- A5 format.
- Integrate any errata. (Is there any?)
- Include guide to integrating specialist wizards in campaigns (see here).
- Also mention the idea of running a campaign purely based around one or two alternative types of wizard, completely replacing the standard magic-user.
- Specify the schools of all spells. (Transmutation, Divination, etc.)
- Update the vivimancer and elementalist spells to match the "complete" books. (Some spells have changed level, for example.)
- Consider adding a few more fey elf spells.
- Add some more descriptive information on the tomes.
- Add a few more magic items?
- Remove monsters not related to summoning spells.
Wednesday, 1 July 2015
Sunday, 21 June 2015
It's been a long time coming but, finally, From the Vats is finished!
54 pages of community-created content around the theme of bio-sorcery, including the delicious Submerged Spire of Sarpedon the Shaper by Ben Laurence, two one-page adventures, loads of monsters, and some new magic items and spells (5 new vivimancer spells from my own mind). Fully illustrated!
Many thanks to everyone for their contributions, both written and drawn! My apologies for the interminable wait!
Hope you enjoy it :)
Monday, 25 May 2015
This section contains optional guidelines for Labyrinth Lords on the subject of how elementalists (and, by extension, other wizardly characters) may gain access to and learn new spells.
For games in the vein of the traditional Basic rules, the following guidelines may be used:
* Elementalists begin the game knowing read magic, one randomly selected spell, and one spell of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited to no more than double the number that he can memorize. For example, a 5th level elementalist can memorize two 1st level, two 2nd level, and one 3rd level spell. Such a character could have at most four 1st level, four 2nd level, and two 3rd level spells in his spell book.
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing.
Advanced era games are more generous with the number of spells known and may use the following guidelines:
* Elementalists begin the game knowing read magic, two randomly selected spells, and two spells of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited by the character's INT (see the AEC).
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing. This spell must be learnt according to the normal rules for spell learning, again dependent on the character's INT.
The basic Labyrinth Lord rules describe a single type of arcane magic, usable by magic-users and elves. The Advanced Edition Companion and other books, such as this, add further, more specialised wizardly classes: illusionists and elementalists. These new classes acquire new spells in the same means as the standard magic-user: by finding spell scrolls in treasure hoards. When it is determined that a treasure hoard contains scrolls of magic-user spells, it is thus desirable that spells usable by specialist wizards also be (at least some of the time) present.
Thursday, 21 May 2015
The campsite set and any evening camaraderie complete, the party settle down to sleep. Each PC must make a rest check -- a CON (bushcraft, survival) check -- modified by the various factors listed below, to discover whether a good night's rest was achieved.
For every extra hour spent searching for a campsite: -1
Sleeping in unsuitable site: -4
Location modifier: Varies
Participating in a watch shift (up to two hours): -2
Cold (autumn or spring): -2
Extreme cold (winter): -4
Campfire (if cold): +2
Wet (including snow): -2
Disturbing sounds (howling wind, thunder, or babbling spirits, for example): -1
Soothing sounds (a waterfall or bubbling stream, for example): +1
Sleeping in light armour: -4
Sleeping in medium armour: -10
Sleeping in heavy armour: Automatic failure
Good cheer: +2
Discord (arguing, grudges, etc): -1
Hearty fare: +2
Meagre rations (includes dried trail rations): -1
No supper: -2
Awakening during the night (per occurrence, not including watch shifts): -1
Encounter during the night: -3
Sickness or poison: -2
Wounded or fatigued (less than half hit points): -1
Elf (requires less rest): +4
Halfling (lazy): -2
- Cannot memorise spells. (The lenient referee may allow the character to attempt to memorise spells, with a save versus magic, per spell, indicating success at memorisation.)
- -1 penalty to all attacks, saves, and ability checks. This is not cumulative over multiple nights without rest, but lasts until a decent night's sleep can be had.
- Hit point recovery halved.
A party may choose to travel at night and sleep during the day. This incurs a -3 penalty to rest, unless the characters are accustomed to this routine (have been following it for at least a fortnight).
Characters may engage in various different activities to help with setting up a campsite. The following are typical.
Gathering wood: It is always possible to find wood with little suitability to building a fire (damp, rotting, frozen, etc). Finding decent wood is more difficult and depends especially on the weather. A WIS (bushcraft, survival) check is required, modified by the prevalent moisture conditions. Driving rain, for example, may incur a -4 penalty, while a spell of hot weather may grant a +4 bonus. Each character who goes gathering wood can collect enough to keep the campfire burning for 1d5 hours.
Fetching water: Is assumed to be successful, in a damp forest environment. The referee may optionally declare a 1 in 10 chance of the party discovering a source of strange waters (roll on that table).
Foraging, hunting, or fishing at dusk: These activities may be undertaken as normal during the hours while the camp is being set. The chance of finding anything is reduced by two thirds (due to the limited time available and the gathering darkness). A -1 rest penalty also applies.
Fire building: Given a means of producing flame (e.g. a tinderbox) and a stash of wood (either gathered from the forest by other characters, as described above, or carried in packs), the party may attempt to build a fire. An INT (fire-building, bushcraft, survival) check is required. If only ill-suited wood is available, the roll is penalised by -4. The referee may apply additional modifiers based on the prevalent environmental conditions (an additional -4 penalty is suggested, for example, in snow or heavy rain). If the check is successful, a campfire is started and may be kept burning for as long as there is wood available to feed it.
Resting: A character who lends no help to setting camp gains a +1 rest bonus.
Once the campsite is established, more restful activities may be undertaken before the party beds down for the night.
Cooking: Given a fire, cooking utensils, and ingredients, someone may attempt to cook a meal. A successful WIS (cooking) check indicates that a palatable dish is produced, granting a rest bonus to those who eat it. A failed cooking check indicates that the meal is edible but distasteful. Very low rolls may, if the referee wishes, denote a ruined meal (burned, spilled, etc) that is utterly inedible. Modifiers may apply to the check based on the quality and variety of the ingredients available.
Camaraderie: Time spent around the fireside with one's companions may, given the correct conditions, lift the spirits and induce restful sleep. A character may attempt to entertain his comrades with music, song, storytelling, jokes, and so forth. This entails a CHA (entertainer) check. Success indicates that good cheer has been inspired in the party, whereas failure may fall flat or even, in the case of very poor rolls, lead to ridicule, argument, and discord.
Planning: The party may use the evening hours to discuss plans for the future. Generally this requires no checks and has no effect on resting, though if arguments occur, the referee may stipulate a rest penalty due to discord.
Wednesday, 20 May 2015
The first step in camping for the night is to find a suitable location. Depending on the terrain being traversed, this may not be trivial. Searching for a site takes one hour. This is assumed to be a part of the evening phase, when the party is beginning to settle down to rest.
Each terrain type requires its own table for camping locations. As an example, here is a table suitable for use in forested areas.
2. Mossy glade. Soft ground grants +1 to comfort but dampness incurs a -1 penalty to fire building.
3. Clearing beside a pathway. Increased chance of encounters.
4. Pleasant glade. Spoor of a random monster is present. Increased chance of encounters. (If an encounter occurs, it is 50% likely to be with the creature indicated.)
5. Flat, stony area beside a stream.
6. Clearing criss-crossed with gnarly roots. -1 comfort modifier.
7. Beautiful glade with a single large tree in the middle. (33% chance of the tree having some noteworthy feature; roll on the table of strange trees.)
8. Cosy, fern-filled depression. +1 comfort.
9. Sandy outlook atop a cliff. Encounter distance is doubled.
10. Small glade crossed by many small paths. Chance of encounters increased.
11. Mushroom-riddled glade. Roll on the fungi table to determine their qualities.
12. Verdant dell hidden between large rocks. Chance of encounters reduced.
13. Muddy banks of a pool. -1 comfort due to dampness. There is a 1 in 4 chance of the pool possessing special qualities (roll on the table of strange waters).
14. Among a cluster of fallen trees. -1 comfort due to the inconvenient trunks.
The text above uses a broad notation for skill checks which can be adapted to several different game systems as follows.
Part 2 here.
Tuesday, 12 May 2015
4th level, Range: 30', Duration: Permanent
A locket, keepsake, or charm bracelet bearing a depiction or token of the subject's true love may be dweomered by this spell, granting the enchanter great control over the subject's heart. The hex may be used in two ways, as follows.
Lock: The locket becomes impossible to open by mundane means. If it is open, it snaps instantly shut. From this moment, the subject's love for the one depicted in the locket becomes possessive, jealous, and paranoid, seeking to lock his love away from the world.
Unlock: The locket becomes impossible to close by mundane means. If it is closed, it snaps open. The subject's love for the one depicted in the locket dissipates like a soul fleeing a corpse.
In either case, smashing the enchanted locket causes the subject to fall into a deep sleep lasting for seven days.