Labyrinth Lord
- System: Labyrinth Lord / AEC
- Genre: Fantasy
Posts (9)
Session Recap 3/29/12
Session Recap 3/22/12
Session Recap 3/15/12
Session Recap 3/8/12
Session Recap 3/1/12
About this game
This is a new group and we have been running short adventures that usually take one or two sessions to complete. We are using Labyrinth Lord and AEC rules available free from Goblinoid Games. I have recently acquired the Chronicles of Amerth Campaign setting and will be using that soon along with a couple of custom villages that we're creating. We meet at 6pm Central Time on Thursdays and have room for more players. If you are interested in Old School gaming come check us out.
Session Journals are being posted at:
Style of play
House Rules
Some of these rules I am taking from Scott's Rules for his Monday evening game of which I was a player.
We are not going to be using the Race as Class type classes. Race and Class will be separate.
Characters can be rolled up on the Honor System using the 4d6 drop lowest and arrange as you wish method. 1st level characters receive Max HP using the advanced HD from the AEC rulebook.
Leveling up will be done in the following manner:
Once a character has achieved enough XP to advance to the next level he must spend a week of game time in training in a town that has a trainer and must spend 100gp per level above 1st... ie 100gp to advance to 2nd... 200gp to advance to 3rd and so on.
Spells for Intelligence Casters (Magic User, Illusionist):
Start off with spells in your spell book as per AEC Rules 2 1st level and 1 2nd Level. You gain spells either by finding scrolls in Adventures or purchasing them from a Magic Shop at the minimum cost of 100gp per spell level. You may scribe any level spell that you obtain into your spell book(s) but may only be able to cast the ones that your level will allow. INT casters may pick their spells on the fly rather than memorize them but can still only cast the number of spells per day that they are nomally allowed. Intelligence Casters also gain one spell each time they level.
Prices of equipment, provisions and other items will vary some from one town to the next depending on the availability of such items. (Magic items in a small town that has very little magic will cost more than a larger city which has many magic shops.) The prices in the AEC and LL Basic books will be the base prices after which an economy adjustment will be applied.
Most treasure found will be divided equally amongst the PC's. NPC's will receive a half share.
XP will be divided equally amongst the PC's except for certain conditions in which single individuals merit addtional special XP rewards. NPC's receive half the amount of XP that PC's receive.
Turning Rule: (How to turn a creatures attention from its current target to a new one)
Any player character can attempt to pull an enemy off of another player character by taunting it. The player taunting can tell the LL his taunt and then roll a D20 vs his Charisma score. The LL will add or subtract an adjustment depending on how good the verbal taunt is.
Example:
Devi is getting hammered by a Dragon so Milo decides to try to give Devi some respite by gaining the Dragons attention.
Milo: "Hey you overgrown newt! I hear Dragons taste like chicken! I'm here to put it to the test."
Milo Rolls 1d20 and gets a 14. Milo's Charisma is 12. The LL decides that Milo's taunt is worth at least 2 points so he subtracts 2 from the roll.
Milo succeeds in taunting the Dragon and now has the creature's undivided attention.
In the event that the creature is not intelligent enough to respond to taunts, Milo can yell and jump trying to gain the creatures attention or other such movements. The LL will make adjustments accordingly. If in doubt, a 1d8 to be applied for Intelligent creatures and a 1d6 to be applied for non-intelligent creatures. Another method of turning a creature's attention would be to attempt a painful strike. Milo announces his intention to attempt a painful strike and rolls to hit. If hit successful and damage is more than 1 then the turning is successful and Milo is now the prime target of the creature. Keep in mind that no damage is actually taken by the creature.
The Free Starter Kit All Classes:
1 - Backpack (empty)
1 - Rope, hemp (50 ft.)
8 - Torches
1 - Waterskin
1 - Normal weapon of choice
7 - Rations, trail (per day, preserved)
Because of their lower starting gold amount, Paladins also start out
with the following:
1 - Suit of Normal Armor
1 - Shield
1 - Helm
5 - Vials of Holy Water
Clerics also receive the following:
1 - Holy symbol, wooden
5 - Vials of Holy Water
Magic Users and Illusionists receive:
1 - Quill Pen
1 - Ink (1 oz. Vial)
1 - Spell book with 2 1st lvl spells and 1 2nd lvl spell already scribed. (Pick your spells wisely)
Thieves and Assassins receive:
1 - Thieves' tools
Dual Classing:
Characters may dual class with using any two of the following classes:
Fighter
Thief
Illusionist
Magic User
Cleric
Ranger
The experience progression tables from the two classes are averaged together to create a new table. I may look into allowing other classes into the mix at a future time but for now let's just keep it simple. Refer to the AEC rules as far as armor and weapon restrictions.
Magic User Cantrips:
Magic Users have the ability to use Cantrips from the Cantrip PDF in the Library How many per day will depend upon their Intelligence and Level.
1 per Level + Intelligence bonus as per the chart below.
INT Bonus
13 1
14 2
15 3
16 4
17 5
18 6
Falling:
The character has a 10% chance of dying per 10 feet fallen, up to a maximum of 95% at anything 100' or higher. If the character manages to survive, they simply take that percentage in damage to their hit points, rounded up to the nearest whole hit point. For example, a character surviving a 10' foot fall (90% likely to survive) loses 10% of his or her hit points on impact. Conversely, a character surviving a 100' fall or greater (5% likely to survive) loses 95% of his her hit points and is VERY messed up on impact.
Death:
Upon getting knocked down to 0hp a creature or character is unconscious. At -1hp or below the creature or character is dead. However if a healing spell is cast upon the stricken character or creature within two rounds heals for enough points to bring the character or creature back to 0hp or higher then he is revived. (Much likr CPR nowadays).
Picking Locks:
A thief will get three attempts to pick a lock. If he fails all three then he cannot attempt that lock again until he attains the next level.


