Showing posts with label Back to the Dungeon Zine. Show all posts
Showing posts with label Back to the Dungeon Zine. Show all posts

Friday, December 20, 2019

Using “0” Level Characters for LL/AEC



Using 0 Level Characters for LL/AEC

SO one feature of a certain other RPG is called The Funnel. It basically lets someone roll up a few weak 0 level characters to start adventuring with. If they survive they can choose to become 1st level characters. 

Choose any allowable race in your LL/AEC game. What is allowable?  Its up to the Gm as he/she is the final rule.

Roll 3d6 in order. 6 times in three columns making three characters for Str, Dex, Con, Int, Wis, and Cha.

Once abilities have been determined, each player must roll for a skill. You are not picking out a class yet but think of the class you WANT. Each class desired will have a prime requisite, and some classes have a requirement of a minimum ability score. If the prime requisite ability is high enough, the character will receive a bonus to experience.

Sometimes, a player will choose a certain class and the character does not have a prime requisite high enough to receive the experience bonus. In these cases, 2 ability points may be sacrificed from one ability to raise one prime requisite ability 1 point. This may be done more than once, but no ability can be lowered below 9. There are certain restrictions on how to raise or lower abilities. No ability may be lowered if it is also a prime requisite for the class, even if there are a few points to spare above the minimum required score. Dexterity can only be raised, never lowered. Constitution and Charisma are the only abilities that may not be modified in any way.
Roll once d100 Skills.

1. Actor
2. Animal Trainer
3. Appraiser     
4. Armorer             
5. Baker
6. Banker
7. Barber
8. Bartender
9. Beggar $               
10. Blacksmith 
11. Boatman       
12. Bookbinder            
13. Bowyer/Fletcher % 
14. Brewer            
15. Butcher
16. Burglar $       
17. Carpenter      
18. Chandler
19. Clown  
20. Cobbler   
21. Cooper
22. Cook       
23. Coppersmith
24. Crier
25. Cutler
26. Dairyman
27. Dancer 
28. Drifter $
29. Dyer
30. Explorer
31. Farmer          
32. Fisher  
33. Fortune Teller*
34. Friar <     
35. Furrier
36. Gambler 
37. Game Keeper %
38. Gem Cutter     
39. Glassblower
40. Glazier 
41. Goldsmith
42. Gravedigger
43. Hatter
44. Herald
45. Horse Trader  
46. Huntsman %
47. Investigator
48. Jailer
49. Jeweler
50. Juggler
51. Laborer
52. Lapidary
53. Lens Maker
54. Lorimer
55. Mapmaker
56. Mason
57. Merchant
58. Mime
59. Miner
60. Minstrel
61. Mourner
62. Notary
63. Occultist*
64. Painter
65. Pawnbroker
66. Peasant
67. Perfumer
68. Pimp/Whore
69. Poet
70. Porter
71. Potter
72. Prisoner
73. Puppeteer
74. Rat Catcher
75. Reeve
76. Roper
77. Seafarer
78. Servant
79. Scribe
80. Shepard
81. Shipwright
82. Slater
83. Slave
84. Silversmith
85. Singer
86. Stevedore
87. Tailor
88. Tanner
89. Taxman
90. Thatcher/Roofer
91. Thug
92. Tinkerer
93. Torchbearer
94. Undertaker
95. Vintner
96. Wanderer
97. Weapon Smith
98. Weaver
99. Woodcutter +
100. Roll Twice


*- Has the Spell Read Magic only and can use Magic User scrolls.
$- Has the 0 Level Thief Skills of PL 11%, FRT 9%, PP 18% CW 44%, HIS 8%, HN 1-2
%- Starts out with a Long Bow OR Short Bow and 12 arrows.
+- Starts out with a Hand Axe or Battle Axe.
<- Can cast Clerical scrolls.

Roll 1d4 HPs modified by the Con score.

Roll 1d6 x 10 for gold.

Start out at -500 XP

My god this looks fun as hell!

Sunday, January 28, 2018

BACK to the DUNGEON Role Playing Game: The Races: A few Examples and the Old School/New School Combat System...

A few Races...

Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.





Halfling
Attributes: Str -4, Dex +2, Con -1, Wis -1
The Wee Folk are a short race that lives in comfortable
burrows. Most Halflings prefer the simple life and
growing old and fat eating their six to eight meals a
day, smoking tobacco, various weeds, and drinking heavily
late into the night. They stand more than half the height
and weight of mankind (Though non-adventuring halfling
can get very fat) with the more isolated halflings being
smaller and live around 120 years. A halfling adventurer
is a rare thing.
• UNDERFOOT: Halflings get +1AC and can hide better due
to being small. They are found of farming,
gardening, fishing, and crafts.
• TUNNELCUNNING (WIS): Halflings live in dirt burrows
and hills and can detect weaknesses such structures
made of dirt such as dirt caves. They are not
particularly warlike but can very ferocious when
threatened.
• SLINGER: Halflings are experts at slings and thrown
rocks and do one dice higher in damage.




Human
This is exactly like you are and they are considered the
base race to create other races from. They have no
modifiers to their attributes. Humans have the ability to
survive. The get to re-roll one death save they fail once
a day per five levels.



Wood Elf
Attributes: Str -2, Dex +2, Con -2, Cha +2
Deep within the primordial forest live the ancient wood
elves. Elves are the same size as mankind but usually
thinner and delicate framed and have pointed ears. They
are one of the many races of elves but in the entire elf
race is fading. They live in communities high in the
ancient trees singing their ancient songs in giant tree
house cities. Elves live thousands of years and only die
from violence. At around 1200 years old they go back to
the wilderness to become one with nature.
• WOODWISE (WIS): Wood Elves are wise to the way of the
woods, survival, and stealth in the wilderness.
• ELFBLADES: All elves are trained in swordplay and
archery regardless of class.
• ELFFOOT (DEX): All elves can move silently in the
wilderness or forest.
• TREEWALKING (DEX): Wood Elves can tree walk. That is
the ability to walk from tree to tree as long as
there are limbs. Clever elves can apply this skill to
other uses.
• FEYCHARM (CHA): Wood Elves can use their Charisma to
fascinate and allure other races. This is especially
so when they sing or recite poetry.
• MAGICEBB (WIS): Wood Elves can use their Wisdom to
feel the ebb and flow of magic and fate but only in
the vaguest of visions. Only those of very high level
have the full foresight. All elves see the material
world dying and it makes them seem distant.
• ELVINACCURACY: Wood Elves have Elvin Accuracy which
means they can re-roll one miss per battle.
• ELFSIGHT (WIS): Wood Elves have incredible vision and
can see ten times farther than a human and can see
quite well in moonlight but not complete darkness.
Wood Elves are really good at finding hidden or
concealed doors when they are actively searching.
• ELFWILL (WIS): Wood Elves are immune to paralysis
caused by undead such as ghouls and are very
resistant to charm and sleep




The Old School/New School Combat System

7.0 COMBAT

1. Determine Surprise.
Determine if the different sides notice each other by
rolling a D20 against the unaware party's Passive
Perception which is their Wisdom bonus +10. IF the
unaware party does not notice the attacker then that
party is surprised and their enemies get a free round of
attacks.


2. Initiative.
Each character rolls a D20 + Dexterity Bonus + ½ their
Level or Hit Dice. Highest roll goes first. Combat goes
in that order for the rest of the combat. Groups of
monsters or troops may be rolled for collectively to save
time. One may delay their attack to a go at a lower
Initiative number but they are now at that lower number
in the Initiative.


3. Roll to Hit.
When one wants to attack one rolls a D20 plus ½ Your
Level or Hit Dice, plus Strength Bonus for Physical
Attacks, Dexterity Bonus for Light Physical, Ranged
Attacks and Spell Level plus appropriate attribute for
Spell Attacks. A natural 20 does Double Damage and may
have other effects depending on the Class. A 1 means the
player gets disarmed, bowstring breaks, gets tripped, or
gets pushed back five feet. Any Dexterity bonus (or
penalty) is added (or subtracted) from the Armor Class.
Magic is detailed in the magic booklet. Monsters attack
with 1/2 their HD total round down plus any other bonuses
as noted in their descriptions.


4. Roll for damage.
If one is hit then damage is rolled as followed. Remember
to add Strength (or Dexterity) Bonus to Damage (or
Penalty but at least 1 point of damage will be done.)
Subtract the damage from Hit Points. When you are at half
your hit points you are considered Bloodied and this may
allow for special conditions to occur. When you get to 0
Hit Points you are knocked unconscious. Below 0 you must
roll 10 plus the damage below 0 every round as a
Constitution Save. If you fail you die. If someone heals
you back to at least 1 Hit point you become functional
and back in the fight. Subdue damage only knocks out
another opponent. Monsters and NPCs die at 0 Hit Points
or less.


5. Try new things!
You can try anything in combat other than just hitting
and doing damage! Try making your opponent fall down or
be blinded by throwing things into their eyes or whatever
you can think of. The Game Master makes up these rules on
the spot and most of the time the difficulty is raised.
Try Combat Extremes! Charging, Tripping, Sundering
Weapons, and Pushing an Opponent. The Game Master sets
the difficulty for you such as adding up to +4 to the AC
of the monster to be hit to do such things. Many times
giant sized monsters can hit multiple opponents in one
swing. Game Masters can and will make up rulings as they
go.


6. Healing
You heal one point plus your Constitution bonus times
your level per day. Subdue damage is healed at the same
rate per hour. Regardless of modifiers you heal at least
1 point per level per day/hour.


7. Other Combat Modifiers
Two Weapon fighting -2/-4
Flanking +2
Invisible -4
Prone -4
Cover +1 to +5
Higher Ground +1
Afraid -2
Shooting Into Melee -4
Tiny +2AC
Small +1AC
Large -1AC
Huge -2AC


8. Extra Attacks
Every 6 Levels or HD one gets 1 additional attack unless

otherwise noted.


Next Post will be over the Monster Rules.

Saturday, January 27, 2018

Back to the Dungeon RPG: The Class Act! Fighter and Rogue

So why another Neoclone? 
If you print them out in booklet style, they make nifty little zine book! 

Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules! 
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run! 

It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!  



Here are monsters for example! 

For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.

Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.

Orc...
Orc AC12+ HD2 Move30 By Weapon +2

The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.

Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6

The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.

There will be an entire post on monsters in the future. 

I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.

FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.


Here is the nifty character sheet!

ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any

Hit Points:1d6 per level



Sunday, May 7, 2017

Raven's Keep Gazette and Rumormonger

  Raven's Keep Gazette and Rumormonger 

HEAR YE HEAR YE! 



DID you hear the news? 


Campaign 
Background 
and 
Report!
warning 
to the 
party 
from 
Raven's Keep Adventuring Society!
Secret Campaign Information
to 
titillate the players!
OH MY!



SOMETHING WICKED THIS WAY CRAWLS!

My Campaign Letter to prove that I am trying to run a good game. 

Monday, April 17, 2017

Back to the Dungeon 2nd Edition! Simplified and Stripped!

Plans to simplify Back to the Dungeon RPG are underway!  

The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.   

Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races. 

The simplicity I was going for was obscured by the "just get it finished" mode I was in. 

After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.

I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!

Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.   

I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.

A few tweaks on the Armor rules and the price list. 

Monsters are pretty much going to stay the same. 

It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!    

Saturday, February 18, 2017

Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)

Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)

Easy to run, Easy to play...

A HUGE BIG OL BUNCH of stuff for one low price.

A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!

www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE

Easy to run, Easy to play...

Sunday, December 18, 2016

A review by LUCA C...

Hey! I got a great 5 star review! YEAH! 


After a first reading of this DM and the Player guide too, I think that is one of the most beautiful, well written and complete products of this kind...and in these days I'm reading a lot of them! I put it in my Top 5 of its niche. I could say more after a "field" test :)

HERE

Rating:
[5 of 5 Stars!]

Monday, September 12, 2016

Back to the Dungeon Role Playing Game now for sale!

Going to try my luck at selling PDF games. I finally got free time due to being laid off AND I have a massive library of half finished RPGs. Have even more in my head. These are the most updated versions of BttDRPG!
http://www.drivethrurpg.com/browse/pub/10088/Eldrad-Wolfsbane

Monday, August 15, 2016

In a Little Barony Far Far in the Western frontier...

On the Great Southern Gulf Coast are the Lands of the Ancient World. 
One of these lands is the Great Mastedellian Empire surrounded by monster filled wildernesses.  
In a Little Barony Far Far in the Western Frontier is the small city of Raven's Keep. 
The Western Frontier has many monster filled ruins and dungeons deep filled with treasure. 
One horrifying dungeon is called The Black Stairs.
Only the most cleverest of adventurers have returned form that mysterious ruined ground a few days form the city 

The flow of adventurers have been many.

Here is a list of all the players that have visited this dangerous land.  

Name    AL    Race    Class   Level     Player

Fulgar   CN Dragonian/Dwarf Fighter 3 Eric P.
Neko     NG Anshu Archer 3 Chris P.
Rain Silverleaf CN Wood Elf Druid 3 Machelle M. 
Jafar        LN Human Cleric 1 Gadge W. 
Rodgar    CN Karnin Assassin 1 Brent W. 
Ax         N Dwarf Fighter 1 Carson S. 
Jregg     N Half Elf Ranger 1 Joshua F.
Mercy   NG Half Elf Ranger 1 Bridget
Tanis     CN Sylph Splellblade 1 Chris L. 
Arya      NG Half Elf Sorcerer 1 Larissa J. 
BrennonCN Half Elf Ranger 3 Kevin A. 
Karliah  CN Wood Elf Rogue 1 Jade M. 
Anna     CN Drow/Elf Rogue 3 Machelle M.

Friday, July 29, 2016

The Black Stairs Megadungeon Level 4!


Here is the 4th Level of the Black Stairs...


To order it, take a look at DriveThruRPG!



So how big are the Black Stairs you ask? Take a look.

Level 1

Level 2

Level 3

Level 4

Level 5
(Unpublished)

Tuesday, July 19, 2016

Book 7 Dungeon Alchemy of The Back to the Dungeon RPG is here!

HERE IT IS! Book 7 Dungeon Alchemy of The Back to the Dungeon RPG is here!

Dungeon Rooms! Monster Campaigns and Races! Weather rules and more!

Tuesday, December 29, 2015

Back to the Dungeon Version 1.7

Here is V1.7
Not going to do another revamp for many moons and just concentrate on MODULES!

All Vanican type magic.
Corrected some typos throughout all documents.


STILL finding more DAMN!
Druid Typo
Added 0 level offensive spell for Wizard.
Working on Book 7 AND another Monster book


https://drive.google.com/drive/mobile/folders/0BzYaSvmA-OpUQWM1Q0tpVjVldFk

Sunday, May 3, 2015

Back to the Dungeon RPG V1.4

 MAJOR CHANGES to MAGIC!

The spell points were simply too powerful so I decided on just giving them 4 spells plus Attribute bonus plus 2 spells a level. 

A Wizard with a 16(+2) Intelligence would start out with 6 spells a day and get two additional a level. He cast at 1/2 his level so a 1st level charter can cast cast 0 level spells and 1st level spells. 

I had multiple criticisms about the magic system being too powerful and the spells being hard to track. 

This fixes that problem. Thanks for the suggestions Tony and Tom.  

A few minor editing problems are now fixed but there are still more.  

ALSO book 6 Dungeon Arcana has been released as well as an updated Module: The Hills of Death!  


https://drive.google.com/folderview?id=0BzYaSvmA-OpUflNIa3FvSVg0M0lDNDcwNzdBbWlhM1pQdUFyRFY2R21oNE4yZnBoYl9BRDg&usp=sharing

Saturday, April 19, 2014

Back to the Dungeon Zine for LL/AEC Issue 5 released today!

BACK to the Dungeon ZINE

Issue 1.1

https://docs.google.com/file/d/0BzYaSvmA-OpUVkNUNTNjRUpGMTA/edit?usp=sharing

Issue 2

https://docs.google.com/file/d/0BzYaSvmA-OpUcWpVRDJNY3RXcUU/edit?usp=sharing

Issue 3

https://docs.google.com/file/d/0BzYaSvmA-OpURWJVcVhOSTFfYkk/edit?usp=sharing

Issue 4

https://drive.google.com/file/d/0BzYaSvmA-OpUSE5WTHprSW5NUWs/edit?usp=sharing

Issue 5

https://drive.google.com/file/d/0BzYaSvmA-OpUTFNuRHhtQ2I0LW8/edit?usp=sharing

Saturday, November 23, 2013

Back to the Dungeon ZINE for LL/AEC Issue 4

Back to the Dungeon ZINE for LL/AEC Issue 4

Well it appears that I have yet another issue of the Back to the Dungeon Zine for Labyrinth Lord/ Advance Edition Companion.

There is yet another level of The Black Stairs and a few articles of interest.

Hope your characters survive this dungeon.

If you play it then post your stories.

https://drive.google.com/file/d/0BzYaSvmA-OpUSE5WTHprSW5NUWs/edit?usp=sharing


Sunday, June 30, 2013

Labrinth Arcana for LL/AEC

What if there was a "Labyrinth Arcana" book with optional rules such as a few extra subclasses and subraces that allowed for a few more choices. Kinda what Unearthed Arcana did for AD&D.

What would you like to see in a book or file such as that?

One rule would to be not to mess with the LL + AEC rules as they are written but to give more options by additions.

Another race of Elves called Wood Elves that can be Rangers 10 or another class like a Warder.
A race of Dwarves called Silver Dwarves that can be MUs 8. Very rare and optional. Dwarven weapons that can be used two handed with a short frame.Such as the ones put in Issue 3 of the Back to the Dungeon Zine for LL/AEC.

So if we were to make a "Labyrinth Arcana" what would the book contain?

Barbarians and Bards?

What do you want to add?

Here is a Drow for the AEC

Requirements: INT 9
Ability Modifiers: DEX +1, CON -1
Ability Min/Max: STR 3/18 (16), DEX 7/19, CON 6/18
INT 8/18, WIS 3/18, CHA 3/18

Also known as dark elves, drow are a depraved and evil demonworshipping subterranean offshoot. White is the most common hair color among drow, with ebony skin and eyes a vivid red. Like other elves, they tend to be 5' tall and slight of build.

A Player Character is most likely going to be a Drow outcast. Never allowed to go home and never accepted in the civilized world.

They have 120" infravision, and if abruptly exposed to light are blinded for 1 rounds. In addition, when in bright light including sunlight they suffer -2 to hit and -2 to DEX.

Drow have keen hearing and are surprised only on 1 on 1d8; they move silently with 90% efficiency in leather armor or the special Drow armor and in a group made up of all Drow. If not then it is only a +20% to Move Silently.

Drow typically attack with short swords or afar with darts which are coated with poison. Victims must save versus poison at -4 or fall unconscious for 1d4 turns. Player character Drow start out with 1d6 darts but cannot replace them.

Drow can use the following spell-like abilities once per day: dancing lights, darkness, and faerie fire.

May use two light weapons without penalty

All drow save versus magical effects with a +2.

In addition, drow of 4th level or higher of any class have the following spell-like abilities once per day: detect magic, know alignment, and levitate.

Finally, female drow are more powerful than males, and once per day have the abilities of clairvoyance, detect lie, dispel magic, and suggestion.

Adjustment
Pick Locks -5%
Pick Pockets +5%
Move Silently +20%
Hide in Shadows +10%
Hear Noise +1*
*Elves receive a better dice range for hearing noises. For example,
1st level elven thieves hear noises on a 1-3, and at 9th level it is 1-5.
Hear noise may never be better than 1-5.

Dark Males
Assassin 10
Cleric 7
Fighter 10
Magic User 12
Ranger 6

Dark Females
Assassin 10
Cleric U
Fighter 12
Magic User 5
Ranger 6

Half-Drow only retain the Drow weaknesses and none of the strengths. Yeah I know some of you crybaby min-maxers are bitching right now.

Sunday, April 21, 2013

The Funnel for LL/AEC


Choose a race

Roll 3d6 in order. 6 times in four columns  for Str, Dex, Con, Int, Wis, and Cha making four characters.

Once abilities have been determined, each player must roll for a skill. You are not picking out a class yet but think of the class you WANT. Each class desired will have a prime requisite, and some classes have a requirement of a minimum ability score. If the prime requisite ability is high enough, the character will receive a bonus to experience. Sometimes, a player will choose a certain class and the character does not have a prime requisite high enough to receive the experience bonus. In these cases, 2 ability points may be sacrificed from one ability to raise one prime requisite ability 1 point. This may be done more than once, but no ability can be lowered below 9. There are certain restrictions on how to raise or lower abilities. No ability may be lowered if it is also a prime requisite for the class, even if there are a few points to spare above the minimum required score. Dexterity can only be raised, never lowered. Constitution and Charisma are the only abilities that may not be modified in any way.

Roll once d100 Skills.
1. Actor
2. Animal Trainer
3. Appraiser
4. Armorer
5. Baker
6. Banker
7. Barber
8. Bartender
9. Beggar $
10. Blacksmith
11. Boatman
12. Bookbinder
13. Bowyer/Fletcher %
14. Brewer
15. Butcher
16. Burglar $
17. Carpenter
18. Chandler
19. Clown
20. Cobbler
21. Cooper
22. Cook
23. Coppersmith
24. Crier
25. Cutler
26. Dairyman
27. Dancer
28. Drifter $
29. Dyer
30. Explorer
31. Farmer
32. Fisher
33. Fortune Teller*
34. Friar <
35. Furrier
36. Gambler
37. Game Keeper %
38. Gem Cutter
39. Glassblower
40. Glazier
41. Goldsmith
42. Gravedigger
43. Hatter
44. Herald
45. Horse Trader
46. Huntsman %
47. Investigator
48. Jailer
49. Jeweler
50. Juggler
 
51. Laborer
52. Lapidary
53. Lens Maker
54. Lorimer
55. Mapmaker
56. Mason
57. Merchant
58. Mime
59. Miner
60. Minstrel
61. Mourner
62. Notary
63. Occultist*
64. Painter
65. Pawnbroker
66. Peasant
67. Perfumer
68. Pimp/Whore
69. Poet
70. Porter
71. Potter
72. Prisoner
73. Puppeteer
74. Rat Catcher
75. Reeve
76. Roper
77. Seafarer
78. Servant
79. Scribe
80. Shepard
81. Shipwright
82. Slater
83. Slave
84. Silversmith
85. Singer
86. Stevedore
87. Tailor
88. Tanner
89. Taxman
90. Thatcher/Roofer
91. Thug
92. Tinkerer
93. Torchbearer
94. Undertaker
95. Vintner
96. Wanderer
97. Weapon Smith
98. Weaver
99. Woodcutter +
100. Roll Twice on the chart.


*- Has the Spell Read Magic only and can use Magic User scrolls.
$- Has the 0 Level Thief Skills of PL 11%, FRT 9%, PP 18% CW 44%, HIS 8%, HN 1-2
%- Starts out with a Long Bow OR Short Bow and 12 arrows.
+- Starts out with a Hand Axe or Battle Axe.
<- Can cast Clerical scrolls.


Roll 1d4 HPs modified by the Con score.

Roll 1d6 x 10 for gold for each character.

Start out at -500 XP

Start Playing!

My god this looks fun as hell!