The Alexandrian

Posts tagged ‘legends & labyrinths’

Legends & Labyrinths

August 8th, 2011

Legends & LabyrinthsIn June, 2k Games released Duke Nukem Forever.

In July, George R.R. Martin finally published A Dance With Dragons.

Since it seems to be the season for projects trapped in the quagmire of Valve time, I figured it was time to release one more: Legends & Labyrinths has, at long last, arrived and is now available for sale through an 8-Bit Funding project.

WHAT IS LEGENDS & LABYRINTHS?

For those of you unfamiliar with Legends & Labyrinths, it’s a fantasy RPG that was first announced in June 2008 and then got stuck in development hell for three years.

Legends & Labyrinths takes 3rd Edition and strips it down to its most basic components. It removes everything non-essential, leaving behind a simple, fast-and-loose, easy-to-use system.

Legends & Labyrinths is based on a simple belief: Not only is 3rd Edition the most popular gaming system on the plant, it’s also one of the best. Its designers created a small, elegant set of core mechanics, resulting in an extremely flexible system. They then used those core mechanics to implement a wide array of carefully researched and thoroughly playtested guidelines and supplementary rules. The result was possibly the most robust and detailed system ever created.

Legends & Labyrinths, on the other hand, was created with a simple methodology: If it’s not a core mechanic, it’s not in the game.

The result is a slick, tight, elegant system that doesn’t get bogged down in the details. Legends & Labyrinths jettisons the rules and guidelines which make 3rd Edition so robust, but it leaves behind the simply and flexible game which lies at the system’s core.

For experienced gamers, Legends & Labyrinths is a fast-and-easy game that jettisons the baggage of 3rd Edition. For new gamers, Legends & Labyrinths serves as the perfect introduction to roleplaying games — simple enough to learn in an afternoon, but also a complete game that can be played for years without ever needing another supplement or rulebook.

One of my playtesters recently explained the appeal of Legends & Labyrinths like this: “Plenty of games have tried to add stuff on TOP of 3rd Edition. But Legends & Labyrinths comes UNDER 3rd Edition.”

Have you ever thought that 3rd Edition was too complicated? Had too many details? Was too time-consuming to prep? Then Legends & Labyrinths is exactly the game you’ve been waiting for.

100% COMPATIBLE WITH 3rd EDITION

What really makes Legends & Labyrinths special is that it is 100% compatible with 3rd Edition.

What does that mean? It means that any stat block or mechanic usable in 3rd Edition can be used in Legends & Labyrinths without conversion. It also means that any character created in Legends & Labyrinths can be used in a 3rd Edition game without conversion.

Got a 3rd Edition adventure? It can be run in Legends & Labyrinths as-is. Got a book full of monsters? It can be used in Legends & Labyrinths. Got a supplement of new spells? They can be cast in Legends & Labyrinths.

You can also incorporate core mechanics from 3rd Edition into your Legends & Labyrinths games without any difficulty. For example, Legends & Labyrinths features a stripped-down combat system. But if you really like some or all of the detailed combat rules from 3rd Edition? Well, all you have to do is use ’em. Legends & Labyrinths is 100% compatible with 3rd Edition.

On the other hand, what if you really like all the different character creation tools 3rd Edition gives you (allowing you to tweak your character just the way you like it), but you feel the complexity of the rest of the system chokes the life out of your roleplaying? Well, all you have to do is use the full character creation rules to create your PCs and then play them using Legends & Labyrinths. The game is 100% compatible with 3rd Edition.

In other words, you can think of Legends & Labyrinths as being the streamlined foundation of the game: It’s a complete game all by itself, but you can also add whatever additional functionality you want whenever you want (and however you want).

WHY 8-BIT FUNDING?

Legends & Labyrinths is being initially released through an 8-Bit Funding project. Basically, I think it’s a spiffy game. I’m willing to bet that you’ll think so too. And spiffy games, in my opinion, should also look spiffy.

I’m looking to raise enough capital through this funding project to pay top-of-the-line artists to provide top-of-the-line illustrations. I want to see wandering mercenaries marching through the purple dunes of the Arcano Deserts and twisted caverns of silver-veined stone filled with smoky torchlight. Imagine dragonriders racing between the half-shattered towers of the Bassanen Empire and elven detectives scouring the back alleys of the grotto megapoli.

Basically, I’m treating the 8-Bit Funding project as a preorder-with-perks program to raise the funds necessary to make the final rulebook as awesome as possible.

WHAT IS THE BLACK BOOK BETA?

The Black Book Beta rulebook is being released to fulfill two functions:

First, it will allow those sponsoring Legends & Labyrinths early access to the game while we wait for the artists to finish their commissions.

Second, it basically gives us a public beta testing period in which sponsors and their gaming groups will be able to give me a final round of feedback which can be incorporated into the rulebook.

The Black Book Beta rulebook is fully playable, but not complete. What does that mean? Basically, the Black Book Beta rulebook is missing:

(1) Spells
(2) Monsters
(3) Magic Items

These items are missing primarily because the layout of these sections of the rulebook will depend heavily on the art which we’ll be able to commission following the funding drive.

Don’t you need spells, monsters, and magic items to play the game? Yes. But, remember, Legends & Labyrinths is 100% compatible with 3rd Edition: Until the final rulebook is completed, you’ll be able to pull spells, monsters, and magic items from any online SRD (or your existing 3rd Edition rulebooks and supplements).

(The Black Book Beta rulebook will also include L&L’s super-simple monster creation system, so you can whip out playable stat blocks for any creature you can imagine in seconds.)

To be perfectly honest with all of you, given the long and painful development process for this project, I also felt very strongly that the game needed to be in a completed state before I offered it for any kind of sale. The Black Book Beta rulebook allows me to accomplish that while also working to ensure that the final version of the rulebook is the best it can be for you: Even if I keeled over from a heart attack tomorrow, Legends & Labyrinths is in a completed state. It has been written. It has been laid out. It even includes temporary, public domain art. About the only thing missing at this point are a few “page XXX” references that still need to be filled in.

I could, if I wanted to, simply publish the rulebook as it exists today and nobody would blink an eye at it. (Well, the lack of art in the bestiary would probably annoy.) But I’d rather make this final, extra effort to push it over the top. I hope you’ll agree with me and help to make that dream a reality.

If not, just wait a few months and the final version of the rulebook will be on sale.

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

LEGENDS & LABYRINTHS

Jacques de Gheyn - Vanitas Still Life (1603)“Gilted Fiends”, like “101 Curious Items”, was originally submitted to Dragon Magazine. It went through several revision passes: First, the editors cut the coin of fate, coins of the damned, Aethope’s coins, the thief’s coin, coins of the dead, and the gilted fiend. They asked me to revise the rest and re-submit. (I’m no longer certain of the rationale; I think partly to make for a smaller word count, partly to eliminate the “artifact-like” objects, and partly to “tighten the focus” of the piece.)

When I re-submitted the article, the editors were unhappy because the coins did not rigidly follow the guidelines for pricing magic items in the DMG. In my opinion, the guidelines were pricing most of the coins as being way too expensive/valuable and they were, after all, meant to be guidelines not a straitjacket.

So I ran the coins through the DMG guidelines and re-submitted… which resulted in the article being rejected because the coins were too expensive for their utility.

I promptly restored the coins that had been cut and sold it pretty much instantly to the now-defunct Campaign Magazine.

A few years later, WotC released the Magic Item Compendium and basically said, “We’ve repriced a bunch of items by ignoring the guidelines when the guidelines were making items too expensive.” I felt vindicated.

However, the revised prices survived the transition to Campaign Magazine.  (The principle of “guideline = rule!” was memetically viral at the time… and remains so today. I’m actually including a big “guidelines are not rules” disclaimer in Legends & Labyrinths for this very reason.) Those revised prices are also the prices which appear here because I’m generally following the principle of not revising this reprint material as I archive it on the Alexandrian. But you really would be better off ignoring them.

Finally, here’s a list of “ideas for coins” that I brain-stormed for the article but never actually developed:

  • reverse gravity
  • able to breathe only water
  • mask which allows one to speak with animals
  • exchanges gold coins for copper coins as you walk by people
  • need a pun on gilt/”guilt”
  • coin purse coin — randomly absorbs other coins like bag of holding
  • some (all?) are bags of devouring
  • jade coin from lost empire that transforms other coins to match itself (lost dimension?)

(No, I have no idea why I included the idea for a mask in the middle of this list.)

Read “Coins of the Damned”, a sequel to “Gilted Fiends”.

Gilted Fiends – Part 6

July 16th, 2011

Go to Part 1

Jacques de Gheyn - Vanitas Still Life (1603)BLOOD MONEY

Blood money exacts a terrible price upon those who carry it: If someone should die while in possession of blood money their soul will automatically be imprisoned within the coin as per the soul bind spell – preventing them from being returned to life via a clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the coin or dispelling the magic upon it can one free the soul (which is still dead, but can now be returned to life normally).

Evil spellcasters have been known to trick adventurers by hiring them on legitimately worthy missions, and then giving blood money as a reward. The adventurers will subsequently be ambushed by their minions (with the goal of killing as many as possible and escaping with the blood money which now contains their soul) – thus keeping the spellcaster safe, while gaining them souls upon which to practice their foul arts.

Similar tricks have been used to ensure the near-permanent destruction of enemies or to extort ransoms from the rich and powerful (for example, by using blood money to entrap the soul of a merchant’s daughter).

Caster Level: 17th
Prerequisites: Craft Wondrous Item, soul bind
Market Price: 600,000 gp

 

THE GILTED FIEND

During the great bulk of the day, a gilted fiend will appear as a perfectly normal gold piece. At the stroke of midnight, however, the coin will transform into a small, golden creature with an impish tendency towards practical jokes, tricks, and surprises. This transformation will last for 1d6 x 10 minutes.

When the gilted fiend first appears it will have a friendly, if somewhat mischievous, effect. Its owner (or owners) might find their boots mended in the morning, for example – or perhaps awaken to find breakfast already cooked. As time passes, however, the gilted fiend’s behavior will slowly change until, finally, it will truly live up to its name. Instead of finding items repaired, its owners will find items broken or missing. They may awake in the morning to find their bodies riddled with strange injuries they didn’t have before falling asleep. Finally the gilted fiend will turn murderous – its owner usually turning up slain by their own weapon in an apparent suicide.

While in its transformed state, the gilted fiend will do its best to avoid detection. If it is detected, it will still attempt to disguise its nature by doing everything possible to prevent people from seeing the actual moment of transformation.

If it becomes important, the gilted fiend can be considered to possess the same stats as an imp during its period of transformation (see pg. 48 of the MM). While in coin form, it will be indistinguishable from a normal coin (except through the use of spells such as detect magic) and can be destroyed through perfectly normal means (by melting it down, for example). Any damage done to the gilted fiend while in its transformed state will have automatically healed by the next night.

Caster Level: 15th
Prerequisites: Craft Wondrous Item, polymorph any object
Market Price: 250,000 gp

Reflections on “Gilted Fiends”

Gilted Fiends – Part 5

July 15th, 2011

Go to Part 1

Jacques de Gheyn - Vanitas Still Life (1603)THE SHOPKEEPER’S CHANGE

These devilishly clever items were created by a merchant guild which was, shortly thereafter, run out of business. The shopkeeper’s change appears like a normal coin (usually a copper or silver piece). So long as someone has the coin on their person, however, they must make a save vs. will or accept whatever deal is suggested to them.

The coins got their name because shopkeepers would give the coin to their customers, and then suggest things like, “Why don’t you pick up this nice ball of twine, too?” until the coin was returned to them – at which point the coin would go back into storage.

Victims of the coin will not think anything amiss with their unusual compliance, unless the suggestions are so outrageous that – in hindsight – they are obviously questionable (for example, paying 500 gp for that ball of twine). (The DM may use their best judgment or call for a second save vs. will in these situations.)

Caster Level: 5th
Prerequisites: Craft Wondrous Item, charm person or command
Market Price: 5,000 gp

 

COINS OF THE DEAD

They were created in three pairs by Nathanuel, the Sixth Dark Mage of Ashantal, and dipped beneath the waves of the Lethe, before being delivered to the three daughters of King Kalduran of Anderoc as spite for their spurns. And for one hundred years, the three daughters slept, until the White Knights of Senzeral ventured into the Black Abyss and retrieved Nathanuel’s oblivion…” – The Books of Anderoc

The coins of the dead are three matched sets of coins – one golden, one silver, and one copper – which were created as a curse to those who receive them as gifts (or otherwise). If someone falls asleep with either coin from a set on their person, they must make a save vs. will roll or slip into a coma-like slumber from which they will awaken only when both coins have been placed upon their eyes. While under the effects of the coin, the victim will be helpless (DMG, pg. 84) and will not age or respond to any physical stimulus.

Although the coins have often been brought together over the course of history (for obvious reasons), it is also quite common for them to become separated again – frequently creating situations in which men of great power have been forced to scour the globe for the matching coin necessary to save those closest to them.

A wish spell may also be used to break the enchantment, but only if the caster is of 20th level or higher.

Caster Level: 20th
Prerequisites: Craft Wondrous Item, sleep, permanency, wish
Market Price: 350,000 gp per coin

Continued tomorrow…

Gilted Fiends – Part 4

July 14th, 2011

Go to Part 1

Jacques de Gheyn - Vanitas Still Life (1603)UNHOLY WEALTH

Long ago a mighty civilization flourished deep within the bowels of the earth, accomplishing great deeds and carving for itself a place of greatness. Now, though, this forgotten empire is long lost to the mists of history – leaving behind only the strange golden coins which adventurers have come to know as unholy wealth.

These coins project an invisible unholy aura around their carriers (the unholy aura can, therefore, be detected with spells such see invisibility and true seeing). Creatures so warded in this manner receive a +4 deflection bonus to AC, a +4 resistance to saves, and an SR 25 against good spells and spells cast by good creatures. The aura will also block possession and mental influence. If a good creature succeeds at a melee attack against the carrier of unholy wealth, the offending attacker takes 1d6 point of temporary Strength damage (Fortitude save negates).

Divine spellcasters of good or neutral alignment will find their access to their spells blocked so long as they carry the unholy wealth (knowingly or otherwise). Good-aligned characters who knowingly use unholy wealth to their own advantage should be considered to be acting against their alignment.

Caster Level: 15th
Prerequisites: Craft Wondrous Item, unholy aura
Market Price: 240,000 gp

 

THE THIEF’S COIN
(Artifact)

The thief’s coin has been inhabited for more than a century by the entrapped spirit of the master thief Shadowraven, who had the misfortune of getting caught on the premises of a tower belonging to the wizard Azbahkeroth. To punish the thief, Azbahkeroth imprisoned his soul for all eternity within one of the gold coins he craved so much.

Shadowraven had his revenge, however. Although robbed of sentience, the avarice of his soul – focused through the properties of the coin – began to attract stolen goods and money to its owner. Within a few months Azbahkeroth found himself, unwittingly, surrounded by a wide array of stolen goods – and no good explanation of how he had come into possession of them. During the liquidation of his property which followed his arrest, the thief’s coin disappeared.

Anyone who comes into possession of the thief’s coin suffers the risk of falling to a fate similar to Azbahkeroth. Whenever they come into possession of something new (whether taking treasure from a monster, buying supplies at a store, or receiving change from a shopkeeper) there is a 10% chance that it was recently stolen. If it was stolen, then there is a 50% chance that the item in question is identifiable. Whether or not its true owners will come looking for it is left up to the discretion of the DM.

Caster Level: 12th

Continued tomorrow…

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