You are on page 1of 4

Mystara Online - Dragon's Reach

= Basic Information =

• Playing: Labyrinth Lord (retro clone of the 1980s Basic/Expert set) and the Advanced Companion (material from 1st
Edition).
• Maximum Players: 6, current 4.
• Game Time: every Monday night, 7pm - 11pm Eastern
• Details: online Roll20.net game, using Skype voice, English
• Notes & Rules:
Using Labyrinth Lord Advanced RPG rules. Get it free at www.GoblinoidGames.com
And playing on Roll20 Virtual Tabletop at www.Roll20.net
With Skype for talk, also free at www.Skype.com
Check out the game notes at http://vikshade.suddenlaunch.com/index.cgi?board=immortals
For Facebook alerts, join LairOfTheTechnolich On Facebook www.facebook.com/lairofthetechnolich

= Pitch =

Join the heroes of Dragon's Reach, as they defend the small coastal town from the machinations of evil dragon cults and
the monstrous beasts they serve!

The community of Dragon's Reach has always been at the mercy of dragon raids and reptilian cults. Why are there so many dragons
drawn to this area? The heroes of Dragon Reach have dispatched two cults and the dragons they worshiped, and now the town's
sage has uncovered a long lost secret. At the ruins of an ancient warlord's fortress, the heroes uncover an Orb of Dragons which is
believed to be the source of power that lures the dragons to this land. The characters have dealt with lizard-man dragon cults,
hunted houses and ghosts, fish-men and pirates, and now treachery from the religious faction within the town itself!

Simple character creation and a rules-light system makes for fast paced online play, every Monday night on Roll20.net!
New players are welcome. Contact Vikshade@Facebook.com to find out more. Game On!
Mystara Online - Dragon's Reach

= House Rules =

Rulebooks:
Labyrinth Lord & Labyrinth Lord Advanced Companion

Character Creation:
Characters should be created with the GM in game, this allows everyone to see the dice rolls so no one feels cheated
when a character with a few 16s is brought into play. It also allows the GM (me) to review the character concept to make sure that it
doesn't conflict with the setting or party goals. Finally it allows the GM (me again) to assist with some of the house rules like Wealth
& Background (from the D&D Gazetteers) and the Skill & Mastery system (from D&D Master rules set).

Character Abilities (stats):


Roll 3d6 and assign as desired (LLAC p4). Trade 2 for 1 to increase prime requisites (LLAC p6).

Character Races:

• Dwarves (LLAC p7): are typically Stronghollow clan from mining towns in the Altan Tepes mountains. There are usually
less than a half dozen dwarves in Dragon's Reach at any given time. Nearly all NPC dwarves will be of the "Dwarf" race-
class.

• Elves (LLAC p7): are typically Callarii (high elves) from the from the Radlebb Woods. The local elves are Vyalia (wood elves)
of the Dymrack forest, but they are cautious and distrusting of strangers. There are usually less than two dozen Callarii
elves in Dragon's Reach at any given time, and almost never any Vyalia. Nearly all NPC elves will be of the "Elf" race-class.

• Gnomes (LLAC p8): are typically inventors from Highforge in the Wufwolde Hills. They tend to be secretive and more
focused on the "next big thing" rather than what is going on right now. Humans don't always know what to make of them,
often treating gnomes as children or silly creatures not to be taken seriously, and then feeling offended when they realize
they have insulted the gnome they are dealing with.

• Halflings (LLAC p8): are typically are explorers from the Five Shires to the west of the human lands. Halflings of Mystara
are more like hobbits than the kender-like halflings of newer editions. Most suffer from "wanderlust" for a period of their
lives. They are more likely to do odd jobs or set up a merchant booth than to have a long term trade or business
established. There are often many as two or three dozen halflings in Dragon's Reach at any given time. Nearly all NPC
halflings will be of the "Halfling" race-class.

• Half-Elves (LLAC p9): do not exist in Mystara and are unavailable as a player race. A human woman who breeds with an elf
will either have a human daughter or a stillborn son. An elven woman who breeds with a human will either have a human
daughter or an elven son. That is just the way elven genetics work in Mystara (Gaz5 The Elves of Alfheim).

• Half-Orcs (LLAC p9): are generally regarded with suspicion and disgust. Orcs can breed with anything and the offspring will
always have enough orc traits and features to just be considered an orc. People don't differentiate between a pure blood
orc and a mixed blood orc, they just attack them or call the town guard and flee.

• Humans (LLAC p10): are the dominant race of the region.


The natives to the area are Traladaran. They tend to be short and pale with dark hair and eyes. Traladarans have
seen their land invaded by orcs, beastmen, and now humans. They have been through hard times and have learned
patience, knowing that in time the coin will flip and they will return again to their golden age. They are often superstitious
woodsmen, farmers and hunters who live in small homesteads scattered throughout the country. Common Traladaran
names are Ivan, Yuri, Dimitrov, Sergyev, Petra, Yolanda.
The Thyatians invaded the land over 100 years ago but it wasn't until about 30 years ago that Duke Stefan came
to rule and started working on the infrastructure of the country, building roads and strengthening the economy and
military. Thyatians are olive skinned usually taller and larger than Traladarans. They have mixed blood with other cultures
for centuries and so have a wide range of eye and hair color as well as varied facial features. Thyatians are fierce warriors
and shrewd merchants and politicians who hail from an empire that controls much of the known world. Common Thyatian
names are Stefan, Maximus, Lucius, Olivia, Aleena.
Mixed bloods (Karameikians) are the new generation born of mixed families in the past 30 years. They are
typically the product of Thyatian fathers who came to Traladara and took native wives. Karameikians tend to be more
open minded than either of their parents and are able to adapt better into the new "melting pot" society that the Duchy
has become today. There is plenty of opportunity for them and most people tend to get along well with this new
generation.
Mystara Online – Dragon's Reach

= House Rules =

Character Classes:

• Clerics (LLAC p12) & Druids (LLAC p.14): 1d8 HD. Clerics serve the faithful of either the Church of Karameikos or the
Church of Traladara. Traveling clerics could be devout servants of just one specific Immortal rather than a pantheon, and
by doing so they lose the resources of the church but gain a granted ability from that specific Immortal. Clerics begin play
knowing any two spells from their class list (LLAC p83). Each level they may add two more spells. Additional spells must be
researched or found recorded in holy texts. Clerics (but not druids) never need to learn or memorize "cure" spells.
Instead, they can use the stored energy of any other spell or equal or higher level to cast a cure spell, or it's reverse,
instead of the prepared spell (Cure Light Wounds, Cure Blindness, Cure Disease, Cure Serious Wounds, Cure Critical
Wounds, Heal/Cure-all).

• Fighters (LLAC p15) & Dwarf race-class (LL p10) 1d10 HD. Fighters gain an additional attack at 5th level, 10th level and
15th level (maximum of four attacks). They cannot move or take any other actions in the round that they use multiple
attacks. At 10th level Fighters gain the Smash maneuver (in addition to all other modifiers, take a -5 to attack roll but add
your full strength score to damage). If a Fighter uses the Smash maneuver it can apply to any or all attacks in a round.
Fighters also get more Weapon Mastery slots than other characters.

• Magic-users (LLAC p16) & Illusionists (LLAC p15): 1d4 HD. Gain bonus spells for Intelligence as a cleric does for high
Wisdom (LLAC p6). Magic-Users add two new spells to their books every level, and may add more through research.
Magic-Users are the only class that can learn spells through "scroll conversion". Each morning a Magic-User must study his
spell books for one hour and “memorize” all of the different spells he will have access to that day. Casting a spell uses a
spell slot but any memorized spell can be traded for any other spell of equal or higher level. Because of this it is not
necessary for a Magic User to ever memorize a spell more than once, even if he thinks he will be casting it more than
once. Magic-Users can also cast spells directly from a spell book, if the book has been deciphered (with Read Magic), and
is held open to the spell being cast. Doing so uses a prepared spell of equal or higher level and has a 50% chance of
backfiring and destroying the spell pages while harming the caster (1d6 damage per spell level).

• Monks (LLAC p17): 1d4 HD. Typically these characters are brought over as slaves by the Thyatians from the far away Pearl
Islands. There are no known monasteries of combat monks in this region of the known world.

• Paladins (LLAC p18) 1d10 HD. Paladins are chosen by the Immortals to serve the faith. Once a person gets the call to
become a paladin they can try to ignore it, but often circumstances will guide their path. Traladaran paladins are typically
of Halav if male, or Petra if female. Thyatians have more paladins as their faith includes more Immortals. Paladins of the
Thyatians often serve Diulanna Patron of will, Halav patron of warfare, Koryis patron of peace, Odin patron of rulership,
Tarastia patron of justice, and Vanya patron of conquest.

• Rangers (LLAC p19): 1d8 HD. Rangers always come from the settlement of Foreston and are trained by Vyalia wood elves.
They are taught to revere nature as a servant of Ilsundal, the Immortal patron of elves. Recruits are then brought before a
Tree Of Life and granted their powers. If they ever betray their teachings, they immediately lose all their special abilities
and become a fighter of the same level.

• Thieves (LLAC p20) & Assassins (LLAC p10): 1d6 HD. Thieves can use Back-stab with ranged weapons at up to "short"
range. Thieves can fence goods for about 90% market value if given sufficient time (typically 1d6 days). There are three
major thieves' Guilds in Karameikos. The Kingdom of Thieves is the most suited to freelance adventurers. The Veiled
society is an old Traladaran guild involved in smuggling and trade. The Iron Ring is a gang of murderers, slavers and drug
lords (usually only suited to Assassins and NPC villains).

• Elf race-class (LL p10): 1d8 HD. Gain bonus spells for Charisma as a cleric does for high Wisdom (LLAC p6). Elves do not
keep spell books. They learn two new spells each level, and may learn more with research. Each morning they meditate
and replenish all their spell slots for the day, and then may cast whatever spells they know, depleting a spell slot of equal
or higher level for each spell cast as the day progresses.

• Halflings (LL p11): 1d8 HD. Halflings gain multiple attacks as Fighters. They also have a special ability called Denial.
Whenever a halfling or someone he cares for deeply is targeted by a spell the halfling can shout “NO” and make a saving
throw Vs spells (even if a save isn't normally allowed). If the save succeeds the spell is canceled, and the halfling is
rendered unconscious for one round per level of the spell. When in the Five Shire a halfling gets a +4 to his Denial ability.
Mystara Online – Dragon's Reach

= House Rules =

Other Character Abilities:


• Hit points: All classes use the "Advanced HD" in Labyrinth Lord Advanced Edition Companion (LLAC p21). Any HD roll may
be re-rolled ONCE on 1d4, and the new result must be kept even if it is worse than the original.
• Secondary skills: Roll or choose one skill (LLAC p21) to represent your character's family trade or professional
apprenticeship. Karameikians undergo a “shearing” ceremony which sets out into the world after adolescence.
• Multi-classing: (LLAC p24) Unlike demi-humans, a human character can switch class at any time by seeking out a trainer.
Training in a new class typically costs 1,000 gp and 1 month of time. Taking a second class requires having at least a 16 in
all prerequisites/requirements of that class, while taking further classes requires having at least an 18 in all
prerequisites/requirements for that class. All experience earned from that point on must be split between all classes
(even if further progression in a class is not possible). The character does not combine the benefits of all classes, but
instead uses the best benefits of each class (Hit dice, saves, class features).
• Character skills: Sometimes it doesn't seem fair that the GM calls for a skill check that is within the special area of
expertise of the thief class. Why should a cleric or fighter be able to use stealth by rolling under their Dexterity, when a
thief character may only have a 30% chance to hide in shadows. Anytime a skill check is called for which relates to a thief
skill, such as climbing or stealth, a thief character may assume he has the skill (whether he does or not), and may also
make a percentage roll against his thief ability, if either check succeeds he passes the skill check.
• Other skills and abilities such as Weapon Mastery and Alchemical Talents can be learned from trainers if the requirements
are met (discussed elsewhere).

Adventuring & Combat Rules:


In addition to what is covered in the core Labyrinth Lord rule book (LL p43-p60).
• Spells: Level 1 spells are relatively quick to cast and are not subject to "spell casting constraints" (LLAC p30). Reversible
spells never need to be learned or prepared separately. The base spell can be reversed upon casting if desired.
• Helmets: (LLAC p142) A called shot to the head is at a -4 penalty to strike.
• Parrying: (LLAC p142) A character may use his Dexterity rather than Strength to parry.
• Subdual Damage: (LLAC p142) Subdual damage with a sharp weapon is a called shot at a -4 penalty to strike.
• Two weapon fighting: (LLAC p142) If the secondary weapon is not small the penalty is increased to -4 primary and -6
secondary.

Experience Points:
• XP for Treasure: is only earned when your character spends wealth in game. This option encourages characters to be loose
with the coin and in constant need to seek out new treasure hordes. Spent treasure gets you One XP per GP spent and is
never modified by XP bonuses for high prime requisites, role-play awards, or Quest Leads (see below).
• XP for Roleplay: the GM (me) typically awards a 10% bonus to earned XP for any characters who acted “in character” the
majority of the time, meaning the player avoided being “out of character” the majority of the session.
• XP for Heroics: rescuing someone, saving a life, or even sparing one, earns XP for having defeated the creature to a
minimum of 100 XP. This bonus does not apply to Player Characters looking out for each other.
• XP for Character Background: characters get a bonus 500 XP for having a secondary skill, hometown, social standing, and
family members. There are tables that these can be rolled on or you can choose your background. Either way you do it
there should be a bit of back-story (even just a sentence or two) describing who this person was before he became an
adventurer, and also why he left that life behind to become an explorer or mercenary.
• XP for Journal posts: Posting your character on the forums at
HTTP://vikshade.suddenlaunch.com/index.cgi?board=immortals gets him an easy 1,000 bonus XP.
Posting a quick session summary each time you play him gets him another 500 XP each time. Each should be a separate
post on your character thread with info or personal comments about what happened that game session. These can be
written in character as an actual journal or just a bunch of notes on places people and things relevant to the story. (Note;
at the time of this update I have run 1. Wild Dragon's Den, 2. The Attic of Dromgaard, 3. Wyrmhaven, 4. The Tomb of
Demara, 5. A Night In The Forest. 6. Harrow Hill, 7. Danger at Dunwater. Each of these adventures has taken several
session).
• XP for Quest Leads: a character who finds an important clue or adventure seed gets a %50 bonus to XP earned while on
that adventure. This can be due to a treasure map, an NPC journal, a plea for help by a contact, or a race to thwart an
enemy. Only one character can benefit from having the Quest Lead for each game session, so keep alert for them.
• XP for Reputation: having NPC contacts awarded by the GM grants you a one time bonus to XP at each new tier. Contacts
have requirements (based on their field of interest) that must be met before the PC will be considered a “go to” resource
for the NPC. The tiers of renown and one time XP awards for each are;
1 contact = Well known 500 XP bonus.
3 contacts = Respected 1,000 XP bonus.
5 contacts = Local Hero 2,000 XP bonus.
10 contacts = Legendary 5,000 XP bonus.
20 contacts = Epic Hero 10,000 XP bonus.

You might also like