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[Interest] Labyrinth Lord - The Misty Isles

Started by Carcharodon, August 04, 2014, 01:26:54 AM

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Daztur

Would it be possible to take iron-born now? I do like survivable PCs so I can do shenanigans and not die.

Marleycat

#31
Opa.... help me. Human Wizard can you get me the boring stuff? I need a big stick, a donkey and maybe some darts and a hooded lantern . And flasks of oil, as many as myself and my Donkey/Mule/Big Mastiff can carry safely. (Can I have a pair of big trained Mastiffs?).

Jesus Christ this girl is dead before she starts. Do I get a special subclass at least? Mister DM. I figure it's hide alot and let the professionals do their thing though.:)

Also which spell acquisition method do I use?
Don\'t mess with cats we kill wizards in one blow.;)

pbj44

#32
Do you have links for your starting HP and starting gold? If not, please let me know so we can roll those in the thread. I'd really like to keep all rolls public and linked just so that everything's fair for everyone.

Sure, no problem with you rolling both! Edit: or just tell me what to do.

Subclass Rolls:1d12=10, 1d12=12

Holy hell, another twelve. Okay, you can choose one from this chart:

I choose #10 zealot vs. chaos/evil!

Opaopajr

#33
Not a contradiction, just GM citation support. This week has been my first look at LL. Enjoy!

Quote from: Carcharodon;776470For a Magic-User, I can't find anything in the book on starting spells, so I'll say that you can have two (but can only memorize one) rolled randomly off the chart on page 42 of the Labyrinth Lord PDF. Elves only get one spell, since they can also wear armor and use swords and such.

NOTE: If anyone can find something in the book that contradicts this ruling, please let me know. I haven't been able to find it, so I'm kinda winging it here.

Using your link to LL website, going by Core Rules (complimentary no-art edition):

Beginning Spells

As discussed previously, clerics have access to all spells when they pray for them. Magic-users and elves study the spells from their spell books, and begin play with a few more spells in their books than they are able to cast based on their level. The player may choose two first level spells and one second level spell, but any other spells can only be added to a spell book through game play.
(Labyrinth Lord no-art Core Rules. p. 19. col. 2.)

Elves

Elves have pointed ears, and are thin, fey beings. [...] Though very peaceful people who enjoy good, light food and play, elves are very talented fighters and users of magic. They can wield any weapon and use any armor, in addition to casting spells as a magic-user. An elf must have at least 13 in both prime requisites in order to get the +5% to experience[...]
(Labyrinth Lord no-art Core Rules. p. 10. col. 2.)

Meh, whatever. I'd roll with the ruling. Stupid elves and all their benefits. :p

Besides, your Adv. rules might contradict, and random spells are fun! La la! la-laa-la-la... whee! I get to play at violence for a change!
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

Marleycat, you need to use Invisible Castle, or have Carcharodon roll your dice.

You still need: 2x Sub-class rolls (select one of the two values), 1x HD roll (you get -2 HP), and 1x Wealth roll (3d8 x10).

After that, you're good to go shopping! :cheerleader:
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Carcharodon

Marleycat, here are your subclass, HP, and gold rolls.

Subclass: 1d12=9, 1d12=5

So you get to choose between these two.

9. God-Touched: At each level, replace one Magic-User spell with one spell from the same level Cleric spell list.

5. Alchemist: Can make a copy of a potion for 1/2 the normal cost and time to make one.

HP: 1d4=1. Oof. Looks like we have the fabled 1hp Magic-User in our group.

Gold: 3d10=24 240 gold, so at least your Magic-User is reasonably wealthy for first-level, though.

Quote from: pbj44;776655Do you have links for your starting HP and starting gold? If not, please let me know so we can roll those in the thread. I'd really like to keep all rolls public and linked just so that everything's fair for everyone.

Sure, no problem with you rolling both! Edit: or just tell me what to do.

Subclass Rolls:1d12=10, 1d12=12

Holy hell, another twelve. Okay, you can choose one from this chart:

I choose #10 zealot vs. chaos/evil!

Right on, here are your rolls.

HP: 1d8=4

Gold: 3d10=22 220gp to play with.

Quote from: Opaopajr;776846Not a contradiction, just GM citation support. This week has been my first look at LL. Enjoy!



Using your link to LL website, going by Core Rules (complimentary no-art edition):

Beginning Spells

As discussed previously, clerics have access to all spells when they pray for them. Magic-users and elves study the spells from their spell books, and begin play with a few more spells in their books than they are able to cast based on their level. The player may choose two first level spells and one second level spell, but any other spells can only be added to a spell book through game play.
(Labyrinth Lord no-art Core Rules. p. 19. col. 2.)

Elves

Elves have pointed ears, and are thin, fey beings. [...] Though very peaceful people who enjoy good, light food and play, elves are very talented fighters and users of magic. They can wield any weapon and use any armor, in addition to casting spells as a magic-user. An elf must have at least 13 in both prime requisites in order to get the +5% to experience[...]
(Labyrinth Lord no-art Core Rules. p. 10. col. 2.)

Meh, whatever. I'd roll with the ruling. Stupid elves and all their benefits. :p

Besides, your Adv. rules might contradict, and random spells are fun! La la! la-laa-la-la... whee! I get to play at violence for a change!

I'm using the complimentary, no-art version of the Core Rules as well, I just didn't see that particular passage. Thanks for pointing it out!

I'm good using that rule (2 first level spells, 1 second level spell, and chosen rather than rolled randomly) for a starting Magic-User, but keeping Elves to a single spell (chosen, not rolled) sounds good to me.
Going Dungeon Crawling - a blog all about gaming in general, but focused on any and all editions of D&D.

Opaopajr

Repost with my new official, stat line and italicized changes.

Player: opaopajr
Character: Faradonas, Fervent Aubergine Proponent. ("It's so good for you!")

Class: Dwarf. req. CON 9, prime req. STR, HD 1d8, max lvl 12.
Subclass: Deep Sentinel - 120' infravision.
Alignment: Neutral. HD: 1d8. HP: 5.            AC:3, 2 w/ shield.

Stats: STR 10,  DEX 13,  CON 13,  INT 15,  WIS 11,  CHA 11.
-1 AC, +1 missile, +init. (optional), + 1 HP/HD, +1 lang, can read/write, no +XP%

Saves: Brth 13,  Poi/Dth 8,  Pet/Para 10,  Wands 9,  Spell 12

Traits:
Infravision 60'.
Detect traps, fake walls, slopes, or hidden construction on 1-2 of 1d6. (Active)
Resist Magic Saving Throw+.

Lang: Common, Dwarf, Alignment. (+goblin, gnome, & kobold)

Wealth: 3d8x10. roll 19. Start 190 gp. Spent 146 gp. Left 44 gp.
Weight: 117 lbs. (Donkey capacity 200 lbs?)

Armor: Splint Mail - 75 gp, AC 4, 45 lbs. Shield - 10 gp, AC -1, 10 lbs.
(sub-total. 85 gp. 55 lbs.)

Weapon:
Scimitar - 15 gp, 1d8, 4 lbs.
Mace - 5 gp, 1d6, 3 lbs.
Sling - 2 gp, 1d4, 0 lbs (5 lbs ammo)
(sub-total. 22 gp. 12 lbs.)

Gear:
Backpack - 2 gp, 2 lbs.
Bedroll - 1 sp, 5 lbs.
Blanket, winter - 5 sp, 3 lbs.
Candles (10) - 10 cp, --
Case, map/scroll - 1 gp, 0.5 lbs.
Crowbar - 2 gp, 5 lbs.
Flint/Steel - 2 gp, --
Mirror, small steel - 10 gp, 0.5 lbs.
4x Oil (1 pint) - 1 sp, 1 lbs.
Pole, 10' wood - 2 sp, 8 lbs.
Rope, silk (50') - 10 gp, 5 lbs.
4x Sack, large (empty) - 2 sp, 0.5 lbs.
5x Sack, small (empty) - 1 sp, 0.5 lbs.
Saddle bag - 1 sp, 0.5 lbs.
Torches (8) - 3 sp, 8 lbs.
Waterskin - 1 gp, 4 lbs.
(sub-total. 31 gp, 50 lbs.)

Land Transport: Donkey - 8 gp.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Marleycat

#37
.Question....so I'm human? I think I'm eligible for Elf. But that God Touched background is ridiculous! That for real? I could do the Invoker thing old school? 1 hitpoint? Come on this is hilarious. She's deadgirl walking.:)

I will go with God Touched because you never should pass being a cleric/wizard if you have the chance. It works well with my dwarven friends also. Hopefully I find Darkvision fairly quick though.:)
Don\'t mess with cats we kill wizards in one blow.;)

Daztur

OK, will write up a full character sheet with gear and all tonight (Korean time). Going with the Iron-born sub-class thingie I get a reroll on my HPs since it's a different hit dice? If not, I'll suck up my 2 HPs until next level :)

Spinachcat

I need rolls for Gold, HP and Subclass for my halfling when you get the chance.

Marlyecat, that 1 HP isn't that different than 4 HP in actual play. Trust me, I play lots of DCC funnels. The good news is you are neck deep in gold. Retainers are meat shields and more importantly, you can buy them some better armor to make them more useful.

Marleycat

Quote from: Spinachcat;776970I need rolls for Gold, HP and Subclass for my halfling when you get the chance.

Marlyecat, that 1 HP isn't that different than 4 HP in actual play. Trust me, I play lots of DCC funnels. The good news is you are neck deep in gold. Retainers are meat shields and more importantly, you can buy them some better armor to make them more useful.

I'm not actually worried she has really good CHA.:)

I really was thinking of getting two huge mastiffs for carrying stuff anyway. It's just a different mindset than I ever played mostly.
Don\'t mess with cats we kill wizards in one blow.;)

Opaopajr

Word, Spinachcat. Money for retainers is quite the lifesaver. I heard numerical advantage to be a thing. ;) And CHA is definitely a plus for morale.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

pbj44

Quote from: Carcharodon;776932Right on, here are your rolls.

HP: 1d8=4

Gold: 3d10=22 220gp to play with.

Okay, great! I have updated both my hit points and gold spent on my kit and I think I am good to go now.

Carcharodon

Quote from: Marleycat;776960.Question....so I'm human? I think I'm eligible for Elf. But that God Touched background is ridiculous! That for real? I could do the Invoker thing old school? 1 hitpoint? Come on this is hilarious. She's deadgirl walking.:)

I will go with God Touched because you never should pass being a cleric/wizard if you have the chance. It works well with my dwarven friends also. Hopefully I find Darkvision fairly quick though.:)

You do qualify for Elf, so if you'd rather do that, I can reroll subclass and starting HP (since Elves have a higher Hit Die than Magic-Users). It's up to you. I'll leave you with your starting gold, though.

Quote from: Spinachcat;776970I need rolls for Gold, HP and Subclass for my halfling when you get the chance.

Marlyecat, that 1 HP isn't that different than 4 HP in actual play. Trust me, I play lots of DCC funnels. The good news is you are neck deep in gold. Retainers are meat shields and more importantly, you can buy them some better armor to make them more useful.

HP: 1d6=2. 2 hit points.

Gold: 3d8=7. Ouch. That's 70 gold.

Subclass: 1d12=7, 1d12=6

7. Brewmaster - You can make a copy of a potion for 1/2 the normal time and cost.

6. Holewarden - -1 chance to be surprised.

Quote from: Daztur;776963OK, will write up a full character sheet with gear and all tonight (Korean time). Going with the Iron-born sub-class thingie I get a reroll on my HPs since it's a different hit dice? If not, I'll suck up my 2 HPs until next level :)

Sure thing.

HP: 1d10=4. 4 is better than 2.
Going Dungeon Crawling - a blog all about gaming in general, but focused on any and all editions of D&D.

Marleycat

Go for the Elf. I don't figure I will hit the level cap anyway.:)
Don\'t mess with cats we kill wizards in one blow.;)