Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Tuesday, December 20, 2016

Necromancers are pansies


Necromancer

Requirements: WIS 12 or below
Prime Requisite: CON
Hit Dice: 1d4
Maximum Level: 9
Alignment: Chaotic

Necromancers are reviled the world over, with the exception of the Qynarate, where they fulfill the role of both priests and slaves, forced by the Undying Empress to channel their grotesque craft toward the unholy task of keeping the state running. For all but the highest, it's perhaps a worse existence than everywhere else, where you'll just be hunted down by the locals and lynched or by the Church and burnt.

Further, necromancers are limited by their focus on thanatologies. They haven't the breadth of magic-users, and the day-to-day existence of a necromancer is often unpleasant - grave robbing and corpses, rotting flesh, and malevolent, life-hating intelligences.

So why do people turn to necromancy? Simple: it's easy, and it's fast. Necromancers gain power amazingly quickly, and all you have to sacrifice is your humanity.

Necromancers are restricted in arms and armor as magic-users. They also gain and cast spells like magic-users, but are restricted to the necromancer spell list.

In addition to their spellbooks, at 2nd level necromancers must make a pact with some malevolent intelligence. Non-exhaustive examples include a powerful undead, a demon, or another necromancer. As part of this pact, a necromancer learns 1 new spell whenever he gains a new level, but must complete some task for his patron (and may be required to do so between levels as well, if he wishes to keep the patronage).

Further, a necromancer may cast bonus spells per day. In order to do so, a necromancer must sacrifice a living, sentient creature. A necromancer gains bonus spellss equal in level to the number of hit-dice of the sacrificed creature(s), distributed as he chooses. A necromancer may never have more than one bonus spell of any given level. Bonus spells are kept until cast. (Example: the necromancer catches and sacrifices a 5th-level fighter. He may now memorize an extra fifth-level spell, a fourth and a first level spell, a third and a second level spell, or so on.)

Reaching 9th level: Upon reaching 9th level, a necromancer may create a stronghold, often a tower. He will attract a number (1d6) of intelligent undead (wights, wraiths, ghouls, but never mummies or vampires) and 1-3 necromancer apprentices of 1st level.
(Further, it will be difficult to attract peasants for tax revenue. 1/4th is a good starting point.)



Level

Experience Hit Dice (d4) Number of Spells (by level)
1 2 3 4 5
1 0 1 1
2 1,251 2 2
3 2,501 3 3 1
4 5,001 4 3 2
5 10,001 5 4 2 1
6 20,001 6 4 2 2
7 40,001 7 4 3 2 1
8 80,001 8 4 3 3 2
9 160,001 9 4 3 3 2 1


Spells

Non-exhaustive list

Level 1

Charm Undead
As MU spell, but only works on intelligent undead (ghouls, wights, etc.)

Detect Evil
As MU spell

Protection from Evil
As MU spell

Foul Grave
Duration: Permanent
By means of this spell the necromancer desecrates a grave-site. A body interred in such a grave is practically guaranteed to rise again as an appropriate form of undead, probably a wight or a wraith.

Corpse Essence
Duration: Permanent
Range: Touch
The caster draws forth the lingering vitality of a fresh corpse and infuses it into himself, gaining 1d4hp per HD of the dead creature. The corpse crumbles to dust in the process. It must be fresh, having died no more than a week ago.

Preserve Body
Duration: One Week
The necromancer temporarily halts the decay of a corpse, fending off all natural sources of rot and dissolution. Magical rot and trauma (such as from attacks) will still harm the body, but it will not suffer from bacteria, vermin, etc. This spell only halts decay; it does not reverse it. This spell may be cast on the animated dead.

Cloak of Death
Duration: 3 turns
Range: 30'
The subject of this spell is perceived by undead to be 'one of them' or otherwise not a threat or target. Intelligent undead get a saving throw to resist the effect. If the subject attacks or otherwise harms the undead, the spell ends.

Level 2

Raise Ghoul
Duration: Permanent
This spell allows the caster to raise a new ghoul from the dead. It requires a fresh body no more than a month dead (or well-preserved) to work with. The ghoul thus raised is the slave of the caster and must follow verbal commands, but he doesn't have to like it.

Aspect of Death
Duration: 1 turn
Range: Personal
The caster's visage becomes supernaturally gruesome and chilling, striking terror into all who behold him and fail a saving throw vs. spells

Animate Dead
As the Cleric spell of the same name, but the necromancer can raise twice his level in HD of skeletons and zombies.

Drain Level
Duration: Permanent
Range: Touch
After casting this spell, the necromancer must make a melee attack at +4 to hit. If he hits, the necromancer drains one level from the target.

Level 3

Ward Against Turning
Duration: 6 turns
Range: 60'
The necromancer whispers his will to the undead, letting them add half his level to their effective hit dice to avoid turning attempts. A necromancer may ward up to his own level in hit dice of undead with this spell.

Rip Out Spirit
Duration: Concenration
Range: 20'
This gruesome spell allows the caster to violently separate the spirit from the flesh of the target. If the subject fails a save vs. death, he loses 1 level (or hit die) per round until he dies or the caster ceases to draw forth his spirit. The caster must concentrate and do nothing else for the duration of the spell.

A spirit drawn forth in this way may be stored as per Soul Jar, though it does not get the ability to possess other vessels. Intelligent creatures only. Elves are immune.

Inflict Rot
Duration: Permanent
Range: 60'
If the subject fails his saving throw vs spells, he is imbued with a supernatural rotting disease. He loses 1d6 CON and CHA and is unable to heal naturally or magically from any inflicted wounds. A cure disease followed by remove curse can end the effects.

Raise Wight
Duration: Permanent
The caster raises a new wight from an available body. The body must be freshly slain (no more than 1 week old) or well-preserved. The wight thus raised is slave to the caster and must follow verbal commands.

Raise Wraith
Duration: Permanent
The caster raises a new wraith from an available body. The body must have been slain over a year ago and buried with grave goods of no less than 50gp worth. The wraith thus raised is slave to the caster and must follow verbal commands.

Summon Shade
By means of this spell the caster summons forth a shade from the dead. He may then ask it three questions before it returns to whence it came. The caster must have some strong link to the shade - a part of the body, a dear object, or being in a specially important location - and any given shade may only be summoned once. The shade will only know things that it would have known in life. In order to cast this spell, the caster must sacrifice at least 1hp worth of fresh blood (though it need not be his own).

Level 4

Eldritch Life
Duration: Permanent
This spell breathes life of a sort into the dead. To cast this spell, the necromancer must spend 2d4 weeks preparing the body for its 'resurrection'. When first chosen, the body must be fresh, slain no more than 1 week ago, or very well-preserved (think formaldehyde, not mummification). This spell only works on humans and demi-humans (elves included).

When raised, the new 'person' will have no memories of his former life, and must be taught everything - how to speak, how to read, how to eat, etc. (Neither will he have any class levels from his former life.) There is a 5% chance that the raised creature will be subtly insane, gradually becoming homocidal and monomaniac.

Revitalization in this fashion will give the new 'person' unnatural strength and vigor, imbuing him with 2 (d8) HD, max CON, and max STR. If not insane, the creature will be strongly attached to the caster, as though Charmed (but permanent, and unable to be dispelled), unless and until the caster tries to kill or seriously harm him.

Any given caster may only have one such raised companion at a time, for if he raises another inevitably they will go to great lengths to kill one another.

Raise Mummy
Duration: Permanent
The caster raises a new mummy from an available body. The body must be properly mummified, which takes at least a week and 500gp of materials unless you happen to have a mummified body sitting around. The mummy thus raised is slave to the caster and must follow verbal commands.

Raise Spectre
Duration: Permanent
The caster raises a new spectre from an available body. The body must have been slain over a year ago and buried with grave goods of no less than 200gp worth. The spectre thus raised is slave to the caster and must follow verbal commands
Skull Spirit
Duration: Permanent
The caster raises a new skull spirit from an available skull of an intelligent creature. The skull must be clean of all flesh and not seriously damaged. The skull spirit follows the verbal commands of the caster. (Stats for skull spirits can be found at the end.)


Level 5

Soul Leech
Duration: Special, see below
By means of this spell, the caster consumes a stored spirit. Consuming a spirit may give many benefits. Choose one:
  •  Remove curse as per the spell
  • Cure disease as per the spell
  • Gain 1 bonus spell of each level you are able to cast. You may not do this more than once per day
  • Cure critical wounds as per the spell (3d6+3)
  • Restoration as per the spell
  • See invisible, See ethereal and detect magic as per the spells
  • Set any one stat to max (18) for 1 day
Haruspicy
This spell functions like the clerical spell Commune, except that the caster must kill and read the entrails of some creature as part of the spell. Further, use of unintelligent creatures only grants 1 question.

Death Spell
As per the MU spell

Lich
Duration: Permanent
This spell infuses the caster with necromantic energies that prolong life into undeath. It must be cast three times exactly a year and a day apart from one another. If the caster misses a subsequent casting, he dies and his body turns to dust with no chance of resurrection. Further, each casting requires reagants costing at least 5,000gp and a week's careful, uninterrupted preparation.

If successful, there is at first no outward change to the caster. However, when he dies either from old age or any other source, he will not die. Instead, he will continue on as a lich. (Exactly how to handle this is up to the DM.)


Thursday, December 1, 2016

House Rules 3: treasure, XP, play, and that sort of thing

You might actually want to read this one! But probably not, in all honesty. I'm not really breaking new ground here. I'm mostly just following people like Jeff Rients and Zak and those guys at Ten Foot Polemic and the Hill Cantons and probably a good few others to boot.

Equipment

Studded leather doesn't exist. Leather is AC 7.

Torches are good for setting fire to things, blinding yourself with an open flame, and making lots of smoke. If people insist on using them in dungeons they light an area of 20' radius and you'll probably constantly be blinding your companions and dripping pitch everywhere and coughing on the smoke. Bring a lantern.

Plate armor is expensive, rare, and custom-made. The price listed in the book is the price for getting a found set re-fitted to you. It must roughly fit you already (no resizing dwarfplate to fit your human fighter), you have to find someone who works with the stuff, and wait about a month. Getting a new set for yourself costs about 300gp and takes 1d4 months to complete.

Weapons all do 1d6. Using a two-handed weapon allows you to roll twice and take the higher result. Using a weapon in your off hand gives you +1 to hit.

Using a silver holy symbol (or one otherwise upgraded) gives you a +1 to your Turn Undead roll.

We're using my simplified encumbrance rules.

Helmets come with all armor, unless you're a halfling. If you're unarmored and wear a helmet, it won't change your AC but might help you out in specific situations (like not causing you to take extra damage from a falling rock trap).

Treasure and XP

Coins are 50/lb. They're still big, but not absurd. This makes a copper piece roughly the size of a £2 piece, a silver piece slightly larger than a quarter, and a gold piece between a dime and a nickel. Assuming they're pure. They're usually not, which would make them somewhat bigger or smaller (but still weigh the same).

Treasure liberated from the dungeon or wilds is worth 1xp per gp shared equally with the party. Magical treasure does not give XP.

Further, some activities in town are also worth XP. Carousing is worth 1XP per gp spent up to the maximum. Other frivolous spending is worth 0.75XP per gp spent up to the maximum, and 0.5XP per gp spent afterward. All expenditures must be from treasure; reinvesting after staking a wildcatter who makes good on his claim might be a good idea, but it doesn't earn you XP.

Carousing: In order to carouse, roll d6x100gp. (This will be larger in well-connected places, and smaller in dinky backwater villages.) This is how much you spend. If you don't have enough, you can borrow from other PCs. If nobody's willing to spot you, you end up indebted to some local of the DM's choosing. Thieves may choose to take +1 to this roll.

Further, roll a Wisdom check. If you succeed, everything's fine - you managed to keep work and play separated and didn't wake up next to anyone you didn't intend to. If you fail, you roll on the Carousing Mishaps table stolen shamelessly from Jeff Rients. (I tried to improve it, but really: can you?)
Carousing Mishaps
1) Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.
2) Involved in random brawl. Roll Strength check or start adventure d3 hit points short.
3) Minor misunderstanding with local authorities. Roll Charisma check. Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine) indicates d6 days in the pokey.
4) Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1-3 scorned lover, 4-6 angered parents.
5) Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
6) Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this burg costs double due to barflies and other parasites.
7) Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.
8) You wake up in a barn with no memory of how you got there and no clothes. Your stuff is: Roll 1d6 1-3 buried in the cowbyre 4 carried off by thieves 5 impounded by the authorities 6 nowhere to be found
9) New tattoo. 1-3 it’s actually pretty cool 4 it’s lame 5 it could have been badass, but something is goofed up or misspelled 6 it says something insulting, crude or stupid in an unknown language.
10) Beaten and robbed. Lose all your personal effects and reduced to half hit points.
11) Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
12) Hangover from hell. First day of adventuring is at -2 to-hit and saves. Casters must roll Int check with each spell to avoid mishap.
13) Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
14) One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.
15) Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4 it’s bogus 5 it’s bogus and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months.
16) Wake up stark naked in a random local temple. 1-3 the clerics are majorly pissed off 4-6 they smile and thank you for stopping by.
17) Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
18) Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
19) When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
20) The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite inn 3-4 some other den of ill repute is reduced to ash 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you 3-4 your fellow carousers know you did it 5 someone else knows, perhaps a blackmailer 6 everybody knows. 

Frivolous Spending: This includes all spending that doesn't specifically help you be an adventurer. Donating to the local temple, handing out money to beggars, commissioning a portrait, having your armor engraved, and purchasing real estate in town all count. Restocking supplies, upgrading your weapons, and spending gp on rumours do not.

Further, money spent in the 0.5XP range is reflected in the prosperity of the settlement. Drop enough into the local economy and you'll get people moving in, more market opportunities, etc.

XP from Monsters
Monsters are worth a flat 50XP per HD. Monsters of <1HD are worth 10XP.

Heroic Sendoff
When an adventurer dies and the party is unable (or unwilling!) to have them raised from the dead, a PC or retainer (see below) may opt to give the corpse a Heroic Sendoff. This requires at least 24 hours and something cool like a bigass funeral pyre, the raising of a burial mound, or a funeral ship floated down the river. The corpse must be armed and armored for combat, as appropriate to the class of the character. Each party member may donate up to 100gp times the level of the stiff as additional grave goods, the amount being spent is converted to bonus XP for the donor. Each party member may also donate one magic item to the grave. Scrolls, potions, and other one-shot items net a bonus of 250xp, while more permanent items get you 1,000xp or more. Magic items that would have been unusable by the deceased do not count.

Player Roles
Certain roles taken on by the players accrue a 5% bonus to XP for their characters. These include, but are not necessarily limited to:
  • Cartographer. The person who actually draws the party map. It is not necessary that this player's character be the party mapper.
  • Chronicler. The person who writes up session reports. These need not be terribly in-depth, but should give someone who missed a session a good idea of what important things happened
  • Snack-bringer. Self-explanatory
  • Other roles as I think of them or as they are invented around the table.


MVP
Once per session, the players will decide who was MVP for that session. This person gets a 5% bonus or 100XP, whichever is greater.

Exploration
Exporation is also worth XP. Here are some guidelines. These are per individual involved, but will only be given out once. If it's your first time, but not the first time, too bad.
  • New hex discovered: 20
  • New hex explored: 50
  • New town, village, landmark, or site discovered: 100
  • First time a dungeon is entered: 100
  • Alternate dungeon entry found: 100

Other exploration awards may be added to this list or given in play at the DM's discretion.

Gameplay and Miscellaneous



Shields Shall be Splintered!
This old Trollsmyth beauty. For a magical shield, roll 1d6. If you roll at or under the plus value, it doesn't shatter. Otherwise it does.

Retainers, Henchmen, and Hirelings
Here's the difference, laid out plain.

Retainers are limited by your CHA score. They gain half a share in all XP, and the standard agreement is half a share in treasure plus expenses. Expenses include room and board, plus any equipment replacement or upgrades the retainer may require. (New armor or weapons, a mount, etc.) Retainers typically come with their own starting equipment. Retainers must be lower level than the PC hiring them. Yes, this means you can only start hiring a retainer at 2nd level. Further, retainers are the only sort of follower who has or gains class levels.

Henchmen are mercenary sorts who have hired on for pay to help explore a dungeon or local dangerous wilderness. For dungeon exploration, typical rates are 20gp per diem plus all expenses, though rates may be lower for less-dangerous jobs (e.g. guard the caravan while we go exploring). Henchmen typically come with their own arms and armor (usually along the lines of leather and club). If a henchman survives long enough, he may become a retainer.

Hirelings are non-combat day-laborers. Linkboys, porters, drovers, lackeys, and that sort. Hirelings do not count as skilled labor; if you want to hire a cartographer or a locksmith look elsewhere. Hirelings do not engage in combat or other dangerous pursuits if they can at all help it, and will revolt or abandon the expedition if forced into dangerous situations. A typical agreement for dungeon exploration includes 1gp per diem plus room and board.

Good Help is Hard to Find
Hirelings may be found in pretty much any centre of civilization from the smallest hamlet on up for short-term work. For long-term work, find a town or offer more. If actual numbers are needed, roll 1d10x20 for a village, 1d10x200 for a town, and so forth.

Henchmen are harder to find, but still potentially available even in wide spots in the road. For villages, roll 1d6. For a town, roll 1d6x10, and so forth.

Retainers are hard to find, since people with class levels are rare. They are effectively unavailable in villages, whereas you can find 1d2 in a town, 1d2x10 in a city, and so forth.

Extensive advertising (costing 25gp) will double the number of followers to be found, as will doubling the offered remuneration.

Sancho Panza to my Don Quixote
In Labyrinth Lord, retainers make a Loyalty Check at the end of every adventurer/foray and never return if they fail. However, the player whose character has retainers may decide upon one who will not do so. He still makes a Loyalty check, but if he fails, instead of outright leaving, he requires something more of the PC. This may be a pay raise, better equipment, some time off, or help with something (getting out of debt to the local crime boss, finding a cure for his sick mother, rescuing his brother from bandits, and so forth). If the PC acquiesces to the demands, the retainer will stay.

Planning for the future
A PC may bank wealth and up to one magic item for inheritance. If the PC dies, his heir inherits this money, -10% in straoge and security fees.

Bob is dead, long live Bob!
If a character dies, the player has several options for making a new character.
  1. Roll up another one. Starts at level 1 with 0 xp. Can enter play any time, even in a dungeon. The DM will work it in.
  2. Discover an heir. The heir will only be able to join once the party returns to civilization, but will be entitled to anything put away as an inheritance.
  3. Promote a retainer. A retainer of that PC may now be played as a PC with his current experience and equipment.
Dungeons is Dangerous!
At the end of every session the party must end up back in a safe place. This is not necessarily a town, though all towns count. It could be a base camp, or a caravan, or an idyllic spot in the woods, or even certain seldom-visited portions of the dungeon. If the party fails to make it to a safe spot before the end of the session, make a save vs death. If you succeed, you escape unharmed. Otherwise, roll 1d20 on the table below shamelessly stolen from Jeff Rients:

Triple Secret Random Dungeon Fate Chart of Very Probable Doom (d20)

1. You lucky dog! You manage to somehow escape the dark forces of the dungeon. You return to civilization, naked and half-delirious.
2. Waitaminute, Lefty’s not right handed! Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy.
3. Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined.
4. Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization.
5. Pining for the fjords. If any comrades escape they are able to bring your remains back to civilization, but your stuff is lost.
6. Dead as a doornail. The general location of your body is known to any surviving comrades.
7. Your stuff has become part of a monster’s hoard and your body part of a monster’s supper.
8. That is an ex-character. The location of your body is unknown to all.
9. Bought the farm. Your body and possessions irretrievable due to dragon fire, ooze acid, disintegrator beam, etc.
10. Also dead. Your body is irretrievable due to dragon fire, ooze acid, disintegrator beam, etc. but your stuff is still around for some other jerk to nab at a later date.
11. Held for ransom by seedy humans. A member of the Thieves Guild can arrange release for 1,000gp per character level. 1 in 6 chance the money disappears.
12. Captured by monsters. Escaping comrades know the level you were captured on and the type of monster holding you captive.
13. Captured by monsters. Escaping comrades know the level you were captured on, but not the type of monster involved.
14. Captured by monsters. Escaping comrades know the type of monster involved, but not what level to search.
15. Captured by monsters. Unseen monsters spirit you away to an unknown location.
16. A fate worse than death. Drafted into the ranks of the monsters. Roll d6: 1-2 undead, 3 lycanthrope, 4 charmed, 5 polymorphed, 6 other.
17. You and your stuff are sacrificed to the loathsome Frog Gods in order to gate in d6 Croaking Demons that are added to the dungeon key.
18. A gorgon or somesuch has petrified you. Escaping characters know what level to search for your statue.
19. Lost in the dungeon. GM sets your location each session. Re-enter play if the party finds you.
20. Opportunity for betrayal. Pick one other character who got away safe. Roll 1d6, 1-4 he takes your place and has to roll on this chart while you escape, 5-6 you both suffer the fate rolled by your victim.

Tuesday, November 29, 2016

House Rules 2: Spells

Mostly durations, really. I seriously suggest you skip this one; it's just going out here because it needs a home somewhere and I like to keep stuff all in the same place. But hey, have some Otus to lighten up the night.



Anyway....

Cleric Spells

Cure Critical Wounds and its reverse heal/deal 3d6+3 damage.

Detect Evil is reversible.

Dispel Evil is reversible (though good luck finding an application).

Earthquake has effects that are largely to the DM's discretion, with the described situations to be used as guidelines.

Insect Plague might very well work underground. It all depends on the local insect population. Also, 'insect' should not be taken in its technical meaning. Bug Swarm sounds stupid, though.

Know Alignment is reversible, and protects the subject from Know Alignment and similar means of alignment-scrying for the duration.

Lower Water functions like the MU spell of that name.

Part Water functions like the MU spell of that name, and is 5th level.

Protection from Evil and Protection from Evil 10' radius can be cast on an object.

Raise Dead requires a CON check to succeed (multiple tries are allowed, 1/day). Further, if successful, the raised individual's CON score is permanently reduced by 2. Casting Raise Dead (though not Ray of Death) requires reagants costing 1,000gp.

Resurrection requires reagants costing 10,000gp. Destruction does not.

Symbol is permanent until triggered.

MU/Elf Spells


Bigby's spells are all put on notice: you may have your levels reduced in a coming installment, because you truly suck. 8th level to hit someone for 1d6? Really?

Crushing Hand cannot be attacked by the opponent it's currently crushing, except with special biology or the like, at the DM's discretion.

Glass Like Steel is 5th level.

Grasping Hand cannot be attacked by creatures it successfully immobilizes, except with special biology or the like, at the DM's discretion.

Invisibility is reversible, though it does not always work on things that are natively invisible, e.g. an Invisible Stalker.

Irresistible Dance has a range of 30' and can affect all creatures in a 20' radius. Country dances need groups. Further, dancing is not always 'in place', but can take the affected creatures all around the spell area, depending on the dance.

Lightning will bounce, rather than just stop at a barrier it doesn't break through.

Maze has a duration measured in Turns and Hours, instead of Rounds and Turns.

Meteor Swarm uses a d8 instead of a d4.

Reincarnate uses a custom Super Secret Gonzo Reincarnation Table instead of the one in the book. Also, monsters (and talking badgers especially) totally can gain in levels.

Reverse Gravity is reversible, and requires anyone in the area of effect to make a save vs spells or fall prone and be unable to do anything that round. If the save is made, the creature may move at half speed and attack at -2 to hit.

Stone to Flesh can definitely be cast on objects that were not originally the subject of a Flesh to Stone spell. Boulder-sized meatballs are to be encouraged.

Symbol is permanent until triggered.

Teleport can send you low without instant death. 'Low' on the table works as 'high', but below the target. This might not mean in the ground! Smart wizards build raised teleportation platforms at home.

Time Stop lasts for 1d4 rounds.

Wish and Limited Wish can't simply be prepared and cast daily in a spellbook. If you know either spell, talk to the DM about uses.


...


What? You're still here?

Go kill some monsters and take their stuff already!


Thursday, November 17, 2016

Labyrinth Lord / Desolate North House Rules Part 1a: Thieves

As promised last time, I'm showing my re-work of LL's Thief class. This is all based heavily on the write-up already in Hill Cantons and inspired by Unfrozen Caveman Dice Chucker (I refuse to accept the new name).




Thief

Requirements: None
Prime Req: DEX
Hit Dice: d4
Maximum Level: None




Note that a Thief can be of any alignment. In addition to any bonus languages for intelligence, the thief also knows Thieves' Cant, an argot of Common used by ne'er-do-wells to discuss nefarious proceedings.

9th level hideout shenanigans are still possible as per LL.

At 11th level, a Thief's backstab does triple damage.

Thief Skills

Instead of advancing along a percentage table with level, thieves are awarded Bonus Skill Levels. These bonus skill levels can be assigned into any skill the thief chooses.

 Starting Thief Skills
Scale Sheer Surfaces:5, max 12
Pick Pockets:2, max 15
Find/Remove Traps:2, max 12
Pick Locks:3, max 12
Hear Noise:4, max 11
Move Silently:2, max 13
Hide in Shadows:2, max 13
Read Languages (at Level 4):0, max 13
Read Scrolls (at Level 9):5, max 12

In order to succeed at a skill, the Thief rolls a d10 trying to roll below the skill level.

Double 12: Every time you roll a 12, roll again. A double 12 is always a failure, regardless of skill level.

Thief Skill Definitions

Scale Sheer Surfaces: This is not just 'climbing walls', but scaling sheer surfaces, viz. things that a normal person would just say, "That's impossible." Examples include the sides of skyscrapers, windy overhangs with few to no handholds, etc. However, some surfaces might still be outside the thief's ability at the DM's discretion.
Pick Pockets: As per LL, except for each level the target is above the thief subtract 1 from the skill.
Find/Remove Traps: Also works with Secret Doors and other such. Note that the DM will still require a description of your activities, and decide success, failure, and difficulty based on this. This is not preternatural, and is in fact a thing all adventurers do; thieves are just better at it.
Pick Locks: As per LL.
Hear Noise: Not just any old noise, but preternatural hearing - noises you wouldn't otherwise be able to hear. Picking up whispered conversations through keyholes, hearing footsteps far away by putting your ear to the ground, that kind of thing.
Hide in Shadows: Anyone can hide, but it takes a thief to hide in shadows. Area must be shadowy and dim, and you cannot hide in shadows while being watched. (If the thief fails the check, it is assumed he is still being stealthy - though maybe not with success.)
Move Silently: Anyone can move quietly, but it takes a thief to move silently. Thief must not be wearing or carrying anything noisy (e.g. clinking bottles, non-magical armor heavier than leather), and there are certain environments that either give a penalty to the roll or may make it impossible (e.g. nightingaled floors, wading through water). If the thief fails the check, it is assumed he is still being stealthy - though maybe not with success.


Thief Level Advancement
Exp
Level
Hit Dice (1d4)
Bonus Skill Levels
0
1
1
0
1,250
2
2
3
2,500
3
3
4
5,000
4
4
3
10,000
5
5
4
20,000
6
6
3
40,000
7
7
4
80,000
8
8
3
160,000
9
9
4
280,000
10
10
3
400,000
11
+1 hp
2
520,000
12
+2 hp
1
640,000
13
+3 hp
1
760,000
14
+4 hp
1
880,000
15
+5 hp
1
1,000,000
16
+6 hp
1
1,120,000
17
+7 hp
1
1,240,000
18
+8 hp
1
1,360,000
19
+9 hp
1
1,480,000
20
+10 hp
1

******

I'm thinking of completely removing Find/Remove Traps in favor of just giving Thieves a flat 3 in 6 to notice secrets and traps when looking, and a note saying they're likely to be better at removing them than other characters. That skill in particular bothers me for all the reasons it's bothered other people more experienced and eloquent than I.

Tuesday, November 15, 2016

Labyrinth Lord / Desolate North House Rules Part 1: Character Creation and Classes

Inspired by a lot of people, including +Jeff Rients, +Peter V. Dell'Orto, and +Chris Kutalik, and
others. I'll try to include links to relevant posts/articles/whatever when I can, but if I forget or can't find it, that shouldn't be taken to mean I'm claiming to be the original author of the idea.

3d6 In Order. Few Exceptions.
The only exception here is noted by LL, where it points out you can trade 2 points down for 1 point up, with restrictions. Those restrictions are still in place. Further, you can only do this if doing so would allow you to play a class you wouldn't otherwise qualify for, not just to get your Prime Requisite into XP bonus territory.

Bonus Languages:
High INT score gives bonus languages as noted. However, these languages do not have to be chosen at creation. Instead, whenever a new language is encountered, the player may choose to roll a D6; on a result of 1-3, the character happens to know that language as a Bonus Language.

Languages can also be learned in play through other means.

Classes

New classes: None yet. But I might add some (like Battle Nuns).


Cleric:
I'd love to make clerics start with no spells at level 1, but that sounds exactly like the kind of modification to make players not familiar with the OSR grumble.

Clerics must be either Lawful or Chaotic. Lawful Clerics are Clerics of the Church (more on religion in the Desolate North later) and must be male. Players are encouraged to create sects or brotherhoods or orders to which their clerics belong.

Some Clerical sects (even within the Church) may have different weapon limitations.

Clerics are the only class to automatically know an 'alignment language' - which is the language of their religious proceedings. (In the Church, it's a Latin-analogue.) Well-educated monsters may or may not know an appropriate alignment language.

Clerics may create scrolls as per Holmes: usually 100gp and 1 week per spell level.

Dwarves:

Clarification: a dwarf hiring folks for the stronghold can hire dwarves for any job, though it may be hard to find a dwarven spellcaster. However, they cannot hire any other races as mercenaries or soldiers.

Elves:

Elves have no souls. This means they are immune to spells that directly inflict death or act on the soul; e.g. Ray of Death, Disintegrate or Trap the Soul, but not Prismatic Sphere. However, they cannot be brought back from the dead, either.

Elves can cast spells while using weapons, shields, and armor.

Elves do not have spellbooks. Instead, they gain (and can cast per day) spells as on the below table:


Elf Spell Progression
Spell Level
Level 1 2 3 4
1 1 0 0 0
2 1 0 0 0
3 2 0 0 0
4 2 0 0 0
5 2 1 0 0
6 2 1 0 0
7 2 2 0 0
8 2 2 1 0
9 2 2 2 0
10 2 2 2 1

Spells gained are usually randomly determined, though there may be exceptions.

Elves may create scrolls as per Holmes: usually 100gp and 1 week per spell level.

Fighters:
Fighters with DEX 16 or higher may Parry, sacrificing 1 attack per round to give themselves -2 AC.

Fighters get +1 to their hit dice at 1st level, so a 1st level fighter is 1+1 HD.

Whenever a fighter kills a foe with a melee attack, he may immediately melee attack another foe in range. Each new attack is at a cumulative -1 to hit.

Fighters start gaining bonus attacks at 10th level instead of 15th.

At 4th level, any time a Fighter rolls a natural 20 to hit, it hits automatically and rolls max damage. Note that no other class gets critical hits.

At 8th level, a Fighter's damage dice explode. The max damage from a critical hit counts for this purpose.

Halflings:
Halflings may only carry 1 Large Item, and it counts as two. (See house rules for encumbrance here.)

Halflings are universally bald, and they have a parietal eye. Whenever their heads are uncovered, they receive a +1 to saving throws from threats from above at the DM's discretion. When forced to wear headgear they feel distinctly uncomfortable.

Magic Users:
A Magic User starts play with 2 1st-level and 1 2nd-level spell in his spell-book. All other spells must be gained in play. (Not a change, just a note.) One of those spells is Read Magic; the other two are randomly determined. (Not everyone gets Sleep and Web.)

Magic Users may create scrolls as per Holmes: usually 100gp and 1 week per spell level.

Thieves:
Thieves effectively get a complete re-write, based on the alternate thief skill rules from the Hill Cantons and then further modified by Timrod. More detail follows in another post; it's too big to throw here.

Tuesday, November 8, 2016

Battle Nuns: a LL or B/X class

Thanks to +Thomas Pluck (here) I give you:

Battle Nuns
Nuns of the Supernal Sisterhood of the Hunting Rifle.

Requirements: ST 9
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 12
Alignment: Lawful
Save: as Clerics
To hit: as Fighters

Battle Nun Level Progression
Experience Level Hit Dice (1d6)
0 1 1
1,501 2 2
3,001 3 3
6,001 4 4
12,001 5 5
24,001 6 6
48,001 7 7
96,001 8 8
180,000 9 9
260,001 10 +3 hp only *
300,001 11 +6 hp only *
440,001 12 +9 hp only *
*Hit point modifiers from constitution are ignored



The first Order of Battle Nuns was started five hundred years ago back when the Church was aiding the Kingdom of Nurian to fight off the Qynari heathens. After years of bitter fighting against their necro-melded  armies, the Qynarate held the upper hand. They were poised to sweep over Berthold's Pass and into the Nurian heartlands, whereas the Nurian-led coalition army was mostly put to flight in a previous battle, leaving only a small handful of defenders to hold the pass and keep the enemy at bay.

With the defenders was a 12-year-old peasant girl named Therese Olon. (Olon was a nearby village.) On the day of the battle she stood forth, and eyewitness accounts say she was filled with the Light of Salvation and, wielding a mace made for a much larger man, enabled the defenders to beat back their gruesome enemy, thereby saving Nuri from certain destruction.

After the battle, Therese went on with the army for another four years, culminating in yet another victory and the sacking of the Qynari city of Akarim Gel, thus putting an end to the threat. In the last battle she was fatally wounded, but she had gained a following of other women and girls to carry on her legacy.

That following became the first Order, the Sisters of Unfailing Humility. Therese was canonized and the Order recognized by ecclesiastical authority a mere ten years afterward.

All Battle Nuns are members of one of the militant female orders of the Church. Examples include the Little Sisters of Mercy and the Most Humble Daughters of Her Supreme Mitre.

Orders of Battle Nuns specialize by weapon type. A Nun of a particular Order may only use weapons of that Order's chosen type, which must be decided at character creation. (Players are encouraged to create Orders to which their Nuns belong.) A Battle Nun may use any sort of armor, but no shields.

A Battle Nun gets some recompense for her restriction in weapons. At level 3, her weapon counts as magical for the purposes of damaging enemies that can only be hurt by magical weapons.

At level 6, a Battle Nun rerolls any 1's she rolls for damage with her chosen weapon. If the new roll is also a 1, it stays.

Turning Undead: A Battle Nun may Turn Undead as a Cleric 2 levels lower.

Reaching 9th Level: On attaining 9th level, a Battle Nun may establish or build a convent. So long as the nun is currently in favor with the Church, she may buy or build a keep at half the normal price due to ecclesiastical intervention. Once a convent is established, the nun's (now abbess') reputation will spread and she will attract 1st and 2nd level followers of the Battle Nun class (numbering 5d6 x10). They are completely loyal (never checking morale).