Tuesday, 21 May 2013

Labyrinth Lord : Mini-Campaign

So, I'll be running a Mini-Campaign using Labyrinth Lord Basic (CORE) rules.

The game will actually be the second printing of the old D&D Basic B7 Module, Rahasia.
This will be the groups first foray into the OSG world pretty much since 3.x DnD came onto the scene.  For some, they've never played anything so Old School previously, so it will be interesting to see how they go.

HOUSE-RULES:
  • Classes
    • Magic-User (not Elf) spellbooks gain 1 spell of a level that they can cast when they go up an experience level.
    • Magic-Users are able to use the Staff as a weapon.
    • Magic-Users (not Elf) gain bonus spells to their Spell Progression based off their Intelligence (all bonus spells are cumulative).
      • INT = 13-15 provides an additional 1st level spell that can be cast per day.
      • INT = 16-17 provides an additional 2nd level spell that can be cast per day.
      • INT = 18 provides an additional 3rd level spell that can be cast per day.
    • Dwarves can use Battleaxes, Heavy Picks and Warhammers 2-handed but no other 2-handed weapon.
    • Halflings gain +1 Initiative all the time, regardless of who is with them.
    • Halflings are only surprised on a roll of 1.
    • Halflings cannot use any weapon that is 2-handed nor can they use any weapon that is classified as 1-H/2-H. They may not use Lonbgows or Heavy Crossbows.
      • Mace, Longsword, Flail, Light Pick, Scimitar are all 2-handed weapons when used by a Halfling.
    • Thieves can only backstab with 1-handed weapons.
  • Stats & Hit Point rolls
    • When rolling stats, if the average stat is <10, the character may re-roll.
    • HP at first level have a minimum of half the dice sides (so d4 = 2, d6 = 3, d8 = 4)
    • HP at additional levels is 1 less. (so d4 = 1, d6 = 2, d8 = 3)
  • Crits & Fumbles
    • Critical Hits: A Natural 20 is a Critical Threat, Roll again to confirm. If a hit, maximum damage is automatically scored. Fighters and Dwarves score a Critical Threat on a Natural 19 or 20.  A Critical will instantly kill a 'mook' enemy.
    • Fumble: A Natural 1 is a Fumble Threat, Roll again to confirm. If a miss, character must make a DEX check. If failed, he must drop his weapon or take normal damage (his choice).
  • Weapons
    • The Warhammer is a 1-H/2-H weapon that deals 1d6/1d6+1
    • The Spear is a 1-H/2-H weapon that deals 1d6/1d6+1
    • The Trident is a 1-H/2-H weapon that deals 1d6+1/1d6+2
    • The Morning Star damage is changed from 1d6 to 1d6+1.
    • The Bastard Sword damage is changed from 1d8/2d4 to 1d8/1d8+1
    • The Heavy Crossbow damage is changed from 1d8 to 1d10
  • Death & Unconsciousness
    • 0 HP is unconscious. Each round a character is unconscious, they must make a Save vs Death or Die.
    • A natural 20 on the Save v Death indicates that the character has stabilized automatically.
    • If a character takes any additional damage (at all) whilst unconscious, they die.
    • Any character can stabilize another character, this takes 6 rounds (5 for a Cleric) during which they cannot be disturbed. The unconscious character does not have to make Save vs Death ST during this time. A stabilized character is treated as having 0 HP (if they had fewer) but no longer needs to make Save vs Death ST unless they take damage again or are violently moved.
  • Natural Healing
    • A full nights comfortable rest (ie an Inn) heals 1D* + 1/4 Level HP.
    • A full days (24 hrs) comfortable rest (ie an Inn) heals (1D* + CON bonus + 1/2 Level) HP.
    • A full nights uncomfortable rest (ie a Dungeon) heals 1/4 Level HP.
    • A full days (24 hrs) uncomfortable rest (ie a Dungeon) heals 1D* + 1/4 Level HP.
    • An interrupted rest heals 5 HP less (minimum of 0)
    • * equals half a normal HD die.  Eg, Fighters & Dwarfs = 1d4. Elves, Halflings, Clerics = 1d3. Thieves, Magic-Users = 1d2.
    • All Heal totals are rounded down.
CREATING CHARACTERS:
Each player will run 2 characters if less than 6 players.
  • Attributes
    • The game will be using 3d6 down the line for Attribute generation
    • If average stat is < 10, attributes may be re-rolled.
  • Experience Points
    • Each character will start with 4500 XP.
  • Starting Money and Equipment
    • Each character will start with 1d6 * 100 gp
    • Characters may give money to other characters at the rate of 2:1 (every gp given to another character costs an additional 1gp).
    • Magic-Users or Elves may purchase a spell for their spellbook at the cost of Level * 100
  • Beginning Magic Item
    • Each character will roll 1d20+CHA at the start of the game, whoever rolls the highest may choose first from the following list (taking 1 item only) of Magic Items.  If players tie, whichever character has the highest CHA may pick first.  Still a tie, they reroll.
      • 11 Crossbow Bolts +1
      • Bracers of Armour - AC 7
      • Chainmail +1
      • Dagger +1
      • Leather Armour +2
      • Longsword +1, Light 30' Radius
      • Potion of Extra-Healing
      • Potion of Gaseous Form
      • Potion of Healing
      • Potion of Healing
      • Ring of Fire Resistance
      • Ring of Protection +1
      • Rope of Climbing
      • Scroll (2 C spells) - Protection from Evil & Detect Evil
      • Scroll (2 M/E spells) - Continual Light & Phantasamal Force
      • Scroll, Ward against Undead
      • Shield +1
      • Shortsword +1
      • Wand of Detect Secret Doors: 12 charges
      • Warhammer +1
COMBAT:

  • Combat will be run using Individual Initiative.
  • Combat will be displayed on standard grid maps.
  • Whenever a combatant moves next to an enemy, they automatically stop that turn if the enemy is aware of them.  They can take no further movement.  
    • This rule is not used if the combatant is retreating.
  • All spells cast during the combat round will trigger at the end of the round in initiative order.



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