Showing posts with label AEC. Show all posts
Showing posts with label AEC. Show all posts

Saturday, March 16, 2019

[Advanced Labyrinth Lord] Ransoming Player Characters

One factor in adventuring that has long been forgotten in Dungeons & Dragons, even through to Labyrinth Lord, is the possibility of ransoming captured characters. While the idea of ransoming captives is an old one in gaming, likely originated in and used to this day in RuneQuest, it was apparently only mentioned briefly by Gary Gygax in D&D in the module B2: The Keep on the Borderlands. There, he mentioned that, “Organized  tribes can optionally be allowed to take player characters prisoner, freeing one to return to the KEEP to bring a ransom back to free the captives. Set the sums low – 10 to 100 gold pieces (or a magic item which the ransoming monsters would find useful) per prisoner.”

Ransoms are actually part of the original DNA of the game. In OD&D, brigands, bandits, nomads, pirates, and buccaneers all kept prisoners for ransom (or to sell as slaves). Historically, ransoms were actually the way many such groups – as well as nobles – got cold, hard cash to add to their treasuries. And so, ransoms – or at least, the potential for them – are going to be added back into campaign. This enables player characters to have a third “out,” so that combat does not always end in death or retreat.
 

Of course, not all creatures are willing or even able to take on prisoners with the hope of gaining a ransom. Most humanoids have long come to the understanding that in exchange for taking a pass at a fine dinner of man-flesh they may earn themselves a significant treasure – but not all have learned this, nor do all care. Under no circumstances will a humanoid or monster take prisoners for ransom if the player characters have slaughtered their young or elderly, defaced their places of worship, or otherwise caused such pain and consternation that the treasure gained would never outweigh the desire for revenge. Also, humanoids never take their ancient racial enemies prisoner for anything less than torture and sacrifice – goblins never give quarter to dwarves, nor orcs to elves, nor kobolds to gnomes, except as  ruse to capture them for torment and worse.

Human scum – bandits brigands, nomads, pirates, and buccaneers especially – are always interested in taking prisoners for ransom. They have no desire to battle to the death, and they find it a very lucrative trade. Nobles usually only take other nobles or wealthy merchants for ransom; others are enslaved or killed out of hand. Slavers are more likely to take prisoners to sell, unless the captive is very wealthy, while berserkers and cavemen take captives only to torture and/or eat. Pilgrims generally turn dangerous adventurers over to local authorities (if Lawful) or keep them to sacrifice at their unholy shrines (if Chaotic). Druids keep interlopers prisoner until it is time to light the Wicker Man; dervishes release their enemies back into the desert, though without equipment or even clothing, to let the wastelands be judge, jury, and if needful, executioner.

Other monsters and monstrous races may take prisoners to keep for ransom if they are intelligent, capable and willing to work with two-leg creatures, and greedy for treasure. Vampires, medusae, manticores, dragons, lycanthropes, satyrs, and centaurs are all likely to take prisoners for ransom. Most other monsters are either too inimical to humans and demi-humans, too hungry, too disorganized, or just too stupid to recognize the possibilities to taking prisoners for ransom (these others are more likely to take prisoners for their larder or for torment).

Creatures of lesser intelligence and non-discerning temperament such as humanoids will usually ransom anyone for 10 to 100 gp, regardless of social class or station (they will keep all equipment and treasure found on the character, of course). But be sure that the messenger they send back to civilization hurries – they are not known for their patience, and sometimes their lust for entertainment or hunger will get the better of them!
 

Humans and intelligent monsters are more likely to try to suss out their prisoners and find out just how much they are worth – a noble is obviously worth more than a mere peasant, a 5th level son of a duke is worth far more than a 5th level mercenary, and magic-users and clerics are often worth as much as a noble to their guild or temple! In such cases they will usually set the ransom at 100 gp per level of the character, more if of noble family or wealthy connections, less if of poor or modest means.

Failure to pay the ransom in the demanded amount of time ensures the wrath of the captor. Humanoids and monsters either eat or enslave the offenders, while humans are more likely to kill or sell their captives into slavery. And of course, in the case of captors of thoroughly Chaotic sort, there is no guarantee they will honor the deal even if they are paid the ransom!

On the player character’s part, in order to even take advantage of the opportunity for ransom, they must set up a ransom with someone back in civilization – someone close and readily accessible, someone that they can trust to pay the ransom when demanded. Player characters with families can usually count on them to pay a ransom if it is within their means, or even if they have to borrow heavily to do so – provided the character is on good terms with their family. Black sheep need not apply.

Characters who belong to guilds or similar organizations – temples, mercenary guilds, wizard guilds, thieves’ guilds, and the like – can count on these organizations to come to their aid, again, provided their fees are up to date and they are in good standing. Ion any case, the character, unless he has the fund on deposit, will be required to pay back the ransom paid, with interest, and is beholden to the family or organization even moreso until it is paid.

So, as players, please remember this third option! Not all battles need to be to the death. You now have the option of living to fight another day – and seeking revenge on those who captured you and ransomed you! 

Friday, March 15, 2019

[Advanced Labyrinth Lord] Half-Elf Race and the Half-Elf Racial Class [Minstrel]

HALF-ELF RACE
Requirements: None
Ability Modifiers: None
Ability Min/Max: STR 3/18 (17), DEX 6/18, CON 6/18, INT 4/18, WIS 3/18, CHA 3/18
 
Half-elves are the result of the union of human and elf, and as such they seldom fit into either society. They often inherit a love of nature from their elven parent and a vibrant curiosity and ambitiousness from their human parent. In some lands there are settlements of half-elves, where elves and humans mingled for long centuries.
 
The child of a half-elf with a half-elf, elf, or human is a half-elf. Half-elves and half-orcs can have children; however, only 1 in 4 survives birth, and such children are always human (perhaps with slightly pointed ears, enlarged canine teeth, elvish or orcish eyes, or other remnant of their other-than-human heritage).
 
Half-elves have pointed ears like elves and are slighter of build than humans of the same height. Half-elves average 5½ feet tall and typically weigh 140 pounds. Half-elves typically live for 250 to 350 years. Half-elf skin, hair, and high color are highly variable, depending on the nature of their human and elven parents.
 
Male half-elves have a base height of 5’6”, females 5’3”. To this (d10) 1-2 Subtract 1d6”, 2-5 Subtract 1d4”, 6-8 Add 1d4”, 9-10 Add 1d6”.
 
Male half-elves have a base weight of 140 pounds, females 110 pounds. To this (d6) 1-2 Subtract 2d6 pounds, 3-5 Subtract 1d8 pounds, 6-8 Add 1d8 pounds, 9-10 Add 2d6 pounds.
 
Half-elves start out at the following ages based on class: Assassin 20+5d4, Cleric 30+3d4, Half-Elf 35+12d4, Fighter 20+4d4, Magic-User 35+3d4, and Thief 20+5d4. When multiclassing, take the highest base age and add modifiers from all classes.
 
Age provides the following modifiers to 1st level characters:
• Adolescent (24 to 44) -1 to Wisdom and +1 to Constitution.
• Adult (45 to 99)  +1 to Strength and +1 to Constitution.
• Middle-Aged (100 to 179) +1 to Intelligence and +1 to Wisdom.
• Elderly (180 to 249) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.
• Venerable (250 to 350) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.
 
To determine skin, hair, and eye coloration, choose from the elf and human lists, or roll d6 for each category separately, 1-3 as per human parent, 4-6 as per elven parent. Use similarly for elf/half-elf, half-elf/half-elf, half-elf/half-orc, and human/half-elf mixes.
 
Half-elves have 60’ Infravision.
 
If actively searching, half-elves can detect hidden and secret doors with a roll of 1-2 on 1d6.
 
Half-elves have inherited a resistance to the paralyzing effect of ghouls, receiving a +4 to saving throws against this effect.
 
As a strange side effect of the merger of elf and human blood, half-elves have a significant chance of possessing psychic abilities. This chance is equal to the sum of their Intelligence, Wisdom, and Charisma scores as a percentage, rolled once at character creation. Psychic half-elves can use the message spell once per day per level. At 3rd level they gain the ability to use ESP once per day per three levels. At 5th level they gain the ability to use clairaudience/clairvoyance once per day. Non-psychic half-elves gain a +2 bonus to save against any mind-affecting spells or other such effects.
 
Half-elves speak their alignment language, Common, Elvish, Gnoll, Hobgoblin, and Orcish.
 
Half-elves may select from the following classes, with the indicated level limits:
 
 
Half-elves have the widest range of multi-class possibilities among the demi-human races. Combinations include assassin/cleric, assassin/fighter, assassin/magic-user, assassin/minstrel, cleric/fighter, cleric/fighter/magic-user, cleric/magic-user, cleric/magic-user/ranger, cleric/minstrel, cleric/ranger, druid/magic-user, druid/magic-user/ranger, druid/minstrel, druid/ranger, fighter/magic-user, fighter/magic-user/thief, fighter/minstrel, fighter/thief, magic-user/minstrel,  magic-user/ranger, magic-user/thief, minstrel/ranger, minstrel/thief, and ranger/thief. Assassin/minstrels and minstrel/thieves gain an additional +5% bonus to their climb walls, hide in shadows, and pick pockets abilities.
 
Half-elf assassins, minstrels, and thieves receive the following bonuses to thief abilities:
 
HALF-ELF RACIAL CLASS [MINSTREL]
Requirements: Dexterity 12, Intelligence 12, Charisma 12
Prime Requisite: Intelligence and Charisma
Hit Die Type: d6 (d8 Advanced Option)
Racial Level Restrictions: Half-Elf 12
 
HD at 1st Level: 1d6 (1d8 Advanced Option)
XP Needed to Attain 2nd Level: 2,735
Attacks: As Thieves, THAC0 19.
Saving Throws: As Elves: Breath Attack 15, Poison or Death 12, Petrify or Paralyze 13, Wands 13, Spells or Spell-Like Devices 15.
Allowed Armor: Minstrels may wear padded, leather, studded leather, ring mail, and chain mail armors.
Allowed Weapons: Minstrels may wield the long bow, short bow, club, light crossbow, dagger, dart, javelin, quarterstaff, scimitar, sling, spear, bastard sword, long sword, and short sword.
Alignment: Minstrels are usually Neutral, but some are either Lawful or Chaotic. All are dedicated first and foremost to their art.
 
MINSTREL CLASS ABILITIES
Musical Instruments: At 1st level a minstrel must choose three musical instruments in which she is expertly skilled, which she uses with most of her minstrel abilities (those marked with an asterisk (*)). She may choose an additional instrument at 3rd, 6th, 9th, and 12th levels. Whenever using an instrument in which she is not expertly skilled, the minstrel halves her base chance, rounded down.
 
Cunning Linguist: A minstrel learns one additional language every odd level, including 1st level. A minstrel can learn Thieves Cant and the secret languages of druids and illusionists if she can find a teacher. Due to the minstrel’s extensive travel and interaction with strange folk, she can also attempt to communicate in a strange language, read unusual writing or runes, or read a magic-user scroll. Cunning Linguist skill starts at 20% chance at 1st level.
 
Charm*: Once per day per level, the minstrel can attempt to use her musical talents to charm an individual or small group of beings. The song requires two rounds, plus one round per target beyond the first. At the end of the song, the minstrel rolls against her chance to charm roll. If successful, the targets must make a saving throw against spells, or are charmed as per the 1st level magic-user spell, charm person. At 3rd level, this ability can be used to charm mammal, as per the 2nd level druid spell. At 5th level, this ability can be used to make a suggestion, as per the 3rd level magic-user spell. At 7th level, this ability can be used to charm monster, as per the 4th level magic-user spell. A minstrel may try to charm any one target only once per day. Charm skill starts at 35% chance at 1st level.
 
Counter-Song*: A minstrel can use a song to counter the ill-effects of hostile sounds, whether the sounds are songs, chants, wails, or even commands and suggestions from magical spells. Only one such attempt may be made per effect. Increase the chance of success by 5% every level the minstrel has greater than the level/HD of the opponent; similarly, decrease the chance by 5% for every level/HD the opponent has on the minstrel. If successful, the minstrel must continue singing as long as the opponent uses the effect. Counter-Song skill starts at 35% chance at 1st level.
 
Influence*: This is the minstrel’s base chance to alter the reaction of a group, favorably or otherwise, to the minstrel and her group or toward others. Success means the targets are influenced one step toward friendship or one step toward hostility, depending on the results desired by the minstrel. An attempt requires three rounds of uninterrupted song. Failure indicates the group is unaffected; a 96-100 on the roll means the opposite of the desired effect occurs. A minstrel may continue to influence any group until failure occurs. Influence skill starts at 40% chance at 1st level.

Inspire*: The minstrel may sing a rousing song or emote a heroic couplet for two rounds, then roll to see if she succeeds at inspiring her allies. Success increases morale of allied NPCs by +1 and grants all allies a +1 bonus to hit and to saving throws. Inspiration lasts for one minute per level. When the duration ends, or even before, the minstrel can attempt to inspire allies again. Failure indicates the minstrel cannot again inspire her allies again during this battle. Inspire skill starts at 50% chance at 1st level.
 
Lore: Minstrels learn a little about everything in their travels and interactions with others. Lore represents the ability to know something about local history, politics, society, heraldry, the underworld, and gossip; the higher a successful roll, the more the minstrel knows about that person/place/thing/event. Lore is also the chance for a minstrel to recognize a named, unique magic item, relic, or artifact, and know some or all its abilities, potentially including command words and curses. Lore skill starts out at a 15% at 1st level.
 
Perfect Pitch: Minstrels have a +2 bonus to save against any form of sonic, sound, and/or music-based attacks.
 
Perform*: This is the minstrel’s base ability to perform, singing and playing her instrument to entertain crowds. Success indicates the crowd is entertained; the higher the successful roll, the better. A performance requires a full turn (10 minutes) at base chance. Rolling 96-100 is always a failure. If successful, divide the final roll by 10 (round up) and roll that many six-sided dice to determine the coins that the crowd gives the minstrel; low class is in cp, middle class is in sp, and upper class is in gp. Failing by 20 or more means rotten tomatoes and other vegetables are thrown at the minstrel, at the very least. Perform skill starts at 60% chance at 1st level.
 
Repartee: A minstrel can utter a witticism, jest, or jibe of such potency, that it can stun, paralyze, render unconscious, or even kill those who hear it. Utterance of a witticism requires one round, and it can only affect intelligent creatures who can hear and understand the language in which it was spoken. A successful witticism requires those who hear it to make a saving throw versus Death. Those of low Intelligence are at an advantage; apply any Intelligence modifier as a penalty to the saving throw (thus, a penalty becomes a bonus, a bonus becomes a penalty). At 1st level, a successful witticism stuns for 1d4 rounds; at 4th level, it paralyzes for 1d4 rounds; at 8th level, it renders victims unconscious for 1d4 rounds; and at 12th level, it kills. A minstrel must make a saving throw against her own repartee, though she gets a +4 bonus to the saving throw.
 
Stealthy: Minstrels can climb walls, hide in shadows, and pick pockets as a thief of the same level.
 
STARTING EQUIPMENT [MINSTREL]
Armor: Studded Leather Armor (AC 7).
Weapons: Quarterstaff, Scimitar, Long Sword, or Short Sword; 2 Daggers; Short Bow and 20 Arrows or Long Bow and 20 Arrows.
Special: Three musical instruments (the same three in which the minstrel is expertly skilled at 1st level).
Special: 1 Adoring Groupies (1d3), 2 Book of Limericks (targets save at -1 to Repartee), 3 Fine Riding Horse with Saddle and Tack, 4 Magical Musical Instrument (+5% to all skill checks), 5 Map to a Random Treasure, 6 Satyr/Satyress “Companion.”
Fast Pack: Choose one: Dungeoneer’s Pack, Mercenary’s Pack, Traveler’s Pack, or Wilderness Pack.
Clothing: Three suits of Commoner, Courtier, Fancy, Fine, Minstrel, Rustic and/or Stealth clothing, plus hat and full-body cloak with hood.
Wealth: 1d10 each of gold, silver, and copper pieces. You have a chance equal to three times your Charisma score as a percentage of having an additional d100 each of copper, silver, and gold pieces from recent successful performances.

Wednesday, March 13, 2019

[Advanced Labyrinth Lord] Class Level Title Redux -- Emendations and Additions

After a thorough going over, I have made some changes to the 10 existing class level titles and added six new class level title listings.

I changed the druid listing, for various reasons; that is the major change to the existing tables:


I have also added six new listings, for the three racial classes I have enhanced and the three racial classes I have added to my class list. These six are:

Halfling Bounder
Dwarf Delveguard
Elf Fey Knight
Gnome Korrigan
Half-Elf Minstrel
Half-Orc Reiver


All six are going to be released in a product through James Mishler Games once I finish it... hopefully sooner than later. A preview will be forthcoming later this week.

Monday, January 24, 2011

[The Realm] Divine Spell Caster Types and Spell Lists

Clerics of Lawful Temples
Must be Neutral, Lawful, or Lawful Good
Turn Undead, Demons, and Devils; Command Angels

Level 1
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection from Evil
Purify Food and Water
Remove Fear
Sanctuary

Level 2
Augury
Bless
Delay Poison
Find Traps
Hold Person
Resist Cold
Resist Fire
Silence

Level 3
Continual Light
Cure Blindness/Deafness/Muteness
Cure Disease
Cure Serious Wounds
Remove Curse
Locate Object

Level 4
Create Food and Water
Divination
Exorcize
Neutralize Poison
Protection from Evil 10’ Radius
Tongues

Level 5
Commune
Cure Critical Wounds
Dispel Evil
Divine Strike
Quest
Raise Dead

Level 6
Heal
Heavenly Bridge
Summon Angelic Protector
Wall of Light

Level 7
Holy Word
Restoration
Resurrection
Righteous Wrath

Clerics of Chaotic Temples
Must be Neutral, Chaotic, or Chaotic Evil
Command Undead, Demons, and Devils; Turn Angels

Level 1
Cause Fear
Cause Light Wounds
Command
Darkness
Detect Magic
Mask Evil
Protection from Good
Putrefy Food and Water

Level 2
Bane
Chaotic Cacophony
Felonious Freedom
Fiendish Fetters
Gout of Flame and Fire
Obscure Trap
Ray of Cold
Speed Poison

Level 3
Animate Lesser Undead
Bestow Curse
Cause Blindness/Deafness/Muteness
Cause Disease
Cause Serious Wounds
Continual Darkness

Level 4
Baleful Babble
Black Tendrils of Chaos
Envenom
Magic Jar
Protection from Good 10’ Radius
Summon Least Demon/Devil

Level 5
Animate Greater Undead
Cause Critical Wounds
Domination
Embolden Evil
Finger of Death
Summon Lesser Demon/Devil

Level 6
Animate Objects
Harm
Summon Greater Demon/Devil
Wall of Darkness

Level 7
Destruction
Gate
Sinister Symbol
Unholy Word

Mystics
Must be Neutral
Str 12+, Dex 12+, Wis 12+
Advance and Cast Spells as Druids
May use any weapon but may not wear armor
Dodge Missiles, AC Bonus, Unarmed Attacks, and Movement Rate as per AEC Monk class
Modifies AC based on Wisdom or Dexterity, whichever is worse
No other Monk abilities; No Turn or Command abilities

1st Level
Comprehend Languages
Detect Evil
Detect Illusion
Detect Magic
Jump
Resist Cold
Sanctuary
Strength

2nd Level
Delay Poison
Detect Invisibility
Feign Death
Invisibility
Levitate
Resist Fire
Rope Trick
Speak with Animals

3rd Level
Dimension Door
Snake Charm
Speak with Dead
Speak with Plants
Striking
Tongues

4th Level
Clairaudience/Clairvoyance
Haste
Neutralize Poison
Nondetection
Protection from Electricity
Protection from Fire

5th Level
Power Word Stun
Project Image
Speak with Creatures
Telekinesis
Teleport
Water Walk

6th Level
Legend Lore
Lesser Globe of Invulnerability
Power Word Blind
True Seeing

7th Level
Astral Projection
Globe of Invulnerability
Power Word Kill
Wind Walk

Druid Spells
Must be Neutral
Con 12+, Wis 12+, Cha 12+
Advance and Cast Spells as Druids
Turn (at +1 level) or Command (at -1 level) Animals and Plants
Identify plants/herbs, animals, and clean water, plus pass through thick vegetation with no penalty at 1st level; assume small and medium animal shapes at 3rd; assume large animal shapes and immune to sylvan charm at 7th.

1st Level
Animal Companion
Detect Snares and Pits
Divine Weather
Entangle
Locate Creature
Pass Without Trace
Shillelagh
Speak with Animals

2nd Level
Animal Invisibility
Barkskin
Charm Mammal
Find Plant
Snake Charm
Stumble
Summon Animal I
Warp Wood

3rd Level
Hold Animal
Insect Swarm
Neutralize Poison
Plant Growth
Snare
Tree Shape

4th Level
Hallucinatory Terrain
Hold Vegetation and Fungus
Passplant
Repel Vermin
Speak with Plants
Summon Animal II

5th Level
Animal Growth
Anti-Plant Shell
Commune with Nature
Insect Plague
Sticks to Snakes
Tree Stride

6th Level
Anti-Animal Shell
Repel Wood
Summon Animal III
Wall of Thorns

7th Level
Creeping Doom
Summon Sylvan Beings
Reincarnate
Transport via Plants

Elementalist Spells
Must be Neutral
Int 12+, Wis 12+, Cha 12+
Advance and Cast Spells as Druid
May use any weapon; may not wear any armor
Turn or Command Elementals (+1 level) and Genies (-1 level)

1st Level
Burning Hands
Create Water
Feather Fall
Fiery Aura
Manipulate Fire
Resist Cold
Resist Fire
Shocking Grasp

2nd Level
Elemental Weapon
False Gold
Fire Shield
Fog Cloud
Heat Metal
Obscuring Mist
Produce Flame
Resist Fire

3rd Level
Call Lightning
Gust of Wind
Protection from Fire
Pyrotechnics
Stone Shape
Water Breathing

4th Level
Flame Charm
Flash Fire
Lesser Move Earth
Lower Water
Protection from Electricity
Temperature Control

5th Level
Control Winds
Flame Strike
Transmute Rock to Mud
Stone to Flesh
Wall of Fire
Wall of Ice

6th Level
Move Earth
Part Water
Fire Chariot
Wind Walk

7th Level
Commune with Elements
Conjure Elemental
Fire Storm
Wall of Stone

This is a work in progress; still considering changing out some spells, especially for the Elementalist.