Showing posts with label labyrinth lord. Show all posts
Showing posts with label labyrinth lord. Show all posts

Sunday, January 19, 2014

The Isle of Abaddon (Session 4): "A Real Slugfest!"

My Isle of Abaddon campaign is moving along nicely. This session took place January 11th over Google Hangouts.

Our Heroes:
Curatos - Cleric of Bramah 1, Lawful (played by Glen)
Mournith - Fighter 1, Neutral (played by Bert)
Lasoleg Looseleaf - Elf 1, Neutral (played by Chris)
Zollo - Magic User 1, Neutral (played by Rob)
Mooklah the Grooch - Grooch 1, Neutral (played by Jack)


After defeating the evil in the burial mound of Gilliard Wolfclan, the party returns to Rook’s Landing to rest and recover. Our session starts with our party answering a dinner invitation from the eccentric gnome alchemist, Doctor Malachia J. Katzenjammer. Katzenjammer’s dining room furniture has been adapted to fit human sizes, but is made in such a way that it is obvious that the carpenter has never met  a human; none of the furniture fits them properly. Still, Katznejammer proves to be a gracious host. Roast giant snail with gravy, mashed turnips, and plenty of decent brandy is on the menu.


Also present at the party is a man in fancy green robes and unfortunate hair, Herbunculous Skruggs. Skruggs is a sage from the mainland, specializing in archaeology and mollusks. He has come to Abaddon to continue his studies,and is debating setting up shop in Rook’s Landing (he has an appointment with Lord Rook tomorrow).


The party takes this opportunity to ask Skruggs about the magic sword they found in Gilliard Wolfclan’s tomb. They are concerned that the bone and meteoric iron weapon might be cursed. Skruggs informs him that the sword is of the style given to the greatest warrior chiefs of the barbarian tribes in Times of Old. While the sword (along with the entire Wolfclan) likely has a poor reputation with the local tribes, it probably isn't cursed. Curatos’s Detect Evil spell declares it clean, as well.


After dinner, Katzenjammer has business proposal for the party. One of the wizards who lived on Abaddon 300 years ago was Keldon Kesterloth, an alchemist of some note. Katzenjammer and Skruggs have located what they believe is the location of the ruins of Kesterloth’s old manor house. Katzenjammer wants the party to go the the manor and retrieve Kesterloth’s magical cauldron. This artifact will allow Katnzenjammer to greatly increase his own alchemical skills. He will pay the party the sum of 500 gold crowns for the cauldron’s retrieval.


The party agrees, and after some haggling, they get Dr. Katzenjammer to foot the bill for some horses, a wagon, and some traveling supplies. The party isn't sure how “ruined” the ruins are, so they decide to get some hirelings, specifically, some laborers to do some heavy digging and a torchbearer.


After spreading some gold around, they hire two diggers--the brothers Raig and Wormore (Kickassistan’s current series of henchman articles has come in very handy.) They also convince Katzenjammer to write a letter of introduction to one of his cousins, a failing potter’s apprentice named Ribitzi Badgerfarb. Ribitzi hates potting, and the gnome is happy to join the party as a torchbearer once they buy out his apprenticeship contract.


Loaded with gear and support crew, the party finally heads out, bearing north along the coast and avoiding the hills, which they have been informed are “dangerous.” On the first day out, Mournith, acting as party scout, spots a group of small humanoids sacked out in the shadows of a copse of trees. Taking the better part of valor, the party skirts around the unknown monsters and continues on their way uninterrupted. Eventually they come upon the ruins of Kesterloth’s Manor. The once fine house has been mostly burnt to the ground. Only a few walls, a short tower, a couple of ground floor bedrooms, and the ruins of an elegant staircase remain on the surface. Mysterious gray slime covers much of the ruined tile floors, like massive snail trails.


It’s coming on dark, and the party decides to check out the ground floor before sacking out for the night. In one ruined bedroom, they discover a nest of giant rats. They wipe out the vermin, suffering a few bites. The humans worry a bit about disease, but Mooklah the Grooch is happily immune. Picking through the rats’ nest, they find not 2000 coppers, but an old silver and ruby ring, still around a human finger bone, old and well-gnawed.


Beneath the staircase they find an old door, rusted shut. After battering this down, they discover stairs leading down to the cellar. The party leaves that be for now. The second bedroom and its attached office are free of monsters. A bookshelf hold the ruins of many books about history and finance. In the false bottom of a drawer in the ruins of an old desk, Curatos and Lasoleg discover a silver dagger and an old brass key. .


Finally, they check out the “tower” where the silver-gray slime is thickest. The tower is in fact a first-floor room with the ruins of a second-floor room on top of it. Battering down the slime-stuck door, they discover that the room is thick with slime. Large clusters of yellow-green nodules, the size and shape of footballs, are stuck in the corners. Stairs lead up to the second-floor room. Lasoleg shoots some arrows into the clusters, and nothing happens. He enters the room to retrieve his arrows.


Suddenly, everyone outside is covered in sticky gray slime that sprays down upon them from somewhere above. A striped slug, about five-feet long clings to the side of the tower, spraying the PCs with slime, reducing their dexterity and movement. The killer mollusk leaps from the wall and lands on Mooklah, chomping him with its lamprey-like mouth. It’s wicked fast for a slug.


The party counterattacks. Curatos and Mooklah are disturbed to discover that the slug is immune to their blunt weapons (mace and maul, respectively). Lasoleg’s arrows pepper the creature, and Mournith cleaves into it with the Wolfclan sword. After a few rounds, the slug lies dead and in pieces.


Satisfied that the ground floor is now relatively safe, the party camps out for the night.

Striped Killer Slug

A monster that troubled my Lamentations of the Labyrinth Lord players last weekend.

Striped Killer Slug

No. Enc: 1d4
Alignment:  Neutral
Movement: 60' (20)
AC: 5
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d6
Save: F3
Morale: 8
Horde Class: none
XP: 80

The stripped killer slug is a carnivorous mollusk 3-to-5-feet in length and weighing as much as a large dog. While not as fast as a human, it is disturbingly quick and agile for a slug.

The stripped killer slug can cling to sheer surfaces.

The slug is immune to blunt attacks.

Three times per day, the slug can spit a 60’ cone of sticky slime.Any character caught in the slime must save vs. breath weapon. if the save fails, the character’s movement is cut in half. Additionally, the character’s AC worsens by 2 points, and they suffer a -2 to missile attacks. It takes 3d4 rounds of dedicated work for a character to remove the slime from their body.

Sunday, November 24, 2013

Death and Dismemberment

So what happens when your old-school dungeon explorer reaches 0 Hit Points? Instant death never really sat well with me, and the oh-so-very-common house rule about bleeding out until you hit -10 (or whatever) is so damn boring.

That means it's time for the wild and unpredictable world of Death & Dismemberment Charts!

Adventurer Conqueror King has a really swell chart for death and dying, but it's a tad too complex and involved for what I want to do with my Labyrinth Lord campaign. A few years back, Trollsmyth posted a nice little chart for death and critical wounds. What I've done here is take bits of both and mooshed them all together with a couple of my own ideas.

These ladies had to make some rolls.
The basic idea is that reaching 0HP is bad but not necessarily deadly, at least not instantly. Even if you survive, you'll probably wind up battered and scarred. If you wind up too crippled or maimed, you might think about retiring your character and becoming the patron of a worthy protegee (replacement PC). Rook's Landing is full of people like this.

I'm eager to see how these rules work out, once I start my Abaddon campaign.


Death & Dismemberment

Blogger does funny things to tables. You can read these rules as a Google Doc if it's easier.

These rules are mostly intended for PCs, but important or powerful NPCs might use them, too.

There are no negative Hit Points.
When brought to 0HP, roll on this table. (2d6 and 1d4)
Each subsequent roll while still at 0HP gives a -1 penalty to the 2d6


2d6
Condition
1
2
3
4
2
Instant Death
Decapitated
Heart punctured or ruptured
Brain destroyed
Torso rent in half
3
Fatal Wound
Guts spilled onto ground.
Jaw ripped off
Back shattered
Lungs  crushed
4-5
Critical Wound
Brain Damage
(-1d4 INT)

Arm severed or crushed
Crushed or pierced lungs
(-1d4 Con)
Leg severed or crushed
6-8
Serious Wounds
Lose an eye.
(-1 to ranged attacks)
Badly scarred
(-1d4 CHA)
Bad Back
(-1 Stone carrying capacity)
Damaged Joints
(Go last  on your side’s initiative)
9-10
Light Wounds
1d6 teeth knocked out
1d3 fingers lost
Cosmetic scarring
Noticeable limp
11
I’ve had Worse
KO’d for 2d6 rounds
KO’d for 1d6 rounds
Stunned for  2d4 rounds
Stunned for 1d4 rounds
12
Ain’t got Time to Bleed
Still holding on. You bounce back with 1 hp
Not as bad as it looks. You still have 1d4 hp + CON bonus
Adrenaline Surge! 1d4 hp per level. After combat you return to  0hp and pass out for 2d6 turns.
Avenging Angel!
Visions of Death empower you. You will die in 2d6 rounds, but for now you are up, awake, and have  +2 to hit and damage.


Fatal Wound
Down. Save vs. Death -3 or KO’d.
Will die in 1d6 rounds unless Wish or Heal is applied.
Require 1d4 months of bed rest.

Critical Wounds
Save vs Death -2 or KO’d.
Will die in 2d6 rounds unless healing magic or first aid is applied (1-in-8 plus WIS mod)
Spells used for this will not restore lost hp.
Require 2d4 weeks bed rest

Serious Wounds
Save vs Death -1 or KO’d
WIll die in 3d6 rounds unless healing magic or first aid is applied (1-in-6 plus WIS mod)
Spells used for this will not restore lost hp.
Require 1d4 weeks bed rest

Light Wounds
Save vs Death or KO’d
Will die in 4d6 rounds unless healing magic or first aid is applied (no roll needed)
Requires 1d8 days bed rest

Even if they remain conscious,a character suffering from these wounds is helpless and can take no action until they recover from bedrest.

Friday, October 11, 2013

Abaddon and Wyrld, an overview (with image dump!)

My new setting for my upcoming campaign (ostensibly FLAILNSAILS compliant), is coming along nicely.The Map of Abaddon is done, except for grid and labels. I've got the basic history of Wyrld (the game world) and Abaddon (the island setting) hashed out. Rather than assault people with my tortured prose, I'll just present it as bullet-points.

Broad History of Wylrd

Eons in the past, and Wyrld has no sun and two moons.

The Annunaki come down from the stars, bring with them their Dead Gods and the Elves.

Elves are slaves of the Annunaki, used for entertainment and the magical properties of their blood.

The Annunaki create Dwarves for labor and Men for food.

The Annunaki craft the world under the perpetual twilight of two moons.

Suddenly, the Annunaki leave.

One of the moons falls from the sky, crashing into Wyrld. The planet burns for 1000 years.

Wicked days of fire and darkness, dragons and trolls.

The Witchlords of Ur rise to power, using poorly-understood secrets of Annunaki magical science.

Wyrld is dark and sunless. The Witchlords constantly war between each other and breed all manner of beast, monster, and undead abomination.

Two smiths Bramah and Santanis, human slaves of the Witchlord Mag-Xyloth, rise up forge a rebellion. Their army of Men, Elves, and Dwarves, strike against the Witchlords.

The demoness Unastre falls in love with Bramah, and is redeemed by him. Unastre renounces her demonic heritage. The two marry and become battle-mates.

The Witchlords, in a final gambit, unleash Ahrizoth, the most powerful of the Annunaki's Dead Gods.

Santanis betrays and kills Bramah, then devours and absorbs Ahrizoth's power, becoming a god.

Unastre uses her great magic to bring Bramah back to life, making him immortal.

Bramah forges the sun and casts it into he sky, bringing light to the world and defeat to the Witchlords and Santanis.

Bramah founds the Brazen Empire, and the Dominion of Man begins. Bramah and Unastre reign for 200 years before ascending to the divine.

And so...
The Brazen Empire was founded 2000 years ago. It has been in steady decline for 500 years.

It is currently Imperial Year 2176.

The current Emperor is Vandranis Ro, a sick and ineffectual man bullied by the senate.

Affairs of the Empire will likely never influence this campaign, but it's good to know the basics.

The Island of Abaddon
A large island, far on the western edge of the Empire, mostly outside of its influence.

Inhabited by many wizards, seeking to peruse their own sorcerous projects without imperial interference. (The wizards went Galt!)

The greatest of Abaddon's sorcerers was Mandraxis the Magician. His manse still remains in the Fleshlands.

300 years ago, Abaddon disappeared. No cataclysm or apocalyptic explosions. One day it just disappeared.

Three years ago, it suddenly returned.

Spending three centuries “someplace else” has changed the islands and its inhabitants.

Adventurers and explorers from across the empire have come to Abaddon in search of mystery and fortune.

Lord Tiberius Rook founded Rook's Landing, the only Imperial settlement on Abaddon.

Rook's Landing serves as a starting point for many adventurers.

Jungles and swamps in the south. Badlands to the north. A band of fairly temperate forests and grasslands in the middle. Reavers Island is cooler.

Dinosaurs!
Aesthetic and Feel of the Abaddon Campaign
I'm going for a “weird pulp adventure” sort of feel. Not really “dark” but weird and fantastical. Clark Ashton Smith, Fritz Leiber, and Jack Vance are the heaviest influences. If I'm being honest, there's a bit of “Adventure Time” tossed in there too. Abaddon is a crazy, strange, and wicked land, but the brave and bold will succeed.

The Brazen Empire has a distinct Roman feel, with some heavy Mesopotamian influences.

Visually, I'm trying to lean away from the modern “dungeon-punk” aesthetic and recapture the “old-school” Erol Otus/Bill Willingham feel. So, massive shoulder pads and tons of belts are out. Helmets with horns (or wings!) and cuffed boots are in.



Inspirational Abaddon Image Dump
These images came from all over the Internet and found their way onto my hard drive.I don't know most of their sources. My apologies.



 

 




 


 







Wednesday, October 9, 2013

Magic Users of Wyrld

So I'm setting up a FLAILSNAILS game, and I'm busy kicking together the setting and house rules. I'll talk more about the setting (The island of Abaddon on the planet Wyrld) soon, but for now I want to start talking about house rules and campaign flavor/information stuff. For this online (Google Hangouts) campaign, I'm going to use Labyrinth Lord as a base, mixing in the skills from Lamentations of the Flame Princess, and tossing in some of the combat stuff from Adventurer Conqueror King.

So that brings us to Magic Users.

Magic Users (wizards, mages, sorcerers, etc.) are humans who have rediscovered the ancient reality-warping arts (and sciences?) of the Annunaki. Spells are pseudo-living memetic constructs that a trained magic user crams into their brain through a combination of ritual, self-hypnosis, and coordinated brain damage. That's what "memorizing spells" means. The formula for binding spells into your mind are kept in jealously guarded tomes and grimoires. The act of spellcasting releases the spell from the wizard's mind into the world in an orgasmic release of reality-warping energy.

All wizards on Wyrld, are a little odd, and have the good taste to dress like wizards. Whether that means a robe and pointy hat, star-spangled Jim Starlin cosmic couture, or Erol Otus extravagance is up to the individual, but all magic users dress in distinctive fashion that screams "I'm a wizard!"

Rules Stuff

Magic Users use the rules as presented in Labyrinth Lord with the following changes.

The lore skill, automatic familiar, and Pulse of the Universe additions are intended to allow the Magic User to do some wizardly things even after they run out of spells. Like, they get to walk around with an owl on their shoulder, going "Hrmmm hrmmm yes, this appears to be a burial mound of the Hob-Knee Goblins from the time of the McKendric Supplicants.Very interesting, oh my yes..." and stuff.

Allowed Weapons: Dagger, staff, sling, dart

Starting Spellbook
1) Read Magic
2) Summon Familiar (if they want it)
3) Spell of the PC's choice
4) A spell rolled randomly

If they drop the 100gp, a magic user can start with a (non-special) familiar of their choice.

Each new level, the PC rolls for a new random spell. This spell will be of the highest level they can cast.
There is no limit to number of spells a MU can know.

Lore
A basic “I’ve read something about this” skill.
Base chance: (1 in 6) + INT
+1 again at level 5. +1 again at level 9.

Pulse of the UniverseBy handling and concentrating on an object for 1d4 turns, a Magic User can determine if an object is magical. This is a time consuming process and only works on one object at a time. The Detect Magic spell still exists, and is still useful for its speed and precision. 
(I picked up this idea from another blog. I honestly cannot recall which one. My apologies.)

Spell CastingDeclare spellcasting at beginning of round, before initiative is rolled.
A spellcaster can make normal combat move, but no running. Keep your DEX bonus to AC
MU’s must have both hands free to cast. A staff, dagger, rod or wand is okay, since they are ritual tools.
Damage or a failed saving throw disrupts the spell, but a Save vs. Spell lets the caster retain the spell in memory

.
WIZARDS!









Thursday, October 3, 2013

Captain (OSR Class)

A while back, I posted my Captain class to the ACKS forums (where I posted under the name "luftmensch"). The captain is an inspiring warrior and a leader of men. The class is inspired by the marshal and warlord classes from D&D, and the captain class from Lord of the Rings Online. As I'm starting to gather material together for an upcoming FLAILSNAILS game, I thought I'd dust the class off, tweak it a bit for Labyrinth Lord and share it with y'all.





The beastmen hordes had pounded our forces all day. Me and the other boys from the Forsaken Sons hunkered in the shelter of a broken wall, catching a few minutes of respite while the other forces of Law fought and died in the ruins of the city. Maiden's Tower would soon fall, and the Chalice of Silver Tears would be in the clutches of evil.

We each looked to each other and nodded, no words needed. It was time to turn and run. There was no shame in it. All was lost.

Then a thunder of hooves, and Captain Belwyn rode up on his exhausted horse. He leaped from his saddle and strode towards us. His armor was rent in a dozen places. The left side of his helmet was dented, and his face was covered in blood with one eye swollen shut. Still, his voice was clear as a bell as he stood over us.

Up! Get up, lads! We have them right were we want them! See? Soon the sun will rise and burn away these black clouds. With Bramahn's light behind us we'll send these beasts back to their pits!” He grabbed my by the shoulder roughly and lifted me to my feet, then turned and did likewise to the other Sons. “Up! Up and fight, I say! Fight on for the fate of Law and the kingdoms of men!” Our hearts stirred, and strength came back to our arms as we picked up our spears and shields once more.

Suddenly, a black shadow fell across the battlefield, and Therrovaux, the Dread Wyrm landed in the shattered city square. Black waves of terror washed from the beast like a palpable force. Elves and dwarves dropped their arms and fled in fear, but we did not falter. The beast spotted us, turned its serpentine eyes to us, and bellowed its defiance. Acidic death sizzled on its lips.

Captain Belwyn just grinned. He spat a wad of blood and broken teeth from his mouth and gripped his massive two-handed warblade. “C'mon, lads. Let's show these curs what human courage looks like!” The Captain bellowed a wordless warcry and charged the dragon.

And we followed.


Captain
The captain is a fighting man trained in leading and inspiring others. He may be a beloved commander who earns his troops' love and respect, or a tyrannical bully whose men follow him out of fear. While not as sturdy as a pure fighter, he is competent in all weapons and armor. His most powerful ability, though, his his skill in instilling courage and confidence in the men and women that follow him. With an few rallying words he can remove fear and bring strength to his fellows' arms. An experienced captain is so commanding, that even kings and emperors might pause and follow his orders.

Requirements: CON 9, CHA 13
Prime Requisites: CON and CHA
Hit Die: d6 (+2 HP after 9th level)
Fights as: Fighter 
Saves as: Fighter
Weapons: All
Armor: All

Special Abilities
Master Commander: The captain has mastered the art of command. His authority inspires men to follow him into danger. The captain’s henchmen and hirelings receive a +2 bonus to morale.

“But it is not this day…”: The captain can improve the morale of troops. Inspiring courage requires a few moments of oration before a battle (one round), and grants all allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the captain), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The captain can inspire courage in any given character once per day per class level. He cannot inspire courage on characters who are already engaged in combat.

At Fifth Level:
Bravery:
The captainis immune to all natural and magical fear effects.

At Ninth Level:
Commanding Voice:
The captain gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the captain’s CHA are immune to this power (and the captain will know they are immune).

At ninth level (General), a captain can build a castle. His legendary leadership abilities will attract 5d10 0-level warriors looking for training under his leadership, as well as 1d6 low-level captains (level 1-3) rallying to his banner.

Experience
Title
Level
Hit Dice
0
Bannerman
1
1d6
1,700
Standard Bearer
2
2d6
3,400
Rallier
3
3d6
6,800
Sergeant
4
4d6
13,600
Officer
5
5d6
27,200
Lieutenant
6
6d6
55,000
Commander
7
7d6
110,000
Captain
8
8d6
210,000
General
9
9d6
310,000
General, Level 10
10
9d6+2*
410,000
General, Level 11
11
9d6+4*
510,000
General, Level 12
12
9d6+6*
610,000
General, Level 13
13
9d6+8*
710,000
Lord Marshal
14
9d6+10*
*Hit Point modifiers from Constitution no longer apply.