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Intro Three

The document outlines the rules and mechanics for the tabletop role-playing game 'Labyrinth Lord', detailing character creation aspects such as hit points, alignments, classes, races, and spellcasting. It introduces the game setting of Amherth, including elements like ancient magic, magical beings, and the Adventurer's Guild. Additionally, it describes the pantheon of gods and saints, emphasizing the influence of law and order in the game's world.

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0% found this document useful (0 votes)
13 views3 pages

Intro Three

The document outlines the rules and mechanics for the tabletop role-playing game 'Labyrinth Lord', detailing character creation aspects such as hit points, alignments, classes, races, and spellcasting. It introduces the game setting of Amherth, including elements like ancient magic, magical beings, and the Adventurer's Guild. Additionally, it describes the pantheon of gods and saints, emphasizing the influence of law and order in the game's world.

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parejf63
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ADVANCED INTRO TO LABYRINTH LORD

Hit Points You start with Max Hit points


Alignment: There are nine alignments: Lawful Good, Neutral Good, Chaotic Good, Lawful Evil, Neutral Evil,
Chaotic Evil, True Neutral, Chaotic Neutral, and Lawful Neutral. Some classes have specific Alignments Paladin
(Lawful Good), Ranger (Any Good), Druid (True Neutral), Monk (Any Lawful), and Mystic (Any Lawful).
Classes Assassin (d6), Cleric (d8), Druid (d8), Fighter (d10), Illusionist (d4), Magic-User (d4), Monk (d6), Mystic
(Psionicist) (d4), Paladin (d10), Ranger (d8), Thief (d6)
Races Dwarf (Con+l Cha -1) , Elf, (Dex +1 Con -1), Gnome (No Modifiers), Halfling (Str -1, Dex +1), Half-Elf (No
Modifiers)
Demi-Human Classes Demi-Humans can multi-class with the classes listed below. You cannot multi-class with
Assassin/Thief Or Ranger/Druid. Demi-Humans are limited in levels.
Dwarf Assassin (9), Cleric (8), Fighter (9), Thief (12) Elf Assassin (10), Cleric (7), Druid (7), Fighter (10),
Magic-User (11), Thief (12) Gnome Assassin (8), Cleric (7), Fighter (6), Illusionist (7), Thief (12) Hafling Cleric (5),
Druid (5), Fighter (8), Thief (14) Half-Elf Assassin (11), Cleric (7), Fighter (12), Druid (7), Magic-User (10), Ranger
(8), Thief (12)
Class & Race NOTES: Any special abilities of the classes and race are NOT listed here. I will go over them after
you decide what you want to play.
Multi-classed Magic-Users and Illusionists and Armor: Based on the class they multi-class with, they can wear
certain types of armor. However, this armor must be specifically made to cast spells in, therefore the cost of the armor
is doubled.
Spell Books Mages can choose five spells to be in there spell books. Read Magic and Detect Magic are so implanted
in Mages heads that they no longer require memorization. Mages cast one spell per day .
Cleric & Druid Bonus Spells Based on your WISDOM SCORE WIS 13 FIRST 1 WIS 14 FIRST 2 WIS 15
FIRST 2 SECOND 1 WIS 16 FIRST 2 SECOND 2 WIS 17 FIRST 2 SECOND 2 THIRD 1 WIS 18 FIRST 2
SECOND 2 THIRD 1 FOURTH 1 NOTE You can cast the additional spells when you reach those levels.
PSIONICS Psionics are not magic, and they are rare. Also, like Magic, psionics are feared by the general
populace, and the Church and Law and Order, as it poses a threat to belief in the gods. The power comes from
ages ago, from the Ancients. Very have manifested this power. Only humans and some creatures are known to
be psionic. Psionics are mental powers of the mind. Though similar to magic, there are much more powers
available, and they require psionic points to use them. There are major and minor disciplines, with major being
the most powerful.
To play a play a Mystic (Psionicist) has limitations. You must be Lawful Good, Lawful Neutral, or Lawful Evil.
They start with d4 hit points. They cannot wear any type of armor or use a shield. They can only use a dagger
as a weapon. Although they can use magic items, they can only have two items on their person at one time, and
the armor and weapon restrictions still apply. If they find another item they like, they must trade it for one they
already have. They may have unlimited psionic items, however.
Psionic powers are called CHAKRAS. There are six Chakras: You begin the game with the ROOT chakra, then
you can attain others as you gain levels. You must take the Chakras in the order they are presented below. As
each chakra is more powerful then the others.
THE ROOT (Psychometabolic) Power over your body. THE SACRAL (Clairsentient) Knowledge and
information. THE PLEXUS (Pyschokinetic) Control over matter. THE HEART (Telepathic) Communication,
thought, and emotions THE THROAT (Pychoportive) Dimensions and time allows travel through these. THE
THIRD EYE (Metapsionic) Allows you to combine powers of the other chakras.
POWER POINTS Each power costs points to use. You start the game with five point. Gaining more as you
gain levels. Major disciplines cost 3 points, minor ones cost 1. As you level, you gain more points.
THE SETTING
The setting we are using is made specifically for this game. It is called AMHERTH, and it made up of several
continents.
The things you need to know:
1) Tekla This is an ancient form of magic, that is no longer used today. However, artifacts from this era still exist.
There are also lailons (Magical areas of great magic) scattered across the world. Spells casters can cast more spells,
and more powerful versions of those spells. Some of these move from place, while others remain permanent – often
the location of great schools of magic, or some evil sorcerer that protect them.
Many seek these locations while the Hestrons seek to protect and them from being used, they also seek tekla artifacts
and warmacbten to make use of them.
2) Latents Latents are humans who are born with natural magic ability. Unfortunately, there magic is uncontrolled
when they attempt to use it. Many times causing devastating effects. There is a group called the White Wuards who
find these children and teens to give them proper training to learn better how to use their magic. Some become
normal wizards and clerics, while other just keep their innate abilities. Some are even killed, to prevent them from
causing damage to others.
3) Warmachten These are gollums and other monstrosities created by from ancient magic. They are still around.
4) Outriders This is a legendary sect of peace keepers and embassadors who travel the lands protecting the normal
people from evil. They are a small group, but very dedicated to their cause.
5) Adventurers Guild The Adventurer’s Guild is world wide, but each land has their own rules and regulations.
Because of the Tekla and Lailons, joining it is mandatory. Without membership, you cannot by or sell goods in the
land you are in (Though there is the black market). Generally membership is 15 GP per month. Inside the guild are
other guilds, which will also require membership fees. These fees vary with each guild. The general membership
gains you access to the other guilds.
You will receive a CHIT each month, from each guild you join. This is to be shown when doing transactions.
Penalties for buying and selling without membership can be strict.
6) Ghouls There are Intelligent Ghouls in this game. They have a land of their own. During the day, it is safe, but at
night, things change, and feral (or wild ghouls) and other nasties roam the lands. Many humans live in the region.
They even send diplomats to other lands.
8) Orcs do not exist in this game. They are replaced by creatures called RUKS. They have pig-like faces, stand about
6’ to 7’ tall, and they are very nasty creatures. They have a bluish tint to their skin. They are known for taking slaves
and hiring out as mercenaries to by others.
9) Because of Tekla and other reasons, the general populace fear magic and those who use it. Although magic is not
outlawed, using it in public is frowned upon, as the locals can react to it.
THE GODS
There is one major church here, The Church of Law & Order. The lead God is Rangeth. All the Lawful gods are
honored here. They are worshiped as pantheon. One can still choose a god to worship individually.
The church also has many Saints. Anyone can choose a patron Saint. They are all Lawful (See Insert). A Patron Saint
can grant a small boon to those who honor them. It has to be related to their aspects. The chance of gaining a boon is
5% once a week. This increases to 10% at level 8 and 15% at level 12.
The boon must be small favor, nothing large can be made. I will determine if they will concider your request, before
you roll the dice.
The Church of Chaos & Destruction is a much smaller church, and remains an underground movement, not fully
developed honoring Jesil as its main god, with some followers of Hool joining. This church has no pantheon worship.

THE GODS
The list of Saints is a separate handout
Name Sex Alignment Sphere Symbol
Bromaltas M Neutral Travel, Adventure Walking Stick
Delaeth F Neutral Fertility, Planting, Harvest Shafts of Wheat
Hool M Chaotic Winter, Sickness, Death Skull with Red Eyes
Jesil F Chaotic Desire, Trickery, Wealth, Fire Sultry Eye in a Flame
Kiri M Neutral Laughter, Kindness, Song, Music Harp
Lodor M Chaotic War, Strength, Mountains A Horse
Myrr M Lawful Wisdom, Honor, Patience, Sun Oak Tree
Pannas M Chaotic Water, Seas, Freedom Barracuda
Rangeth M Lawful Law, Order, Truth, Justice Silver Dragon
Viltae M Neutral Love, Independence, Pride Eagle
Weiren F Lawful Home, Crafts, Healing, Family Mother & Child

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