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Dragon's Run

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Game details

    • Game is open for registration
    • Age range: 13 to 100
    • Player seats: 5
    • Alternate seats: 0
  • Day: Fri, Feb 24, 2012
  • Time: 08:00AM CST
  • Length: 4 hours
  • Game created: Feb 15, 2012
  • Last update: Feb 22, 2012
  • Views: 20
  • Labyrinth Lord, Dungeons and Dragons
  • Characters

    arthir morganis
  • arthir morganis
  • Registered in: Dragon's Run
  • About this game

    This is my homebrew campaign using Labyrinth Lord and D&D Rules Cyclopedia.  Make your first level character using my house rules (see below) and hopefully he/she lives long enough to see it to the bitter, bloody end of this tale, and becomes a legendary hero.

    Premise

    You have come to the edge of the world, and the outskirts of civilization.  The Skavens is a hidden place far removed from the rest of the known lands.  It is a place of beauty, danger, and mystery that will reward those who explore it and live to tell its tales.  There are misty forests, open plains, abandoned mines, hidden ruins, and lonely rivers (each with their own hidden treasures).  If you have come here in search of adventure, you shall not be disappointed, but be wary; a recent evil has risen, as the firm inhabitants of the once prosperous community of Dragons Run will tell you.  Perhaps with some skill, bravery, and luck, one may survive long enough to defeat this wicked company and bring the land to its former splendor.

    Style of play

     

                                                       HOUSE RULES

     

     Character Creation:  Either the LL book or Advanced book, any class or race/class in the books is allowed.  4d6 drop the lowest, arrange to taste.  Full hit points at first level and use the advanced hit dice option in the Advanced Labyrinth Lord book.

     

    At 0 HP you are unconscious and dying, make a save vs. death or die. You can attempt this save an amount of times equal to your level, but only once per round. If you fail, you lose one hit point. If it is your last time allowed to make a save and you fail, you are dead. If your HP ever reaches below negative 5 plus your CON modifier in negative, you are dead.
    Example: If your CON is 16, that is a +2 modifier, so you would be dead at negative 7 HP (Or if you failed your death saves).

     

                                                        :::::::::: Skills:::::::::::

     

    Skills are based on your attribute scores. To attempt a skill, roll on or under the appropriate ability score. (Certain situations will provide your character with bonuses or penalties).
    While all characters may attempt any skill, each character is particularly good at a few specific skills: When you make a character, you get 3 skill points plus INT modifier. Every point gives you a +1 bonus to the corresponding ability score of that skill. (You can choose any specific skills appropriate to your character. Skills are at the discretion of the GM of course!) Some example skills are "Intimidation, "Climbing" (not sheer surfaces; that is a Thief special skill only) "First Aid", "Crafting Boats" etc.
    Example: If your INT is 17, and you put two points into “Crafting Boats”, then you would have to roll a 19 or less to succeed (17 INT + 2 skill points) Assuming there were no penalties, i.e. very few supplies or materials available to the character.
    Skill points added to an ability score cannot go higher than 19 because a 1d20 roll resulting in a “20” is an automatic failure; likewise, a “1” is an automatic success. You get an additional skill point at level 5, 9. 13, 17, 21 etc. (Demi-humans get 1 point every additional 800,000 XP past their level cap). You may add that point to an existing skill or spend it towards a new one (as long as the sum of the skill points and ability don’t add up to 20).

     

                                    ::::::::::::::: Saving Throws:::::::::::::::::::::

    You apply your ability modifier to the appropriate save. (From D&D Rules Cyclopedia p. 266)
    Strength: Modifies saving throws vs. Paralysis/Turn to Stone
    Intelligence*: Modifies saving throws vs. mind attacks (charm, confusion, sleep, fear, etc.).
    Wisdom*: Modifies saving throws vs. Spells
    Dexterity: Modifies saving throws vs. Wands/Dragon's Breath
    Constitution: Modifies savinth throws vs. Poisoin (but not Death Ray)
    * combined modifier cannot exceed +/- 3.

     

                                                        :::::::::: Weapon Skills:::::::::::

    (From D&D Rules Cyclopedia p. 75) Fighters begin with four weapon choices. Four weapons must be chosen at Basic Mastery. Also, weapons chosen are specific, i.e. short swords, long swords, not just swords. All other humans start with two weapons at Basic Mastery. Demihumans start with all weapons at basic mastery with weapons allowable by their class but do not progress by level (however, they still may receive training to improve weapon masteries),
    Level Fighters Other Humans
    1.......................................4............................................................2
    3.......................................5............................................................3
    6.......................................6............................................................4
    9.......................................7............................................................5
    etc.
    *at level 23 and 27, Other Humans get 8 choices. At 30 and 33, Other Humans get 9 choices. Finally at 36, Other Humans get 10 choices
    Weapon Mastery.

    Unskilled = half damage with melee weapons.
    - minus 1 to attack with ranged weapons.

    Basic = No Bonus and no penalties with melee weapons.
    - Rolling very low with ranged weapons while firing into
    melee may hit allies in melee.

    Skilled = +1 attack roll.
    - No penalties with ranged weapons firing into melee.

    Expert = +2 attack roll

    Master = +4 attack roll

    Grand Master = +6 attack roll