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I’m getting to play test my Styx Underworld with three friends. What sort of party should they bring along?
I rolled up seven arrays of stats and assigned them each one of the seven classes from the Labyrinth Lord book and gave them 600’001 XP. Then I went to the treasure tables at the end and rolled on some of the tables and assigned the magic items as I saw fit. After everything was distributed, I went over the stuff and gave little bonuses here and there.
My own campaign uses the house rule of rerolling all your hit dice when you gain a new hit die. So I gave them all the best of three rolls: 7 hit dice, 8 hit dice, and 9 hit dice except for the halfling who got one die less on each roll (the halfling level limit is 8).
My own campaign also uses the rule of limiting the spells known to the spells per day which is why they have *open slots* in their spell books. That’s where they will scribe new spells if they meet spell casters that will teach them new things.
attention: work in progress ⚠
+--------------------------------+-------+-----+-----+-----+-----+-----+-----+----+----+ | Class | Level | Str | Dex | Con | Int | Wis | Cha | hp | AC | +--------------------------------+-------+-----+-----+-----+-----+-----+-----+----+----+ | Cleric | 13 | 7 | 8 | 10 | 9 | 12 | 11 | 42 | 3 | | plate mail (AC 3), shield, | | | | | | | | | | | staff of striking (19 charges) | | | | | | | | | | | w/ continual light 60’ radius, | | | | | | | | | | | ring of fire resistance, | | | | | | | | | | | decanter of endless water | | | | | | | | | | | special abilities: true oath, | | | | | | | | | | | anybody holding a hand into | | | | | | | | | | | a flame will not get hurt | | | | | | | | | | | and only be able to speak the | | | | | | | | | | | truth or not at all | | | | | | | | | | | spells memorized (cleric of | | | | | | | | | | | Mitra): \\1. cure light wounds | | | | | | | | | | | (memorized 4×), detect magic | | | | | | | | | | | (memorized 2×) \\2. bless, | | | | | | | | | | | find traps, hold person, | | | | | | | | | | | silence 15’ radius, speak with | | | | | | | | | | | animals \\3. cure disease, | | | | | | | | | | | remove curse, striking | | | | | | | | | | | (memorized 2×) \\4. cure | | | | | | | | | | | serious wounds (memorized 2×), | | | | | | | | | | | neutralize poison (memorized | | | | | | | | | | | 2×)\\5. raise dead, cure | | | | | | | | | | | critical wounds, commune \\6. | | | | | | | | | | | heal, stone tell | | | | | | | | | | | Dwarf | 11 | 11 | 5 | 13 | 8 | 12 | 11 | 55 | -1 | | royal dwarven plate mail +3 | | | | | | | | | | | (AC 0), matching shield +2, | | | | | | | | | | | dwarven axe +2 w/ continual | | | | | | | | | | | light 60’ radius, potion of | | | | | | | | | | | treasure finding | | | | | | | | | | | Fighter | 12 | 16 | 13 | 14 | 9 | 8 | 3 | 61 | -3 | | special abilities: trained to | | | | | | | | | | | deflect arrows in Taipur, save | | | | | | | | | | | vs. paralysis once per round | | | | | | | | | | | to avoid an arrow | | | | | | | | | | | dwarven plate mail +2 (AC 1), | | | | | | | | | | | matching shield +2, wolf bane | | | | | | | | | | | sword +1, +2 vs. lycanthropes | | | | | | | | | | | w/ continual light 60’ radius, | | | | | | | | | | | ring of fire resistance, | | | | | | | | | | | potion of speed | | | | | | | | | | | Elf | 10 | 11 | 16 | 13 | 14 | 9 | 16 | 37 | -2 | | sword of the wild hunt +1, +3 | | | | | | | | | | | vs. undead w/ continual light | | | | | | | | | | | 60’ radius, elven plate mail | | | | | | | | | | | of the crab +1 (AC 2, allows | | | | | | | | | | | wearer to hunker down and look | | | | | | | | | | | like a natural stone 2/3 of | | | | | | | | | | | the time), matching shield +1, | | | | | | | | | | | philter of love, spell book | | | | | | | | | | | spells known (student of | | | | | | | | | | | the sea elf queen Gerdana): | | | | | | | | | | | \\1. charm person, sleep, | | | | | | | | | | | read magic\\2. detect evil | | | | | | | | | | | (memorized 3×), continual | | | | | | | | | | | light (not memorized), | | | | | | | | | | | (open slot)\\3. lightning | | | | | | | | | | | bolt, protection from normal | | | | | | | | | | | missiles, water breathing\\4. | | | | | | | | | | | polymorph self (memorized 2×), | | | | | | | | | | | remove curse, (open slot)\\5. | | | | | | | | | | | telekinesis (memorized 2×), | | | | | | | | | | | (open slot) | | | | | | | | | | | Magic-User | 10 | 8 | 12 | 11 | 10 | 8 | 16 | 27 | | dagger w/ continual light 60’ | | | | | | | | | | | radius, spell book, potion of | | | | | | | | | | | ESP, wand of detect enemies, | | | | | | | | | | | scroll of stone to flesh, | | | | | | | | | | | reincarnation | | | | | | | | | | | spells known (student of | | | | | | | | | | | Ubon): \\1. magic missile, | | | | | | | | | | | light, read languages\\2. | | | | | | | | | | | invisibility (memorized 2×), | | | | | | | | | | | detect invisible, continual | | | | | | | | | | | light (not memorized)\\3. | | | | | | | | | | | lightning bolt, fly, hold | | | | | | | | | | | person\\4. polymorph self | | | | | | | | | | | (memorized 2×), polymorph | | | | | | | | | | | other, (open slot)\\5. conjure | | | | | | | | | | | elemental, contact other plane | | | | | | | | | | | Thief | 12 | 7 | 15 | 8 | 12 | 6 | 8 | 22 | 4 | | ring of x-ray vision, | | | | | | | | | | | feathered spear of the sea | | | | | | | | | | | elves +1 w/ continual light | | | | | | | | | | | 60’ radius, elven leather | | | | | | | | | | | armor +1 (AC 6), cloak of | | | | | | | | | | | protection +1, potion of | | | | | | | | | | | poison, lock picks | | | | | | | | | | | Halfling | 8 | 11 | 13 | 15 | 9 | 11 | 10 | 42 | | short bow, 3 arrows +3, 15 | | | | | | | | | | | arrows +1, 22 ordinary arrows, | | | | | | | | | | | sun sword of the sea elves +1 | | | | | | | | | | | w/ continual light 60’ radius, | | | | | | | | | | | plate mail (AC 3), shield +1, | | | | | | | | | | | eyes of the eagle, potion of | | | | | | | | | | | heroism (grants a temporary | | | | | | | | | | | fighter level 10), thieves’ | | | | | | | | | | | tools | | | | | | | | | | +--------------------------------+-------+-----+-----+-----+-----+-----+-----+----+----+
The party owns some standard adventuring gear as well: pots, trail rations, 4×50 ft. of rope, 4 grappling hooks, 20 spikes, hammer, 2 manacles, pick, shovel, ink, pen, 10 sheets of parchment, 6 vials of holy water, garlic, bedrolls, backpacks, several large sacks for treasure.
The party also owns a treasure map for the crypt of George Crowfeather, Vulture Lord of Rainburgh, who apparently escaped the dungeons of Dis but had to leave his mythical armor, sword, and helm behind. The map shows how enter the dungeon via the river Styx and where to find the secret stash.
#RPG #Old School #Labyrinth Lord
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I like the Cha 3 fighter 😄
Does the cleric really have a faster XP advancement table than the thief?
– Adrian 2011-06-06 14:12 UTC
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Apparently so. The thief will reach level 13 with an extra 10’000 points because he gets 5% bonus XP for high Dex.
– Alex Schroeder 2011-06-06 14:46 UTC
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Hm, the session resulted in the following feedback: make sure all characters have daggers (the elf needed one while fighting underwater), all characters need trade goods—jewelery, gold, rings (make it easy to pay for services), the elf needs a longbow and arrows.
– Alex Schroeder 2011-06-06 20:38 UTC