been lost, the dwarves and elves of the realm had long since declared autonomy if not outright independence, and another savage barbarian horde had appeared out of the north, the Svinings, Viking warrior-pigs who followed the savage god Svino and his sister, the goddess Sugga the Enchantress.

Even as the Svinings were invading from the north, the Empire of Ub (the Seventh Empire of Ub out of New Ubopolis) had sent an invasion force across the Sweet Sea, landing at Sweetport (known today as Uberia, the Imperial City). Caught in a vise between two powerful enemies, Daffyd VII took half his army and most of the royal wizards to meet the Imperial forces in the south, while Daffyd “The Black Prince,” his equally mad but very cunning son, took the other half of the army to meet the Svinings in the north. Both king and prince met their end on the same day in 1749 AU, the king at the Battle of Lost Forest (a massive battle in which armies of wizards reduced the forests and competing armies to ashes), and the prince at the Battle of Styborg. In the century since, the kingdom of Frelengia has fallen into disparate pieces. It is a time of chaos, a time of war, a time of danger – it is a time in search of heroes to right wrongs and drive back the darkness…

The Campaign
… but of course, most of your player’s characters won’t be interested in that stuff. Well, maybe the paladin, but the rest are going to be little more than mercenaries, adventurers, and murderhobos out for gold, glory, and power. To run this campaign…

You will need either Labyrinth Lord AND the Advanced Edition Companion OR Advanced Labyrinth Lord, by Dan Proctor published by Goblinoid Games; and

You also need Rabbits & Rangers: Cartoon Animals for Fantasy Gaming, by J. V. West published by Random Order Creations.

These three maps provide detail on the Domains, Geography, and Gazetteer Locations of the Frelengian Heartlands. The scale is 5 miles per hex.


Wednesday, March 25, 2020

[Sale] Gary Con Sale -- Everything is Pay What You Want!

As everyone well knows, Gary Con XII has been cancelled due to the ongoing pandemic, so my first booth at the show will simply have to wait until next year.

Instead, to celebrate Gary Gygax's life well played, I am offering all James Mishler Games products at Pay What You Want!

Yes, everything, from the Barbarian Class through to Ghosts -- The Incorporeal Undead, is currently available at Pay What You Want pricing!

This will last through to the end of the weekend, or whenever I get around to changing things back on Monday.

So take advantage of my insane generosity while you can!


Cover for the unreleased special edition print version of 
Ghosts -- The Incorporeal Undead,
which will see release at Gary Con next year... 

Thursday, January 30, 2020

[Conventions] JMG will be at Gary Con XII

I will be at Gary Con XII in Lake Geneva, Wisconsin, March 26th to 29th, Booth #139. I will be selling special, limited-edition printings of several of my otherwise PDF-only products. So far we should have:




These are all essentially the PDF products, reformatted for print, B&W softcover, with a glossy color cover. Minimal edits have been made as they were found; no interior art has been added. I'll be printing up a limited number of each (30 to 50, tops) for sale at the show.

I hope to have two other books ready in time: Hercynian Grimoire #1 and Myrkridder, Ogres, and Vampires -- Oh My! But we shall see if I have the time to make that work.

I also hope to have a preview of the new campaign setting I have been working on now for some time. We shall see how that goes...

JMG is sharing the booth with Dan Proctor and Goblinoid Games, publishers of Labyrinth Lord and the Pacesetter System game lines. Dan will have a variety of LL and Pacesetter games available for purchase.

We hope to see some of you there!