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 twenty-first part of a series, here are the links to the 1st, 2nd, 3rd, 4th, 5th,
6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, and 20th parts
6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, and 20th parts
Labyrinth Lord Lore
This part goes over the basics of dungeon creation. Things like making levels equating to character level so that first level characters are fine on dungeon level one but not so much on level two and other similar basics that if you have not done such things before are quite useful to start with. A real handy piece is that it has some reason for the party to be in said dungeon. There is only seven given but they cover most of the bases and one of them I had not even thought of myself so it is definitely worth a look.
After the more squishy non-rule help it gets into the more concrete things. First off it gives the suggestion for mapping the dungeon on graph paper and have each square equal to ten feet. The next part, stocking said dungeon, uses a simple percentage based way of seeing what goes in a room. 30% of the rooms are empty with 15% of those having treasure, 30% have monsters in them of which half will have treasure in the room, 15% will contain traps of which 30% also have treasure, and finally 25% have "unique" content and no set percentage for treasure. The unique rooms are basically DM choices though it does say they should stand out. Also of not is that when a room has a monster result and a treasure indicated you use either the monsters hoard class or roll on the unprotected treasure table not both. To finish up the dungeon creation there is actually some rules for encountering other adventurers and how to roll up a group of NPC's for such an occasion. Very interesting as most later editions of D&D forsake any consideration of this beyond a few scripted adventure meet ups.
After the more squishy non-rule help it gets into the more concrete things. First off it gives the suggestion for mapping the dungeon on graph paper and have each square equal to ten feet. The next part, stocking said dungeon, uses a simple percentage based way of seeing what goes in a room. 30% of the rooms are empty with 15% of those having treasure, 30% have monsters in them of which half will have treasure in the room, 15% will contain traps of which 30% also have treasure, and finally 25% have "unique" content and no set percentage for treasure. The unique rooms are basically DM choices though it does say they should stand out. Also of not is that when a room has a monster result and a treasure indicated you use either the monsters hoard class or roll on the unprotected treasure table not both. To finish up the dungeon creation there is actually some rules for encountering other adventurers and how to roll up a group of NPC's for such an occasion. Very interesting as most later editions of D&D forsake any consideration of this beyond a few scripted adventure meet ups.
Wilderness Design
It gives some very basic lines on which to start making a world and has the advise to use hex paper to draw it on. Nothing new there though it should probably worded it to be less of a "you should use this" and more of a "its easier to use this" as while I like hex paper it can be hard for some people to wrap their heads around and the coordinate system for such graphs is not the easiest to follow.
Next if gives some guidelines for how many people will live in a few types of settlements such as a village having from 30 to 800 people in it. Finally to warp this up it talks some about wandering monsters in the wild, nothing much new here though it does give a little table for what roll on a d6 means there is an encounter it basically just boils down to going to the tables for wilderness encounters at the end of section 6.
Labyrinth Lord rules that can be found Here at Goblinoid Games
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