Telengard Campaign House Rules

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Telengard Campaign House Rules Revised 10/26/2010

Generally speaking we are using the Labyrinth Lord basic rules 1, which are mostly identical to the rules in the Basic/Expert D&D rules (hereafter B/X ). Experience, level titles, and spell advancement will use the B/X charts. Saves and attack rolls will use the LL charts. Thieves will use d6 for Hit Dice. Characters (roll up two to start) 1. Roll 4d6 and keep the best three, six times, and assign as desired. If your character s stat modifiers have a total of 0 or less, you may reroll. Generate two characters. 2. Chose a class. 3. You begin with 3d6 x 10 GP. 4. Magic-users and elves begin with a spell book with eight 1 st level spells and two second level spells in them. 5. Clerics use spell books ( prayer books ). At 2 nd level, the Church will provide cleric PCs with a prayer book with all first-level prayers and two second level prayers. 6. Ignore the XP bonuses listed for high abilities. I m not using that. 7. Once one of your characters hit level two, you ll need to decide which is your main PC and which is the henchman. The main PC will be in charge of any hirelings you hire and will be the only one eligible to gain more henchmen through play. Ability checks, Skills and Special abilities Ability checks will occasionally come into play and I will tell you to roll under a relevant ability score on 2 or more dice (something like simple tasks = 2 dice, moderate tasks = 3 dice, hard = 4 dice, phenomenal = 5 dice, superhuman = 6 dice). I ll take your class and preparation/description into account when assigning difficulty but I have no set list of difficulties. Skills rely on more specialized knowledge than ability checks. Skill checks all require rolling equal or lower than the skill on d6. A skill of 6 fails on a roll of 12 on 2d6. The skills will all default to one, except as indicated. Thieves will get four points at first level and two points at each level thereafter to improve them. Other characters just get on one point at creation to increase a skill, and then gain one more point on every even level 1 Download them for free from the publisher here: http://www.goblinoidgames.com/labyrinthlord.html I m keeping B/X rules for Clerical spells.

to assign as desired. Only Thieves may assign skill points to Backstab (see Other Special Abilities below). The skill list is: 1. Climb (climbing sheer surfaces with minimal equipment) 2. Hear noise (hearing muffled sounds through doors, at great distances, or made by stealthy or invisible creatures) Elves & Halflings start at 2. 3. Read Languages (decipher unknown scripts, cyphers, etc.) 4. Search (find secret doors, hidden items, etc., but not traps as this involves touching things) Elves & Dwarves start at 2. 5. Sleight of Hand (pick pockets, palm objects, etc.) 6. Stealth (move without noise and hide in the slightest shadow or cover) 7. Survival (includes tracking, identifying natural poisons, and is added to foraging checks) 8. Tinkering (pick locks, disarm traps, and other mechanical operations) 9. Traps (find or set traps). Dwarfs start at 2. Note that a Thief could put three points on Climb and one on Back Stab (below) to begin with skills comparable to a 1st level Thief in basic D&D or LL. Advancement remains pretty close to the percentage charts, at least at low levels. Or you could put all four points on backstab to be more like an AD&D Assassin Other special abilities: These rules (and the skills above) replace the standard Labyrinth Lord and B/X rules regarding racial and class abilities. The Cleric s ability to turn undead remains as written in the rules. Back Stab: Any character with surprise or who is attacking an unaware foe gets +2 to hit. Thieves with points on Back Stab (allocated from among skill points) increase this to +4, and also add a damage multiplier for each skill point (so a Back Stab of 1 deals double damage, two deals triple damage, etc.) Underground orientation: Dwarves can detect new construction and determine their depth underground, as well as notice slopes and grades in underground passages. This requires a round or more of careful observation but usually automatically succeeds. The DM may require a Search roll if the grade is very subtle, the new construction is deliberately hidden, etc.

Vanish: Halflings can disappear (being effectively invisible) by just standing completely still in even the slightest cover. Outdoors they have a 5 in 6 chance of remaining hidden; indoors it is a 3 in 6 chance. This ability is not a skill and can't be improved. Spellcasting 1. Spell memorization works according to the normal B/X/Labyrinth Lord rules. 2. Ritual spell casting will be a second option. Any spell you have in a written form (scrolls, spell books) may be cast as rituals. This takes a lot of time (1 turn per spell level) and has risks (if you cast a spell by ritual that you are not high enough level to memorize, bad things can happen, including spell failure/reversal and worse) 3. Clerics will use prayer books like the Magic-Users spell books. They may still pray to memorize spells not in their prayer book but may only ritually cast what is in the prayer book. Weapons, Armor, and Combat See the back cover of this booklet for the weapons and armor lists. Class-based damage One big change is that all melee weapons will do damage based on the user s class hit die (d8 for fighters for dwarves, d4 for Magic Users, d6 for all others). Most hand weapons do the listed hit die for damage, although light or throwable weapons do the next die lower and daggers always do d4. Two-handed weapons roll two dice and keep the higher score. Missile weapons will use fixed damages listed on the weapons table. Any character may use any weapon, except that clerics still must use blunt weapons and Dwarves and Halflings still can t use longbows and polearms. 1. Shields shall be splintered! Any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. 2 Magical shields will resist splintering: for each +1, they can take an extra hit before being destroyed. Every day, the magical strength of the shield recovers on its own. 2. Weapons Two-handed Weapons Wielding any melee weapon with two hands gives an attacker +1 to hit. 2 http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html

Ploearms Polearms (including long spears and pikes) may attack from the rear rank. Two Weapons Characters fighting with two weapons add +1 to hit. If encumbrance is at medium of lower, they also add one point to AC, but only in melee (not against missiles). But they only make one attack (player chooses which weapon to use for hit and damage rolls). 3. Super-Simple Combat Maneuvers The attacker declares that he wants to attempt a combat maneuver, such as disarming an opponent, forcing him back, knocking him down, etc. He makes an ordinary, unmodified to-hit roll. A miss means it failed. If the to-hit is a success, but not a critical, the defender can avoid the effect by making a successful to-hit roll against the attacker. (No damage is scored in any case). Here are some sample maneuvers: Disarm ; Knock Down ; Force back a pace ; Grab and pull forward ; Bind weapon/grab weapon arm ; Pin arms ; Prevent attack on comrade ; Switch places ; Slip past opponent ; Trip ; Unhorse. 4. Zero Hit Points At zero hit points, a PC (& certain NPCs, at DM s discretion) is not necessarily dead. They are hovering on the edge of consciousness, and fall to the ground. They can talk, crawl, or be carried, but any other movement (including making an attack or casting a spell) inflicts further damage (see below) 5. Death & Dismemberment When a PC is reduced to zero hit points and takes further damage, they must roll on the Death & Dismemberment table. 6. Save or Die! Save or die effects such as poisons reduce a character to zero hit points.

The Bylaws of the Guilds The cost to join a Guild varies from 0 to 450 GP, depending on circumstances and reaction rolls. The Adventurers Guild can train characters to any level. All other Guilds can train only to 4 th level. Adventurers Guild (Open to all): Members pay 5% of the value of all coins, jewelry, gems and other valuables retrieved from dungeons, monster lairs, and other adventure sites, and 5% of the bounty or reward for any Guild approved quest. Members must not accept quests not approved by the Guild. Members must yield right of way to more senior parties, and may not attack other Guild members except in self-defense or in an official duel or tournament. Thieves Guild (Thieves only): Members must pay 10% of the value of all stolen goods to the Guild. No thefts or burglaries may be conducted in the city or villages without Guild clearance. Pickpockets must pay 10% of proceeds to the guild but do not need prior clearance. The Thieves Guild will fence any valuables and provide bribery, forgery, and similar services for members for a fee. They will Neutralize Poison for free. Demihumans Guild (Demihumans only): The Demihumans Guild also demands 5% of adventuring loot, but not of rewards and bounties. They will provide healing to members for free (hit points and neutralize poison only). Templars (Lawful Fighters only): The Templars tithe 10% of all monetary treasures gained. In addition to training, the Templars can provide healing and cure diseases, free for members and for a fee to others. They require their members to swear to always help innocents in need, avenge injustice, keep their word, and punish evildoers. 4 th level Templars may become Paladins. Fire Guard (Neutral Fighters only): 5% tithe. Members may stay for free in the Jomsburg, which is a veritable fortress within the city. They swear to defend their Guild brothers, avenge their deaths, never speak ill of his fellows or quarrel with them, never show fear or to flee in the face of an enemy of equal or inferior strength (though orderly retreat in the face of vastly superior forces is acceptable). Marauders (Chaotic Fighters only): 10% tithe. The Marauders provide training and free axes, arrows, and shields to members. Members must swear to respect the rules of dueling (no interfering once a duel begins, and no magical aids may be used) and never turn down a challenge to combat. Fourth level Marauders may become Berserkers.

Henchmen, Hirelings, and Replacement Characters It is assumed your secondary character is a loyal henchman to your primary character. Additional henchmen can be gained in play, subject to Charisma limitations. In awarding experience, the DM will divide the total by the total number of classed characters (PC and henchman) present on the adventure and each gets a share. Henchmen are classed characters. Henchmen gain experience at ½ the normal rate (that is, they only add ½ their share to their total, the rest is lost). Hirelings have no class and can gain no experience, unless promoted to Henchman. They are normal men with d4 HP (or normal demihumans as appropriate), and fight as normal humans. The Hireling s Guild requires employers to accept the Five Fingers Oath. Here is the Oath: For 5 gold a day or a half-share of treasure, in good faith I will: Obey, knowing it puts neither I nor any innocent at risk. Protect you and yours, knowing you will protect me in return. Wield gear carefully and well, knowing I will keep it at our journey's end. Remain resolute, knowing you will never bewitch me without my consent. Stand serene, knowing in the event of the worst, my remains will be returned respectfully along with a quarter-share to my kin. 3 Replacement characters If your primary character dies, it is assumed one of your henchman or hirelings (promoted to classed character on the spot!) If your character dies with no henchmen, roll up two first level characters as you did at the start of the game. 3 http://recedingrules.blogspot.com/2010/10/hirelings-revised.html

Weapon Damage ENC (cn) Range (+1/0/-1) Burning Oil / Holy Water 1d8 10 10/30/50 Thrown Rock 1d3 10 20/40/60 Cross Bow ( 30 quarrels) 1d8 50 60/120/180 Sling (20 stones) 1d4 20 40/80/160 Short Bow (20 arrows) 1d6 30 50/100/150 Long Bow (20 arrows) 1d8 30 70/140/210 Dagger 1d4 10 10/20/30 Javelin 1d4 50 20/40/60 Torch 1d4 20 - Hand weapon HD 50 10/20/30 Great weapon HD(2) 100 - Pole Arm (one handed) (two-handed) HD HD(2) 150 - Crossbows (and slings used with a shield) require one round to ready before shooting. Bows halve all ranges indoors. HD means damage is equal to the character s hit die. HD(2) means roll two dice and take the higher one. Dwarves and Halflings cannot use pole arms and long bows. Clerics may use only blunt weapons (no bows, crossbows, spears, polearms, etc.). Armor AC GP Enc Shield +1 10 100 Leather +1 5 150 Helmet +1 20 50 Mail +3 70 350 Plate Mail +5 450 450 Full Plate +7 1980 650 Shields do not add AC for characters in Full Plate but may still be used to negate a blow and splinter. AC Armor ENC GP 11 None 0 0 12 Leather or Shield or Helm 150/100/50 5/10/20 13 Leather & Shield, Leather & Helm, 250/200/150 15/25/30 or Helm & shield 14 Leather & Helm & Shield, or Mail 300/350 35/70 15 Mail & Shield, or Mail & Helm 450/400 80/90 16 Mail & Shield & Helm or Plate Mail 500 /450 100/450 17 Plate Mail & Shield or Plate Mail & Helm 550/500 460/470 18 Plate & Helm & Shield or Full Plate 600/650 480/1980 19 Full Plate & Helm or Full Plate & Helm & Shield 700/800 2000/2010