Dungeons & Dragons
ADDITIONAL
Rules for Amazing Weird Science-Fantasy
Campaigns Playable with Paper, Pencil,
Funny Dice, and Miniature Figures
Supplement LXXXVI
BY
JEREMY DERAM
NOT PUBLISHED BYTSR RULES
works with
Labyrinth Lord
™
Supplement LXXXVI
Being a collection of house rules to be used for
adventuring in the weird and fantastic world of Outland.
BY
JEREMY DERAM
2=,5*26.<
“Labyrinth Lord” is a trademark of Daniel Proctor.
“Dungeons & Dragons” is a trademark of Wizards of the Coast. This booklet is a not-for-profit fan work and is not intended as a challenge to either of the above-listed trademarks. It’s just a personal document with some house rules so nerds like myself can have fantastic imaginary adventures at the kitchen table. If it’s existence makes anyone mad, I’m sorry about that!
<><.-2>=
“The Five”, page 1 • “Mage”, page 5 • “Piratas”, page 8 • “Army of the Lost Souls”, page 11 • “The Hand”, page 14 • “Dead God”, page 15 • “Duel” page 29
by Miguel Santos, used with permission http://pictishscout.deviantart.com/
http://www.conceptart.org/forums/showthread.php?t=106773 [email protected]
All other pieces used without permission Fighter, page 5 - artist unknown
“Savage Ingrid” (Thief), page 5 - by Rubus the Barbarian on deviantart Dude with Ability Score Shirt, page 6 - zazzle.com
Naked People, page 7 - species.wikimedia.org
Warduke, page 9 - by Kevin Mayle http://kevinmayle.netaidz.com/main.php Cleric, page 10 - by Opteryx on deviantart
“Solomon Kane”, page 11 - by IronSky on deviantart
Magic-User, page 12 - by Russ Nicholson http://russnicholson.blogspot.com/ Demon, page 13 - some old D&D book, not quite sure
Thief, page 16 - by FreezerClown http://www.freezerclown.com/ Thief, page 17 - some old D&D book, not quite sure
Dwarf, page 18 - from Supplement II - Blackmoor
Elf, page 19 - pretty sure it’s by Russ Nicholson, and it’s not supposed to be an elf Hobbit, page 20 - artist unknown
Orc, page 21 - Men & Magic Goblin, page 21 - by WillowWISP on deviantart
Tiefling, page 21 - artist unknown Armor Guy, page 22 - artist unknown
Weapon Rack, page 23 - from D&D Basic, not sure about artist “Untitled”, page 24 - by Opteryx on deviantart
Encumbrance Guy, page 27 - from toplessrobot.com, artist unknown Scummy Bardish Guy, page 31 - by Erol Otus from Rogues Gallery Fight On Guy , page 32 - The Underworld & Wilderness Adventures
Please contact me with any information regarding any of these credits where I’ve made a mistake or omission. If you are the artist for any of these and would like your work removed, just let me know. I can be reached at [email protected]
Revision 3 - 9/22/2011
?5.=<.-2>=
Many of the house rules presented here were inspired by or directly ripped from the following sources: Jeff Rients http://jrients.blogspot.com Jimm Johnson http://cubeofquazar.blogspot.com Akrasia http://akraticwizardry.blogspot.com Dyson Logos http://rpgcharacters.wordpress.com Trollsmyth http://trollsmyth.blogspot.com/
*+5.9/97>.7>=
Introduction ... 4
Character Creation Quick-Start ... 5
Ability Scores ... 6 Character Classes ... 8 Fighter ... 9 Cleric ... 10 Turning Undead ... 11 Magic-User ... 12 Sorcery ... 13 Thief ... 16 Thief Skills ... 17 Dwarf ... 18 Elf ... 19 Hobbit ... 20 Orc ... 21 Goblin ... 21 Tiefling ... 21 Equipment ... 22
Starting Equipment Packages ... 22
Armor ... 22
Adventuring Gear ... 23
Weapons ... 23
Weapon Damage by Class ... 23
Adventuring Rules ... 24
Time ... 24
Movement ... 24
Light ... 24
Traps and Trap Detection ... 25
Earning Experience ... 25
Carousing ... 25
Hirelings ... 25
Henchmen ... 27
Encumbrance ... 27
Spellbooks and Scrolls ... 27
Combat ... 28
Combat Resolution ... 28
Healing ... 28
Death & Dying ... 28
Crits & Fumbles ... 28
Two-Weapon Fighting ... 28
Shield Bash ... 29
Shields Shall be Splintered ... 29
Helmets Shall be Shattered ... 29
!
7><9-?,>297
What is this booklet?
This document is a player reference for the house rules used in my D&D games set in the fantastic world of Outland. It is meant to be used as a supplement to either the Dungeons & Dragons Basic and Expert rules, published in 1981 (hereafter referred to as B/X D&D), or the Labyrinth Lord rulebook. You still need the actual rulebooks for spells and textual explanations of a lot of the rules.
I don’t have Labyrinth Lord or B/X D&D. Where can I get it?
Labyrinth Lord is currently available in print, and there are also electronic PDF versions available, including a free downloadable version with no art. Check with your local game store for a print copy (they might have to order it, but they should be able to get it), or visit www.goblinoidgames.com for the electronic PDF versions. The original Basic and Expert D&D books are out of print and are not legally available in electronic form. However, used copies can be generally be acquired cheaply via Ebay or Amazon. The entire box set is not needed, just the rules booklets. If you decide to go this route, be sure to get the correct ones. The Basic Rulebook is edited by Tom Moldvay. The Expert Rulebook is edited by David Cook and Steve Marsh. The versions edited by Frank Mentzer, while very good, are not the ones we are using. I don’t feel like reading this crap. What’s really important?
In this booklet, you will find all of the necessary tables for XP, attack bonuses, and saving throws. It is meant to be used as a reference for players to help with creating characters, buying basic equipment, leveling characters, and other such mundane tasks. At a minimum, I’d recommend skimming the combat section in order to familiarize yourself with some of the combat house rules. They might just save your life!
Here is a brief summary of what you will find in here that deviates from the standard B/X D&D or Labyrinth Lord rules:
•
XP tables, attacks, saving throws, and charisma table brought back in line with B/X D&D, so you can more easily remember that your fighter needs 2,000 XP to reach level 2, rather than LL’s 2,035!•
Any character can use any weapon. Damage done is based on the PC’s class.•
None of the PC races have natural infravision. Don’t forget to buy torches!•
Risk-taking magic-users may use the optional sorcery system for spells.•
Thief skills system is replaced with a simpler and more generous 2d6 system.•
Three additional races are available: Orcs, Goblins, and Tieflings.•
Hobbits may opt to level as thieves rather than fighters if they’d like.•
Ascending armor class is used.•
Crits and fumbles are in play.•
Special rules for two-weapon fighting and shield bashing.•
Shields Shall Be Splintered rule is in effect.•
Any character can wear a helmet. A helmet can negate a single crit per session."
1*<*,>.<<.*>297?2,4V>*<>
1. Roll ability scores (3d6 in order, reroll 1s)
2. Note any ability score modifiers (pages 6-7)
3. Choose a class (pages 8-21)
4. Record attack bonus, saving throws, and any
special abilities or spells based on your class
5. Note any experience bonus
6. Roll hit points
7. Equip your character (pages 22-23)
8. Record armor class and movement rate (pages 22
& 24)
9. Record alignment (new characters start neutral)
10. Name the character
201>.<
*02,V=.<
#
+252>C,9<.9-2/2.<=
All abilities except charisma use the same ability modifier table as shown below. Ability scores may not exceed 18.
+252>C,9<.=
955270+252>C,9<.=
The six ability scores - strength, intelligence, wisdom, dexterity, constitution, and charisma - are rolled 3d6 in order. All dice that come up 1 may be re-rolled.
EVERYTHING-BUT-CHARISMA ABILITY MODIFIERS Ability Score Modifier
3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18 +3
$
The ability modifiers have the following applications:
><.70>1
• Melee to-hit rolls • Melee damage rolls • Checks to force open doors
7>.5520.7,.
• Bonus languages
2=-96
• Saving throws versus magical effects
.B>.<2>C
• Missile to-hit rolls • Armor class
97=>2>?>297
• Bonus hit points per hit die
1*<2=6*
Charisma affects interaction with NPCs and monsters, the number of hirelings that can be utilized at any given time, and the loyalty or morale of said hirelings, as indicated in the table below.
CHARISMA TABLE
Charisma Score Reaction Adjust. Max Retainers Retainer Morale
3 -2 1 4 4-5 -1 2 5 6-8 -1 3 6 9-12 None 4 7 13-15 +1 5 8 16-17 +1 6 9 18 +2 7 10 Psionic Potential
You will also want to record your character’s psionic potential. This is 1% for each point above 12 in intelligence, wisdom, and charisma. For example, a character with 15 INT, 10 WIS, and 17 CHA would have a Psionic Potential score of 8%. A note on languages: All characters can speak the common tongue. A negative modifier indicates that the character can speak the common tongue, but he cannot read or write. A player has the option of waiting until gameplay reveals the usefulness of a particular language before selecting it. If this is done, a successful intelligence check must be made to see if the character really knows the language. Failure indicates that access to the language in question is forever lost to that character with perhaps the exception of magical means.
Rolling Hit Points
Whenever a character gains a level, the entire pool of hit dice is rolled. The new total is used only if it is greater than the current total.
%
1*<*,>.<5*==.=
Standard Character Classes
Most D&D characters will be humans. A human may be a cleric, fighter, magic-user, or thief. Humans are the most widespread of all races. The human traits of curiosity, courage, and resourcefulness have helped them to adapt, survive, and prosper everywhere they have gone.
Some players may wish to have non-human characters. The choices available are elf, dwarf, goblin, hobbit, orc, or tiefling. The non-humans generally have a special set of benefits and limitations. In particular, pay attention to the maximum level limits. Additional Character Classes and Races
I’m pretty flexible, so if you want to play something not listed, chances are we can work something out. For example, if you really want to play a naked barbarian-type, I’d be inclined to give you an AC equal to chain while naked or wearing a loincloth or whatever.
Additional races and/or classes may become available through play by discovering and befriending the many strange and ancient peoples that have made Outland their home.
A character with a high score in their prime requisite ability is entitled to a bonus to experience points earned, unless stated otherwise in the class description.
PRIME REQUISITE EXPERIENCE BONUS
Score of Prime Requisite Adjustment to Experience Earned 3-5 -20% from earned experience points 6-8 -10% from earned experience points 9-12 No adjustment to experience points 13-15 +5% to earned experience points 16-18 +10% to earned experience points
&
201>.<
Requirements: None Prime Requisite: STR Hit Die: d8 Maximum Level: None Weapons: Any Damage: d6/d8/d10 Armor: Any Shields: Yes
FIGHTER SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells Normal Man 14 15 16 17 18 1-3 12 13 14 15 16 4-6 10 11 12 13 14 7-9 8 9 10 10 12 10-12 6 7 8 8 10 13-15 4 5 6 5 8 FIGHTER ADVANCEMENT
Level Title XP Attack Bonus 1 Veteran 0 +1 2 Warrior 2,000 +1 3 Swordmaster 4,000 +1 4 Hero 8,000 +2 5 Swashbuckler 16,000 +2 6 Myrmidon 32,000 +3 7 Champion 64,000 +4 8 Superhero 120,000 +4 9 Lord 240,000 +5 10 360,000 +6 11 480,000 +6 12 600,000 +7 13 720,000 +8 14 840,000 +8 Special Abilities
Fighters get an additional attack at every 5th level. That’s two attacks at 5th, three at 10th, and so on. They may also add their level to rolls on the crit table.
'
5.<2,
Requirements: None Prime Requisite: WIS Hit Die: d6 Maximum Level: None Weapons: Any Damage: d4/d6/d8 Armor: Any Shields: Yes
CLERIC ADVANCEMENT
Spells Per Day Level Title XP Attack Bonus 1 2 3 4 5
1 Acolyte 0 +0 - - - 2 Adept 1,500 +0 1 - - - - 3 Priest 3,000 +1 2 - - - - 4 Vicar 6,000 +1 2 1 - - - 5 Curate 12,000 +2 2 2 - - - 6 Elder 25,000 +2 2 2 1 1 - 7 Bishop 50,000 +3 2 2 2 1 1 8 Lama 100,000 +3 3 3 2 2 1 9 Patriarch 200,000 +4 3 3 3 2 2 10 300,000 +4 4 4 3 3 2 11 400,000 +5 4 4 4 3 3 12 500,000 +5 5 5 4 4 3 13 600,000 +6 5 5 5 4 4 14 700,000 +6 6 5 5 5 4
CLERIC SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells 1-4 11 12 14 16 15 5-8 9 10 12 14 12 9-12 6 7 9 11 9 13-16 3 5 7 8 7 Special Abilities
Clerics can turn or destroy undead creatures by presenting their holy symbol (and rolling 2d6). Clerics do not have to memorize spells as magic-users do. They automatically gain access to all spells of any level that they can cast, and are limited only by their spells per day.
?<72707-.*-
A cleric may attempt to turn undead creatures once per combat by presenting his holy symbol. The cleric cross-references his level with the type of creature in the table below and rolls 2d6. If the result is equal to or higher than the indicated number, the attempt is successful. He then rolls 2d6 again to determine the number of hit dice of creatures affected. A minimum of one creature is always affected on a successful turning attempt. If the table indicates a T or D, then the type of creature is automatically turned or destroyed, and the player only needs to roll 2d6 once to see how many hit dice are affected.
CLERICS VS. UNDEAD Cleric Level 1 2 3 4 5 6 7 8 9 10 11+ Skeleton 7 T T D D D D D D D D Zombie 9 7 T T D D D D D D D Ghoul 11 9 7 T T D D D D D D Wight - 11 9 7 T T D D D D D Wraith - - 11 9 7 T T D D D D Mummy - - - 11 9 7 T T D D D Spectre - - - - 11 9 7 T T D D Vampire - - - 11 9 7 T T D
MAGIC-USER ADVANCEMENT
Spells
Level Title XP Attack Bonus 1 2 3 4 5 6 1 Medium 0 +0 1 - - - 2 Seer 2,500 +0 2 - - - - - 3 Conjuror 5,000 +0 2 1 - - - - 4 Magician 10,000 +1 2 2 - - - - 5 Enchanter 20,000 +1 2 2 1 - - - 6 Warlock 40,000 +2 2 2 2 - - - 7 Sorcerer 80,000 +2 3 2 2 1 - - 8 Necromancer 150,000 +2 3 3 2 2 - - 9 Wizard 300,000 +3 3 3 3 2 1 - 10 450,000 +3 3 3 3 3 2 - 11 600,000 +4 4 3 3 3 2 1 12 750,000 +4 4 4 3 3 3 2 13 900,000 +4 4 4 4 3 3 3 14 1,050,000 +5 4 4 4 4 3 3
MAGIC-USER SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells 1-5 13 14 13 16 15 6-10 11 12 11 14 12 11-15 8 9 8 11 8
*02,V=.<
Requirements: None Prime Requisite: INT Hit Die: d4 Maximum Level: None Weapons: Any Damage: d4/d5/d6 Armor: None Shields: NoSpecial Abilities
These guys cast awesome spells. Although extremely frail at low levels, they become nearly god-like if they can survive to the higher levels.
?>5*7-9<,.<C
At any time, a magic-user may choose to abandon the traditional study of magic and pursue the dark sorceries that are prevalent in Outland. This decision is permanent, and gives the sorcerer the following benefits and limitations.
Spells no longer need to be memorized. A sorcerer can cast any spell he knows at any time, but he must make a spell check to do so (roll 2d6). Cross-reference the result with the caster level and spell level on the table on the following page. The effects will depend on the result of the check. Thus, the sorcerer is sacrificing the reliability of the traditional magic-user for the flexibility of sorcery.
Spell Check Results
•
Spell Fumble (Natural 2): In addition to all the normal consequences of a casting failure, the sorcerer takes 1d6 subdual damage from the backlash per level of the spell. Additionally, there is a 10% chance of corruption per level of the spell. Roll a d10, and if the result is equal to or less than the level of the spell, a corruption occurs. The referee will let you know the nature of the corruption. Corruptions are generally permanent, but it is rumored that some sorcerers have successfully sought out ways to remove corruptions which they found to be particularly bothersome. If such a method did exist, it certainly wouldn’t be cheap.•
Failure (F): If the result on the table indicates an F, the spell is lost and that particular spell cannot be cast again until the following day, after the sorcerer has rested.•
Delayed (D): D indicates that the result of the spell is delayed, and will not take effect until the following round. If the caster is hit by a missile or engaged in melee before the spell goes off, the spell is treated as a failure.•
Immediate (I): An I indicates that the spell goes off immediately.•
Spell Critical (Natural 12): A result of 12 is a critical success, and the spell will have an increased effect, as determined by the referee.Sorcerers may also learn and cast rituals (see Carcosa by Geoffrey McKinney). These are extremely complex spells that require a great deal of time, effort, and unique components.
!
SORCERER CASTING TABLE
Sorcerer Level
Spell 1 3 5 7 9 11 13 1 Failure 2-5 2-4 2-3 2 2 2 2
Delayed 6-7 5-6 4-5 3-4 3 N/A N/A Immediate 8+ 7+ 6+ 5+ 4+ 3+ 3+ 2 Failure 2-6 2-5 2-4 2-3 2 2 2 Delayed 7-8 6-7 5-6 4-5 3-4 3 N/A Immediate 9+ 8+ 7+ 6+ 5+ 4+ 3+ 3 Failure 2-7 2-6 2-5 2-4 2-3 2 2 Delayed 8-9 7-8 6-7 5-6 4-5 3-4 3 Immediate 10+ 9+ 8+ 7+ 6+ 5+ 4+ 4 Failure 2-8 2-7 2-6 2-5 2-4 2-3 2 Delayed 9-10 8-9 7-8 6-7 5-6 4-5 3-4 Immediate 11+ 10+ 9+ 8+ 7+ 6+ 5+ 5 Failure 2-9 2-8 2-7 2-6 2-5 2-4 2-3 Delayed 10-11 9-10 8-9 7-8 6-7 5-6 4-5 Immediate 12+ 11+ 10+ 9+ 8+ 7+ 6+ 6 Failure 2-10 2-9 2-8 2-7 2-6 2-5 2-4 Delayed 11-12 10-11 9-10 8-9 7-8 6-7 5-6 Immediate 13+ 12+ 11+ 10+ 9+ 8+ 7+
#
12./
Requirements: None Prime Requisite: DEX Hit Die: d4 Maximum Level: None Weapons: Any Damage: d4/d6/d8 Armor: Leather Shields: No
THIEF SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells 1-4 13 14 13 16 15 5-8 12 13 11 14 13 9-12 10 11 9 12 10 13-16 8 9 7 10 8 THIEF ADVANCEMENT
Level Title XP Attack Bonus 1 Apprentice 0 +0 2 Footpad 1,200 +0 3 Robber 2,400 +1 4 Burglar 4,800 +1 5 Cutpurse 9,600 +2 6 Sharper 20,000 +2 7 Pilferer 40,000 +3 8 Thief 80,000 +3 9 Master Thief 160,000 +4 10 280,000 +4 11 400,000 +5 12 520,000 +5 13 640,000 +6 14 760,000 +6 Special Abilities
Thieves have many special abilities that are particularly useful in the procurement of treasure. (see next page)
$
12./4255=
The default percentile thief skill system has been replaced with a 2d6 system that is more generous at lower levels. At character creation, the player chooses a favored skill from among the following:
•
Open Locks•
Remove Traps•
Pick Pockets•
Move Silently•
Hide in ShadowsThe PC will be slightly better at the chosen skill, as shown in the table below. Climb Walls and Hear Noise cannot be chosen as favored skills.
THIEF SKILLS (2d6)
Level Favored Skill Other Skills Climb Walls Hear Noise
1 7 8 5 8 2 7 8 5 8 3 7 8 5 7 4 7 8 5 7 5 6 7 5 7 6 6 7 4 7 7 6 7 4 6 8 6 7 4 6 9 5 6 4 6 10 5 6 4 6 11 4 5 3 5 12 4 5 3 5 13 3 4 3 5 14 3 4 3 5 Backstab +4 to hit Level 1-4: 2x Damage Level 5-8: 3x Damage Level 9+: 4x Damage
%
A*</
Requirements: CON 9 Prime Requisite: STR Hit Die: d8 Maximum Level: 12 Weapons: Any Damage: d6/d8/d10 Armor: Any Shields: Yes DWARF ADVANCEMENTLevel Title XP Attack Bonus 1 Dwarven Veteran 0 +1 2 Dwarven Warrior 2,200 +1 3 Dwarven Swordmaster 4,400 +1 4 Dwarven Hero 8,800 +2 5 Dwarven Swashbuckler 17,000 +2 6 Dwarven Myrmidon 35,000 +3 7 Dwarven Champion 70,000 +4 8 Dwarven Superhero 140,000 +4 9 Dwarven Lord 270,000 +5 10 400,000 +6 11 530,000 +6 12 660,000 +7
DWARF SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells 1-3 8 9 10 13 12 4-6 6 7 8 10 10 7-9 4 5 6 7 8 10-12 2 3 4 4 6 Special Abilities
Dwarfs have better saves than other characters, and they are especially good at detecting traps, slanting passages, shifting walls, and new construction while underground.
&
5/
Requirements: INT 9 Prime Requisite: STR and INT Hit Die: d6 Maximum Level: 10 Weapons: Any Damage: d6/d8/d10 Armor: Any Shields: Yes ELF ADVANCEMENT Spells Level Title XP Attack Bonus 1 2 3 4 5 6
1 Medium/Veteran 0 +1 1 - - - 2 Seer/Warrior 4,000 +1 2 - - - - - 3 Conjuror/Swordmaster 8,000 +1 2 1 - - - - 4 Magician/Hero 16,000 +2 2 2 - - - - 5 Enchanter/Swashbuckler 32,000 +2 2 2 1 - - - 6 Warlock/Myrmidon 64,000 +3 2 2 2 - - - 7 Sorcerer/Champion 120,000 +4 3 2 2 1 - - 8 Necromancer/Superhero 250,000 +4 3 3 2 2 - - 9 Wizard/Lord 400,000 +5 3 3 3 2 1 - 10 600,000 +6 3 3 3 3 2 -
ELF SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells 1-3 12 13 13 15 15 4-6 10 11 11 13 12 7-9 8 9 9 10 10 10 6 7 8 8 8 Elf Experience Bonuses
STR 13+ and INT 13+ +5% STR 13+ and INT 16+ +10% Special Abilities
Elves are especially good at finding secret doors, and have a chance of detecting them even when they aren’t actively searching. Elves are also immune to the paralyzing attacks of ghouls.
'
9++2>
Requirements: DEX 9 and CON 9 Prime Requisite: STR and DEX Hit Die: d6 Maximum Level: 8 Weapons: Any Damage: d6/d8/d10 Armor: Any Shields: Yes
HOBBIT SAVING THROWS Death Ray or Poison Wands Magic or Turn to Paralysis
Stone Dragon Breath Rods, Staves, or Spells 1-3 8 9 10 13 12 4-6 6 7 8 10 10 7-8 4 5 6 7 8 HOBBIT ADVANCEMENT
Level Title XP Attack Bonus 1 Hobbit Veteran 0 +1 2 Hobbit Warrior 2,000 +1 3 Hobbit Swordmaster 4,000 +1 4 Hobbit Hero 8,000 +2 5 Hobbit Swashbuckler 16,000 +2 6 Hobbit Myrmidon 32,000 +3 7 Hobbit Champion 64,000 +4 8 Sheriff 120,000 +4 Hobbit Experience Bonuses
STR or DEX 13+ +5% STR and DEX 13+ +10%
Hobbit thief: A hobbit may elect to level as a thief. He gets thief attack bonus, damage, thief skills, and weapon and armor use. He keeps hobbit hit dice, xp progression, and saving throws. He may attain unlimited levels as a thief, gaining a level for every 120k XP beyond 8th.
Special Abilities
Hobbits have better saving throws than other classes. They get +1 to-hit with missile weapons, +2 AC vs. creatures larger than man-sized, and they can Hide in Shadows (2d6) with a 4 or better outdoors and an 8 or better indoors.
<,
Requirements: STR 9 Prime Requisite: STR Hit Die: d8 Maximum Level: 10 Weapons: Any Damage: d6/d8/d10 Armor: Any Shields: YesThe orc uses the fighter advancement and saving throw tables. Orcs do not get an experience bonus for a high prime requisite score.
9+527
Requirements: DEX 9 Prime Requisite: DEX Hit Die: d6 Maximum Level: 10 Weapons: Any Damage: d4/d6/d8 Armor: Any Shields: Yes
The goblin uses the thief advancement and saving throw tables. Goblins do not get an experience bonus for a high prime requisite score.
2./5270
Requirements: CON 9 Prime Requisite: per class Hit Die: per class Maximum Level: 10 Weapons: Any Damage: per class Armor: per class Shields: per class
Tieflings may level as fighters, thieves, or magic-users (sorcerer-type only). Choose between ability to cast Darkness or Cause Light Wounds once per day. No XP bonus.
;?2:6.7>
<69<
In Outland, the ascending armor class system is used. The following armor table should be used instead of the Labyrinth Lord or B/X ones.
ARMOR
Armor Type AC Cost Unarmored 10 - Leather +2 20 gp Chain +4 40 gp Plate +6 200 gp Shield +1 10 gp Helmet anti-crit 10 gp
>*<>270;?2:6.7>*,4*0.=
To get up and running quickly, use the following steps and premade equipment packs. 1. Choose one of the equipment packs below. Write the items on your character
sheet.
2. Roll for starting gold pieces (2d6x10).
3. Purchase any armor and weapons you can afford. Hint: get a helmet! You may also purchase any additional adventuring equipment you’d like from the list on the following page.
Note: Clerics/Thieves should probably choose Pack C.
Elves and Magic-Users get a spellbook with one spell in it for free. Equipment Pack A Backpack Large Sack Lantern Flask of Oil (2) Tinderbox Iron Spikes (12) Small Hammer Wineskin (2 pts. wine) Normal Rations (7) Head of Garlic Equipment Pack B Backpack Large Sacks (2) Torches (6) Flask of Oil (3) Tinderbox 10’ Pole 50’ Rope Wineskin (2 pts. wine) Normal Rations (7) Steel Mirror Equipment Pack C Backpack Small Sacks (4) Holy Symbol (cleric) OR Thief’s Tools (thief) OR Vial of Holy Water (other) Iron Spikes (12)
50’ Rope
Wineskin (2 pts. wine) Normal Rations (7)
[email protected]>?<270 .*<
Item Cost Backpack 5 gp Small Sack 1 gp Large Sack 2 gp Crowbar 10 gp Flask of Oil 2 gp Garlic 5 gp Grappling Hook 25 gp Hammer 2 gp Holy Symbol 25 gpHoly Water (vial) 25 gp Iron Spikes (12) 1 gp
Lantern 10 gp Small Steel Mirror 5 gp
10’ Pole 1 gp Iron Rations (7) 15 gp Standard Rations (7) 5 gp 50’ Rope 1 gp Stakes (3) & Mallet 3 gp Thiefing Tools 25 gp Tinder Box 3 gp Torches (6) 1 gp Wineskin (holds 2 pts.) 1 gp Wine (pint) 1 gp Wolfsbane (bunch) 10 gp
.*:97=
In Outland, any class can use any weapon. The amount of damage dealt by a weapon is determined by the class of the wielder, and the weapon’s size, as shown in the above table.
Weapon Damage by Class
Small Medium Large Fighter d6 d8 d10 Cleric/Thief d4 d6 d8 Magic-User d4 d5 d6
[email protected]>?<270 .*<
As an alternative to equipment packs, if you have the available time, you may roll 3d6x10 for starting gold pieces and outfit your character the old-fashioned way, using the equipment lists provided in this booklet.
Small Weapons Melee Club 5 sp Dagger 3 gp Hand Axe 1 gp Light Hammer 1 gp Short Sword 7 gp Ranged Dart 5 sp Sling 2 gp Medium Weapons Melee Battle Axe 6 gp Flail 3 gp Longsword 10 gp Mace 5 gp Scimitar 15 gp Spear 3 gp Quarterstaff 2 gp War Hammer 7 gp Ranged Javelin 1 gp Light Crossbow 16 gp Longbow 40 gp Shortbow 25 gp Large Weapons Melee Greataxe 15 gp Heavy Flail 8 gp Heavy Pick 8 gp Lance 7 gp Morningstar 5 gp Pole Arm 7 gp Trident 4 gp Zweihänder 15 gp Ranged Heavy Crossbow 25 gp
!
[email protected]>?<270?5.=
26.
Time is measured in one of three basic modes, depending on the situation.
•
Combat: 10-second round•
Exploration: 10-minute turn•
Overland Travel: Days[email protected]>
Character movement speed is dependent primarily on what type of armor is being worn. The basic movement rates are given below. Any character carrying a heavy load may have their movement reduced by one or more categories.
The first number in Underworld Movement is the turn-based exploration movement rate. The second number in parentheses is the distance a character can move in a single combat round and still make an attack.
MOVEMENT
Armor Worn Underworld Movement Overland Movement Unarmored or Leather 120' (40') 4 hex/day
Chain 90' (30') 3 hex/day Plate 60' (20') 2 hex/day A character may run at their full exploration movement rate in a combat round if they take no other action.
Note that the overland movement rates are intended for use with 6-mile hexes, but should work equally well with 5-mile hexes. Other scales may require some conversion work. Difficult terrain or weather may modify the listed speed.
201>
No characters begin the game with infravision. A light source will always be necessary. Torches last 6 turns, and a flask of oil burned in a lantern will last for 24 turns.
Of course, a character cannot carry a torch and wield a two-handed sword at the same time, so use common sense regarding the carrying of torches.
"
<*:=*7-<*:.>.,>297
Note that the thief skill Remove Traps does not include detecting them. Saying “I search for traps” is also generally unacceptable as a method for trap detection. Clues will almost always be given when a trap is present. A dead body, some broken crossbow bolts, a bloody smear - these are all examples of clues that something is amiss. Sometimes further investigation is all that is needed. Tell the referee in a descriptive manner the things you are looking at. Often times simply indicating that you are looking closely at something, or looking up at the ceiling, is all that is needed to be able to identify a trap. Looking with your hands can be good too, but be careful!
*<7270B:.<2.7,.
Pretty much the only way PCs earn experience is through the procurement of treasure. Experience points are earned at a rate of 1 XP per 1 gp value of non-magical treasure recovered. The treasure must be successfully returned to the PCs’ base of operations, whether that be the nearest town, city, or whatever. Merely finding it in the dungeon isn’t enough, you need to get it out of there!
I don’t feel like doing the math involved for the measly amount of XP granted by most systems for killing monsters, so I just don’t give any. Keep that in mind when you are deciding whether to fight, sneak around, or parley. Magic items are their own reward, and finding them does not grant XP. Bonus XP may be granted on an ad hoc basis to PCs that do something I find especially entertaining. Remember, the referee is here to have fun, too!
*<9?=270
At the end of each adventure, if the PCs make it back to town with enough time left for a bit of partying, each character that has at least 600 gp in his pocket may opt to spend 1d6x100 gold pieces boozing, whoring, and partying it up. Doing so grants the amount spent in bonus XP, but the PC must also save versus poison to avoid any ill effects from such debauchery. A failed save will require a roll on the carousing table to see what sort of trouble the character has gotten into.
2<.5270=
Hirelings are those who are hired on a short-term basis to accompany the PCs on an underworld or wilderness adventure. All are 0-level NPCs. The various types are listed on the following page.
For their first adventure, a group of PCs will only be able to hire the non-combat types. Once they have proven their worth, they may be able to hire mercenaries, but that is dependent on the success of their adventuring. Of course, reputation may be inflated by hiring bards or town criers to talk about how awesome the PCs are.
#
Each hireling is employed by and thus follows the commands of a specific PC. The PC must pay each hireling their respective per-adventure gold wage up front, and then a percentage of the employer’s monetary treasure earned during the adventure upon completion. Yes, this impacts the employer’s earned XP. In the event a hireling does not survive the expedition, it is expected that payment will be made either to the organization the hireling belongs to, or to his family if he is a freelancer.
Each PC may only employ the maximum number of hirelings allowed by his charisma score at any given time. The hirelings’ morale is also affected by the employer PC’s charisma.
Notes on Specific Retainer Types:
Cooks will prepare rations in an improved fashion for up to 10 men. The regular ministrations of a cook will boost morale among affected retainers by +1.
Porters can comfortably carry up to 100 pounds (i.e. 1,000 coins) at a move rate of 90’ (30’), as long as they are able to rest for 1 turn (10 minutes) for each hour of travel or exploration.
Shield Bearers may employ a shield in combat to defend their master, or any adjacent ally. When used in this manner, the shield's bonus to armor class is negated with respect to the shield bearer, but benefits the defended ally by improving his armor class one point. Characters that are not normally allowed the use of shields (magic-users and thieves) may employ up to 2 shield bearers.
Weapon Bearers will clean, organize, and maintain their master's weapons. During combat, the weapon bearer stands ready to immediately deliver any required weapon in his master's arsenal, thus allowing the player character to switch weapons while in combat with no penalty to his actions. Without one of these guys, a PC will have to give up a move or attack to switch weapons.
HIRELINGS
Non-Combat Hit Equipment Cost Cook 1 hp dagger, tinder box, iron pot, cooking spices 1 gp + 2% Porter 1 hp dagger, 50' rope, large sack 1 gp + 2% Torch bearer 1 hp tinder box, 1 torch 1 gp + 2% Mercenaries Hit Equipment Cost Archer d4 hp shortbow, 20 arrows, leather armor 5 gp + 10% Man-at-Arms d4 hp spear, leather armor 5 gp + 10% Shield Bearer d4 hp short sword, leather armor, large shield 5 gp + 10% Swordsman d4+1 hp long sword, leather armor, shield 15 gp + 10% Weapon Bearer d4 hp short sword, leather armor 5 gp + 10%
$
7,?6+<*7,.
Encumbrance is handled with simple common sense. Periodically, the referee may ask to check a character sheet. If the amount of equipment carried is nonsensical, the referee may ask the player to either get rid of some equipment or impose a movement penalty. Don’t be afraid to use mules and porters to help extract large hauls of treasure from dungeons. That’s what they’re there for.
.7,16.7
Henchmen are guys that you don’t have to pay to hang around you. They do it just because they think you’re so awesome. You don’t get any until at least level 4. Perhaps a hireling that has come along on several adventures and formed a good relationship with a player character would be a good candidate for a henchman.
Basically, I don’t have rules for henchmen at the moment, but if you want, one just ask and we’ll work it out.
:.55+994=*7-,<955=
The primary way for magic-users to learn new spells is through the acquisition of scrolls and found spellbooks. Scrolls may be used to cast spells as normal, and are consumed in the process. If the magic-user wishes to attempt to learn a spell written on a scroll or in a spellbook, he must spend 1 day of study and 1d3x100 gp in components per level of the spell. At the end of this time, he makes an intelligence check, rolling a d20 and attempting to get equal to or under his intelligence score. If he is successful, he may add the spell to his own spellbook. Regardless of success or failure, the original copy of the spell is consumed in the process.
%
96+*>
.7.<*596+*>.=95?>297
Combat will be handled differently depending on the situation. The primary combat system that will be used is that of B/X D&D, but d20 and Chainmail combat rules are fair game as well.
Try not to get stuck in the rut of “I attack, I rolled a 15, I rolled 5 damage”. That’s boring! Be descriptive and I will do my best to reciprocate and be descriptive with the results. Don’t be afraid to try things that aren’t codified in the rules. Just think of what your character would like to do, and say that. If you are drawing a blank, ask for a more detailed description of the environment to get some ideas. If there is a potential for something bad to happen, I will generally let you know about it and confirm your desire to try it before you commit to it.
.*5270
Characters may guzzle a pint of strong drink after a combat and regain 1d4 hit points.
.*>1*7-C270Z*7-2=6.6+.<6.7>[
Whenever a PC reaches 0 hit points (there are no negative hit points), he will have to roll on the Death and Dismemberment table to see if he has been permanently killed, horribly injured, or merely knocked out. Good luck!
<2>=*7-?6+5.=
Crits and fumbles are in effect. Natural 1s and natural 20s will generally result in very good or bad things happening.
A9V.*:97201>270
Any character with a dexterity of 13 or higher may choose to fight using two weapons. The character’s dexterity determines what type of dice the character uses for attack rolls, while the character’s strength determines what size weapons can be wielded.
Additionally, a character that wields two weapons may choose to make only one attack and gain a +1 bonus to their AC until their turn in the following round.
TWO-WEAPON FIGHTING
Dex Modifier Attack Dice MH/OH Str Modifier Weapon Size MH/OH +1 d16/d16 0 or less Small/Small +2 d20/d16 +1 Medium/Small
&
12.5-*=1
A fighter-type may make an attack with his shield by rolling a d16 and adding his attack bonus and strength modifier. If the attack is successful, it can either deal d4 damage (modified by strength), or push the enemy back some distance (referee discretion). Using this move causes the loss of the shield’s AC and hit absorption benefits until the fighter’s next turn.
12.5-=1*55.:527>.<.-
Once per session, when a shield-wielding character takes damage from a physical (non-magical) source, he may elect to instead have his shield absorb the entirety of the blow. This results in the shield being irreparably destroyed, but the character takes no damage.
.56.>=1*55.1*>>.<.-
All characters can wear helmets. Yes, even magic-users. A helmet offers no bonus to AC, but once per session, when a character is the victim of a critical hit, he may elect to have his helmet absorb the blow, turning it into a regular hit. This must be declared by the player before the critical hit table is rolled on. Once this option is used, the helmet is destroyed and the PC cannot gain the benefits of a helmet until the following play session.
<-.<9/>1.- '
Once per session each player may opt to roll a d30 in lieu of whatever die or dice the situation normally calls for. The choice to roll the d30 must be made before any roll. The d30 cannot be rolled for generating character statistics or hit points.