Saturday, April 25, 2015

Three-Category Saving Throws & D20-Based Thief Abilities for Labyrinth Lord

For my own players--and anyone else who wants it--here is a more "modernized" version of Saving Throws and Thief Abilities for Labyrinth Lord and other "basic" retro-clones.  Happy adventuring!


Cleric Saving Throws

LEVELS
FORTitude
REFlex
WILLpower
1-4
+2
+0
+2
5-8
+4
+2
+5
9-12
+6
+4
+8
13-16
+10
+8
+11
17+
+11
+10
+12

Dwarf & Halfling Saving Throws

LEVEL
FORTitude
REFlex
WILLpower
1-3
+3
+1
+1
4-6
+5
+4
+3
7-9
+7
+7
+5
10-12
+9
+10
+7

Elf Saving Throws
LEVEL
FORTitude
REFlex
WILLpower
1-3
+2
+0
+0
4-6
+4
+2
+2
7-9
+6
+6
+6
10
+8
+8
+8

Fighter Saving Throws
LEVEL
FORTitude
REFlex
WILLpower
1-3
+2
+0
+0
4-6
+4
+2
+1
7-9
+6
+6
+3
10-12
+8
+8
+5
13-15
+10
+10
+7
16-18
+10
+11
+8
19+
+11
+11
+9

Magic User Saving Throws
LEVEL
FORTitude
REFlex
WILLpower
1-5
+0
+0
+2
6-10
+2
+2
+4
11-15
+4
+4
+8
16-18
+6
+8
+10
19+
+7
+9
+12

Thief Saving Throws
LEVEL
FORTitude
REFlex
WILLpower
1-4
+0
+2
+0
5-8
+2
+4
+2
9-12
+4
+6
+4
13-16
+6
+8
+6
17+
+8
+10
+8

Thief Abilities
LEVEL
Pick
Locks
(DEX)
Find / 
Remove 
Traps
(WIS/DEX)
Pick
Pockets
(DEX)
Move
Silently
(DEX)
Climb
Walls
(DEX)
Hide in 
Shadows
(DEX)
Hear
Noise
(WIS)
1
+1
+1
+2
+2
+8
+1
+3
2
+2
+1
+2
+2
+8
+1
+3
3
+2
+2
+3
+3
+8
+2
+5
4
+3
+2
+3
+3
+9
+2
+5
5
+3
+3
+4
+4
+9
+3
+5
6
+4
+4
+4
+4
+9
+3
+6
7
+5
+5
+5
+5
+9
+4
+6
8
+6
+6
+6
+6
+9
+5
+6
9
+7
+7
+7
+7
+10
+6
+6
10
+8
+8
+8
+8
+10
+7
+8
11
+9
+9
+9
+9
+10
+8
+8
12
+10
+10
+10
+10
+10
+9
+8
13
+11
+11
+11
+11
+10
+10
+8
14
+12
+12
+12
+12
+11
+11
+8

Sunday, April 5, 2015

Legal-sized deluxe character sheet for Labyrinth Lord (with ascending AC and three-saving-throw system)




Update: For those who'd like to tinker with this version, here's a link to the original Word 2011 (Mac) file and the fonts I used in creating it. Feel free to share anything cool you come up with!




I have a bunch of excess legal-sized (8.5" x 14") paper sitting around the house, so I thought it would be interesting to use it for oversized, deluxe character sheets.

(Note: these are for my homebrew Labyrinth Lord campaign, where we use ascending Armor Class and the three-saving-throws system, a la D&D 3.x)

There's a PDF version here.

Here are JPGs for each of the two pages (click to make bigger):



Saturday, April 4, 2015

Among the Giants

[Edited 4/5/15. Because typos. Holy cow.]

Peering over the edge of the cliff, the party saw a vast pine forest stretching out below them. Far off to the west, Rothslake glittered in its cold enormity. A single brown thread--the road from Ravensport to Frostwyk--snaked across the landscape about a day's journey west-southwest. The late winter wind blew icy cold and a steady snow began to fall.

Using her magical bat-wings (acquired from the Swamp Witch's hut ages ago), Indis began ferrying her companions down the side of the cliff to the forest floor below. Just as she set Fil down and was on her way back up to collect the next rider, a gigantic wild hawk appeared and decided that she looked like a tasty morsel. Streaking up from the forest, it grabbed her with its enormous claws and began to fly away.  A few stray arrows from the party whizzed past or between its feathers but for a few tense moments, it looked like Indis would be taken away.  Fortunately, she had the ability to wrest free her arms and cast a magic missile spell on the bird, as Elazti did the same from the ground below.  Injured and afraid, the raptor released Indis (who deftly employed her bat-wings again) and disappeared into the forest canopy.

A cold night followed, as the group made camp amid the rocks at the base of the cliff. They did their best to sleep sitting up beneath a layer of shared blankets, while Xanna the thief rekindled one of her patented clay-pot-and-candle portable heaters. By the time morning broke, some 14" of snow had piled up around them.

The journey to the road took longer than expected thanks to the heavy snowfall and dense forest, but eventually they did make it. Once on the path, the group struck west in the hopes of making it to Frostwyk before they froze to death or ran out of food. Having grown up in the area, Ambiorix recalled rumors that savage berserkers, dangerous Ursari (bear-men), giants, and other unsavory creatures often frequented the area.

Two more days passed and luck, it seemed, was on the party's side. No one--or no thing--disturbed them. They were about a day and a half from Frostwyk when the sight of smoke from the road ahead gave them pause. Using her crystal ball, Elazti scried the remains of a camp.

Two smashed and overturned wagons lay wrecked on the road, the body of a half-eaten horse plopped between them. A short, humanoid figure stumbled off the road and into the forest to the north while a wide path of broken trees and huge footprints pointed southward. Following the path with her magical sight, Elazti saw a pair of two-headed giants smashing their way through the forest. One carried a dwarf under each arm while the other carried a dwarf and a horse.

Ambiorix, Indis, Elazti, and Panopé rushed ahead to see if they could find any survivors at the destroyed camp while Xanna and Fil sneaked through the woods to try and gain information on (and possibly an advantage over) the two-headed giants.

Two heads are better than... uh, never mind.
At the camp, the first group found a dwarf woman unconscious and bleeding just off the road. Panopé healed some of her wounds and, once she was conscious, the dwarf identified herself as Arda, part of a group sent from the far-off dwarf realm of Arkencairn to try and reclaim an ancient silver mine.

Meanwhile, Fil and Xanna used their stealth to tail the giants.  That is, until Xanna made an unfortunate misstep, tripping over a snow-buried branch and stumbling, face-first, onto the giants' path.  They immediately noticed her and the closest monster gave chase.  Xanna took of at top speed, simultaneously running and rummaging through her pack.  Just as the two-headed beast was almost on top of her, she found what she'd been looking for: a potion of flying! She downed the pale blue liquid and instantly took to the sky.

Safely out of reach, she began firing crossbow bolts at the giant, shouting "death from above!"

Having heard the commotion, the rest of the party and their rescued dwarf friend rushed to the scene. Before the giant closed in on them, Eazti used her Staff of Power to unleash a fireball at it, which severely burned the beast. The monster only got in a single attack (which mildly injured Elazti) before Ambiorix and Indis closed in and finished it with their magic blades.

The Widow Arda
Fil, seeing no better option, jumped from his hiding place and began taunting the second two-headed giant with his own bizarre, two-headed companion: Herbert the Golden Piglet.  The giant, confused, enraged, and hungry, gave chase.  Like its companion, it stumbled headlong into our band of deadly adventurers.  A lightning bolt from Elzati and some melee attacks from the rest of the party and that giant, too, was soon dispatched.

A quick investigation showed that only one of the dwarves, Delath, had survived. The other two (which included Arda's husband) were laid to rest in the forest.

Delath
Once the funerary rights were conducted, Arda and Delath made an offer to the PCs: help them reclaim the ancestral mine and the party members would be rewarded with a full share each of the future mineral rights.  They agreed to do so after a quick return to Frostwyk for healing, supplies, and a visit with Ambiorix's father and half-siblings...


NEXT TIME: Brothers abroad, a merchant and his strange servants, and the beginning of the Abandoned Silver Mine adventure!


Below the Ice in Forgotten Lands (part II)

Holed up and healing their wounds, the party discovered that the health of at least a couple of members (Fil and Panope) had suffered permanent damage to their constitutions. While discussing what to do next, they suddenly noticed a faint light trailing through the ruins and making its way toward their hidey-hole. In a few short moments, they were face to face with a young human woman dressed in wizard robes and leaning on a rather potent-looking magic staff.

Elazti the Magic-User, as envisioned
by Aisha and drawn by Amanda.
A master of levitation, lightning, scrying, and fire, Elazti (new player Aisha!) had come to the Frozen City alone to investigate stories that the ruins contained long-lost artifacts, lore, and magical knowledge. A gentle soul, the sorceress agreed to travel with the party (safety in numbers!) for as long as it suited her.

Over the next day, the party covered a large swath of the abandoned city, encountering and/or (thanks to Elazti's crystal ball) spying out:

  • A pen of albino apes who had been enslaved by the Morlocks. The beasts were soon set free by Fil and Elazti, while Indis created another illusion of the Morlocks' six-legged dragon god to befuddle and frighten the ape-handlers.
  • A trio of ice trolls in a rough-built tower, ready to pounce on or icicle-skewer any who traveled beneath it. (The party wisely gave the trolls a wide berth.)
  • Charred skeletons who rose up from thick, ancient ash that covered one whole block of the city. Beneath the dust of aeons and bones, the heroes eventually found a few magical trinkets.
  • The spire inside the dome (or something not unlike it).
  • The cracked remains of a great stone dome which seemed to be filled with tall, metallic boxes covered in jewels and levers. At the center of the dome was a round, cavernous chamber with a tall spire in the middle. The spire had been cracked and some kind of fire had apparently blasted out of it in the distant past. Smoke and an orange glow still emanated from deep within.  Wrapped around the spire, apparently asleep, was the Morlocks' dragon god itself.
Leery of engaging a possible deity (or even just a typical dragon), the party decided that they had had enough of the Frozen City.  Besides, they had already found more silver than they could easily carry (~600 pounds of coins).  They quietly made their way back toward the entrance Elazti had first used, where three small streams cut through the ice and ran to the outside of the glacier.

Afraid to disturb the water too much, Fil ingested Indis's polymorph potion and transformed into a giant eagle. In his new form, he was able to carry (with a few trips), the party members and their treasure to the exit.  After a treacherous trip down what was essentially an icy waterslide, the party emerged at the base of the glacier, which was, itself, perched on the edge of a tall mountain-cliff.  After countless days underground, even the gray late-winter sun of the frozen north woods seemed blinding.





Monday, March 23, 2015

Below the Ice in Forgotten Lands

Having escaped being sacrificed at the hands of the Morlocks, our battered heroes holed up on the second floor of a long-abandoned building and licked their wounds. Waking the next morning (if morning it was... hard to tell under a mile of ice), Indis the elf sensed cold and death from the next building over.

Image from
http://xxred-haloxx.deviantart.com/art/Barrow-Wight-19347748
The party slipped inside the ancient, crumbling structure and made their way to the second floor where they found a room piled high with rotting wood, chipped stone, and human(ish) bones laced with cuts. At that point, they heard from the floor above the sound of a metal blade being dragged across the stone.  Battle axe at the ready, Indis climbed the steps to the next floor and nearly lost her head to a ghostly knight in ornate armor. Though he had no face to speak of, his helm revealed a pair of glowing, icy-blue eyes. Indis suffered only a minor cut across her forehead but at the same time felt some of her very life-force drain away.

A heated battle ensued. Just as the first wight was defeated at a high cost in life-force (CON points), two more arrived on the scene. The party fled. An unscathed Ambiorix covered their exit as the others sped down the stairs and toward the front door... where they encountered a fourth wight blocking their path.  Pressed to fight, the heroes seemed to rally and quickly dispatched their assailant with a combination of spells and magic weapons. Meanwhile, the two wights from upstairs could be heard making their way down...

In the seconds following the fight at the door, Ambiorix, Fil, and Indis set up a quick ambush at the bottom of the stairs. When the last two wights finally appeared, the party attacked with everything they had. It was a short and brutal battle but eventually our heroes won out.

In all, Fil the halfling and Panope the cleric fared the worst, to the point where the latter's permanent health is now severely damaged. On the bright side, a search of the wights' 4th floor lair revealed something of a treasure trove: chests containing around 12,000 ancient silver coins, an assortment of scrolls and potions, and a magical +3 sword longsword (which was given to Xanna the thief).

At this point, the party decided to barricade themselves into the former wight lair and heal as best they could.

NEXT TIME: a new ally, apes amok, and skeletons, dragons, and ash...







Wednesday, March 26, 2014

Hugging Goblins for Fun and Profit -or- How I Spent My Spring Break

This looks like a good place for a dungeon crawl, right?
Whilst escaping The Winter That Would Not Die in sunny Santa Clara, I had the opportunity to run a game (ok, half a game) of Labyrinth Lord for my wife, our friends Brian and Elizabeth, and their eight-year-old son, Nicholas.  One of the more brilliant ideas that I came up with was to base the NPCs and even the castle-to-be-stormed on Brian and Elizabeth's family and house.  Thus, the characters were asked to rescue Lord Brimor and Lady Elsbeth, and their children Sir Arturus, Sir Nikola, and Princess Eve.  Any resemblance to actual persons was not coincidental... and also unremarked-upon.  So, I'm not sure if no one got the connection or they just didn't find it amusing.  It's hard being an unappreciated genius sometimes.

Anyway, on with our story:

All I want is a hug, I promise!
Traveling through the forest one sunny spring day, the cleric Demosthenes (Brian), the elf Nerdanel (Cori), dwarf Eiko (Elizabeth), and thief Hrothgar (Nicholas) are surprised by a strangely-acting bear.

 The beast rushes out of the undergrowth and stands on its hind legs, blocking the path.  And yet it does not attack.  A moment's glance reveals that the bear has been wounded: a black and twisted goblin arrow protrudes from its side and several gashes drip blood.  The party and the bear stare at each other for a minute, then the bear waves a front paw as if to say "follow me!"  As the bear turns to run away, the cleric steps forward and casts a healing spell on it to show the PCs' good intentions.  The bear is visibly relieved and proceeds into the woods.

After a short walk, the path descends into a shallow river valley.  At the bottom of the ravine is a young woman in rich garb, also wounded and lying face-down and motionless on the riverbank.  The cleric uses his second healing spell and manages to bring her back around.  Once conscious, she explains that she is a noble from Ravensport and was visiting friends in a nearby castle when it was attacked by a dragon-riding sorceress and her cadre of goblins.  She and her husband tried to escape and find help, but she was severely wounded and he was turned into a bear.  She begs the PCs for help.  All of the party is in for the adventure except for Hrothgar, who proceeds to negotiate a handsome reward of 7,000gp plus any treasure found in the castle during the rescue.  Begrudgingly, the noblewoman agrees.

The noblewoman (Korin) has no skills to offer, so she remains hidden in the forest.  As a bear, however, her husband is more than a match for some goblins and thus agrees to accompany the party.  They sneak through the woods until they reach the clearing wherein Brimor and Elsabeth's castle rests.  There is a narrow bridge leading over the moat; a dozen goblins guard the front doors.

Rather than risk a full-on assault, Nerdanel and Eiko hatch a plan to start a smoky fire in the woods, perhaps drawing some of the goblins into the trees where they can be silently taken out.  Kindling is gathered and a flame sparked.  The party waits in breathless silence for the sound of goblin footsteps.
Instead, they hear the beating of massive wings.

You say WHY-VERN, and I say WI-VERN...
A 20' long winged shape swoops overhead, circling above the blaze.  Gasps of "It's a dragon!" and "Oh crap" echo from the characters' hiding places.  Demosthenes goads them into action, though:  "We're all at full strength. If we must face a dragon, this is the best chance we'll get."  Seeing his logic, the others jump from their hiding places and shout at the beast.  It roars and crashes through the forest canopy to devour them.

The melee is brief.  Though the party takes a few hits, injuries are minor.  Eiko, meanwhile, proves herself to be extremely deadly at close range.  Most of the PCs get a shot or two in at the wyvern (which is really what the "dragon" turns out to be), but Eiko lays into the beast with repeated critical hits from her (dwarf-sized) bastard sword.  In short order, the great, poison-tailed lizard is dead.  Eiko decides to take on the surname/title of Wyvernwacker.

Eiko (Elizabeth) also rubs it in and trash-talks Hrothgar (Nicholas, Elizabeth's 8 year-old son).  A few minutes of giggling and player-on-player wrestling occurs at the game table.  That doesn't happen much in my grown-up games... too bad, really.

The wyvern wasted, it's on to the castle itself!  The bad guys have blocked the bridge--the only way
My wife's solution to most problems in D&D.
across the moat--with a makeshift barricade of pilfered furniture, etc., so again playing it smart, Nerdanel tosses her fireball spell at the dozen goblins guarding the front door while the rest of the party works to clear the barrier.  Eleven of the twelve goblins wind up as charcoal stains on the front porch.  The last one, still on fire, squeaks and runs inside.

Crossing the bridge, the PCs also find that there are several statues on the front porch--all of men-at-arms in varying poses of fear and fight.  It doesn't take them long to figure out that these are actually the castle guards who've been turned to stone.  But by whom?  Or what?  Gulp.

At Hrothgar's suggestion, the castle doors are kicked in and the characters storm inside.  (Gotta love the YOLO style of young gamers.)  More goblins wait in the main hall, along with their pet troll.  More fighty-fighty.  Eiko again takes out the big bad with her Bastard Sword of Kill Everything.  She now names herself Eiko Trollcleaver-Wyvernwacker.  She's quite the modern dwarf woman, with that whole hyphenated-name thing and all.

There are many doors in the entry hall and the first one leads to a library room (location akin to Brian and Elizabeth's actual library... get it?  Anybody?  Sigh).  Anyway, there are no baddies here, but the north wall is completely filled with overstuffed bookshelves (many of which have been tossed on the floor as if someone were searching for something) and the south wall is full of... glass aquariums full of snakes?!  On a table in the middle of the room are dozens of obsidian rings with magical carvings on their surfaces.  Fitting the pieces together yet?  Yep, I borrowed +Zak Smith 's "Snakes Are Books" idea (link is SFW but site is sometimes NSFW).  Eventually, the characters figure it out too, with the help of Demosthenes' "Speak with Animals" spell and a talkative boa constrictor.  From their time in the library, Hrothgar learns how to garden from a garter snake and how to swim better from a blacksnake, Demosthenes becomes an expert in poisons from an asp, and Eiko learns the fine art of asphyxiation from said boa.  (Essentially, little snakes who can't hurt you give you knowledge; big snakes or particularly poisonous ones may give you knowledge but may also give you one of their abilities).

After letting it teach Eiko how to hug things to death, Demosthenes also charms the snake, adding yet another animal (remember that bear?  Yep, he's still here.) to the party.  Menagerie, ho!

Ok, but you're not gonna like it...
Next stop:  the Throne Room.  Hrothgar sneaks up to the doors and peeks inside.  Several more goblins and their three giant rats (mounts/guard animals?) are hanging out here.  Sneaky party that they are, the PCs send the snake inside to flush them all out.  The plan works.  Goblins and rats come racing out of the darkened chamber and are immediately set upon by our heroes.  A goblin and a rat are both hugged
into oblivion; the rest are slain in a more traditional way.  Searching the throne room, the PCs find a small chest beneath one of the thrones.  Hrothgar is sickened when the chest's poisoned-need trap accidentally goes off (bad disarm roll) but manages to pull through with only a temporary CON loss.  Since the lock proves unpickable, they hand the chest off to Eiko who uses her newly-found hugging powers to crush it open.  Inside is a small silver message tube containing a piece of parchment that reads...

Well, crap.  That scrap of paper seems to have either stayed in California or gotten lost on the flight home.  In any case, it's a word problem / riddle that nobody seemed to be able to translate.  At that point, we all set aside our dice and headed to Pizza My Heart for dinner.  And that's where we left off.

The pizza was awesome, by the way.