Monday, June 20, 2022

[Now Available] Vampire Class

By James Mishler and Jodi Moran-Mishler

This new class booklet presents a 20-level Vampire class for use with Labyrinth Lord, easily adaptable to any other classic style OSR Role-Playing Game.


The Vampire Class booklet includes details and rules on:
  • Becoming a vampire.
  • Vampire hit points and ability scores.
  • Special defenses, resistances, and immunities.
  • Vampire special abilities.
  • Vampire combat, bringing back the blood drain!
  • Vampire weaknesses.
With this class, a player’s character who has been transformed into a vampire no longer need become a non-player character! One can also run an entire campaign with vampire player characters! And of course, it is an excellent source for creating unique vampire enemies.

16-page booklet, 11 pages of content. $2 – CHEAP!


Wednesday, June 15, 2022

[Coming Soon] The Heart of Albion, a Hexcrawl Campaign for Castles & Crusades

The Heart of Albion Hexcrawl Campaign Setting
By James Mishler and Jodi Moran-Mishler


The year is 1400 AUC, as the world has fallen into the cold-hearted grasp of Fimbul Winter.
 
Summer is as autumn, spring is as winter, and winter? Winter is as some cold slice of the Hells. Glaciers are rolling out of the mountains; new lands rise as waters retreat; and the very earth cracks under the weight of the Wrath of Eldisor.
 
The Great Northern Isle of Skandza has shattered into a thousand isles under the weight of these glaciers, and the survivors struggle to survive amidst the ruins as the Old Gods fight for their survival. Elsewhere, the remnants of the old Tyrrhenian Empire are being swept away by waves of barbarians and savagery…
 
The peninsular realm of Albion, far in the northwest and forgotten by Tyrrhenia and Skandza alike, is undergoing similar convulsions.
 
The native Kymrae and Brigantian tribes, Tyrrhenized and free, are threatened by the invasion of the barbaric Reichlanders from the east and the Caledonians from the north.
 
The native demi-humans and fairies are caught in between, and also drawn into the internecine battles between the various families of the Old Gods of Albion and the Reichlands, and even those from further afield, in their struggles with one another and with the rise of the new faith, the Holy Temple of Law.
 
And here and there still stand a few settlements and strongholds of Jordvann and Tyrrhenia, where the Jordvanner seek to rebuild civilization and the Tyrrhenians seek to conquer its remnants amongst those dimming points of light.
 
Follow the development of this classic Hexcrawl Campaign, The Heart of Albion, and explore the history behind the Continental Realms of the current Isle of Eldisor setting.
 
The development of this new Castles & Crusades setting will be featured on my blog, Adventures in Gaming v2, to edify those who wish to learn how to develop their own campaign settings in the classic Hexcrawl Sandbox fashion.
 
For fans of Labyrinth Lord, never fear; Castles & Crusades is readily adaptable to Labyrinth Lord (just as Labyrinth Lord is readily adaptable to Castles & Crusades).
 
Further Labyrinth Lord development of the Isle of Eldisor in the current era will follow the completion of The Heart of Albion, notably the northern half of Eldisor, The Northlands.

Follow developments on these pages!

Sunday, June 12, 2022

[Now Available] The Demon Tower of Valdig Fel

By James Mishler and Jodi Moran-Mishler
 
The Demon Tower of Valdig Fel is the first adventure specifically set in the Isle of Eldisor Hexcrawl Campaign Setting. Designed for use with Labyrinth Lord, it is easily adapted to any OSR-Style Role-Playing Game.
 

The Demon Tower of Valdig Fel is an ancient, much-storied flying citadel in the shape of a demon’s head. Since the death of its creator during the Wars of Succession following the Fall of Eldisor, it has passed through the hands of countless villains, who have used the flying tower to raid, pillage, and enslave the peoples of the Ivory Plains and beyond. Terrible tales of wizards, demons, and dragons follow in its wake.
 
And now it has drifted into a tree-lined ridge near Wulf’s Ferry… right in your own backyard!
 
What are the inhabitants up to? Are they here to raid or to trade?
 
What of the rumors of centuries of treasure hidden within?
 
Are you brave or foolish enough to find out?
 
The Demon Tower of Valdig Fel is designed for use with Labyrinth Lord and other OSR-Style Role-Playing Games. Designed for use for a party of 4 to 6 adventurers of 5th to 7th level, its dangers can easily be increased or decreased for more powerful or less experienced parties.
 
24-page booklet, 19 pages of adventure. $3

Wednesday, June 8, 2022

[Now Available] Shortcuts to Adventure #03: Monstrous Reflections

By James Mishler and Jodi Moran-Mishler

Shortcuts to Adventure is a new series of mini-adventures designed to be fit into any dungeon, sewer, or ruined city. Each consists of five to 10 rooms, no more, and has an adventure theme.


The third Shortcuts to Adventure module is Monstrous Reflections. This one is a doozy. The party finds themselves in an area where they can all too easily get in over their heads. A simple clan of refuge goblins seeks to save their skins by offering up information on their neighbor… a crazy old and very wealthy magic-user. He has a giant crystal, they say, and he stares into it all the time. If taking out the magic-user is so easy, though, why do the goblins have such a look of terror in their eyes?

Designed for a party of 1st to 3rd level adventurers (maybe…), this adventure can easily be adjusted to higher levels by altering the mix and number of monsters present.

Designed for use with Labyrinth Lord, this adventure can easily be used with any Old School RPG.

Eight pages, three pages of adventure. $1 – CHEAP!


Sunday, June 5, 2022

[Now Available] Fairies Fair and Foul Volume #01

By James Mishler and Jodi Moran-Mishler

The Fairies Fair and Foul series transforms the list of fairies from Michael Denham’s famous tracts into a series of creatures fit for encounters in Labyrinth Lord and other Old School RPGs.


The fairies included herein are not necessarily based on myths and legends, taking merely inspiration from the name and possibly inspiration from myths and legends. Some are created from whole cloth, much as many of the names of fairies in the Denham Tracts most likely were. 

Rest assured, they will challenge your players with new and interesting encounters!

This first volume includes seven new types of fairies:

The Alholde Fairy – A household fairy who only the rich and powerful can afford.

The Fairy Apparition – A creature literally born of fairy nightmares!

The Banshee Fairy – Wicked fairies all too… keen… on avenging themselves on all other life!

The Barguest Fairy – A greedy beast of a fairy who toys with his enemies like a cat does a mouse…

The Black Dog Fairy – Guardians at the crossroads between the Fairy and Mortal worlds.

The Black Bug Fairy – Mortals should be careful when they wish upon a star, as they never know who might be listening

The Bloody Bones Fairy – These traitorous fairies have lost their heads… but a little setback like that would never stop them. Just don’t lose your head when you encounter them…

Seven new fairies – Mostly wicked and foul, in this run. Designed for use with Labyrinth Lord, easily adaptable to any Old School RPG.

10 pages, 7 pages of fairies, $1 – CHEAP!


Saturday, June 4, 2022

[Now Available] Shortcuts to Adventure #02: The Lost Gnome Mine

By James Mishler and Jodi Moran-Mishler

Shortcuts to Adventures is a new series of mini-adventures designed to be fit into any dungeon, sewer, or ruined city. Each consists of five to 10 rooms, no more, and has an adventure theme.


The second Shortcut to Adventure module is The Lost Gnome Mine. Here long ago a clan of gnomes discovered a huge and beautiful black diamond. So magnificent was it, they began to worship it. Then, strange and terrible things happened, and the gnomes disappeared. But it is said that the huge black diamond, worth a king’s ransom, remains to be found…

Designed for a party of 1st to 3rd level adventurers, this adventure can easily be adjusted to higher levels by altering the mix and number of monsters present.

Designed for use with Labyrinth Lord, this adventure can easily be used with any Old School RPG.

Eight pages, three pages of adventure. $1 – CHEAP!

Thursday, June 2, 2022

[Now Available] Shortcuts to Adventure #01: Shrine of the Slime God

By James Mishler and Jodi Moran-Mishler

Shortcuts to Adventures is a new series of mini-adventures designed to be fit into any dungeon, sewer, or ruined city. Each consists of five to 10 rooms, no more, and has an adventure theme.


The first Shortcut to Adventure is the Shrine of the Slime-God. Here horrible Chaotic and Evil priests and cultists come to worship the Demon-Prince of Slime. Here they store their treasures when they return home and hide in obscurity among their Lawful, Goodly neighbors… but they do not leave these treasures unguarded!

Designed for a party of 4th to 6th level adventurers, this adventure can easily be adjusted to higher or lower levels by altering the mix and number of monsters present.

Designed for use with Labyrinth Lord, this adventure can easily be used with any Old School RPG.

Eight pages, three pages of adventure. $1 – CHEAP!


Wednesday, June 1, 2022

Isle of Eldisor: A Realm of Crawling Chaos

The Isle of Eldisor comes across in most ways as an Epic High Fantasy campaign setting, but, in truth, it has more than a dash of Lovecraftian Cosmic Horror lurking beneath the surface. Literally – beneath the surface of the land and sea.


Thus, if you are running an Eldisor campaign you should check out Goblinoid Games’ Realms of Crawling Chaos, a guide to using Lovecraftian elements in your Labyrinth Lord or OSR RPG campaigns.


If you are running Eldisor using 5E, then I would suggest checking out Sandy Petersen's Cthulhu Mythos for 5E. It is an amazing, in-depth, and novel treatment of the Mythos for use with 5E by a past-master of the Mythos Horror RPG genre.


First and most prominently, of course, are the Morlocks, which are not Lovecraftian per se, being an invention of H. G. Wells, though even then they have more than a touch of body horror and cosmic horror about them. In Eldisor, they are a full-blown Lovecraftian fusion, as they worship the Old Ones, notably Abhoth, Atlach-Nacha, and Tsathoggua. They are the bogeymen who haunt the nightmares of the Tribesmen and the colonists. Orcs and goblins are monstrous, but Morlocks? These are monsters that are supposedly men…



Then there are the Cavemen, which would on the surface seem to be normal, everyday Neanderthals. However, many of the Cavemen clans are corrupted by Chaos, and for all intents and purposes these should be treated as Voormis… Dreadful Secret: true Voormis are found on Eldisor, in the Northlands. More on that some other time… But if you want to give a corrupted clan a bit of a boost, check out the options available via various Mythos magics and abilities. The Subhuman race from Crawling Chaos is a possible player character race for extended OSR Eldisor campaigns.


Then there are those that dwell beneath the surface of the deep waters… the Deep Ones. These monstrous fish-folk are ever at their age-old schemes to try to take over the surface world for the greater glory of Cthulhu, Father Dagon, and Mother Hydra. Fortunately, they are mostly limited to the waters and coasts of the Twilight Ocean, though they continually seek to make inroads into the waters and coasts of the Merrow Sea. There are minor hamlets of Sea-Bloods scattered across both coasts, with all the dangers and potential treasures they offer. The Sea-Blood race from Crawling Chaos is a possible player character race for extended OSR Eldisor campaigns.

Note: For the Deep Ones, if you do not have a proper source for their game stats, you can use Sahuagin in their place, or if using official 5E, you can use Kuo-Toa.


There are other Mythos elements at work in Eldisor. Humans are hardly the only ones corruptible by the Old Ones and their minions. Giants, dragons, trolls, ogres, orcs, and goblins can all be corrupted by True Chaos. Such creatures should possess strange, unusual, and terrifying powers. If using Realms of Crawling Chaos, Sandy Petersen's Cthulhu Mythos for 5E, or another Mythos source, you should also feel free to add in more proper Mythos creatures, though do so lightly, if you wish to maintain the High Fantasy veneer on the setting.

And then there are the Cults, which bring corruption on a societal as well as individual basis. Rare among the Continentals, these cults are de rigueur among the Morlocks, far too common among the Cavemen, Gray Folk, and Trolls, and only moderately less so among the Tribesmen and Kruski. Such cults often disguise themselves as cults of the King of Hell, much as the cults of the King of Hell disguise themselves as the cults of other gods. Only at the last are they revealed to be far more than a mere Hell-bound cult, providing the players a glimpse into the cosmic horror of the Realms of Crawling Chaos…