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Smoldering Wizard

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Smoldering Wizard

Tag Archives: aec

Forgotten Gems of the OSR – LL AEC Rogues Gallery

10 Sunday Sep 2023

Posted by Doug in Review

≈ 3 Comments

Tags

Advanced Edition Companion, aec, forgotten gems, labyrinth lord, rules supplement

Link to forum discussion

Early in the days of the OSR, blogs were a central resource for ideas and fan-made creations, ripe pickings for overworked GMs. Many of the early blogs are still online including Strange Stones, a self-described “nerdy RPG blog”. From 2010-2015, the blog author, Venomous Pao, posted lists of pre-generated LL AEC characters and adventuring parties, then collected them in a single PDF (mirror copy here or here), available to anyone for free.

ll-aec-clerics

The rogues gallery is as one would expect – lists of pre-generated characters but with lots of flavor, including unique head gear. The adventuring parties are a nice touch, useful for wandering encounters. Although some of the adventuring parties are of higher level, all of the pre-generated characters are 1st level. There are over 100 characters representing all of the LL AEC classes, as well as multi-classes, and 12 adventuring parties. It really is a great resource.

ll-aec-seekers-of-bexia

The Labyrinth Lord Advanced Edition Companion (LL AEC) Rogues Gallery is available from the Strange Stones blog.

Labyrinth Lord and Advanced Edition Companion Text Versions

03 Wednesday May 2017

Posted by Doug in DM Resources, Player Resources

≈ Leave a comment

Tags

Advanced Edition Companion, aec, doc, editable, labyrinth lord, text

On G+ today, James Spahn asked about finding the text versions of Labyrinth Lord. They used to be easy to find on the Goblinoid Games website, but that site recently underwent a redesign, and in the process the old forums and some of the downloads were removed. Among those removed were the word document versions of Labyrinth Lord and the Advanced Edition Companion. Since I had downloaded copies and still had them, I’m making them available:

  • Labyrinth Lord Revised Edition (doc text format)
  • Labyrinth Lord Advanced Edition Companion (docx text format)

I’ve also updated the links on my Player & DM Resources page.

Enjoy!

~

A Quick Look at Theorems & Thaumaturgy

11 Tuesday Mar 2014

Posted by Doug in Review

≈ 2 Comments

Tags

Advanced Edition Companion, aec, labyrinth lord, magic supplement, magic users, theorems & thaumaturgy

While perusing the Goblinoid Games forums the other day,  I noted mention of a supplement for the Labyrinth Lord Advanced Edition Companion (AEC),  Theorems & Thaumaturgy by Gavin Norman.  The no-art version is open content and free in PDF format, so I downloaded it and gave it a look.

Theorems and Thaumaturgy

It is essentially a magic supplement for AEC (although there are some notes on core Labyrinth Lord compatibility). It details three new magic-using classes (Elementalist, Vivimancer, and Necromancer), a variant Elf race (the Fey Elf) and class (the Sorcerer), expanded Illusionist spells (to 9th level), some handy tables, new magic items and monsters,  and an index of spells. It’s about 60 pages pf content, so there is a lot of meat here.

I particularly liked the Vivimancer, which is an alternate Druid-type class that does not worship nature but merely harnesses its power. The author explains that he does not use Druids in his campaign, and I think this would be a fun alternative. The added spells of the Vivimancer (some new, but also taken from the M-U and Druid spell lists) make for a more useful all-around class, one not just limited to wilderness campaigns.

Another nice addition to this supplement is the section on Tomes. These are pre-generated spellbooks, each recommended for a certain magic-using class, with new spells all based around a common theme. For example, there is The Chronomancer’s Workbook, a tome containing new spells of various levels, all based on time.

Also very useful is the alphabetical index of spells, which contains all spells in the AEC, in addition to the new spells in this supplement.  My only complaint with Theorems & Thaumaturgy is that the PDF is not indexed, but I can’t complain too much as it is free. There is much more, and all-told this is a very nice addition to any labyrinth lord”s toolbox. At the very least, the labyrinth lord will find the large collection of new spells useful in their own right, even if the new classes are not a fit for their campaign. Theorems & Thaumaturgy is available in print form at DTRPG in addition to the free PDF.

D&D Druids are Weaklings

29 Sunday Sep 2013

Posted by Doug in Class Tweaks

≈ 3 Comments

Tags

aec, basic d&d, druid, labyrinth lord, new spells

I’m starting a new Play-by-Post game (Labyrinth Lord with the Advanced Edition Companion [AEC]) shortly, and decided to create a Druid as I haven’t played one in quite some time. While going through the list of first-level spells (AEC p. 83), I remembered why – there is nothing there that is really useful underground, except perhaps shillelagh. So that is a problem with most campiagns spending at least some of their time in the dungeon. Nature certainly exists underground, and I imagine that Druids can draw their power from the earth, and should not be limited in their usefulness to just above-ground campaigns. They should also have some level of control over the classical four elements – earth, air, fire and water. With these points in mind, here are some ideas for new spells and abilities for Druids.

New Class abilities

  • Tracking – Druids can follow the track of any being connected to the earth, with success based on the age of the track.
  • Detect illusion – Druids can see the true nature of any being or item with concentration, as long as the illusion is created by someone/something no more than one HD higher than the Druid’s level.
  • Enhance/dim light – The Druid can make brighter or dimmer natural sources of light, phosphorescent cave lichens, for example.

New spells

  • L1 Sticks to Arrows – The Druid would need to carry a supply of sticks at least the length and circumference of an arrow, and once equipped can ‘shoot’ the sticks as if they were shot from a bow. For the duration of each shot, the spell mutates the stick into a straight and sharp arrow until just after it strikes its target. The sticks do the same damage and have the same range as a short bow. The Druid can shoot two such arrows per level, with a spell duration of four turns. So at first level, they could shoot one stick and wait a bit to shoot the second. The sticks/arrows get +1 to-hit at first level, then an additional +1 to-hit for every two caster levels thereafter.
  • L1 Hurl Stone – This allows the Druid to have a sling, without needing the actual weapon. It is more accurate than a sling but with the same range. The stones have +1 to-hit at first level, then an additional +1 to-hit for every two caster levels thereafter. The duration is four turns.
  • L1 Obscure –  This allow the Druid to camouflage small animals or items and have them blend into the background so they are not visible without a save vs. magic. The area of effect and quality of the obscurment would get better with caster level.
  • L1 Control Water – Causes flowing water to increase or decrease in flow strength – the area of effect and duration would increase with the caster level. Perhaps a small, trickling stream could be turned into a flowing brook at first level, while a river could be turned into dangerous rapids at higher levels (think Arwen in the movie The Lord of the Rings).
  • L2 Imbue Magic  – causes any weapon to be considered ‘magical’ for purposes of hitting a being that can only be damaged by magical weapons, but it does not increase the to-hit or damage capability of the weapon that is so imbued. The virtual bonus is +1 at second level, then increased by +1 for every three caster levels, so +2 at 5th level, +3 at 8th level, and +4 at 11th level (the maximum ‘bonus’).
  • L2 Create Whirlwind –  Allows the Druid to create mini-tornadoes, whose strength and size increase with caster level.
  • L3 L4 Fireball – Same as 3rd level M-U spell
  • L3 L4 Lightning Bolt – Same as 3rd level M-U spell
  • L6 L7 Earthquake – Same as 7th level cleric spell
  • L6 L7 Wind Walk – Same as 7th level cleric spell
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