Kreations
It occurred to me that nearly everyone who wants to give Five Color Magic a try in their own game will want to tweak it a bit. So I uploaded a .doc version of the lists for you to mess with:
Click here to download Five Color Magic in .doc format
Tags: Five Colors, Kreations, Labyrinth Lord
Last week I wondered aloud about the possibility of reorganizing the spell lists and spellcaster classes into five schools or spheres based loosely on that one card game. As I’ve thought about it some more and got my son involved, we’ve come to like the idea more and more. So, without further ado, here is the list of spell levels 1 through 5 in PDF form:
There are, I think, a lot of benefits to doing something along these lines. Most of all, it gives five fairly equally-playable classes instead of four where one (the druid) is often seen as out of place and another (the illusionist) is often not viable. Plus it solves the issue of “just what is the cleric class doing in the game, anyway?” which has always bugged me a bit. Rather than one powerful spellcaster and one supporting cast member, there are five flavors of adventuring wizard, each with strengths and weaknesses.
I should say that this list is not exaclty what we’ve come up with for our own game. We’ve added a few spells (such as a full complement of cure wounds spells) and some other minor tweaking along the way. I wanted a fairly standard list for others, though, so I’ve removed our own spells and used the standard names from Labyrinth Lord’s Advanced Edition Companion.
One thing we’ve done on our own list is to slightly adjust the spell’s flavor to better suit the color it ended up in. For instance, in our list the illusionist spell obscuring mist is in the red list so we changed it to obscuring smoke to better match red’s theme of fire. And some of the overtly-religious spells have also been re-named while keeping the same mechanical effect. Bless, for instance, became rally.
Some of the slotting decisions were arbitrary, and no doubt others will want to adjust things to their liking before giving it a try. Our own list is still in a state of flux and will probably continue to be so for some time as we keep tinkering. One thing that I did leave in from our take are the separate elemental conjuration spells (as the druid handles it) rather than the all-in-one conjure elemental magic-user spell. Splitting up the conjuration and banishment of elementals from the various elemental planes really plays to the strength of the color-based system, so I included it here.
Our basic idea is to use five wizard classes, one for each color. A wizard will only be able to cast spells of his own color or from the “colorless” list which consists of general magical function spells. An optional idea is to allow wizards of higher levels to begin getting access to lower-level spells from the two sympathetic colors (white and red for green, for instance). We haven’t quite worked out how we’ll manage that.
Another thing we’ve been thinking about is making spells of seventh-level and above require cooperative casting by wizards from two or more colors.
One thing I should say is that this does not at all, I think, turn D&D into some sort of Magic: The Roleplaying Game. The spells themselves remain the same as in the original game and the number cast per day is unchanged. This is simply an attempt to look at an alternative class system for spellcasting adventurers.
Take a look if interested and, by all means, give me some feedback on this. It has gone from something done out of curiosity to something that is looking more and more worthwhile to use in our game. In fact, my son’s enthusiasm for the idea has us working on taking some of these ideas beyond just the magic system and re-tooling our homebrew game in a more significant manner. I’ll have more on that in the near future if we keep at it.
Tags: Five Colors, kilgore edition game, Kreations
Here is a one-page PDF of the Roll to Advance system I introduced last week. Obviously, the one-page format does not allow for in-depth explanation or discussion of the system, but it does provide the basics needed to use it in play.
This PDF currently uses the original racial modifiers despite the fact that I still suspect that they may be slightly too high.
A number of readers have expressed interest in trying this in their games. I would LOVE to hear feedback from those that do, particularly about adjustments that you’ve made and your experiences with the multi-class methods.
Tags: Kreations, Labyrinth Lord, roll to advance, rules
For our adventures in the Forbidden Jungle, we’ve had to modify our Labyrinth Minions system to include the native tribesmen who are hiring themselves out to hunters, explorers, and adventurers.
There is a steady stream of people from the settled lands across the sea arriving in the crowded town at the mouth of the huge river which snakes up into the Heart of Darkness. Many of these (which we call “old worlders”) arrive with hopes of gold, ivory, and glory but soon find themselves with nothing but a rusty sword and an empty stomach. They are only too willing to hire themselves out as porters, torch bearers, or men-at-arms to an expedition.
Also, the word has spread among the native tribes that gold can be earned by working for these crazy old worlders. So there is usually no shortage of natives looking for work as well. Unlike most campaigns I’ve run, in the Forbidden Jungle there is no shortage of potential hirelings.
And it’s a good thing, as the Forbidden Jungle is a deadly place. The natives know and accept this with a grim determination. The newcomers maybe don’t, but with no family on the continent there is no one to complain if someone heads out on an expedition but never returns. Most of the old worlders who don’t return are never missed by anyone. It’s sad, but the jungle has no sympathy.
Here is the modified version of the Minions sheet:
The native tribesmen are more lightly armed and armored than the old-worlders but are a bit hardier in the environment as reflected by their slightly better hit points. The scale mail for the tribesmen can represent either new world scale mail or perhaps some special tribal construction.
Tags: Forbidden Jungle, Kreations, Labyrinth Lord
Was rummaging through some old 2e stuff and came across this sheet I cooked up back in the day using MS Excel:
Though it’s obviously crammed full of all sorts of stuff compared to the sheets I’ve gotten used to for Labyrinth Lord, this sheet actually served pretty well. The only changes I made from the old days were to add a Kilgore badge in the lower corner and to switch the ammo and food/water boxes to circles because the little boxes I was using weren’t coming through correctly in the PDF conversion.
This was actually the second full-fledged 2e sheet I created, done in around 1998 or 1999. The first one was done in Lotus 1-2-3 around 1990, I believe, and printed on 9-pin tractor feed printers. Those were the days. I’m sure that sheet is on an old floppy somewhere, but I’m not going to go looking for it right now.
Not sure if anyone is interested or not, but I’ll toss this one up into the collection of free Kilgore Kreations. I’ll put it next to the digest-sized White Box sheet for an at-a-glance look at how different the two systems are.
Tags: Kreations
Here’s a landscape version of the Labyrinth Minion Record Sheet:
I’ve really been liking digest-sized books and landscape print-outs lately.
Tags: Kreations, Labyrinth Lord
I cooked up a simple record sheet to track hirelings and men-at-arms:
It’s simple and general enough to work with nearly any system. The ‘Notes’ section can, of course, be used to record all sorts of info, including ability scores (if needed for hirelings) and various traits and characteristics. For the latter, I recommend checking out Robert Lionheart’s Random Hireling Generator in Knockspell #1.
If you’re in need of a quick and simple system to determine the number of applicant hirelings, their type, and their armor and weapons, check out Labyrinth Minions.
Also, don’t miss a 4×6 index card take on the Labyrinth Minions system at Dungeons and Digressions. I liked ze bulette’s idea of including the 0-level attack matrix on the sheet so I did the same here.
UPDATE: Now that I’ve posted this, it dawns on me that I wanted to also make a landscape version. I’ve been preferring digest-sized books and landscape sheets lately. I’ll have one up in a day or two.
Tags: Kreations, Labyrinth Lord
Was flipping through an old notebook when I came across this:
A 9 level, 50′ diameter tower with a small 3-level dungeon below.
To be honest, I have no idea what this was for. I don’t remember drawing it up, though it’s definitley my writing. My guess is that it’s from the late 1980s, though it could be as recent as 1993.
One thing I find a little curious are the diagonal rooms, particularly the parallelogram chamber on the 3rd level. That isn’t really like me. I wonder if that was something special.
In any event, it’s free for the taking. If anyone happens to use this, let me know.




