Ring of Second Breakfast
This legendary Halfling Artifact will summon a full brunch for one, complete with a mug of hot coffee and a mimosa, every day, if activated between 10am and 1pm.
Map of the Underground Tunnels below the Garden Deck
Turn Valve Door requires a successful Force Doors roll. If they succeed each will be washed to a random location. Circled Back to Start means that they are now at the bottom of the river. Burrows are now flooded and impassable.
Green Horncap
Green Horncap, Giant Killer mushroom
Hostile, predatory fungoid.
No. Enc.: 2d6
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 6
Hit Dice: 5 / 20
Attacks: 1
Damage: 1d8 plus poison
Save: F3
Morale: None
Hoard Class: None
These creatures can grow up to six feet high. They are highly aggressive and will look to inject their spores (poisonous to most creatures) into anyone, or anything that ranges in reach of its thorny limbs. On a successful strike, the victim must make a save vs poison or start to take d6 damage per round until cure is found.
Cold and heat attacks do 2x damage. Electrical has no effect. Blunt weapons do 1 point of damage only. Susceptible to spells that affect plants.
Hostile, predatory fungoid.
No. Enc.: 2d6
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 6
Hit Dice: 5 / 20
Attacks: 1
Damage: 1d8 plus poison
Save: F3
Morale: None
Hoard Class: None
These creatures can grow up to six feet high. They are highly aggressive and will look to inject their spores (poisonous to most creatures) into anyone, or anything that ranges in reach of its thorny limbs. On a successful strike, the victim must make a save vs poison or start to take d6 damage per round until cure is found.
Cold and heat attacks do 2x damage. Electrical has no effect. Blunt weapons do 1 point of damage only. Susceptible to spells that affect plants.
Tyrannosaurus Borg
Tyrannosaurus Borg
No Enc: (1)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 0
Hit Dice / Hp: 20 / 85
Attacks: 2
Save: F10
Morale: 11
Hoard Class: VII x3
XP: 3000
Combat Matrix (roll d6 to determine which attack is used)
1-2 Bite 6D6
3 Buzzclaw 3D8
4 Lazer Cannon 4D6
5-6 Tail Swip 2D6
--knocked down. Cannot do action until next turn.
This monster was accidentally created by Izkakh Squill when he was just learning how the ship’s gene-vats and cybertech labs worked. Unprepared for what he had created, the T-Borg quickly broke loose and Squill was barely able to lure it into the zoological garden level before it destroyed the entire medical bay. Squill has set the gene-vats to produce lots of giant camlepods and elephuts to keep the cybernetic dinosaur happy and fed, while using it as a guard against anyone who might try to infiltrate into Squill’s new laboratory where he is now experimenting directly on the power core itself…
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This is where I found the image. Artist, Unknown. |
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 0
Hit Dice / Hp: 20 / 85
Attacks: 2
Save: F10
Morale: 11
Hoard Class: VII x3
XP: 3000
Combat Matrix (roll d6 to determine which attack is used)
1-2 Bite 6D6
3 Buzzclaw 3D8
4 Lazer Cannon 4D6
5-6 Tail Swip 2D6
--knocked down. Cannot do action until next turn.
This monster was accidentally created by Izkakh Squill when he was just learning how the ship’s gene-vats and cybertech labs worked. Unprepared for what he had created, the T-Borg quickly broke loose and Squill was barely able to lure it into the zoological garden level before it destroyed the entire medical bay. Squill has set the gene-vats to produce lots of giant camlepods and elephuts to keep the cybernetic dinosaur happy and fed, while using it as a guard against anyone who might try to infiltrate into Squill’s new laboratory where he is now experimenting directly on the power core itself…
Neural Network Devises Spell Names
Had I the time/inclination, all future D&D spells would be generated using this site!
Phantasmal assault
Bund Wind
Dance of Sack
Poxsare
Dumination
Storm of the gifling
Chorus of the dave
Song of the doom goom
Death’s Death’s Proud Bear
Shield of Farts
Ward of Snade the Pood Beast
Summon Storm Bear
-Referring article from the Mary Sue.
-Original ink: Lewis and Quark Blog.
Phantasmal assault
Bund Wind
Dance of Sack
Poxsare
Dumination
Storm of the gifling
Chorus of the dave
Song of the doom goom
Death’s Death’s Proud Bear
Shield of Farts
Ward of Snade the Pood Beast
Summon Storm Bear
-Referring article from the Mary Sue.
-Original ink: Lewis and Quark Blog.
Talisman Island
Talisman 2nd Edition was our go-to game whenever no-one felt like running a proper game. Kept us entertained, and at each other's throats for hours. I found TALISMAN ISLAND years ago and have always wanted to do something with it, but coming across it again in a FB post, it has sparked in me a terrible, terrible idea....
Technodactyls
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqJhXhJC2GVHYxGybsaP_HnOw7_NV98Iyroc2RPI6EO3Afv73jLPNBzBeYjxH9184X9-Vsdhm66uwSeaRreMrFo8AgljWFbpghwAtXUmqsY6V3tntq-gZpss1mC5m0qmuEDvygDeLer_o/s400/Metaridley3.jpg)
until flock totals PCs +3
Alignment: Evil
Movement: Fly: 240' (120')
Armor Class: 6
Hit Dice/HD: 5 / 22-30
Attacks: 3 (bite/claw/tail laser).
Damage: d12, d8, d10
Save: F3
Morale: 8
Hoard Class: None
XP: 400
Will hover out of range shooting with their tail lazers until the entire flock arrive, at which point they will then swoop in en masse.
- for Labyrinth Lord
Expedition to the Final Frontier
Its too late to change the September scenario, but at some point, I really want to tweek Expedition to the Barrier Peaks so that the Party s exploring the classic Kirk era USS Enterprise. Include a lot of the classic monsters tech and tropes. Maybe for the 5th edition game...
Rules for Figuring Out Technology in Labyrinth Lord
The
Players are gonna want to use the new technology they find aboard the
ship, that's half the fun of this module. The issue is finding good rules that allow the PCs to do that quickly and easily.
Gary's charts in EBP are fun, but get exponentially more complex and can get tedious. The
rules in Mutant Future take too long game wise.
Here I threw-up some INT based charts that chart what happens if the character wants to
figure something out. Simply determine if the item is Simple, Medium,
Complex/Weapon roll d20 and apply modifiers. Each step takes 1
round.
Neutral means that the player has not damaged or interfered
with the item in any way, but they must re-roll at +1 (does not
stack).
Blown Charge. If an item's charge is not listed, it has d8 for Simple Items. d6 for Medium and Complex. If it runs out of charges, it is Powered Down.
Power drain means item has powered down. Can't be used until
a new power source if found (battery or glowstone).
Explosion: Does 2d10 damage to everyone within 10'. Save vs Breath for Half.
![]() |
from Kung-Fury |
Modifiers
to Technology Table Rolls
|
|
Int
Modifiers
Stat Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18+ +3
|
-Item
is Damaged: -3
-Previously
observed similar object being operated. +1
-Previously
received explanation of operation, or had a chance to handle item
previously. +1
-Operated
a similar device in past: +1
|
All
modifiers stack with each other.
|
Simple
Technology Table
|
Roll
D20 plus Modifiers
|
|
STEP
1
|
STEP
2
|
STEP
3
|
1-10
Neutral
|
1-5
Blown Charge
|
1-5
Item Destroyed
|
11-20 Go To Next
Step
|
6-12
Neutral
|
6-10
Blown Charge
|
13-20 Go To Next Step
|
11-15
Neutral
|
|
16-20
Solved
|
Medium
Technology Table
|
Roll
D20 plus Modifiers
|
|
STEP
1
|
STEP
2
|
STEP
3
|
1-6
Blown Charge
|
1-5
Power drain
|
1-4
Item Destroyed
|
5-11
Neutral
|
6-10
Blown Charge
|
5-8
Power Drain
|
12-20 Go To Next Step
|
11-15
Neutral
|
9-12
Blown Charge
|
16-20 Go To Next Step
|
13-16
Neutral
|
|
17-20
Solved
|
Complex/Weapons
and ArmourTable
|
Roll
D20 plus Modifiers
|
|
STEP
1
|
STEP
2
|
STEP
3
|
1-4
Power Drain
|
1-4
Item Destroyed
|
1-3
Explosion/Item Destroyed
|
5-9
Blown Charge
|
5-8
Power Drain
|
4-6
Item Destroyed
|
10-16
Neutral
|
9-12
Blown Charge
|
7-9
Power Drain
|
17-20 Go To Next Step
|
13-16
Neutral
|
10-13
d4 Blown Charges
|
17-20 Go To Next Step
|
14-16
Neutral
|
|
17-20
Solved
|
Expedition to the Barrier Peaks: Maintenance Level Map
My reworked map of the 1st Maintenance Level from Expedition to the Barrier Peaks. Like all the other levels, I've had to greatly simplify the maps and encounters simply because I won't have a whole day to run it as a proper tournament style module (I've dumped the second maint-level altogether). This level is an optional bug-hunt where the players will encounter environmental hazards, zombies, malfunctioning security bots. There is also an ancient Intellect Devourer trapped here, eager for fresh brains to feast on.
Key
Hazard Zones G-Lift Tubes
Radiation Zones E-Open Entrance
Security Bots W-Orange Clearence Entrance Only
Space Zombies N/S- Closed on this level.
Intellect Devourer
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Corridors on Maintenance Level |
HAZARD ZONES
If the PCs pass through one of these areas, there is a 1 in 10 chance that the hazard will 'go off'. If the PCs search the area, there is a 25% chance that the hazard will 'go off'.
Roll d100 to Determine the Hazard
1-50% Exposed Electrical Hatch
-there is an open panel here, with colourful threads dangling from it. Every now and again, there is a audible snap and a spark jumps from the panel. The air is heavy with the smell of ozone.
Hazard - Lightning Bolt
A powerful stroke of electrical energy that is 60ft long and 5f wide. It deals 4d6 points of electricity damage to each creature within its area. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Any creature caught in the area of effect receives a saving throw versus spells. A successful save reduces damage by half.
51-60% Exposed Electrical and Puddle
-as above, but with a dripping pipe overhead and a large, stagnant puddle on the floor.
Hazard - Electrified Floor
As above, but area off effect is now 40' square, and it does 6d6 electrical damage. Save vs spell for half-damage.
61-80% Open Steam Pipe
-A wide pipe ends here, with a wide opening facing into the corridor. The heavy cover for the opening has broken off its hinges, and is lying on the ground below the opening. The air is muggy, humid and very, very warm.
Hazard - Steamblast
The pipe erupts,spitting out a cloud of super-heated water 40'long and 20'wide. Does 3d8 water damage to everything in range. Will permanently douse all light sources and flames. Save vs Breath Attack for 1/2 damage.
81-00% Open gas line!
-The corridor looks clear, but there is a stink of rotten eggs in the air.
This area will 'go off' automatically if the PCs are carrying any torches, candles, lanterns of other open flame or heat source.
Hazard - Fireball
There is an explosion of flame that detonates with a low roar and deals 5d6 points of fire damage to every creature within a 20ft radius. Sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Save vs Breath Weapon for 1/2 damage.
Oddyssey Encounters: Security Bot
SECURITY ROBOT
Stats for Labyrinth Lord. Stats and write up adapted from 'Expedition to the Barrier Peaks', originally written by Gary Gygax.
No. Enc. 1d4
Alignment: Neutral
Movement: 162' (216' emergency)- 54' (72' emergency)
Armour Class: -1
Hit Dice/Hp: 10 / 60
Attacks: 4
Damage: See Attacks
Defense: Has a force shield 20hp. Regenerates at 1hp per round, must be completely destroyed before body can be attacked.
Save: F10
Morale: N/A
Hoard Class: Search/Salvage
-Search:If robot is intact after combat, roll d6 for what can be found by searching the bot
Police robots can never be surprised. They have 200% human norm for both audial and visual sensors. They have infravisual capacity to 12”. Their force screen must be brought to 0 points before any damage accrues to the body of the robot. They can withstand vacuum or water pressure equal to 500 feet depth when their force screen is up. Cold does not harm police robots, nor does gas, paralysis, poison, etc. Fire/heat attacks cause only one-half normal damage and acid affects them only if the force shield is down. Lightning and electrical attacks have full effect, and there is a 1% chance per hit point of damage sustained that the robot will malfunction and cease operation due to fused circuitry.
At 10 or fewer hit points remaining, there is a 50% chance per round that a police robot will cease functioning. If the Robot shuts down, it may be searched or salvaged. If the robot is destroyed (brought to 0hp), it will self destruct (does 2d10 damage to anyone standing immediately next to the robot) and cannot be searched or salvaged.
These robots are programmed to use subdual and non-lethal attack forms initially. There is a 25% chance that any police robot encountered will have lost this programming, however, so that violent and deadly attack methods will be used. For such robots, roll d6, treating a 6 as use of either pressor or tractor beam, to find which attack method will be used. Robots of this type are 10% likely to have armed themselves with some form of human weapon (blaster pistol or rifle, laser rifle, needler), and in this case use d8, with 8 being attack with the weapon held in their manipulative digits.
Police robots have the following attack means (roll d6 to determine Attack Type each round):
1 Tentacle Arm Grab: 2 subdual tentacles of 6’ length and 18 strength. Roll d20 and add Str bonus. High roll wins. If both tentacles grab (two successful attacks), can use stun pistol in chest w/out action penalty each round. Or Crush which does d10 damage per round (if malfunctioning).
2 Buzz Saw Hands : Hands start swirling like buzzsaws, which strike for 5-20 (5d4) hit points of damage. 6’ length
3 Eye Lazer
Range: S=10. M=20. L=30
Area of Effect:1' beam
Rate of Fire: 2 per round
Damage: 5D6
Save: vs Petrify. Unarmoured, 1/2. Armoured, no damage, but roll d6 for armour. Non-Magical 1-2 looses one AC. Magical 1 - looses one AC.
4 Grenade Launcher
D6 grenades (if empty, will waste attack). All have a 10' radius
1-2 Sleep Grenades: Save vs poison or fall asleep for d6 turns. If all fall asleep, bot will continue its patrol. No treat detected.
3-4 Goo Grenade: Save vs petrify or be incapacitated. Can only be removed by fire or acid.
5-6 Flash/Bang: d10 damage. Stunned for d4 rounds. Save vs Breath for half damage and effect.
5 Chest Paralyser
Range: S=5. M=10. L=15
Area of Effect: 5' cone.
Rate of Fire: 1 per round
Damage: Total paralysis or stun
Save: vs paralyses. Save for stunned (movement y half. -4 to all attack rolls. spells every other round only).
6 Tractor Beam
Push: Save vs Wand or be knocked back 20' and knocked down. If hit a wall does d6 damage. If hit another PC, does d4 damage to both. Both knocked down. Save and be pushed back 10', not knocked over.
Pull: Save vs Wand or be pulled into Chest Parayser/Buzz Saw arms (50/50%). Save vs pull free.
Salvage: If the PCs want to salvage any specific part of the robot.
Stats for Labyrinth Lord. Stats and write up adapted from 'Expedition to the Barrier Peaks', originally written by Gary Gygax.
No. Enc. 1d4
Alignment: Neutral
Movement: 162' (216' emergency)- 54' (72' emergency)
Armour Class: -1
Hit Dice/Hp: 10 / 60
Attacks: 4
Damage: See Attacks
Defense: Has a force shield 20hp. Regenerates at 1hp per round, must be completely destroyed before body can be attacked.
Save: F10
Morale: N/A
Hoard Class: Search/Salvage
-Search:If robot is intact after combat, roll d6 for what can be found by searching the bot
1-3
Nothing
4 Red
Security Card
5 Lazer
Pistol
6 Glowstone
(power core)
-Salvage: see below
Police robots have built-in Red color card capacity, language translators, and atmosphere analysis devices. They have anti-grav units built in, and the capacity of this unit type is the robot plus 1,000 pounds. Emergency speed is usable for 1 turn every hour.Police robots can never be surprised. They have 200% human norm for both audial and visual sensors. They have infravisual capacity to 12”. Their force screen must be brought to 0 points before any damage accrues to the body of the robot. They can withstand vacuum or water pressure equal to 500 feet depth when their force screen is up. Cold does not harm police robots, nor does gas, paralysis, poison, etc. Fire/heat attacks cause only one-half normal damage and acid affects them only if the force shield is down. Lightning and electrical attacks have full effect, and there is a 1% chance per hit point of damage sustained that the robot will malfunction and cease operation due to fused circuitry.
At 10 or fewer hit points remaining, there is a 50% chance per round that a police robot will cease functioning. If the Robot shuts down, it may be searched or salvaged. If the robot is destroyed (brought to 0hp), it will self destruct (does 2d10 damage to anyone standing immediately next to the robot) and cannot be searched or salvaged.
These robots are programmed to use subdual and non-lethal attack forms initially. There is a 25% chance that any police robot encountered will have lost this programming, however, so that violent and deadly attack methods will be used. For such robots, roll d6, treating a 6 as use of either pressor or tractor beam, to find which attack method will be used. Robots of this type are 10% likely to have armed themselves with some form of human weapon (blaster pistol or rifle, laser rifle, needler), and in this case use d8, with 8 being attack with the weapon held in their manipulative digits.
Police robots have the following attack means (roll d6 to determine Attack Type each round):
1 Tentacle Arm Grab: 2 subdual tentacles of 6’ length and 18 strength. Roll d20 and add Str bonus. High roll wins. If both tentacles grab (two successful attacks), can use stun pistol in chest w/out action penalty each round. Or Crush which does d10 damage per round (if malfunctioning).
2 Buzz Saw Hands : Hands start swirling like buzzsaws, which strike for 5-20 (5d4) hit points of damage. 6’ length
3 Eye Lazer
Range: S=10. M=20. L=30
Area of Effect:1' beam
Rate of Fire: 2 per round
Damage: 5D6
Save: vs Petrify. Unarmoured, 1/2. Armoured, no damage, but roll d6 for armour. Non-Magical 1-2 looses one AC. Magical 1 - looses one AC.
4 Grenade Launcher
D6 grenades (if empty, will waste attack). All have a 10' radius
1-2 Sleep Grenades: Save vs poison or fall asleep for d6 turns. If all fall asleep, bot will continue its patrol. No treat detected.
3-4 Goo Grenade: Save vs petrify or be incapacitated. Can only be removed by fire or acid.
5-6 Flash/Bang: d10 damage. Stunned for d4 rounds. Save vs Breath for half damage and effect.
5 Chest Paralyser
Range: S=5. M=10. L=15
Area of Effect: 5' cone.
Rate of Fire: 1 per round
Damage: Total paralysis or stun
Save: vs paralyses. Save for stunned (movement y half. -4 to all attack rolls. spells every other round only).
6 Tractor Beam
Push: Save vs Wand or be knocked back 20' and knocked down. If hit a wall does d6 damage. If hit another PC, does d4 damage to both. Both knocked down. Save and be pushed back 10', not knocked over.
Pull: Save vs Wand or be pulled into Chest Parayser/Buzz Saw arms (50/50%). Save vs pull free.
Salvage: If the PCs want to salvage any specific part of the robot.
Automatic 1 in 6 chance of re-activating the robot.
-Armour. Simple Technology Chart
-Armour. Simple Technology Chart
-Glowstone
(power core) Medium Technogy Chart
-Lazer/Stun/Tractor
Beam/Force Field. Complex Technology Chart.
-Grenades: d4 remain. Each must be removed seperately. Medium technology chart, but will explode on Power Drain or Item Destroyed Result.
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