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LABYRINTH LORD
Classic Fantasy Role Playing Game of
Labyrinths, Magic, and Monsters
By Daniel Proctor
Goblinoid Games
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FOREWORD
Labyrinth Lord is not new or innovative. This game exists solely as an attempt to help breathe back life into old-school fantasy
gaming, to do some small part in expanding its fan base. Labyrinth Lord follows in the footsteps of other „retro-clone‰ game systems.
One might think of it as an emulator, meant to employ game rules (algorithms) from early 1980s games by using new presentation in
combination with terms that are open game content, provided under the Open Game License Version 1.0a, by Wizards of the Coast,
Inc. Labyrinth Lord is a restatement of a set of rules that are otherwise out of print and no longer commercially supported. This work
follows the idea that game rules themselves are not subject to copyright, only the specific presentation of those rules are. The goal of
Labyrinth Lord and other retro-clone systems is to make rules currently available, using a common reference, for third-party publishers
to create gaming material that is not only compatible with the particular retro-clone system, but also with the system which it seeks to
emulate. By doing this we hope to help build a market for games that have otherwise been allowed to fade into the past. For further
information, please visit our website at www.goblinoidgames.com.
This effort is meant to complement, not replace, the fine work that came before it. If Labyrinth Lord succeeds in being a good
representative of old-school fantasy role playing, it only does so because it lies on a solid foundation. I cannot, and would not, pretend
to take any of the credit.
This is a game about imagination. It represents what was, for most of us, our first tentative steps into the monster-filled labyrinths of
our youth. We learned some of our first lessons about life, death, and reaching for impossible goals as we rolled strange dice we had
never seen before, and went to worlds we otherwise would never have imagined. Old-school gaming isnÊt just about nostalgia. We go
back to these game rules not just because they might be easier to learn or play compared to their modern derivatives, but also because
there is a fresh element to the game. We open a portal to a simpler fantasy world, and we check our adult disillusionment at the door.
As I enter that door I become my old dwarf character again, swinging my axe against a fresh wave of orcs on my way to defeat the
evil orc chief. IÊll kill that chief and save the local village, only to fall in a battle to trolls later. But it doesnÊt matter. As long as we have
this game and our sense of wonder, the adventures never end.
As I was writing Labyrinth Lord, I learned from the Internet gaming community at DragonÊs Foot (www.dragonsfoot.org) that Tom
Moldvay had died. He was the editor of the first set of game rules that inspires Labyrinth Lord, and his many writings made him one
of the pioneers of fantasy role-playing. Those who knew him report that he was a nice, hard-working man. I only met him through his
writings, but it is clear that we owe him a great debt. This work is therefore dedicated to his memory.
Dan Proctor
July 2007
ACKNOWLEDGEMENTS
Special thanks are owed to Tom Moldvay, Dave Cook, Steve Marsh, E. Gary Gygax, Dave Arneson, Frank Mentzer, J. Eric Holmes,
Rob Kuntz, and many, many other individuals who created the foundation of fantasy role playing games. Special thanks also to Ryan
Dancey and Wizards of the Coast, Inc., for making the Open Game License and system reference documents available. This work
would not have been possible otherwise. Thanks to Trent Foster, William D. Smith Jr., Matthew Finch, Stuart Marshall, and Allen
Shock for looking over this manuscript and offering advice. Additional thanks go to the online communities at DragonÊs Foot
(www.dragonsfoot.org) and the Knights & Knaves Alehouse (www.knights-n-knaves.com/phpbb/index.php) for their support of this
project and for being the initial breeding grounds for the old-school retro-clone movement. The person I must thank the most is my
wife, for putting up with my obsessive writing over the last many months.
Dedicated to the memory of Tom Moldvay
Standard (purple) cover illustration by Jason Braun. Alternate (red) cover illustration by William McAusland
Layout and design by Daniel Proctor ¡ Editing and continuity by Lavanya Proctor, Ryan Denison, and Daniel Proctor
Copyright 2007, 2008 Daniel Proctor ¡ Frontis piece and standard cover illustration Copyright 2008 Jason Braun, used with
permission ¡ Some artwork Copyright V Shane ¡ Some artwork copyright William McAusland, used with permission
¡ Some artwork used is from Darkroom Productions and is (C) 2005 Darkroom Productions and CutterÊs Guild Games. All rights
reserved. ¡ Labyrinth Lord TM , Advanced Labyrinth Lord TM , and Mutant Future TM are trademarks of Daniel Proctor
¡ This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
www.goblinoidgames.com
Paperback ISBN 978-0-6151-5031-4
Third Release, April 2008
Table of Contents
Table of Contents ........................................................................ 3
SECTION 1: Introduction ............................................................. 4
How to Play ........................................................................... 4
Adventuring ....................................................................... 4
Dice .................................................................................. 4
Terms ............................................................................... 5
Common Abbreviations ...................................................... 5
SECTION 2: Characters ............................................................... 6
Creating a Character: An Overview.......................................... 6
Character Abilities ................................................................... 6
Ability Prime Requisites ...................................................... 7
Choosing a Class .................................................................... 7
Hit Points ............................................................................... 7
Character Classes ................................................................... 8
Choosing Alignment.............................................................. 14
Character Languages ............................................................ 14
Character Inheritance ............................................................ 14
Money and Coins .................................................................. 14
Equipment ............................................................................ 15
Equipment Descriptions.................................................... 16
SECTION 3: Spells .................................................................... 19
Spell Casting Constraints ....................................................... 19
Saving Throws ...................................................................... 20
Reversible Spells ................................................................... 20
Cumulative Spell Effects ........................................................ 20
Beginning Spells ................................................................... 20
Spell Descriptions ................................................................. 20
Cleric Spells..................................................................... 20
Magic-User and Elf Spells ................................................. 27
SECTION 4: Adventuring Rules.................................................. 43
Labyrinths & Monsters .......................................................... 43
Adventuring Groups .............................................................. 43
Group Organization ......................................................... 43
Labyrinth Rules ..................................................................... 44
Time and Movement ........................................................ 44
Rest ................................................................................ 44
Carrying Capacity and Encumbrance................................. 44
Light and Darkness .......................................................... 44
Doors.............................................................................. 44
Traps and Trap Detection ................................................ 45
Wilderness Adventures .......................................................... 45
Time and Wilderness Movement ....................................... 45
Losing Direction .............................................................. 45
Climbing.......................................................................... 46
Rations and Foraging ....................................................... 46
Swimming ....................................................................... 46
Air Travel ........................................................................ 46
Water Travel.................................................................... 46
Hiring Retainers.................................................................... 46
Checking Morale.............................................................. 47
Retainers and Experience ................................................. 47
Hiring Specialists and Mercenaries ......................................... 47
Kinds of Mercenaries ........................................................ 47
Kinds of Specialists .......................................................... 47
Awarding Experience ............................................................ 49
SECTION 5: Encounters and Combat......................................... 50
Encounters ........................................................................... 50
Encounters and Time ....................................................... 50
Labyrinth Play Sequence .................................................. 50
Wilderness Play Sequence ................................................ 50
Monsters Encountered ...................................................... 50
Movement in Encounters ....................................................... 52
Chases in the Labyrinth .................................................... 52
Chases in the Wilderness .................................................. 52
Combat ................................................................................ 52
Combat Movement .......................................................... 53
Attacking ......................................................................... 53
Unarmed Combat ................................................................. 53
Aerial Combat ...................................................................... 53
Damage and Healing........................................................ 54
Missile Attacks ................................................................. 54
Saving Throws ...................................................................... 54
Item Saving Throws (Optional Rule) ....................................... 55
Morale Checks (Optional Rule)............................................... 56
Stronghold Encounters .......................................................... 56
Adventures at Sea................................................................. 56
Water Vessels .................................................................. 56
Ship Weaponry ................................................................ 57
Water Conditions ............................................................. 57
Encounters at Sea ............................................................ 58
Waterborne Chases .......................................................... 58
Waterborne Combat......................................................... 58
Encounter and Combat Example............................................ 58
SECTION 6: Monsters............................................................... 61
Abbreviations........................................................................ 62
Monster Listings ................................................................... 62
Wandering Monster Tables .................................................. 103
Wilderness Encounter Tables ............................................... 104
SECTION 7: Treasure.............................................................. 105
How to Roll for Treasure ..................................................... 106
Gems ............................................................................ 106
Jewelry.......................................................................... 106
Finding and Using Magic Items ............................................ 106
Treasure Tables .................................................................. 106
Magic Item Descriptions ...................................................... 109
Potions.......................................................................... 109
Rings ............................................................................ 112
Scrolls ........................................................................... 113
Rods, Staves, and Wands ............................................... 114
Miscellaneous Magic Items.............................................. 115
Weapons, Armor, and Swords ........................................ 119
SECTION 8: Labyrinth Lord Lore............................................. 122
Labyrinth Design................................................................. 122
Labyrinth Scenarios ....................................................... 122
Stocking the Labyrinth ................................................... 122
Groups of NPCs ............................................................ 123
Wilderness Design ............................................................... 124
Wandering Monsters ........................................................... 124
Wilderness Wandering Monsters...................................... 124
Magic Research .................................................................. 125
Creating a Stronghold ......................................................... 125
Structure Prices ............................................................. 125
Advice for the Labyrinth Lord .............................................. 126
Characters of Different Levels ......................................... 126
Characters and Treasure ................................................ 126
Character versus Player Knowledge................................. 126
Impossible Tasks ............................................................ 126
Labyrinth Lord as Judge................................................. 127
Monsters and NPCs in Play ............................................ 127
Random Rolls ................................................................ 127
Ruling Wishes ................................................................ 127
Sample Stocked Labyrinth ................................................... 127
Taking it to the Next Level .................................................. 130
Sample Wilderness Map ...................................................... 130
Index....................................................................................... 132
Character Sheet....................................................................... 133
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