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As I mentioned yesterday when we hit $1500, I’m offering a bonus incentive if the project hits $3000 by the end of the month (midnight on August 31st). If we hit that landmark, all Labyrinth Prowlers (sponsors of $30 and up) will receive PDF copies of  Mini-Adventure 1: Complex of Zombies and Mini-Adventure 2: The Black Mist as a free bonus when the project is funded!

In less than 24 hours, we’ve jumped from $1500 to $1700. With 6 days left, it’ll be a race to the finish line at that pace. But I think it’ll happen, so let’s take a peek at what you’ll get…

Mini-Adventure 1: Complex of ZombiesSECRETS OF BLOOD, MYSTERIES OF JADE…

In a laboratory of stone, the Sons of Jade labored to unlock the arcane lore of the Jade Magi of Shandrala. But their efforts were doomed, and their entire complex was drenched in the blood of their failure.

Now the secrets of the necrosis cube and the orb of primal chaos lie in halls roamed only by desiccated, undead horrors. But these are no ordinary zombies, and those who would seek to reclaim the Jade Legacy must first learn the terror of the bloodsheen…

20 pages – Sample Map

The Complex of Zombies, an adventure for four 3rd-level characters, features a full-page map of the complex; flexible plot hooks; three new magic items; and two new monsters in an exciting, fast-paced adventure easily incorporated into any campaign!

Mini-Adventure 2: The Black MistPLAGUE AND NECROMANCY…

When a city is wracked by a magical plague that cannot be cured, the PCs are trapped inside the walls by the seal of quarantine. Will they hide from the threat of death? Or stand tall against the city’s terror?

But whatever course they choose, nothing is ever as simple as it appears. Death breeds death, and before this mist-born plague has passed the entire city will be placed in a crucible of riot and fire and necromancy…

The Black Mist features…

  • Full-Color Handouts
  • Rules for Plague
  • Diseased Undead
  • Necromantic Magic Items
  • New Spells
  • Advanced Rules for Crowds and Mobs
  • Advanced Rules for Large Fires

64 pages – Sample Handouts

The Black Mist, designed for four characters of 3rd to 5th level, can be used as an exciting adventure by itself or as the dramatic backdrop for any city-based campaign!

 

Legends & Labyrinths includes a hazard creation system. It gives the DM a toolset for quickly designing treacherous obstacles, deadly environments, and breakneck challenges. Creating a hazard is a quick, four-step process:

  1. Pick a Challenge Rating
  2. Define Area/Targets
  3. Define Effect
  4. Define Defense

Basically, you define the specific scope of the hazard by setting its CR. Then you can refer to the Hazards table on page 86 of the rulebook — which includes General Check DCs, Trained Check DCs, Save DCs, Attack Bonuses, Attack Damage, Repeating Damage, and One-Shot Damage to mechanically define the specifics of the hazard.

PUTTING IT THROUGH ITS PACES

A couple days ago I did a 15 Minute Conversion Test to show off the speed and flexibility of the monster creation system by converting a half dozen encounters from the Caverns of Thracia. While performing the conversion test, I noticed this encounter key from area 1:

The air in the room stinks of bat guano and hanging from the ceiling are several hundred normal bats. The ceiling, which is 30′ high, is covered with them. The bats will be mildly irritated by torches but a Light spell will send them winging about through the air, severely agitated. The guano on the floor makes it slippery and will require a saving throw on a d20 of under the character’s Dexterity +2 per turn spent running through the muck or per round spent fighting in it. Failure to make the throw indicates slipping and falling into the goo.

Let’s say we wanted to model this slippery bat guano in Legends & Labyrinths. Like Jaquays you could just pluck some reasonable-sounding numbers out of the air, but you could also turn to the Hazards system for guidance. If you did, it would look something like this:

1. PICK A CHALLENGE RATING: The rulebook suggests, “In general, a hazard with a challenge rating equal to the average level of the party represents a danger that the party can routinely handle with little risk. (So if anybody plucked off the street could deal with it, the hazard is probably a CR 1. If it’s something that requires a good deal of skill or luck to endure, it might be a CR 5 hazard. If it’s something that only legendary heroes could expect to encounter and survive, on the other hand, you’ll want to start looking at a challenge rating of 10 or more.”

This seems like something most people should be expected to handle. Let’s make this a CR 1 challenge.

2. DEFINE AREA/TARGETS: The bat guano covers the floor in areas 1, 2, and 3. It also covers the last 20′ of the stairs leading down to area 1.

3. DEFINE EFFECT: The bat guano will render a character prone. We’ll check the Hazard Effects table on page 87 to see if the prone condition requires a minimum CR (it doesn’t).

4. DEFINE DEFENSE: Quoting from the rulebook again, “Characters within the area affected by a hazard or targeted by a hazard generally get some defense against the hazard’s effect. (…) Saving Throw: If a hazard does not need to make an attack roll, a character affected by the hazard is allowed to make a saving throw. Choose the type of saving throw which is most appropriate for the hazard’s effect. (…) Action Check: For some hazards, a character may be able to make skill or ability checks in order to interact with the hazard or bypass it without suffering its effects.”

So we’ve got a couple of options here. We could require a Reflex save from anyone moving through the area (in which case we’d look at the Hazards table and see that the Save DC for a CR 1 Hazard is DC 12). But I think it probably makes more sense to require anyone hustling, running, or fighting in the bat guano to make a Balance check. Looking at the Hazards table, we’ll pull the General Check DC (used for “any action check which needs to be made by every character in the party”). A CR 1 hazard has a General Check DC 14.

And that’s pretty much it. Our final hazard looks like this:

Bat Guano (CR 1): Covers the last 20′ of the stairs and areas 1, 2, and 3. Balance check (DC 14) or fall prone.

ADDING SOME BATS

But what about those bats that are swooping around?

The first question I’m going to ask is: How much of a pain-in-the-ass do I want those swarming bats to be? At the low end, we could say that they effectively dazzle characters in their midst (-1 penalty on attack rolls, Search checks, and Spot checks). At the high end, we could say that they’re entangling characters (move at half speed, cannot run or charge, -2 penalty on attack rolls, -4 penalty to Dexterity, casting spells requires a Concentration check).

Checking the Hazards Effects table I see that there’s no minimum CR for hazards that dazzle, but entangling hazards have a minimum CR 2.

Let’s go ahead and make ’em a real pain in the ass. Some of these bats are just one step removed from being dire bats (they’re related to their larger cousins in the caverns below) and until they get into the open air they’re basically a solid wall of flapping terror.

Although this isn’t a trap, we’ll grab the concept of a trigger from the trap rules to simulate provoking the bats (“certain natural hazards may also possess some or all the characteristics of a trap). Then we’ll set this as a CR 3 hazard requiring a Fortitude saving throw. We check the Hazards table for the CR 3 save DC and get:

Bat Swarm – Entangling (CR 3): Effects the stairs and areas 1, 2, and 3. Trigger (light spell or other strong light source). Fortitude save (DC 14) or entangled. Duration 1d4+2 rounds.

Another option would be have the bats actually physically batter those caught in their area. Using the rules for mixing CR effects, we could keep the DC 14 Fortitude save (a CR 3 effect) to avoid taking 1d6 damage (the repeating damage for a CR 1 hazard). Since these are the significant contributions to the hazard, you simply average the CR values to give you:

Bat Swarm – Battering (CR 2): Effects the stairs and areas 1, 2, and 3. Trigger (light spell or other strong light source). Fortitude save (DC 14) or 1d6 damage. Duration 1d4+2 rounds.

Alternatively you can combine multiple effects into a single hazard by simply combining CRs like any other encounter (using the rules on page 15):

Bat Swarm Totality (CR 4): Effects the stairs and areas 1, 2, and 3. Trigger (light spell or other strong light source). Fortitude save (DC 14) or 1d6 damage and entangled. Duration 1d4+2 rounds.

USING IT IN PLAY

Where the hazard systems really comes into its own, in my opinion, is during play. It provides you with general guidelines for appropriate action check DCs, saving throw DCs, and damage for characters of any given level.

That’s useful all by itself. But it also gives you a simple structure for rapidly facilitating improvisation by you and your players.

For example, let’s say the PCs want to weaken the support beams for a balcony and then lure a large monster onto the balcony so that it will collapse. Call for some appropriate action checks to prep the trap. Once its set-up you just need to set a CR and everything else will pretty much flow from that single decision point:

CR 7. Therefore, Balance check DC 22 for a PC to scamper across it without triggering the trap prematurely. When the unwitting monster hits it, it’s 7d6 points of damage (CR 7 one-shot damage) with a Reflex save (DC 17) for half damage.

(Maybe you set the CR based on check result of the action check the PCs use to set the trap.)

You’ll find some similar, non-improvised hazard creation tucked away in the Equipment chapter. For example, the description of wire includes:

Tripwire: A properly secured wire can serve as a CR 1 hazard. Characters can make a Spot check (DC 14 or opposed by the ambusher’s Hide check) to spot the wire. If they fail, they must make a Reflex save (DC 12) or fall prone.

The system is just too simple and versatile not to use.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

 

Legends & Labyrinths - Nicholas Roerich, Visitors From OverseasAwesome! Thanks to everyone who’s helping to make this project such a success!

Now that we’ve hit the $1500 landmark, current sponsors are going to be receiving early access to the Black Book Beta PDF. As I mentioned a few days ago, I don’t actually receive the contact information necessary to distribute perks from 8-Bit Funding until the project is fully funded, so there’s a bit of a run-around to go through.

IF YOU HAVE SPONSORED…

(1) Go the 8-Bit Funding project page.

(2) Click the “Updates” button.

(3) There’s a TOP SECRET update that only sponsors can see. This will include instructions on how to claim your PDF.

IF YOU HAVEN’T SPONSORED…

It’s not too late to get early access! If you sponsor between now and Saturday the 27th, you’ll get early access, too!

THE NEXT LANDMARK

If we hit the $3000 mark by the end of the month, all Labyrinth Prowlers (sponsors of $30 and up) will receive PDF copies of Mini-Adventure 1: Complex of Zombies and Mini-Adventure 2: The Black Mist as a free bonus when the project is funded!

So spread the word: Legends & Labyrinths has arrived.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

There are six classes in Legends & Labyrinths: Barbarians, Clerics, Fighters, Rogues, Sorcerers, and Wizards.

Today we’re taking a sneak peek at the fighter:

Legends & Labyrinths - Class Preview: Fighter

(click for PDF)

Each class in Legends & Labyrinths receives an easy-to-reference two page spread. If you’re a player, you can lay your rulebook out on the table in front of you and have everything you need to know about your character class right at your fingertips. Everything else you need to know about your character could fit on a notecard! (But it won’t have to: We’ll be previewing our innovative character sheet in a couple of days.)

In addition to the SRS, you might also notice that the class abilities have been organized in alphabetical order (for easy reference). There’s also a thumb tab on the edge of the page indicating that you’re in Chapter 5. (These are located throughout the book to make quick-referencing easy.)

As I mentioned in “The Long Road”, there was a period of time in which Legends & Labyrinths was going to be positively over-flowing with classes: Barbarians, Bards, Cavaliers, Clerics, Duelists, Druids, Fighters, Monks, Paladins, Psions, Psychic Warriors, Rangers, Rogues, Scouts, Spellsongs, Sorcerers, and Wizards.

But that long list was bloating the game away from the simple, stream-lined rulebook I was hoping to produce. I whiplashed my way back to the 1975 Gang of 4: Cleric, Fighting-Man, Magic-User, Thief.

This shorter list eventually expanded into the Gang of 6 for a couple of reasons: First, I was deeply conflicted about whether to include the Sorcerer or the Wizard as my arcanist of choice. The Wizard, of course, provides the classic gameplay. On the other hand, I was very interested in Legends & Labyrinths providing a rulebook for new players and, in my experience, sorcerers are a better choice for newcomers.

Second, once I decided to include two arcanists, it made sense to “balance the scales” by providing two martial classes. Including the barbarian meant that I could focus both the barbarian and the fighter on distinct-yet-different styles of combat. Players could choose the style that suited their character best or use the multiclass rules to blend the two.

Finally, the Gang of 6 provided a nice balance for the six races I was including.

Six Races. Six Classes.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

Legends & LabyrinthsWe’re closing in on $1500 in the Legends & Labyrinths funding project. That’s the level at which all current sponsors will be receiving early access to the Black Book Beta rulebook. If you’re still on the fence, think about testing the waters with a $5 pledge. It’ll push us a little closer to that $1500 mark, which will leave you with plenty of time to take a peek through the Black Book Beta and see if you want to bump your sponsorship level up before the funding project comes to an end.

Earlier today Auroch wrote a reply to “Opening Your Game Table” asking for advice on how to get started. This led me to touch briefly on the fact that L&L’s monster creation system makes it super-easy to convert pre-3E material to L&L. (3E material, of course, can be used straight out of the box thanks to that 100% compatibility thing.)

How easy? Well, since I was talking about Caverns of Thracia, let’s give it a whirl. I grabbed my copy of the module, flipped open my beta copy of Legends & Labyrinths to page 123, and set an egg timer for fifteen minutes. Starting from the top of the module, how many encounters could I convert?

THE 15 MINUTE CONVERSION TEST

AREA 4 – GIANT CENTIPEDES (CR ½): 5 hp (HD 1d8+1), AC 13, bite +1 (1d4 and poison), Save +3, Ability DC 11, Size Small, Climb 30 ft.

Str 8, Dex 15, Con 10,
Int
1, Wis 10, Cha 2
Skills: Climb +10, Hide +6, Spot +4
DR 5/piercing
Poison (Ex): Small Centipede Poison (1d2 Dex/1d2 Dex)

AREA 5 – LIZARDMEN (CR 2): hp 15 (HD 3d8+2), AC 17, club +4 (1d6+1), Save +5, Ability DC 13, Spd 40 ft.

Str 16, Dex 12, Con 11, Int 11, Wis 8, Cha 9
Skills: Listen +5, Spot +5, Swim +9
Amphibious (Ex): Can breath both air and water.
Darkvision 60 ft.

AREA 6 – GNOLL (CR 2): hp 21 (HD 4d8+1), AC 15, morningstar +4 (1d6+1), Save +5, Ability DC 13.

Str 15, Dex 11, Con 14, Int 8, Wis 10, Cha 10
Skills: Listen +7, Spot +7
Scent
Darkvision 60 ft.

AREA 7 – GNOLLS (CR 2): hp 21 (HD 4d8+1), AC 15, longbow +4 or battle axe +4 (1d6+1), Save +5, Ability DC 13.

Str 15, Dex 11, Con 14, Int 8, Wis 10, Cha 10
Skills: Listen +7, Spot +7
Scent
Darkvision 60 ft.

AREA 9A – INCARNATION OF DEATH (CR 4): hp 30 (6d8+3), AC 17, touch +8 (energy drain), Save +7, Ability DC 15.

Str 11, Dex 16, Con 10, Int 14, Wis 14, Cha 17
Skills: Hide +12, Intimidate +12, Listen +11, Search +11, Sense Motive +11, Spot +11
Energy Drain 1 negative level and incarnation of death gains 5 temporary hp.
Invisibility Can be seen by any characters within 3 hp of death.
Despair Creatures who can see the incarnation of death suffer a -2 penalty on Will saving throws.

THOUGHTS

Five encounters in fifteen minutes. A little over three minutes per monster, including the time to type out full stat blocks. That should give you some indication of how easy it would be to whip up monsters on-the-fly during the game session, allowing you to easily keep up with rambunctious PCs and enabling spontaneous bursts of improvised creativity like the one which resulted in the creation of ash wraiths and lycanthropic ghouls.

It also speeds up prep time in general. Even in my full-blown 3E Ptolus campaign, I’ve been transitioning to a mixture of advanced NPC stat blocks and L&L stat blocks. And over time I’ve been leaning more and more heavily on L&L stat blocks because they’re so much quicker and easier to generate.

Once you get your hands on the Black Book Beta, I’d be interested in seeing what happens when you take this out for a spin.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

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