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  PUBLISHER: James Mishler 
  AUTHORS: James Mishler & Jodi Moran-Mishler 
   
  COVER ART: Felipe Gaona, Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games 
   
  INTERIOR ART: Jacob E. Blackmon (p. 4), Dave Ross (p. 7, 11), Stan! (p. 3, 5, 12) 
   
  Find out more information about products from James Mishler Games at jamesmishlergames.blogspot.com or e-
  mail us at jamesmishler@gmail.com. Expanded Dragons – Hatchlings to Elder Wyrms © 2020 James Mishler. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please 
  contact Goblinoid Games on the web at www.goblinoidgames.com. This book is published pursuant to a 
  License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-2020, Daniel Proctor. Labyrinth Lord™, 
  Advanced Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All Rights 
  Reserved. These trademarks are used under the Labyrinth Lord Trademark License 1.2, available at 
  www.goblinoidgames.com 
   
  TABLE OF CONTENTS 
  Expanded Dragons ........................................................ 3 
  Chromatic Dragon Mutations ....................................... 6 
  Linnorms and Orms ......................................................... 6 
  Lung Dragons .................................................................. 7 
  Pocket Dragons .............................................................. 12 
  Dragon Random Encounters......................................... 14 
  Open Gaming License ................................................... 15 
  James Mishler Games Current Product List ................. 17 
   
   
   
  
  3 
   
  EXPANDED DRAGONS 
  The most notable development in this supplement is 
  the tying of dragon sizes (hit die variance) to the 
  dragon life cycle of age categories, and the 
  expansion thereof from seven to 11 age categories. 
  This expands the potential size and power of dragons 
  encountered from a tiny 6” long 1 HD hatchling 
  white dragon to a gargantuan 504’ long 21 HD elder 
  wyrm gold dragon.  
   
  Along with the expansion of hit dice are some 
  changes in how the age categories affect salient 
  dragon abilities, notably the size of breath weapons 
  and the method of determining the magic spells a 
  dragon can know and cast. Explicit ties between 
  age and size and dragon treasure hoards are also 
  spelled out. 
   
  Age categories under this system are not based on 
  hit points per hit die, but on total number of hit dice. 
  The core rules state that dragon hit dice have a 
  variation of +/- 1 to 3 hit dice. This system subsumes 
  that as part of the age category of dragons, from 
  the hatchling category with a -5 hit dice factor up to 
  the elder wyrm category with +10 hit dice factor. 
  Individual variation in size within an age category 
  comes from total hit points. 
   
  DRAGON AGE AND SIZE 
  Age Category 
  Age 
  Hit Dice 
  Hatchling 
  < 1 
  -5 
  Dragonet 
  1-2 
  -4 
  Juvenile 
  3-5 
  -3 
  Young 
  6-15 
  -2 
  Young Adult 
  16-30 
  -1 
  Adult 
  31-60 
  +/-0 
  Mature 
  61-125 
  +1 
  Old 
  126-250 
  +2 
  Ancient 
  251-500 
  +3 
  Wyrm 
  501-1,000 
  +5 
  Elder Wyrm 
  1,001+ 
  +10 
  Dragon Size: Hatchlings and dragonets are ½’ long 
  per hit point, juveniles and young are ¾’ long per hit 
  point, young adult through mature are 1’ long per hit 
  point, old are 1.5’ long per hit point, ancient are 2’ 
  long per hit point, wyrms are 2.5’ long per hit point, 
  and elder wyrms are 3’ long per hit point.  
   
  Dragon Shape: The classic dragon of European myth 
  and legend, or dracoform dragon, has a long 
  serpentine neck, long serpentine tail, in between 
  which is a (generally) lizard or crocodilian torso, with 
  forward arms with clawed hands and rear legs with 
  clawed feet, and from the shoulders rise leathery 
  wings. Normally, body length is divided equally three 
  ways between head and neck, torso, and tail. 
  Wingspan is equal to the overall length from wing tip 
  to wing tip; not aerodynamically sound, but then 
  most of dragon flight is propelled by innate magic, 
  with the wings assisting with lift and control. 
   
  Burrowing: Dragons of all kinds can squeeze through 
  ridiculously narrow spaces; this ability is part natural, 
  part magical. A dragon can fit through a space as 
  narrow as 1/8th its length, while linnorms, orms, and 
  lung dragons (see below) can fit through spaces as 
  tight as 1/30th their length. Their movement rate 
  when squeezed thusly is reduced to merely 30’ (10’), 
  15’ (5’) if they are burrowing to create a tunnel 
  (through earth or loose gravel, never through stone). 
   
  Armor Class: Improve the Armor Class of ancient 
  dragons by -1, wyrms by -2, and elder wyrms by -3; 
  thus, an elder wyrm gold dragon would have an AC 
  of -5. 
   
  Melee Attack Damage: Hatchling and dragonet 
  dragons deal less melee damage than their juvenile 
  and older counterparts; halve all damage rolls, 
  rounding up. At old and ancient age category, 
  increase the base die type by 1; thus, old and 
  ancient white and black dragons use 1d6 to 
  determine damage with their claws rather than 1d4. 
  At wyrm and elder wyrm, increase the damage die 
  type by 2; e.g., wyrm and elder wyrm white and 
  black dragons use 1d8 with their claws, while an 
  elder wyrm red dragon would deal 4d12 with his bite 
  attack. 
   
  New Attacks: Dragons of mature age and older gain 
  the use of two additional attacks – wing buffet and 
  tail slap.  
   
  A wing buffet is an area of effect attack, with an 
  area based on their size. The wing buffet attack 
  affects all creatures smaller than giant-sized in an 
  area with a radius equal to the full length of the 
  
  4 
   
  dragon. All creatures in that area must make a 
  saving throw versus Breath Attack. Those who fail 
  suffer damage equal to the dragon’s claw attack 
  plus are knocked prone and pushed back a number 
  of feet equal to the damage they suffer. Those who 
  succeed at the saving throw suffer only half damage 
  and remain standing. Using a wing buffet attack 
  requires the dragon’s full attack that round. Thus, if 
  an old red dragon with 12 HD and 72 hit points (thus 
  108’ long from tip of snout to tip of tail) were to use a 
  wing buffet, it would affect every creature within 
  108’, and if they failed their save they would suffer 
  1d10 points of damage, be knocked prone, and 
  pushed back that many feet. 
   
  Additionally, once per day, the dragon can 
  maintain a sustained wing buffet attack which lasts 
  for one round per hit die. Victims caught in the area 
  must make a saving throw every round. During the 
  sustained wing buffet, the winds created by the 
  buffet create an effect like the control winds spell; 
  strong winds for mature, severe winds for old, 
  windstorm for ancient, hurricane force for wyrm, and 
  tornado for elder wyrm, affecting ships, buildings, 
  and vegetation as noted. 
   
  A tail slap attack affects all creatures to the rear of 
  the dragon within 1/3 of its total length (i.e., the 
  length of its tail) as the dragon sweeps its tail back 
  and forth throughout the area. Every creature in the 
  area must make a saving throw versus Wands; failure 
  indicates they are hit by the tail, suffer damage 
  equal to the bite attack of the dragon, and are 
  knocked prone and back a number of feet equal to 
  the 
  damage 
  suffered. 
  Success 
  means 
  they 
  successfully dodged the tail and suffer no effect. A 
  tail slap attack replaces either the bite or the two 
  claw attacks of the dragon’s normal attack routine. 
   
   
    
  Breath Attacks: Quarter all relevant measures of 
  breath attacks for hatchlings, and halve those of 
  dragonet and juvenile dragons; thus, a juvenile white 
  dragon’s cold breath would be a cone 40’ long by 
  15’ wide. Double all relevant sizes of the breath 
  attacks for ancient and wyrm dragons, and triple 
  them for elder wyrm dragons; thus, a red wyrm’s fire 
  cone would be 180’ long by 60’ wide at the end. 
   
  Sleeping: Older dragons tend to sleep more, 
  spending days, weeks, months, or even years deep 
  in dreams and reveries. Add 5% to the chance of a 
  dragon being found sleeping for every age 
  category above adult; +5% at mature, +10% at old, 
  +15% at ancient, +20% at wyrm, and +25% at elder 
  wyrm. 
   
  Speaking: Decrease chance to speak by 5% for 
  each age category below young adult; thus -5% at 
  Young,   -10% at juvenile, -15% at wyrmling, and -20% 
  at hatchling. Chance to speak does not increase 
  with the older age categories. All dragons that can 
  speak know at least the Common Tongue, Dragon, 
  and their alignment tongue. They also can speak 
  one additional language per age category above 
  young adult. In addition, wyrms know 1d4 additional 
  languages, elder wyrms know 2d4 additional 
  languages; wyrms and elder wyrms may know one 
  or more dead languages. Dragons can read and 
  write any language they can speak. 
   
  Dragon Magic: Dragons who can speak can cast 
  magic-user/elf spells as per a magic-user of a level 
  equal to their hit dice less 5. Thus, a dragon with 10 
  hit dice cast spells as a 5th-level magic-user. Black, 
  brass, copper, green, and white dragons each add 
  one spell of each level known; blue, bronze, red, and 
  silver add two spells of each level known; and gold 
  dragons add three spells of each level known. Thus, 
  an elder wyrm gold dragon with 21 hit dice would 
  cast spells as a 16th-level magic-user and would have 
  three additional spells of each level, 1st to 8th. 
  Dragons may or may not have spell books, 
  depending on how the individual Labyrinth Lord 
  chooses to treat dragon magic, as either innate or 
  learned. If learned, they have spell books, though 
  they are highly unlikely to be of a size that are easily 
  carted away! 
   
  Dragon Treasure: Hatchlings have a 1 in 6 chance of 
  having treasure, and then it will only be 25% of 
  whatever is rolled. Dragonets have a 2 in 6 chance 
  of having treasure, but only 25% of normal. Juveniles 
  have a 3 in 6 chance of having treasure, but only 
  50% of normal. Young dragons have 4 in 6 chance 
  of having treasure, but only 50% of normal. Young 
  
  5 
   
  Adult have a 5 in 6 chance of having treasure, but 
  only 75% of normal. Adult and mature dragons have 
  normal treasure. Old dragons have two times 
  normal; ancient dragons three times normal; wyrms 
  four times normal; and elder wyrms five times normal. 
   
  Gem-Reinforced Armor: Dragons with sufficient 
  treasure in gems may improve their Armor Class by 
  embedding gems into their scales. For every 100 
  gems used in this way improve the Armor Class of the 
  dragon by 1 point. Recovery of embedded gems 
  depends on the nature of the death of the dragon; 
  if disintegrated or otherwise destroyed through 
  application of magical spells, most of the gems will 
  be destroyed (all in the case of disintegration). If 
  slashing and piercing weapons are used, most will 
  survive; if using bashing weapons or attacking to 
  subdue, at least a percentage dependent on the 
  percentage of overall damage based on the 
  bashing or subdual damage will be destroyed. 
   
  Riding Dragons: Many great heroes and villains are 
  known for having dragons as steeds. Only friendly 
  dragons who are willing, dragons who have been 
  raised from the egg, or dragons who have been 
  subdued allow themselves to be ridden. A dragon 
  must be at least 24’ in length for a human, dwarf, or 
  elf-sized creature to ride it, 12’ for a halfling or 
  gnome-sized creature to ride. Every 24’ in length 
  allows another human, dwarf, or elf-sized passenger; 
  every 12’ in length allows another halfling or gnome-
  sized passenger. 
   
  Trained dragon riders need to make checks to stay 
  in control or on their dragon only when facing 
  extreme circumstances; untrained dragon riders 
  must make checks at pretty much any sort of 
  maneuver. If tied into a saddle, generally they will 
  not fall off (generally); however, loss of control can 
  mean lost attacks, extra attacks by enemies, or other 
  troublesome issues as the Labyrinth Lord’s him. 
   
  Most checks on dragon-back will be Dexterity 
  checks (d20, roll equal to or less than Dexterity 
  score). Some might be Charisma checks to keep a 
  recalcitrant subdued dragon under control. Other 
  checks might be Intelligence or Wisdom-based, 
  especially for developing or understanding tactics in 
  battle. Anyone untrained in dragon-riding will suffer 
  a -2 penalty to hit with melee and a -4 penalty to hit 
  with missile weapons. 
   
  Dragon Breeding: Dragons are old enough to begin 
  breeding at young adult age, though most speaking 
  dragons generally wait until they are adult age. 
  Dragons can breed at any time thereafter, age not 
  affecting the ability, though most of the very few 
  dragons that attain the ancient age or older usually 
  have concerns other than raising yet another a 
  brood of hatchlings.  
   
  Most dragon couples are fortunate to breed a 
  clutch of 1d2 dragons perhaps once per decade. 
  The Chromatic dragons are somewhat more prolific, 
  likely out of necessity as, being inimical to all other 
  forms of life, they are more often hunted, and thus 
  must needs replace their numbers more quickly. 
  Metallic dragons often continue to live with their 
  young as a family until the children go off to seek 
  their own mates. Most Chromatic dragons kick their 
  young out of the nest within 1d20 years; some even 
  eat their young if they do not flee in time. 
   
   
   
   
   
  
  6 
   
  CHROMATIC DRAGON MUTATIONS 
  Chromatic dragons are born of Chaos, and thus may 
  have mutations to their form and abilities. There is a 
  flat 1 in 8 chance a Chromatic dragon has a 
  mutation; if so, roll below: 
   
  Chromatic Dragon Mutations 
  D8 
  Mutation 
  1 
  Two Heads, each on its own neck; double 
  bite attacks, each gets three breath attacks 
  per day. Intelligence is greatly reduced, 
  being split between the two heads. If a spell-
  caster, each head gets half the normal spell-
  casting level (one might have a level on the 
  other, and thus be dominant). Also, easy to 
  trick into disagreeing with itself. 
  2 
  No Wings, instead a third pair of arms. 
  Double claw attacks, no flying, but can 
  burrow at 30’ (10’) like a bulette. 
  3 
  Super Thick Scales; cannot fly (wings absent 
  or vestigial), but AC improved by -4.  
  4 
  Thagomizer on tail, like a stegosaurus. Extra 
  attack each round, deals damage as per a 
  bite attack, can only be used to attack 
  targets behind the dragon. 
  5 
  Additional Breath Weapon; may use the 
  breath weapon(s) of one additional dragon 
  type (d6: 1-5 Chromatic, 6 Metallic), may use 
  breath weapons combined a total of four 
  times per day. Scales and appearance a mix 
  of the two dragon types. If mixed with 
  Metallic, is an outcast in Chromatic society 
  (such as it is). 
  6 
  Mighty Breath Weapon; double all size 
  measurements of the dragon’s breath 
  weapon, can be used six times per day. 
  7 
  Super Spell Caster; Automatically speaks 
  and casts spells, double number of spells per 
  day of each level before adding spells 
  based on type. Double hit dice for spell-
  casting level effects. 
  8 
  Spawn of the Dragon Queens; Demonic 
  blood runs through this dragon’s veins 
  (Chaotic 
  Evil 
  regardless 
  of 
  type). 
  Automatically can speak (knows Demonic in 
  addition to other languages) and cast spells. 
  The dragon knows two additional spells per 
  spell level known and  may memorize clerical 
  spells in addition to magic-user spells. 
   
  Plenty of other mutations are possible, this merely 
  presents a basic range of options.  
   
   
   
  LINNORMS AND ORMS 
  Linnorms and orms are serpentine dragons inspired 
  by Scandinavian myths and legends about dragons. 
  Orms and linnorms are much like the traditional 
  Chromatic and Metallic dragons, with a few 
  important differences. 
   
  Linnorms have the fore-quarters, forearms, neck, and 
  head of a dragon, while their hind-quarters are long 
  and serpentine like a snake. Orms do not have any 
  arms or legs at all, and their serpent-like body sprouts 
  straight from the end of their draconic head. 
   
  Their entire length, which is double the normal length 
  of a dracoform dragon (as above), is effectively 
  neck and tail. Neither orms nor linnorms usually have 
  wings; 
  however, 
  as 
  orms 
  and 
  linnorms 
  can 
  reproduce with dracoform dragons, about 2 in 6 
  orms and linnorms have inherited wings from their 
  dracoform ancestry. 
   
  Orms and linnorms can perform a constrict attack, as 
  per the giant python, which automatically deals 
  damage equal to its bite attack each round until the 
  attack is broken. They can constrict bipedal 
  creatures 
  no 
  taller 
  than 
  1/3 
  their 
  length, 
  quadrupedal creatures no longer than 2/3 their 
  length, and serpentine creatures up to their own 
  length; thus, a 45-foot-long linnorm could constrict a 
  15-foot tall giant, a 30-foot long dragon, or a 45-foot 
  long orm. Large linnorms and orms can constrict 
  multiple creatures as once, so long as the total 
  height/length of the victims does not exceed the 
  above limitations. 
   
  Chromatic orms and linnorms are much more 
  common than Metallic (d6: 1-5 Chromatic, 6 
  Metallic). Roll d12 to determine the kind of 
  Chromatic orm or linnorm: 1-4 white, 5-8 red, 9-10 
  green, 11 black, 12 blue. Metallic varieties of orms 
  and linnorms are encountered equally often (though 
  rarely enough at all). 
   
   
   
  
  7 
   
  LUNG DRAGONS 
  Lung Dragons are different from the Chromatic and 
  Metallic Dragons. They are based on a system of five 
  elements – Earth, Metal, Wood, Fire, and Water, plus 
  a sixth type, Death (who serve the gods of Chaos 
  and/or Evil). Lung Dragons, as the name implies, are 
  inspired by the dragons of Chinese myth and legend 
  (dragons are known as lung or long in Chinese).  
   
  Their appearance is much like that of a traditional 
  dracoform dragon, though even more snake-like, 
  with a horse-like head and fish scales; most also 
  subsume body parts of other animals, including 
  cattle (horns), crocodiles (teeth), deer (especially 
  antlers), dogs, fish, goats (beards), hawks (claws), 
  horses, pigs, rabbits, rats, roosters, and tigers (paws). 
  They have no wings – though they can fly just fine 
  through innate magical abilities. Royal and Imperial 
  rank-dragons bear a mane of frills, while only the 
  Imperial-rank dragons bear Dragon Horns (cattle 
  horns and deer antlers are common; these are the 
  magnificent horns only worn by a dragon). 
   
  All Lung Dragons can breathe water as well as air 
  (except for Fire Dragons). 
   
  Lung Dragons begin life in an immature form as a 
  minor dragon spirit, taking on the form of a large 
  serpent with arms and legs, rising over time from 
  hatchling through adult age; these are Spirit Dragons 
  known as Linglung.  
   
  Years or decades into adult status, if they have 
  proven their worthiness through prior actions, or if 
  they 
  approach 
  a 
  dragon 
  of 
  the 
  Celestial 
  Bureaucracy and are tested and pass, they are 
  advanced to Celestial Dragon, or Tianlung status, 
  assigned an element, and join the Ministry of 
  Dragons of the Celestial Bureaucracy as a 2-Claw 
  Lesser Dragon, usually in charge of protecting and 
  serving a minor natural location or shrine.  
   
  Thereafter Lung Dragons do not gain size and power 
  through aging, they only gain such power through 
  advancement in the Celestial Bureaucracy. Lung 
  Dragons who do not advance in the Celestial 
  Bureaucracy do not grow beyond adult stage.  
   
  Dragon ranks in the Celestial Bureaucracy are: 
   
  2-Claw Lesser Dragons = Mature Dragons; 
  3-Claw Greater Dragons = Old Dragons; 
  4-Claw Noble Dragons = Ancient Dragons; 
  5-Claw Royal Dragons = Wyrms; 
  5-Claw 2-Dragon Horn Imperial Dragons = Elder Wyrms. 
   
   
   
   
   
  Number Encountered: Usually only one; even as 
  Immature dragons, Lung Dragons are solitary. 
  However, multiple Celestial Dragons may be 
  encountered together in rare instances when more 
  power or wisdom needs to be applied to a difficult 
  problem. 
   
  Hit Dice: All Lung Dragons have a base of 10 hit dice, 
  adjusted as per the Age/Rank Categories, above. All 
  Lung Dragons can speak, read, and write the 
  Common Tongue, Celestial, and one additional 
  language per rank. 
   
   
  
  8 
   
  Movement: Most Lung Dragons move at 90’ (30’) on 
  land, swim 90’ (30’), and fly 240’ (80’). Immature Lung 
  Dragons cannot fly; other dragons may have special 
  move speeds. 
   
  Armor Class: Base Armor Class for all Immature forms 
  is AC 3, improved by 1 per rank (AC 2 at 2-Claw, AC 
  1 at 3-Claw, down to AC -2 at 5-Claw 2-Dragon 
  Horn). 
   
  Attacks: 
  Lung 
  Dragons 
  have 
  the 
  classic 
  claw/claw/bite routine dealing 1d6/1d6/3d6 points 
  of damage. Dragons of the Celestial Bureaucracy 
  may also make a tail slap attack, but lacking wings, 
  may not make a wing buffet attack. Note that each 
  dragon type has additional damage potential or 
  special attacks that might modify these numbers. 
   
  Breath Attack: All Lung Dragons have a breath 
  attack which can be used three times per day. These 
  each cause damage as per normal dragon breath 
  attacks, save for half damage. Most also cause a 
  potential secondary effect, see below. 
   
  Sleeping: Chance of being caught sleeping in lair is 
  50% at Hatchling and decreases 5% per age 
  category/rank from there, down to 0% at 5-Claw 2-
  Dragon Horn. 
   
  Dragon Magic: All Lung Dragons can speak; all can 
  use magic of the generalist sort as well as elemental 
  magic of their appropriate type. Immature Lung 
  Dragons can only cast general spells. Death Dragons 
  can use one elemental magic type (of the element 
  they formerly were assigned) plus magic-user spells. 
  Lung Dragons cast spells as a druid of  level equal to 
  their hit dice less 5.  
   
  General Spells: 1st level: animal companion, detect 
  magic, detect snares and pits, divine weather, 
  invisibility to animals, locate creature, pass without 
  trace, speak with animals; 2nd level: charm person or 
  mammal, cure light wounds, feign death, find plant, 
  stumble; 3rd level: cure disease hold animal, insect 
  swarm, neutralize poison, snare; 4th level: cure serious 
  wounds, dispel magic, protection from vegetation 
  and fungus, repel vermin, summon animal I, summon 
  sylvan beings, temperature control; 5th level: animal 
  growth, anti-plant shell, commune with nature, 
  control winds, insect plague, sticks to snakes, 
  summon animal II. 
   
  Earth Spells: 1st level: command (C1), resist cold (C1); 
  2nd level: resist fire (C2), strength (M2); 3rd level: stone 
  shape, striking (C3); 4th level: hallucinatory terrain, 
  move earth (lesser)(M4); 5th level: summon earth 
  dragon*, wall of stone (M5). 
   
  Fire Spells: 1st level: burning hands (M1), manipulate 
  fire (M1); 2nd level: fire trap, heat metal, produce 
  flame; 3rd level: protection from fire, pyrotechnics; 4th 
  level: flashfire; 5th level: summon fire dragon*, wall of 
  fire. 
   
  Metal Spells: 1st level: light (C1), shocking grasp (M1); 
  2nd level: false gold (M2), spiritual weapon (2); 3rd 
  level: call lightning, lightning bolt (M3); 4th level: 
  enchant arms (M4), protection from electricity; 5th 
  level: summon metal* dragon, wall of iron (M5). 
   
  Water Spells: 1st level: purify water, wall of vapor (I1); 
  2nd level: create water, obscuring mist; 3rd level: 
  water breathing; 4th level: lower water (C4); 5th level: 
  part water (C6), summon water dragon*. 
   
  Wood Spells: 1st level: entangle, shillelagh; 2nd level: 
  barkskin, warp wood; 3rd level: plant growth, tree 
  shape; 4th level: passplant, speak with plants; 5th 
  level: summon wood dragon*, tree stride. 
   
  Morale: Immature 9; 2 and 3-Claw 10; 4 and 5-Claw 
  11; 5-Claw 2-Dragon Horn 12 (will retreat to fight 
  another day if facing overwhelming odds, unless 
  guarding an Imperial charge, in which case it fights 
  to the death). 
   
  Size: Lung Dragons are not at all large compared to 
  the dracoform dragons or orms or linnorms, usually 
  only being one foot long per hit die (not hit point, hit 
  die).  
   
  However, once they join the Celestial Bureaucracy, 
  they have the ability to grow quite large three times 
  per day, extending their size to one foot per hit point 
  for one turn plus one turn per rank. In an enlarged 
  size their base claw and bite attack damage 
  doubles (2d6/2d6/6d6).  
   
  They can also shrink at will to as small as merely one 
  inch per hit die, which can be sustained as long as 
  desired (halve all claw and bite damage, rounded 
  down, and cannot use breath weapon in this form). 
  In this form they can usually slip through even the 
  smallest holes and cracks. 
   
  Treasure: Lung Dragons lust after treasure no less 
  than any other types of dragons, once they join the 
  Celestial Bureaucracy, they simply have more 
  legitimate ways to earn it. As with all members of the 
  Celestial Bureaucracy, Lung Dragons earn a salary, 
  plus bonuses for quality work. Quantity of treasure is 
  
  9 
   
  as per other dragons, above, however, much of a 
  Lung Dragon’s treasure will be invested in finer things, 
  ranging from screens and silks, to gems and jewelry, 
  to musical instruments and fine ceramic ware. 
  Convert half of all coin value to such items, often 
  bulky and fragile. 
   
  Dragon Pearls: Lung Dragon’s greatest treasures are 
  the powerful Dragon Pearls. These large (3” to 3’ 
  diameter) pearls are given as bonuses for service 
  above and beyond to the Celestial Bureaucracy or 
  to the Dragon Kings. Dragon Pearls provide the 
  bearer with an increase in their casting ability (or 
  enable casting ability if not possessed), and most 
  possess other abilities as well, as per a ring, wand, 
  staff, or miscellaneous magical item. 
   
  Minor Dragon Pearls (3”) increase casting ability 
  (and spells memorized) by 1 level. They have a 50% 
  chance of possessing the abilities of a magic ring. 
   
  Lesser Dragon Pearls (6”) increase casting ability 
  (and spells memorized) by 2 levels. They have a 50% 
  chance of possessing the abilities of a wand; if not, 
  they possess the abilities of a magic ring. 
   
  Greater Dragon Pearls (12”) increase casting ability 
  (and spells memorized) by 3 levels. They have a 50% 
  chance of possessing the abilities of a magic staff; if 
  not, they possess the abilities of a d6: 1-3 magic ring, 
  4-6 magic wand. 
   
  Major or Royal Dragon Pearls (24”) increase casting 
  ability (and spells memorized) by 4 levels. They have 
  a 50% chance of possessing the abilities of a 
  miscellaneous magic item (most often a crystal ball, 
  but also includes other appropriate items); if not, 
  they possess the abilities of a d6: 1-2 magic ring, 3-4 
  magic wand, 5-6 magic staff. 
   
  Superior or Imperial Dragon Pearls (36”) increase 
  casting ability (and spells memorized) by 5 levels. 
  They possess the abilities of a miscellaneous magic 
  item and a 50% chance to also possess the abilities 
  of a d6: 1 magic ring, 2-3 magic wand, 4-6 magic 
  staff. 
   
  Magic items and their abilities will be appropriate to 
  the original dragon gifted the pearl; anyone can 
  wield the powers, even if not of the correct class. A 
  dragon pearl must be held or worn to be of any use. 
  Dragon pearls are often sought by villains and fools 
  alike, for they grant their power to whomever 
  possesses them, but woe betide the thief who is 
  found by a dragon! 
   
  Immature Dragons take the form of large, thick 
  snakes with two forelegs and a fish-like tail. Some are 
  more fish-like, others crocodilian, still others vaguely 
  reptilian, avian, or even mammalian in other ways. 
  None could ever be mistake for anything other than 
  a five to 10 feet long Immature dragon.  
   
  Their breath weapon does not cause any damage, 
  but subjects those within its confines (60’ long, 20’ 
  wide cone) to the effects of a scare spell.  
   
  Anyone who kills an Immature dragon (the one who 
  deals the final blow or spell that kills them) must save 
  versus Spells at a -2 penalty or be geased to seek out 
  the nearest dragon of the Celestial Bureaucracy for 
  punishment. The punishment is based on the reason 
  for the killing – if the dragon had gone rogue and 
  was causing problems, it will be a minor punishment; 
  if the dragon was innocent and slain for its treasure, 
  the punishment is severe.  
   
  Roll d6 for alignment: 1 NG, 2-5 N, 6 NE. 
   
  Earth Dragons usually have yellow scales, turning 
  ever more brilliant gold the higher they rise in ranks. 
  They appear more muscular, thick, and robust than 
  other Lung Dragons; their facial features are much 
  more human-like. All Earth Dragons bear a crown of 
  gold, as befits dragons who serve the Dragon God 
  of Earth; the higher the rank, the larger the crown, 
  the more gems upon the crown. A rich, earthy smell 
  envelopes, precedes, and follows them, as does the 
  sound of grinding stone and rumbling earth. The 
  earth shakes and quakes when they move, even 
  when flying through the air. They fly at only 180’ (60’), 
  move on the ground at 120’ (40’), and can swim at 
  only 60’ (20’).  
   
  Their breath weapon is a roar that, in addition to 
  damage, causes an earthquake, as per the spell, 
  centered on a point up to 120’ away, affecting an 
  area 20’ in diameter per rank. Anyone bitten by an 
  Earth Dragon must make a saving throw versus 
  Petrification or be turned to stone, as per the spell; 
  the Earth Dragon and its superiors can reverse this at 
  will, otherwise the effect can be reversed only 
  through the usual spells. Earth Dragons add 1 point 
  of damage to each claw attack per rank (1 to 5) 
  due to their great strength.  
   
  Roll d6 for alignment: 1-3 LN, 4-5 N, 6 NG. 
   
  Metal Dragons are very sleek, and seem to flow like 
  shimmering mercury rather than fly or walk. They are 
  relatively thin but very tough; their teeth are like 
  daggers and their claws are like swords. They are 
  
  10 
   
  accompanied by the taste and smell of ozone and 
  a sound like the crackling lightning. Metal Dragons 
  begin with a glossy black-copper coloring at 2-Claw; 
  shift to blackish-brass at 3-Claw; grayish-bronze at 4-
  Claw; grayish-silver at 5-claw; and shimmering silver 
  tinged with bright gold at 5-Claw 2-Dragon Horn. 
   
  Their breath weapon is a bolt of lightning, 100’ long 
  by 5’ wide. Anyone caught in their breath weapon 
  wearing metal armor who fails their saving throw is 
  affected as though they had the heat metal spell 
  cast upon them. Due to the sharpness of their claws 
  and teeth, Metal Dragon’s claw/claw/bite damage 
  is 1d8/1d8/3d8 (doubles to 2d8/2d8/6d8 at large 
  size). 
   
  Roll d6 for alignment: 1-3 LN, 4-5 N, 6 CN. 
   
  Wood Dragons have bark-like scales and leaf-like fins 
  on the arms and legs and along the ridge of the 
  spine; their head is swathed in a mane of leaves like 
  a tree canopy; in general they have a semblance to 
  living, horizontal trees, with tree-limb-like arms and 
  legs, sharp broken stumps for teeth, eyes of bright 
  amber, and growths of moss. Their bark-like scales 
  start out light brown and darken as they rise in rank; 
  their leaf-like fins are bright green in spring; dark 
  green in summer; a riot of yellow, orange, and red in 
  autumn; and pale grayish-white in winter. Wood 
  Dragons who lair in areas where evergreens are 
  common have spiky needle formations rather than 
  leaf-like formations. They are accompanied by the 
  scent of leaves, moss, and deep old-growth forest, 
  along with the hush of old woods or the cacophony 
  of rich meadows. From spring through autumn, they 
  are accompanied by clouds of colorful butterflies 
  and birds, which nest amidst their scale; in winter, 
  they are covered with webs and spiders.  
   
  Their breath weapon is a 50’ long 40’ wide cloud 
  filled with the howling wrath of the forest, with 
  thousands of sharp leaves or needles interspersed 
  with acorns, apples, pinecones, and other fruits and 
  nuts. If a target caught in this breath attack dies, it 
  and its gear are instead polymorphed into a tree of 
  random sort, 1’ tall per maximum hit point, complete 
  with face and other limbs and accoutrements 
  apparent in the form of the tree. If the ground where 
  the breath attack occurred is at all fertile, the entire 
  area of effect rapidly fills with shoots, then saplings, 
  then young trees, with runners and mosses, until 
  within a matter of a few weeks a new stand of trees, 
  thick and shadowy, fills the area.  
   
  The bite of a Wood Dragon is filled with sap, syrupy 
  and sticky, which envelopes and slows (as per the 
  spell) any being bitten who fails a saving throw versus 
  Paralysis. On a “Natural 1,” the victim is encased in 
  amber, in suspended animation, within 1d6 rounds. 
  Anyone so encased can only be released by the 
  Wood Dragon who bit them, by their superiors, or 
  through the application of a dispel magic or more 
  potent spell.  
   
  Roll d6 for alignment: 1-3 NG, 4-5 N, 6 LN. 
   
  Fire Dragons are unusual among the Lung Dragons 
  in that they often appear to have wings, however, 
  these “wings” are actually sheets of flame that fan 
  out from their sides, trailing motes of fire, cinders, and 
  smoke. Fire Dragons appear to be made out of 
  burning-hot coals with flames dancing upon and 
  among them; 2-Claw are dull red; 3-Claw are bright 
  red; 4-Claw are bright orange; 5-Claw are bright 
  blue; and 5-Claw 2-Dragon Horn are dazzling white. 
  They move through the air and along the ground like 
  wildfire, flying at 360’ (120’) in the air and moving 
  150’ (50’) along the ground. Fire Dragons cannot 
  swim, and water affects them as holy water affects 
  undead creatures. They are accompanied by 
  smoke, cinders, sparks, and the hungry roar of a 
  bonfire.  
   
  Their breath weapon is a cone of fire, 90’ long by 30’ 
  wide; on a failed save, all non-magical items worn or 
  carried by a victim are melted or reduced to ashes. 
  Similarly, any non-magical weapon used to attack a 
  Fire Dragon melts if the attacker fails a saving throw 
  versus Spells.  
   
  A target that is bitten by a Fire Dragon must make a 
  saving throw versus Spells or his armor and clothing 
  are melted or burnt to ashes. A target that is clawed 
  by a Fire Dragon is on fire and suffers an amount of 
  fire damage of the same dice as the original attack 
  the round thereafter, unless they have initiative and 
  can stop, drop, and roll to put out the fire.  
   
  Roll for d6 alignment: 1-3 CN, 4-5 N, 6 NG. 
   
  Water Dragons usually have blue-green fish-like 
  scales, deepening blue or green as they grow in 
  power. They appear rather more fish-like, facially 
  and in body form, and often have many frills and fins. 
  They are very fast, and swim at 360’ (120’). They are 
  accompanied by the sound of thunder, rain, hail, 
  and/or waves wherever they go, and a light mist, 
  smelling of ozone and the sea, surrounds them at all 
  times.  
   
  Their breath weapon is a storm of wind and hail, 
  thunder and lightning, in a cloud 90’ long by 30’ 
  
  11 
   
  wide. In winter, the breath is as a severe blizzard, and 
  anyone reduced to 0 or fewer hit points by the 
  breath is frozen solid in suspended animation at 1 hit 
  point. Only the Water Dragon or its superiors, or the 
  palliation of a flesh to stone spell, can reverse this 
  condition (the frozen form is impenetrable to heat 
  and fire except dragon fire, which melts it into a 
  dead puddle). In addition to the damage caused 
  by the breath weapon, the effects of the control 
  winds spell occur within the area – Strong Winds for 
  2-Claw, Severe Winds for 3-Claw, Windstorm for 4-
  Claw, Hurricane for 5-Claw, and Tornado for 5-Claw 
  2-Dragon Horn Dragons.  
   
  Water Dragons can perform one additional claw 
  attack per round (1 to 5), due to their great speed.  
   
  Roll for d6 alignment: 1-3 NE, 4-5 N, 6 NG. 
   
  Death Dragons are covered in scales of unnatural 
  shades in unpleasant combinations, but never in 
  yellow or gold. Their faces are very human-like, often 
  bone-white with flesh pulled taught over the skull, like 
  the face of the dead. Their bodies are often more 
  insect-like than serpent-like, sometimes entirely 
  taking on the form of a centipede, or with spider or 
  beetle-like appendages. Their bodies seem rotted or 
  desiccated, with holes and rents out of which tumble 
  maggots and clouds of flies. Their claws are skeletal, 
  burnt by the wicked magical energies they wield. 
  Darkness gathers around them, with the sound of the 
  wailing of the damned preceding and following 
  them.  
   
  Their breath weapon is a cloud of inky darkness, 90’ 
  long by 40’ wide; on a successful save a target takes 
  only quarter damage, on a failed save half damage 
  plus loses one life energy level, as per the draining 
  attack of a wight. If a target dies from life level drain, 
  all their flesh is stripped off and they are instantly 
  transformed into an undead skeleton at the 
  command of the dragon.  
   
  Death Dragon claw attacks deal only 1d4 points of 
  damage, but those struck by a claw attack must 
  make a saving throw versus Paralysis or be paralyzed 
  for 2d4 turns (elves are immune). Death Dragons 
  count as Demons, and can be turned by high-level 
  clerics as such.  
   
  Roll for d6 alignment: 1-3 CE, 4-5 NE, 6 LE. 
   
   
   
   
   
   
   
   
   
  
  12 
   
  POCKET DRAGONS 
  Pocket dragons are tiny dragons, ranging in size from 
  1” to 24” in length. They result from an incompletely 
  fertilized dragon egg. The egg still develops, but 
  rather than a single full dragon, many little pocket 
  dragons develop. Roll hit points as per a normal, fully-
  grown hatchling of the appropriate species; when 
  the egg hatches, that is the number of 1 hit point 
  pocket dragons that are spawned. 
   
  As their fully-developed siblings consider them a nice 
  little snack, many pocket dragons quickly flee their 
  birth-home. Pocket dragons infest the area where 
  mated dragons reside, taking over the niches left by 
  other small carnivorous creatures. As they grown and 
  spread out faster than their true dragon siblings, a 
  sudden swarm of pocket dragons can provide a 
  warning that dragons are about to start hunting in an 
  area.  
   
  Magic-users often summoned larger pocket dragons 
  (3 HD) to serve as familiars. 
   
  POCKET-DRAGONS 
  No. Enc.: 
  1d12 (3d12) 
  Alignment: 
  Unaligned 
  Movement: 
  60’ (20’) 
   
  Fly: 
  240’ (80’) 
  Armor Class: 
  0, 2, 4 
  Hit Dice: 
  1, 2, or 3 
  Attacks: 
  1 Bite or Breath 
  Damage: 
  1; 1d2, or 1d3 points 
  Save:  
  F1, F2, F3 
  Morale: 
  9 
  Hoard Class: 
  VII 
  XP: 
   
  xx 
   
  Pocket dragons originate in an incompletely 
  fertilized dragon egg (drakes, linnorms, or orms, 
  never lung dragons) which results, instead of a 
  normal dragon hatchling, in the birth of several to 
  dozens of tiny little dragons (1” drakes, 2” lindorms 
  and orms). A single egg produces one such pocket 
  dragon for every hit point of the potential hatchling 
  as rolled (for white, 1d8; for red, 5d8, etc.). 
   
  While all pocket dragons begin with merely 1 hit 
  point, all have the potential to grow further, roll for 
  each pocket dragon (d6): 1-3 1 HD, 4-5 2 HD, 6 3 HD. 
  Each pocket dragon grows 1 hit point and 1” (or 2”) 
  in length each week until it hits maximum hit points 
  rolled. They take the form of the parents, though with 
  parents of different colors and/or types, the pocket 
  dragons may take on any combination of attributes.  
   
  1 and 2 HD pocket dragons are sterile drones, while 
  3 HD pocket dragons are male or female and 
  interfertile; thus, areas with long history of dragon 
  infestation also are infested by pocket dragons. 
  Pocket dragons lay 1d12 eggs, each of which 
  hatches 1d8 1 hit point pocket dragons, again of 
  variable forms and colors, depending on the 
  parents. 
   
  3 HD tyndraga can understand the Dragon tongue 
  and speak it, though not very well, but well enough 
  to be understood. They can also be taught to 
  understand other languages and can mimic words 
  much like a parrot or raven. These larger tyndraga 
  often are summoned as familiars by magic-users; the 
  increased intellect usually enables them to speak 
  the languages they learn, but they only rarely 
  choose to do so, and almost never in front of 
  strangers. 
   
  Pocket dragons generally live for up to 30 years, plus 
  their number of hit points. Pocket dragons familiars, 
  like most such creatures, can live much longer, 
  especially if their master or mistress is long-lived. 
   
   
   
  
  13 
   
  ORGANIZATION: 
  Pocket dragons are sociable 
  creatures, without the unpleasant natures of their 
  dragon siblings, though they are often grouchy and 
  sometimes cruel, much like cats. A clutch tries to 
  remain together, generally, regardless of forms, 
  colors, and sizes, for mutual support and survival. The 
  3 HD pocket dragons are the leaders, and the 
  highest hit-point female the queen of the clutch. The 
  clutch usually nests in locales similar to those 
  preferred by their larger cousins, but not accessible 
  by such, often in small caverns, large old trees or 
  rotting tree stumps, or small glacial rifts. 
   
  ECOLOGY: Pocket dragons quickly rise to the top of 
  the local low-end carnivore niche, competing with 
  (and usually out-competing) birds, rodents, cats, 
  wild dogs, and threatening wolverines, wolves, and 
  even bears, if they are numerous enough. They eat 
  anything smaller and slower than they, and hunt 
  larger creatures, including humans, in packs. 
   
  TREASURE: A clutch often collects a small hoard of 
  treasure, mostly for the shiny nature of the items, and 
  so there are often coins, gems, and jewels heaped 
  amongst shiny stones and odd bits of metal and 
  glass. The pocket dragon queen uses this as her bed, 
  and it is found at the center of their nest or lair. 
   
  RANGE: Pocket dragons are found wherever the 
  dragons of their type generally lair; white pocket 
  dragons are found in cold, glacial regions; black in 
  swamps, marshes, and bogs; green in forests; blue in 
  deserts and wastelands; and red in hills, mountains, 
  and volcanic regions. As chromatic dragons are not 
  as selective in their mating as metallic dragons, 
  tyndrager clutches of mixed colors can be found, 
  though those of the sort not native to the local 
  environment rarely last more than a few years, while 
  their brethren suited to the local ecology thrive. 
   
  COMBAT: Pocket dragons have only one effective 
  melee attack, their bite, which deals 1, 1d2, or 1d3 
  points of damage depending on hit dice; their armor 
  class, similarly, is 0, 2, or 4, depending on hit dice. 
  They may also use their breath attack or, if there are 
  at least 10 together in a group, swarm a target and 
  cause confusion. 
   
  BREATH WEAPON: Pocket dragons also have a 
  breath weapon attack, a small burst of the type of 
  breath weapon of their respective color, dealing 
  damage equal to their current hit points. This attack 
  can be directed at a single target, to a range of 5 
  feet, 10 feet, or 15 feet. This attack can be used three 
  times per day; a successful save versus Breath 
  Attacks avoids all damage. 
  CONFUSION: When in a group of 10 or more pocket 
  dragons are able to confuse by swarming around an 
  opponent. When swarmed in this way by pocket 
  dragons, an opponent makes all rolls to hit and all 
  saving throws with a penalty of –2 and loses any 
  bonus to AC due to Dexterity. No spell casting is 
  possible. Pocket dragons not a part of the swarm 
  may attack the swarmed opponent normally. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  14 
   
  DRAGON RANDOM ENCOUNTERS 
  Much has been made of making encounters, 
  random or set, appropriate to the level and abilities 
  of the adventuring party. If you as a Labyrinth Lord 
  prefer this method, when a dragon is randomly 
  encountered, choose the dragon’s type and age 
  category accordingly. However, if you prefer the 
  “living world” method of determination, use the 
  procedure below. 
   
  First, determine if there are any dragons that lair in 
  the nearby area, such that the party is passing 
  through their hunting or patrol area; if so, use that 
  dragon, regardless of age. Otherwise, refer to the 
  local geography and base the type on the following: 
   
  Arctic/Glacial d6: 1 Silver, 2-6 White. 
  Desert d12: 1-6 Blue, 7-9 Brass, 10-11 Copper, 12 Red. 
  Farmland: 3 in 6 chance is a Gold or Silver dragon 
  (50/50) polymorphed into a human or demi-
  human form. Otherwise, base the roll on the 
  nearest 
  non-Farmland 
  geographical 
  type, 
  randomize if needed. 
  Forest/Jungle d10: 1-2 Black, 3 Copper, 4 Gold, 5-10 
  Green. 
  Grasslands d8: 1-4 Blue, 5 Gold, 6-7 Silver, 8 Green. 
  Hills d8: 1 Brass, 2-3 Copper, 4 Gold, 5-7 Red, 8 Silver. 
  Marsh, Swamp d6: 1-5 Black, 6 Green. 
  Mountains d20: 1 Blue, 2 Bronze, 3 Copper, 4-5 Gold, 
  6-10 Red, 11-15 Silver, 16-20 White. 
  Water, Fresh d6: 1-2 Black, 3-4 Bronze, 5-6 Green. 
  Water, Salt d12: 1 Blue, 2 Green, 3-6 Bronze, 7-12 Sea. 
   
  Roll on the table below to determine age category: 
   
  Age Categories of Random Dragons 
  D100 
  Age Category 
  01-10 
  Hatchling 
  11-25 
  Dragonet 
  26-50 
  Juvenile 
  51-75 
  Young 
  76-90 
  Young Adult 
  91-95 
  Adult 
  96 
  Mature 
  97 
  Old 
  98 
  Ancient 
  99 
  Wyrm 
  100 
  Elder Wyrm 
   
  If in lair, roll 1d4 to determine number of dragons in 
  the lair. If not in lair, roll 1d12 to determine the 
  number of dragons encountered: 1-6 one, 7-9 two, 
  10-11 three, 12 four. 
   
  If young or younger, all the dragons are of the same 
  age and are either siblings and/or friends/allies. If 
  young adult or older, two are a mated couple, and 
  a third and/or fourth are children. Roll d8 to 
  determine children’s ages): 1-4 hatchling 5-6 
  dragonet, 7 juvenile, 8 young. 
   
  In the case of Lung Dragons, roll for age 
  category/rank as above, but only one is ever 
  encountered. 
   
   
   
   
  
  15 
   
  OPEN GAMING LICENSE 
   
   
   
   
   
  DESIGNATION OF OPEN GAME CONTENT: The stat blocks of all monsters 
  and the rule text of any abilities, powers, spells, or traps is Open Game 
  Content, but none of the names or any of the descriptive text is open, 
  unless such content is Open Game Content by virtue of appearing in 
  the SRD. Any questions regarding the Open Game Content within this 
  work should be directed to James Mishler at jamesmishler@gmail.com. 
  DESIGNATION OF PRODUCT IDENTITY: The names “James Mishler 
  Games™,” “Goblinoid Games™,” “Labyrinth Lord™,” “Advanced 
  Labyrinth Lord™,” ““Realms of Talamhur™,” and all names, 
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  designated as Product Identity, as is any and all content that is not 
  otherwise Open Game Content by virtue of appearing in the System 
  Reference Document, being provided as Open Game Content in a 
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  this product, and if it can be claimed as Product Identity, it is. Any 
  questions regarding the Product Identity within this work should be 
  directed to James Mishler at jamesmishler@gmail.com. 
  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.  
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  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  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. 
  Modern System Reference Document Copyright 2002-2004, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce 
  R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
  
  16 
   
  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick 
  Louth. 
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax,  
  Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Daniel 
  Proctor. 
  Darwin’s World, Copyright 2002, RPGObjects; Authors Dominic Covey 
  and Chris Davis. 
  Mutant Future, Copyright 2008, Daniel Proctor and Ryan Denison; 
  Authors Daniel Proctor and Ryan Denison. 
  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Demon: Juiblex, The Faceless Lord‰ (Demon Lord) from the Tome of 
  Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Erica Balsley, based on original 
  material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Erica Balsey, based on original 
  material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based, on original material by Gary 
  Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based on original material by Gary 
  Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Green, based on original 
  material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; author Scott Green, based on original material by Gary Gygax. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Rabbits & Rangers, Copyright 2016, James V. West; Author James V. 
  West. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor; 
  Author Daniel Proctor. 
  Advanced Labyrinth Lord, Copyright 2018, Daniel Proctor; Author 
  Daniel Proctor. 
  Expanded Dragons – Hatchlings to Elder Wyrms, Copyright 2020, 
  James Mishler; Authors James Mishler and Jodi Moran-Mishler. 
  END OF LICENSE
  
  17 
   
   
   
  Current November 1, 2020 
   
  Number 
  Title 
  Setting 
  Date 
  PDF 
  Print 
  JMG0001 
  Hercynian Grimoire #1 (Vol. 1, No. 1) 
  Olden Lands* 
  2013 
  Yes 
  Special 
  JMG0002 
  GD&C #1: Chaos Queen of Ants 
  Olden Lands* 
  2013 
  Yes 
  No 
  JMG0003 
  Vampires of the Olden Lands 
  Olden Lands* 
  2013 
  Yes 
  Special 
  JMG0004 
  Map 00 Olden Lands Continent 
  Olden Lands 
  2013 
  Yes 
  No 
  JMG0005 
  Ogres of the Olden Lands 
  Olden Lands* 
  2013 
  Yes 
  Special 
  JMG0006 
  Midzee Maps [Mutant Future] 
  Murikah 
  2014 
  Yes 
  No 
  JMG0007 
  Castle Adlerstein and Environs Map Pack 
  Olden Lands 
  2014 
  Yes 
  No 
  JMG0008 
  Barbarian Class 
  Generic 
  2014 
  Yes 
  Special 
  JMG0009 
  Demi-God Race 
  Generic 
  2015 
  Yes 
  Special 
  JMG0010 
  Myrkridder – The Demonic Dead 
  Generic 
  2015 
  Yes 
  Special 
  JMG0011 
  Ghosts – The Incorporeal Undead 
  Generic 
  2015 
  Yes 
  Special 
  JMG0012 
  Monstrous Miscellany #01 
  Generic 
  2015 
  Yes 
  No 
  JMG0013 
  Dragonborn 
  Generic 
  2017 
  Yes 
  Special 
  JMG0014 
  Quick Start Character Race & Class Sheets 
  Generic 
  2019 
  Yes 
  Special 
  JMG0015 
  ALL Character Record Sheets 
  Generic 
  2019 
  Yes 
  No 
  JMG0016 
  ALL Adventure Record Sheets 
  Generic 
  2019 
  Yes 
  No 
  JMG0017 
  Balor-Kin Racial Class 
  Generic 
  2019 
  Yes 
  No 
  JMG0018 
  Marilith-Kin Racial Class 
  Generic 
  2019 
  Yes 
  No 
  JMG0019 
  Nalfeshnee Racial Class 
  Generic 
  2019 
  Yes 
  No 
  JMG0020 
  Quick Start Race & Class Guide** 
  Generic 
  2020 
  No 
  Yes 
  JMG0021 
  Barbarian, Demi-God, & Dragonborn** 
  Generic 
  2020 
  No 
  Yes 
  JMG0022 
  Ghosts – The Incorporeal Undead** 
  Generic 
  2020 
  No 
  Yes 
  JMG0023 
  Hercynian Grimoire #1 (Vol. 1, No. 1)** 
  Olden Lands* 
  2020 
  No 
  Yes 
  JMG0024 
  Myrkridder, Ogres, & Vampires** 
  Olden Lands* 
  2020 
  No 
  Yes 
  JMG0025 
  Expanded Dragons – Hatchlings to Elder Wyrms 
  Generic 
  2020 
  Yes 
  No 
  Items marked “Special” under “Print” were printed in limited-edition compilations for Gary Con XII (2020) 
  * Designed for Castles & Crusades and Labyrinth Lord; unless noted, other products are for Labyrinth Lord 
  ** Gary Con XII Limited-Edition Special (2020) 
   
   
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Monster Manuals/Expanded Dragons Hatchlings to Elder Wyrms (LL).pdf