Monday, October 3, 2011

Labyrinth Lord Cover to Cover: Part 14, pages 46 to 49

For this series of posts I will be using the free PDF of the 
Labyrinth Lord rules that can be found Here at Goblinoid Games
This is the fourteenth part of a series, here are the links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, and 13th parts

Losing Your Way

   Handy little chart showing the chances of the group getting lost. The start of this useful little piece is actually on the previous page but whatever. It gives little tips like how the group probably won't know they lost their way. Traveling from here to there in most games tend to be equated not distance but instead in encounters so getting your group of adventurers well and truly lost could be a nice spin on things
   A little farther down there are rules for foraging and hunting which will be useful for the lost group, especially if no one thought to buy rations. Foraging can be done while traveling and once a day if a roll of a 1d6 results in a 1 then they found enough food for 1d6 human sized beings. Hunting is almost like foraging except its all you can do in the day and succeeds with a result of 1 or 2.

Moving About

   In with the rules on how to get lost there are also rules on the various methods you can move around to facilitate getting lost. For instance you can climb though only a Thief can climb really steep inclines and such. Swimming is another thing and all characters are assumed to be able to swim though depending on how much junk your carrying you have a chance to just up and drown. Basically don't swim unless you have to but if you do have to its there for you.
   Next it gives the rules for if you are traveling by flight. Mostly just telling you double the move distance you travel which is probably to make up for the fact that you are flying directly in the direction you want to go and not following roads and what have you on the ground. There is also mention of water travel though its just a not pointing you to the page it is actually on.

Retainers and Others

   Finally is how to hire people your group can get lost with because misery loves company. Basically retainers are NPCs that do what you want as long as you pay them and its not something they don't want to do. There is a little reaction table to decide if the hireling agrees to what ever the players decide to pay them. Now you can't just have a few hundred of the little guys. There is a limit that depends on your Charisma score and the PCs must be of equal or higher level. They also want half a share of what you find so they have gone a little bit out of style in more modern style D&D games.
   You can also hire Specialists and Mercenaries. These are people who don't follow you into the dungeon, the Specialists are hired for something specific generally like a Sage to research something for you, and the Mercenaries will follow you around in the wilderness and guard your stuff while your in the dungeon but they won't actually do any real adventuring. Useful people all around except in dungeons as they won't go there.

   Also at the end of the last page in the section there is a bit about how to award experience. Simple stuff with how much to award for a monster by it's HD and the fact that the characters get XP from the gold they bring back to the surface. Nothing to shocking here though it does have that thing where you can't gain more then a single level in a single adventure. Not anything new though I have never run up against it.



This is the fourteenth part of a series, here are the links to the
1st, 2nd, 3rd,  4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, and 13th parts
Labyrinth Lord rules that can be found Here at Goblinoid Games

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