Wednesday, December 10, 2014

Ideas From The Old Labyrinth Lord Forum


One of the reasons I back burnered Heroes of the Dungeon Crawl.  After releasing the Basic Charts Edition was because Labyrinth Lord came out.  In 2007, I was active on the Labyrinth Lord forums and even edited a couple adventures that were released.  I wanted to share a couple ideas I had posted way back then for those who may be interested...

 By the way, The HotDC Book is available a Lulu in PRINT       Or FREE DOWNLOAD...



A Map From The Old Days

I believe I have the beginnings of an idea for my first Labyrinth Lord adventure. I've mentioned it in other threads, and will probably get into more discussion of it here.

But this first post goes back to 1982 when I played out of a red book edited by a guy named Tom.

After going through B1 and B2, we started making our own dungeon crawls . I don't have many of the early ones that I did, but I have a few. My brother was the DM and could be brutal at times, but those were fun times.

It so happens that I have a copy of the first map he did. He has long since put away his dice, and he lost most of his old creations to his ex girlfriend. I managed to salvage some of them.

Anyway, this comes from a copy of the map that I have cleaned up a bit.



The adventure was called When In Doubt, Seek It Out. He liked to name dungeons after sayings for some reason. He had another one called When The Going Gets Tough, The Tough Get Going.

We did a lot of Hack N Slash playing in those days, but we had fun. I don't have the key to this one, but it was basically first and second level stuff with a touch of third. Goblins, Kobolds, Orcs, that sort of thing.

There were a few things I recall about this one, though.

1-One room had a pair or Ogres climbing the walls for some reason. I think one of my characters may have said something to them and one fell from the wall. A fight broke out. I'm sure there was PC death in that one.

2-The main point of the plot comes from the room in the upper left corner. There was an alter. There were some evil wizards using a stone to animate undead. There were Zombies in this room (not sure how many).

3-As a welcoming moment to the party, you'll notice at the entrance was trap. A nice little ten foot pit trap. I know I lost characters to that type of trap, and there might have been a death there too. My brother loved traps.

I wish I had the key for this one. I know my brother ran others through this one and I ran people through it as well. Those were fun times. I still have many maps and all of our original characters (that lived anyway).

Though it's not on the drawing board at the moment, I'd love to do something with this map for old time's sake.



An Idea For A Labyrinth Lord Adventure



This was my post from the Filling The Known Lands thread. At the moment, I am taking notes and in the early process of creating something based on it.

Back in the 80's, my cousin and I did two D&D books for the fun of it, The Pro Set and The Book Of Options. The latter had an idea in it that I always wanted to try.

I made a chart of the half hit dice monsters. I may have written an adventure or two, but I can't seem to find any now. The idea was simple. I wanted to try doing an adventure for a party of thieves and magic users.

The problem is obvious. Without the heavily armored fighter or the cleric or dwarf, you are essentially dealing with an unarmored magic user who only uses daggers and a thief who may have a better weapon, but only slightly better armor. Plus, both only have d4 + constitution in hp's.

These guys could get taken out pretty quickly if you put them up against things that are too tough. But, what if we put our 1st Level thieves and magic users against half HD foes, such as Bee's, Rats, Centipedes, Kobolds and a few new foes of similar HD?

They may have a chance. Hence, a chart was born and an idea was born. Well, let's move it over to Labyrinth Lord. What could we do, and where could we put it?

I was thinking of making it an Old Wizard's School that was abandoned after something bad happened, maybe the school was attacked, or maybe a natural disaster. I was thinking of placing it somewhere near Dolmvay.

The reason the MU's and Thieves were called? Well, perhaps the MU's teacher has asked them to go to the old school to retrieve an old spell book or book of lore of some sort. The thieves are there in case of traps. The book will be on the second level of the school complex.

Can the group survive this challenge? What will they discover waiting in the rooms when they get there? I figured maybe 15-20 rooms per level. A few new monsters introduced to the game. A new place to add a little more lore to The Known Lands.


As I flesh things out on this deal, I have found a few other creatures that could make it into this one. I want to get work done on another project I'm doing, but I think this one could be fun to flesh out.

One possible name for this adventure will be:

Quest For The Ancient Tome

Well, that's one idea anyway. No date for completion is set at the moment. Don't want to put the pressure on myself. I suppose work could pick up on this one when I get my hard copy of Labyrinth Lord next week, but we'll take it as it comes.


Some Dialogue On My Above Idea

Thanks kipper.

I'm gonna leave your comments in bold and put mine in bold blue as you got me to thinking a little bit more on this.

By the way, the map in this thread is for a different idea, though I may look at doing something with it. Oh, and thanks for the comments Glgnfz. Might be a while before I do anything with it as I have a list of other things I'm working on.

Anyway...

That "Old Wizard's School/Quest for the Ancient Tomb" adventure idea looks really good! I'm looking forward to seeing what you do with it!

Here are some ideas for encounters the PCs might have (I'm usually not very good at this type of stuff, but your idea has got me thinking...)


Thanks. I've had these thoughts of trying to do something with half hit dice monsters and an adventure magic users and thieves could do for years now. There are plenty of options, and I like what I've got on scratch paper so far.

Oh, and I'm always up for suggestions. Somebody may come up with something I'm not looking at. I will give credit to anybody for ideas used.


1) Rats have got into something magical, giving them some kind of special abilities, I'm thinking human-level Intelligence. They've built a little town (maybe in the Library out of old books?) with houses, stores, and the like. Perhaps they are at war with another group of rats (feral rats, or another group of intelligent ones which have split off?) and/or another monster such as centipedes or feral cats? They may have some item they are willing to give the PCs in exchange for their help. The PCs will first have to realize they are intelligent and devise a way of communicating with them...

I've definitely got giant rats in this one. I tentatively placed them in the old cafeteria, along with giant centipedes. I'll have to look closer at your suggestions though. In the other project I'm working on I have a rat like humanoid creature called a ratling. Perhaps there could be a mutation from the magic that made them that way.

One of the ideas in this adventure is that the magic got out of control making it an unsafe place for young students to learn.


2) A mixture of magical chemicals (inside an old alchemical laboratory) has generated some kind of new life form. Chemical-based, perhaps with toxic/noxious gas or the like. The PCs will have to 'think' their way around this problem (No ideas exactly how yet !)

I have that one thanks to a little prodding from Skathros and Dan. I wouldn't recommend going near them. Unfortunately, the party may have to. They are called Globules and are stated in a section of the Open Workshop if you want to take a look.

3) An old familiar of one of the ancient Magic-Users is still alive, albeit senile. Some things it tells the PCs are true, others are incorrect. Perhaps it thinks the school is still up and running, mistaking the PCs for new students?

Hmmm... I hadn't even considered that angle, and yet I think it works with this adventure. Perhaps I'll have to figure out who he (or she) is. In keeping with the theme, a magic experiment went awry and made this creature that way.

I did have the idea of having a group of kobolds here with their leader actually understanding 1st level magic and having the ability to cast spells.

That had me considering the possibility of creating a Kobold Shaman class, but that will have to keep. Need to focus on my project.


4) Giant Bees have nested in the roof. This is not much of a problem, except there is a hole in the roof of one room of the top floor, and the bees have built their hive down into it. The room's walls and floor will be covered with honeycomb and honey, making progress difficult for the PCs. If they can make enough smoke, they can keep the Bees away temporarily to make their way through, but they still need to slog through the thick, sticky honey before their smoke source runs out... (Maybe this smoke source can be found in the alchemical lab, noted above ?)

Giant Bees are definitely a part of this one. The magic users were using magic on normal bees to create healing honey, but things went awry. Suddenly, there are Giant Bees. However, you have added some ideas that could be considered here.

Fortunately, I only have a map of how the buildings are placed here, but not how the rooms are laid out, so there is plenty of room for adjustments.


5) The food stores in the cellar have long since rotted, now all that exists are some Rot Grubs, and they haven't fed in a really long time...

I'll have to look into this one a little bit. I had ideas for this area, but I hadn't even considered this possibility.

6) A small group of Kobolds is using one of the rooms (perhaps just inside a 'secret' back door to the School?) as a temporary base, while they raid neighboring farms for food. If the PCs can find this door and/or bribe the Kobolds, it will give them an alternate entrance to the School. The main/front door to the school is rumored to be trapped with magical runes...

Ah, this one is similar to my plot. The kobolds are an important part of the quest. When the school was actually being used, they were a nuisance for the magic users, though nothing they couldn't overcome when they had to. The kobolds know the lay of the land here and who occupies what. They know where a certain key is that the group will need to complete the quest. But, can they be trusted?

Also, the place the key is being hidden is not going to be a cake walk for the group.


Thanks for the input. The project is still in early stages. I have another project on the front burner for a game I'm working on, but this is penciled in for next. I'm just taking notes and coming up with ideas. I've got a few ideas not mentioned here too, but I don't wanna give away too many secrets just yet.


No ETA on when things will be done though. I don't want to put too much pressure on myself. I know I'm not the only one excited about Labyrinth Lord and the opportunity we all have to help make this game live.

About Globules

I was asked about a certain "bubbly" creature and what its stats might be

You would have to ask...

Lets see, I consulted one of my ancient tomes, which wasn't easy. I had to translate from kobold to elf and finally to human... Don't ask...


Anyway, this is what I found out about Globules. I must say that I wouldn't want to encounter too many of these at first level. Wouldn't be much fun. Feel free to tinker with this as you see fit.

Globules (water orbs)

No. Enc. 2-20
Alignment: Neutral
Move: 60’ (20’)
Armor Class: 9
Hit Dice: ½
Attacks: 1
Damage: 1-4 + Sleep
Save: F1
Morale: 9
Hoard Class: XIII

Through decades of contentious magical experimentation conducted by wizards and alchemists, in which the refuse was dumped heedlessly into the water drainage system, a strange phenomenon occurred. A strange and somehow intelligent water based creature shaped like an orb and full of a toxic air was created. The toxic air within the globule acts as a sleeping gas, and if the globule manages to hit and put a victim to sleep (save versus poison), that victim will become trapped within the orb. There is a 25% chance of the victim falling into the water while trapped within the globule. A trapped victim will be suffocated in 1-5 (1d6-1) rounds, but can be saved if somebody kills the globule. This has to happen prior to the globule sinking into the water. If it manages to kill it's victim, the globule will release that body and return above the water in search of another victim. That body will float back to the surface of the water unless weighted down. Once a Globule is destroyed, it will reform 1-3 globules within 2 days. This can be prevented if the water is drained from the area and placed in a location where it can evaporate or if it is soaked into land or fabrics, such as rugs or blankets.


Taking Some Of The Lethality Out Of Early Adventures

We had a thread that talked about Total Party Kills. I'll throw out the link in case you missed it:

http://www.freeyabb.com/phpbb/viewtopic.php?t=68&mforum=goblinoidgames

(Forum no longer up) 


The reason I'm starting this thread is to start a discussion on the topic of taking some of the lethality out of the early adventure.

Blasphemy!  You may say. Well, you have a point. This was one of the things that made the game Labyrinth Lord emulates so special to me. You could die easily in the beginning. No big deal to me, actually. A few dice rolls, a couple minutes and I'm ready to go again. But, the gaming world has changed.

Gunslinger had a very good point to make in his statement, which in part read:

It's actually one of the biggest reasons I have a hard time getting people to play. "Too easy to die."

This may not be a big deal to some, I suppose. If so, don't mind me posting this. I want to offer ideas to help the newbie to LL. At some point, a Book Of Options or whatever may be put together with cool additions to the game.

I know one poster is interested in Half Orcs. New creatures for the game are already in the offering. At some point, a book may be written to include all of these things.  Or not, I don't know.

Anyway...

In the game I have been working on, I have addressed this very issue and included some of these options.

Basically, Joe RPG'er (Very original) comes to LL from the world of 3.5. He's an RP'er first and a Hack N Slasher second. He rolls up a thief, gives him a background. He's proud of his creation, despite only having 3 HP's. Well, one encounter into the game, and an arrow to the chest from an angry orc later, he's toast.

NEXT...

Joe is only going do this so many times, and then he's giving up on the game. He won't give it a chance.

So, what can we do? The rules are fairly simple. One of the things I think most of us like about this game is the simplicity of it.

Actually, it won't take much. Let's look at a few options.

1-One or two potions of healing to start with. This may be the easiest way to handle it. One of the nice things about LL is that a 1st level cleric has that 1st level healing spell, but this idea goes a little further.

2-If you are starting in a dungeon near the town, you can also use an old computer RPG idea and just let the characters see a local healer for 5 or 10gp per healing at first.

3-Maximum Hit Points to start, plus an assumed 18 constitution bonus, for 1st level only. The magic user and thief now have 7 HP's, meaning they should be able to handle at least 1 hit from most 1st level threats. A fighter now has 11 HP's.

This is for 1st Level only. After that, you have to roll for it.

4-The 1st level monsters that can use any weapon should be armed with no better than short swords or daggers. This keeps damage down to a minimum.

Note that this should NOT apply to the final battle scenarios. If you are facing the Orc King, for instance, he should have that sword or whatever, and he may even have a + to attacks and damages.

I know, I know. These ideas coddle the new player a little bit. That ain't the way my brother did it back in the day. In fact, he had a death quota. Still loved to play in his games.

But, this is different. We are trying to get people to sit down and play, and some of these people play the newer, slicker games. They can always go back to them. The newcomer who either has played none of these games or hasn't played since the 80's won't want to play if his characters are getting whacked left and right.

I should note 4a, which is if they do something stupid, they are going to die, even with these adjustments. If they do, let them die.

5-Go easy on the traps and death by poison stuff. I know, traps are a way of life in this game, but quick deaths like this are going to discourage people from playing.

Now, by no means am I saying don't do any of this stuff. Look, if you walk into a room with an unguarded treasure and think you can just strut up to that chest and take it, you deserve to suffer the consequences. Plus, it's the only way they will ever learn.

What I am talking about is throwing a 10' pit into a hallway that leads to nothing special in the first place and that sort of thing. Putting the new characters into constant battles with creatures that have poison or other special attacks is just asking for that new player to walk away.

Get that player to the table, let them experience some success. Once they get used to things, make them work for it a little harder.

6-Bandaging as an option. Wounded in battle, down to 0 hit points, get that guy bandaged fast. This isn't original, but it is a good option. In the game I'm working on, I have left the chance that death will happen anyway or that this character will die unless healed immediately.

Well, these are just a few ideas to consider. What I would like to see is any ideas that go along these lines. I know this isn't for everybody. Some games are going now that don't need any of this sort of stuff. But to those who are looking for these sorts of options, here you go.

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