Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Saturday, August 27, 2011

[Labyrinth Lord] Dear Lawyers: I Assure You That is Definitely NOT A Grell...

Completely unrelated to my previous discussion regarding "serial numbers filed off" versions of WOTC's precious non-open content Product Identity created by fine gentlemen such as Charles Stross, good 'ole Alan sent me his write up for an exciting new floating paralytic-tentacle monster "The Beaktopus."

The material in the quote box below is hereby designated Open Game Content via the Open Game License.
BEAKTOPUS
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: Fly - 120’ (30’)
Armor Class: 4
Hit Dice: 5
Attacks:   9 (8 tentacles, 1 beak)
Damage: (8 tentacles) 1d4 + paralysis / (1 beak) 1d6
Save:   F6
Morale:   10
Hoard Class: XIX
XP:   570

The beaktopus is a solitary underground predator which most likely originated in the fevered dreams of of a wizard with too much time and talent, though not enough common sense. Lucky adventurers who have chanced upon this fearsome creature and survived, describe it as well over 7 feet tall, with a body consisting of a central body from which eight radially symmetrical tentacles descend towards the ground. Each tentacle is covered with small, wickedly sharp hooked barbs which are used to capture and neutralize its prey. A large, sharp beak is found on the bottom of the body, sitting between all of the tentacles, and serves as the creature's digestive track entrance.

The beaktopus moves via a combination of levitation and using its tentacles to propel it, and is completely silent when it wishes to be. The source of the creature's levitation ability is a gland located in the central body, and if removed and lanced, will secrete enough liquid to act as a potion of levitation if captured and stored properly.

When a party of adventurers stumbles upon a beaktopus (for what foolish person would seek one out willingly?), the beast will focus all of its attacks on a single victim, and attack that poor sod with all eight (8) tentacles. If any tentacle his, then not only will each rake the victim's flesh with barbed hooks for 1d4 damage, but each successful attack also necessitates a single saving throw vs. paralysis, with a -1 modifier for each successful attack beyond the first.

Once the beaktopus has successfully attacked its prey and paralyzed it, it will draw the prey towards its beak and in the following turns begin devouring its helpless prey. The beaktopus may move and attack its paralyzed prey with its beak at the same time.


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE

Saturday, February 12, 2011

Today's Print Shop PDF Digest-Sized Booklet Blowout

Top Row: My Miscellaneous Equipment Reference; LL Advanced Edition Companion; S&W City Encounters; S&W Eldritch Weirdness Compilation; BTBG Monsterless Manual; OSRIC Monsters of Myth; Kellri's AD&D Old School Encounter Reference

Bottom Row: Pas Fortuna Basic; LL Realms of Crawling Chaos; Kellri's GW Scavenger's Field Guide; Melan's Sword & Magic; Swords & Wizardry Complete; OD&D Terminal Space; Courtney Campbell's Treasure.

My next print shop digest-sized booklet blowout will probably involve The Esoteric Creature Generator; Adventure's Dark & Deep Gamemaster's Toolkit; Swords & Wizardry Whitebox; XRP Malevolent & Benign; Kellri's AD&D Old School Spell Reference; AEG Toolbox; Gamm World 1st ed; Empire of the Petal Throne; Stars Without Number (how am I going to staple that one?!?!); etc. etc.

I'll probably start collecting digest sized adventures next as well, such as The Temple of the Toad, The Dreadful Island, Gabor Lux's output, Castle of the Mad Archmage, and so forth, so as to have a nice, deep selection of pregenerated adventure fodder.

The goal of all this silliness is to have all of my reference material in handy, portable digest-sized format, not only for dungeonmastering but also for quick, convenient reference while writing or working on dungeons. The idea that one "griefcase" could contain a wide, deep library of gaming material is one that appeals to me.

Wednesday, February 9, 2011

GUG!

...the lack of Gugs is nearly as unforgivable as the lack of Ghoul PCs...
NO. APPEARING 1-3
ARMOR CLASS 2[17], 6[13] vs Ghouls
MOVE 150' (50')
HIT DICE 10
% IN LAIR 25%
ATTACKS 4 claws (1-6/1-6/1-6/1-6) and bite (1-10)
SPECIAL Rending; -4 on attacks vs Ghouls
SAVE Fighter 10[5]
MORALE 10, 4 vs Ghouls
INTELLIGENCE Average
ALIGNMENT Chaotic evil
SIZE L (20'+ tall)
If a gug strikes a single opponent with two or more of its claws, it deals addition damage dependent upon the number of successful claw attacks, 1-8 for two, 2-16 for three, and 3-24 if all four strike.

Wednesday, April 28, 2010

Triumph At Red Box Vancouver!

crOm of Red Box Vancouver graciously invited me to one of their games at a coffee shop in my neighborhood last night. As I just had a band practice cancellation and a hole in my schedule I jumped at the opportunity...although every other member of the "Saucers & Sorcerers Society" were too busy/cool/lame ;) to attend...

...and I had a great time! The Red Box Vancouver guys are a real friendly/welcoming and fun bunch, and Corporal Kaffshyth ("Sending teenaged boys to their death is precisely how I became a Corporal!) was proud to aid the good people of Threshold by rescuing the children TREASURE! from the sewers. As well as uncovering a conspiracy involving corrupt, evil town guards! (I think that snooty elf is involved as well...)

However, Next time Corporal Kaffshyth is bringing the necessary equipment to harvest Yellow Mold and Rot Grubs. "What do you get when you cross a bottle full of rot grubs with a dragon? A dead dragon..."

Wednesday, February 10, 2010

March 20th & 27th...Blair's Big Dumb Planet Algol Adventure?

So March 21st-27th is International Traditional Gaming Week and I've been very jealous of Jeff Rient's Big Dumb Tekumel Adventure at this year's Winter War. Also, Labyrinth Lord Advanced Edition Companion has just been released. So I'm considering doing two "open" Planet Algol games in "public/semi-public" locales in order to celebrate ITGW...with Blair's Big Dumb Planet Algol Adventures utilizing Advanced Labyrinth Lord.

There is a selfish motivation for this...Planet Algol need's it's own "Castle Blackmoor/Castle Greyhawk" iconic dungeon and what better motivation to create a big gonzo fun dungeon that the very public ordeal of an "open game?" Plus, DMing for a bunch of folks that aren't part of my insular bohemian gaming group should be an interesting experience that I could learn from.

Hopefully my momentum continues and this becomes a reality. If this happens, hopefully Ancientvaults, Yezmyr and some of the Red Box Vancouver crew could make it for on eof these games ....

Cue the Star Trek fighting music...