Labyrinth Lord 2E Draft
Labyrinth Lord 2E Draft
By Daniel Proctor
With Pauli Kidd
Prefaces
Labyrinth Lord (LL) has been in hibernation for a Far, far back in the dim days of 1975, 12-year-old me
while, but the old-school gaming movement has made two marvellous discoveries. Miniatures wargaming
continued to evolve. For many years LL filled the – and Dungeons and Dragons. These glorious pass
"accurate" B/X clone niche that was desperately needed times became lifelong joy and obsession. I became an
17 years ago. But from the strictest interpretation, LL author and a games designer,and just never looked back.
was never a totally accurate reproduction. That fact is the So many good new games came and went over the
place from which I'm taking Labyrinth Lord to a new decades. But the love of those old first D&D sessions
level. always remained. Clunky as they were, the vision of that
In 2007, when LL came out, the original B/X books original rules set created a game that had true charm.
were only available on the used market. But today you I lost touch with that great old game over the ensuing
can purchase legitimate PDFs. That "need" for an decades. We had many fab new games to explore –
accurate clone has come, and thankfully, passed. memorable campaigns and fantastic adventures. But the
Labyrinth Lord doesn’t need to fill that niche anymore. love of that elemental ‘charm’ always stayed with me.
Labyrinth Lord has the space to breathe. To continue When Dan’s Labyrinth Lords and A.L.L. appeared, it
its trajectory of compatibility with both B/X and first was a moment of pure light. We had those good old
edition rules, while making those rules closer to how we original days back again! There I was a again, edging
all played anyway. There is room to put more of myself, forward down corridors with a battered set of plate mail
and suggestions from all of you, into the game. and a trusty two handed sword… Or as a cunning thief,
I see Labyrinth Lord as picking up the B/X torch and creeping forward and checking for traps. Old, hardened
continuing it's growth, not pinning it down like a dusty ROG campaigners were happily re-finding the joy of
butterfly collection. Together we will answer the question those games rules. It was also an opportunity to
of what might have happened if B/X grew organically on introduce new generations of players around me to the
its own. fun once again. I could give copies of the rules to my
So that's where Labyrinth Lord is going. Making it a own children, and take themon the type of adventures
"true" clone today would be going backwards. Labyrinth I’d had long ago.
Lord continues forward to grow and be more than "only" It has been a joy and honour to pitch in with the 2nd
B/X, as it's always been anyway. edition of the game. The rules are clearly a work of love.
I'm grateful you’re on this journey with me and I can't Keep the dice rolling, everyone! And never
wait to see how we grow the game through input, third underestimate the powers of a ten foot pole!
party publishing, just gaming around the table, and
sharing experiences. In my opinion that is the heart of
the OSR. Pauli Kidd, 2024
Credits
Daniel Proctor, 2024
Writing by Daniel Proctor with Pauli Kidd. Editing
by Tim Snider, Daniel Proctor, and Keven Meisner.
Cover art by Stefan Poag (cyclops idol), and Steve
Zieser (b/w orc cover). Interior art by John Bingham,
License Information Steve Zieser, and Daniel Proctor. Layout and design
This work includes material taken from the System by Daniel Proctor. Special thanks to the Labyrinth
Reference Document 5.1 (“SRD 5.1”) by Wizards of Lord community for feedback and suggestions. All of
you helped make this a much better book.
the Coast LLC and available at https://dnd.
wizards.com/resources/systems-reference-document. Acknowledgments
The Gratitude goes to all who came before. I stand on
SRD 5.1 is licensed under the Creative Commons the shoulders of these giants: Tom Moldvay, Dave
Attribution 4.0 International License available at Cook, and Steve Marsh, from whom I take inspiration.
https://creativecommons.org/licenses/by/4.0/ Copyright 2007-2024, Daniel Proctor. Labyrinth
legalcode Lord and Advanced Edition Companion are
trademarks of Daniel Proctor.
2
Table of Contents
3
Adventure Begins Here
Alexandra the Elf desperately stabs the air. But the to various attributes, such as strength, acumen, and
goblins, undeterred, creep ever closer. The dark pit agility. Don't worry if this sounds complicated –
looms behind her; the crevasse that only moments everything is explained in these rules, step-by-step.
earlier consumed her companion. She makes a Once you've created your character, it's time to begin
desperate leap toward the pit, hoping to land safely on your adventure. Your Labyrinth Lord (the referee of the
the other side… but fails to clear the pit and plummets game) will guide you through an adventure, presenting
Alexandra the Elf desperately stabs the air. But the you with challenges and obstacles to overcome. You
goblins, undeterred, creep ever closer. The dark pit might have to fight monsters, solve puzzles, or negotiate
looms behind her; the crevasse that only moments earlier with NPCs (non-player characters) to advance the plot.
consumed her companion. She makes a desperate leap
toward the pit, hoping to land safely on the other side… As you progress through the adventure, you'll make
but fails to clear the pit and plummets within! She feels decisions that affect the outcome. Will you charge
the cold, slimy walls of stone slide against her and begins headfirst into battle, or use your wits to outsmart your
to tumble and glide along the curved wall as she slips into foes? Will you risk everything to uncover hidden secrets,
the darkness. She falls a great distance before coming to or play it safe and avoid danger? The choice is yours.
a sudden, squishy halt. A gasp escapes her as she realizes One of the most important aspects of roleplaying
her slide is stopped by the corpse of her companion, games is the social component. You'll be playing with a
Niles of the hobfolk. He is impaled on a wall of spikes group of other people, each with their own unique
with his mouth still open, as if to scream a warning or character and personality. You'll need to work together
produce a shriek of surprise. to achieve your goals, and communication is key. But
don't worry if you're shy or new to the game – everyone
Labyrinth Lord, Second Edition was a beginner once, and your group will be happy to
help you.
Welcome, adventurer! Prepare to embark on a Roleplaying games are a form of collaborative,
journey to a world of your own creation. Are you ready emergent storytelling, where you and your group create
to slay dragons, discover hidden treasures, and outwit a world and characters together. It's a chance to let your
cunning foes? Then you're ready to play Labyrinth Lord! imagination run wild, to explore new worlds, and to
Roleplaying games are a unique form of make new friends. The story unfolds as you make
entertainment that allow you to step into the shoes of a
hero (or villain) and explore a rich and immersive world.
It’s a form of acting in a game framework. You take on
the role of an alter ego and progress through an
interactive story. There's no script or predetermined
ending. Your choices and luck of the dice determine your
fate. No one in this game “wins.” Everyone wins if they
have fun, even when a character dies or riches are lost.
There are always more adventures awaiting.
But how do you play? I’ve got you covered; here’s
what you need to know.
First, you'll need a character. Think about what
kind of dungeon delver you want to be. Do you want to
be a fearless warrior, a wise wizard, or a nimble burglar?
The choice is yours. Once you've decided, you'll need to
create your character. This involves assigning numbers
4
DICE NOTATION Optional Attribute Methods
Notation Meaning
A result of 1 to 2 is obtained by rolling 1d6. A Roll 4d6 for each attribute, discarding the lowest roll
d2 and adding up the three remaining dice normally.
result of 1-3 = 1, and 4-6 = 2.
d3
A result of 1 to 3 is obtained by rolling 1d6. A Record any associated bonuses or penalties for each
result of 1-2 = 1, 3-4 = 2, and 5-6 = 3. attribute.
d4 Four sided die Roll five separate sets of attributes as if rolling up
d6 Six sided die five separate characters, and then choose the set of
d8 Eight sided die abilities that most closely matches the kind of character
d10 Ten sided die, a “0” indicates a result of 10 you want to play.
d12 Twelve sided die
d20 Twenty sided die Attributes: These are characteristics that define
things like how strong your character is, how fast, or how
Percentile dice, to generate a number between
intelligent.
1 and 100. Roll two ten-sided dice. One
d% or d00 Labyrinth Lord: The person who referees the game,
designated before rolling) is the tens digit. The
other is the ones digit. Two 0s represent 100. sets up scenarios, and arbitrates outcomes.
choices and interact with the world. So grab your dice, Player Characters (PCs): The characters played by
gather your friends, and let the adventure begin! the players within the game.
Levels: Character levels are used to measuring
character class advancement. Spell level refers to power
Housekeeping level. Monster level corresponds to the number of hit die
The following concepts aren't unique to Labyrinth it possesses. Level may also refer to labyrinth level, which
Lord but are outlined here as an easy reference if you’re roughly corresponds to challenge level.
new to this sort of game. Labyrinths (dungeons): An adventure location,
often underground.
Dice and Notation
Experience Points (XP): Points earned for
This game uses six different kinds of dice to defeating foes and acquiring treasure. This is how you
determine the results of actions and situations, but these advance in a class.
same dice might be used to generate numbers of varying Class: A character’s profession or archetype.
ranges. These different dice and the terms employed to
use and describe them are detailed as follows.
COMMON ABBREVIATIONS
Dice rolls are described with expressions such as Abbreviation Meaning
“3d4+3,” which means “roll three four-sided dice, sum Abilities
them, and add 3” (resulting in a number between 6 and STR Strength
15). The first number tells you how many dice to roll DEX Dexterity
(adding the results together). The number immediately CON Constitution
after the “d” tells you the type of die to use (sometimes INT Intelligence
this is not a “real” die, see later). Any number after that WIS Wisdom
indicates a quantity that is added, subtracted, or CHA Charisma
multiplied with the result. Labyrinth Lord uses the Other
following die notations: AC Armor class; general term
AAC Ascending Armor Class
Common Terms DAC Descending Armor Class
AV Attack Value
Armor Class (AC): Armor class is a number B/X Basic/Expert (rules)
representing defense. It considers type of armor, cp Copper pieces
dexterity adjustments, and other modifiers. There are ep Electrum pieces
two forms of mutually exclusive AC. Ascending Armor gp Gold pieces
Class (AAC) is typically used in other recent games, and HD Hit dice (or hit die)
a higher number is better. Descending Armor Class hp Hit points
(DAC) refers to the original usage, where a lower LL Labyrinth Lord
number is better. Both types are presented here with NPC Non-player character
DAC as the default. Some players find AAC easier to PC Player character
calculate and prefer that implementation. It's provided pp Platinum pieces
shp Structural hit points
for convenience. Use one or the other.
sp Silver pieces
THC Treasure Hoard Class
XP Experience points
5
Campaign: An ongoing series of adventures Character Attributes
connected by using the same characters (unless they die,
then you create new ones!). The six character attributes are described as follows.
Each has an associated table for determining any
Adventure: Broadly refers to a quest or scenario modifiers due to your attribute score.
players enter with their characters. May also refer to one
game session. Strength (STR) is a character’s muscle and physical
power. High or low STR affects a character’s ability to hit
Encounter: When characters face a situation or and cause damage in combat and the chances of a
enemy. character forcing open a door.
Hit Die: The number of dice used to determine hit
points (generally 1d8 for monsters but variable by STRENGTH TABLE
character class). Modifier to hit, damage,
Score
and forcing doors*
Hit Points: This represents general health and 3 -3
amount of damage that can be taken before death
4-5 -2
occurs.
6-8 -1
THAC0: This is the attack value “to hit armor class 9-12 0
0.” This applies to ascending armor class only. This is 13-15 +1
explained further in the Combat chapter. 16-17 +2
18 +3
Character Generation *All hits do a minimum of 1 hit point of damage.
Your first step on your way to adventure is to create a Dexterity (DEX) measures hand-eye coordination,
character. This section outlines the steps you need to agility, reflexes, and balance. This attribute is the most
take for generating and equipping your character. important one for burglars and hobfolk.
Roll 3d6 and add the results together. Do this for
each attribute. DEXTERITY TABLE
Choose a Class. There are requirements for each Missile
DAC AAC Initiative
class and minimum scores for some abilities. You need Score Attack
Modifier Modifier Modifier**
the minimum to choose that class. Modifier*
3 +3 -3 -3 -2
Special Abilities. Some classes have abilities. For
4-5 +2 -2 -2 -1
example, elves are immune to ghoul paralysis and
6-8 +1 -1 -1 -1
thieves have several skills unique to their class. Record
these abilities on your character sheet. 9-12 0 0 0 0
13-15 -1 +1 +1 +1
Roll for Hit Points. Use the appropriate die for your
16-17 -2 +2 +2 +1
class, accounting for any Constitution attribute bonus or
penalty. Record the value on your character sheet. This 18 -3 +3 +3 +2
is your maximum number of hit points for your current *These modifiers only apply to hit, not to damage.
**These adjustments are applied if the optional individual
level. When you take damage, you die when you reach initiative rules are used.
zero hit points.
Choose character alignment. Read the section on Constitution (CON) represents a character’s health
alignment and decide what sort of personality you’d like and stamina. A Constitution bonus increases a
to play. character’s hit points, so the attribute is important for all
Starting Money. All characters start with 3d6×10 classes.
gold pieces (gp). Consult the weapon and equipment
lists. Use your starting money to purchase armor, CONSTITUTION TABLE
weapons, and gear appropriate for your character class. Score HP Modifier per HD*
Record your Armor Class (AAC or ACD 3 -3
depending on which is used) on your character sheet 4-5 -2
accounting for dexterity adjustments and armor type. 6-8 -1
Record your attack values and saving throws 9-12 0
appropriate to your class and level. 13-15 +1
Finally, don’t forget to give your character a name! 16-17 +2
Also, create a little description of what your character 18 +3
looks like, their personality, and maybe a brief note *+1 hit point per level regardless of the modifier to hit dice.
about the character’s background.
6
Intelligence (INT) determines how well a character Attribute Prime Requisites
learns, remembers, and reasons. This attribute is
important for wizards and elves. Most classes have attribute prime requisites. These
are different from requirements. Your prime requisite
INTELLIGENCE TABLE scores may indicate a bonus or penalty to experience.
Additional
Score Language Proficiency ABILITY PRIME REQUISITE TABLE
Languages
3 0
Unable to read or write, Score Experience Adjustment
broken speech 3-5 -20%
4-5 0 Unable to read or write 6-8 -10%
6-8 0 Partial ability to write 9-12 0
9-12 0 Able to read and write 13-15 +5%
13-15 +1 Able to read and write 16-18 +10%
16-17 +2 Able to read and write
18 +3 Able to read and write Choosing a Class
Wisdom (WIS) describes a character’s willpower, Once attributes have been determined, each player
common sense, perception, and intuition. While must choose a class. Each class will have a prime
Intelligence represents one’s ability to analyze requisite, and some classes have a requirement of a
information, Wisdom represents being in tune with and minimum attribute score.
aware of one’s surroundings. Wisdom is the most If the prime requisite attribute is high enough, the
important attribute for clerics. character will receive a bonus to experience. Sometimes,
a player will choose a certain class and the character
WISDOM TABLE does not have a prime requisite high enough to receive
Saving Throw Modifier the experience bonus.
Score
(to all magic effects*) In these cases, 2 attribute points may be sacrificed
3 -3 from one attribute to raise one prime requisite attribute
4-5 -2 by 1 point. This may be done more than once, but no
6-8 -1 attribute can be lowered below 9. There are certain
9-12 0 restrictions on how to raise or lower attributes.
13-15 +1 No attribute may be lowered if it's also a prime
16-17 +2 requisite for the class, even if there are a few points to
18 +3 spare above the minimum required score. Dexterity can
*This modifier applies to all effects of a magical origin, but only be raised, never lowered. Constitution and
excludes breath weapons. All magical devices are included Charisma are the only attributes that may not be
(wands, staves, etc., but not swords or other weapons). modified in any way.
Charisma (CHA) measures a character’s force of Character Classes
personality, persuasiveness, personal magnetism, ability
There are two important concepts related to
to lead, and physical attractiveness. This attribute is
character classes. Ancestry is a character’s heritage.
important for how NPCs or monsters will respond to a
Broadly, there are humans and demi-humans. Demi-
character in an encounter. It also affects the morale of
humans include dwarves, elves, and hobfolk. Classes
hirelings and the number of retainers a character may
refer to a character’s profession. In the Labyrinth Lord
have.
basic rules (this book), ancestry and class are combined
CHARISMA TABLE concepts. The classes fighter, wizard, cleric, and burglar
Reaction Retainer are assumed to be human. Demi-humans include their
Score Retainers profession baked in. Dwarves and hobfolk are essentially
Adjustment Morale
3 -2 1 4 fighters, while elves combine abilities of fighters and
wizards. Refer to the Advanced Edition Companion if
4-5 -1 2 5
you’d like to separate the two for more options.
6-8 -1 3 6
9-12 0 4 7
13-15 +1 5 8
16-17 +1 6 9
18 +2 7 10
7
Brownies BROWNIE LEVEL PROGRESSION
Requirements: INT 10, DEX 10 Experience Level HD d6 To-Hit† Title
0 1 1 +1 Sproutling
Prime Requisite: INT and CHA
3,000 2 2 +1 Prankster
Wound Dice: 1d6 6,000 3 3 +1 Gourmand
Maximum Level: 8 12,000 4 4 +2 Lightheart
Brownies are cousins of elves, sharing similar 24,000 5 5 +2 Enchanter
features. They average 4 to 4 ½ feet tall, weigh about 90 48,000 6 6 +3 Charmwisp
pounds, have pointed ears, and are generally waify. 96,000 7 7 +3 Weaver
Unlike elves, they are quite sociable, commonly living 192,000 8 8 +3 Archweaver
among humans and hobfolk. Brownies have varied †Bonus is relevant only if using AAC; If using DAC then
appearances, but are often earth-toned. They are playful THACO is used.
pranksters, and skilled at fixing household items and
keeping things tidy. Their domestic proclivities align well
with hobfolk, who enjoy eating and appreciate the
brownies' hospitality.
Brownie Class Features
▶ Cast wizard spells
▶ Night vision 60’
▶ Use any weapon, except large or two-handed
▶ Use armor no heavier that studded leather
▶ Unable to use shields
▶ -2 DAC (+2 AAC) vs. larger than human
opponents
▶ Begin with 1st level burglar skills, advance one
level every other level (at 3rd, 5th, etc.)
▶ +1 reaction checks vs. ordinary or giant animals
▶ Immune to charm and similar effects
Prime Requisites
▶ INT and CHA must be 14 for +5% XP BROWNIE THACO
Descending Armor Class
▶ INT 17 and CHA 14 for +10% XP (Lower DAC is better protected)
Level 0 1 2 3 4 5 6 7 8 9
Starting Languages 1-3 19 18 17 16 15 14 13 12 11 10
▶ Common tongue 4-5 18 17 16 15 14 13 12 11 10 9
6-8 17 16 15 14 13 12 11 10 9 8
▶ Brownie
Reaching 8th Level: Brownies can establish BROWNIE SPELL PROGRESSION
burrows near human or hobfolk settlements. Burrows Class Level Spell Level
house several brownie families. Within 5 miles, ordinary † 1 2 3 4 5
and giant animals are friendly to brownies, warning them
1 1 - - - -
of dangers and passing along messages. In exchange,
brownies protect the local wildlife. 2 2 - - - -
3 2 1 - - -
BROWNIE SAVING THROWS
Spells or 4 2 2 - - -
Breath Poison Petrify or Spell-like 5 2 2 1 - -
Level Attacks or Death Paralyze Wands Devices 6 2 2 2 - -
1-5 16 13 13 14 15 7 3 2 2 1 -
6-8 14 11 11 12 12 8 3 3 2 2 -
8
9
Burglars the same lock again until reaching a higher experience
level. The Labyrinth Lord might grant an additional try
Requirements: None depending on the complexity of the lock.
Prime Requisite: DEX Find and Remove Traps: May be tried one time to
Hit Dice: 1d4 find or remove a trap in an area. These are separate
Maximum Level: None skills; a burglar must find a trap before they can remove
Burglars have a range of unique skills associated with it!
their profession that make them very handy companions Pick Pockets: This skill is the bread and butter of
in adventures. However, burglars can be shady and non-adventuring thieves for it's a quick source of
sometimes not trustworthy. They have their own income…but not without peril. The target notices the
language of slang and coded speak, so that burglars can attempt if the roll equals twice or more of the skill
have discussions without others eavesdropping. Burglars percentage. The Labyrinth Lord will then roll 2d6 on the
usually belong to a Burglars Guild from the character’s reaction table to determine the intended victim’s
local town, where they can seek shelter and information reaction.
between adventures. At the Labyrinth Lord’s discretion, Move Silently: Others will not hear the movements
a burglar may have to forfeit a portion of their earnings of a burglar. However, the burglar always thinks they are
to the guild in exchange for protection. successful in this skill and will not know otherwise unless
others react to their presence.
Burglar Class Features
Climb Walls: Burglars may scale sheer surfaces,
▶ Burglar skills including walls or steep cliffs. A roll is required for each
10’. If failed, they fall half of the attempted distance,
▶ Use any weapon
taking 1d6 points of damage per 10’.
▶ Backstab +4 to hit, ×2 damage* Hide in Shadows: A burglar will always think they
are successful in this skill and will not know otherwise
▶ No armor heavier than studded leather until others react to their presence. They must remain
▶ No shields motionless when hiding.
Hear Noise: This may be attempted in a cave or
▶ Read non-magical writing, 80%, at 4th level hallway, and at a door or other locations. The burglar
▶ Use wizard scrolls, 90%, at 10th level must be quiet and in a quiet environment. This ability is
rolled using 1d6.
*Burglars must catch an opponent unaware, using
move silently and hide in shadows.
Prime Requisites
▶ DEX 13-15 for +5% XP
▶ DEX 16-18 for for +10% XP
Starting Languages
▶ Common
▶ Alignment
▶ Burglars cant
▷ Combination of slang and coded speak
Reaching 9th Level: Burglars can establish a
thieves’ den, and 2d6 burglar apprentices of 1st level will
come to work with the character. Apprentices are
relatively reliable, but if any are arrested or killed, the
character will not be able to attract more followers of this
type to replace them. A successful character might use
these followers to start a Burglars’ Guild.
Burglar Skills
Pick Locks: Lock picks are required. May pick one
lock at a time. Failure means the burglar may not pick
10
BURGLAR SKILLS TABLE
Find and Hide in
Level Pick Locks Remove Traps Pick Pockets* Move Silently Climb Walls Shadows Hear Noise
1 15 20 20 20 87 10 1-2
2 20 25 25 25 88 15 1-2
3 25 30 30 30 89 20 1-3
4 30 35 35 35 90 25 1-3
5 35 40 40 40 91 30 1-3
6 45 45 45 45 92 35 1-3
7 55 50 55 55 93 45 1-4
8 65 60 65 65 94 55 1-4
9 75 70 75 75 95 65 1-4
10 85 80 85 85 96 75 1-4
11 95 90 95 95 97 85 1-5
12 96 95 105 96 98 90 1-5
13 97 97 115 98 99 95 1-5
14 99 99 125 99 99 99 1-5
* -5% per each 5 levels the thief is lower than the victim. There is always a 1% chance of failure despite a skill percent above 100%.
11
Clerics CLERIC SAVING THROWS
Requirements: None Spells or
Prime Requisite: WIS Breath Poison Petrify or Spell-like
Level Attacks or Death Paralyze Wands Devices
Hit Dice: 1d6 1-4 16 11 14 12 15
Maximum Level: None 5-8 14 9 12 10 12
Clerics have pledged their lives to serve a deity, to 9-12 11 6 9 7 9
further the desires and will of their gods or goddesses. 13-16 8 3 7 5 7
Clerics use divine energy in the form of spells, which are 17 6 2 5 3 5
granted through prayer and worship. The power and
number of cleric spells available to a character are
determined by level. Clerics are also trained to fight, and Turning Undead Example
they should be thought of not as passive priests but as
fighting holy crusaders. If a cleric ever falls from favor Pardue the Holy is a 1st-level cleric. He attempts to
due to violating the beliefs of their god or breaking the turn four skeletons (1 HD each). There's a 7
rules of their clergy, the god may impose penalties upon corresponding to his level and 1 HD. He turns some
the cleric. These penalties are entirely up to the undead on a roll of 7 or higher on 2d6. The player rolls
Labyrinth Lord but may include penalties to attack (–1) 2d6, resulting in 3.
or even a reduction in spells available. Three of them flee, leaving one behind. If Pardue
had been attempting to turn undead that have 2 HD
Cleric Class Features each, he would only have turned one, since a roll of 3
▶ Use any weapon or armor, except pointed or only completely accounts for one 2 HD creature.
edged weapons
▶ Cast clerical spells Reaching 9th level: A cleric may establish or build a
stronghold. They may buy or build a keep at half the
▶ Turn undead normal price due to divine intervention. Once a
stronghold is established, the cleric’s reputation will
Prime Requisites spread, and they will attract 1st and 2nd-level followers
▶ WIS 13-15 for +5% XP of the fighter class (numbering 5d6×10). They are
completely loyal (never checking morale). The Labyrinth
▶ WIS 16-18 for for +10% XP Lord chooses which proportions of followers are
bowman, infantry, etc.
Starting Languages
▶ Common
▶ Alignment
Turning Undead
▶ Clerics call upon the name and power of their
deity to repel or destroy undead. Turned undead
disengage an encounter and leave the area by any
means possible.
▶ Roll 2d6 and consult the turn undead table.
▶ Result must equal or exceed the number
corresponding to the undead’s HD to be turned. If
there's a T or D instead of a number, undead are
turned or defeated (dead) automatically.
▶ If there's an blank spot, the cleric is of insufficient
level to turn that undead HD type.
▶ Roll 2d6. This is the number of HD worth of
creatures that are turned. A minimum of one undead
creature is always turned.
12
c TURNING UNDEAD TABLE
Cleric Level
Undead HD 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 7 5 3 T T D D D D D D D D D
2 9 7 5 3 T T D D D D D D D D
3 11 9 7 5 3 T T D D D D D D D
4 11 9 7 5 3 T T D D D D D D
5 11 9 7 5 3 T T D D D D D
6 11 9 7 5 3 T T D D D D
7 11 9 7 5 3 T T D D D
8 11 9 7 5 3 T T D D
9 11 9 7 5 3 T T D
Infernal* 11 9 7 5 3 T T
*This category includes very powerful undead, or unholy beings such as demons and devils
CLERIC THACO
Descending Armor Class
(Lower DAC is better protected)
Level 0 1 2 3 4 5 6 7 8 9
1-3 19 18 17 16 15 14 13 12 11 10
4-5 18 17 16 15 14 13 12 11 10 9
6-8 17 16 15 14 13 12 11 10 9 8
9-10 16 15 14 13 12 11 10 9 8 7
11 15 14 13 12 11 10 9 8 7 6
12 14 13 12 11 10 9 8 7 6 5
13-14 13 12 11 10 9 8 7 6 5 4
15-16 12 11 10 9 8 7 6 5 4 3
17-18 11 10 9 8 7 6 5 4 3 2
19-20 10 9 8 7 6 5 4 3 2 2
21 9 8 7 6 5 4 3 2 2 2
13
Cyclops CYCLOPS LEVEL PROGRESSION
Requirements: STR 12 Experience Level HD d10 To-Hit† Title
Prime Requisite: STR 0 1 1 +1 Lone Pupil
Hit Dice: 1d10 2,200 2 2 +1 Watcher
Maximum Level: 8 4,400 3 3 +2 Ogrebane
Cyclops are large demi-humans distantly related to 8,800 4 4 +3 Luminar
cyclops. They typically weigh around 280 lbs and stand 17,000 5 5 +4 Beholder
7’ to 7½’ tall. They have only one large eye. They have a
35,000 6 6 +5 Archseer
diverse range of appearances, like humans. Cyclops
prefer to live in mountainous areas, were they often 70,000 7 7 +6 Giantslayer
encounter dwarves and have a friendly relationship. 140,000 8 8 +7 Ocularchon
Cyclops are known for their skill at construction and †Bonus is relevant only if using AAC; If using DAC then
engineering of large structures. THACO is used
Cyclops Class Features
CYCLOPS THACO
▶ Use any weapon or armor Decending Armor Class
▶ Save versus poison at +1 (Lower DAC is better protected)
Level 0 1 2 3 4 5 6 7 8 9
▶ Save versus magic at +1 1-2 19 18 17 16 15 14 13 12 11 10
▶ Missile attacks -2 (lack of depth perception) 3 18 17 16 15 14 13 12 11 10 9
4 17 16 15 14 13 12 11 10 9 8
▶ If searching can detect with roll of 1-2 on 1d6: 5 16 15 14 13 12 11 10 9 8 7
▷ unsafe construction 6 15 14 13 12 11 10 9 8 7 6
7-8 14 13 12 11 10 9 8 7 6 5
▷ dangerous terrain (unstable rock face, etc.)
▷ sloped areas CYCLOPS SAVING THROWS
▷ Non-magical traps Spells or
Breath Poison Petrify or Spell-like
Level Attacks or Death Paralyze Wands Devices
1-3 13 8 10 9 12
4-6 10 6 8 7 10
7-8 7 4 6 5 8
Prime Requisites
▶ STR 13-15 for +5% XP
▶ STR 16-18 for for +10% XP
Starting Languages
▶ Common tongue
▶ Cyclops
▶ Ogre
▶ Dwarven
▶ Alignment
Reaching 8th Level: Cyclops can build a mountain
stronghold. They will typically be large, spread out
structures on or within mountains, but do not descend
far underground. These abodes will attract lower level
Cyclops. In addition (and less common), dwarves and
Neanderthals may be attracted to Cyclops leadership.
14
Dwarves DWARF LEVEL PROGRESSION
Experience Level HD d8 To-Hit† Title
Requirements: CON 9
0 1 1 +1 Explorer
Prime Requisite: STR
2,200 2 2 +1 Goblin Cleaver
Hit Dice: 1d8
4,400 3 3 +2 Orcbane
Maximum Level: 12
8,800 4 4 +3 Stonemaster
Dwarves have a reputation for having surly attitudes
and are particularly gruff with elves. Dwarves usually live 17,000 5 5 +4 Deep Guardian
underground where they mine precious metals and 35,000 6 6 +5 Anvil of Courage
stones. They are stout, short, bearded demi-humans 70,000 7 7 +6 Forgemaster
averaging approximately 4’ tall and weighing about 150
lbs. They have skin, hair, and eye colors in earth tones. 140,000 8 8 +7 Dwarvish Duke
Due to their short height, dwarves cannot use large 270,000 9 9 +8 Dwarvish Lord
weapons or longbows. However, they can use any other 400,000 10 +3 hp* +9
weapon or armor. 530,000 11 +6 hp* +9
Dwarf Class Features 660,000 12 +9 hp* +10
▶ Deepvision, 60’ *Hp modifiers from CON are ignored. †Bonus is relevant only
if using AAC; If using DAC then THACO is used.
▶ If searching, can detect with roll of 1-2 on 1d6:
▷ traps
DWARF THACO
▷ false walls Descending Armor Class
▷ hidden construction (Lower DAC is better protected)
Level 0 1 2 3 4 5 6 7 8 9
▷ sloped areas 1-2 19 18 17 16 15 14 13 12 11 10
3 18 17 16 15 14 13 12 11 10 9
Prime Requisites
4 17 16 15 14 13 12 11 10 9 8
▶ STR 13-15 for +5% XP 5 16 15 14 13 12 11 10 9 8 7
▶ STR 16-18 for for +10% XP 6 15 14 13 12 11 10 9 8 7 6
7-8 14 13 12 11 10 9 8 7 6 5
Starting Languages 9 13 12 11 10 9 8 7 6 5 4
▶ Common tongue 10-11 12 11 10 9 8 7 6 5 4 3
12 11 10 9 8 7 6 5 4 3 2
▶ Dwarvish
▶ Alignment
▶ Gnome DWARF SAVING THROWS
Spells or
▶ Goblin Breath Poison Petrify or Spell-like
▶ Kobold Level Attacks or Death Paralyze Wands Devices
1-3 13 8 10 9 12
4-6 10 6 8 7 10
7-9 7 4 6 5 8
10-12 4 2 4 3 6
15
Elves Reaching 9th Level: They establish a stronghold in
a natural setting. It must blend with nature. Within 5
Requirements: INT 9 miles, all ordinary animals will be helpful to elves.
Prime Requisite: STR and INT Animals can warn of dangers and pass information or
Hit Dice: 1d6 messages. In return, the ruler defends them. Rulers can
Maximum Level: 10 hire humans or demi-humans as retainers or specialists,
but only elven soldiers may be hired.
Elves have pointed ears and are thin, fey beings who
prefer to reside in secluded woods. They have diverse ELF THACO
appearances, like humans, and there are said to be Descending Armor Class
different kinds of elves in other environments. They (Lower DAC is better protected)
weigh about 120 lbs and are 5’ to 5½’ tall. Elves are Level 0 1 2 3 4 5 6 7 8 9
usually peaceful people who enjoy good food and 1-2 19 18 17 16 15 14 13 12 11 10
frequent play. They enjoy camaraderie with hobfolk. 3 18 17 16 15 14 13 12 11 10 9
Elves are talented fighters and users of magic.
4 17 16 15 14 13 12 11 10 9 8
Elf Class Features 5 16 15 14 13 12 11 10 9 8 7
▶ Night vision, 60’ 6 15 14 13 12 11 10 9 8 7 6
7-8 14 13 12 11 10 9 8 7 6 5
▶ Immune to ghoul paralysis 9 13 12 11 10 9 8 7 6 5 4
▶ Use any weapon or armor 10 12 11 10 9 8 7 6 5 4 3
16
Fighters
Requirements: None
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: None
Fighters are exclusively trained in the arts of combat
and war. They usually form the backbone of an
adventuring party.
Fighter Class Features
▶ Use any weapon or armor
▶ One additional attack per round at 5th level and
every 5 levels thereafter.
Prime Requisites
▶ STR 13-15 for +5% XP
▶ STR 16-18 for for +10% XP
Starting Languages
▶ Common tongue
▶ Alignment
Reaching 9th Level: A fighter becomes a great
leader, taking control of a parcel of land and a leadership
rank in their society. A fighter will, assuming money is at
hand, build a castle. They may ultimately control several
FIGHTER THACO
villages and towns but must be a good, strong leader and
Descending Armor Class
provide protection.
(Lower DAC is better protected)
Level 0 1 2 3 4 5 6 7 8 9
1-2 19 18 17 16 15 14 13 12 11 10
3 18 17 16 15 14 13 12 11 10 9
4 17 16 15 14 13 12 11 10 9 8
5 16 15 14 13 12 11 10 9 8 7
6 15 14 13 12 11 10 9 8 7 6
7-8 14 13 12 11 10 9 8 7 6 5
9 13 12 11 10 9 8 7 6 5 4
10-11 12 11 10 9 8 7 6 5 4 3
17
Hobfolk HOBFOLK LEVEL PROGRESSION
Requirements: DEX 9, CON 9 Experience Level HD d6 To-Hit Title
0 1 1 +1 Tenderfoot
Prime Requisite: STR and DEX
2,000 2 2 +1 Traveler
Hit Dice: 1d6
4,000 3 3 +2 Proudfoot
Maximum Level: 8 8,000 4 4 +3 Stalwart
Hobfolk are smaller than dwarves, about 60 lbs and 16,000 5 5 +4 Valorous
about 3’ tall. They are as diverse in appearance as
32,000 6 6 +5 Sheriff
humans but have furry feet and curly hair. They have
gentle natures and value free time, good food, and good 64,000 7 7 +6 Thain
drink. They engage in playful activities when not on an 120,000 8 8 +7 Mayor
adventure. They love comfort and spend their riches on
the most extravagant items. Bigger people often call Hobfolk Varieties
them “halflings” as an insult. Brawnbak: These hobfolk are stouter than most,
rumored to have dwarven ancestry. They can grow full
Hobfolk Class Features thick beards and are less happy-go-lucky. They have
▶ Hide outdoors, 90% deepvision to 60’.
Faerheed: The rarest hobfolk, faerheed are taller,
▶ May use any weapon or armor
averaging 4’. They have decidedly elfin features and
▶ Cannot use large weapons night vision to 60’.
Hydefoote: The most common hobfolk,
▶ +1 initiative if alone or with hobfolk only characterized by hairy feet and thick footpads that
▶ Missile attacks +1 to hit make footwear unnecessary. These are the default
variety for characters.
▶ AAC +2 (DAC –2) if attacked by larger than
human opponents HOBFOLK THACO
Descending Armor Class
▶ Hide if silent and motionless with 1-2 on 1d6: (Lower DAC is better protected)
▷ In shadows Level 0 1 2 3 4 5 6 7 8 9
1-2 19 18 17 16 15 14 13 12 11 10
▷ Indoors 3 18 17 16 15 14 13 12 11 10 9
4 17 16 15 14 13 12 11 10 9 8
▷ Labyrinths or ruins
5 16 15 14 13 12 11 10 9 8 7
Prime Requisites 6 15 14 13 12 11 10 9 8 7 6
▶ STR 13-15 for +5% XP 7-8 14 13 12 11 10 9 8 7 6 5
18
Wizards Reaching 9th Level: They can create spells and
magic items. These rules are in the Magic Research
Requirements: None section. They also may build a stronghold, often a great
Prime Requisite: INT tower, at level 11. This will attract wizard apprentices
Hit Dice: d4 (1d6), who will range from level 1-3.
Maximum Level: None
Wizards study arcane secrets and cast increasingly
powerful spells as they advance in level. They carry spell WIZARD THACO
books, which hold the formulae for spells written on their Descending Armor Class
pages. Wizards can have any number of spells in a spell (Lower DAC is better protected)
book but can only memorize a certain number of spells, Level 0 1 2 3 4 5 6 7 8 9
determined by class level, that they can know off hand to 1-3 19 18 17 16 15 14 13 12 11 10
cast at any time. 4-7 18 17 16 15 14 13 12 11 10 9
8-10 17 16 15 14 13 12 11 10 9 8
Wizard Class Features
11-12 16 15 14 13 12 11 10 9 8 7
▶ Spell casting 13 15 14 13 12 11 10 9 8 7 6
▶ Pick one single-handed medium weapon, 14-15 14 13 12 11 10 9 8 7 6 5
16-18 13 12 11 10 9 8 7 6 5 4
otherwise can only use small weapons
19-20 12 11 10 9 8 7 6 5 4 3
▶ No shields or armor
WIZARD SAVING THROWS
Prime Requisites Spells or
▶ INT 13-15 for +5% XP Breath Poison Petrify or Spell-like
Level Attacks or Death Paralyze Wands Devices
▶ INT 13 for +10% XP 1-5 16 13 13 14 15
Starting Languages 6-10 14 11 11 12 12
11-15 11 9 8 9 8
▶ Common 16-18 9 7 6 5 6
▶ Alignment 19+ 7 6 5 4 4
19
Choosing Alignment ▶ Burglar Cant (spoken by burglars) isn’t a proper
In Labyrinth Lord, all beings, whether characters or language, but a combination of slang and coded
monsters, adhere to one of three philosophies or spheres speak to allow secure communication from
of behavior. These spheres are Law, Neutrality, and eavesdroppers.
Chaos. A player must choose one of these paths when
their character is created. Although players should do Character Inheritance
their best to adhere to one of these spheres, the Characters die. The Labyrinth Lord might allow
Labyrinth Lord will take note when behavior deviates too players to create a will to leave treasure behind for an
much from their chosen alignment and may assign a heir. Treasure must be stored with a reputable bank,
new alignment more appropriate to character actions. which charges 10% value of the treasure for these
All alignments have alignment languages, which are services. Less certain means may be employed, like
understood by others of the same alignment. burying it and leaving a map behind, but this is obviously
Law: Lawful beings believe in truth and justice. To risky. A character’s heir has to be a new 1st-level
this end, they'll follow laws and believe all things must character. Players are allowed to leave a character
adhere to order. Lawful beings also believe in sacrifice to inheritance one time.
a greater good and will choose the good of a larger
group over the good of an individual. Play Style and Equipment
The lawful character would sacrifice themself if
necessary to rescue their companions. They would never Labyrinth Lord’s primary sources of inspiration are
leave them behind unless they had a better chance of the Basic/Expert and Advanced First Edition rules of the
saving them or some greater cause could be achieved. world’s most popular fantasy role playing. Labyrinth
Lord will give you a similar play-style and “feel” of the
Neutrality: Neutral beings are more self-centered. game from the 1980s, but with plenty of new twists. If
They believe in a balance between the ideas of law and you come to Labyrinth Lord from more recent fantasy
chaos, and in their actions, they tend to do what will RPGs, you may be accustomed to a different play style.
serve themselves. They might commit good or evil acts And that’s okay! You can bring your experience to this
to further their own ends and generally will not put game and it will serve you well.
others’ needs ahead of their own.
But a few things should be noted here, because the
The neutral character will attempt to rescue their rules assume a certain style of play. If you’re unaware of
friends only if they is not likely to be harmed. They will those expectations some things can be confusing. This
weigh the costs and benefits and if too high, will leave information will help guide you in choosing equipment
them behind. and planning ahead for the challenges that wait patiently
Chaos: Chaotic beings are in direct opposition to to eat your flesh in deep, dark dungeons.
law. These beings should be seldom trusted for they tend
to act in “evil” ways and will be much more selfish than a Genre
neutral being. Chaotic characters believe in chance and On the surface it may seem like Labyrinth Lord is in
that there should be no innate order to life. the same genre as more recent fantasy games. That’s
The chaotic character helps the group if it's safe and only partly true. They have broader features in common,
there's profit. How they act depends on the potential for of course. You have a character, you have certain
personal gain or which way is most self-serving. resources, and you go on adventures. But what a lot of
people don’t realize is that earlier games had a much
Character Languages larger focus on survival. You might think of it as a
All characters begin with the common tongue and survival fantasy genre, with a dose of resource
their alignment language. Some classes grant further management.
languages, and characters with high Intelligence receive
additional languages. Additional languages can be Beginning Characters
chosen at the Labyrinth Lord’s discretion. In general, Generally, your character starts as a fresh faced first
any beings or monsters capable of language have their level character. Maybe your father owned a blacksmith
own language. Most monsters have at least a 20% shop, and you long for the adventures you hear about at
probability of speaking their own language and the the pub. When you go out on that first adventure you
common tongue. When we refer to the common tongue, don’t have a lot of skills. It’s assumed you have acquired
we are assuming this is a language common to all just enough abilities for a first level character. You’re
humans. However, the Labyrinth Lord may rule that barely one step above a commoner or 0 level human.
different humans have different languages, in which case You have to be quick-witted, and even quicker on your
a particular human language must be chosen rather feet, to survive long enough to talk about your exciting
than a common tongue. adventures.
20
Teamwork barricaded in a room. Instead of attacking them at a
disadvantage, light flasks of oil and toss them over.
This is essential. No character will survive on their
own. It takes the combined skills of the entire party to Rope: You should pretty much always have rope.
navigate the challenges of the dungeon. It’s important to You may need it to climb up or down sheer faces, to tie
coordinate actions and make the best of your party’s up enemies, or help set traps. Really, the uses are only
resources. limited by your imagination.
At some point it’s really tempting to split the party. Crowbar: You might not think it, but there are a lot
Maybe you think you can get a task done faster or cover of things that need prying in a dungeon. Sarcophagus
more ground. Generally, splitting the party leads to lids, stuck doors, statues, rocks, you get the idea. If the
nothing good. You’ve divided your resources in half and Labyrinth Lord is feeling nice, they may even grant a
made two smaller groups that are weaker than the small bonus to opening doors when using a crowbar.
whole. If something happens to one group, the other Pole, 10’: Ah yes, the 10’ pole. Never mind how
can’t lend assistance. It might be a good idea to send a you’re able to carry it around so easily in the dungeon
scout ahead, for example, a burglar or hobfolk. and not have it bang against doorways, walls, the ceiling,
Though it’s dangerous, that kind of activity is in their tangle your legs, etc. There are many occasions when
purview. A scout will probably not go too far ahead, and somebody would like to touch something but
report back immediately. consequences could be dire. The 10’ pole can be used to
nudge things, probe the bottom of a pit, stick in a wall
Be Equipped crack, and maybe prop something up. It’s almost like the
Swiss Army knife of the dungeon.
Before you go on a quest, you want to make sure to
Flint and steel: How else will you light those
have the proper equipment. You slam the dungeon door,
Molotov cocktails? (bring rags.)
with a dozen orcs fresh at your tail! You tell the
Labyrinth Lord you’d like to drive spikes into the jamb so Torches: This might seem obvious, but sometimes
it can’t be opened. Did you buy iron spikes before the you have an entire party with deepvision and the group
adventure? You didn’t? Oops! True, you can’t possibly be has forgotten to buy torches. Some things to keep in
equipped for every situation. But some situations come mind. Torches are good for more than illumination.
up often enough that you can anticipate them. Lighting random things on fire is endlessly fun, and
occasionally useful. Smoke enemies out. Light torches to
Make sure you equip with items you need to perform
interfere with the deepvision of an enemy. You might
the duties of your class. Imagine you’re a burglar and
drop one into a hole to see how deep it is. The list goes
need to unlock the door before the vat of acid topples
on.
over behind you. Did you buy burglar picks? The spell
casters can only hold a limited number of spells at the Party Organization
ready. If possible, it’s useful to choose a balance of spells
that cause damage or are useful in other ways. But part As mentioned earlier, it’s a good practice to have
of your resource management is also setting aside time representatives of the major classes in your party. Then
to rest, because it’s only after a rest that spell casters can you have a way to deal with a variety of obstacles. But
memorize or pray for those spells again. something often overlooked is that you can have a well-
rounded party, but if you don’t organize yourselves to
Many Paths to Victory make the best use of that, your resources are not put to
their full advantage
Since you are a fledgling 1st level character, you can’t
tackle all challenges head-on. Sometimes you just have Marching Order
to run away from that monster. Maybe you trick it or lure
it to a place where it will be harmless, or can be more This is especially important in a dungeon, though it
easily dispatched. There are many ways to defeat foes, can also be crucial for overland travel. Marching order is
and killing them isn’t the only way. Generally, you get simply the order in which the party members move. If in
the experience points for defeating the monster even if a 10’ wide corridor, marching order can go side-by-side.
you don’t kill it. Defeating it can mean parlaying with it, Narrower than that, and it will probably have to be single
reaching a truce. Lure it with lies. Maybe outwit it. file.
Here are some examples of items and what they're You generally want to protect the weaker characters
commonly used for: by putting them somewhere in the middle. One
Iron spikes: They may be pounded into a rock face organization is having fighters at the front, followed by
to attach a rope. They might be used to wedge a door healers, then a wizard, a burglar and another warrior or
closed or open, be that a door to a room or a trap. two at the rear.
Flasks of oil: Oil is used for a classic tactic of making You make the best of your situation depending on
Molotov cocktails. Maybe there’s some morlocks how many people are in your group. Stronger characters
21
in the front and rear help guard against enemies. Having That's bad news, because sometimes one failed
healers near the front gives them the opportunity to heal saving throw is all it takes to make sure you never leave
fighters during combat. the dungeon. So naturally, in a party of five you have a
Burglars and wizards are not combat driven classes. one in five chance of being picked. Now imagine you
Though it can be tempting to leap out into battle, if the have a couple hired hands with you. They may be
stronger in your party are fending well, it’s useful to keep armed, or maybe they're just there to hold torches. That
those classes out of harm’s way. How else will you detect giant snake doesn't care why they're there. If you've got a
traps later? Or have a handy spell at the ready? couple of those guys in your group, suddenly you have a
one in seven chance of being attacked!
Mapping But hired hands can be more than just battle fodder.
This might be viewed as both related to party They can lend an extra sword to the fight, they can carry
organization and resource management. One person treasure, and they can be sent on errands. These are just
should be the mapper. That person will do their best to some possibilities. Just remember that hirelings and
draw the areas they’ve been in, roughly to scale, with henchmen get a portion of the experience points when
accompanying notes. This way you can keep track of it's awarded to the group. So you have to weigh whether
where dangers lurk or treasure lies when you pass that the benefit outweighs the cost. In many cases, it's to your
way again. advantage to hire help. It can make you much more
successful at 1st level.
There’s nothing more frustrating than stashing
treasure and not finding it again. Or passing through an Passing Thoughts
area for the second time, but nobody noted that there
was a trap there. When adventuring in large dungeons, This game is not just about killing monsters, it's also
hallways and rooms can begin to look alike. Some about strategy and making the best of your resources for
dungeons are vast. Adventurers who lose direction may whatever situation comes to the fore. You may start as
never find their way out. The more wandering you do the scrappy farmhand, but with a little luck and quick
the greater the chance of encountering monsters. thinking you’ll mature into a strong warrior or powerful
wizard. Achieving new class levels is gratifying upon
Try Things reflecting back on the challenges you faced to get there.
Playing through those challenges is where legends are
Obviously, not all dangers can be met with brute born and tales are written.
force. Some can, and that’s a lot of fun. But there are
times when a party encounters something they’re not Eventually, it could be you in front of that fireplace
strong enough to defeat head on. But remember, you telling a young audience of would-be adventurers about
don’t have to kill creatures to earn the experience points. the fantastic dangers and treasures you've encountered
Your options are not limited by your character class. on your quests!
Every character has some ability to look for traps or
secret doors. Everyone can listen at doors. Burglars are
better at these things than other classes, but if everybody
Money and Coins
attempts these you're less likely to miss that hidden room The most common coin is the gold piece (gp). A gold
full of magic items. Or hear the voices of bugbears piece is worth 2 electrum pieces (ep) or 10 silver pieces
behind that door, before you throw it open. (sp). Each silver piece is worth 10 copper pieces (cp). In
addition to copper, silver, electrum, and gold coins, there
Generally, most things should be possible. There
are also platinum pieces (pp), which are each worth 5
might be a very slim chance of succeeding, but not zero.
gp. The standard coin weighs about 1/10th of a pound
So go ahead and try to leap across that 20' pit. Or bridge
(10 to the pound). Sacks or backpacks can carry a
a crevasse with your 10’ pole and inch your way over.
certain number of coins, calculated using coin weight.
Throw a Molotov cocktail right through the crack of an
open door to light up those pesky goblins. You're only ▶ Reminder, starting money is 3d8x10 gp
limited by your imagination. Make the best of your EXCHANGE VALUE
surroundings, your abilities, and those in your party.
Coins CP SP EP GP PP
Hirelings and Henchmen Copper
Piece (cp) = 1 1/10 1/50 1/100 1/1,000
Here's where veteran dungeon dwellers differentiate Silver
themselves from the barely weaned. Imagine this. Your Piece (sp) = 10 1 1/5 1/10 1/100
party has five characters. You encounter a giant Electrum
poisonous snake. Depending on where everybody is Piece (ep) = 50 5 1 1/2 1/20
located when the encounter occurs, the Labyrinth Lord Gold
Piece (gp) = 100 10 2 1 1/10
might randomly check to see who that serpent bites. Platinum
Piece (pp) = 1,000 100 20 10 1
22
Equipment ADVENTURING GEAR TABLE
Gear Cost Weight
Backpack (empty) 2 gp 2 lb.
WEAPONS TABLE
Bedroll 1 sp 5 lb.
Weapon Cost DMG Size Weight
Axe, battle* 6 gp 1d8 Large 6 lb. Blanket, winter 5 sp 3 lb.
Axe, one-handed 1 gp 1d6 Medium 3 lb. Block and tackle 5 gp 5 lb.
Club 3 gp 1d4 Medium 3 lb. Bottle, wine, glass 2 gp —
Crossbow, heavy 25 gp Large 8 lb. Burglars’ tools 30 gp 1 lb.
Heavy quarrels (10) 3 gp 1d8 - 1 lb. Candles (10) 10 cp —
Crossbow, light 16 gp Medium 4 lb. Case, map or scroll 1 gp 1/2 lb.
Light quarrels (10) 3 ep 1d6 - 1 lb. Chain (10 ft.) 30 gp 2 lb.
Dagger 3 gp 1d4 Small 1 lb. Crowbar 2 gp 5 lb.
Dagger, silver 30 gp 1d4 Small 1 lb. Flask (empty) 3 cp 1/2 lb.
Dart 5 sp 1d4 Small 1/2 lb. Flint and steel 2 gp —
Flail 3 gp 1d6 Medium 5 lb. Garlic (3 cloves) 5 gp —
Flail, heavy* 8 gp 1d8 Large 10 lb Grappling hook 1 gp 4 lb.
Hammer, light 1 gp 1d4 Small 2 lb. Hammer 5 sp 2 lb.
Hammer, war* 7 gp 1d6 Large 5 lb. Holy symbol, wooden 1 gp —
Javelin 1 gp 1d6 Medium 2 lb. Holy symbol, silver 25 gp 1 lb.
Lance 7 gp 1d6 Large 10 lb. Holy water (flask) 25 gp 1 lb.
Longbow 40 gp - Large 3 lb. Ink (1 oz. Vial) 8 gp —
Arrows (20) 5 gp 1d8 - 3 lb. Ladder, 10-foot 5 cp 20 lb.
Mace 5 gp 1d6 Medium 3 lb. Lantern 9 gp 3 lb.
Morningstar* 5 gp 1d6 Medium 6 lb.
Lock 20 gp 1 lb.
Pick, heavy* 8 gp 1d8 Large 6 lb.
Manacles 15 gp 2 lb.
Pick, light 5 gp 1d6 Medium 3 lb.
Mirror, small steel 10 gp ½ lb.
Pole Arm* 7 gp 1d10 Large 15 lb.
Quarterstaff* 2 gp 1d6 Large 4 lb. Oil (1-pint flask) 1 sp 1 lb.
Scimitar 15 gp 1d8 Medium 4 lb. Paper (sheet) 4 sp —
Shortbow 25 gp - Medium 2 lb. Parchment (sheet) 2 sp —
Arrows (20) 5 gp 1d6 - 3 lb. Pick, miner’s 3 gp 10 lb.
Sling 2 gp Small 0 lb. Pole, 10-foot wooden 2 sp 8 lb.
Bullets, sling (10) nil 1d4 - 5 lb. Quill pen 1 sp —
Spear 3 gp 1d6 Large 6 lb. Rations, unpreserved (per day) 2 sp 1 lb.
Sword, long 10 gp 1d8 Large 4 lb. Rations, trail (per day, preserved) 5 sp 1 lb.
Sword, bastard** 20 gp 1d8/2d4 Medium 6 lb. Rope, hemp (50 ft.) 1 gp 10 lb.
Sword, short 7 gp 1d6 Small 2 lb. Rope, silk (50 ft.) 10 gp 5 lb.
Sword, two-handed* 15 gp 1d10 Large 15 lb. Sack, large (empty) 2 sp ½ lb.
Trident* 4 gp 1d6 Medium 4 lb. Sack, small (empty) 1 sp ½ lb.
*These are classified as two-handed weapons. Battle axes and Saddle 25 gp 25 lb.
war hammers are usable by dwarves.
**A bastard sword can be used one-handed or two-handed. Saddle bag 1 sp ½ lb.
Spade or shovel 2 gp 8 lb.
Spell book (blank) 15 gp 3 lb.
Spikes, iron (12) 1 gp 8 lb
Spyglass 1,000 gp 1 lb.
Stakes, wooden (3) 5 cp 1 lb.
Torches (8) 3 sp 8 lb.
Vial, for ink, potion, or holy water 1 gp 1/10 lb.
Waterskin/Wineskin 1 gp 4 lb.
Wine (2 pints) 1 gp ½ lb.
Wolfsbane (fist full) 10 gp —
23
ANIMALS, LAND, AND WATER TRANSPORT
Type Cost Cargo lbs Type Cost Cargo lbs
Cart 100 gp 400 to 600 Boat, river 4,000 gp 3,000
Dog 3 sp 25 to 50 Boat, sailing 2,000 gp 2,000
Dog, guard 25 gp 50 to 100 Canoe 55 gp 600
Donkey 8 gp 200 to 400 Galley, large 32,000 gp 4,000
Feed (per day) 5 cp - Galley, small 12,000 gp 2,000
Horse, draft 40 gp 450 to 900 Galley, war 65,000 gp 6,000
Horse, riding 75 gp 300 to 600 Lifeboat 800 gp 1,500
Horse, war 250 gp 400 to 800 Longship 17,000 gp 4,000
Mule 30 gp 200 to 400 Raft 1 gp per sq. foot 5 per square foot
Pony 30 gp 150 to 300 Sailing Ship, large 22,000 gp 30,000
Stabling (per day) 5 sp - Sailing Ship, small 7,000 gp 10,000
Wagon 200 gp 1,500 to 4,500 Sailing Ship, transport 30,000 gp 30,000
Starting characters may purchase the following
equipment. These lists will also be handy when ARMOR TABLE
characters need to restock supplies between adventures. Armor Cost DAC AAC Weight
Plate mail 450 gp 3 16 50 lb.
▶ Players may buy preselected equipment packs to
Splint mail 75 gp 4 15 40 lb.
speed character generation. These packs are
Chain mail 70 gp 5 14 30 lb.
found at the end of this chapter.
Scale mail 50 gp 6 14 40 lb.
Leather 6 gp 7 12 15 lb.
Equipment Descriptions Padded 4 gp 8 11 10 lb.
Most equipment is described here. Note that, should Shield 10 gp -1 1 more 10 lb.
the players wish to purchase items not provided in the Helmet 10 gp - - 5 lb.
equipment lists, the Labyrinth Lord may use the items Unarmored 0 gp 9 10 nil
available as guidelines for determining new items’
characteristics. Horse barding 150 gp 5 14 60 lb.
*Using a shield increases armor rating by 1.
Animals of burden: Most horses and mules can
carry up to 300 lbs. and move at 120’. A maximum of Backpack: A backpack has two straps and can be
twice this encumbrance can be carried and will reduce worn on the back, keeping the hands free. It holds up to
this movement by half. 40 lbs.
Boat, River: A riverboat can carry 3,000 lbs. It's 10’
wide, between 20’ and 30’ long, and has a “draft,” or
24
MISSILE WEAPON RANGES
Attack Adjustment For Range
+1 0 -1
Weapon Short Medium Long
Axe (thrown) Up to 10’ …to 20’ …to 30’
Bow, long Up to 70’ …to 140’ …to 210’
Bow, short Up to 50’ …to 100’ …to 150’
Crossbow* Up to 80’ …to 160’ …to 240’
Dagger
Up to 10’ …to 20’ …to 30’
(thrown)
Dart Up to 15’ …to 30’ …to 45’
Holy water Up to 10’ …to 30’ …to 50’
Javelin Up to 20’ …to 40’ …to 60’
Oil Up to 10’ …to 30’ …to 50’
Sling Up to 40’ …to 80’ …to 160’
Spear Up to 20’ …to 40’ …to 60’
*Note that crossbows attack once every other round.
surface depth, of between 2’ to 3’ when in the water. Galley, Small: This ship is capable of holding a
Riverboats are rowed, or poles are used to push it along. weight of 2,000 lbs. These ships are 10’ to 15’ wide, 60’
The cost of the boat increases by 1,000 gp if it has a to 100’ long, and have a draft of 2’ to 3’. This ship is
roof. manned by 60 rowers. Furthermore, in addition to the
Boat, Sailing: This boat may be 10’ longer than a captain, there's generally a crew of 40. These ships are
riverboat but is otherwise similar in dimensions and sometimes equipped with catapults and a ram.
travels by sail. A sailing boat can carry a weight of 2,000 Galley, War: This is a large ship that is generally a
lbs. fleet’s flagship, capable of holding a weight of 6,000 lbs.
Burglars’ Tools: This kit contains all of the tools a These ships are 20’ to 30’ wide, 120’ to 150’ long, and
burglar needs to pick locks. have a draft of 4’ to 6’. This ship is manned by 300
Candles: A candle dimly illuminates a 5’ radius and rowers. Furthermore, in addition to the captain, there's
burns for 1 hour. generally a crew of 100. These ships are equipped with
three catapults and a ram.
Canoe: A canoe is a small boat that weighs 50 lbs. It
can carry weight up to 600 lbs and is about 15’ long. Grappling Hook: These can be used for anchoring
a rope and often have three or four prongs.
Cart: A cart must travel on a road. It’s pulled by one
or two large horses, or two to four donkeys or mules, up Hammer: If used to fight, this small hammer deals
to 60’ per turn. If the cart is pulled by only one horse or 1d4 damage. It can be used for construction or as a
two mules, it can carry 400 lbs. If pulled by four mules or mallet with iron or wooden spikes.
two horses, it can carry 600 lbs. Holy Symbol: A cleric is required to own a holy
Crowbar: A crowbar is 2’ or 3’ long and made of symbol. These symbols will be different for each religion,
solid iron. This object can be used for forcing doors and but they are often worn as a necklace.
other objects open. Holy Water: Holy water is water that has been
Dog, guard: Guard dogs are trained for discipline blessed by a cleric. It's used in some church rituals and is
and combat. They can fight, stand guard, and retrieve a formidable weapon against the undead.
items. Note that ordinary dogs haven’t been trained for Horse Barding: Barding is leather armor with metal
fighting, and can be used to retrieve only. plates on it worn by horses. It weighs 60 lbs and grants
Flint and Steel: Lighting a torch with flint and steel an Armor Class of 5 to the horse.
is a full-round action, and lighting any other fire with Ink: This is black ink. One can buy ink in other
them takes at least that long. colors, but it costs twice as much.
Galley, Large: This is a large ship, capable of Lantern: Lanterns can be closed to hide the light.
holding a weight of 4,000 lbs. These ships are 15’ to 20’ They burn one oil flask for each 4 hours, or 24 turns,
wide, 120’ to 150’ long, and have a draft of 3’. This ship and have an effective light radius of 30’.
is manned by 180 rowers. Furthermore, in addition to Lifeboat: This ship can hold 1,500 lbs. These ships
the captain, there's generally a crew of 70. These ships are 4’ to 5’ wide, 20’ long, and have a draft of 1’ or 2’.
are sometimes equipped with catapults and a ram. They are equipped with rations to feed 10 human-sized
beings for 1 week. The mast folds down for storage of
the lifeboat on larger galleys, where there are typically
25
CONTAINER CAPACITY LIGHT SOURCES
Container Capacity Source Burn Time Area
Backpack 40 lb. Candle 1 hour 5’ radius
Sack, small 20 lb. Lantern 4 hours 30’ radius
Sack, large 60 lb. Torch 1 hour 30’ radius
Saddle bag 30 lb. Thrown, 2 rounds;
Oil flask 5’ diameter
Flask 1 pint poured and lit, 1 turn
Waterskin 2 pints
Vial 1 ounce there's generally a crew of 75 sailors, of which 60 may
row when the wind is low.
two or three lifeboats. There are one or two lifeboats on Manacles: These are used to bind hands or feet.
smaller galleys. Lifeboats weigh 500 lbs and will take up
Oil Flask: In addition to fueling lamps, oil can be
this much weight, each, on a galley.
used as a missile weapon.
Lock: This is a common iron lock with a key.
Raft: Rafts can be professional or makeshift water
Longship: This is a narrow ship that can hold 4,000 vessels, no larger than 40’ × 40’. For every 10’ × 10’
lbs. These ships are 10’ to 15’ wide, 60’ to 80’ long, and area of well-built rafts, the raft can hold a weight of
have a draft of 2’ or 3’. This ship requires 60 rowers but 1,000 lbs. If the raft is makeshift, it will only hold a
is also capable of being sailed. In addition to the captain, weight of 500 lbs for each 10’ × 10’ area. A makeshift
raft can be built in 1 to 3 days for each 10’ × 10’ raft
portion.
Rations, Trail: This food is dried and preserved to be
carried on long voyages when securing other food may
be uncertain.
Rations, Standard: This food is fresh and will not
keep for more than a few days. The cost for this food
would reflect fresh food fixed for a militia or the most
basic food at an inn.
Rope, Hemp: This strong rope can hold the weight
of approximately three human-sized beings.
Rope, Silk: This rope is stronger than hemp and can
hold the weight of five human-sized beings.
Sack, Large: This sack can contain 60 lbs.
Sack, Small: This sack can contain 20 lbs.
Saddle Bag: This bag can contain 30 lbs.
Sailing Ship, Large: This large ship is 100’ to 150’
long, 25’ to 30’ wide, has a draft of 10’ to 12’, and a
crew of 70. It can carry 30,000 lbs of cargo. It has
square sails on its three masts and is sometimes
equipped with two catapults.
Sailing Ship, Small: This ship is much like the
larger version but is 60’ to 80’ long, 20’ to 30’ wide, a
draft of 5’ to 8’, and has a crew of 12. It can carry
10,000 lbs of cargo and has one mast.
Sailing Ship, Transport: This large ship has similar
dimensions and characteristics to a large sailing ship.
However, it's specially designed to carry troops, mounts,
and equipment of war as its cargo.
Spell Book (Blank): A spell book has 100 pages of
parchment, and each spell takes up one page per spell
level (one page each for 1st-level spells). These books
can be used by an elf or wizard for recording spells.
26
Torch: A torch burns for 1 hour, clearly illuminating
a 30’ radius. If a torch is used in combat, it deals 1d4
damage.
Vial: A vial holds 1 ounce of liquid. The stoppered
container usually is no more than 1 inch wide and 3
inches high.
Wagon: This is a four-wheeled, open vehicle for
transporting heavy loads. Two or four draft horses (or
other beasts of burden) draw it. Two horses can pull
1,500 lbs, while four can pull 4,500 lbs. A wagon moves
similarly to a cart.
Waterskin/Wineskin: This container, made of hide,
will hold 2 pints (1 quart) of fluid. ▶ Spikes, iron (12)
▶ Dagger
Equipment Packs
The following preselected equipment packs are ▶ Sword, short
available to speed character generation and choosing ▶ Crossbow, light
equipment. Choosing these packs gives a price break
compared to buying items individually. ▷ Light quarrels (10)
▶ Leather armor
Dungeoneers’ Pack (8 gp) 39 lbs
This is a basic pack appropriate for all characters. Cleric (35 gp) 25 lbs
You might select this pack, and the add-on pack tailored
to your class. ▶ Holy Symbol (wooden)
▶ Backpack (2) ▶ Stakes, wooden (3)
▶ Bedroll ▶ Holy Water (1 flask)
▶ Blanket, winter ▶ Mace
▶ Candles (10) ▶ Sling (10 bullets)
▶ Crowbar ▶ Leather armor
▶ Flask (empty)
Wizard (20 gp) 4 lbs
▶ Flint and steel
▶ Spellbook (blank)
▶ Rations, trail (7 days)
▶ Quill Pen
▶ Rope, hemp (50 ft.)
▶ Ink (2 vials)
▶ Sack, large
▶ Parchment (10 sheets)
▶ Sack, small (empty)
▶ Dagger
▶ Torches (8)
▶ Waterskin/Wineskin Fighter (30 gp) 24 lbs
▶ Dagger
Burglar (47 gp) 44 lbs
▶ Crossbow, light
▶ Burglars' Tools
▷ Light quarrels (10)
▶ Flasks of Oil (6)
▶ Long sword
▶ Grappling Hook
▶ Leather armor
▶ Hammer
27
Spells and Spell Casting
Spells are cast by brownies, wizards, elves, and doing this work may not engage in any other activity for
clerics. Memorized hand gestures combined with arcane the time required.
spoken words bring about magical effects. Spell casters
can memorize a certain number of spells of different
spell levels, depending on the characters’ levels of Spell Casting Constraints
experience. When a spell is cast, knowledge of the spell All spell casters must be able to move their hands and
is erased from the mind of the caster. However, a speak to make the gestures and vocalize the magical
character can memorize the same spell more than once phrases that bring effects into being. As a result, a spell
if the character is capable of memorizing more than one caster cannot cast spells if they are gagged, hands are
spell of a spell level. tied, or in an area under the effects of a silence spell.
Brownie, wizard, and elf spells operate differently ▶ Spell casters may take no other actions during the
from cleric spells. Wizard types memorize spells from
same round they intend to cast a spell.
spell books. These spells draw upon magical energies.
Clerics do not study spells from books but instead receive A PC must announce the intention to cast a spell
the knowledge of how to cast specific spells through prior to initiative being determined at the beginning of a
prayer to their gods. For this reason, clerics have access round. If a caster is successfully attacked prior to casting
to all clerical spells they are capable of casting when they the spell, or if they fail a saving throw prior to casting a
pray for spells. spell, the spell is disrupted and fails. The spell is removed
▶ All spell casters can memorize or pray for new from the caster’s memory as if it had been cast. Finally,
in most instances, a spell caster must have the intended
spells after 8 hours of rest. It takes 1 hour to target of a spell within visual range (unless otherwise
memorize all spells the character is capable of noted), whether the target is a specific monster,
learning. character, or area of effect.
Wizards and elves gain additional spells for their spell
books in a few different ways. The Labyrinth Lord may Saving Throws
allow these spell casters to consult a wizard guild when
they gain levels, and the guild will give them spells, Some spells allow saving throws, as noted in the spell
determined randomly, so that the spell books contain the description. When saving throws are allowed, a
same number of spells the characters can cast. Instead, successful roll will typically reduce or eliminate a spell’s
characters may depend entirely on finding scroll spells to effect, depending on the spell description.
add to a spell book or finding other spell books with new
spells in them. Scroll spells of any level may be copied to
a spell book, but the spell disappears from the scroll.
Reversible Spells
Characters may also copy spells from one spell book to Some spells are reversible. For wizards and elves, the
another, and this process does not erase spells from a reverse of a spell is considered a different spell, thus all
book. spell casters must memorize the specific form of the spell
If a spell book is lost or destroyed, a wizard or elf can ahead of time. A wizard or elf may memorize both forms
rewrite the spells through research and memory at a cost of a spell. A cleric can use either form of a spell without
of 1 week of game time and 1,000 gp for each spell level. having to pray for the different versions separately, but
For example, if two 1st-level spells and one 2nd-level the Labyrinth Lord may limit this if a reversed spell is
spell are replaced, it will take 4 weeks and 4,000 gp. This against the beliefs of the cleric’s god. A cleric may draw
activity requires complete concentration, and a character dissatisfaction from their god if they cast versions of
spells that have effects that go against their alignment.
28
CLERIC SPELLS BY LEVEL
Spell Level
1 2 3 4 5 6 7
Create Food Animate Control
1 Cure Light Wounds Bless Animal Growth Commune
and Water Objects Weather
Cure Serious Cure Critical
2 Detect Evil Find Traps Animate Dead Blade barrier Earthquake
Wounds Wounds
Conjure
3 Detect Magic Know Alignment Continual Light Detect Lie Dispel Evil Holy Word
Animals
4 Light Hold Person Cure Disease
Lower Water Flame Strike Find the Path Regenerate
Neutralize
5 Protection from Evil Resist Fire Dispel Magic Geas Heal Restoration
Poison
Protection from
6 Purify Food and Drink Silence 15’ Radius Locate Object Insect Plague Part Water Resurrection
Evil 10’ Radius
Speak with
7 Remove Fear Snake Charm Remove Curse Raise Dead Stone Tell Symbol
Plants
Sticks to
8 Resist Cold Speak with Animal Striking True Seeing Word of Recall Wind Walk
Snakes
Spell Level
6 7 8 9
1 Anti-Magic Shell Grasping Hand Antipathy/Sympathy Crushing Hand
2 Control Weather Delayed Blast Fireball Clenched Fist Imprisonment
3 Death Spell Instant Summons Clone Meteor Swarm
4 Disintegrate Duo-Dimension Glass Like Steel Power Word Kill
5 Geas Limited Wish Incendiary Cloud Prismatic Sphere
6 Invisible Stalker Mass Invisibility Irresistible Dance Shape Change
7 Lower Water Magic Sword Mass Charm Temporal Stasis
8 Move Earth Phase Door Maze Time Stop
9 Part Water Power Word Stun Mind Blank Wish
10 Project Image Reverse Gravity Polymorph Any Object
11 Reincarnation Simulacrum Symbol
12 Stone to Flesh Statue Trap the Soul
29
Cumulative Spell Effects Animate Dead
Spells that affect different attributes can be combined. Class: Cleric, Wizard
Spells can be combined with the effects of magic items. Level: Cleric 3, Wizard/Elf 5
However, spells cannot be used to increase the same Duration: Permanent
ability. For example, a character cannot cast two bless
Range: 60’
spells for cumulative effect.
Area of Effect: Dead creatures in range
This spell transforms the remains of deceased beings,
Beginning Spells be they bones or whole bodies, into animated undead
Clerics have access to all spells of appropriate level skeletons or zombies. These reanimated creatures heed
when they pray for them. Players of wizards and elves the vocal directives of the caster. The undead entities can
may choose three 1st-level spells and two 2nd-level either accompany the caster's path or linger within a
spells, but any other spells can only be added to a spell designated area, ready to assail any intruder, whether it
book through game play. be any creature or a particular type specified. Their
animation persists until dispelled or destroyed.
Spell Details The caster may animate a number of hit die worth of
zombies or skeletons equal to the caster’s level. For
Each spell has level, duration, range, and area of example, a 7th-level cleric can animate seven skeletons
effect listed for convenience with additional information but only three zombies. These creatures are unintelligent,
about each spell in the description. Level is the spell and do not retain any abilities that they had in life. All
level, and availability is determined by the caster’s level. skeletons have an AC of 7 and hit dice equal to the
Duration is the amount of time the spell is in effect. creature in life. Zombies have an AC of 8 and the
Range is where the spell effect is centered, not the area number of hit dice of the living creature +1. It's
of effect of a spell, which is the area the spell is active important to note that if a PC is animated in this fashion,
within a range. For example, a spell range of 0 is they will not have hit dice related to their class level but
centered on the caster, whereas with a range of 30’, a instead will have the standard skeleton or zombie hit
spell could be centered anywhere within 30’ of the dice. A lawful character that casts this spell may draw
caster. A range of touch indicates that a thing or creature disfavor from their god.
must be touched for the spell to take effect. Sometimes
the range of a spell is the same as the area of effect due Animate Objects
to the nature of the spell.
Class: Cleric
Spell Descriptions Level: 6
Duration: 1 round per level
Spells are described here in alphabetical order,
divided between cleric and wizard/elf spells. These spells Range: 30’
are listed by level at the end of this section. Area of effect: 1 square foot per level
By bestowing mobility and a faint echo of vitality
Animal Growth upon lifeless objects, the caster grants them a newfound
animation. These enlivened objects will fight entities
Class: Cleric singled out by the caster. The objects eligible for
Level: 3 animation encompass a wide range of mundane
Duration: 12 turns materials, lacking any magical essence. However, it's
worth noting that this enchantment is incapable of
Range: 120’ bestowing animation upon objects already being held or
Area of effect: One normal animal worn by a living creature.
This spell doubles the size of one non-magical, This spell requires considerable interpretation by the
normal animal. It can be a “giant” version of the animal, Labyrinth Lord. Animated objects can move in a
but intelligent animals are unaffected. An animal under manner logical to their shape, whether this is a slithering
the effects of this spell has twice its ordinary STR (and rope, a walking chair, a rolling vial, or a shuffling chest.
can carry double weight) and deals double damage in Movement should range from 10’ to a maximum of
melee. 120’. For example, a chair might move at the full
possible movement, but something awkward and without
legs, like a chest, might only move at 10’.
Objects attack as the caster’s class and level. Attack
frequency and damage will depend on available weapons
30
and the size of the animated object. The number of Arcane Eye
attacks should range from 1 every 5 rounds to 1 each
round, at the Labyrinth Lord’s discretion. Damage will Class: Wizard
be 1d6, unless variable weapon damage is used, in Level: 4
which case damage should range from 1d4 to 5d4 Duration: 1 round per level
depending on the object type and size. Similarly, the Range: 240’
Labyrinth Lord will determine the object’s hit points.
Area of effect: Special
The caster creates an invisible magical sensor that
Anti-Magic Shell sends visual information that has normal vision to 60, or
Class: Wizard 10’ with deepvision. The arcane eye moves up to 30’
Level: 6 each round. It can travel in any direction as long as the
spell lasts. While active, the spell enables movement in all
Duration: 12 Turns
directions. Solid barriers impede progress, but it can
Range: 0 pass through a hole as small as 1 inch in diameter.
Area of effect: Self
An anti-magic barrier is created around the caster. No Arcane Lock
spells may pass through this barrier, whether from inside
or outside. The caster therefore may not cast any spells Class: Wizard
other than those that affect themself. They may end this Level: 2
spell at any time before the maximum duration has Duration: Permanent
expired. Range: 10’
Area of effect: Object in range
Antipathy/Sympathy An arcane lock cast upon a door, chest, or portal
Class: Wizard magically locks it in a similar manner to the spell hold
Level: 8 portal. The caster can freely pass their own arcane lock
without affecting it, but otherwise opens with successful
Duration: 12 turns per level
use of dispel magic or knock spells. Dispel magic
Range: 30’ removes the arcane lock, while knock merely allows
Area of effect: 10’ cube per level passage. In addition, any spell caster who is at least 3
The caster invokes a phenomenon where an object levels higher than the caster of the spell may pass
or a specific location emits magical vibrations. These through unimpeded.
vibrations possess the power to either repel or attract
certain types of intelligent creatures, or creatures aligned Blade Barrier
in a particular way, as specified by the caster. The caster
must explicitly name the specific creature type or Class: Cleric
alignment for the spell's effects to take form. Level: 6
Antipathy: This induces subjects to feel an irresistible Duration: 3 rounds per level
urge to depart from the influenced area or to avoid the Range: 30’
designated item. Those affected shun the area or item Area of effect: Up to 20 square feet
and refrain from willingly returning to it while the spell is
active. If a creature succeeds in a saving throw versus A motionless, upright barrier formed from pure force
spells, they can withstand being within the affected materializes, taking the shape of swirling blades. Any
region or touching the item. However, they experience a creature passing through the wall takes 8d8 points of
growing sense of discomfort that hampers their DEX damage. The area of effect for this spell must be chosen
score, decreasing it by 1 point per round, up to a when cast.
maximum reduction of 4 points.
Sympathy: Conversely, this aspect triggers a sense of
delight and contentment in subjects present within the
enchanted area or those desiring to make contact with
or possess the targeted object. A successful saving throw
allows a creature to break free from the spell's influence,
though they must make another saving throw 1d6 turns
later. Failing this subsequent save compels the affected
creature to attempt returning to the area or object.
31
Bless (reversible) issue commands, the caster must communicate in the
target's language or possess adept pantomiming skills.
Class: Cleric
Creatures will gain additional saving throws versus
Level: 2 spells at time intervals based on Intelligence scores. An
Duration: 6 turns INT score of 3-8 grants a new save once every month.
Range: 60’ An INT of 9-12 grants a new save each week, and 13-18
Area of effect: 20’ × 20’ grants a new save once every day. Otherwise, charm
person can be negated by the spell dispel magic.
Bless fills the caster’s allies with courage but does not
affect enemies within the affected area. Each ally gains a
+1 morale bonus and +1 on attack and damage rolls. Clairvoyance
Blight is the reverse of this spell. It does not affect Class: Wizard
allies within the affected area and incurs penalties of –1 Level: 3
instead of bonuses to the rolls indicated before. Targets
Duration: 12 turns
are allowed a saving throw versus spells to avoid these
effects. Range: 60’
Area of effect: One creature in range
Charm Monster Clairvoyance creates an invisible magical link
between the caster and one creature within range. This
Class: Wizard link allows the caster to see whatever the creature sees.
Level: 4 The linking process takes 1 turn, such that the caster
Duration: Special may choose a new creature once per turn. The magical
Range: 120’ link between caster and creature is obstructed by lead or
rock of thickness greater than 2’.
Area of effect: Beings in range
Charm monster is identical to the spell charm person
(discussed below), except that charm monster is not
Clenched Fist
limited to humanoids or creatures of ogre-size or smaller. Class: Wizard
Only one monster is charmed if it's 4 HD or greater. Level: 8
Monsters 3 HD or fewer may be affected, their number
Duration: 1round per level
determined by rolling 3d6.
Range: 5’ per level
Charm Person Area of effect: Special
This spell creates a large ghostly hand that can strike
Class: Wizard one opponent per round. The attacks always hit the
Level: 1 opponent. The severity of the blow is determined by
Duration: Special rolling 1d20 and consulting the following chart. If a
Range: 120’ target becomes stunned, add 4 to die rolls on the table to
determine damage. A clenched fist has DAC 9 (AAC 10)
Area of effect: One being in range and hp equal to those of the caster.
This spell causes a humanoid creature to view the
caster with trust, leading to a shift in the target's attitude CLENCHED FIST
to a friendly disposition. Undead creatures are Roll 1d20 Damage
unaffected, as are humanoid monsters larger than ogres. 1 or below 4d6 + stun for 3 rounds
The spell does not enable the caster to control the
2-4 3d6 + stun for 1 round
charmed person as if it was an automaton, but it
perceives the caster’s words and actions in the most 5-8 2d6
favorable way. The subject can be given orders, but 9-20 1d6
actions it wouldn’t ordinarily do based on its nature or
alignment may be abstained. Clone
The influenced creature refrains from following Class: Wizard
commands that would lead to self-destruction or clearly Level: 8
detrimental outcomes. However, it can be persuaded
that engaging in highly perilous tasks holds value. The Duration: Permanent
spell's effect is disrupted if the caster or their apparent Range: Touch
allies engage in actions that jeopardize the subject. To Area of effect: Special
32
This spell duplicates a creature. The caster needs a or who call upon them too often. The Labyrinth Lord
piece of flesh taken from the original creature's living will make certain this spell is not abused. One time per
body, excluding elements like hair, nails, or scales. The year of game time, the caster may ask six questions
flesh doesn't need to be fresh, but it must be preserved to instead of the normal three.
prevent decay. Subsequently, the duplicate must be
grown within a laboratory for a duration of 2d4 months.
Conjure Animals
When the duplicate reaches maturity, it will share a
psychic link with the caster for 1 week. During this time, Class: Cleric
each will seek to destroy the other. If this proves to be Level: 6
impossible, there's a 95% probability that either the clone Duration: 2 rounds per level
or the original will lose their sanity. There's a 25%
Range: 30’
chance it’s the caster and a 5% probability that both
beings lose their sanity. After 1 week if neither being Area of effect: Self
destroys the other, the psychic link dissolves and there's
no longer a compulsion to destroy each other. The spell The caster can summon normal mammals to their
duplicates only the original’s body and mind, not its location to attack enemies. The number of animals that
equipment. appear depends on the caster’s level. The caster
summons 1 hit die of animals per level of experience of
Cloudkill the caster, and each +1 is calculated as 1/4 of a hit die.
For example, a 9th-level cleric can summon 9 hit dice of
Class: Wizard animals that could consist of nine 1 HD animals, three 3
Level: 5 HD animals, or two 4+2 HD animals. Summoned
Duration: 6 turns animals will fight to the death or until the duration of the
spell ends.
Range: 0
Area of effect: 30’ diameter
This spell generates a bank of yellowish green,
Confusion
poisonous fog in a 30’ diameter. The fog moves and Class: Wizard
grows away from the caster at 20’ per round, rolling Level: 4
along the surface of the ground. For example, after 2
Duration: 12 rounds
rounds, the fog will be 40’ long.
Range: 120’
The vapor is denser than air, and descends to the
lowest points of the terrain, even flowing through Area of effect: 60’ diameter
openings. They are unable to permeate liquids and This enchantment affects 3d6 beings within the area,
cannot be cast while submerged underwater. The vapors causing confusion and rendering them incapable of
kill any living creature with 4 or fewer HD who fails a autonomously deciding their actions. Targets with fewer
saving throw versus poison. A new save must be made than 2+1 HD cannot save. Otherwise, they must save
each round. Those who succeed in the saving throw versus spells each round they are in the area of effect to
suffer 1 hp of damage per round while in the cloud. A avoid confusion. At the start of each subject's turn in
creature with 5 or more HD suffers 1 hp of damage per every round, consult the provided table to determine the
round while in the cloud. Holding one’s breath doesn’t actions they take.
help, but creatures immune to poison are unaffected by A confused character that can’t carry out the
this spell. indicated action does nothing but babble incoherently.
Commune CONFUSION
Class: Cleric Roll 1d10 Behavior
1-4 Attack caster’s group.
Level: 5
5-6 Do nothing but babble incoherently.
Duration: 3 turns 7-10 Attack creature’s group.
Range: 0
Area of effect: Self
The caster calls upon divine powers to seek
knowledge. This spell may only be cast one time per
week, and the caster may ask three questions that can be
answered by “yes” or “no”. Divine powers do not look
kindly upon those who call upon them for trivial matters
33
Conjure Elemental Results of Contact:
Class: Wizard Don’t Know: The entity may or may not know the
answer, and may or may not lie to the caster about
Level: 5 whether it knows or not.
Duration: Indefinite True Answer: The caster gets a true, one-word
Range: 240’ answer. Otherwise, the entity lies, and the lie is
Area of effect: Special undetectable.
The caster may summon one elemental per day Insanity: The chance that the caster goes insane at
(either fire, water, earth, or air). For the duration of the the effort. A character that goes insane will remain that
spell, the caster can move at ½ movement but may take way for the same number of weeks as the total number
no other actions. The spell requires full concentration to of questions asked, and the player cannot play the
command the elemental. The caster can give the character during this time. The base chance indicated on
elemental orders while concentrating, and it can be the table is reduced by 5% for every level the caster is
dismissed to its home plane at any time. The elemental is above 11. For example, a 14th-level caster receives –15%
also dismissed if targeted with dispel evil or dispel magic. to the insanity roll.
If the caster loses concentration at any point during the
duration of the spell, the elemental will turn to attack the Continual Light
caster who will be unable to control or dismiss it.
Class: Wizard/Cleric
Contact Other Plane Level: 2/3
Duration: Permanent
Class: Wizard
Range: 120’
Level: 5
Area of effect: Object or creature in range
Duration: Special
When cast, this spell produces light as bright as
Range: 0 sunlight in a 60’ diameter, and any creatures that suffer
Area of effect: Self penalties (not including damage) for being in sunlight are
The caster's mind travels to another plane to consult affected by this spell. This spell can be cast on objects so
higher powers for advice. Refer to the table for possible that an object under this spell can be carried around. If
outcomes. The powers reply in a language the caster the spell is cast on a creature, a saving throw is allowed.
understands, but they're reluctant and give brief answers This spell can be cast on a creature’s eyes, causing
like "yes," "no," or "maybe." The caster must concentrate blindness. Unless dispelled, continual light is permanent.
to ask and receive one question-answer pair per round. Continual darkness (reverse of continual light)
The caster may choose how many questions to ask. produces darkness in the same area and manner as
The number of questions relates to the entity's power continual light. It can be countered with continual light or
level and distance. The greater the number of questions dispel magic. Like continual light, this spell can be cast
asked, the further away and more powerful the being. on a creature’s eyes, producing blindness. Normal
First roll on the following table to see if the power knows eyesight, including deepvision and night vision, cannot
the answer. Then roll to see if the power answers penetrate this darkness, nor can lamps, torches, or the
truthfully. There's a probability that the caster will go spell light.
insane after casting the spell, related to the number of
questions asked. Control Weather (Cleric)
Class: Cleric
CONTACT OTHER PLANE
Level: 7
Questions Don’t Know True Answer Insanity
3 75% 50% 5% Duration: 4d12 hours
4 70% 55% 10% Range: 0
5 65% 60% 15% Area of effect: 4d4 mile radius of caster
6 60% 65% 20% The caster can change the weather in the local area.
7 50% 70% 25% It takes 1 turn to cast the spell and an additional 1d4
8 40% 75% 30% turns for the effects to manifest. The caster calls forth
9 30% 80% 35% weather consistent with the climate and season of the
10 20% 85% 40% area.
11 10% 90% 45% The caster commands broad aspects of weather like
12 5% 95% 50% wind direction and intensity, but not specific occurrences
34
like lightning or tornado paths. Simultaneous Crushing Hand
contradictory weather isn't possible. Control weather can
eliminate or create atmospheric phenomena. Class: Wizard
Level: 9
CONTROL WEATHER (CLERIC)
Duration: 1 round per level
Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot Range: 5’ per level
Summer Torrential rain, heat wave, or hailstorm Area of effect: Special
Autumn Hot or cold weather, fog, or sleet This spell creates a large, ghostly hand that can grasp
Winter Frigid cold, blizzard, or thaw and squeeze one opponent selected per round. The
Late winter Hurricane-force winds or early spring (coastal) attacks always hit. The target suffers 1d10 hit points of
damage per round, to a maximum of 4d10.
Control Weather (Wizard) An opponent can attack a crushing hand. It has an
Class: Wizard DAC 9 (AAC 10) and hp equal to those of the caster.
Level: 6
Duration: See below Cure Critical Wounds (reversible)
Range: 0 Class: Cleric
Area of effect: 240 yard radius Level: 5
This spell differs from the cleric spell of the same Duration: Permanent
name. The radius is limited to a localized outdoor setting Range: Touch
only. This spell has an indefinite duration so long as the
caster maintains concentration. Possible weather and Area of effect: One character or creature
their effects are detailed as follows. When this spell is cast, the cleric touches one
character or creature (or themself) and heals 3d8+3 hit
CONTROL WEATHER (WIZARD) points damage. This spell cannot grant more hit points
Weather Effects than the being’s normal maximum. Cure critical wounds
Calm Dissipates foul weather also heals any conditions listed in cure light wounds.
Hot Will dry wet conditions, all movement divided by 2
Cold Water and mud freezes, all movement divided by 2
Cause critical wounds (reverse of cure critical
All movement divided by 2, no flying or missile wounds) causes 3d8+3 hit points of damage to a being if
weapon use possible. Sandy conditions will reduce the caster can touch the opponent. A saving throw
Severe versus spells is allowed.
visibility to 20’. Ship speed increased or decreased
Winds
by multiple of 2 depending on if sailing with or
against the wind.
The caster can direct the tornado, which moves at
Cure Disease (reversible)
120’. The tornado can be directed to attack, using Class: Cleric
Tornado the characteristics of an air elemental with 12 HD.
Sea vessels have a 75% chance of suffering 8+1d4 Level: 3
structural hit points damage. Duration: Permanent
Foggy Visibility drops to 20’, all movement divided by 2. Range: 30’
Missile attacks hit at –2. Mud forms in 3 turns, and
Rainy Area of effect: One being in range
movement divided by 2.
Snowy Visibility drops to 20’, all movement divided by 2 This spell instantly kills green slime and will instantly
cure all diseases, including mummy rot and lycanthropy.
Create Food and Water Cause disease (reverse of cure disease) inflicts a
Class: Cleric terrible withering disease on a victim, which will cause
Level: 4 death in 2d12 days. A saving throw versus spells is
allowed. This disease can be cured with the casting of
Duration: Permanent
cure disease. The victim of this disease cannot be cured
Range: 10’ of damage by other spells, and it takes twice the time for
Area of effect: Special normal healing. This suffering further results in a penalty
The caster can create 1 cubic foot of water and/or of –2 to hit rolls made by the victim.
nutritious food per level of experience. One cubic foot of
food can feed three humans or similar-sized creatures, or
one larger animal such as a mule.
35
Cause serious wounds (reverse of cure serious
wounds) causes 2d6+2 hit points of damage to a being if
the caster can touch the opponent.
Death Spell
Class: Wizard
Level: 6
Duration: 1 round
Range: 240’
Area of effect: 60’ cube
This formidable spell kills creatures of 8 HD or fewer
within the area of effect. A total of 4d8 HD of creatures
are killed; a saving throw versus death is allowed. For
example, if 20 HD is rolled and there are five 4 HD
creatures in the area of effect, all may potentially die if
they fail their saving throws. A successful save negates all
effect.
There is a 5% chance that a victim dying from a death
spell rises again as an undead monster in 24 hours.
Refer to the table below for some possibilities.
36
Delayed Blast Fireball Detect Magic
Class: Wizard Class: Cleric, Wizard
Level: 7 Level: 1
Duration: See below Duration: 2 turns
Range: 100’ + 10’ per level Range: 60
Area of effect: 20’ radius globe Area of effect: Self
In most respects, this spell is identical to fireball. All enchanted items, creatures, places, or other things
However, add +1 per damage die and the caster may within range glow for the duration of the spell. This
choose for the spell to “go off” from 1 to 5 rounds after includes objects that are permanently magical, such as
the round the spell is cast. weapons or other items, and objects or creatures that are
currently under the influence of a spell or some other
enchantment. The caster may move around to bring
Detect Evil objects within the range during the duration of the spell.
Class: Cleric, Wizard
Level: Cleric 1; Wizard 2 Dimension Door
Duration: C 6 turns; Wizard 2 turns
Class: Wizard
Range: Cleric 120’; Wizard 60’
Level: 4
Area of effect: Self
Duration: 1 round
The caster can sense the presence of evil intentions,
Range: 10’
whether from a living being or an object enchanted for
evil purposes. Objects or creatures within 120’ with evil Area of effect: Special
intent will magically glow. Note that the Labyrinth Lord The caster instantly transfers themself or another
must decide what is “evil”, and some things may be creature in range from its current location to any other
potentially harmful, like traps, but not “evil.” This spell known spot within 360’. The being always arrives at
does not grant the ability to read minds but only grants a exactly the spot desired. An unknown or unseen place
general sense of evil intent. may be specified. For example, 100’ south and 20’ high,
but if the destination is already occupied by a solid body,
the spell fails. Unwilling targets are allowed a saving
Detect Invisible throw versus spells.
Class: Wizard
Level: 2 Disintegrate
Duration: 5 rounds per level
Class: Wizard
Range: 10’ per level
Level: 6
Area of effect: 10’ wide path
Duration: Permanent
The caster can see invisible, hidden, ethereal, or
Range: 60’
astral creatures or items.
Area of effect: One being or 10’ cube
The caster points and a ray shoots from their finger.
Detect Lie (reversible) No roll to hit is necessary, but targets may save versus
Class: Cleric death to negate the effects of this spell. Non-magical
Level: 4 creatures of any size struck by the ray are instantly
disintegrated. The ray disintegrates up to a 10' cube of
Duration: 1 round per level
nonliving material. Consequently, only a portion of large
Range: 30’ structures or objects is affected. The ray affects objects
Area of effect: Self or other made of force, like a crushing hand, but not magical
The caster can use this spell on themself or another effects such as an anti-magic shell.
being and will be able to know whether words heard are
truth or lies.
Undetectable lie (reverse of detect lie) can nullify the
effect of detect lie or can be used to tell lies in a
convincing manner.
37
Dispel Evil Earthquake
Class: Cleric Class: Cleric
Level: 5 Level: 7
Duration: 1 turn Duration: 1 round
Range: 30’ Range: 120’
Area of effect: Self Area of effect: 5’ diameter per level
The caster can take no other action but concentrate Upon casting earthquake, a localized yet intense
on the spell for the entire duration. All undead or other tremor manifests, rending the ground. This seismic
enchanted creatures coming within 30’ of the caster shock has diverse consequences like structural collapses
must make a saving throw versus spells or be destroyed. and fissures in the earth. This effect endures for 1 round,
Any creature succeeding this roll will instead flee. Instead during which creatures on the ground are immobilized,
of casting the spell in a 30’ radius, the caster can direct unable to cast spells or attack.
the spell at one monster only; the monster saves with a – The earthquake impacts the entire area, affecting
2 penalty. In addition, dispel evil can be used to remove terrain, vegetation, structures, and living beings. The
a cursed item from a being within the spell range. effects of the earthquake spell vary depending on the
type of terrain where it's unleashed:
Dispel Magic Cave, Cavern, or Tunnel: The spell's force induces
the cave's roof to cave in, causing 7d6 damage to
Class: Cleric, Wizard
creatures beneath the fallen debris. A substantial cavern's
Level: 3 (all) roof collapse could even endanger creatures outside the
Duration: Permanent spell's range but beneath the plummeting rubble.
Range: 120’ Cliffs: The earthquake causes a cliff to crumble,
Area of effect: 20’ cube creating a landslide that extends horizontally as far as it
descended vertically. Creatures within the path of the
This spell negates any spells in effect on a being
landslide endure 7d6 damage.
within the area. Best results are if the caster is equal level
or higher than who cast the spell to be dispelled. A lower Open Ground: Fissures open in the earth, leading to
level results in a cumulative 5% chance per level the demise of 1d6 creatures that fall into these crevices.
difference that the attempt to dispel will fail. The effects Structure: Structures on open ground sustain 5d12
of a spell with instantaneous duration can’t be dispelled structural hit point damage. This is sufficient to bring
because the magical effect is already over before dispel down a standard wooden or masonry building, although
magic can take effect. Magic items are unaffected. not structures made of stone or reinforced masonry.
Creatures caught within a collapsing structure endure
Duo-Dimension 7d6 damage.
River, Lake, or Marsh: Fissures appear beneath
Class: Wizard bodies of water, draining away the water in that vicinity
Level: 7 and transforming the area into muddy terrain. Soggy
Duration: 3 rounds +1 per level marshes or swamps transform into quicksand, ensnaring
structures. Additionally, 1d6 creatures within the affected
Range: 0
region are pulled into the mud and perish.
Area of effect: Self
One dimension of the caster’s self (depth) moves to
another plane, thus reducing the visible portion of
ESP
themself to the two-dimensional aspects of height and Class: Wizard
width. The caster takes normal actions but can appear Level: 2
invisible if standing such that only their side is presented
Duration: 1 round per level
to an observer. The caster may also slide sideways
through small cracks or other tight spaces. True seeing Range: 5’ per level, 90’ max.
allows a viewer to see the caster. This two-dimensional Area of effect: One being
existence also creates vulnerability. Damage the caster A caster can perceive the thoughts of one creature
sustains while under the effects of the spell is multiplied within range. Another creature may be chosen after 1
by 3; the character can’t be struck while standing turn. The caster understands the meaning of all thoughts
sideways to an attacker. The caster is affected by area of even if they do not share the creature’s language. Only
effect attacks, which are subject to the damage multiplier. surface thoughts are perceived. If the creature is not in
range of sight, the caster may not know its type. The
38
ability to hear thoughts is obstructed by 2’ of rock or 2 Find Traps
inches of metal. Any thickness of lead (even a sheet)
blocks the spell. Undead are unaffected. Class: Cleric
Level: 2
Feeblemind Duration: 2 turns
Range: 30’
Class: Wizard
Area of effect: Self
Level: 5
When a trapped object or area comes within range, it
Duration: Indefinite
glows with magical blue light. Both magical and
Range: 240’ mechanical traps are detected. This spell grants no
Area of effect: One wizard or elf knowledge about the nature of the trap or how to
Only wizards and elves are affected. If the target fails deactivate it.
a saving throw versus spells (–4 penalty), it becomes
catatonic. The target is unable to speak, cast spells, Fireball
understand language, or communicate coherently. The
subject remains in this state until a dispel magic spell is Class: Wizard
used to cancel the effect. Level: 3
Duration: Instant
Find the Path (reversible) Range: 240’
Class: Cleric Area of effect: 20’ radius
Level: 6 A fireball erupts as a fiery explosion accompanied by
a subdued roar. It inflicts 1d6 points of fire damage for
Duration: 1 turn per level
each level of the caster on all creatures within its area of
Range: Touch impact. By pointing a finger, the caster designates both
Area of effect: Self or other the range (distance and height) for the fireball's
The recipient of this spell gains the ability to detonation. A small, luminous bead emerges from the
determine the most direct and efficient physical route to pointed digit. This bead streaks forward, becoming the
a specific destination, regardless of whether it's entering fireball if it reaches the specified range without hitting
or leaving an area. This destination can be situated any physical obstacle. (Impact before reaching the range
outdoors, underground, or even within the confines of a triggers an early detonation.)
maze spell. The spell's effect pertains to locations and The ignited fireball is capable of igniting combustible
not objects or creatures within a location. materials and causing harm to objects in its vicinity. It
Find the path empowers the subject to intuitively possesses the ability to liquefy metals with lower melting
perceive the optimal direction that leads it to the points such as lead, gold, copper, silver, and bronze. If
intended destination. It offers guidance regarding the the damage inflicted on a barrier obstructing its path
precise route to follow and the necessary physical steps results in the barrier shattering or breaking, the fireball
to take. The spell persists until the destination is reached can extend past the barrier if the conditions allow.
or the duration ends, whichever occurs first. Additionally, Otherwise, it halts at the barrier in a manner akin to
Find the path can be employed to swiftly extricate the other spell effects. All beings caught within the fiery
subject and its companions from the influence of a maze explosion are granted a saving throw against spells. A
spell within a single round. successful save mitigates the damage by half.
Conversely, lose the path, which is the reverse of Find
the path, renders a touched individual entirely incapable
of finding their way.
39
Flame Strike Fly
Class: Cleric Class: Wizard
Level: 5 Level: 3
Duration: Instantaneous Duration: See below
Range: 60’ Range: 0
Area of effect: Column 30’ high, 10’ dia Area of effect: Self
A flame strike produces a vertical column of divine For a number of turns equal to the caster’s level +1d6
fire that roars downward on a target. The spell deals 6d8 turns, the caster can fly with a maximum movement of
hit points of damage. A successful saving throw versus 120’ each round. They can vary the speed as desired
spells reduces the damage to 3d8 hit points. and are capable of hovering.
Geas (reversible)
Class: Cleric; Wizard
Level: Cleric 5; Wizard 6
Duration: See below
Range: 30’
Area of effect: Target in range
The victim of this spell is allowed a saving throw
versus spells. Success negates its effects. If the save fails,
the caster can compel the character to take on a quest.
The quest can be dangerous, but the character cannot be
instructed to purposefully harm themself. Should the
affected character resist taking the quest, they will be
under the effect of a curse. The nature of the curse is
decided by the Labyrinth Lord. The only way to remove
the curse is to undertake the quest, and when the quest
is finished the spell terminates.
Floating Disc Alternatively, the reverse of this spell, remove quest,
Class: Wizard can be used to remove the curse and dispel an active
Level: 1 quest spell. Like dispel magic, the caster of remove quest
will have a lower probability of successfully countering
Duration: 6 turns the spell if they are a lower level than the caster of the
Range: 6’ quest spell. The probability of spell failure is 5% per level
Area of effect: Special the cleric is below the caster of quest.
The caster forms a concave, circular plane of force
that orbits them, capable of carrying loads. This disk has Glass Like Steel
a diameter of 3’ and is 1 inch deep at its center. It can
support up to 500 lbs of weight or contain 2 gallons of Class: Wizard
liquid if utilized for transport. Positioned roughly 3’ Level: 8
above the ground, the disk maintains a level orientation. Duration: Permanent
It hovers horizontally within the spell's range and Range: Touch
matches the caster's movement speed.
Area of effect: 10 lbs. per caster level
By default, the disk maintains a consistent 6’ gap
between itself and the caster, autonomously trailing The caster may give glass the strength of steel in a
them. As the spell's duration concludes, the disk quantity up to 10 lbs multiplied by caster level. The glass
dissipates, causing anything it was supporting to fall onto must consist of a finite object. For example, a complete
the underlying surface. window could be made to have the strength of steel but
not just part of a large window.
40
Grasping Hand Heal (reversible)
Class: Wizard Class: Cleric
Level: 7 Level: 6
Duration: 1 round per level Duration: Permanent
Range: 10’ per level Range: Touch
Area of effect: One target Area of effect: Self or other
This spell creates a ghostly hand that can act as a Heal allows the caster to infuse a creature with divine
barrier between the caster and another being or can energy, dispelling injuries and ailments. It instantly
grasp a being to hold it in place. This hand can range in removes adverse conditions such as blindness, disease,
size from a normal-sized hand to a hand about 10’ long fatigue, feeblemind, and poison. Additionally, it restores
and can be used to hold a creature in place if it weighs all but 1d4 hit points of damage.
1000 lbs or fewer. The hand can also be used to push a Harm (reverse of heal) takes away all but 1d4 hit
being of 4000 lbs or fewer so that its movement is points from the victim touched and inflicts the same
reduced to 10’ per round. Creatures of up to 16,000 lbs disease as cause disease.
in weight can be pushed so that their movement rate is
reduced by half. An opponent can attack a grasping
hand. It has an DAC 9 (AAC 10) and hp equal to the Hold Monster
caster. Class: Wizard
Level: 5
Hallucinatory Terrain Duration: See below
Class: Wizard Range: 120’
Level: 4 Area of effect: Creatures in range
Duration: See below The duration of this spell is a number of turns equal
Range: 240’ to the caster’s level +6 turns. In all other respects, this
spell is identical to the 2nd-level cleric spell hold person
Area of effect: 10’ × 10’ per level
but can affect non-humanoid monsters and larger
The caster makes terrain within range and area of monsters.
effect look, sound, and smell like some other sort of
terrain (woods, hill, bog, fallen rocks, etc.). If the illusion
comes into contact with an intelligent being, the spell is Hold Person
negated. Class: Cleric, Wizard
Level: Cleric 2; Wizard 3
Haste (reversible) Duration: Cleric 9 turns; Wizard 1
Class: Wizard turn/level
Level: 3 Range: 180’
Duration: 3 turns Area of effect: Humanoids in range
Range: 240’ When this spell is cast, most humanoids become
Area of effect: 60’ diameter paralyzed and freeze in place. Undead and any monster
of a greater size than an ogre are unaffected. Those held
This spell makes creatures move and act more quickly
are aware and breathe normally but cannot take any
than normal. A maximum of 24 creatures are affected
actions, even speech. Subjects may attempt a saving
within the area of effect. A hasted creature may make
throw versus spells. This spell can affect 1d4 beings, but
double the normal number of attacks. However, a
if directed at a single monster or character, the saving
creature may not cast a second spell. All of the hasted
throw is attempted with a –2 penalty.
creature’s modes of movement (including land
movement, burrow, climb, fly, and swim) double in
speed. Multiple haste effects do not stack. Haste dispels
and counters slow effects.
Slow, the reverse of haste, halves all attacks and
movement, including spell casting such that only one
spell may be cast every 2 rounds.
41
Hold Portal Incendiary Cloud
Class: Wizard Class: Wizard
Level: 1 Level: 8
Duration: 2d6 turns Duration: 4 rounds +1d6 rounds
Range: 10’ Range: 30’
Area of effect: See below Area of effect: 20’ × 20’ × 10’
This spell keeps a door, gate, window, or shutter A cloud of roiling smoke appears, shot through with
made of wood, metal, or stone firmly closed. The white-hot embers. The smoke obscures all sight, and the
enchantment mimics the effect of securely closing and white-hot embers within the cloud begin to deal damage
locking the portal. However, the magic can be undone after 3 rounds. Initially, damage is equal to half the spell
by a knock spell or a successful dispel magic spell. caster’s level. Heat reaches its peak on the fourth round,
dealing damage equal to the caster’s level. During the
fifth round, damage decreases to half that of the caster’s
Holy Word (reversible) level and deals no more damage afterward. Creatures
Class: Cleric may save versus spells on the third round and every
Level: 7 round thereafter. One successful save halves damage for
the rest of the duration.
Duration: See below
Range: 0
Area of effect: 60’ radius
Insect Plague
Upon speaking the holy or unholy word, any evil or Class: Cleric
good creature within the area suffers the following ill Level: 5
effects. Duration: 1 day
HOLY WORD Range: 480’
HD Effect Area of effect: 60’ diameter
12 Deafened 1d4 rounds, -2 to hit, Movement –25%, The caster summons a swarm of locusts. It causes
8-11 Stunned 2d4 rounds, -4 to hit, Movement –50% creatures occupying its area to flee if they are 2 HD or
fewer. This spell does not function when cast
4-7 Paralyzed 1d4 turns
underground. The caster can control the swarm to move
3 or fewer Killed 20’ in a round. The caster must concentrate for the
duration of the spell to maintain control over the swarm.
Imprisonment (reversible) The caster loses control of the swarm if it leaves range,
Class: Wizard or if they are successfully attacked.
Level: 9
Duration: Permanent Instant Summons
Range: Touch Class: Wizard
Area of effect: One being Level: 7
Upon physical contact with a creature, this spell Duration: Instantaneous
entraps them within a state of suspended animation, Range: Infinite
akin to the temporal stasis spell. This creature becomes Area of effect: Special
confined within a small sphere positioned deep beneath
the earth's surface. The subject endures this The caster calls a nonliving item from virtually any
imprisonment until a freedom spell, the inverse of the location directly to their hand. First, the caster must
imprisonment spell, is cast at the exact location where place a magical mark on the item. The item must not be
the initial imprisonment occurred. Attempts to magically more than roughly 3’ long nor weigh more than 8 lbs. A
locate the imprisoned creature through means like a magical, invisible inscription must be made of the item’s
crystal ball, locate object spell, or similar divinatory name on a gem worth at least 5,000 gp.
methods yield no information about the confined entity.
42
Subsequently, the caster can summon the item by Invisibility, 10’ radius
uttering a specific word (chosen by the caster during the
spell's casting) and then crushing the gem. This action Class: Wizard
causes the item to materialize instantly in the caster's Level: 3
hand. The gem's use is exclusive to the caster. If the item Duration: See below
is held by a different creature, the spell is ineffective. Range: 10’
While it's feasible to summon the item from another
plane, this can only transpire if no other entity has laid Area of effect: Self or other
claim to ownership of the item. This spell has the same effects as invisibility, but it
affects all creatures within 10’ of the caster or subject.
Any creatures moving beyond the 10’ radius become
Invisibility visible.
Class: Wizard
Level: 2 Invisible Stalker
Duration: See below Class: Wizard
Range: Touch Level: 6
Area of effect: Self or other Duration: See below
Upon touch, the targeted creature or object becomes Range: 0
invisible, even to deepvision or night vision. If the
recipient carries items, those vanish as well. If used on Area of effect: Special
someone other than the caster, neither the caster nor This spell summons an invisible stalker, which can be
allies can see the subject, unless they have the ability to ordered to undergo a task or mission. The creature will
see invisible entities or use other magical means to do attempt to accomplish the task until it's finished or until
so. Objects dropped by an invisible creature become the invisible stalker is destroyed. The spell dispel evil will
visible; objects picked up disappear when concealed in send an invisible stalker back to its home plane.
the creature's clothing or pouches. Light remains visible,
but a source of light can become invisible (resulting in a Irresistible Dance
light with no discernible source). Parts of carried items
extending over 10’ become visible. Class: Wizard
The subject remains capable of producing sound and Level: 8
is not silenced magically. Specific conditions, such as Duration: 1d4+1 rounds
stepping in a puddle, can reveal the recipient's presence. Range: Touch
The spell terminates if the subject directly attacks any
creature, but otherwise its duration is indefinite. For the Area of effect: One subject
purposes of this spell, an attack includes (but is not The recipient is consumed by an irresistible urge to
exclusive to) any spell aimed at a foe or with an area dance, characterized by foot shuffling and tapping. This
effect involving foes. Who is considered a foe depends compels the subject to engage solely in dancing,
on the invisible character's perceptions. rendering them incapable of performing any other
Actions directed at unattended objects do not break actions. As a consequence, the subject incurs an DAC
the spell. Causing indirect harm is not deemed an attack. penalty of +4 (AAC decreases by -4) and loses the ability
Consequently, an invisible being can perform various to attempt saving throws. Furthermore, any AC
actions, such as opening doors, speaking, eating, adjustment attributed to a shield is negated by the spell's
climbing stairs, summoning and commanding attacking effect.
monsters, severing ropes on a rope bridge with enemies
present, remotely triggering traps, releasing attack dogs
by lifting a portcullis, and so forth. However, if the
subject directly attacks, it and its belongings immediately
become visible. Spells like bless, which specifically target
allies but not foes, aren't considered attacks for this
purpose, even when foes are within their area.
43
Knock Light (reversible)
Class: Wizard Class: Cleric, Wizard
Level: 2 Level: Cleric and Wizard 1
Duration: 1 round Duration: 12 turns
Range: 60’ Range: 120’
Area of effect: Special Area of effect: Object in range
The knock spell effectively unfastens doors that are This spell causes an object to glow as bright as a
stuck, barred, locked, or magically held shut. It can also torch, shedding light in a 15’ radius. The effect is
unveil secret doors and open locked or cunningly immobile, but it can be cast on a movable object. This
designed boxes and chests. It's important to note that spell can be cast on a monster’s or character’s eyes if the
secret doors must be found before the knock spell can be target fails a saving throw versus spells. If the save fails,
used on them. After being opened by the knock spell, the target is blind for 12 turns. Light taken into an area
doors do not relock or jam on their own. of magical darkness (reverse of light) does not function,
Knock, however, is ineffective against raising barred and vice versa. A light spell counters a darkness spell.
gates, portcullises, or comparable obstacles. It also has Darkness can also be cast on a target’s eyes, and a
no effect on items like ropes, vines, and similar objects. saving throw versus spells is allowed.
Know Alignment
Class: Cleric
Level: 2
Duration: 1 round
Range: 10’
Area of effect: Self
The caster of this spell will immediately know the
alignment of a character or monster within range. In
addition, magic items with an alignment or the nature of
a holy (or unholy) place will be revealed.
Levitate
Class: Wizard
Level: 2
Duration: Caster level +6 turns
Range: 0 Lightning Bolt
Area of effect: Self
Class: Wizard
The caster can control vertical movement through
mental direction, allowing a movement of up to 20’ per Level: 3
round. However, horizontal movement is not possible; Duration: Instantaneous
although they could traverse a cliff's surface or move Range: 180’
along a ceiling (typically at half their base land speed). Area of effect: 60’ long, 5’ wide
The caster unleashes a potent surge of electrical
energy, forming a 60’ long and 5’ wide lightning bolt.
This bolt inflicts 1d6 points of electrical damage per
caster level on every creature within its area. A successful
saving throw against spells results in half damage. The
lightning bolt ignites flammable materials and causes
harm to objects in its trajectory. It can liquefy metals with
low melting points, such as lead, gold, copper, silver, or
bronze. If the damage dealt to an intervening obstacle
shatters or breaches it, the bolt may continue beyond the
barrier, provided the spell's range allows for it.
44
Limited Wish Magic Jar
Class: Wizard Class: Wizard
Level: 7 Level: 5
Duration: See below Duration: Special
Range: Unlimited Range: 120’
Area of effect: See below Area of effect: See below
Limited wish grants the power to create a wide range This spell enables the caster to transfer their soul into
of effects. This includes duplicating any spell of 7th level a gem or large crystal called the magic jar, situated
or lower and reversing harmful consequences caused by within a 30’ range. This causes their physical body to
spells like geas or quest. The spell can produce other become inert. Subsequently, an attempt can be made to
effects similar to the examples mentioned, such as seize control of a body located within 120’ of the magic
ensuring a single creature automatically hits its next jar, compelling its soul into the receptacle. The caster
attack or suffers a penalty on an upcoming saving throw can then return to the magic jar, restoring the
or attack roll. The spell can also provide the caster with imprisoned soul to its original body, before attempting to
special knowledge or answers to riddles or questions. take over another body. The spell concludes when the
The desired effects don't need to exactly match existing caster sends their soul back to their own body, rendering
spells; they can be unique effects permitted at the the receptacle unoccupied.
discretion of the Labyrinth Lord. While within the magic jar, the caster can detect and
target any life force. The act of trying to possess a body
Locate Object requires a full-round action. If successful, the caster takes
control of the host's body and compels the subject's soul
Class: Cleric, Wizard into the magic jar, unless the target manages to succeed
Level: Cleric 3; Wizard/Elf 2 in a saving throw against spells. If the attempt to possess
Duration: 6 turns fails, the caster's life force remains within the magic jar.
An additional attempt to possess the same being is
Range: 120’
precluded if the subject has successfully rolled their
Area of effect: Self saving throw
The caster gains the ability to detect the direction of a If the caster is successful, their life force occupies the
familiar or vividly imagined object. The spell permits the host body. The host’s life force is imprisoned in the
search for general items of a certain kind, with the magic jar. The caster keeps their own Intelligence,
closest one being pinpointed. If the intention is to locate Wisdom, Charisma, level, class, and alignment. The body
a specific item, a precise and accurate mental image is retains its Strength, Dexterity, Constitution, hit points,
essential; if this image isn't a close match to the actual natural abilities, and automatic abilities. The creature’s
object, the spell will fail. This spell cannot be used to spells and spell-like abilities do not stay with the body.
locate monsters or characters. The caster can be forced out of a possessed body with
dispel evil.
Lower Water If the host body is slain, the caster returns to the
magic jar, if within 120’. The life force of the host
Class: Cleric
departs (it's dead). If the host body is slain beyond the
Level: Cleric 4; Wizard 6 range of the spell, both the caster and the host die. If the
Duration: 1 turn per level caster’s life force is within the magic jar and their own
Range: 120’ body slain, they are trapped in the magic jar until a
creature comes within range and can be possessed. If
Area of effect: 10’ square per level
the caster’s life force is in possession of a host and the
The caster of this spell is able to lower water or any magic jar is destroyed, their life force is stranded in the
other fluid by a percentage of its volume at 5% per caster host. Any life force with nowhere to go is treated as slain.
level in the area of effect. For example, a 10th-level cleric Destroying the receptacle ends the spell and destroys
could lower water by 50% in a 100’ square area. any life force inside it.
45
Magic Missile Mass Charm
Class: Wizard Class: Wizard
Level: 1 Level: 8
Duration: 1 turn Duration: Special
Range: 150’ Range: 5’ per level
Area of effect: Special Area of effect: 30’ square
A missile of magical energy darts from the caster’s This spell functions like charm monster. However, the
hand, or can resemble an energy bow and arrow. It total number of HD affected can be up to a number of
strikes unerringly, dealing 1d6+1 points of damage. Only HD equal to twice the caster’s level. All creatures to be
total cover or concealment protects from magic missile. affected must be within the area of effect. All affected
Specific parts of a creature can’t be singled out. For creatures make their saving throw with a penalty of –2.
every 5 caster levels, they gain two additional missiles—
three total at 5th level, five at 10th, seven at 15th, and so
on. If the caster can shoot multiple missiles, they can be
Mass Invisibility
directed to strike multiple targets. Class: Wizard
Level: 7
Duration: Special
Range: 10’ per caster level
Area of effect: 30’
This spell functions just like invisibility but affects all
creatures within a 30’ square.
Massmorph
Class: Wizard
Level: 4
Duration: See below
Range: 0
Area of effect: 240’ diameter
Within a diameter of 240’, up to 100 human-sized or
Magic Sword equivalent creatures are given the illusory appearance of
a forest. Any creatures that enter such an enchanted area
Class: Wizard become part of the illusion. Likewise, any creatures that
Level: 7 leave the affected area become visible for what they are.
Duration: 1 round per level This spell can be dismissed by the caster at any time, but
Range: 30’ unless dispelled by dispel magic the enchanted area is
permanent.
Area of effect: See below
The caster brings into existence a glowing energy
blade that is wielded with the mind. The wielder may Maze
direct it to attack as a fighter of half the caster’s level. A Class: Wizard
hit roll of 19 or higher always strikes. The magic sword Level: 8
can strike any creature damaged only by magical
weapons, as well as creatures that are either out of Duration: special
phase, or in the ethereal or astral planes. The sword Range: 5’ per level
deals 6d4 hit points of damage and can be used for Area of effect: One being
subduel. Dispel magic may cause the magic sword to A being is caused to be trapped in an
disappear. extradimensional labyrinth of force. The number of turns
or rounds the subject wanders is determined by their
INT. There's no saving throw. Minotaurs aren't affected
by this spell.
There is a 10% chance that the maze is occupied by
2d4 minotaurs, who stalk the victims of the spell. In this
46
MAZE WANDERING TIME This spell offers protection to the subject for a
Intelligence Wandering Time duration of 24 hours. During this time, the subject
2 or below 2d4 turns remains shielded from all devices and spells that aim to
3-5 1d4 turns detect, influence, or ascertain emotions or thoughts. The
spell's safeguard extends to countering all mind-affecting
6-8 5d4 rounds
spells and effects, along with thwarting information
9-11 4d4 rounds
gathering through divination spells or comparable
12-14 3d4 rounds influences. Even attempts involving limited wish and
15-17 2d4 rounds wish spells, when utilized in ways that impact the
18 or higher 1d4 rounds subject's mind or seek to acquire information about it,
are negated by mind blank.
case, there is a 1 in 6 chance per turn of an encounter to If scrying with a device, such as a crystal ball, the
be ambushed by monsters or encounter a trap. Refer to caster can survey an area the creature occupies, yet the
the table below for possibilities. creature remains undetected. However, scrying efforts
specifically directed towards the subject do not succeed.
MAZE ENCOUNTERS
Roll 1d8 Encounter
1 Minotaur (1)
2 Ochre jelly (1)
3 Rust Monster (2d4)
4 Spectre (1d4)
5 Troll (1d8)
6 Vampire (1d4)
7 Wyvern (1d2)
8 Trap
Meteor Swarm
Class: Wizard
Level: 9
Duration: Instantaneous
Range: 40’ + 10’ per level
Area affect: Special
Upon casting, either four spheres of 2’ diameter or
eight spheres of 1’ diameter manifest, launching from
the caster's extended hand and streaking in linear paths
towards designated points. The spheres create fiery trails
of sparks in their wake. If a creature is directly struck by
one of the larger spheres, it sustains 1d4 × 10 points of Mirror Image
damage, without the opportunity for a saving throw.
Class: Wizard
Otherwise, these larger spheres fly through the air
20’ apart and strike an equal distance apart, having a Level: 2
30’ diameter area of effect. The blast areas overlap one Duration: 6 turns
another. The smaller spheres inflict 5d4 points of Range: 0
damage and have a blast radius of 15’. They'll also have
Area of effect: Special
overlapping blast radii, potentially in the shape of an
eight-sided star if clustered. A saving throw versus spells Multiple illusory duplicates of the caster materialize,
reduces damage from smaller spheres by half creating confusion for adversaries trying to discern the
true target. These duplicates linger in close proximity to
the caster and vanish when struck.
Mind Blank Mirror image creates 1d4 images. The figments
Class: Wizard mimic the caster’s actions, pretending to cast spells,
Level: 8 drink potions, and so on. Enemies attempting to attack
the caster strike a figment. Any attack destroys an image
Duration: 7 rounds +1 per level
even if no physical contact is made, until there are no
Range: 30’ images left.
Area of effect: Self or other
47
Move Earth Phantasmal Force
Class: Wizard Class: Wizard
Level: 6 Level: 2
Duration: 6 turns Duration: See below
Range: 240’ Range: 240’
Area of effect: 60 cubic feet Area of effect: 20’ cube
A total of 60 cubic feet of loose soil can be moved per So long as the caster maintains concentration, they
turn within the range provided. Neither solid stone nor can create a persistent, active illusion within a 20’ cube.
large boulders may be moved. A passive illusion will disappear if touched by a creature.
However, an illusionary monster may be created to
attack a foe. Observers are allowed a saving throw versus
Neutralize Poison spells to see through any illusion produced. If the save
Class: Cleric fails, the illusion persists, and any illusionary monster will
Level: 4 seem to inflict harm when it attacks an opponent.
Duration: Permanent Illusionary monsters have an effective DAC 9 (AAC
10), and they vanish if a foe successfully strikes them. If a
Range: Touch
foe appears to lose all hit points, they fall unconscious
Area of effect: Self or other rather than dying. Similarly, other special effects will not
Upon touch, the caster purges any form of venom or be real, and no damage is ever real. The caster is not
poison from the targeted creature or object. A poisoned allowed to take any action while concentrating on the
creature is relieved of any further consequences from the spell.
poison, and any transient effects are terminated. The
spell, however, doesn't counteract instantaneous effects
like hit point damage or other effects that don't naturally
Phase Door
dissipate. Should a character succumb to poison and die, Class: Wizard
neutralize poison can revive them if used within 10 Level: 7
rounds of their demise.
Duration: 1 passage per 2 levels
Range: Touch
Part Water Area of effect: 10’ deep, 5’ diameter tunnel
Class: Cleric, Wizard This spell generates an intangible pathway through
Level: Cleric and Wizard 6 wooden, plaster, or stone walls, excluding other
Duration: 1 turn per level materials. The resulting phase door remains unseen and
beyond reach for all creatures except the caster, who is
Range: 20’ per caster level
the sole entity capable of utilizing the passage. The
Area of effect: 10’ wide path caster vanishes into the phase door, reemerging upon
The caster creates a path to a maximum of 120’ long. exiting.
It cuts through water, such as a pond, lake, or other The caster may take one other creature (human-sized
body. The caster can dismiss the spell effects before the or smaller) through the door, which counts as two uses.
duration ends, thus allowing water to crash upon The door can’t be seen through and does not allow light,
unwanted pursuers. sound, or spell effects to pass. A phase door is subject to
dispel magic but only from a caster of higher level.
Passwall
Class: Wizard Plant Growth
Level: 5 Class: Wizard
Duration: 3 turns Level: 4
Range: 30’ Duration: See below
Area of effect: 10’ deep, 5’ diameter tunnel Range: 120’
The caster creates a passage through walls of wood, Area affect: 3,000 square feet
plaster, or stone. The passage may not pass through This spell causes normal vegetation (grasses, briars,
metal or other harder materials. This spell may be bushes, creepers, thistles, trees, vines) to become thick
“stacked” to allow deeper passage. and overgrown. The plants entwine to form a thicket or
jungle that creatures must hack or force a way through.
48
The area must have brush and trees in it for this spell to forgone. If the new creature’s HD total is more than
take effect, and the effects last until countered with dispel twice the HD of the original creature, the spell does not
magic. This spell has no effect on plant creatures. work. Although the final form will retain the same
number of hit points as the original, all other abilities of
the new form will be acquired, including Intelligence
Polymorph Any Object level. The creature becomes the new creature in every
Class: Wizard way, including instincts, alignment, preferences, etc. This
Level: 8 spell may not be used to reproduce the appearance of a
specific identity. Duration is permanent unless dispelled.
Duration: Variable
Range: 5’ per level
Area affect: Creature or object
Polymorph Self
This spell operates similarly to other polymorph Class: Wizard
spells, with the distinction that it transforms either an Level: 4
object or a creature into a different form. The target is Duration: Caster level +6 turns
allowed a saving throw against spells. The duration of
Range: 0
the spell varies based on the degree of transformation
from its original state to the enchanted state. To Area of effect: Self
determine the specific duration, the following guidelines The caster transforms themself into another being. A
are employed, though the Labyrinth Lord will make the particular individual may not be mimicked, only a typical
final determination for each instance of the spell based individual of a creature type. The new body must be of a
on the specific circumstances. creature with a number of HD equal to the caster or
fewer. The caster retains their intelligence, hit points,
Consider Changes in: saving throws, and ability to attack but does gain physical
▶ Kingdom (animal, vegetable, mineral) abilities of the new form. This includes strength or
strength-based attack forms and damage. Magical
▶ Class (mammals, fungi, metals, etc.) abilities or other special abilities aren't gained. For
example, if the caster transforms into a manticore, they
▶ Size (similar size, or greater, smaller) will be able to fly. If the caster takes the form of a
medusa, their gaze will not petrify. The caster is unable
▶ Related (twig is to tree, wolf fur is to wolf, etc.)
to cast spells when transformed. Dispel magic negates
▶ Overall shape (similar shapes, similar functions) the effects, and if the caster dies while in a different form,
they will revert to their natural form in death.
▶ Same or lower Intelligence
Changes across kingdoms may last a few hours. Power Word Kill
Related items, such as a piece of wolf fur becoming a
wolf, are permanent. Changes affecting several Class: Wizard
categories may result in a shorter duration. Dispel magic Level: 9
reverses this spell. All objects or creatures affected will Duration: Permanent
radiate magic should they come under scrutiny of spells Range: 2.5’ per level
or objects that detect enchanted materials.
Area of effect: 20’ diameter
This spell may also duplicate the effects of flesh to
stone, stone to flesh, and similar spells that alter matter. The caster utters a single word of power that instantly
When this spell is used to create the effects of flesh to kills one or more creatures within the area of effect.
stone, the victim makes a saving throw with a –4 penalty. Creatures need not hear the word. This spell will kill
multiple creatures if they have under 11 hit points each,
and 120 hp total among the targets. A single creature
Polymorph Others that has 60 or fewer hit points may be killed. The caster
Class: Wizard must choose whether they are attempting to kill one
creature or multiple creatures when they cast the spell.
Level: 4 There's no saving throw against this spell.
Duration: See below
Range: 60’
Area of effect: One being
One living being may be transformed into another
kind of being. The creature may make a saving throw
versus spells, but if the creature is willing this roll can be
49
Power Word Stun PRISMATIC SPHERE
Class: Wizard Color Order Effect of Color
Stops non-magical ranged weapons.
Level: 7 Red 1st
Deals 10 points of fire damage.
Duration: See below Orange 2nd
Stops magical ranged weapons. Deals 20
Range: 5’ per level points damage.
Stops poisons, gases, and petrification.
Area of effect: One creature Yellow 3rd
Deals 40 points of damage.
With a single uttered word of power, a chosen Stops breath weapons.
Green 4th
creature, regardless of its ability to hear the word, is Poison (Kills; save versus poison).
immediately subjected to a state of stun for a duration of Stops divination and mental attacks.
2d4 rounds. The spell's duration is influenced by the Blue 5th Turned to stone (saving throw versus
petrify negates).
target's current hit points. However, creatures possessing Stops all spells.
91 or more hit points remain impervious to the effects of Indigo 6th
Save vs. spell-like devices or go insane.
power word stun. There is no opportunity for a saving Energy field sends creatures to another
throw to resist this spell. Violet 7th
plane (saving throw vs. spells negates).
POWER WORD STUN like the caster but is intangible. The image mimics the
Hit Points Duration caster’s actions (including speech), and any sound or
30 or less 4d4 rounds spell effects will seem to come from the image. If the
31–60 2d4 rounds image is physically contacted by hand or with a weapon
wielded by hand, it disappears. All missile weapons or
61–90 1d4 rounds
spells will pass through the image or otherwise appear to
Prismatic Sphere do nothing to the caster.
Class: Wizard
Level: 9
Protection from Evil
Duration: 1 turn per level Class: Cleric, Wizard
Range: 0 Level: Cleric 1; Wizard/Elf 1
Area affect: 20’ diameter Duration: 12 turns
The spell creates a stationary, opalescent sphere, Range: Touch
radiating vibrant and shifting light that envelops the Area of effect: Self or other
caster It serves as a safeguard against diverse attacks. This spell provides a safeguard for either the caster or
The sphere exhibits a dazzling array of colors spanning another individual, offering defense against malevolent
the visible spectrum. For creatures with less than 8 HD, creatures (including those not aligned with the caster),
a temporary blindness effect olasting 2d4 turns ensues. mental manipulation, and summoned beings. A magical
The caster can freely enter and exit the prismatic barrier forms around the subject, maintaining a 1-foot
sphere without risk. Yet, while within the sphere, any distance. This protective field moves with the subject,
attempt to project objects through it, including spells, is leading to two primary effects. Firstly, the subject's DAC
obstructed. Other entities endeavoring to assail the is reduced by -1 (with AAC increasing by +1), and they
caster or pass through the sphere experience the effects gain a +1 bonus on saving throws. These benefits are
of each color sequentially. Ordinarily, only the sphere's effective against attacks or influences exerted by evilly
upper hemisphere is relevant, given the caster's central intentioned creatures.
position, leaving the lower half submerged within the Secondly, the spell thwarts summoned creatures from
floor surface. making physical contact. As a result, their innate weapon
attacks are futile, and they recoil if their attacks involve
Project Image touch. These creatures may still attempt ranged attacks.
The shield against contact with summoned creatures is
Class: Wizard lifted if the warded person launches an attack against the
Level: 6 hindered creature or endeavors to push the barrier
Duration: 6 turns against them.
Range: 240’
Area of effect: Special
The caster creates a quasi-real, illusory version of
themself. The projected image looks, sounds, and smells
50
Protection from Evil, 10’ Radius Raise Dead (reversible)
Class: Cleric, Wizard Class: Cleric
Level: Cleric 4; Wizard/Elf 3 Level: 5
Duration: 12 turns Duration: Permanent
Range: Touch Range: 120’
Area of effect: 10’ radius around subject Area of effect: One person
This spell functions exactly like the spell protection This spell restores life to a deceased dwarf, elf,
from evil, except protection from evil, 10’ radius extends human, or hobfolk. The corpse cannot have been
the protective barrier to a 10’ radius around the caster or deceased for more than 2 days at 7th level, and 4 days
subject, allowing companions to stay close and gain the are added per level above 7. For example, a 9th-level
benefits of the spell. cleric can bring a character back to life that has been
dead for 10 days. However, the body of the person to be
raised must be fairly intact. For example, if the head is
Protection from Normal Missiles missing, the being cannot be raised. Coming back from
Class: Wizard the dead is an ordeal. The subject of the spell is brought
Level: 3 back to life with 1 hit point, and for 2 weeks the
character has 50% of movement and suffers from
Duration: 12 turns
chronic weakness. Furthermore, they may not engage in
Range: Touch spell casting, combat, or any other strenuous activity.
Area of effect: Self or other This period may not be shortened by any magical
While under the effects of this spell, the caster or healing. If this spell is cast on an undead monster, it must
subject is completely unharmed by small and non- save versus spells or die instantly.
magical missiles. Only the subject receives this Ray of death (reverse of raise dead) can be cast and
protection. It does not extend to large hurled boulders, directed at any character or monster. The ray of death
such as those by giants, or enchanted arrows. shoots from the hand of the caster, and if the target fails
a saving throw versus death, they die instantly. The
casting of this spell is a chaotic act and will be done by
Purify Food and Drink (reversible) other alignments in rare situations.
Class: Cleric Victims killed by ray of death have a 5% chance of
Level: 1 arising as an undead monster in 24 hours. Consult the
Duration: Permanent table below for possibilities.
Range: 10’
Area of effect: Special UNDEAD TYPE
This spell renders spoiled, decayed, poisonous, or Roll 1d6 Undead
contaminated food and water clean and safe for 1 Ghoul
consumption. It can purify either 6 quarts of liquid, one 2 Mummy
trail ration, or enough unprocessed food for twelve 3 Spectre
human-sized individuals. It's important to note that this 4 Wight
spell does not halt future natural deterioration or
5 Wraith
spoilage. On the contrary, the reverse of this spell,
putrefy food and water, induces decay in a similar 6 Zombie
quantity of food or drink.
51
Read Languages Reincarnate
Class: Wizard Class: Wizard
Level: 1 Level: 6
Duration: 2 turns Duration: Permanent
Range: 0 Range: 0
Area of effect: Self Area of effect: One person
For the spell’s duration, the caster may read any Through this spell, the caster revives a character by
language, coded message, map, or other set of written fashioning a new body. As the character is reborn in a
instructions. This spell does not grant any ability to speak fresh form, all physical ailments and afflictions are
unknown languages. restored. The state of the original remains holds no
significance as long as even a tiny fragment of the body
remains.
Read Magic
The magic of the spell creates an entirely new young
Class: Wizard adult body. If the result on the following table indicates
Level: 1 reincarnation into a class, roll 1d6 to determine the
Duration: 1 turn character’s level. The level may not exceed the original
character’s class level. If the result on the table indicates
Range: 0
the reincarnated character returns as a creature, roll on
Area of effect: Self the column matching the original character’s alignment.
This spell enables the caster to interpret magical Additional creatures may be used to extend the table, but
writings found on objects such as books, scrolls, and no creature having more than 6 HD should be included.
weapons, which would otherwise remain Each creature should be minimally semi-intelligent. A
incomprehensible. This act does not typically activate the character brought back as a creature must either
magic held within the inscription, although this might adventure as the creature or the player must retire the
occur with a cursed scroll. After casting the spell and character. Monsters do not gain experience or advance
reading the magical inscription, the caster acquires the in levels. If a creature is rolled, roll a d8 for chaotic and
ability to read that specific writing without needing to 1d6 for neutral and lawful.
resort to using read magic again. It's worth noting that
spell books are typically written in a manner that only
REINCARNATE
the spell caster who owns the book can understand it
without employing this spell. Creature Type
1d10 Incarnation Chaotic Neutral Lawful
1 Brownie Bugbear Ape Blink Dog
Regenerate (reversible) 2 Cyclops Gnoll Baboon Gnome
Class: Cleric 3 Cleric Goblin Centaur Neanderthal
Level: 7 4 Dwarf Hobgoblin Lizardfolk Pegasus
Duration: Permanent 5 Elf Kobold Pixie Roc (small)
Range: Touch 6 Fighter Minotaur Werebear Unicorn
7 Hobfolk Ogre
Area of effect: Self or other
8 Thief Orc
This spell triggers the regrowth of severed body parts 9 Wizard
(such as fingers, toes, hands, feet, arms, legs, tails, or
10 Creature
even heads of multiheaded creatures), repairs broken
bones, and restores damaged organs in the subject.
Upon casting, if the severed parts are available and in Remove Curse (reversible)
contact with the creature, the physical regeneration is
fully accomplished within 1 round. Otherwise, if the Class: Cleric, Wizard
parts are not in contact, the process takes 2d4 turns to Level: Cleric 3; Wizard/Elf 4
complete. Duration: Permanent
Necrosis (reverse of regenerate) will cause body parts Range: Touch
to die, turn black, and shrivel to fall off. The body part
becomes useless in 1 round and falls off to become dust Area of effect: One being
in 2d4 turns. The caster must successfully touch the This spell removes a single curse that afflicts a
opponent for the spell to work, and the Labyrinth Lord creature. However, it does not eliminate curses placed
will randomly determine which body part is affected. upon cursed shields, weapons, or armor. Yet, if a
52
creature bears a cursed item of this kind, remove curse Resist Fire
empowers them to detach and discard it. Furthermore,
the spell counters and dispels the effects of the spell Class: Cleric
bestow curse. Level: 2
Bestow curse (reverse of remove curse) can bring Duration: 6 turns
about any number of unfortunate effects upon a being, Range: 30’
determined by the caster and refereed by the Labyrinth Area of effect: One being
Lord. Some limits of effect must be enforced. Possibilities
include no more than a –2 penalty to saving throws or – While under the effects of this spell, a character or
4 to hit. An attribute might be reduced by 50%. These monster is unharmed by intense (non-magical) heat and
effects can have any number of creative symptoms. The grants a bonus of +2 to all saving throws versus heat-
victim can avoid being affected by bestow curse with a based magical or breath attacks. In addition, 1 point of
successful saving throw versus spells. damage is subtracted from each die of damage dealt by a
heat-based attack. Each die will inflict a minimum of 1
hp damage.
Remove Fear (reversible)
Class: Cleric Restoration
Level: 1 Class: Cleric
Duration: 2 turns Level: 7
Range: Touch Duration: Permanent
Area of effect: One being Range: Touch
This spell instills courage in the subject and Area of effect: Self or other
potentially removes the effect of magic-induced fear by
allowing the target a saving throw versus spells. The Restoration returns a single experience level to a
subject receives a saving throw bonus of +1 per level of creature that has suffered level drain. However, the
the caster. Remove fear counters and dispels cause fear. drained level can only be restored if the period since the
The subject must be touched for the spell to take effect. creature lost the level does not exceed 1 day for each
level of the caster.
Cause fear (reverse of remove fear) causes a subject
who is touched to run away, panicked, at full running A level restored has exactly the minimum number of
movement for the caster’s level of rounds. experience points necessary for that level. This spell also
negates the effects of the spell feeblemind.
Drain energy (reverse of restoration) drains one level
Resist Cold away from a target when touched.
Class: Cleric
Level: 1 Resurrection (reversible)
Duration: 6 turns Class: Cleric
Range: 30’ Level: 7
Area of effect: One being Duration: Permanent
While under the effects of this spell, a character or Range: Touch
monster is unharmed by freezing (non-magical) cold and
grants a bonus of +2 to all saving throws versus cold- Area of effect: One being
based magical or breath attacks. In addition, 1 point of This spell functions like raise dead, except that upon
damage is subtracted from each dice of damage dealt by completion of the spell the target is restored to full hit
a cold-based attack. Each die will inflict a minimum of 1 points, vigor, and health. There's no loss of prepared
hp damage. spells. The state of the remains is irrelevant, as long as a
minute portion of the creature's body endures. The
caster is capable of resurrecting individuals whose
demise occurred within a time-frame of up to 10 years
per caster level.The caster is weakened for 1 day per
level of the being raised (or destroyed) and must rest in
bed. For this duration, they cannot fight or cast spells.
Destruction (reverse of resurrection) has the same
consequences mentioned above. A victim dies
immediately and becomes dust.
53
Reverse Gravity Silence, 15’ Radius
Class: Wizard Class: Cleric
Level: 7 Level: 2
Duration: 1 round Duration: 12 turns
Range: 5’ per level Range: 180’
Area of effect: 30 square feet Area of effect: 30’ diameter
By reversing gravity in the designated area, Complete silence prevails in a target area within
unattached objects and creatures are propelled "upward" range of the caster. Conversation and spell casting are
by 20’. If they encounter solid obstructions like ceilings impossible. No noise issues from the area, but noise
during this ascent, they collide as if falling downward. If originating from outside the silenced area can be heard
they reach the maximum height without encountering by those within it. Castable on a fixed point in space or a
obstacles, they remain suspended there until the spell's mobile object, the spell's effect remains stationary, unless
end. As the spell concludes, the influenced objects and cast on a moving object. Alternatively, it can be centered
creatures fall back to the ground. on a creature, causing the effect to radiate from that
creature and shift with its movement.
Shape Change An unwilling creature can attempt a saving throw
versus spells, and if successful, the spell takes effect in a
Class: Wizard stationary location near the creature, but the creature
Level: 9 may move out of the affected area.
Duration: 1 turn per level
Range: 0 Simulacrum
Area of effect: Self Class: Wizard
This spell enables the caster to assume the form of Level: 7
any single non-unique creature (of any type) except for
Duration: Permanent
particularly powerful creatures like demons, devils, or
demi-gods. The caster’s hit points remain the same. The Range: Touch
caster gains all extraordinary and supernatural abilities Area of effect: Special
(both attacks and qualities) of the assumed form, except Simulacrum generates a partially mindless pseudo-
for any abilities relying on knowledge or intelligence of replica of any creature. The spell envelops a rudimentary
the monster, because the caster’s mind remains their form crafted from snow or ice, with a fragment of the
own. The caster can change form once each round for creature to be duplicated (like hair or a nail) inserted
the duration of the spell. within. The simulacrum appears outwardly identical to
the original, yet it possesses only 50% + 1d10% of the
Shield authentic creature's hit points and 10% + 1d4×10% of its
levels, if relevant. The caster retains complete control
Class: Wizard over the simulacrum, although no innate telepathic link
Level: 1 exists. A simulacrum is incapable of elevating its level or
Duration: 2 turns capabilities.
Range: 0 If reincarnation is cast upon a simulacrum, it
develops its own distinct personality and life essence. By
Area of effect: Self
using a limited wish, the creature can acquire 35% +
Shield creates an invisible field of force that protects 1d6×5% of the original's memories. Upon being reduced
the caster. Against missile attacks, the spell grants the to 0 hit points or facing destruction, a simulacrum
caster an AC of 2. The caster has an effective AC of 4 for reverts to snow and rapidly melts away into nothingness.
all other attacks. A detect magic spell detects the magical aura of a
simulacrum, while true seeing exposes its true nature.
54
Sleep Speak with Plants
Class: Wizard Class: Cleric
Level: 1 Level: 4
Duration: 4d4 turns Duration: 3 turns
Range: 240’ Range: 30’
Area of effect: 30’ diameter Area of effect: Plants in range
A sleep spell causes a magical slumber to come upon The caster can communicate with plants, including
creatures with 4+1 HD or fewer, in a 30’ diameter area normal plants and plant creatures. They can ask
within spell range. The caster may only affect one questions and receive answers from plants. Plants can be
creature if it has at least 4+1 HD, but the spell will asked to move and clear a path that is impassable or
otherwise affect up to 2d8 HD of creatures. Calculate covered in difficult growth. The spell does not change a
monsters with less than 1 HD as having 1 HD, and plant’s disposition (if applicable). If a plant creature is
monsters with a bonus to HD as having the flat amount. friendly toward the caster, it may perform a favor or
For example, a 3+2 HD monster would be calculated as service.
having 3 HD. Hit die that aren't sufficient to affect a
creature are wasted. Sleeping creatures are helpless and
can be killed instantly with a bladed weapon. Slapping or
Statue
wounding awakens an affected creature, but normal Class: Wizard
noise does not. Sleep does not affect undead creatures. Level: 7
Duration: 6 turns per level
Snake Charm Range: Touch
Class: Cleric Area of effect: Self or other
Level: 2 A statue spell turns the caster or a subject to solid
Duration: 1d4 rounds or 1d4 turns stone, along with any garments and equipment worn or
carried. While under the influence of this spell, the
Range: 60’
subject retains their ability to see, hear, and smell as
Area of effect: Any in range usual. However, there is no need to eat or breathe . The
The caster can affect snakes to be indifferent to sense of touch is limited to perceptions that can impact
themself and others. A cleric is able to affect snakes of a the unyielding substance of the subject's stone-like body.
number of hit die equaling the caster’s level. A 7th-level Superficial damage is akin to a minor scratch, while the
cleric can affect 7 hit dice of snakes, which can equal fracture of a limb amounts to significant harm. The
seven 1 HD snakes, or two 3 HD snakes and one 1HD target of a statue spell can shift back to its regular form,
snake, or any other combination. take action, and promptly revert to the statue state, all
If cast on snakes engaged in melee combat, the spell within the spell's duration if desired.
effect lasts 1d4+1 rounds. If not in combat, the spell lasts
1d4+1 turns. Sticks to Snakes
Class: Cleric
Speak with Animals Level: 4
Class: Cleric Duration: 6 turns
Level: 2 Range: 120’
Duration: 6 turns Area of effect: Sticks in range
Range: 30’ The caster transforms 2d8 sticks into snakes. There's
Area of effect: Animals in range a 50% probability that the snakes are poisonous. The
The caster can comprehend and communicate with caster may issue them orders. When killed or at the end
ordinary animals or giant varieties. The caster can ask of the spell’s duration, snakes revert back into sticks. The
questions and receive answers from one particular kind monster statistics for the snakes are as follows: AL N,
of animal, although the spell doesn’t make it any more MV 90’, DAC 6 (AAC 13), HD 1, #AT 1, DM 1d4, SV
friendly or cooperative than normal. The type of animal F1, ML 7.
is decided when the spell is cast. If an animal is friendly
toward the caster, it may do some favor or service.
55
Stone to Flesh (reversible) magical weapon able to attack monsters affected only by
magical weapons.
Class: Wizard
Level: 6
Symbol (Cleric)
Duration: Permanent
Class: Cleric
Range: 120’
Level: 7
Area of effect: One being
Duration: 1 turn per level, special
This spell restores a petrified creature to its normal
state, restoring life and goods. Any petrified creature, Range: Touch
regardless of size, can be restored. Flesh to stone (reverse Area of effect: Self
of stone to flesh) turns one creature into a statue, A powerful rune is placed upon a surface or in the
including all gear and any items held. A saving throw air. The glowing symbol lasts 1 turn per caster level.
versus petrify is permitted to resist the transformation. There are three different symbols available to clerics,
As an optional rule, the Labyrinth Lord can apply described as follows. The particular symbol desired must
modifications to the saving throw to avoid petrification, be chosen when the spell is cast. A being may receive a
depending on the source of the effect. See the table save versus spells to negate the effects of a symbol.
below.
PETRIFY SAVE ADJUSTMENTS Symbol of Pain
Petrifying Source Save Adjustment Creatures that see a symbol of pain suffer wracking
Flesh to stone spell 0 agony that impose a –4 penalty on attack rolls and a –2
Cockatrice -1 penalty to DEX. These effects last for 2d10 turns.
Gorgon -3
Medusa -1 Symbol of Persuasion
Medra -2 Creatures that see a symbol of persuasion become
Eyes of petrification No save permitted charmed by the caster and behave as if they are of the
caster’s alignment. This effect lasts 1d20 turns.
Stonetell
Symbol of Hopelessness
Class: Cleric
Level: 6 Creatures that see a symbol of hopelessness will
surrender or give up any struggle for 3d4 turns.
Duration: 1 turn
Range: Touch
Symbol (Wizard/Elf)
Area of effect: 1 cubic yard
Class: Wizard
This spell grants the caster the power to
communicate with stone. The stone can reveal Level: 8
information about who or what has come into contact Duration: See below
with it, as well as uncover what lies beneath or behind it. Range: Touch
When queried, the stone can provide comprehensive
Area of effect: Special
descriptions. However, the stone's viewpoint, awareness,
and knowledge might limit its ability to provide the A powerful rune is placed upon a surface or in the
precise details sought. The caster can engage in air. There are eight different kinds of symbol, each with a
conversation with both natural and shaped stone. different effect. Symbols are triggered by being read,
touched, or if a creature passes through a door with a
symbol inscribed on it. The only way a symbol may be
Striking identified is by reading it, which automatically triggers
Class: Cleric the effects. The kinds of symbols the caster may inscribe
Level: 3 are detailed below.
Duration: 1 turn Symbol of Conflict
Range: 30’ When triggered, all creatures in the area will argue for
Area of effect: Weapon in range 5d4 rounds. Any beings of differing alignment may (50%
The caster enchants a weapon to deal an extra 1d6 chance) fight for 2d4 rounds.
hit points of damage. This makes an otherwise non-
56
Symbol of Death Teleport
This symbol kills all creatures, but only up to 80 Class: Wizard
combined hit points.
Level: 5
Symbol of Despair Duration: Instantaneous
Any beings in the area must succeed in a saving Range: 10’
throw versus spells or leave the area in hopelessness. Area of effect: Self or other
This feeling lasts for 3d4 turns, during which time This spell instantly transports the caster or another
affected creatures will cower, surrender, and otherwise being to a designated destination, which may be any
lack enthusiasm. Only 75% of affected creatures will act distance. Interplanar travel is not possible. If transporting
in a given round; the remaining creatures will either another being, it's entitled to resist with a saving throw
leave the area or hang around doing nothing. versus spells.
Symbol of Fear A clear understanding of the destination's layout and
location is necessary. The success of teleportation is
All creatures must succeed in a saving throw versus influenced by the clarity of this mental image. Intentional
spells with a penalty of –4 or suffer from the effects of a teleportation off target or into solid objects is impossible.
fear spell. To determine the outcome of teleportation, roll a
percentile die (d00) and refer to the table below.
Symbol of Insanity Definitions of the terms used in the table are provided
A symbol of insanity causes all nearby creatures for reference.
whose total hit points do not exceed 120 to become Familiarity: "Very familiar" denotes a location the
permanently insane (as the confusion spell). This effect caster has frequented often. "Studied carefully" pertains
can be negated with the spells heal or wish. to a place known well, either due to the caster's current
visibility, multiple visits, or at least 1 hour of studying
Symbol of Pain through methods like scrying. "Seen casually" refers to a
Each creature suffers wracking pains that impose a – place the caster has observed on more than one
4 penalty on attack rolls and –2 to DEX. These effects occasion, yet it lacks significant familiarity.
last for 2d10 turns. “Viewed once” is a place that the caster has seen
once, possibly using magic.
Symbol of Sleep
On Target: The caster or creature appears in the
All creatures of 8 HD or fewer fall into a catatonic desired location
slumber for 1d12+4 turns. It’s impossible to wake
victims. High: The caster or creature appears 1d10×10’
above the destination. If the location is already occupied
Symbol of Stunning by solid matter, the caster or creature is instantly killed.
A symbol of stunning causes all nearby creatures Low: The caster or creature appears in the ground
whose total hit points do not exceed 160 to become and is killed instantly.
stunned and unable to act for 3d4 rounds. Any held
TELEPORT
items will be dropped.
Familiarity On Target High Low
Very familiar 01–95 96–99 0
Telekinesis Studied
01–80 81–90 91-00
carefully
Class: Wizard
Seen casually 01–50 51–75 76-00
Level: 5 Viewed once 01–30 31–65 66-00
Duration: 6 rounds
Range: 120’
Area of effect: One object or creature
By concentrating on nothing else and taking no other
actions, the caster can move objects or creatures by
concentrating on them. A total of 20 lbs per caster level
may be moved 20’ per round. Living beings may also be
moved, but they are allowed a saving throw versus spells.
57
Temporal Stasis initiate the spell, the caster must obtain a gem worth at
least 1,000 gp for every hit die the targeted entity
Class: Wizard possesses. The spell can be activated through two
Level: 9 methods:
Duration: Permanent Spell Completion: By uttering the final word of the
Range: 10’ spell as a standard action, similar to casting a regular
Area of effect: One being spell on the subject. The victim can attempt a saving
throw versus spells to avoid the effect. A successful save
The caster must succeed on an attack roll. If results in the gem breaking.
successful, the subject is placed into a state of suspended
Trigger Object: The second method is more
animation in which time ceases to flow. The creature
does not grow older, and its body functions virtually deceptive. It involves luring the subject into accepting
cease. This state persists until the magic is removed (touching) a trigger object engraved with the final spell
(such as by a successful dispel magic spell). No saving word. This leads to the creature's soul automatically
throw is permitted. entering the gem. For this approach, both the creature's
name and trigger word must be inscribed on the object
during gem enchantment. Sympathy can also be applied
Time Stop to the trigger object. Once the subject interacts with or
Class: Wizard accepts the trigger object, their life essence shifts into the
gem without a saving throw .
Level: 9
Duration: 2 rounds
True Seeing (reversible)
Range: 0
Class: Cleric
Area of effect: 30’ diameter sphere
Level: 5
A magical sphere surrounds the caster, making time
at an apparent standstill for all in the area but the caster. Duration: 1 round per level
The caster may act for 2 rounds within the area of effect, Range: Touch
while all other creatures are frozen in time. If the caster Area of effect: Self or other
leaves the sphere, the spell ends. If monsters enter the
sphere from outside, they become frozen. The subject can see the true environment. Normal
and magical darkness, secret doors, invisible creatures or
objects, all are seen normally. The recipient can perceive
Transmute Rock to Mud (reversible) through illusions and discern the actual appearance of
Class: Wizard altered, transformed, or transmuted entities.
Level: 5 Additionally, the recipient can concentrate their sight
to observe the Ethereal Plane, although they cannot peer
Duration: 3d6 days into other extradimensional realms.
Range: 120’ False seeing, the opposite of true seeing, makes
Area of effect: 3,000 square feet, 10’ deep objects, characters, and monsters appear as their
This spell turns rock into mud for 3d6 days. Any “opposite.” The ugly appears beautiful, the valuable
beings passing through the mud have movement appears worthless, and so on.
reduced by 90%. Transmute mud to rock (reverse of
transmute rock to mud) changes an equal volume of Ventriloquism
mud described above into rock. This alteration is
permanent. Class: Wizard
Level: 1
Trap the Soul Duration: 2 turns
Class: Wizard Range: 60’
Level: 8 Area affect: Self
Duration: Permanent For the duration of this spell, the caster may make
their voice appear to come from any location or source
Range: 10’ within the spell range.
Area of effect: One being
Trap the soul compels a creature's life essence and its
physical form into a gem, where it remains indefinitely or
until the gem shatters and the life force is released. To
58
Wall of Fire Wall of Stone
Class: Wizard Class: Wizard
Level: 4 Level: 5
Duration: See below Duration: See below
Range: 60’ Range: 60’
Area of effect: 1,200 square feet Area of effect: 100’ cubic area
An immobile, opaque, blazing curtain of shimmering The caster brings a stone wall into being that can be
violet fire springs into existence. It persists while the any form the caster desires. It’s permanent unless
caster takes no other action and focuses concentration otherwise destroyed or dispel magic is cast upon it. The
on the spell. The wall may be shaped in any manner and wall may not be evoked so that it appears where objects
to any dimensions the desired (straight wall or curved occupy, and it must lay on a solid surface.
into a protective circle). The flames are impenetrable to
monsters with fewer than 4 HD. Monsters with 4 HD+
suffer 1d6 hp of damage when they pass through the
wall. It deals double damage to undead, or those who
use cold or are accustomed to cold. The wall can’t
occupy the same space as other objects, and must be on
a solid surface.
Wall of Ice
Class: Wizard
Level: 4
Duration: 12 turns
Range: 120’
Area of effect: 1,200 square feet
An immobile and translucent ice wall is conjured. The Water Breathing
wall may be shaped in any manner and to any Class: Wizard
dimensions the caster desires, so that it can be a straight
wall or curved into a protective circle. This wall is Level: 3
impenetrable to monsters with fewer than 4 HD. Duration: 1 day
Monsters with 4 HD or more suffer 1d6 hit points of Range: 30’
damage when they break through the wall. The wall Area of effect: Self or other
deals double damage to creatures that use fire or are
accustomed to hot conditions. The wall may not be The recipient can breathe water freely, obtaining
evoked so that it appears in the same space as other functional gills. The spell does not make creatures unable
objects, and it must lay on a solid surface. to breathe air, and creatures under the influence of the
spell aren't granted any additional proficiency at
swimming.
59
Web discretion, and these might be permanent or temporary.
Wishes will be fulfilled according to the letter of the
Class: Wizard request, and the Labyrinth Lord can exercise some
Level: 2 regulation of wishes based on this strict enforcement.
Duration: 48 turns Although another character may be wished dead, such
Range: 5’ per caster level an act disrupts balance and the Labyrinth Lord should
think of a method to fulfill the wish but in a way that the
Area of effect: 10’ cubic area intended victim is unaffected. For example, if a character
Web creates a many-layered mass of strong, sticky is wished dead, the caster may be transported through
strands covering a 10’ cubic area. Creatures caught time to a point where the victim has already died of
within a web become entangled among the gluey fibers. natural causes, or the caster might be sent to an
Entangled creatures can’t move but can break loose alternate dimension where the victim has died.
depending on their strength. Any being with strength
within human range can break free of the webs in 2d4
turns. Creatures of higher strength or magically
Word of Recall
augmented strength above 18 can break free in 4 Class: Cleric
rounds. The strands of a web spell are flammable. All Level: 6
creatures within flaming webs take 1d6 points of fire
Duration: Instantaneous
damage for 2 rounds. Surviving creatures are free of the
webs. Range: 0
Area of effect: Self and 25 lbs. per level
Wind Walk Word of recall enables instant teleportation of the
caster to their sanctuary when the designated word is
Class: Cleric spoken. The sanctuary must be selected in advance
Level: 7 during spell preparation and must be a place the caster
Duration: 6 turns per level is very familiar with. This spell allows flawless travel over
Range: Touch any distance without the possibility of error.
Area of effect: Self
The caster alters the substance of their body to a
Spell Casting Rule Summary
cloudlike vapor. They can move through the air, possibly Beginner Spells: For brownies, elves, and wizards,
at great speed. The caster can affect a few other 3x 1st-level spells, 2x 2nd-level spells
creatures nearby, 1 per 8 levels of experience (max. 24), Clerics: Access to all spells of castable levels
each of which acts independently. The caster can fly at
Rest: 8 hours before studying or praying
60’ per level, per turn (600’ max.). The caster appears
ghostly, but not invisible. If fully clothed in white, they are Time: 1 hour to learn or pray for spells
80% likely to be mistaken for clouds, fog, vapors, or the Scrolls to Spell Books: Scroll spells vanish when
like. copied to spell books
Spell Book Transfers: No spell loss when
Wish transferring between spell books
Class: Wizard Constraints: Vocalization and free hands needed
Level: 9 Actions: No other actions allowed while casting
Duration: See below Disruption: Spell canceled if struck or save fails
before casting, and counts as a use of the spell
Range: Unlimited
Area of effect: Special
Wish is the mightiest spell. By simply speaking aloud,
Pregenerated Scrolls
the caster can alter reality. This spell can accomplish any The treasure chapter has guidelines for the referee to
effects described for limited wish and may mimic other create spell scrolls. The following tables are provided as a
9th-level spells or create comparable effects. Ultimately, reference for the Labyrinth Lord to quickly produce a
the Labyrinth Lord will have to decide the limits of a scroll of spells during play, without having to take time to
wish spell. Events can be reversed; the dead can be randomly roll individual spells. Numbers in parentheses
brought back to life; or an entire army might be healed of refer to spell level.
damage. An entire group could be teleported to any
location with no chance of error. Powers or attribute
bonuses may be wished for at the Labyrinth Lord’s
60
WIZARD SPELL SCROLLS CLERIC SPELL SCROLLS
Roll Roll
Scroll Contents Scroll Contents
d20 d20
Detect Magic (1), Locate Object (2), Clairvoyance (3), Cure Light Wounds (1), Remove Fear (1), Silence 15’
1 Charm Monster (4), Polymorph Others (4), Polymorph 1 Radius (2), True Seeing (5)
Self (4)
Detect Magic (1), Protection from Evil (1), Protection
2 Arcane Eye (4) 2 from Evil (1), Detect Lie (4), Neutralize Poison (4)
Detect Magic (1), Levitate (2), Clairvoyance (3), Fire Snake Charm (2), Cure Critical Wounds (5), Animate
3 Ball (3), Polymorph Others (4), Telekinesis (5) 3 Objects (6)
Detect Evil (2), Phantasmal Force (2), Polymorph Self Cure Light Wounds (1), Snake Charm (2), Striking (3),
4 (4) 4 Dispel Evil (5)
5 Mirror Image (2) x2, Massmorph (4) 5 Protection from Evil (1), Remove Fear (1), Striking (3)
6 Mirror Image (2), Plant Growth (4), Hold Monster (5) 6 Find Traps (2), Animal Growth (3), Geas (5)
Charm Person (1), Arcane Lock (2), Continual Light Purify Food and Drink (1), Resist Fire (2), Silence 15’
7 (2), Detect Evil (2), Locate Object (2), Fly (3) 7 Radius (2), Speak with Animal (2), Cure Disease (3),
Wind Walk (7)
8 Mirror Image (2) Hold Person (2), Snake Charm (2), Continual Light (3),
8 Locate Object (3), Remove Curse (3), Cure Serious
Wounds (4), Detect Lie (4)
Detect Magic (1), Light (1), Locate Object (2), Dispel
9 Magic (3), Fire Ball (3), Fire Ball (3), Wall of Ice (4) Detect Magic (1), Light (1), Hold Person (2), Continual
9 Light (3), Locate Object (3), Geas (5)
Sleep (1), Detect Evil (2), Mirror Image (2), Deepvision
10 (3), Dispel Magic (3), Dimension Door (4), Wall of Cure Light Wounds (1), Remove Fear (1), Animate
Stone (5) 10 Dead (3), Remove Curse (3), Detect Lie (4), Detect Lie
(4), Geas (5)
Charm Person (1), Sleep (1), Invisibility (2), Invisibility
11 (2), Lightning Bolt (3), Confusion (4), Wall of Stone (5) Cure Light Wounds (1) x2, Detect Evil (1), Detect
11 Magic (1), Detect Magic (1), Light (1)
Charm Person (1) x2, Detect Evil (2), Web (2),
12 Lightning Bolt (3), Hold Person (3), Feeblemind (5) Resist Fire (2), Animal Growth (3), Create Food and
12 Water (4), Lower Water (4), Flame Strike (5)
Detect Magic (1), Arcane Lock (2), ESP (2),
13 Clairvoyance (3), Dimension Door (4), Contact Other Find Traps (2), Hold Person (2), Dispel Magic (3), Cure
13 Serious Wounds (4), Protection from Evil 10’ Radius (4)
Plane (5)
Protection from Evil (1), Detect Invisible (2),
14 Clairvoyance (3), Dispel Magic (3), Arcane Eye (4), 14 Detect Magic (1)
Conjure Elemental (5)
Detect Magic (1) x2, Invisibility (2), Mirror Image (2), 15 Detect Magic (1), Sticks to Snakes (4)
15 Fire Ball (3), Haste (3), Polymorph Self (4)
Light (1), Remove Fear (1), Hold Person (2), Know
Charm Person (1), Detect Evil (2), Levitate (2),
16 Lightning Bolt (3), Dimension Door (4), Cloudkill (5) 16 Alignment (2), Animate Dead (3), Dispel Evil (5), Flame
Strike (5), Earthquake (7)
Detect Magic (1), Light (1) x2, Ventriloquism (1),
Resist Cold (1), Hold Person (2), Snake Charm (2),
17 Invisibility (2), Deepvision (3), Confusion (4), 17 Insect Plague (5)
Hallucinatory Terrain (4)
Detect Magic (1), Shield (1), Knock (2), Levitate (2), Detect Evil (1) x2, Hold Person (2), Locate Object (3),
18 Lightning Bolt (3), Fly (3), Cloudkill (5) 18 Geas (5)
Light (1), Arcane Lock (2), Mirror Image (2), Lightning Resist Fire (2), Flame Strike (5), Bless (2), Lower Water
19 Bolt (3), Confusion (4), Wall of Fire (4) 19 (4), Animal Growth (3), Cure Critical Wounds (5)
Detect Magic (1), Light (1), ESP (2), Detect Invisible (2), Cure Disease (3), Protection from Evil (1), Resist Cold
20 Fire Ball (3), Dimension Door (4), Conjure Elemental 20 (1), Flame Strike (5), Insect Plague (5), Neutralize
(5) Poison (4)
61
Rules for Adventuring
restriction to outdoor travel unless moving through a
Labyrinths & Monsters cramped area. Generally, characters should march in
pairs, side by side, forming a line of pairs. A standard
Many adventures will take place in labyrinths marching order would be tougher characters, like
(dungeons) or other indoor places. These vary fighters, in the front, while thieves follow second, and
considerably in type and location but have some elves and wizards next to last. Relatively strong
commonalities. Labyrinths are usually underground characters, like dwarves and clerics, should guard the
caverns, passageways, and rooms filled with dangerous rear. If enough fighters are present, they can take up the
monsters, traps, riddles, and riches. The characters will rear as well. Marching order is written down so that it's
have some purpose for being there, whether it's a always clear where everyone is located. If a large map is
specific task that must be fulfilled or the characters are used, the players might use dice, paper miniatures, or
simply seeking excitement, fame, and wealth. Wilderness even fancy, painted metal figures to represent their
adventuring is similar but takes place in wide open characters and where they are in marching order.
spaces. Time and movement are handled differently.
63
ranges are also measured in yards in the wilderness, but Hunting follows the same roll but succeeds on 1-2 and
areas of effect remain the same for spells and other must be engaged as the sole activity for a day. No
effects. See the following table. traveling is possible. In addition, there will be one
wandering monster check, from the table appropriate for
TERRAIN AND TRAVEL SPEED the terrain, while the group is hunting.
Terrain Movement reduced by… If characters go for a full day or more without food,
Desert, hills, wooded areas -1/3 the Labyrinth Lord may apply penalties to attack rolls,
Thick jungle, swamps, mountains -1/2 require more frequent rest, impose a reduction in
Road travel, clear wide trails +1/2 movement, or even deduct hit points in extreme cases.
64
DUNGEON ACTIVITIES BY NON-BURGLARS down. Strength adjustments apply, but no matter what
Activity Chances (1d6) the adjustment, there must always be a chance of
Force door 1-2 success or failure. Bonuses cannot take the success
Find secret doors 1 (brownies and elves 1-2) range above 5 or below 1 on 1d6. For example, if a
character has a STR of 15, they receive a +1 to open
Find non-magical traps 1 (dwarves 1-2) doors. They would instead need to roll 3 or less on 1d6
Listen at doors (listen) 1 (demi-humans 1-2) to succeed. A character with STR 5 has –2 to open
doors, but since the odds cannot go below 1, if the
mountains, storms, or thick fog. There are magical items player rolls a 1 on 1d6, they succeed in breaking down
and spells that grant characters the ability to fly. the door.
Secret doors can only be spotted if characters are
Winged Mounts specifically looking for them. The Labyrinth Lord rolls
1d6 when a player declares that their character is
In general, winged beasts may carry riders or other looking for secret doors. A result of 1 on 1d6 is a
burdens in increasing size based on HD multiples of 3. success, except that elves have better vision and succeed
For example, a creature with 3 HD could carry hobfolk on a roll of 1 or 2 on 1d6. A character can only attempt
or a human child. A creature with 6 HD could carry an to look for secret doors once in any given area, and it
adult human or elf, or two hobfolk. A creature with 12 takes 1 turn. A second attempt cannot be made in the
HD can carry large animals like horses, or four adult same area. Since the Labyrinth Lord rolls the dice, the
humans. Finally, a creature with 24 HD could carry a player never know if the roll failed or if there simply is no
very a large animal, or four horses, or 8 humans. door in the area searched.
When characters to listen at a door to hear noises
Vision, Light, and Darkness beyond, the Labyrinth Lord rolls 1d6. A roll of 1 means
success. A roll of 1 or 2 succeeds for demi-humans due
Since labyrinth adventures occur underground, there to their keen hearing. A burglar has specially trained for
may not be a light source. Characters will need to bring this task and has a different chance of success (refer to
torches or lanterns. These produce light in a 30’ radius. the burglar skills table). This attempt may only be made
Lanterns use flasks of oil as fuel; a lantern can burn one time at any door by a character. Note that some
continuously on 1 flask of oil for 24 turns. Torches burn creatures, such as undead, do not make noise.
continuously for 6 turns before burning out. Characters
or monsters that carry a light source are unable to
surprise opponents, because the light gives them away Traps and Trap Detection
ahead of time.
Burglars have a special skill to detect traps, but
Many monsters and demi-humans have deepvision or characters of all classes can search for non-magical
night vision. Characters who have deepvision can see in traps. All characters except dwarves succeed in spotting
total darkness (such as underground). Night vision is the a trap on a roll of 1 on 1d6. Dwarves succeed on a roll
ability to see in darkness just as well as daylight, but there of 1 or 2 on 1d6. Players must declare their characters
must be some light present, such as starlight or are actively looking for traps, and they must be looking
moonlight. Both of these forms of vision only function in in the right place. This roll may only be made once in a
darkness. Deepvision is useless if there is any visible particular location, and it takes 1 turn per effort made in
light, whether normal or magical, including starlight. Any a 10’ × 10’ room. The Labyrinth Lord secretly rolls the
characters who cannot see due to darkness, blindness, dice for these checks because players won’t know if they
etc., suffer –4 to hit when attacking. This penalty applies failed or if there isn’t a trap present.
when attacking invisible opponents.
REACTION TO HIRING OFFER
LIGHT SOURCES Offer Result and
Roll
Source Duration Illumination Reaction
Torch 6 turns 30’ radius 2 Declines offer**
Lantern 1 flask of oil per 24 turns 30’ radius 3-5 Declines offer
6-8 Reroll
Doors 9-11
12
Agrees to offer
Agrees to offer*
Labyrinths often have many doors, some secret and *The offer is accepted with very good spirit, and the retainer’s
others obvious. Many are locked, and a burglar will need morale receives a bonus of +1 for the adventure’s duration.
to attempt to pick locks. Characters can also attempt to **The potential retainer acts so negatively to the offer that he
break a door down. In this case, the player rolls 1d6. A spreads negative rumors about the PC, which results in a +1
result of 2 or less means the door has been broken to the roll on any further reactions to hiring rolled on the table
above while recruiting in the same town or area.
65
Traps have specific triggers, whether it's opening a Encounter Probability Adjustments
door or walking over a particular area. Every time a
character makes an action that could trigger a trap, the The Labyrinth Lord may rule that a random
Labyrinth Lord rolls 1d6. A result of 1 or 2 indicates that encounter is more likely than 1 in 6, depending on the
the trap springs. A trap often has a specific effect that context. If the characters are loud, bring animals into
cannot be avoided. Examples include a trapped floor the dungeon, or any other activities that could attract
dumping the characters into a pit of spikes or a poisoned
needle in a door handle. monsters, the odds might go to 1-2 in 6. Even more in
some circumstances.
66
round. Usually an encounter is over when one side but the second round initiative is rolled for each side
either dies or flees. normally. Likewise, if both sides aren't surprised, they
each roll initiative immediately. If one side is surprised
Here is a summary: but the other is not, then the side that is not surprised
▶ Referee checks for a random encounter can attack.
▶ Surprise occurs with a roll of 1-2 on 1d6
▶ If it occurs, then roll for encounter distance
▶ Referee checks if either party is surprised Chases and Encounters
▶ If one party is surprised they lose their action that The characters may decide they are outmatched and
round flee an encounter, or a monster might flee. One side of
an encounter can always successfully flee if their
▶ Otherwise, initiative is rolled movement is higher than the other side and if combat
has not commenced. Characters may choose whether
Wilderness Play Sequence they chase a fleeing monster and will only succeed if it is
slower than they are. The Labyrinth Lord will decide if
The sequence of play in the wilderness is much like the monsters chase fleeing characters by rolling on the
the sequence in the labyrinth. In wilderness play, the Monster Reaction Table. A roll of 7-12 indicates the
Labyrinth Lord will roll 1d6 at the start of each day of monster will pursue. However, a monster does not
travel to determine if the group becomes lost. Aside from continue chasing the characters if they manage to get
this detail, the sequence is similar to an indoor out of range of vision. If the monsters enjoy treasure,
environment. (refer to “Losing Direction” previously.) they have a 50% probability that they'll stop pursuit of
One difference is when monsters are encountered, the characters to collect any treasure the characters drop
Labyrinth Lord rolls 4d6×10 to determine how many (roll 1-3 on 1d6). Other hungry or less intelligent
yards away the characters are from the monster. monsters may do the same.
Monsters and Surprise Wilderness Retreat table. The larger the chasing group
relative to the fleeing party, the greater chances the
Checks for surprise are made whenever characters fleeing party may escape. This is because larger groups
encounter monsters unexpectedly. If the characters are cannot move as fast or as quietly. Note that one side will
making a lot of noise, a monster may not have a chance have a minimum 5% probability of escaping.
to be surprised. Characters might be surprised if a EXAMPLE: If a party of four is fleeing one monster,
monster was waiting quietly. they have a 50% chance of escaping because the
Whenever a surprise check is warranted, the number of monsters equals 25% of the fleeing party’s
Labyrinth Lord rolls 1d6 for the monsters and/or the number, which applies no modifier to the base chance of
characters as a group. A roll of 1-2 on 1d6 means the escape. If they are fleeing two monsters, they have a 70%
side is surprised and cannot act for 1 round. When both chance of escaping, because the number of monsters
sides are surprised, they do not act on the first round,
67
STRONGHOLD ENCOUNTER TABLE applied. A result of 1 is always a success, and 20 is
Reaction always a failure.
Ruler
Class Level Patrol Type Ignore Chase Hospitable
Light Awarding Experience
Cleric 6+1d8 1-2 3-4 5-6
mounted, 2d6 All characters that make it through an adventure alive
Heavy receive experience points (XP). Experience points are
Dwarf 8+1d4 1-4 5 6
infantry, 2d6 gained from two sources, treasure and monsters.
Light
Elf 9 or 10
mounted, 2d6
1-4 5 6 Characters only gain XP from non-magical treasure at
Heavy the rate of 1 XP per 1 gold piece (gp) value of the item.
Fighter 8+1d6 1-2 3-5 6 The values of all items are added together and converted
mounted, 2d6
Heavy to gp units, if necessary. For example, if the group finds
Wizard 10+1d4 1-4 5 6 a gold statue worth 500 gp and a gem worth 250 gp,
infantry, 2d6
these are added up to 750 XP and divided evenly
equals 50% of the fleeing group, applying a 20% bonus between the characters.
to the odds of escape. All defeated monsters (either outsmarted or killed)
The Labyrinth Lord may modify the probabilities grant XP based on their characteristics and abilities.
based on the conditions and environment. For example, Monsters begin with a base XP determined by hit dice
if one side has time to flee within a densely wooded area, (HD) and receive a bonus for each special ability (fire
the Labyrinth Lord may give a bonus of 20-25% to flee. breath, spell-like abilities, etc.). Refer to the following
If the party giving chase has double the movement of the table.
fleeing side, they might receive a bonus of 20-25% to
catch the fleeing party.
If the fleeing party does not successfully escape, then
Calculating Experience
the other group has managed to keep them within sight. The first step for calculating a monster’s XP is to
Pursuers have a 50% chance of catching up if they have write down the base number. If the monster has HD 4,
a greater movement than the group they are pursuing. If you would write down 80. Next, multiply the value for
this roll fails, then the fleeing side may again attempt to the XP bonus per ability by the number of special
escape. This cycle is repeated daily until either one side abilities the monster has. If a HD 4 monster has 3
escapes or the other manages to catch up. special abilities, the total bonus is (3×55 = 165). For a
monster with HD 4 and 3 special abilities, the group
receives a total of 245 XP (80+165). The totals for each
Stronghold Encounters monster defeated are calculated and added to all XP
The PCs may encounter a stronghold during their from treasure, and the sum for all XP is divided among
travels. If the Labyrinth Lord decides the characters pass all group members. However, retainers receive 1/2 of a
near a castle or other kind of stronghold, they can roll to share each.
randomly determine how any patrol that spots them
might react. These rolls may be modified one way or XP Bonuses
another if the characters are acting suspicious or if they
are approaching peacefully and potentially with The Labyrinth Lord may grant XP bonuses to players
offerings. who did particularly well. Likewise, they may penalize
other players who did not do their share of the work.
Characters also receive XP bonuses or penalties based
on their score in their class prime requisites (see
Attribute Checks character generation). All bonuses or penalties are
applied to the grand total XP a particular character
Sometimes the Labyrinth Lord might allow tests receives at the end of an adventure. For example, if
against attributes instead of saving throws to determine if Pardue the Holy receives 1,200 XP at the end of an
a character either succeeds in a task or escapes a adventure, and he has a prime requisite that grants him
danger. For example, DEX might be used to jump over a +10% to experience, then the total XP after this bonus is
pit or STR might be used to push an object. The player 1,320 XP ((1,200 × .10) + 1,200 = 1,320).
rolls 1d20, and if the result is greater than the attribute,
Characters should not be given enough experience to
the roll fails. If the roll is less than or equal to the
advance 2 levels or more in one adventure. For example,
attribute, the roll succeeds. Bonuses or penalties to the
if Alexandra the Elf is 1st level with 0 XP, she should
roll can be applied with a bonus of –4 being a relatively
receive no more than 8,000 XP (threshold for 3rd level)
easy attribute check and +4 being very difficult. Of
in one adventure (a huge sum!).
course, any modifier between these extremes can be
68
MONSTER EXPERIENCE POINTS Hiring Specialists and
Monster HD Base XP Bonus XP/Ability
Less than 1 5 1 Mercenaries
1 10 3 Unlike retainers, mercenaries and specialists do not
1+ 15 6 accompany characters on adventures. Mercenaries are
2 20 9 hired soldiers. They'll guard, patrol, and otherwise serve
2+ 35 12 in wilderness settings but only as part of a larger force,
3 50 15 not an adventuring group. Specialists are hired
3+ 65 35 individuals who have a particular trade or who have
4 80 55 special knowledge. These individuals are usually hired for
a specific task. It must be noted that mercenaries and
4+ 140 75
specialists do not count toward a character’s maximum
5 200 150 number of retainers, since they aren't the same kind of
5+ 260 200 hired help.
6 320 250
Like hiring retainers, mercenaries and specialists can
6+ 380 300 be located through perusing pubs or through posting
7 440 350 notices of help wanted. Also, in the case of professional
7+ 500 400 specialists, these individuals may have shops or a
8 560 500 reputation that the characters can follow.
8+ 620 600
9-10+ 1000 700 Kinds of Mercenaries
11-12+ 1200 800
13-16+ 1500 900 Mercenaries are typically hired as soldiers and
17-20+ 2250 1000
guards. They have morale like retainers, but mercenary
21+* 3000 2000
*For monsters of HD 22 and higher, add a cumulative 250
XP for the Base and Bonus categories.
69
MERCENARY GP WAGE PER MONTH MERCENARY TYPE BASE MORALE
Mercenary Type Dwarf Elf Goblin Human Orc Commoner Militia 6
Commoner - - - 1 - Barbarians or humanoids 7
Light Infantry Gear: Soldiers 8
sword, shield, leather - 5 1 3 2
Mounted Soldiers 9
armor
Heavy Infantry Gear: Elite Soldiers 9
sword, shield, chainmail 5 7 - 4 2 Fanatic or Devoted Soldiers 10
armor
Crossbowman Gear: Alchemist
heavy crossbow, 7 - - 5 3
chainmail armor Rate: 800 gp + 1d4×100 gp, per month
Mounted Crossbowman Alchemists are valuable specialists because they
20 - - - -
Gear: crossbow dedicate their expertise to creating potions and other
Bowman
concoctions. When reproducing a potion from a sample,
Gear: sword, short bow, - 12 4 7 5
leather armor deduct the cost and time involved by half of what it
Mounted Bowman would take a wizard. However, it takes them twice as
- 35 - 15 - long and twice the cost to research and create new
Gear: shortbow
Longbowman potions.
Gear: sword, longbow, - 25 - 10 -
chainmail armor
Light Mounted Animal Trainer
Gear: lance, leather - 25 - 10 - Rate: 400 gp + 1d2×100 gp, per month
armor
Medium Mounted All animal trainers are specialized in a particular kind
Gear: lance, chainmail - - - 15 - of animal and can have up to six animals under their
armor care at a time. Trainers aren't required for common
Heavy Mounted animals like dogs or horses, but more exotic animals, like
Gear: lance, sword, - - - 20 - a pegasus, would require a specialized trainer.
plate armor
Wolf Mounted
Gear: spear, leather - - 6 - - The Labyrinth Lord decides how long an animal
armor must be trained. It will take a minimum of 1 month to
tame a wild animal or teach an already tame animal one
morale is based simply on a business relationship and not as behavior. After the first month, an animal has become
much on the CHA of the hiring character. Soldiers will have accustomed to a trainer and can be taught additional
bonuses or penalties to morale based on working behaviors at half the time per behavior. If training is
conditions. If the mercenaries are being killed frequently interrupted, all time already spent on that particular
or subjected to other abuses, morale will be low. If the behavior is lost. If taming an animal is interrupted, it will
mercenaries are enjoying riches and excitement, it might rebel and cannot ever be tamed.
be higher. All of these factors are considered by the
Labyrinth Lord.
Armorers are needed to make and repair troop Blacksmith
armor and weapons. The rates suggested for hiring Rate: 80 gp + 1d4×10 gp, per month
troops apply only when the troops aren't in an active Per month, a blacksmith can make five weapons, one
wartime situation, during which time all wages are complete suit of armor, or up to three shields.
multiplied by 2. Refer to the table nearby for typical Blacksmiths are also hired at the frequency of 1 per 50
wages of mercenary types based on ancestry and class. troops to fix armor and weapons. Blacksmiths will
sometimes have apprentices (who will require half pay
Kinds of Specialists each), and production or troop weapon coverage is
multiplied by 2 per 3 apprentices.
The following are several possible specialists and
typical monthly pay rates. This list is not exhaustive, and
the Labyrinth Lord may create more kinds of specialists Engineer
as needed. Rate: 700 gp + 2d4×10 gp, per month
Engineers plan and oversee large construction
projects, such as building strongholds. The number of
engineers required is based on the value of the project. A
minimum of one engineer is needed with an additional
70
Seafarer
Rate: See below
There are four types of seafarer, listed in the nearby
table, with typical wages. Rowers are unskilled normal
humans who operate oars. Sailors are skilled normal
humans who can handle a ship. The navigator
understands how to read charts and navigate based on
instruments and the position of the stars. She is required
any time a ship will venture beyond sight of a coast. A
captain is required for any large ship. They are skilled
like a sailor and have more intimate knowledge of the
particular coasts.
SEAFARER WAGES
Type Wage/Month
Rowers 3 gp
Sailors 12 gp
Navigators* 175 gp
Captains* 275
*At the Labyrinth Lord’s discretion, could randomly cost
more than or less than the listed value by 1d4×10 gp
Spy
Rate: 400 gp + 1d2×100 gp, per month
Spies are usually of the burglar class but can be any
class. A spy is hired by a character to gather information,
either about a specific person, persons, or an area. It's
engineer per 100,000 gp value of the project. For up to the character to find and hire a spy. The Labyrinth
example, if a project is 60,000 gp, it will require one Lord will determine the probability of whether the spy
engineer, and if it's 200,000 gp, it will require two succeeds in the mission based on the circumstances and
engineers. Human engineers usually handle large how much time any particular spying job will take. Spies
aboveground structures, while dwarves will be hired for may or may not be reliable and could stab the hiring
underground construction. character in the back (maybe literally!).
71
Ship Weaponry
Galleys are capable of having a ram, but only a war
galley automatically has one. Galleys that aren't
equipped with a ram can be purchased with a ram at
+30% of the normal cost for the ship. All galleys and
longships may be equipped with a catapult. Catapults
must be equipped with shot, which weighs 200 lbs per
20 shot.
Water Conditions
When traveling on rivers, the listed distances vessels
can travel in a day can be modified if the current is
particularly fast or if the vessel is moving upstream.
Adjust the average miles traveled each day up or down
by 1d8+4 miles, as appropriate. The Labyrinth Lord
might invoke other penalties, depending on what
hardships a vessel encounters on a river. Shallow water,
waterfalls, twisting waters, rapids, or sand bars might
impact travel times.
When traveling at sea far from shore, smaller boats,
including all galleys, aren't appropriate and cannot
handle the potential difficulties the open sea can offer.
These vessels are restricted to water voyages in rivers, 25% chance of finding a safe place to hide along the
lakes, and near the shore at sea. shore. Otherwise, the ship is destroyed on the shore by
There are many possible conditions at sea that might landing too fiercely or otherwise hitting shallow waters
impact the average travel times listed for each vessel. and rocks.
The Labyrinth Lord checks water conditions at the start In these windy, stormy conditions, a galley has an
of each day by rolling 2d6. A 12 result indicates strong 80% chance of being overrun with water and sinking. If
winds and storms; a 2 means that the day is completely it's near shore when the storm hits, a galley can find a
devoid of wind. A ship that is incapable of rowing cannot safe harbor 100% of the time if the shore is relatively
move all day. Any vessel with sails can attempt to move clear of physical dangers. Otherwise, a galley will find a
with the wind to avoid damage from strong winds. safe harbor on a roll of 1-2 on 1d6. If the roll indicates
However, this may not carry the ship in the direction of no wind for the day, ships that can move by rowing can
preferred travel. The direction will be chosen by the move their normal rowing speed for the day. Sailing
Labyrinth Lord. The vessel travels at the average speed ships are unable to move significantly under these
×3. If the ship encounters land during this travel, it has a conditions.
WIND CONDITIONS
The system outlined above is a simple system for
Wind deciding conditions at sea. If the Labyrinth Lord desires
Roll Result Movement Adj. a more detailed set of guidelines, they should roll 2d6 at
Conditions
2-4 None Normal
the start of each game day and consult the wind
conditions table.
5 No sailing, -2/3 rowing No wind
6 -2/3 all movement Slightly unfavorable
7 -1/2 all movement Unfavorable Encounters at Sea
8 -1/3 all movement Greatly unfavorable Monsters can surprise a ship, but because monsters
9 +1/3 all movement Light favorable native to the water cannot generally be seen, or
10 +1/2 all movement Medium favorable “sneaked up on,” a ship may never surprise a monster.
11 All movement x2* Extremely favorable When the Labyrinth Lord rolls for a random encounter,
12 All movement x3** Fierce wind the distance the monster is from the group is the same
*All ships have a 10% probability of taking on water (20% for as in other wilderness encounters (4d6 ×10 yards).
galleys), which will incur a penalty of –1/3 to movement. The Assuming weather conditions are normal, other ships
ship will need to seek maintenance at a dock to remove the can be seen from 300 yards away. Land can be seen
water. from up to 24 miles. These visibility distances could be
**The ship will travel in a random direction determined at the reduced by 90% of their normal distance when in harsh
Labyrinth Lord’s discretion, as discussed previously.
72
weather or dense fog, or some other penalty might be Initiative is rolled again at the start of each new round. If
used depending on conditions. initiative is a tie, each side in the tie acts at the same
time.
Waterborne Chases Actions that can be taken in a round include
attacking, running, casting spells, attempting to
When two waterborne vessels, or a ship and a communicate, and other possibilities.
monster, encounter one another, one party may choose
to flee. The distance between each of the groups is
determined as a normal encounter outdoors. Success Individual Initiative (Optional)
depends entirely on luck and the difference between the The Labyrinth Lord may elect to determine initiative
two group’s speeds. on an individual basis rather than per group. In this
If the fleeing party is faster than the pursuer, the base case, every character and monster in the encounter will
chance of escape is 80%. The base is 50% if both parties have a separate roll. Characters adjust their roll by
have the same movement and decreases by 10% for applying their DEX adjustment. The Labyrinth Lord may
every 30’ movement the escapee is slower than the apply a bonus to monsters’ rolls if they have a high
pursuer (minimum of 10%). If the fleeing party is movement rate.
successful, the pursuing group cannot try to catch up
with the fleeing party for 24 hours, and then only if a
random encounter roll indicates an encounter. If a party
3. Movements Made, Monster
fails their roll to flee, the pursuer will gain on the fleeing Reactions
party at a rate of 10 yards per round if the pursuer is The side winning initiative moves first, then other
slower than the other party or if the pursuer’s speed is parties—including monsters—move in order of initiative.
no greater than 30’ more of those fleeing. If the Depending on circumstances, this is when the Labyrinth
pursuer’s speed is more than 30’ faster, they'll gain on Lord would check monster morale. Monsters might flee
the fleeing party at a rate equal to the pursuer’s speed in this step. Many monsters will always attack in an
per round. encounter. Sometimes the Labyrinth Lord will decide
that a monster reacts differently or may roll to determine
Combat Rules how a monster (or monsters) reacts to encountering the
characters.
Combat Sequence
MONSTER REACTIONS
The combat sequence is followed every round there's Roll 2d6 Result
combat in an encounter.
2 Hostile, attacks
1. Declare Movement 3-5 Unfriendly, may attack
2. Roll Initiative 6-8 Neutral, uncertain
3. Movements Made, Monster Reactions 9-11 Indifferent, uninterested
4. Missile Attacks 12 Friendly, helpful
5. Spells Cast, Saving Throws
6. Melee Combat 4. Missile Attacks
7. Opponents Act Missile attacks are made, accounting for DEX
8. Sequence Repeats adjustments, cover, and range. Missile weapons are any
weapons used at a distance. Examples include bows,
crossbows, thrown spears, slings, etc.
Declare Movement
All participants announce their intention to move 5. Spells Cast, Saving Throws
(and where) during the sequence prior to the initiative
roll. The Labyrinth Lord decides monster intent but Generally, spells are disrupted if a spell caster is
keeps it secret. struck before her turn in combat. Spells have area of
effects and will affect all characters or monsters that are
within the area when the spell is cast. Many spells allow
2. Roll Initiative a saving throw that can negate or partially negate effects
At the start of a round, each side of an encounter of spells. See the discussion on saving throws later in this
rolls 1d6 to determine initiative. The side with the chapter.
highest result on 1d6 acts first for that round. Other sides
in a conflict will react in order from highest to lowest roll.
73
6. Melee Combat refer to the table so you don’t have to calculate
everything.
Attack and damage rolls are made, accounting for If this sounds confusing, you're not alone. AAC
STR and magic adjustments. (ascending armor class) means the higher the AC the
better, and determining whether an attack is successful is
7. Opponents Act a bit more straight-forward and intuitive. For example, if
attacking AAC 14, you simply need to roll 14 or higher
Other combatants now carry out steps 4-6 in order of
on 1d20 to successfully hit. Any class or attribute
initiative.
bonuses also apply, so if you have a +3 bonus to hit, for
example, you’d hit with a roll of 11 or better.
8. Sequence Repeats
When all sides of a conflict have acted and the Melee Combat
combat will continue into the next round, the sequence
Hand-to-hand (or melee combat) occurs when
begins again at step 1.
opponents are within 5’ of one another. These attacks
are made by hand-held weapons, like swords or axes.
Attacking The ability to hit and damage done is affected by STR
adjustments, as well as bonuses for magical weapons.
Characters can only attack one time in a round, but
Characters only have 1 attack in a round, except for
some monsters have multiple attacks. When missile
high-level fighters. Some monsters have multiple attacks,
attacks (bows, crossbows, etc.) and melee attacks
the most common of which is a claw/claw/bite series,
(swords, flails, etc.) are attempted, the character or
which amounts to 3 attacks in 1 round.
Labyrinth Lord must roll 1d20.
When in the wilderness, character may attack with a
The next step depends on whether you’re using ACD
lance while on horseback but must be at least 20 yards
or AAC. If using DAC, descending armor class, the
from an opponent. The attacker will charge with the
lower the value the better for the character. You will refer
lance, and the extra momentum will double any damage
to the to-hit (attack) table that presents THACO (To Hit
done with a successful hit.
Armor Class 0). Here you cross reference the character
level on the attack table with the opponent’s DAC. See
the attack tables later in this section.
If using AAC, ascending armor class, you will use
the bonuses to-hit based on character or monster level.
This system is a bit more straight-forward and preferred
by many.
With either system, a roll of 20 is always a hit, and 1
is always a miss. Damage is then rolled by weapon type
or monster attack, taking into account any bonuses or
penalties.
Hand-to-hand attacks are possible when opponents
are 5’ or fewer from each other. Attack and damage rolls
may be affected by STR. Missile attacks are possible
when opponents are greater than 5’ from one another.
The chance to hit is influenced by DEX.
Close Quarters
Vision and light can also affect combat. Characters The Labyrinth Lord will use discretion in determining
suffer –4 to hit if blind or in darkness. Some monsters how many attackers can strike at one opponent. Usually
are damaged only by magical or silver weapons. The only two characters may fight side-by-side in a 10’-wide
Labyrinth Lord has the option of allowing these hallway, unless all of the attackers are small. There are
monsters to harm each other. Monsters with 5 HD or many figurines on the market that can be used to
more can affect these creatures. represent character positions and movement during
combat and movements in the labyrinth. Alternatively,
What is THACO, anyway? tokens or coins might be used to represent characters
and monsters.
THACO stands for “to hit armor class 0.” This attack
system is used with descending armor class (DAC). It is
named as such because DAC 0 is the starting reference Missile Attacks
point on the attack table, and knowing that allows one to To attack with a missile weapon, opponents must be
calculate how to hit other armor classes. Or, you can just more than 5’ apart. These kinds of attacks can be from
74
bows, slings, crossbows, and even thrown items like
bottles of holy water or oil flasks. The ability to hit with
missile weapons is affected by DEX adjustments, which
will provide a bonus to strike if DEX is high or a penalty
if DEX is low. In addition, magical weapons will provide
bonuses to hit or for damage. For example, a +1 arrow
gives a bonus of +1 to damage. A +1 bow gives a bonus
of +1 to hit.
All missile weapons have ranges that must be taken
into account when trying to strike an opponent at a
distance. If an opponent is further away than the long
range listed, the missile weapon cannot hit that
opponent. In addition, if an opponent is within the
distance listed for short range, the attacker gets a +1 to power if it's stored in any other container than the
hit. There are no bonuses or penalties for striking an special vials it's placed in when blessed.
opponent in medium range, but there's a penalty of –1
to strike an opponent that is in the long range. Oil Flasks
Characters may move and make a missile weapon attack
or move and make a hand-to-hand melee attack in one These are effective weapons, which do 1d8 hit points
round. of damage. The oil flasks must be either lit on fire and
thrown or poured on the ground and lit. Damage is done
All missile attacks are subject to the ordinary combat
to any character or monster struck by the bottles or
rules of initiative and surprise. In addition, cover is a
moving through oil that is burning on the ground.
factor that can influence missile attacks. An attacker
Damage from thrown oil is dealt for 2 rounds, after
cannot hit any opponent that is entirely behind a barrier.
which the oil has burned out and trickled off of the
However, the Labyrinth Lord may apply attack penalties
target. Oil that is poured on the ground can cover a
diameter of 5’ and burns for a full turn. Fire from oil
MISSILE WEAPON RANGES
does not cause damage to monsters that have a natural
Attack Adjustment For Range flame attack. However, burning oil does full damage to
+1 0 -1 most undead creatures, except it deals half damage to
Weapon Short Medium Long wights.
Axe (thrown) Up to 10’ …to 20’ …to 30’
Bow, long Up to 70’ …to 140’ …to 210’ Unarmed Combat
Bow, short Up to 50’ …to 100’ …to 150’
Crossbow* Up to 80’ …to 160’ …to 240’ Unarmed combat is the same as melee combat, but
Dagger all damage is 1 to 2 + STR modifiers.
Up to 10’ …to 20’ …to 30’
(thrown)
Dart Up to 15’ …to 30’ …to 45’ Critical Hits & Misses (Optional)
Holy water Up to 10’ …to 30’ …to 50’
A natural roll of 20 means damage rolled is doubled.
Javelin Up to 20’ …to 40’ …to 60’ Adjustments from STR or magical bonuses aren't
Oil Up to 10’ …to 30’ …to 50’ doubled. For example, a short sword +1 would deal 8
Sling Up to 40’ …to 80’ …to 160’ damage if 4 is rolled, the bonus is added only once, for 9
Spear Up to 20’ …to 40’ …to 60’ damage total.
*Note that crossbows attack once every other round. A natural roll of 1 is a critical miss. Hand weapons
of between –1 and –4 if the target is only partly under are dropped, and they must be retrieved, losing the next
cover. For example, if a character were attempting to combat action to do so. Bows and crossbows suffer
strike an opponent through a small window, the broken strings, which must be restrung and takes 2
Labyrinth Lord might call for a penalty of –4. If the rounds. Thrown weapons and sling bullets fly wildly,
opponent were only partly covered, such as by small hitting a random target in range if the player rolls 1 on a
furniture, the penalty might only be –1. d6.
▶ The referee should feel comfortable assigning
Holy Water they’re own interpretation of critical hits and
misses at their discretion.
Holy water in bottles or vials can be thrown at
undead to do 1d8 points of damage. The attacker must
succeed in their hit roll. Holy water cannot retain its holy
75
Aerial Combat indicated in the description of the spell, monster attack,
or labyrinth scenario.
Characters on an unstable air mount, such as a Poison may be used as a weapon by characters or
griffon, cannot cast spells because the intricate hand non-player characters at the discretion of the Labyrinth
gestures aren't possible in that shaky environment. Spells Lord. However, effective poison should be difficult to
can be cast if the means of flying is more stable, such as obtain.
on a magic broom, carpet, or with the fly spell. For the
same reasons spells cannot be cast on an unstable
support, missile weapons can only be used on an Item Saving Throws
unstable support with a penalty of –4 to hit. However,
magic items do not require the same concentration and At the referee’s option, items carried may also have
gestures, and can be used even if on an unstable mount. saving throws and can potentially be destroyed.
Some flying monsters may make a swooping attack
on surprised opponents if the opponent is at a lower Method 1
altitude. This attack deals twice the normal amount of Whenever characters (and NPCs) die from a
damage. In addition, if a flying monster is at least 300’ in particularly damaging event, such as the fire breath of a
the air, it can attempt to drop heavy objects, like rocks, dragon or the spell fireball, all ordinary possessions on a
on victims below. The base number needed to hit on character’s body should be considered destroyed.
these attacks is 16 to hit armor class 0. Damage is Magical items may not be destroyed and are allowed
variable based on the size of the flying creature, but a saving throws of the appropriate type for the attack
large payload, adult human-sized, for example, could based on the character’s saving throw. Items that have
deal 2d6 hit points of damage within a 10’ square area. bonuses will receive an equal bonus on the saving throw.
These are only some possible situations the For example, a +1 dagger receives a bonus of +1 to the
characters may find themselves in, and the Labyrinth roll.
Lord may adjust or add to these rules, as situations
require.
Method 2
Damage and Healing Make a roll in the kind of situation mentioned above,
as well as in situations when items are exposed to
Damage dealt is subtracted from the opponent’s hit crushing damage (from falls), acid, or any other event
points. For all characters and nearly all monsters, when that could feasibly destroy them. The Labyrinth Lord will
hit points reach 0 or fewer, the individual dies. roll either 1d4 or 1d6, depending on the severity of the
All beings recover hit points through rest. For each situation. Magic items have a chance of surviving based
full day of complete rest, a character or monster will on their relative power. For example, a +2 shield would
recover 1d3 hp. If the rest is interrupted, healing doesn’t survive on a roll of 1-2 on a d4 or d6. Items for which
occur that day. Healing also occurs through magic, such “pluses” do not apply can be assigned a number
as potions or spells. This kind of healing is between 1 and 3. Scrolls and potions may survive on a
instantaneous. Magical healing and natural healing can roll of 1 on a d4 or d6, a staff or wand may survive on a
be combined. roll of 1-2; any other items such as rings, rods, and other
miscellaneous magical items are more durable and
survive on a roll of 1-3. If an item that has “pluses” is
Saving Throws damaged, it may not be destroyed outright but may lose
one “plus.” Thus, a +2 shield becomes a +1 shield on a
All characters and monsters can make “saving
failed saving throw roll.
throws” to avoid the full effects of spells or certain
attacks. Characters and monsters will have a number for The Labyrinth Lord should apply bonuses or
a saving throw category, and when affected by a type of penalties depending on the situation. If an attempt is
spell or attack that requires a saving throw, the player or made to intentionally damage an item, there may be a
Labyrinth Lord will roll 1d20. A result that is greater penalty of 2 to the roll. Bonuses may apply if an item is
than or equal to the value listed for the saving throw is a well protected. No penalty or bonus will be more than 2.
success. However, the roll fails if the result is less than
the listed number. Some successful saving throw rolls will
completely negate any effect, while others will result in
Morale Checks
only half damage. There are times when an attack, like a Players always have a choice whether they'll fight,
poisonous bite, can do damage from both the bite itself surrender, or run away in an encounter. The Labyrinth
and from poison separately. Poison usually kills if the Lord decides whether monsters or NPCs surrender or
saving throw is failed. The appropriate saving throw to run away. Monsters have a listing for morale, which
use and the effects with a success or failure will be represents how likely they are to fight or flee in an
76
BROWNIE SAVING THROWS BURGLAR SAVING THROWS
Spells or Poison Petrify Spells or
Breath Poison Petrify or Spell-like Breath or or Spell-like
Level Attacks or Death Paralyze Wands Devices Level Attacks Death Paralyze Wands Devices
1-4 16 13 13 14 15 1-4 16 13 13 14 15
5-8 14 12 11 13 13
5-8 14 11 11 12 12
9-12 12 10 9 11 10
13-16 10 8 7 9 8
CLERIC SAVING THROWS
17 8 6 5 7 6
Spells or
Breath Poison Petrify or Spell-like
Level Attacks or Death Paralyze Wands Devices CYCLOPS, DWARF, HOBFOLK
1-4 16 11 14 12 15 SAVING THROWS
5-8 14 9 12 10 12 Spells or
9-12 11 6 9 7 9 Breath Poison Petrify or Spell-like
Level Attacks or Death Paralyze Wands Devices
13-16 8 3 7 5 7
1-3 13 8 10 9 12
17 6 2 5 3 5
4-6 10 6 8 7 10
7-9* 7 4 6 5 8
ELF SAVING THROWS
Spells or 10-12 4 2 4 3 6
Breath Poison Petrify or *Maximum category for cyclops and hobfolk
Level Wands Spell-like
Attacks or Death Paralyze
Devices
1-3 15 12 13 13 15 FIGHTER SAVING THROWS
4-6 13 10 11 11 12 Spells or
7-9 10 8 9 9 10 Breath Poison Petrify or Spell-like
10 8 6 8 7 8 Level Attacks or Death Paralyze Wands Devices
0* 17 14 16 15 18
WIZARD SAVING THROWS 1-3 15 12 14 13 16
Poison Petrify Spells or 4-6 13 10 12 11 14
Breath or or Spell-like 7-9 9 8 10 9 12
Level Attacks Death Paralyze Wands Devices 10-12 7 6 8 7 10
1-5 16 13 13 14 15 13-15 5 4 6 5 8
6-10 14 11 11 12 12 16-18 4 4 5 4 7
11-15 11 9 8 9 8 19 4 3 4 3 6
16-18 9 7 6 5 6 *Level 0 includes most ordinary, non-adventuring humans
19 7 6 5 4 4
applied to monsters with a morale of 2 or 12, because
encounter. Morale is rated from 2-12. A score of 2 they are at the extremes. However, if one side of an
indicates that the monster never fights (unless absolutely encounter is losing or winning, they might receive a
cornered), whereas a score of 12 indicates the monster penalty or bonus to morale of –1 or +1, respectively.
will fight until killed with no morale roll necessary in
either case.
The Labyrinth Lord usually makes a morale check
Surrender
under two conditions, when one side of an encounter When a character tries to surrender to an NPC or
loses a member due to death or when half the group on monster, it's up to the Labyrinth Lord to decide whether
one side is either killed or otherwise incapacitated. The the opponent listens and under what terms the NPC or
Labyrinth Lord will roll 2d6, and if the roll is higher than monster will accept surrender. Characters decide how to
the morale of the monster, the check is a failure, and the react if their opponent tries to surrender. Usually, NPCs
monster will either attempt a full retreat or a fighting or monsters will only try to surrender if they have no way
retreat. If the result is equal to or lower than the morale to escape the encounter.
score, a monster will continue to fight. If this roll is made
successfully two times in one encounter, the monster will
fight until killed.
The Labyrinth Lord may decide to apply bonuses or
penalties to morale with a range of –2 to +2, depending
on the circumstances. These adjustments are never
77
Combat Example
In this example, we have the following four
characters: Alexandra (1st-level elf); Pardue the Holy
(2nd-level cleric); Niles (1st-level hobfolk); and Wigbryht
(1st-level fighter).
This example uses DAC because it tends to be more
confusing to new players.
The steadfast adventurers proceed down a winding,
damp cavern corridor. Wigbryht leads the marching
order, followed by Niles, Pardue, and Alexandra.
Abruptly, 5 orcs leap into the corridor from a hidden
alcove. The Labyrinth Lord checks to see if the PCs are
surprised and rolls a 3 on 1d6. Luckily, the characters
can react (1-2 would have meant they are surprised).
Alexandra announces that she will be casting the spell
magic missile at an orc this round. The others announce
that they'll be attacking the orcs with weapons. Next, the
Labyrinth Lord and one player each roll 1d6 to see
which side of the encounter wins initiative. The
Labyrinth Lord rolls a 6 and the players roll a 3. The
orcs get to attack first!
There are 4 orcs remaining at the beginning of the
One snarling, pig-faced orc attacks Alexandra, next round, and the PCs have lost their dear friend
wielding a short sword. The Labyrinth Lord rolls 1d20 Wigbryht, whose lifeless body lies nearby. The Labyrinth
for the orc to see if it hits. The orc rolls a 17; since the Lord asks the players what they intend to do on the
orc needs to roll a 12 or higher to hit Alexandra’s DAC 7, second round, and they all announce that they attack the
(or AAC 12), he stabs Alexandra with the short sword. orcs. Each side rolls for initiative again. The Labyrinth
The Labyrinth Lord rolls 3 on 1d6 for damage. Lord rolls 1; the players roll 4. The players act first this
Alexandra now has 3 hp from her maximum of 6. round.
One orc lashes at Niles, rolling a 4. He misses Niles’ Alexandra attacks an orc with her long sword. She
AC of 6. rolls 14 to hit, which is one better than she needed to hit
Two orcs attack Wigbryht. One orc rolls a 15 and the the orc’s AC of 6. She rolls 8 hp of damage! The orc had
other rolls 16. They need to roll 14 or higher to hit 8 hp, so with a groan it falls to the ground dead.
Wigbryht’s AC of 5. They both hit. The first orc deals 4 Niles stabs at his orc again and rolls 15. He hits and
hp of damage. The second deals 6 points of damage, for rolls 2 hp damage. The orc now has 2 hp remaining.
a total of 10 hp of damage. Wigbryht had 7 hp, so his
new total is –3. Wigbryht gasps, gurgling blood, and Pardue attacks a new orc, rolling 17, for another hit!
drops to the cavern floor dead (characters die at 0 hp). He rolls 5, and since the orc had 4 hp, it's now at –1 hp
and it dies.
Pardue the Holy is attacked by an orc. It rolls a 6. It
needed to roll 12 or higher to hit Pardue’s AC of 7, so it The orcs get to attack now, but there are only 2 orcs
misses. left. The first orc attacks Pardue, rolling 13. The orc
needed 13 or higher to hit Pardue’s AC of 6, so he hits.
Since the orcs have acted, it's now time for the PCs to The orc rolls 5 hp of damage. Pardue only had 5 hp, so
act. Alexandra intended to cast a spell this round, but he now has 0. He falls in a heap near Wigbryht, on his
since she took damage from the orcs, her spell does not way to meet his god.
take effect and is lost. She may take no other action this
round. The second orc attacks Niles. It rolls a 19 to hit, which
is well above the 13 it needed to hit Niles’ AC 6. It rolls 3
Niles stabs at an orc with his short sword and rolls a hp of damage, and since Niles had 4 hp, he is now
14. He needed a 13 or better to hit the orc’s AC of 6, so gravely wounded with only 1 hp remaining.
he hits. He rolls a 1, for 1 hp of damage. The orc now
has 4 hp. The second round of the encounter ends. Since
all but 2 orcs have been killed, the Labyrinth Lord
Pardue attacks an orc with his mace, rolling a 15. He decides to make a morale check for the orcs. The roll
needed to roll 13 or higher, so he hits. He rolls 4 hp of result is 7 on 2d6. The orcs’ morale score is 8, so the
damage. The orc had exactly 4 hp, so it crumples to the Labyrinth Lord rules that they'll stay and fight to the
floor dead. death.
The first round of the encounter ends.
78
CHARACTER ATTACK RESOLUTION USING ACD
‒ Classes ‒
Brownie, Cyclops, Attack Values: Roll 1d20 and hit the Armor Class
Cleric, Dwarf, Elf, with the listed value or higher
and Fighter, and
Burglar Hobfolk Wizard Armor Class (Descending)
‒ Level Ranges ‒ -6 -5 -4 -3 -2 -1 0* 1 2 3 4 5 6 7 8 9
0 Human 20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
1-3 1-2 1-3 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
4-5 3 4-7 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
6-8 4 8-10 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
9-10 5 11-12 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
11 6 13 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
12 7-8 14-15 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
13-14 9 16-18 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
15-16 10-11 19-20 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
17-18 12 21-23 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
19-20 13 24 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2
21 14 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2 2
15 14 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2
16 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2
17 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2
18 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2
19 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2 2
*The attack value corresponding to ACD 0 is known as THACO (To Hit Armor Class 0). Note this table is NOT used if using AAC.
The players state that their characters will attack the Alexandra and Niles have no time to mourn the loss
remaining orcs this round, and each side rolls initiative. of their friends; there are too many dangers lurking
The Labyrinth Lord rolls 1, and the players roll 6. The nearby. They quickly take the money and most useful
players attack first. Alexandra attacks an orc and rolls 15. items from the corpses of their companions. They search
Since she needed to roll 13 or higher, she hits. She rolls the pockets of the dead orcs and find a few more gold
5 hp of damage. It had 5 hp, so it falls to the ground with coins. Then they quietly run further down the corridor,
the rest of its companions, dead. Niles successfully looking for a safe place to rest.
attacks the last orc, dealing 3 hp damage. It only had 2
hp remaining. The last orc collapses, defeated!
MONSTER ATTACKS USING DAC
Attacking Attack Value for Armor Class (Descending)
Monster HD -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9
1 or less 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
1+ and 2 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
2+ and 3 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
3+ and 4 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
4+ and 5 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
5+ and 6 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
6+ and 7 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
7+ to 9 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
9+ to 11 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
11+ to 13 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2
13+ to 15 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2 2
15+ to 17 14 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2
17+ to 19 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2
19+ to 21 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2
21+ and above 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2
Note this table is NOT used if using AAC.
79
Monsters
In Labyrinth Lord, the term “monster” can generally
refer to any being other than the player characters. Movement
Monsters are listed in this section in an encyclopedic
format. Each monster has certain characteristics, which There are two listings under this category. The first
are defined below. Though each monster listing can be represents a number in feet per turn that a creature may
considered to represent the “average” specimen of a move. The second value provided in parentheses
particular creature, the Labyrinth Lord can alter the represents the monster’s encounter movement, which
abilities and power level of any creature to fit the are in feet per round. If two different rates are given, the
situation. It’s assumed all monsters, except NPC additional movement will relate to movement of a
humans, have deepvision 60’. The following terms are different kind, which will be appropriate to the creature.
used to define the characteristics of monsters. A couple of possibilities include flying or swimming.
80
Attacks Continuing Damage
This listing describes how many attacks are available Some monsters have attacks that continue to deal
to a monster, per round, and the nature of the attacks. damage on subsequent rounds without requiring further
These will be listed in the same order as the appropriate rolls to hit. Examples include the constrictive attack of a
damage in the damage listing. giant snake or if a character is swallowed by a giant
monster. Acid has been discussed previously.
Damage
Damage is listed in the same order as attacks and is
Dive
represented by a number and kind of die that should be Some monsters capable of flight can attack by
rolled, just like weapon damage is rolled. Some monsters swooping for a dive attack. Opponents must be in open
may employ weapons. There are a number of special or terrain for it to be effective. Like a charge, this attack
unusual attacks that monsters can employ, and the deals double damage. If the roll to hit is 18 or greater
effects of these are explained in greater detail later. and the flying monster is of sufficient size, it grasps on to
the opponent and attempts to carry them away.
Acid
When acid successfully hits it does damage from
Energy Drain
contacting flesh. Acid continues to deal damage in Some monsters, especially undead, have an energy
subsequent rounds with no new attack required (unless drain attack. No saving throw is permitted. This attack
otherwise noted). Most acid can be removed by rinsing it leaches XP levels from characters (or HD if used against
off with water or other non-flammable liquids (beer, monsters). This effect is reversed by the 7th-level cleric
wine). The acid breath attack employed by black dragons spell restoration. If a character is drained of a level, all
performs differently because it isn’t active round to abilities, including hp, saving throws, etc., are affected as
round, and damage is only suffered per attack. If armor appropriate for the character of the new class level.
is destroyed by acid, the character’s AC should be
adjusted to reflect having no armor.
Paralysis
Charge Most monsters' paralysis attack lasts 2d4 turns and
can be negated with a saving throw against paralysis.
To charge, monsters must have clear terrain and be Paralyzed characters cannot move, speak, or cast spells,
able to run toward an opponent for 20 yards. The extra but remain conscious. The cleric's cure light wounds spell
momentum of such an attack inflicts double the normal can end paralysis, but without healing hp. Paralyzed
damage. Likewise, if a braced attack is prepared against characters are defenseless, needing no roll to be hit.
a charging monster, such as a spear braced in the
ground, a successful hit will deal double damage to a
charging monster. Poison
One of the most dreaded attacks of some monsters is
Charm poison. A character exposed to the poison of a monster,
unless otherwise noted, must succeed in a saving throw
Some monsters can charm characters in a similar versus poison or be instantly killed. The 4th-level cleric
way as the spell charm person. The character receives a spell neutralize poison can be used to counter this effect.
saving throw versus spells. When a monster charms a
character, they are confused and unable to use spells or
magic items that require commands or concentration.
Like the effects of the spell, characters charmed by
monsters will obey instructions so long as they aren't
directly harmful to the character. If the monster and
charmed character cannot communicate due to a
language barrier or some other situation, the charmed
character will act in the interest of the monster to protect
it. Some charm effects have a duration, but if the
monster is killed, the effects will disappear.
81
Swallow Attack variable HD, this total reflects a monster with the lowest
HD possible, and XP will need to be recalculated for
Some monsters are capable of swallowing a character more powerful monsters.
whole and will ordinarily do so if a “20” is rolled to hit.
Swallowed characters suffer damage every round until
they die or until the monster is killed. If a swallowed Abbreviations
character has a sharp weapon, they may attack the In written adventures, monster characteristics are
monster from inside its belly with a –4 penalty. Should a typically abbreviated in the following order and format:
swallowed character die and remain in a monster’s belly AL, alignment; MV, Movement; DAC (AAC), Descending
for 6 turns, they have been irrecoverably digested. Armor Class and ascending; HD; hit dice; #AT, number
of attacks; DG, damage; SV, save; ML; morale.
Trample For example:
When a monster tramples, it stomps or throws its AL N, MV 90’, DAC 6 (AAC 13), HD 1, #AT 1, DG
weight against an opponent to deal damage with its 1d4, SV F1, ML 7
immense bulk. This attack adds +4 to hit if the opponent Alignment is abbreviated as follows: C, chaotic; N,
is human-sized or smaller. Any monster capable of this neutral; L, lawful.
attack will do so 3/4 of the time (1-3 on a d4); the
remaining times, it will employ any other forms of attack
available. Large numbers (20 or greater) of normal-sized
Monster Listings
animals may also attempt a trample attack, such as a
herd of cattle. These kinds of trample attacks deal 1d20
hit points of damage.
Save
A
Like characters, monsters have saving throws. Their
Ant, Giant
saving throws are equivalent of a particular class and Giant ants are hardy and adaptable. Workers are
level. Usually this is the Fighter class, but it can be any about 6’ long, but the queen may be immense. Giant
class. Unintelligent monsters often save as a Fighter level ants eat almost anything, since they are omnivores, and
one-half of the monster’s hit dice number, rounded up. will never retreat if defending the nest. They tend to have
The following abbreviations are used in the monster small amounts of treasure, from past opponents, but in
listings. They’re followed by a number indicating the some rare cases they inexplicably mine precious metals.
level for saves: Cleric, C; Fighter, F; Magic-User, MU; This occurs in about 30% of nests. There will be as much
Burglar, T; Dwarf, D; Elf, E; Hobfolk, H. as 1d10×1,000 gold pieces worth of raw gold nuggets.
by the biggest, strongest male. Higher baboons are of -4 on attack rolls, while attacking the basilisk while
aggressive and easily stimulated to fight. gazing through a mirror carries a -1 penalty.
A basilisk is not immune to the effect of its own gaze.
Banther If, by chance (with a 35% probability or less on a d00
roll), it happens to catch a glimpse of itself in a mirror, it
With the body of a black panther and the head of a must succeed in a saving throw against petrification;
bat, banthers are fearsome (if strange) predators. They otherwise, it will unwittingly petrify itself, becoming a
hunt at night using echolocation (100’), as their eyesight lifeless statue.
is poor. They also stalk underground labyrinths and
caves, with a keen sense of smell. Banthers are only
surprised on a roll of 1-2 on 1d6. If both claws and bite
hit the same round, they latch on, sucking 1d6 hp from
blood loss per round starting on next round.
Bat
Bats are nocturnal mammals with leathery wings.
Typical eyesight is nearly useless to them, but they can
navigate with echo location. For this reason, no spells or
other influence that would normally blind an opponent
will affect bats, but the spell silence, 15’ radius negates
their ability to echolocate.
Bats, Normal: Small bats, while not causing much
damage, can swarm in groups of 10 or more to disorient
Basilisk opponents. This confusion results in a -2 penalty on all
A basilisk is a creature of the reptilian ilk, possessing attack rolls and saving throws, and prevents spell casting.
the unnerving ability to petrify living beings with a simple These bats generally avoid combat and may need a
gaze if they fail a saving throw vs. petrify. Typically, they morale check each round, except when controlled by
exhibit rather dull brown exteriors coupled with yellowish others.
underbellies, although certain specimens may feature a Bats, Giant: Larger than normal bats and fierce
short, curved horn perched atop their snouts. In terms of carnivores, about 5% of giant bats are also vampiric and
size, an adult basilisk generally spans about 10’ in length. have a paralyzing bite. A save versus paralyze negates it.
These creatures are often denizens of thick forests or Paralysis lasts for 1d10 rounds. Unless otherwise
intricate labyrinthine settings. distracted, a giant vampiric bat will feed on a paralyzed
The sole means by which a victim can evade the victim, dealing 1d4 hit points of damage per round. If
perilous gaze of a basilisk is by averting their eyes or the opponent is killed, they must succeed in a saving
observing the creature through a reflective surface, such throw versus spells or rise again as a vampire 1 day after
as a mirror. Turning one's gaze away imposes a penalty death.
83
Bear to a toxic spray they can squirt at an opponent within 5’.
The toxic fluid is extremely painful and causes chemical
Bears are dangerous predators that can live in many burns and blisters. This effect causes a –2 penalty to hit
different climates. They attack with both claws and a bite. rolls for 1 day or until the spell cure light wounds is used.
If both claws successfully strike in 1 round, the bear also These beetles can be found above and below ground.
squeezes the character in a powerful hug that does an Carnivorous Beetle: These fierce carnivorous
additional 2d8 hit points of damage. All bears are beetles have a carapace with markings resembling the
omnivorous, but some kinds of bears prefer flesh. hide of a tiger. Though they often hunt giant insects, they
Black Bear: These bears average 6’ tall, have black also attack and eat large mammals, including
fur, and eat a variety of fruits and other foliage more humanoids.
frequently than meat. Though they'll give their lives in
defense of their cubs, black bears do not usually engage
in combat unless forced. Black Pudding
Cave Bear: These immense prehistoric bears are 15’ This black gooey mass slithers about in labyrinth
tall and vicious hunters. They live in caves and caverns, corridors, eating anything in its path. It's typically 10’ to
and particularly savor humanoid flesh. They can follow 30’ in diameter. It's capable of moving on the wall and
wounded creatures by the smell of their blood. ceiling, and may compress itself through small fissures
Grizzly Bear: A grizzly bear may have red or brown and under the cracks of doors. It digests through metal
fur that may be silver-tipped in older individuals. These and wood. A black pudding is only damaged by fire and
large bears average 9’ tall and are more aggressive and takes full damage from a flame tongue sword. If a black
interested in meat than black bears. pudding is attacked with other weapons, it splits into
more individuals of reduced mass. Every successful
Polar Bear: These bears live in cold climates, usually attack creates a smaller pudding that has 2 HD and deals
by the sea. They average about 11’ tall and almost 1d8 hit points of damage to opponents.
exclusively eat meat. They are adept at swimming and
moving on ice and snow.
Blink Dog
Bee, Giant Killer The blink dog is a clever canine possessing the innate
ability to blink. These creatures communicate using their
These bees grow to a length of about 1’ but otherwise unique language, a blend of barks, yaps, whines, and
behave similarly to their smaller cousins. Giant killer growls that allows them to convey intricate information.
bees attack any creature encountered, especially if near
their hive. A hive is an underground labyrinth of tunnels. Blink dogs hunt in packs, “blinking” out of one
They attack with a poisonous sting requiring a successful location and close to prey for their attack. They blink
saving throw versus poison. Failure indicates death. A again immediately after their attack and will appear
stinger always breaks off inside the victim; if the victim 1d4×10’ from the opponent. In this way, should a blink
survives the poison, they suffer an additional 1 hp of dog win initiative, it will not be possible for an opponent
damage per round until the stinger is removed. A bee to attack it with a melee weapon before it blinks away.
that successfully strikes dies the following round from the Blink dogs never blink into the same space occupied by
trauma of losing its stinger. A character must spend 1 another object. When blink dogs flee, they simply blink
round to remove a stinger. A queen is guarded by 10 away and fail to appear again.
giant killer bees. Some of this number (3+1d6) will be
larger than other giant killer bees with 1 HD apiece. The Boar
queen is larger than other bees with 2 HD. She may
sting multiple times; her stinger does not break off with a Ordinary: These cantankerous omnivores are
successful attack. encountered in wooded locations but exist in many
different geographic locations and climates. They do not
generally initiate combat but may do so to defend its
Beetle, Giant young or if threatened.
Fire Beetle: These subterranean, nocturnal beetles Giant: These 30’ long giant cousins to ordinary boars
are about 2½’ long. The fire beetle is so named for the are much more aggressive. They attack with little to no
light-producing organs it exhibits on its head and provocation and crave the meat of humanoids. They are
abdomen. They produce light within a 10’ radius. Two of sometimes found with demon boars. There are rumors
these organs are on the head; one is on the abdomen. If of a shaggy giant boar that is native to cold climates.
removed from the corpse of the beetle, they'll continue
to illuminate an area for 1d6 days.
Spitting Beetle: These 3’ long beetles have
immense horn-like jaws that inflict damage, in addition
84
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Bear, Black 1d4 (1d4) Neutral 120’ (40’) 6 13 4 3 (2 claws, bite) 1d3/1d3/1d6 F2 7 VI 135
Bear, Grizzly 1 (1d4) Neutral 120’ (40’) 6 13 5 3 (2 claws, bite) 1d3/1d3/1d6 F2 8 VI 350
Bear, Polar 1 (1d2) Neutral 120’ (40’) 6 13 6 3 (2 claws, bite) 1d3/1d3/1d6 F3 8 VI 570
Bear, Cave 1d2 (1d2) Neutral 120’ (40’) 5 14 7 3 (2 claws, bite) 1d3/1d3/1d6 F3 9 VII 790
Bee, Killer 1d6 (5d6) Neutral 150’ (50’) 7 12 1d4 hp 1 (sting) 1d3, see below F1 9 None 7
Beetle, Fire 1d8 (2d6) Neutral 120’ (40’) 4 15 1 + 2 1 (bite) 2d4 F1 7 None 15
Beetle,
1d8 (2d6) Neutral 120’ (40’) 4 15 2 1 (bite) 1d6, see below F1 8 None 29
Spitting
Beetle,
1d6 (2d4) Neutral 150’ (50’) 3 16 3+1 1 (bite) 2d6 F1 9 VI 65
Carnivorous
Black
1 (0) Neutral 60’ (20’) 6 13 10 1 3d8 F5 12 None 3100
Pudding
Blink Dog 1d6 (1d6) Lawful 120’ (40’) 5 14 4 1 (bite) 1d6 F4 6 XX 135
Boar 1d6 (1d6) Neutral 150’ (50’) 7 12 3 1 (tusk) 2d4 F2 9 None 65
1d4
Boar, Giant Neutral 120’ (40’) 6 13 5 1 (tusk) 3d4 F5 9 None 350
(1d4+1)
Booglin 2d4 (3d6) Chaotic 120’ (40’) 5 14 2 1 Weapon 1d6, stench F3 8 XII 65
Brownie 1d4 (2d4) Neutral 120’ (40’) 5 14 1 1 Weapon B1 7 VI 13
Bugbear 2d4 (5d4) Chaotic 90’ (30’) 5 14 3+1 1 (weapon) 2d4 or weapon + 1 F3 9 XXI 100
Camel 0 (2d4) Neutral 150’ (50’) 7 12 2 2 (bite, hoof) 1/1d4 F1 7 None 20
Booglin Bugbear
Booglins are 4’ tall goblinoids, with big ears, and These large, hairy cousins of goblins are quite strong,
noses resembling 6 inch long elephant trunks. They are receiving +1 to damage when employing weapons.
pinkish creatures, with voluminous folds of skin. Despite their bulk, they are deceptively stealthy and will
Booglins usual live in dark forests, taking refuge in surprise opponents 50% of the time.
burrows. They are cruel and spiteful, a bane to nature
and enemies of all fey creatures. Booglins have a
repulsive body stench that is debilitating if within 30’.
Opponents must succeed a save vs. poison or suffer
watery eyes and nausea for 1d4 rounds, causing the
C
victim -4 to hit. Camel
Camels can survive without food or water for long
Brownie periods. They may travel for a period of 2 weeks without
This monster listing is for the typical NPC brownie. water if they are well hydrated to start. They are efficient
Elves average 5’ tall and are slight of build. These fey at traveling in the desert and will not suffer movement
beings closely resemble wood elves, but are a full foot penalties in this terrain. Camels are temperamental; they
shorter at 4’ to 4 1/2’ in size. They tend to live among are known to kick or bite their handlers. Camels can
human or hobfolk societies. Brownies are pranksters, but carry 300 lbs and move at their regular movement rate,
not maliciously so, and become serious when need be. and can carry up to 600 lbs. at half movement. A
They enjoy domestic tasks like cooking, cleaning, and mounted camel rider may not use a lance for a charge
tending to animals. They also have a strong streak of attack.
wander lust, and may be found living the adventurer life.
When encountered in a group of 20 or more, one
1d4+1 level leader will be present. The leader may
possess items of magic. The probability is equal to 5%
per level of the leader per type of magic item. In the
presence of a leader, brownies have morale 10 rather
than 8.
85
Carcass Creeper considered monsters of 2 HD for combat purposes,
inflicting 1d2/1d2, or weapon damage. If forced into
The dreaded carcass combat, centaurs are unlikely to surrender.
creeper is 4’ tall and 9’
long, resembling a giant fat
grub with multifaceted eyes, Centipede, Giant
small legs, and a head These 1’ long centipedes prefer dark, wet locations.
bearing 2’ long insect-like Giant centipedes attack with a poisonous bite. No
feelers. Feelers are tipped damage is inflicted, but anyone bitten must succeed a
with a poisonous stinger. saving throw versus poison. Failure indicates the victim is
When the stingers strike an horribly sick for 10 days and can only move at 50% of
opponent, they must normal movement. No other physical activity is possible.
succeed in a saving throw
versus paralysis or become
paralyzed for 2d4 turns. If not faced with more Chimera
opponents, the carcass creeper will swallow the The chimera is a magical hybrid of lion, goat, and red
paralyzed character on the subsequent round. Paralysis dragon. It has a head of each of these creature types. It
may be cured with cure light wounds, but when used in has the wings of a dragon, the front body portion of a
this way it does not heal damage. This creature is lion, and the rear body portion of a goat. The lion head
rumored to be a magical abomination created from a attacks via bite, the goat head gores with horns, and the
giant maggot. dragon bites or emits a fire breath attack as a cone 50’
long and 10’ wide at its terminal end. The fire breath
Cat, Large attack deals 3d6 hit points of damage; a saving throw is
allowed to reduce damage by half. Like ordinary
Large cats are some of the most efficient hunters. dragons, the red dragon head can only use the breath
They kill only for food or in defense, and generally attack 3 times per day. It will use either a bite or breath
remain above ground in wilderness settings. Sometimes attack 50% of the time, until the breath attack runs out.
a large cat will taste the blood of humans and prefer it to The chimera may live in the wilderness, particularly hilly
other prey. Large cats will always give chase if an terrain, but it also takes up residence in labyrinths.
opponent runs away.
Mountain Lion: These large cats are light brown and
blend in well in their preferred habitat, which includes
Cockatrice
mountains and high grassy meadows. However, they The cockatrice is a magical creature that has the body
may be found in nearly any habitat. These cats will of a rooster and the tail of a reptile. It's a small creature,
occasionally be found in labyrinths. about the size of a natural rooster, but it has a powerful
Panther: These fast-running predators are at home in beak that inflicts 1d6 hit points of damage. If an
grassy plains and wooded areas. opponent touches a cockatrice or if the cockatrice
successfully attacks/touches an opponent, they must
Lion: Lions are social cats and live in groups. They succeed in a saving throw versus petrify or turn to stone.
prefer hot climates, typically living on savanna. Cockatrices are ill-tempered creatures. Though they
Tiger: These large hunters are stealthy; in a wooded primarily eat small insects or rodents, they'll engage
environment, they surprise opponents with a roll of 1-4 larger animals, and characters, in combat with little
on 1d6. These cats typically live in subtropical or cooler provocation. They live in any climate, including
environments. Their striped hides provide cover when labyrinths.
hunting prey.
Sabre-tooth Tiger: These prehistoric hunters are
fearsome and immense. They have extremely large
canine teeth, making them particularly dangerous killers.
Centaur
Centaurs have the body and legs of horses but the
upper body of humans. They are reclusive beings, living
far from other humanoids in densely wooded sylvan
settings. They attack by kicking with two legs at a time or
with a weapon. Centaurs avoid conflict, but males guard
their communities. Usually, females and young do not
fight, and will seek escape if combat occurs. Young are
86
NO.
TYPE AL MV DAC AAC HD AT DMG SV ML HC XP
ENC.
Carcass Creeper 1d3 (1d3) Neutral 120’ (40’) 7 12 3+1 8 (stingers) Paralysis F2 9 XXI 135
Cat, Mtn. Lion 1d4 (1d4) Neutral 150’ (50’) 6 13 3+2 3 (2 claws, 1 bite) 1d3/1d3/1d6 F2 8 VI 65
Cat, Panther 1d2 (1d6) Neutral 210’ (70’) 4 15 4 3 (2 claws, 1 bite) 1d4/1d4/1d8 F2 8 VI 80
1d4+1/
Cart, Lion 1d4 (1d8) Neutral 150’ (50’) 6 13 5 3 (2 claws, 1 bite) F3 9 VI 200
1d4+1/1d10
Cat, Tiger 1 (1d3) Neutral 150’ (50’) 6 13 6 3 (2 claws, 1 bite) 1d6/1d6/2d6 F3 9 VI 570
Cat, Sabre-tooth 1d4 (1d4) Neutral 150’ (50’) 6 13 8 3 (2 claws, 1 bite) 1d8/1d8/2d8 F4 10 VII 560
3 (2 hooves,
Centaur 0 (2d10) Neutral 180’ (60’) 5 14 4 1d6/1d6, weapon F4 8 XXII 80
weapon)
Centipede 2d4 (1d8) Neutral 60’ (20’) 9 10 1d4 hp 1 (bite) Poison F0 7 None 6
120’ (40’); 5 (2 claws, 3 heads, 1d3/1d3/2d4/2d4
Chimera 1d2 (1d4) Chaotic 4 15 9 F9 9 XVII 2400
F 180’ (60’) see below) /3d4, see below
90’ (30’); F
Cockatrice 1d4 (1d8) Neutral 6 13 5 2 (beak, petrify) 1d6, petrify F5 7 XIX 350
180’ (60’)
Crab, Giant 1d2 (1d6) Neutral 60’ (20’) 2 17 3 2 (pinchers) 2d6/2d6 F2 7 None 50
90’ (30’); S
Crocodile 0 (1d8) Neutral 5 14 2 1 1d8 F1 7 None 20
90’ (30’)
Crocodile, 90’ (30’); S
0 (1d4) Neutral 3 17 6 1 2d8 F3 7 None 320
Large 90’ (30’)
90’ (30’); S
Crocodile, Giant 0 (1d3) Neutral 1 18 15 1 3d8 F8 9 None 1500
90’ (30’)
XVIII +
Cyclopean 1 (1d4) Chaotic 90’ (30’) 5 14 13 1 3d10 F13 9 2400
5,000 gp
Cyclops 1d6 (3d4) Lawful 120’ (40’) 5 14 1 1 Weapon C1 9 XIV 10
87
The whirlwind deals 2d6 hit points of damage to all
Doppelganger
Doppelgangers are enigmatic entities capable of
assuming the guise of other humanoids. The can
replicate humanoid forms of up to 7’ in height. In their
inherent state, these creatures stand at a modest 5½ feet
in height, displaying a predominantly humanoid
appearance marked by their slim and fragile build, long,
gangly limbs, and features that are only partially defined.
Demon Boar Their skin appears pale and devoid of any hair, while
their large, bulging eyes possess yellow irises with pupils
The demon boar is a more powerful and more that are slit-like in nature. Intriguingly, even in their
malicious variation of the wereboar. The demon boar genuine form, doppelgangers maintain a deceptive
delights in the taste of human meat and will take visage.
residence and hunt near areas occupied by humans. In
human form, they are fat and grotesque, while in boar Despite their frail outward appearance,
form, they are immense. Like other lycanthropes, they doppelgangers possess remarkable toughness and a
can pass on their form of lycanthropy (refer to the natural agility that contradicts their delicate facade. They
lycanthrope monster listing) and are only damaged by adeptly harness their innate talent for mimicry to
magical or silver weapons. Demon boars have the innate orchestrate ambushes, set enticing traps, and infiltrate
ability to charm person in a manner similar to the spell, humanoid societies. Typically, they seek to eliminate the
3 times per day. Victims are allowed a saving throw individuals they impersonate, allowing them to catch
versus spells with a –2 penalty. Demon boars have 75% entire groups by surprise. When doppelgangers meet
probability of having 1d3 charmed human thralls who their demise, they revert to their natural state.
are unable to cast spells or use spell-like devices due to
being under mental domination. Demon boars will
attempt to catch opponents by surprise.
Djinni
Although they look like taller, majestic humans, djinni
are actually an intelligent kind of air elemental. Djinni
may only be affected by magic and magical weapons.
Djinni have several spell-like abilities, and they can use
each of them 3 times a day. They have four creation
abilities, including create food and water (cast as a cleric
of 7th level), create temporary objects of metal (the
softer the metal, the longer it lasts; gold lasts 24 hours
while iron lasts 1 round, and 100 lbs maximum), create
permanent goods (items made of wood, rope, and other
kinds of softer goods of 100 lbs maximum), and create
illusion (as phantasmal force, but the effect is permanent
until touched or dispelled). Djinn can also take on a
gaseous form or make themselves invisible.
Finally, djinni can assume the form of a whirlwind
after 5 rounds of preparation. It has a 10’ diameter at its
base, is 70’ high, and is 20’ in diameter at its top end.
When in whirlwind form, the djinn may move 120’ (40’).
88
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
120’ (40’); 1 (gore or
Demon Boar 1d4 (1d4) Chaotic 3 (9) 16 (10) 9 2d6, weapon F9 10 XX 2400
B 180’ (60’) weapon)
90’ (30’); 1 (fist), see
Djinni 1 (1) Neutral 5 14 7 + 1 2d8/2d6 F14 12 None 2900
F 240’ (80’) below
Doppelganger 1d6 (1d6) Chaotic 90’ (30’) 5 14 4 1 1d12 F10 10 XVIII 190
90’ (30’);
Dragon, Black 1d4 (1d4) Chaotic 2 17 7 1 (bite or spit) 1d4+1/1d4+1/2d10 F7 8 XV 1140
240’ (80’)
Dragon, Blue 1d4 (1d4) Neutral same 0 19 9 same 1d6+1/1d6+1/3d10 F9 9 XV 3800
Dragon, Gold 1d4 (1d4) Lawful same -2 21 11 same 2d4/2d4/6d6 F11 10 XV 6000
Dragon,
1d4 (1d4) Chaotic same 1 18 8 same 1d6/1d6/3d8 F8 9 XV 1560
Green
Dragon, Red 1d4 (1d4) Chaotic same -1 20 10 same 1d8/1d8/4d8 F10 10 XV 3800
Dragon, White 1d4 (1d4) Neutral same 3 16 6 same 1d4/1d4/2d8 F6 8 XV 820
180’ (60’)
Dragon, Sea 0 (1d4) Neutral 1 18 8 same 3d8 or poison F8 9 XV 1560
(S and F)
Furthermore, they are immune to the effects of charm weapons about 50% of the time on all subsequent
and sleep spells. rounds of combat. If the breath weapon is not employed,
they'll attack with two claws and a bite attack.
Dragon A dragon’s breath attack can have one of three
potential shapes: cloud-shaped, cone-shaped, and linear.
Ancient, highly intelligent, treasure loving, and All cloud-shaped breath effects occupy an area 20’ high,
fearsome are all characteristics of dragons. They have 50’ long, and 40’ wide. Cone-shaped effects begin with a
ancient origins and are highly intelligent reptiles. They width of 2’ and spread out in a cone shape to a variable
reproduce by laying eggs and are completely maximum length, but the terminal end of a cone is
carnivorous. Each ancestry of dragon employs a always 30’ wide. Linear breath attacks have the same 5’
particular kind of breath weapon attack. The varieties of width for their entire length (100’).
dragons are identified by their predominant hide color,
All victims of a breath weapon may attempt a saving
preferred climate, and alignment. Dragons are long-lived
throw versus breath attack. Success means that only half
beings; they can live for more than 100,000 years.
of the normal hit point damage is done. Dragons are
Because of their long history, dragons seldom take immune to the effects of their own breath attack, as well
notice of lesser insignificant intelligent beings and view as the same kind of breath attack from other dragons.
them as primitive upstarts. Nonetheless, dragons are They are further immune to ordinary instances of a
geniuses and value their own lives. To this end, dragons similar nature to their attack. For example, a gold
will bargain and even surrender to characters to save dragon is immune to all ordinary fire and the fire breath
their lives or otherwise richly benefit. Dragons have of all other dragons. However, dragons will sustain half
immense egos, and even the evilest dragon may stop to damage from magical-based attacks that are similar to
listen to the pleas or praise of a soon-to-be lunch. the nature of their breath attacks. A blue dragon, for
Dragons of differing alignment will interact with other example, will not suffer damage from a natural lightning
intelligent creatures in different ways. Neutral dragons strike but will suffer half damage from the spell lightning
may or may not converse with characters, depending on bolt.
the circumstances. Lawful dragons are more likely to aid
a good party or a party on a noble mission. Chaotic Here is a summary of some of the main breath attack
dragons will likely attempt to destroy a party on sight features:
unless there's something to be gained by exercising
restraint. ▶ Usable 3 times per day.
▶ Damage is equal to the dragon’s current hp
Dragon Breath Weapons number.
Dragons can produce a powerful breath weapon
▶ Save vs. breath attack for half damage.
attack. Breath attacks deal a number of hp damage
equal to the dragon’s total number of hp when the attack
occurs (not necessarily their maximum hp). The classic Let Sleeping Dragons Lie
breath attack is fire from a “fire-breathing dragon,” but
When a dragon is encountered in its lair or otherwise
different dragons breathe different kinds of effects. All
in a location on the ground, there's a chance that the
breath weapons are usable 3 times per day. Dragons will
dragon will be asleep. Dragons are ancient, long-lived
tend to use their breath weapon as their initial attack
creatures, and as such they operate on a different
when confronted with combat. Dragons use their breath
89
and will surrender to the characters for the time being.
Note that a dragon will always wish for its freedom, and
unless restrained or otherwise under dire threat, a
dragon will make every effort to escape when the chance
presents itself. Characters must attempt to gain a service
from a dragon or sell it to a buyer if one can be found.
As a general rule, a dragon may be sold, at most, for a
number of gold pieces equal to 1,000 × the dragon’s
maximum hit points.
Gold Dragons
Gold dragons are the most powerful of the dragon
types and require special note. They can breathe
schedule than humanoids. Dragons may sleep in a safe chlorine gas as a green dragon and fire as a red dragon
location for days or even weeks if left undisturbed. The but nonetheless can utilize a breath attack only 3 times
percentage chance that a dragon is asleep when found is per day. In addition, all gold dragons can polymorph
provided on the additional dragon information table. For themselves into any animal or humanoid form.
1 round, opponents may attack a sleeping dragon and
receive a bonus of +2 to all attack rolls. The dragon will
be roused this round regardless of whether attacks Sea Dragons
actually make contact, and combat will progress on the The breath attack of a sea dragon is a giant 20’
second round as normal—or, more accurately, with the diameter gob of poisonous spittle. A victim struck must
dragon’s full fury. save versus breath attack or die. This poison is no longer
potent 1 round after the breath attack is made. These
Dragon Speech Capability dragons stay almost exclusively in the water but may
glide over the surface for a duration of 6 rounds. They
The more powerful the dragon type, the greater live in underwater caverns, where they hoard treasure
probability that any given member of that type has the from sunken vessels. They are never asleep above water.
capability to speak. All dragons that can speak know
common, dragon, and their alignment language. They
may also cast wizard/elf spells. Refer to the additional Dragon Turtle
dragon information table for the probability of speech This fearsome, massive beast is a magical hybrid of
and the spells available to dragons. dragon and giant turtle. It has the large shell of a turtle,
but the arms, legs, head, and tail of a dragon. Its rough,
Dragon Surrender deep green shell is much the same color as the deep
water the monster favors, and the silver highlights that
Sometimes opponents seek to subdue dragons, so line the shell resemble light dancing on open water. The
that they may be bargained with or captured. Any turtle’s legs, tail, and head are lighter green, flecked with
characters wishing to subdue a dragon must announce golden highlights. Their lairs are always below water in
that they are attacking without intent to kill. All hand submerged caverns. They hoard wealth from sunken
weapons with a blade may be employed to deal blunt ships, like sea dragons. Dragon turtles have powerful
blows with the flat of the blade. Combat and damage are claw and bite attacks. They also have a hot blistering
calculated normally, noting how much damage is steam cloud breath weapon that is usable 3 times per
“subduel” damage. When a dragon reaches “0” hit day. It's 90’ long and 30’ wide. Damage inflicted is equal
points due to subduel damage, it's knocked unconscious
90
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
30’ (10’);
Dragon Turtle 0 (1) Chaotic -2 21 30 3 (2 claws, bite) 1d8/1d8/1d6x10 F15 10 XV 13,750
S 90’ (30’)
Dryad 0 (1d6) Neutral 120’ (40’) 5 14 2 Charm 0 F4 6 XIX 29
Dwarf 1d6 (5d8) Lawful 60’ (20’) 4 15 1 1 (weapon) 1d8 or weapon D1 8 XVI 10
90’ (30’);
Efreeti 1 (1) Chaotic 3 16 10 1 2d8 F15 12 None 5200
F 240’ (80’)
91
Elemental Elephant
Elementals are living beings made up of one of the Elephants are intelligent herbivores, used in some
four primary elements. They may be summoned in three places as animals of labor. If elephants have enough
different ways (see below). A summoner spends distance between them and a foe, they'll commit to
complete concentration directing the elemental. charge and score double damage with their tusks. When
Elementals leave when dispelled, destroyed, or ordered in close combat, they may attempt to attack with tusks or
by the summoner. A summoner loses concentration if to trample, preferring to trample with a roll of 1-3 on
struck or they engage in other activities. Then the 1d4. Elephants have +4 to their attack roll when
elemental attacks them and anyone between them. Only attempting to trample an opponent that is smaller or
magic and magical weapons can harm elementals. approximately equal to the size of a human. Although
There are three different power levels of elementals. elephants do not keep treasure, the ivory from tusks is
The type is determined by the means used to summon valuable. Each tusk is worth 1d6×100 gp.
them. Elementals summoned with a staff are the weakest
of the three, having AC 2, HD 8, and DG 1d8. Any Elf
elemental summoned with other miscellaneous magic
items has AC 0, HD 12, and DG 2d8. Elementals This monster listing is for the typical NPC elf. Elves
summoned with a spell have AC –2, HD 16, and DG average 5’ tall and are slight of build. They adorn
3d8. themselves of vibrant attire, often a cloak that seamlessly
blends with the forest's natural colors. When
Air Elementals: For every hit die possessed by an
encountered in a group of 20 or more, one 1d6+1 level
air elemental, it will be 2’ high and have a diameter of
leader will be present. The leader may possess items of
½’. For example, an air elemental summoned by a spell
magic. The probability is equal to 5% per level of the
would be 32’ high and have a diameter of 8’. Their
leader per type of magic item. In the presence of a
appearance is a twirling air mass. If a being of fewer
leader, elves have morale 10 rather than 8.
than 2 HD is caught in the twirling mass, it's carried
away, barring a successful saving throw versus death.
Any aerial victim will suffer an extra 1d8 hit points of Ettin
damage from an air elemental. Ettins are dirty creatures wearing tattered skins. They
Earth Elementals: For every hit die possessed by an use wicked weapons, such as barbed clubs. Ettins share
earth elemental, it will be 1’ high. For example, an earth some affinity to orcs, witnessed in their pig-like faces.
elemental summoned by a spell would be 16’ high. Their They are large, nocturnal creatures that live below
appearance is a giant humanoid made of earth. Any ground. Ettins have two heads, each controlling one arm.
victim standing on the ground will suffer an extra 1d8 hit The right side is slightly dominant, dealing 3d6 damage.
points of damage from earth elementals. Earth The left can inflict 2d8. Ettins are seldom surprised (1 on
elementals are unable to move through water that has a 1d6) because one head or the other is keeping watch.
width greater than its height.
Fire Elementals: For every hit die possessed by a
fire elemental, it will have a diameter of 1’ and be 1’
high. For example, a fire elemental summoned by a spell
would be 16’ high and have a 16’ diameter. Their
appearance is a giant flame pillar. Any victim using cold-
based attacks suffers an extra 1d8 hit points of damage
from fire elementals. Fire elementals are unable to move
through water with a width greater the elemental’s
diameter.
Water Elementals: For every hit die possessed by a
water elemental, it will have a diameter of 2’ and be ½’
high. For example, a water elemental summoned by a
spell would be 8’ high with a 32’ diameter. Their
appearance is a mass of watery waves. Any victim
standing in or submerged in water suffers an extra 1d8
hit points of damage. Water elementals can’t be further
than 60’ from a source of water.
92
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
1,570/
17/19/ 1d8 or 2d8 F8; F12;
Elemental, Air 1 (1) Neutral F 360’ (120’) 2/0/-2 8;12;16 See below 10 None 2,800/
21 or 3d8 F16
3,300
1,570/
Elemental, 60’ (20)’; 17/19/ 1d8 or 2d8 F8; F12;
1 (1) Neutral 2/0/-2 8;12;16 See below 10 None 2,800/
Earth F 360’ (120’) 21 or 3d8 F16
3,300
1,570/
Elemental, 17/19/ 1d8 or 2d8 F8; F12;
1 (1) Neutral 120’ (40)’ 2/0/-2 8;12;16 See below 10 None 2,800/
Fire 21 or 3d8 F16
3,300
1,570/
Elemental, 60’ (20’); S 17/19/ 1d8 or 2d8 F8; F12;
1 (1) Neutral 2/0/-2 8;12;16 See below 10 None 2,800/
Water 180’ (60’) 21 or 3d8 F16
3,300
2 tusks or 2d4/2d4
Elephant 0 (1d20) Neutral 120’ (40’) 5 14 9 F5 8 None 2400
trample or 4d8
1d4 1 1d8 or
Elf Neutral 120’ (40’) 5 14 1+1 E1 8 XVIII 21
(2d12) (weapon) weapon
Ettin 1d2 (1d4) Chaotic 120’ (40’) 3 16 10 2 (clubs) 2d8/3d6 F10 9 XIX 2,400
1d8
Ferret, Giant Neutral 150’ (50’) 5 14 1+1 1 (bite) 1d8 F1 8 None 15
(1d12)
5 (bite, 2d8/1d4
Fish, Catfish 0 (1d2) Neutral 90’ (30’) 4 15 8+3 F4 8 None 620
4 feelers) per feeler
Fish, Pirahna 0 (2d4) Neutral 150’ (50’) 6 13 3+3 1 (bite) 1d8 F2 7 None 65
1d4x4 (each
Fish, Rockfish 0 (2d4) Neutral 180’ (60’) 7 12 5 + 5 4 (spines) F3 8 None 460
spine), poison
Fish, Sturgeon 0 (1) Neutral 180’ (60’) 0 19 10 + 2 1 (bite) 2d10 F5 9 None 1,700
93
typical gelatinous cube measures 10’ on each side,
although notably larger specimens are not unheard of.
Their translucent appearance causes surprise on a
roll of 1-4 on 1d6. A gelatinous cube engulfs victims by
slamming its body into them. This attack deals 2d4 hit
points of damage. An opponent must succeed in a
saving throw versus paralyze or become paralyzed for
2d4 turns. The spell cure light wounds lets a character
regain movement, but this use does not heal hit points
with the same casting. Subsequent attacks against a
paralyzed foe always hit. Gelatinous cubes are immune
to the effects of lightning and cold-based attacks. They
take normal damage from weapons and fire-based
Fly, Giant Carnivorous attacks.
The dreaded giant carnivorous fly is 3’ long. They
have markings making them appear similar to giant
killer bees. The giant carnivorous fly preys on these bees
and is immune to their poisonous sting. They also prey
on animals and humanoids. Giant flies skulk in shadows,
waiting for victims, and surprise on 1-4 on 1d6. They
can jump 30’ to attack, biting victims with formidable
mandibles.
G
Gargoyle
Gargoyles are demonic-appearing beasts that are Ghoul
magical in nature and may only be harmed by enchanted
weapons or magic. They have large bat-like wings, horns, Ghouls are flesh-eating undead mockeries of their
fangs, fearsome claws, and skin the color of gray stone. former existence. They are fearsome enemies of all
Although they aren't greatly intelligent, they make up for things living. Ghouls attack with claws and a vile bite.
this with the sly nature of efficient predators. Any successful attack requires the opponent to attempt a
saving throw versus paralyze or become paralyzed for
2d4 turns. Paralysis may be cured with cure light
wounds. Elves are immune to the paralysis of ghouls,
and it cannot take effect on humanoids larger than
ogres. Ghouls attempt to paralyze all members of a
group, so that they can feast on their helpless bodies at
leisure. All humans slain by ghouls rise again as ghouls
in 24 hours, unless bless is cast upon their bodies.
Ghouls are turned as 3 HD undead, but the number
turned is calculated normally for 2 HD undead.
Giant
Hill Giant: Hill giants resemble larger ogres, including
eyes rimmed with red and often wielding some
Gelatinous Cube bludgeoning weapon or a spear. They have rust-brown
or tan skin with similarly colored rust or black hair. They
A semi-transparent gelatinous cube makes its sluggish
dress in animal skins and are 12’ tall. Hill giants enjoy
journey through labyrinthine corridors and cave floors,
pillaging human villages.
gradually assimilating carrion, living creatures, and
discarded refuse. Inorganic materials become ensnared Stone Giant: Stone giants are partially named for
within the cube's jelly-like body, remaining visible. The their stone-like complexions and iron-colored eyes. Their
hair is dark-stone colored, sometimes with hints of blue.
94
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
90’ (30’);
Fly, Giant 1d6 (2d6) Neutral 6 13 2 1 (bite) 1d8 F1 8 VI 29
F 180’ (60’)
90’ (30’); 4 (2 claws, 1d3/1d3/1d6
Gargoyle 1d6 (2d4) Chaotic 5 14 4 F8 11 XX 190
F 150’ (50’) bite, horn) /1d4
Gelatinous 2d4 + see
1 (0) Neutral 60’ (20’) 8 11 4 1 F2 12 VII 245
Cube below
2 (turn 3 (2 claws, 1d3/1d3/1d3
Ghoul 1d6 (2d8) Chaotic 90’ (30’) 6 13 F2 9 XXI 47
as 3 HD) bite) + see below
XVIII +
Giant, Hill 1d4 (2d4) Chaotic 120’ (40’) 4 15 8 1 2d8 F8 8 560
5,000 gp
Giant, Stone 1d2 (1d6) Neutral 120’ (40’) 4 15 9 1 3d6 F9 9 1700
Giant, Frost 1d2 (1d4) Chaotic 120’ (40’) 4 15 10 + 1 1 4d6 F10 9 2400
XVIII +
Giant, Fire 1d2 (1d3) Chaotic 120’ (40’) 4 15 11 + 2 1 5d6 F11 9 3600
5,000 gp
Giant, Cloud 1d2 (1d3) Neutral 120’ (40’) 4 15 12 + 3 1 6d6 F12 10 3600
1 + see
Giant, Storm 1 (1d3) Lawful 150’ (50’) 2 17 15 8d6 F15 10 4200
below
They are 14’ tall. Whereas hill giants often use wooden castles at high elevations. Their castles may also exist on
clubs, stone giants prefer stone clubs and wear skins the clouds given substance by magic.
color of stone. Stone giants can throw rocks to inflict Their strong olfactory sense and sharp eyesight make
3d6 damage to a range of 300’. They keep guards (50% them surprised on a roll of 1 on 1d6. Cloud giants keep
chance), which are typically bears (1d4 in number). various guards, and if the giants are living on clouds, the
Frost Giant: Frost giants have the overall appearance guards will be giant hawks (3d6 in number). If living in
of giant, 18’ tall, muscled barbarians. They have pale castles on mountains, the guards will be dire wolves (6d6
yellow or blue eyes with white hair that can likewise be in number). Although they often wield clubs, all cloud
tinged with yellow or blue. Frost giants get their name for giants can throw rocks to inflict 3d6 damage to a range
their love of cold. They often live in frosty caverns but of 200’.
have the propensity to take up residence in castles, as do Storm Giant: There are two typical appearances of
some of their giant kin. storm giants, which are related to their preference for
Frost giants are completely immune to ill effects from environment. Those living underwater have green hair,
cold, including the bone-chilling breath of white dragons! eyes, and skin, while those above water have purple skin,
Frost giants can throw rocks to inflict 3d6 damage to a eyes either purple or cloud gray, and blue-tinted black
range of 200’. They keep guards, which are usually (1-8 hair.
on 1d10) 6d6 wolves or sometimes (9-10 on 1d10) 3d6 Both kinds are 22’ tall. Storm giants are the most
polar bears. formidable of all giants. They live in remote locations;
Fire Giant: Fire giants’ hair is the red and orange about 60% of the time, they live on clouds like their cloud
color of flames, and their skin is soot black. Their teeth giant cousins, and 30% of the time in the mountains like
are flame orange and their eyes red. They are 16’ tall. their stone giant relatives. Somewhat more rarely, 10% of
They wear armor on their broad shoulders, usually brass, the time storm giants live underwater. In all cases, they
bronze, copper, or sometimes made from the skin of red live in immense, luxurious castles.
dragons. Like most other giants, storm giants keep guards, and
Fire giants live in castles or large structures made of if living above water will have 2d4 griffons. Storm giants
stone or dense fire-hardened earth. Like most giants, fire who have their castle abodes underwater will instead
giants delight in throwing rocks at enemies. They can hit have giant crabs (3d6 in number).
a target from a distance of 200’ to inflict 3d6 hit points Storm giants have the ability to summon
of damage. They also wield immense swords. Fire giants thunderstorms that will arrive after 1 turn. In the
are immune to fire-based attacks, including the fire presence of a thunderstorm, a storm giant is able to cast
breath of a red dragon. They keep guards, which are lightning bolt 1 time per 5 rounds. The hit point damage
usually (1-8 on 1d10) 3d6 hellhounds or sometimes (9-10 inflicted is equal to the storm giant’s current hit point
on 1d10) 1d3 hydras. total. A successful saving throw versus spells reduces
Cloud Giant: Cloud giants dress in flowing clothing damage by 50%. Storm giants are immune to all forms of
and fancy jewelry. They have bronze to white hair with lightning, even the lightning breath attack of blue
blue skin tones ranging from nearly white to cold, light dragons.
blue. They are 20’ tall. Cloud giants usually live in giant
95
Glaistig gems. Their tendency to underground life has granted
them extended deepvision to 90’. They have a fondness
These female creatures have goat legs, much like for contraptions. They employ crossbows and fight hand-
satyrs. But they are far from joyous and care-free, often to-hand with war hammers. Gnomes have a particular
plotting evil mischief. They resemble beautiful women hatred for kobolds and morlocks but are none too fond
with long hair, dressed in robes that disguise their of goblins. Dwarves are treated as welcome relatives.
inhuman nature. They live only in wilderness settings, In any group of 20 gnomes, there's a leader who has
but often not far from human communities, which they 11 hit points. This leader attacks as a 2 HD monster.
torment for pleasure. Glaistigs venture into underground Gnomes are ruled by a grand chief, considered a 4 HD
labyrinths seeking wealth and evil minions. They cast monster. A grand chief has 18 hit points and is
spells as a wizard of a level equal to their HD. They also particularly strong, receiving +1 to all damage. Chiefs
have the innate ability of true seeing, always active. have a small contingent of 1d6 bodyguards, who attack
as 3 HD monsters. Each has 1d4+9 hit points. When in
Gnoll the presence of the grand chief, all gnomes have an
effective morale 10.
Gnolls are goblinoid beings with hyena-like heads,
known for their chaotic nature and nomadic tribal
lifestyle. The majority of gnolls boast disheveled yellow or Goadt
reddish-brown fur. These creatures are nocturnal These goblinoids have goat-like faces with small
carnivores, taking great pleasure in the screams of the horns, and are often compared to orcs in demeanor and
suffering. It's worth noting, however, that gnolls size. But goadts are better organized and more
themselves do not possess particularly high levels of intelligent. They are dreaded pirates, with a seafaring
intelligence.Gnolls use a variety of weapons, receiving +1 way of life. They have shore-side settlements, and are
damage due to their incredible strength. In any group of somewhat nomadic. Goadts raid ships and raze villages,
20 gnolls, there's a leader who has 16 hit points and is stealing and destroying indiscriminately.
considered to have 3 HD for attack purposes.
Goat of Calamity
When bleating-barks echo through the hills it’s said a
great suffering is near, for they belong to the goats of
calamity. Goats of calamity resemble ordinary goats, but
are tall, with long legs and leaner bodies like deer. Instead
of hooves, each foot bears formidable black claws. These
creatures are said to be demonic in nature, but what is cer-
tain is that they flock to areas where evil has taken resi-
dence. Though uncommon beasts, they roam these dark
places seeking to cause the suffering of others. They at-
tack with front claws for 1d6 damage each. If both strike
in same round the goat can make a raking attack with its
hind legs for 2d4 damage. Goats of calamity have the nat-
ural spell-like abilities of ESP, always active, and duo-di-
mension, 3 times per day.
Gnome Goblin
Gnomes typically have a height range of 3’-3 ½’ and
Goblins are between 3’ to 3 ½’ tall. Their eyes have a
possess a slender build compared to dwarves. Their skin
lackluster, almost lifeless, appearance, varying in hue
tones span from a dark tan to a woody brown,
from red to yellow. Their skin is a spectrum of colors,
complemented by fair hair, prominent noses, and eyes
ranging from yellow through various shades of orange to
that come in a variety of blue shades. Gnome males
deep red. Goblins prefer dark leather attire, with
often favor long beards as part of their attire. When it
subdued, earthy colors
comes to clothing, gnomes generally opt for leather or
earth-toned garments, which they embellish with They spend most of their days underground. As such,
intricate stitching or elegant jewelry. they suffer –1 penalty to all attack rolls when in full
sunlight. They have a longer range of deepvision, to 90’.
These cousins to dwarves share many of their likes,
Goblins are archenemies of dwarves, who they hate
often living in vast mines looking for precious metals and
96
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Glaistig 1 (1d4) Chaotic 120’ (40’) 6 13 3 1 Weapon or spell W3 8 XX 80
Gnoll 1d6 (3d6) Chaotic 90’ (30’) 5 14 2 1 (weapon) 2d4 or weapon +1 F2 8 XIX 47
Lawful,
Gnome 1d8 (5d8) 60’ (20’) 5 14 1 1 (weapon) 1d6 or weapon D1 8 XX 10
Neutral
2d6
Goadt Chaotic 120’ (40’) 7 12 1 1 (weapon) 1d6 or weapon F1 9 XIX 10
(2d4x10)
Goat of
1 (1d4) Chaotic 180’ (60’) 5 14 3 2 claws, rake 1d6, 2d6 F3 9 XVIII 95
Calamity
Goblin 2d4 (6d10) Chaotic 60’ (20’) 6 13 1-1 1 (weapon) 1d6 or weapon F0 7 III (XX) 5
Golem, Amber 1 (1) Neutral 180’ (60’) 6 13 10 3 (2 claws, bite) 2d6/2d6/2d10 F5 12 None 3800
Golem, Bone 1 (1) Neutral 120’ (40’) 2 17 8 4 (weapons) weapon type F4 12 None 2560
Golem, Bronze 1 (1) Neutral 240’ (80’) 0 19 20 1 (fist) 3d10, see below F10 12 None 6250
above all other humanoids, followed closely by their shape of dire wolves or large cats. They can detect
distaste for gnomes. invisibility to 60’ and can track any being.
Goblins sometimes use dire wolves as mounts. Bone Golem: Though they may be mistaken for
There’s a 20% chance that 1/4 of their number are undead, these human-sized constructs of bones are
mounted. A goblin king is an exceptional goblin, who animated golems. They are usually given four arms; each
attacks as a 3 HD monster. Kings benefit from +1 may wield a weapon to attack every round. They may
damage. A goblin king is always accompanied by loyal direct attacks at up to two opponents each round. In
bodyguards, totaling 2d6 individuals. Bodyguards each addition to immunities enjoyed by all golems, bone
have 2d6 hit points and attack as 2 HD monsters. All golems are unaffected by electrical, fire, or cold-based
goblins in the presence of the goblin king have morale 9. attacks.
A goblin lair has more treasure (hoard class XX) than Bronze Golem: These giant humanoids are made of
goblins encountered in the wilderness. bronze and have molten metal inside them. Powerful fists
deal 3d10 hp damage. Their touch inflicts 1d10 hp
Goblinoid damage from intense heat. When a bladed weapon
strikes this golem, the attacker suffers 2d6 hp of damage
Goblinoids are humanoid monsters of shared origins. as some of the molten metal inside gushes forth. A
Most sages group the following creatures: goblins, saving throw versus death can be made to avoid this
kobolds, gnolls, hobgoblins, and more, into the wider gob- damage entirely.
linoid family. Goblinoids are ancient monsters, plaguing Wood Golem: Wood golems are about the size of
the lands of goodly people and waging perpetual war. hobfolk shaped from wood. They are clumsy and suffer –
Their evil and ferocity is matched by their adaptability and 1 to initiative. These golems are particularly susceptible
resilience. They are prolific, and when they suffer massive to fire-based attacks, making saving throws with a
losses they repopulate quickly. Goblinoids are not morally penalty of –2. They also take 1 more point of damage
redeemable and are monsters wearing humanoid form. per damage die rolled.
Golem
Golems are not living beings, but are powerful
magically-created automatons made for various tasks. As
such, they are created by exceptionally powerful clerics
and wizards. The examples provided here are just a few
of the possible kinds. The Labyrinth Lord may design
new forms using the examples as guidelines. All golems
are unaffected by ordinary weapons. In addition, golems
have no true intelligence and are thus unaffected by
hold, charm, or sleep spells. Since they aren't truly alive,
they are unaffected by poison or gases.
Amber Golem: These golems are made of petrified
tree sap. This golden stone is commonly formed into the
97
Gorgon digested in 1d4 rounds. More slime is created in its
place. No magical revival is possible for a victim as no
These beasts resemble a large bull with red scales. material remains. Green slime is impervious to most
They boast an impressive stature, standing at over 6’ feet attacks but is susceptible to fire. The slime clings in such
tall at the shoulder and 8’ feet from snout to tail, with a a way to make scraping it off ineffective. Note that if
weight of approximately 4,000 pounds. Gorgons are green slime is burned while it's on a character, the
exceptionally hostile and aggressive. They immediately damage from the fire is divided evenly between the slime
launch attacks against any perceived adversaries, making and the character. Green slime is killed instantly by a
determined attempts to gore or petrify their opponents. cure disease spell.
If a gorgon gets a running start to charge, it may gore
with its horns for double damage. Gorgons have a gas
cloud breath attack that is 10’ wide and 60’ long. Any Griffon
creature caught in the area must succeed in a saving Griffons are magnificent and sturdy creatures,
throw versus petrify or turn to stone. A gorgon is seamlessly combining the traits of both lions and eagles.
unaffected by its own breath attack. They live on hills and A full-grown griffon can reach a length of up to 8’.
prairies. Neither males nor females sport a mane, setting them
apart from their lion counterparts.
Gray Ooze While their rear body is a lion, their front legs, head,
and wings are from a giant eagle. It has a brown or gold
This viscous ooze is only 6 inches thick, with a 10’ wings with a 25’ wingspan, A griffon weighs about 500
diameter “body.” It closely resembles damp stone and is lbs. They are fierce hunters with a taste for horse flesh. If
easily mistaken for it. A gray ooze strikes like a snake, a horse is within 120’ of a griffon, the griffon will
slamming opponents with its body. A successful strike to automatically attack if it fails a morale check. Griffons
an unarmored being deals 2d8 hit points of damage are intensely protective of their young and will attack any
from the acidic slime covering it. If an opponent is being that comes near. Griffon eggs or young may be
armored, the armor is destroyed 1 turn after a successful captured to be raised and trained as mounts.
hit from the ooze, as the acid viciously eats through it.
Magical or non-magical armor are affected equally. The
ooze clings to an opponent, and once armor is no longer
a barrier, the potent acid continues to deal 2d8 hit points
of damage every round until it can be neutralized. Gray
ooze is immune to the effects of fire-based and cold-
H
based attacks. They take normal damage from lightning
and weapons.
Gray Worm
These 30’ long gray worms attack with wide tooth-
rimmed mouths. Gray worms can swallow prey whole
(swallow attack) on an attack roll of 19 or 20. Any
opponent swallowed whole suffers 1d8 hit points of
damage every round, which continues until either the
gray worm is killed or until the opponent dies. The
cramped quarters inside the belly of the worm prevent
attack from the inside by any weapon except a dagger.
Attacking a gray worm from inside its belly is difficult; the
attacker suffers a –4 penalty.
Harpy
Green Slime From the waist up, these monsters resemble unsightly
women, but they have the legs and wings of giant eagles.
This animate, viscous green slime feeds on plants, Harpies use their captivating song to lure victims. If a
animals, and metals, including weapons and armor, but character hears the song, a saving throw versus spells
does not digest stone. Green slime senses movements may be attempted. Failure indicates the victim has been
through subtle vibrations and will drop from high places charmed. A successful saving throw grants the character
onto victims to feed. It will cling to an opponent who immunity to the effects of the song for the rest of the
steps on it. Once covering a victim, green slime digests encounter. Any being under the charm of a harpy will
all clothing and armor in 6 rounds. The slime feeds so attempt to move close to them and won’t make any
quickly that once contacting bare skin, the victim is attacks. Harpies may use charmed victims as servants for
98
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Gorgon 1d2 (1d4) Chaotic 120’ (40’) 2 17 8 1 (gore or breath) 2d6 or petrify F8 8 XVIII 1560
Gray Ooze 1 (1) Neutral 10’ (3’) 8 11 3 1 2d8 F2 12 None 80
Gray Worm 1d3 (1d3) Neutral 60’ (20’) 6 13 6 1 (bite) 1d8 F3 9 XXI 570
Green Slime 1 (0) Neutral 3’ (1’) NA NA 2 1 See below F1 12 None 38
120’ (40’);
Griffon 0 (2d8) Neutral 5 14 7 3 (2 claws, bite) 1d4/1d4/2d8 F4 8 XVIII 440
F 360’ (120’)
60’ (20’); 3 (2 claws, weapon,
Harpy 1d6 (2d4) Chaotic 7 12 3 1d4/1d4/1d6 F3 7 XX 80
150’ (50’) see below)
Hawk,
0 (1d6) Neutral 480’ (160’) 8 11 1d4 hp 1 1d2 F0 7 None 5
Normal
Hawk, Giant 0 (1d3) Neutral 450’ (150’) 6 13 3+3 1 1d6 F2 8 None 65
Hawkbear 1d4 (1d4) Neutral 120’ (40’) 4 15 6 3 (2claws, bite) 1d8/1d8/2d6 F6 9 XX 350
Hellhound 2d4 Chaotic 120’ (40’) 4 15 3-7 1 (bite or breath) 1d6 F3-7 9 XX 80+
a time, but ultimately such thralls enter the soup pot. subsequent rounds until the beast is killed or otherwise
Harpies have innate magic resistance, with a +2 saving encourages to let go.
throw bonus versus magic.
Hell Hound
Hawk
Hell hounds are sly and intelligent. They are roughly
These predatory birds glide through the air surveying the size of dire wolves with red to red-brown fur. They
for prey on the ground. They initially attack with a are immune to the effects of all non-magical fire. These
swoop that inflicts double damage if the opponent is
surprised.
Ordinary Hawks: They have a wingspan up to 6’, and
are 1’ to 2’ tall.
Giant Hawks: Giant hawks may be 3’ to 5’ long with
a 18’ wingspan. They can attack larger prey of roughly
human-sized or smaller. Any being as small as hobfolk
can be grabbed and taken away.
99
Herd Animals below ground but often live or venture to the surface,
and they suffer no penalties to daylight like their smaller
Herd animals are any of several kinds of grazing cousins. A hobgoblin king is an exceptional hobgoblin
animals living in herds. Region and climate determine with 22 hp and attacking as a 5 HD monster. Damage
which kind of animal is encountered. The following are dealt has a +2 bonus. A hobgoblin king is always
some typical kinds and their relative toughness: antelope, accompanied by loyal bodyguards, totaling 1d4. They
deer, and goats (1 or 2 HD, 1d4 butt); caribou, cattle, each have 3d6 hit points and attack as 4 HD monsters.
and oxen (3 HD, 1d6 butt); buffalo, elk, and moose (4 All hobgoblins in the presence of the hobgoblin king
HD, 1d8 butt). Usually only males have horns or antlers, have morale 10.
and can attack by butting an opponent. In any large
group of herd animals, there are 4 females or young for
every 1 male. Adult males typically have 1d4 hit points Horse
more than normal, and all young have half the standard Riding Horse: Riding horses are smaller than other
adult hit points. In most cases, herd animals flee from horses, built for speed and long-distance travel. Wild
predators. Males occasionally fight to protect the females horses are the equivalent of riding horses. Horses can
and young. carry up to 300 lbs and move at full movement, and they
can carry a maximum of 600 lbs and have movement
Hippogriff halved.
War Horse: These horses are bred to be strong and
Hippogriffs are an amalgamation of horses and giant sturdy in combat. They won’t bolt from fright as easily.
eagles. They’re formidable flying creatures with the They’re bread for strength, not endurance, and perform
forebody and heads of giant eagles, and the hindquarters best with shorter travel distances. The rider may attack
of horses. Though hippogriffs are omnivores, they attack with a charge, getting double damage with a lance. A
prey relentlessly. They favor pegasi meat, but even the war horse can only run in this kind of attack, but in
tender flesh of adventurers agrees with them. A typical subsequent close attacks, the horse and rider may attack
hippogriff is 9’ long, has a wingspan of 20’, and weighs simultaneously. War horses can carry up to 400 lbs and
1,000 lbs. Hippogriffs typically nest high in the move at full movement; they can carry a maximum of
mountains. If captured when young, they can be trained 800 lbs and have movement halved.
as mounts.
Draft Horse: They are largest of all, bred to be a big,
strong laborer. Draft horses can carry up to 450 lbs and
Hobfolk move at full movement; they can carry a maximum of
This monster listing is for the typical NPC hobfolk. 900 lbs with movement halved. They do not engage in
Hobfolk are small, around 3’ tall. Their appearance is combat but run away if attacked or threatened.
varied like humans, but are unable to grow significant
facial hair (except sideburns). Hobfolk don’t usually live Human
extravagantly, but value good food and drink. Typical
hobfolk villages have a population as small as 30 and up The humans here are considered 1st-level fighters.
to 300 (3×1d10×10). Individuals of greater level are typically leaders. The
hoard classes provided indicate treasure found in camps
Every village has one leader, whose level will be
or lairs, except for merchants.
determined by rolling 1d6+1. A village also has a militia
consisting of 5d4 people of 2 HD each. The hoard class Zero-level human: These humans are commoners or
XXI represents the amount of treasure present if other non-adventuring types. They don’t usually wear
encountering hobfolk in the wilderness. armor and have 1d4 hp. They may form a militia to take
arms against a foe. In this case, a 1st-level fighter leads
them per 50 people, and a 3rd-level fighter per 100
Hobgoblin people. When they bear arms, it's typically with
Hobgoblins are close kin to goblins, but are bigger, makeshift weapons like pitchforks, sickles, shovels, etc.
stronger, smarter, and better organized. Their hair Berserker: These fighters are engulfed in battle rage
ranges darker colors, from deep moss green or reddish whenever they fight any humanoid. This determination
to gray or black. There terrible breath passes between gives them +2 to attack. They battle until killed without a
yellow teeth. Hobgoblins have yellow or red eyes, with morale check.
skin tone of similar colors, including ochre and dark
orange. Hobgoblins typically don garish attire, such as
brightly colored leather and cloth. These are the few
trade goods hobgoblins might seek.
Hobgoblins take pride in their weaponry, is
meticulously maintaining them. They tend to reside
100
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
1d4, 1d6, 10/20/
Herd Animals 0 (3d10) Neutral 240’ (80’) 7 12 1 to 4 1 (butt) F1-2 5 None
or 1d8 50/80
180’ (60’); 3 (2 claws, 1d6/1d6/
Hippogriff 0 (2d8) Neutral 5 14 3+1 F2 8 None 65
F 360’ (120’) bite) 1d10
VII
Hobfolk 3d6 (5d8) Lawful 90’ (30’) 7 12 1-1 1 (weapon) 1d6 H1 7 5
(XXI)
1d8 or
Hobgoblin 1d6 (4d6) Chaotic 90’ (30’) 6 13 1 + 1 1 (weapon) F1 8 XIX 15
weapon
Horse, Riding 0 (1d10x10) Neutral 240’ (80’) 7 12 2 2 (2 hooves) 1d4/1d4 F1 7 None 20
Horse, War 0 Neutral 120’ (40’) 7 12 3 2 (2 hooves) 1d6/1d6 F2 9 None 50
Horse, Draft 0 Neutral 90’ (30’) 7 12 3 None None F2 6 None 50
Human, 1d6 or
1d6 (3d10) Neutral 120’ (40’) 7 12 1+1 1 F1 NA I (XXI) 21
Berserker weapon
Human, 1d6 or
0 (1d4x10) Chaotic 120’ (40’) As type 1 1 F1 8 XXII 10
Brigand weapon
Human, 1d6 or
0 (see below) N or C 120’ (40’) As type 1 1 F1 6 XXII 10
Pirate weapon
Human, 1d6 or
0 (1d20) Neutral 90’ (30’) 5 12 1 1 F1 Varies XXII 10
Merchant weapon
Human, 1d6 or
0 (1d4x10) Neutral 120’ (40’) As type 1 1 F1 8 XXII 10
Nomad weapon
Brigand: These people are criminals that banded map to such a location. Any group of pirates may have
together with common interests of stealing and pillaging. 1d4 hostages who they have ransomed.
Half of all brigands are armed with a short sword and Merchant: These people trade goods, sometimes
short bow, wearing leather armor, and carrying a shield. over great distances. They are mounted and will have
The other half has riding horses and are equipped with additional pack animals (1d12). Animal types will be
long swords, chain mail, and shields. appropriate to the terrain. Every merchant caravan has a
There's one 2nd-level fighter per 20 brigands and one 5th-level fighter as a guard. For every 5 merchants
4th-level fighter per 40 brigands. These leaders are encountered, the following additional guards will be
mounted on barded war horses and equipped with long present: fighters, 1st level (20); fighters, 2nd or 3rd level
swords, lances, and plate armor. (2). All guards are armed with various swords, crossbows,
Bandit camps have 5d6×10 inhabitants. Camps have daggers, and wear chain mail armor.
a leader who is a 9th-level fighter. There's a 5th-level Nomad: Nomads are tribal people who live off the
fighter per 50 men. An 8th-level cleric may be present (1- land and by animal husbandry. They follow game and
3 on 1d10). There's an 8+1d2 level wizard present with a seasonal foods by living in temporary camps of tents or
roll of 1-5 on 1d10. other simple structures. Per 25 nomads, a 2nd-level
Pirate: A pirate fleet can be found on any body of fighter is present as a leader; per 40 nomads, a 4th-level
water, whether lake, sea, or river. The fleet size depends fighter is present. Nomads can have any kind of armor
on the water vessel. Riverboat fleets number 1d8 ships, or hand weapon. All are mounted, and half of their
longship fleets number 1d4 ships, and fleets of small number have bows, the other half lances.
galleys number 1d4. Any fleet of galleys larger than The typical tribal camp has 5d6×10 inhabitants. They
“small” size and any fleet of sailing ships number 1d3. have a 8th-level fighter leading them, and a 5th-level
The crew number is determined by the ship crew fighter per 100 men. A 9th-level cleric may be present in
requirements described after the equipment section. a camp (1-5 on 1d10). An 8th-level wizard may present
There's one 4th-level fighter per 30 pirates, and one (roll 1 on 1d4). Nomads often trade with people they
5th-level fighter per 50 pirates. Per 300 pirates, one 8th- encounter. Their lifestyle brings them into contact and
level fighter is present. Any horde of 300 or greater is led clashes with other humanoids.
by a Pirate King (11th-level fighter). In a group this large,
the Pirate King may employ a wizard of 8+1d2 level (roll
1-15 on 1d20).
Pirates have leather armor and are armed with any
sword. Some (40%) are also armed with crossbows.
Pirates raid ships and coastal towns. They may dock
in lawless cities that trade with pirates. Pirates often hide
their treasure in remote locations; a leader may have a
101
case any clinging insects will die after inflicting damage
for 1 round. A swarm is aggravated if it takes damage
and will chase a fleeing victim. If one leaves its line of
sight, the swarm will not pursue.
Fire, such as that from a torch, does 1d4 hp damage
to the swarm. Other fire-based and cold-based attacks
also cause damage, and a sleep spell will make an entire
swarm dormant. Smoke may be used to ward off a
swarm.
Invisible Stalker
These magical beings are native to another plane.
Hydra Invisible stalkers are employed by wizards for various
jobs, with the spell invisible stalker. A summoned stalker
Hydras are reptilian beasts with 1d8+4 heads. Their undertakes the task commanded, completely obeying the
bodies are various shades of brown and gray, with lighter summoner, regardless of distance needed to travel or
underbellies. Hydras measure around 20’ long weight other difficulties. The creature follows a command until
approximately 4,000 pounds. the job is completed and obeys only the summoner. But
They have hit die equal to their number of heads with wizards shouldn't mistake compliance for subservience,
maximum hit points for each hit die. Each head may bite for they attempt to interpret orders in such a way as to
an opponent in a round, so the number of attacks each be destructive or unhelpful. Invisible stalkers can be
round equals the number of heads. One hydra head dispelled, returning to their home plane. Creatures
becomes useless per 8 hp damage the beast suffers. unable to detect invisibility are surprised on a roll of 1-5
When all heads are destroyed, the hydra dies. Hydras on 1d6.
save as fighters of equal level to their HD number.
Aquatic Hydra: This variation of the standard hydra
has all of the same characteristics and abilities but has
fins rather than legs and lives underwater.
The Labyrinth Lord may create other variations of
K
hydra. Some possibilities include hydra that can breathe Kobold
fire for 8 hit points of damage per head, or bites that
have poisonous venom. Kobolds are dog-like humanoids with scaly skin; their
vileness is inversely proportional to their small stature of
2 to 2½’ tall. They are dark rusty brown to rusty black,
I with glowing red eyes. They wear rags, favoring red and
orange. Kobolds live exclusively underground and have
extended deepvision to 90’. A kobold chief is an
exceptional kobold, who attacks like a 2 HD monster
with 9 hit points. A chief is always accompanied by loyal
Insect Swarm bodyguards, consisting of 1d6 kobolds. Each bodyguard
has 6 hit points and attack as monsters with 1+1 HD. All
An insect swarm consists of small insects, such as kobolds in the presence of the kobold chief have morale
bees, ants, wasps, spiders, and other small biting and 8. A kobold lair always has more treasure (hoard class
stinging bugs that may crawl or fly. A swarm may attack XIII), and there's equally more treasure when
to protect a nest or because they are stimulated by a encountering kobolds in the wilderness.
smell, a light, or some other thing. Characters may
become engulfed in an insect swarm; a swarm is
generally treated as a 10’ × 30’ cloud of insects. A swarm
does not need to roll to hit and inflicts 2 hp of damage to
any character engulfed. They deal double damage to
characters wearing no armor.
Although swarms do not sustain damage from
weapons, waving a weapon around can encourage them
to back off. If a character removes themself from a
swarm, insects cling to them dealing damage for 3
rounds. Character may flee into a body of water in which
102
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
As head 1d10 per F5 to 350 to
Hydra 1 (1) Neutral 120’ (40’) 5 14 5 to 12 9 XXI
number head F12 2,800
1 swarm (3 30’ (10’); 29/65
Insect Swarm Neutral 7 12 2 to 4 1 2 hit points F0 11 None
swarms) F 60’ (20’) /135
Invisible Stalker 1 (1) Neutral 120’ (40’) 3 16 8 1 4d4 F8 12 None 215
1d4 or
Kobold 4d4 (6d10) Chaotic 60’ (20’) 7 12 1d4 hp 1 (weapon) F0 6 I (XIII) 5
weapon -1
1 (drain
Leech, Giant 0 (1d4) Neutral 120’ (40’) 7 12 6 1d6 F3 10 None 570
blood)
Leonid 2d4 (4d6) Neutral 150’ (50’) 6 13 2 1 Claws, 1d6 F2 10 VI 47
Lizard, Draco 1d4 (1d8) Neutral 120’ (40’) 5 14 4+2 1 (bite) 1d10 F3 7 VI 140
120’ (40’);
Lizard, Gecko 1d6 (1d10) Neutral 5 14 3+1 1 (bite) 1d8 F2 7 VI 65
F 210’ (70’)
Lizard, Horned 2 (bite,
1d3 (1d6) Neutral 120’ (40’) 2 17 5 2d4/1d6 F3 7 VI 350
Chameleon horn)
3 (2 claws,
Lizard, Tuatara 1d2 (1d4) Neutral 90’ (30’) 4 15 6 1d4/1d4/2d6 F4 6 VII 320
bite)
60’ (20’); 1d6 + 1 or
Lizardfolk 2d4 (6d6) Neutral 5 14 2+1 1 (weapon) F2 12 XIX 35
S 120’ (40’) weapon + 1
103
Locust, Subterranean Lycanthrope Forms
Subterranean locusts are the color of stone and When a lycanthrope is in human form, it may have
resemble 2’ or 3’ long grasshoppers. They eat plants and subtle secondary characteristics in common with its
all kinds of fungus that grows underground and are animal type. Examples could include extra body hair,
immune to the effects of yellow mold and other poisons. striped “birth marks” on weretigers, or larger ears on a
Subterranean locusts are prone to panic, typically wererat. When a lycanthrope is in its animal form, it may
jumping up to 60’ away if they sense a disturbance. This only communicate with other animals of its type. It can’t
haphazard sudden flight, however, can be in any speak any humanoid language. When in its animal form,
direction. They accidentally flee in the direction of the lycanthropes are immune to all attacks from normal
group half the time, and on a successful attack roll, slam weapons but are harmed by spells, silver, and enchanted
into someone to inflict 1d4 hp damage. A locust does weapons.
not stay to fight.
The Disease
The horrid disease of lycanthropy is transmitted when
a victim suffers loss of hit points equal to or more than
50% of their maximum number. The victim becomes a
lycanthrope of the respective type in 2d6 days. Several
days before the disease has fully taken hold, the victim
will show signs and begin to take on some of the
secondary characteristics mentioned earlier. Only
humans may become lycanthropes. Demi-humans and
other non-humans do contract the disease but die after
2d6 days.
Lycanthropy may also be inherited. If one parent is a
lycanthrope, there's a 50% chance that the child will
If a locust is attacked, it creates a high-pitched whine become a lycanthrope at puberty. If both parents are
that can gain the attention of other monsters in a lycanthropes, the child has a 100% chance of becoming
labyrinth (20%). If forced into combat, the locusts a lycanthrope. (In the rare event that the parents aren't
produce brown, sticky, smelly spit they propel to 10’. the same kind of lycanthrope, the type is determined
This attack must succeed against an AC of 9, because its randomly between the parental types.) Contracted
effects take place even if the spittle does not bypass lycanthropy may be cured with the cleric spell cure
armor. If struck, the opponent must succeed in a saving disease, but the cleric must be 11th level or greater.
throw versus poison or become incapacitated from its Werebear: Highly intelligent and thoughtful
horrible smell. This lasts 1 turn before the opponent lycanthropes, werebears aren't inherently evil and may
becomes immune to the odor. The spittle must be rinsed be friendly if approached carefully. They tend to be quite
off or any creature that comes within 5’ of a spit-soaked solitary, though they occasionally live with normal bears.
creature is subject to a saving throw versus poison; If a werebear achieves a successful attack with both
failure indicates the creature is wracked with vomiting. claws in the same round, it may grab its opponent in a
crushing hug for 2d8 hit points of damage.
Lycanthrope Wereboar: These aggressive, dim-witted, lycanthropes
are easily enraged. They fight +2 to attack rolls and
All lycanthropes are humans cursed with the disease continue fighting until there are no more enemies or
of lycanthropy. They can take the form of one kind of until they are killed.
animal and can summon the aid of 1-2 of this kind of
animal. They appear in 1d4 rounds. Lycanthropes never
wear armor, as this would hinder the shape-changing
process. Wolfsbane is an effective ward against all
lycanthropes, and if one is touched with it (whether
thrown or otherwise hit), the lycanthrope must succeed
in a saving throw versus poison or flee in terror. A
lycanthrope takes its human form when killed. Horses
and sometimes other animals can sense lycanthropes
when near and will act restless or bolt.
104
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Locust, 60’ (20’); 1 (bite, slam, 1d2/1d4/see
2d10 (1d10) Neutral 4 15 2 F2 5 None 38
Subterranean F 180’ (60’) spit) below
Lycanthrope,
1d4 (1d4) Neutral 120’ (40’) 2 (8) 17 (11) 6 3 (2 claws, bite) 2d4/2d4/2d8 F6 10 XX 1,070
Werebear
Lycanthrope,
1d4 (2d4) Neutral 150’ (50’) 4 (9) 15 (10) 4 + 1 1 (tusk bite) 2d6 F4 9 XX 365
Wereboar
Lycanthrope; 1 (bite or
1d8 (2d6) Chaotic 120’ (40’) 7 (9) 12 (10) 3 1d4 or weapon F3 8 XX 95
Wererat weapon)
Lycanthrope,
1d4 (1d4) Neutral 150’ (50’) 3 (9) 16 (10) 5 3 (2 claws, bite) 1d6/1d6/2d6 F5 9 XX 650
Weretiger
Lycanthrope,
1d6 (2d6) Chaotic 180’ (60’) 5 (9) 14 (10) 4 1 (bite) 2d4 F4 8 XX 190
Werewolf
120’ (40’); 3 (2 claws, bite) 1d4/1d4/2d4
Manticore 1d2 (1d4) Chaotic 4 15 6+1 F6 9 XIX 680
F 180’ (60’) or 1 (spikes) or see below
2 (tusks) or 1 2d6/2d6/ or
Mastodon 0 (2d8) Neutral 120’ (40’) 3 16 15 F8 8 None 3,300
(trample) 4d8
Innate ability
Maze Controller 1+1d4 Chaotic 120’ (40’) 4 15 4 1 W4 8 XVII 300/950
or weapon 1d6
Wererat: These highly intelligent, sly lycanthropes are with their tusks. In close combat, they attack with tusks
capable of humanoid speech when in animal form. They or trample, choosing to trample with a roll of 1-3 on
are stealthy and surprise opponents on a roll of 1-4 on 1d4. Mastodons have +4 to their attack roll when
1d6. Wererats can use weapons, even in animal form. attempting to trample an opponent smaller or
Weapon damage does not count toward the damage that approximately equal in the size of a human. Although
may cause lycanthropy. mastodons do not keep treasure, their ivory tusks are
valuable. Each tusk is worth 2d4×100 gp.
Weretiger: Weretigers have natural cat-like grace.
They are curious and not particularly malicious. Their
stealth allows them to surprise opponents on a roll of 1-4 Maze Controller
on 1d6.
These creatures are quite mad and malicious. They
Werewolf: Werewolves aren't very intelligent in prowl dungeons, looking to cause chaos and mayhem.
animal form, but they make up for this with cunning. They are small, thin humanoids about 4’ tall. Maze
They roam in packs. If the pack consists of at least 5 maniacs have a harmless and benevolent appearance,
werewolves, there's a leader that fights as a 5 HD resembling a humanoid fawn, covered in tawny brown
monster and has 30 hit points. The leader has greater and white-spotted fur. They have short two-pronged
strength and +2 damage. antlers. They may walk on two legs or all four with equal
proficiency.
105
Medra Minotaur
These terrifying monsters are related to medusae These large somewhat dimwitted humanoids have the
(detailed next) but have snake-like bodies from the waist bodies of male humans but the heads of a horned bull.
down, and two heads, each with long necks. Medrae’s They usually live in labyrinths, where they prey upon
heads are like those of medusae, with poisonous snake anyone who ventures. They prefer the flesh of
hair and a petrifying gaze. Refer to the medusa listing for humanoids, especially hobfolk. In combat, minotaurs
more information about these attacks and associated may use any weapon. Their great strength grants +2 to
saving throws. weapon damage rolls. Minotaurs either attack with a
Medrae have the maximum number of hp per HD. weapon or bite and gore with horns. Minotaurs are
They may attack with both heads at the same time. relentless and chase fleeing prey.
When medrae suffer damage equal to or greater than
50% of their maximum hp, one head becomes useless.
Medra prefer missile weapons, but typically use two short
swords in melee combat, each attacking in the same
round. Medrae use they're heads to observe behind
them, and are only surprised with 1 on 1d6. Medrae can
regenerate from death, but only if at least one head is still
attached. They regenerate 2 hp per round, and can
eventually regrow a head.
Medusa
Medusae resemble human women, but are hideously
ugly and have poisonous snakes for hair. They may
attempt to hide their visage with a hooded robe, only to
suddenly reveal their true nature. Any character looking
at a medusa must succeed in a saving throw versus
petrify or they turn to stone. One may gaze at a medusa
through a mirror to avoid this effect. A medusa that sees
her own reflection needs to succeed in a saving throw
versus petrify or become stone herself. Medusae may
also attack with their snake hair, which inflicts 1d6 hit
points of damage. A saving throw versus poison is Morlock
required or a victim dies from poison after 1 turn. Any Morlocks are evil degenerate subterranean humans.
character shielding their eyes while in combat with a They are all albinos and have developed a carnivorous
medusa attacks with a –4 penalty, and the medusa diet that favors the meat of other humanoids. They only
receives +2 to hit. All medusa have +2 to saving throws venture to the surface at night and if caught in the
versus spells. daylight suffer –2 to attack. Their subterranean existence
has given them 90’ deepvision. These foul people wield
Merfolk any sort of weapon but favor spears and swords.
Morlocks lair deep within caverns or labyrinths, where a
These legendary beings have fish-like bodies from the typical “village” will have a population of 5d10
waist down with human torsos, arms, and heads. They individuals. In this community, there's usually a stronger
use weapons convenient in water, including daggers, individual in charge, who is treated as a 3 HD monster,
spears, and tridents. These creatures live exclusively in saves as a fighter of 3rd level, and has 12 hit points.
large bodies of water. They may occasionally trade fish Morlocks are enemies of Neanderthals, dwarves, and
and other sea bounty to human villages, but they gnomes, but they sometimes join groups of orcs and
generally keep to themselves. Merfolk villages have a goblins. Like Neanderthals, morlocks may tame albino
population of 1d3×100 individuals. A 2 HD leader is apes.
present in any group of 10 merfolk. An exceptional 4
HD leader is present in any group of 50 merfolk. These
leaders save as a fighter level equal to their HD. The Mule
Labyrinth Lord may choose some sea creatures that act Mules are hybrids of donkeys and horses. Mules are
as guards for merfolk communities. notoriously ornery and may attack if particularly
provoked. They can carry 200 lbs comfortably, up to a
maximum of 400 lbs. In the latter case, movement rate is
reduced to 60’ per turn. At the Labyrinth Lord’s
106
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Snake bite, XVII,
Medra 1 (1d2) Chaotic 120’ (40’) 6 13 6 2 F6 9 1320
gaze or weapon VIII
1 (snakebite or 1d6, poison,
Medusa 1d3 (1d4) Chaotic 90’ (30’) 8 11 4 F4 8 XVII 245
special) gaze
Merfolk 0 (1d20) Neutral S 120’ (40’) 6 13 1 to 4 1 1d6 or weapon F1 8 XXII 10/20/80
2 or 1 (gore, 1d6/1d6 or
Minotaur 1d6 (1d8) Chaotic 120’ (40’) 6 13 6 F6 12 XX 570
bite, or weapon) weapon
Morlock 1d12 (5d10) Chaotic 120’ (40’) 8 11 1 1 (weapon) As weapon F1 9 XX 5
Mule 1d8 (2d6) Neutral 120’ (40’) 7 12 2 1 (kick or bite) 1d4 or 1d3 F0 8 None 20
Mummy 1d4 (1d12) Chaotic 60’ (20’) 3 16 5+1 1 1d12, disease F5 12 XIX 1060
Neanderthal 1d10 (4d10) Lawful 120’ (40’) 8 11 2 1 (weapon) 2d4 or weapon F2 7 XX 20/320
Nixie 0 (2d20) Neutral S 120’ (40’) 7 12 1 1 1d4 E1 6 XXI 16
Ochre Jelly 1 (0) Neutral 30’ (10’) 8 11 5 1 2d6 F3 12 None 500
discretion, a mule may be taken into the depths of a has 6 HD. Their lair often has albino apes as trained
labyrinth to aid in transporting equipment or treasure, so pets and guardians. Neanderthals revere cave bears and
long as conditions allow. Taking animals into these areas hunt them for rites of passage and religious purposes.
may induce more frequent random encounter checks. They despise kobolds, goblins, and morlocks but enjoy
the company of gnomes and dwarves.
Mummy
Mummies are preserved undead corpses animated
Nixie
through the auspices of dark desert gods best forgotten. Nixies are related to dryads but are 3’ tall water
They haunt old tombs and lost ruins. These undead are beings. They appear as beautiful elf-like women with
so fearsome that any being seeing one must succeed in a greenish, bluish, or green-gray skin color. They typically
saving throw versus paralyze or become paralyzed with live in any permanent body of water, such as a lake, large
dread. This effect passes if the mummy leaves the pond, or river. When 10 nixies are together in one place,
victim’s range of vision or if the mummy engages in they may pool their magical energy to cast a charm spell.
combat. When a mummy successfully attacks, the The victim is allowed a saving throw versus spells; if this
opponent suffers 1d12 hit points of damage and fails, the victim is taken to serve in the watery domain of
contracts mummy rot. the nixies for 12 months. Nixies can cast water breathing
Mummy rot is a powerful curse, not a natural disease. on others. The effect lasts 24 hours. Nixies attack with
When under the effects, characters are unable to very small weapons. They can summon a giant fish
magically heal. Characters heal naturally at 1/10th the (bass) for protection. It has the following characteristics:
normal rate. This magical disease may be removed with AL N, MV 120’ (40’), AC 7, HD 2, #AT 1, DG 1d6, SV
the spell remove curse. Like other undead, mummies are F1, ML 8.
unaffected by charm, sleep, or hold spells. Furthermore,
mummies may only be harmed by magical weapons,
spells, and fire-based attacks.
O
N Ochre Jelly
The ochre jelly is named for its color and because it’s
a slimy, giant amoeba. The acidic slime that oozes from
Neanderthal the creature eats through cloth, wood, and leather after
These demi-humans are cousins to humans. They are 1 round. It cannot affect stone or metal. It inflicts 2d6 hit
assumed to be brutish and unintelligent due to their large points of damage to bare flesh and is able to squeeze
brow ridges, receding chins, and slightly shorter, denser under doors and into other small spaces. When attacked
bodies. Though they live a primitive lifestyle, they are as with lightning or weapons, an ochre jelly divides into
intelligent as humans. Neanderthals typically attack with 1d4+1 smaller amoebas with 2 HD each. These smaller
spears and weapons with stone blades. A Neanderthal jellies deal 1d6 hit points of damage.
band consists of 1d4×10 individuals. Neanderthals are
led by only the strongest of their kind; the typical leader
107
Octopus, Giant A party of orcs has an exceptionally strong leader
with 8 hp. He receives a +1 bonus to weapon damage.
These creatures are aggressive and territorial hunters, Should the leader be slain, the remaining orcs have
living in temperate or tropical ocean waters. Their morale 6. Orcs are exceptionally greedy and love to kill,
tentacles reach 10’ long or more and have studs, barbs, which makes them particularly attractive to chaotic rulers
and sharp-edged suckers. Giant octopi constrict victims, who hire orcs as mercenary soldiers. Orcs employ any
dealing 1d3 hp damage each per successive rounds. For kind of hand or missile weapon.
each constricting tentacle, the victim suffers a cumulative
attack penalty of –1. For example, if four tentacles are
constricting a character, they suffer –4 to hit. A tentacle
is cut off if it’s dealt 6 or more hp damage in one blow. A
giant octopus may swim away if losing combat, spraying
a 40’ radius cloud of black ink to obscure its escape. The
giant octopus is able to move at its normal movement ×3
when fleeing.
Orc
Orcs possess pitch-black hair, with facial features
reminiscent of swine, while their eyes gleam with an
intense, fiery red. These creatures have a penchant for
vivid and unconventional color preferences, often garish
and displeasing. Their gear, in contrast, often appears
disorderly and untidy, contributing to their rough-and-
ready appearance. Fully grown male orcs usually stand
just over 6’ tall, with females being slightly smaller in
stature. While orcs primarily inhabit subterranean
realms, they are also creatures of the night, venturing
onto the surface under the cover of darkness. In the Owlbear
harsh light of day, they endure a -1 penalty to their
Owlbears, creatures with the head of a giant owl and
accuracy in combat. Orcs are notorious for their extreme
the body of a bear, are said to be mystical hybrids
cruelty and take pleasure in subjecting others to torment.
created for a mysterious purpose. They exhibit a range
of coat colors, spanning from brown-black to yellowish
108
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Octopus, 8 (tentacles) 1d3 (per
0 (1d2) Neutral S 90’ (30’) 7 13 8 F4 7 None 2,060
Giant or 1 (bite) tentacle)/1d6
XX +
Ogre 1d6 (2d6) Chaotic 90’ (30’) 5 14 4 + 1 1 (club) 1d10 F4 10 1,000 215
gp
Orc 2d4 (1d6x10) Chaotic 120’ (40’) 6 13 1 1 (weapon) 1d6 or weapon F1 8 XIX 10
Owlbear 1d4 (1d4) Neutral 120’ (40’) 5 14 5 3 (2claws, bite) 1d8/1d8/1d8 F5 9 XX 350
240’ (80’),
Pegasus 0 (1d12) Lawful 6 13 2 + 2 2 (hooves) 1d6/1d6 F2 8 None 35
F 480’ (160’)
Phase Tiger 1d4 (1d4) Neutral 150’ (50’) 4 15 6 2 (tentacles) 2d4/2d4 F6 8 XIX 570
90’ (30’); III +
Pixie 2d4 (1d4x10) Neutral 3 16 1 1 (dagger) 1d4 E1 7 13
F 180’ (60’) IV
Pteranodon 0 (1d4) Neutral F 240’ (120’) 6 13 5 1 (bite) 1d12 F3 8 VII 200
Pterodactyl 0 (2d4) Neutral F 180’ (60’) 7 12 1 1 (bite) 1d3 F1 7 None 10
brown, and sport dull ivory-colored beaks. When fully
grown, male owl bears can reach up to 8’ in height and Pixie
weigh around 1,500 pounds. Adventurers who have These 1’ or 2’ tall cousins to elves have wings like an
managed to survive encounters with these creatures insect’s. The wings are relatively weak, and a pixie must
often recount glimpses of a savage madness in their spend 1 turn on its feet for each 3 turns spent flying.
eyes. These creatures are ill-tempered carnivores. Pixies are naturally invisible but may choose to become
Similar to bears, owl bears have the capability to visible at will. The spell detect invisibility will reveal their
inflict 2d8 hit points of damage by hugging an presence. Pixie invisibility is unlike the spell of the same
opponent, if they successfully land hits with both of their name in that a pixie may act freely including attacking
paws in the same round. Owlbears are typically found without becoming visible. Because of this advantage, a
inhabiting wooded regions and are equally likely to make pixie has surprise on its opponent. An opponent cannot
their homes in caves or dungeons. attack a pixie during the first round of combat. The
opponent can attack the second round once they are
aware of its presence. There's a –4 penalty to attack an
P invisible pixie.
Pterodactyl
Pegasus These prehistoric winged reptiles are usually found in
The pegasus, a majestic winged horse, occasionally warm or tropical environments.
aligns itself with noble causes. Revered for its prowess as Pterodactyl: These reptiles have wings spanning 7’ to
an aerial mount, pegasi remain untamed and elusive, 10’. They glide through the air, watching for prey on the
their wild and shy nature making them a challenge to ground. Pterodactyls typically attack small animals or
befriend. If young pegasi are tamed, they can be used as beings up to the size of hobfolk. They have been known
mounts, but pegasi only cooperate with lawful to attack larger beings if particularly famished.
characters. Pegasi avoid hippogriffs, which are their Pteranodon: This winged reptile is a giant version of
predators. the pterodactyl with wings spanning up to 50’. They
attack larger animals, including human-sized.
Phase Tiger
The phase tiger is not truly a cat but resembles a fairly
intelligent, six-legged tiger with a long, scaly reptilian
spiked whip on each shoulder. The whips have sharp
barbs that inflict 2d4 hit points of damage each. They
have the magical ability to appear 3’ from their true
location, thus all opponents of a phase tiger receive –2
to hit. In addition, phase tigers have a +2 saving throw
bonus on all saving throws. Blink dogs are hated
enemies of phase tigers; a phase tiger seeks to kill any
blink dogs encountered.
109
Purple Worm Rawheads frequent dungeons and other underground
places, or anywhere they can wreak chaos and cause
These subterranean behemoths are 10’ diameter and terror.
100’ long, or more. The creature has a poisonous stinger
in its tail. These dreaded purple monstrosities burrow They have a roar that causes fear, once per day,
underground, only surfacing to consume unsuspecting infravision 90’, and a paralytic bite that requires a save
prey. They may attack with both a bite and their stinging vs. poison or the victim is paralyzed 2d4 rounds. Elves
tail in 1 round. Anyone stung by the tail must succeed in are immune to the poison, much like ghoul paralysis.
a saving throw versus poison or die. If a purple worm’s Rawheads attack with two claws and a bite.
bite attack roll is at least 4 higher than the roll needed to
hit (or a 20 is rolled), a victim is swallowed.
A swallowed victim takes 3d6 hp damage per round Rhagodessa, Giant
inside the purple worm’s belly. The damage proceeds The giant rhagodessa is a nocturnal carnivorous
until either the character or worm dies. A purple worm is arachnid that closely resembles a spider but has
often encountered in its tunnel, which is as wide as the immense crushing mandibles. They have a chestnut-
worm and prevents it from attacking with both attacks in colored thorax and are tan or mustard colored on the
the same round. rest of their bodies. These 6’ long monsters have shorter
legs than spiders but can climb walls. The rhagodessa’s
front legs have suction pits that do not deal damage, but
S
Salamander
Flame Salamander: The flame salamander is a kind
of intelligent fire elemental. It appears lizard-like with red
scales and four limbs. It reaches a length of 12’ to 16’.
Scorching heat radiates from the flame salamander; all
Rust Monster creatures within 20’ susceptible to fire damage receive
This monster’s body resembles a rust or brick red 1d8 hit points of damage per round. Flame salamanders
giant armadillo with a long scaly tail. Rust monsters use are unharmed by all fire-based damage and non-magical
antennae to rust iron or steel on contact. All ordinary weapons. They are unaffected by sleep or charm spells.
metal armor and weapons either struck by antennae or These creatures live in the molten lava of volcanoes or
contacting a rust monster’s hide (when it's attacked with otherwise in very hot and arid regions.
a sword, for instance) becomes utterly and permanently Frost Salamander: The frost salamander resembles
useless from severe oxidation. Ordinary metal weapons a flame salamander except that it has six limbs and is
do not harm rust monsters. Magic items first lose their white or bluish white. It attacks with its front four claws
magical bonuses, one at a time, until they are ordinary and a bite. Bone-chilling cold emanates from the frost
items of their type. Any subsequent contact then rusts salamander, and all creatures within 20’ susceptible to
the item. Each “plus” grants the item 10% probability of cold damage receive 1d8 hit points of damage per
surviving contact unscathed. For example, if a character round. Frost salamanders are unharmed by all cold-
strikes a rust monster with a dagger +2, it has an 80% based damage and non-magical weapons. They are
chance of becoming a dagger +1. If it does, any unaffected by sleep or charm spells. These creatures
subsequent hit has a 90% chance of removing the last prefer to live in icy and cold regions.
bonus. If it becomes an ordinary dagger, the next hit These forms of salamander are natural enemies.
renders it useless. A rust monster feeds upon the rust it They despise one another and always fight if in the same
creates. vicinity.
111
Scorpion, Giant Progenitor Seestek: Progenitors are very few in
number, solitary or in small groups, constantly searching
These aggressive giant cousins to scorpions are 6’ for a way to bring their people back to glory. Progenitors
long. Any time a claw strikes, the sting attack has +2 to will avoid combat, preferring to use their intellect to solve
hit. When stung, a victim must succeed with a saving conflict. They do not have the exceptional strength of the
throw versus poison or die. Giant scorpions can be devolved variety, but can use the innate ability ESP, 3
found in labyrinths, rock shelters, ruins, and hot times per day. Progenitors have advanced technology.
environments. There is a 60% chance when encountered they are
armed with an energy pistol (1d10 damage) with 3d4
Sea Serpent charges.
Sailors dread sea serpents. They are immense 30’
long snake-like sea beasts that attack ships 30’ long or
smaller. Their serpentine bodies wrap around ships to
constrict for 1d10 structural hit points of damage each
round. It attacks creatures or characters with a bite
dealing 2d6 hp damage.
Shadow
Shadows seem to resemble shadowy ghosts because
they have no corporeal body, but they aren't undead
creatures. Shadows aren't susceptible to turn undead and
must be struck with magical weapons. However, like
Seestek undead, shadows are unaffected by charm or sleep
Seestek are humanoid reptilian creatures distantly spells. Shadows are silent and difficult to observe. They
related to reptiles and amphibians. They have frog-like surprise on roll of 1-5 on 1d6. When a shadow
hands on reptilian bodies, like a combination of frog and successfully attacks, the victim suffers 1d4 hp damage
lizard. They are ancient beings from another dimension. and 1 point of STR is drained for 8 turns. Should a being
In their former glory their civilization was vast, spanning be drained to STR 0, it permanently transforms into a
many worlds across the multiverse. After hundreds of shadow.
millennia, their people regressed into an animal-like
state. Shadowjack
Devolved Seestek: This variety is scattered midst These evil creatures are 6’ tall willowy humanoids.
the cosmos, taking residence underground or other They have disproportionately long legs, which they use
areas sheltered from light. They suffer -2 to hit in full for leaping up to 20’ high, to a distance of 60’. Their
daylight. Devolved seesteks have slow reflexes, losing faces are toad-like, skin smooth, shiny blue, and hairless.
initiative every round, and only able to attack every other They camouflage to blend in with their surroundings,
round. They wield short swords or clubs, dealing 1d6 and are 70% undetectable. They may attack with two
claws in the same round for 1d4 hp damage each.
damage, +1, due to their great strength.
112
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Scorpion, 3 (2 claws, 1d10/1d10/1d4,
1d6 (1d6) Chaotic 150’ (50’) 2 17 4 F2 11 VII 190
Giant sting) poison
1 (bite or
Sea Serpent 0 (2d6) Neutral S 150’ (50’) 5 14 6 2d6 or see below F3 8 None 570
constrict)
Seestek
1 (1d2) Neutral 90’ (30’) 6 13 2 1 Weapon, 1d6+1 F2 8 XIII 29
Devolved
Seestek, Weapon; See
2d4 (3d6) Chaotic 60’ (20’) 5 14 3 1 W3 9 VII 65
Progenitor below
Shadow 1d8 (1d12) Chaotic 90’ (30’) 7 12 2 + 2 1 1d4, special F2 12 XVII 83
Claws, 1d4, or
Shadowjack 1 (1d4) Chaotic 90’ (30’) 5 (9) 14 2 2 or 1 F2 8 X 56
steal shadow
Shark, Bull 0 (3d6) Neutral S 180’ (60’) 4 15 2 1 (bite) 2d4 F1 7 None 29
Shark, Mako 0 (2d6) Neutral S 180’ (60’) 4 15 4 1 (bite) 2d6 F2 7 None 135
Shark, Great
0 (1d4) Neutral S 180’ (60’) 4 15 8 1 (bite) 2d10 F4 7 None 1060
White
Shrew, Giant 1d4 (1d8) Neutral 180’ (60’) 4 15 1 2 (bite) 1d6/1d6 F1 10 None 16
Shrieker 1d8 (0) Neutral 9’ (3’) 7 12 3 See below See below F1 12 None 65
Shark
Sharks are some of the most efficient hunters of the
sea. They aren't very intelligent but are cunning. When
sharks sense blood in the water (to a range of 300’), they
become furious feeders and fight to the death with no blinded) giant shrew has an effective AC 8 and suffers –4
check for morale. to attack rolls.
Bull Shark: Bull sharks are brown and reach 8’ long. Giant shrews are territorial insectivores. They attack
Mako Shark: These giant 15’ sharks attack large trespassers and are quick to action. Shrews automatically
prey. They are tan or gray. have initiative on the first round of combat with +1
Great White Shark: This immense shark can reach initiative in the second round. Giant shrews are fearsome
lengths exceeding 30’. They are silvery-gray with white and intimidating. Any 3 HD or fewer opponent must
bellies. Great white sharks are vicious and may attack succeed a saving throw versus death or flee.
boats that are half their length.
Shrieker
Shrew, Giant This stationary fungus resembles a large mushroom
Giant shrews are rodents, in some ways resembling in shades of purple. Shriekers live in dark, subterranean
giant rats. However, shrews have slightly longer snouts places. They emit a high-pitched noise if disturbed or to
and are burrowing animals with reduced eyesight. They attract prey. They scream if sensing movement within
can jump up to 5’. Giant shrews can echolocate in a 30’ or light approaches within 60’. The scream persists
fashion not unlike bats by emitting small squeaks. This for 1d3 rounds. Every round a shrieker screams, there's
sense lets them “see” 60’. Echolocation may be blocked a 50% probability that it has caught the attention of a
with the spell silence, 15’ radius. A deafened (and thus wandering monster. Wandering monsters arrive within
2d6 rounds.
113
particularly potent; the spell neutralize poison is
ineffective 25% of the time.
Giant Python: The giant python is 20’ long. It first
attacks by bite; it also constricts a victim for an additional
2d4 hit points of damage. Constriction continues on
subsequent rounds.
Giant Rattlesnake: These snakes are quick, biting
twice per round. Bite attacks occur at the beginning and
end of a round. Bites are venomous; a victim must
succeed a saving throw versus poison or die after 1d6
turns. Giant rattlesnakes are 10’ long, carnivorous, and
hunt large mammals.
Spectre
Skeleton A spectre is an undead creature appearing much as it
Skeletons are the reanimated remains of the did in life; it's easily recognized by those familiar with its
deceased, functioning as thoughtless automatons that living appearance. Evidence of violent death is
dutifully follow the commands of their malevolent commonly visible on its body. A spectre is roughly
masters. These skeletal entities are typically clad in the human-sized and weightless. These powerful undead are
decaying remnants of the attire or armor they wore in unharmed by ordinary weapons, including those made
life. of silver. Like all undead, they are immune to charm,
A skeleton possesses no autonomy or initiative, solely hold, and sleep spells.
carrying out the precise instructions it is given. Due to Their life-draining ability is their most dreaded attack.
this limitation, the directives provided to a skeleton must When a spectre strikes, the victim suffers 1d8 hp damage
be straightforward and uncomplicated. When instructed, and loses 2 experience levels or 2 HD. Characters
a skeleton will continue to attack relentlessly until it is drained of levels also reduce other characteristics
ultimately annihilated. Skeletons are undead, and a cleric associated with their class and level. After being drained
may turn them. Like other undead, skeletons are of levels, a character has the minimum experience points
unaffected by charm or sleep spells. for their new level. Should a victim reach level 0, they die
and become a spectre in 24 hours. The new spectre is
Snake under the command of the spectre that killed them.
114
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Skeleton 3d4 (3d10) Chaotic 60’ (20’) 7 12 1 1 1d6 or weapon F1 12 None 13
Snake, Spitting 1 (bite or
1d6 (1d6 Neutral 90’ (30’) 7 12 1 1d3, poison F1 7 None 16
Cobra spit)
Snake, Pit
1d8 (1d8) Neutral 90’ (30’) 6 13 2 1 (bite) 1d4, poison F1 7 None 38
Viper
Snake, Sea
1d8 (1d8) Neutral 90’ (30’) 6 13 3 1 (bite) 1, poison F2 7 None 65
Snake
Snake, Giant 2 (bite,
1d3 (1d3) Neutral 90’ (30’) 6 13 5 1d4/2d8 F3 8 VI 350
Python constrict)
Snake, Giant
1d4 (1d4) Neutral 120’ (40’) 5 14 4 2 (bite) 1d4, poison F2 8 VI 135
Rattler
150’ (50’); F
Spectre 1d4 (1d8) Chaotic 2 17 6 1 (touch) 1d8, drain level F6 11 XVIII 1,320
300’ (100’)
Spider, Giant 60’ (20’); Web
1d3 (1d3) Neutral 6 13 3 1 (bite) 2d6, poison F2 8 VI 80
Black Widow 120’ (40’)
Spider, Giant
1d4 (1d4) Neutral 120’ (40’) 7 12 2 1 (bite) 1d8, poison F1 7 VI 38
Crab Spider
Spider, Giant
1d3 (1d3) Neutral 120’ (40’) 5 14 4 1 (bite) 1d8, poison F2 8 VI 135
Tarantula
60’ (20’); S
Sprite 3d6 Neutral 5 14 1d4 hp 1 (spell) See below E1 7 IV 6
180’ (60’)
9 (8 tentacles, 1d4 (all tentacles)
Squid, Giant 0 (1d4) Neutral S 120’ (40’) 7 12 6 F3 7 (9) VII 1,070
bite) /1d10
Spider, Giant Sprite
Giant Black Widow: The giant black widow is shiny Sprites are shy fey creatures, cousins to elves and
black with a red hourglass design on its ventral pixies. They are 1’ tall and have wings. Sprites aren't
abdomen. This spider is 6’ long. They are aggressive, malicious but are mischievous, enjoying pranks. When 5
preferring to trap prey in sticky webs. Webs have the sprites pool their energies, they may inflict a curse. The
same properties as those produced by the spell of the curse won’t cause physical harm or illness but may be
same name. Any opponent bitten must save versus embarrassing or otherwise “humorous.” Examples
poison or die after 1 turn. include making a character’s skin dotted or striped, or
Giant Crab Spider: These 5’ long carnivorous some other effect left to the Labyrinth Lord’s discretion.
spiders do not weave webs but crawl upon vertical The spell remove curse counters this effect.
surfaces and ceilings to pounce on prey. They surprise
opponents with 1-4 on 1d6 due to changing colors to Squid, Giant
match the environment. A victim dies in 1d4 turns from
its bite unless succeeding a saving throw versus poison These insatiable free-swimming mollusks are
with a +2 bonus. Crab spider venom is less potent than aggressive. They can achieve a length of 20’ or more.
poison from most other spiders. Squid attack almost anything. They have two larger
tentacles and eight small ones. The larger are used to
Giant Tarantula: This giant spider is magical and wrap around entire ships, dealing 1d10 shp constriction
not truly a tarantula despite its appearance. A magical damage. It simultaneously attacks with its great beak for
poison accompanies its bite. A victim must succeed a an extra 2 points of shp damage each round. Smaller
saving throw versus poison or spasm horribly in a tentacles grasp creatures within reach. They constrict
macabre dance. This excruciating effect causes the victims with a successful attack, dealing 1d4 hp damage
victim –4 to hit. Opponents enjoy +4 to hit a “dancer.” each per successive round. Squid may attack constricted
The duration is 2d6 turns. Dance victims are paralyzed victims with its beak for 1d10 hp damage. A smaller
after 5 turns, falling to the ground helpless. The dance tentacle can be severed if 6 hit points or more damage is
effects are magically infectious to any creatures dealt with one blow. A larger one requires 10 hp
witnessing; they must save versus poison or dance in a damage. A giant squid may swim away if losing a battle;
likewise duration. Effects are countered with dispel it sprays a 30’ radius cloud of black ink to obscure its
magic. escape.
115
Statue same paralyzing touch as a ghoul (elves are immune)
and can regenerate as a troll 1 hp per round. Hit points
Animated statues are inorganic, inanimate material are regained at the start of each combat round.
given life by powerful wizards. Statues may guard
locations. Unless moving, they appear as normal statues.
The Labyrinth Lord may create animated statues Titanothere
composed of additional materials, using the following These creatures are prehistoric relatives of the
three examples as guidelines. They’re often humanoid rhinoceros. They have large, blunt-tipped horns rather
but may be any type and size. Animated statues are than the sharp horns of rhinos and can reach 10’ to 12’
immune to the effects of sleep spells. high. Few creatures threaten these beasts, and they’re
Crystal: These statues are composed of crystals, relatively peaceful herbivores. When they do attack, they
often quartz. can charge for double damage or may trample.
Stone: They appear as ordinary stone, but a large
pocket of molten lava is inside. This statue does not
usually attack with fists but instead projects lava through
the tips of its fingers to inflict 2d6 hp burning damage.
Iron: When ordinary, metal, non-magical weapons
strike an animated iron statue, the attacker must succeed
in a saving throw versus spells. Otherwise, the weapon is
lodged. It's only retrieved when the statue is destroyed.
Stegosaurus
These prehistoric large herbivorous reptiles have a
strip of hard plates running along their spine. Their tails
are powerful weapons, having four spikes on the end. Toad, Giant
This creature will be encountered in warm, tropical, or These immense toads can grow to the size of a wolf
subtropical environments. and weigh up to 250 lbs. They have the ability to alter
the color of their warty hides to match the dim labyrinth
Stirge corridors or dark forests they frequent. They surprise
with 1-3 on 1d6. Giant toads have 15’ long tongues;
The stirge resembles a creature akin to an anteater, when striking, they yank any being dwarf-size or smaller
but adorned with feathers. These creatures exhibit a toward their mouths for a bite attack. Victims no larger
color palette from rust-red to reddish-brown, with a dingy than hobfolk may be swallowed on an attack roll of 20.
yellow underbelly. Their elongated proboscis transitions Swallowed opponents suffer 1d6 hp damage per round
from pink at the tip to a faded brown near its base. as the frog digests it.
Measuring around 1’ in length and a wingspan of about
2’, stirges weigh approximately 1 pound.
Treant
A stirge uses its long proboscis to penetrate a victim,
latch on, and drain blood. When a stirge attacks an A treant is an 18’ tall, mobile, intelligent tree-like
opponent for the first time, its speed grants +2 to hit. creature. Although they don’t lose their leaves, they
Attacks deal 1d3 hp damage from blood sucking. Each change color according to the seasons. A treant is nearly
round thereafter, the stirge is latched to its opponent, indistinguishable from a tree at a distance of more than
sucking 1d3 hp damage of blood. The creature remains 30 yards, if standing still. Because of their inconspicuous
attached until the victim or stirge dies. nature, beings are surprised with 1-3 on 1d6. Treants are
long-lived, and they take few actions, including speaking
with any haste. They fear fire and are cautious if it’s
116
TYPE NO. ENC. AL MV DAC AAC HD AT DMG SV ML HC XP
Statue, Crystal 1d6 (1d6) Lawful 90’ (30’) 4 15 3 2 (fists) 1d6/1d6 F3 11 None 65
Statue, Stone 1d3 (1d3) Chaotic 60’ (20’) 4 15 5 2 (fists) 2d6/2d6 F5 11 None 500
Statue, Iron 1d4 (1d4) Neutral 30’ (10’) 4 15 4 2 (fists) 1d8/1d8 F4 11 None 190
Stegosaurus 0 (1d4) Neutral 60’ (20’) 3 16 11 1 (tail or trample) 2d8 or 2d6 F6 7 None 1,200
30’ (10’);
Stirge 1d10 (3d12) Neutral 7 12 1 1 1d3 F2 9 XI 16
180’ (60’)
2 or 1 (2 claws or 1d3/1d3 or
Throghrin 1d6 (1d10) Chaotic 120’ (40’) 6 13 3 F3 10 XX 80
weapon) weapon
Titanothere 0 (1d6) Neutral 120’ (40’) 5 14 12 1 (butt or trample) 2d6 or 2d8 F6 7 None 2,800
Toad, Giant 1d4 (1d4) Neutral 90’ (30’) 7 12 2 + 2 1 (bite) 1d4 + 1 F1 6 None 71
Treant 0 (1d8) Lawful 60’ (20’) 2 17 8 2 2d6/2d6 F8 6 XX 1,560
Triceratops 0 (1d4) Neutral 90’ (30’) 2 17 11 1 (gore or trample) 3d6 F6 8 None 2,800
Troglodyte 1d8 (5d8) Chaotic 120’ (40’) 5 14 2 3 (2 claws, bite) 1d4/1d4/1d4 F2 9 XXII 38
Troll 1d8 (1d8) Chaotic 120’ (40’) 4 15 6 + 3 3 (2 claws, bite) 1d6/1d6/1d10 F6 10 XIX 980
Tyrannosaurus
0 (1) Neutral 120’ (40’) 3 16 20 1 (bite) 6d6 F10 11 VII x3 3,250
Rex
regions. These creatures have three horns and a bony points, it continues regenerating, standing again to fight
plate on their skulls. Triceratops may charge during the after 2d6 rounds.
first round of combat to inflict double damage.
Tyrannosaurus Rex
Troglodyte This large prehistoric carnivorous dinosaur is a
These humanoid reptiles are green and scaly. They fearsome predator. It's bipedal and can reach heights of
have bony spines starting on the head and progressing 20’. It will hunt any creature that moves but generally
down their spines and backs of the arms. Troglodytes are does not bother with prey smaller than hobfolk.
malicious and warlike; they attempt to slay any creatures
crossing their paths. They have the ability to blend into
their environment like a chameleon, surprising with 1-4
on 1d6. Their bodies are covered in small glands
producing a stinky, slimy coating on their scaly hides. All
demi-humans and humans near a troglodyte must make
U
saving throws versus poison or suffer –2 to attack due to Undead
the disgusting, horrid stench. The undead are a class of monsters including
spectres, zombies, skeletons, wights, wraiths, vampires,
Troll and others. They were alive once, but through foul magic
or death at the hands of another undead type they rise
Trolls have thick, tough hide that ranges various again as undead horrors. Undead movements are
shades of green and gray, with matching hair. A typical completely silent. All such creatures are immune to the
adult troll stands 8’ tall. These monsters enjoy eating effects of poison and unaffected by charm person, sleep,
other intelligent humanoids. Trolls tend to lurk in or hold person.
labyrinths, caverns, ruins, and swamps. They are wiry
and lanky but excessively strong with menacing, dirty
claws and sharp teeth. Trolls have the ability to
regenerate damage. After 3 rounds have passed since
receiving damage, they regenerate 3 hp each round. Fire
and acid damage cannot be regenerated. If a troll loses a
limb or body part, its parts attempt to crawl or squirm
back to the body to reattach. A troll can reattach a
severed member instantly by holding it to the stump.
Due to this ability, trolls cannot be permanently
destroyed except by fire or acid. If a troll reaches 0 hit
117
Unicorn Vampires have the following weaknesses:
A unicorn has deep sea-blue, violet, brown, or fiery ▶ Repelled for 1d4 rounds by lawful holy symbol,
gold eyes. All unicorns have a long, straight horn garlic, or a mirror. Vampire must avoid a holy
growing from the center of their foreheads. All unicorn symbol or mirror.
coats are snow white, with small beards on males. A
typical adult unicorn is the size of a wild horse. These ▶ Running water inflicts great damage when a
majestic creatures have the ability to teleport 1 time per vampire is immersed, killing it in 1 turn.
day along with a rider, up to 360’. Only lawful and
▶ A vampire must succeed a saving throw versus
virtuous people may approach these shy creatures.
death each round exposed to sunlight or running
water, or it's completely turned to dust.
unicorn horn. Some say that this horn, even when and trained in the same manner as dogs, but since they
severed, will vibrate in the vicinity of chaotic or evilly aren't domestic animals, they are difficult to handle.
intentioned creatures. Even if false, horns are valuable Dire Wolves: These wolves are larger, intelligent,
for their ivory, fetching 1d6×1,000 gp. and vicious. They commonly live in wooded and
Sperm Whale: These gigantic whales typically reach mountainous areas but are more likely than ordinary
60’ long. They swallow any creature human-size or wolves to venture into caverns or labyrinths in search of
smaller if their attack roll is 4 or more higher than prey. Dire wolf cubs may be kept and trained in the same
required to strike. A swallowed creature suffers 3d6 hp manner as dogs but are more difficult to control. Goblins
damage each round. When a sperm whale encounters a capture cubs to train as mounts.
sea vessel, it usually (90%) leaves it undisturbed. It can
slam into a ship with its gargantuan head, dealing 6d6
shp damage.
Wraith
Wraiths are ethereal undead beings, born from
malevolence and shadows. They sometimes appear to
Wight carry weapons or wear armor, as they did in life, but
Wights are undead creatures who were formerly these appearances have no bearing on the creature's AC
humans or demi-humans. They resemble their living or combat capabilities. Like other undead, wraiths are
selves, but corrupted by undead energies. Wights attack unaffected by sleep, hold, or charm spells. They are
by touch and drain 1 level, or hit die, from a victim. For unharmed by non-magical weapons, and silver deals half
example, if a 3 HD monster is struck, it becomes 2 HD. damage.
Likewise, if a 4th-level character is struck, they become By touch a wraith inflicts 1d6 hp damage and drains
3rd level. Any human or demi-human reduced to 0 level 1 level or hit die. Characters drained of levels must also
dies, becoming a wight in 1d4 days. Wights may only be reduce other characteristics associated with their class
harmed by magical weapons, spells, and weapons made and level; they have the minimum number of XP for the
of silver. Like other undead, they are immune to the new level. Any character reaching level 0 dies and
effects of sleep and charm spells. becomes a wraith in 24 hours. The new wraith is under
the killer’s command.
Wolf
Ordinary Wolves: Wolves are carnivorous pack Wyvern
hunters known for their persistence and cunning. They Wyverns share ancestry with dragons, being large
mainly hunt and live in wilderness settings, occasionally reptilian beasts with wings. Their tail has a poisonous
venturing into caverns and labyrinths. Wolves are social; stinger. They are about 15’ long, with brown moss-
when their numbers are greater, they have confidence. In colored hide. They attack by bite and can sting with their
a group of 3 or fewer, or if 50% of their number has flexible long tail simultaneously. The stinger’s poison is
been lost, their moral drops to 6. Wolf cubs may be kept instantly fatal unless the victim saves versus poison.
119
TYPE NO. ENC. AL MV ACD AAC HD AT DMG SV ML HC XP
120’ (40’); Claw, 1d6, or
Yaga 2d4 (4d6) Chaotic 6 13 2 1 F2 10 XIV 29
F 180’ (60’) weapon
Yellow Mold 1d4 (1d8) Neutral 0 Always hit 2 Spores 1d6, special F2 NA None 47
Zombie 2d4 (4d6) Chaotic 120’ (40’) 8 11 2 1 (weapon) 1d8 or weapon F1 12 None 29
Y Z
Yaga
These 6’ tall humanoids are completely hairless, have
shiny dark black/blue skin, and separate bat-like wings.
They are as beautiful as they are brutal. Yagas are
aggressive and favor the meat of other humanoids. They
live on high mountain peaks, venturing to lower
elevations to hunt or capture other humanoids for their
morbid pleasures. They sometimes have harpies as
guards, paying for their protection by providing meat
and offerings of treasure. There is a 1 in 10 chance when
encountering a group of yaga that they have one harpy
with them.
Zombie
Yellow Mold Zombies are reanimated undead corpses, akin to
Yellow mold covers 10’ square. It doesn’t move or skeletons, but with more flesh. They are able to follow
attack, but it’s acidic and destroys leather or wood on simple commands, but have no true intelligence of their
contact. It deals 1d6 hp damage to bare flesh. There's a own. The chaotic wizards and clerics who create zombies
50% probability yellow mold ejects spores into a 10’ cube use them to guard locations or valuable treasure.
area if touched. Any creature inside the area must Zombies are susceptible to ordinary weapons, but like
succeed a saving throw versus poison; otherwise, the other undead they are immune to charm and sleep
victim suffocates to death in 6 rounds. Yellow mold is spells. Zombies are somewhat clumsy; decomposing
impervious to all attacks except fire-based; a torch can limbs force them to attack last each round.
burn mold for 1d4 hp damage per strike.
120
121
Wandering Monster Tables HD 1+
SELECTED MONSTERS, HD 1-4+
HD 2+ HD 3+ HD 4+
The following section presents tables of monsters for Fire Beetle High. Baboon Banther Giant Ant
labyrinth encounters, labyrinth stocking, and wilderness Brownie Spitting Beetle Carniv. Beetle Albino Ape
encounters. Note that these are just some possible Cyclops Booglin Boar Black Bear
encounters, and the Labyrinth Lord may modify these Dwarf Dryad Bugbear Blink Dog
tables or create new ones for specific kinds of areas. Elf Giant Fly Carc. Creeper Centaur
If the Labyrinth Lord needs to roll for a random G. Ferret Ghoul Mtn. Lion Doppelganger
encounter, roll on the appropriate terrain type on the Gnome Gnoll Glaistig Draco Lizard
table if in the wilderness, or appropriate level in a Goadt Wood Golem Gray Ooze Wereboar
labyrinth. The Labyrinth Lord will have to adjust Goblin Green Slime Harpy Werewolf
encounters to fit the particular environment and level of Hobfolk Leonid Giant Hawk Maze Controller
the PCs. Furthermore, these tables should only be Hobgoblin Lizardfolk Hellhound Medusa
considered an example. The Labyrinth Lord is Brigand Neanderthal Hippogriff Ogre
encouraged to design customized encounter tables for Kobold Pegasus Giant Gecko G. Rhagodessa
regions that may vary in monster type and frequency. Morlock Dev. Seestek Wererat Giant Scorpion
Selected Monsters: The nearby table contains most Nixie Shadowjack Seestek Prog. Giant Rattler
monsters up to HD 4+, with an emphasis on those most Orc Spitting Cobra Shrieker G. Tarantula
often found on land or underground. Pixie Pit Viper G. Black Widow Iron Statue
G. Shrew Giant Toad Crystal Statue Unicorn
Skeleton Troglodyte Throghrin Giant Weasel
Stirge Wolf Wight Dire Wolf
Yaga Wraith
Yellow Mold
Zombie
122
WILDERNESS WANDERING MONSTERS
Roll d20 Desert Forest/Wooded Grassland Inhabited Lands Jungle
1 Beetle, Fire Bee, Giant Killer Ant, Giant Dragon, Gold Ant, Giant
2 Beetle, Spitting Boar Baboon, Higher Dwarf Bugbear
3 Blink Dog Bugbear Boar Elf Cat, Panther
4 Camel Cat, Panther Dragon, Green Gargoyle Dragon, Green
5 Cat, Lion Cockatrice Fly, Giant Carnivorous Giant, Hill Elephant
6 Dragon, Blue Dryad Giant, Hill Goblin Fly, Giant Carnivorous
7 Dragon, Red Dragon, Green Hobfolk Hobfolk Giant, Fire
Lycanthrope,
8 Goblin Elf Hippogriff Gnoll
Weretiger
9 Hawk, Giant Ghoul Horse, Riding (wild) Human, Brigand Gray Worm
10 Hobgoblin Hobgoblin Human, Merchant Human, Merchant Lizardfolk
Lycanthrope,
11 Lizard, Giant Gecko Lycanthrope, Werewolf Human, Nomad NPC Party
Wereboar
12 Lizard, Tuatara Human, Brigands Ogre Ogre Medusa
13 Human, Nomad Orc Orc Orc Human, Brigand
14 Mummy Roc, Small Scorpion, Giant Rat, Giant Human, Merchant
Spider, Giant Black
15 NPC Party Spider, Giant Crab Rhagodessa Neanderthal
Widow
16 Ogre Troll Stirge Skeleton Phase Tiger
17 Scorpion, Giant Unicorn Troll Wolf Rat, Giant
18 Snake, Pit Viper Wight Throghrin Vampire Scorpion, Giant
19 Snake, Giant Rattler Wolf Weasel, Giant Wight Snake, Giant Python
Spider, Giant
20 Wolf, Dire Wyvern Zombie Troll
Tarantella
Roll d20 Mountains/Hills Rivers/Lakes Sea Swamp Village/Town
1 Ape, Albino Bee, Giant Killer Crab, Giant Basilisk Boar
2 Beetle, Spitting Boar Crocodile, Giant Boar Dwarf
3 Cat, Sabre-Tooth Tiger Cat, Panther Dragon, Green Dragon, Black Elf
4 Chimera Crab, Giant Dragon, Sea Ghoul Ghoul
5 Dragon, Red Crocodile Dragon Turtle Gnoll Giant, Hill
6 Dragon, White Dragon, Black Fly, Giant Carnivorous Goblin Gnoll
7 Dwarf Dragon, Green Goadt Leech, Giant Goblin
8 Giant, Hill Elf Harpy Lizard, Giant Draco Halfling
9 Giant, Stone Fish, Giant Piranha Hydra, Aquatic Lizardfolk Lycanthrope, Werewolf
10 Griffon Fly, Giant Carnivorous Human, Merchant Medusa Human, Brigand
11 Hobfolk Hydra, Aquatic Human, Pirate Human, Brigand Human, Merchant
12 Lycanthrope, Werewolf Leech, Giant Merfolk Nixie Morlock
13 Human, Brigand Lizardfolk NPC Party Ogre NPC (any class)
14 Human, Merchant Merfolk Octopus, Giant Orc NPC Party
15 Morlock NPC Party Roc, Giant Rhagodessa Ogre
Spider, Giant Black
16 Neanderthal Ogre Sea Serpent Orc
Widow
17 Ogre Rat, Giant Shark (any) Stirge Rat, Giant
18 Orc Stirge Snake, Sea Toad, Giant Spectre
19 Phase Tiger Toad, Giant Squid, Giant Troglodyte Vampire
20 Roc, Giant Troll Whale (any) Troll Zombie
123
Treasure
Adventure, fame, and treasure await! Money is not only the item is found. When charges are exhausted, the item
used to purchase new weapons, equipment, and even becomes useless and non-magical.
strongholds, but each gold piece (or equivalent coins)
gives the character 1 experience point, which is essential
to character level advancement. As characters advance How to Roll for Treasure
in levels, they'll venture into ever more dangerous The Labyrinth Lord chooses the appropriate row in
labyrinth levels. Magic items can become essential to the Treasure Hoard Classes table, and for each column
character survival, as they grant bonuses and special rolls the appropriate dice to determine whether certain
abilities that can give the party a survival edge. treasure occurs, and if so in what quantity. When magic
Treasure is found in monster lairs underground, in items are indicated, the Labyrinth Lord then rolls on the
ruins, or in the wilderness. Sometimes treasure is appropriate treasure table to determine which specific
unguarded and may be hidden in a secret location. Each magic items are found. If the occurrence of magic items
monster has a Treasure Hoard Class (THC), which is indicated, but no specific type is indicated, the type is
indicates what kinds and quantities of treasure it might determined by rolling on the Random Magic Type table.
have. These values should be considered guidelines.
Although monsters tend to have THCs corresponding to
their general strength, the Labyrinth Lord should use Gems
discretion in distributing wealth and magic. If a result on When gems are found, the Labyrinth Lord will roll to
the THC tables seems excessive, reduce the amount of determine their value in gold pieces. All gems may be
treasure rolled. On any of these tables, the Labyrinth assigned the same value, they may be given individual
Lord may decide to choose specific quantities of treasure values, or they may be divided up into groups and given
or specific magic items, depending on the situation. Not different values.
all treasure must be coins, gems, jewelry, or magic. A
creative way to disperse treasure is to place valuable art,
tapestries, sculptures, and the like that have a treasure GEMS
value but must be appraised and sold to cash them in or Roll d% Gem Value (gp)
kept as decorations in the strongholds of the 01-15 10
adventurers. 16-30 25
31-45 50
Finding & Using Magic Items 46-60 75
61-75 100
Most magic items aren't labeled, so characters won’t
76-85 250
know their exact properties except through trial and
error. Powerful wizards (above 15th level) can identify 86-90 500
magic items, but it can take many weeks to do so. 91-95 750
Potions may be identified by sipping them or by 96-00 1000
consulting an alchemist. To use a magic item, a
character must follow any procedures indicated in the
item’s description. Some magic items are always in
effect, while others require special actions or
concentration. Some magic items have limited uses,
called “charges.” When items have charges, each charge
can be spent for one instance of magical effect. A
character will not know how many charges remain when
124
TREASURE HOARD CLASSES
Small Hoards (Individuals)
Hoard B/X
CP SP EP GP PP Gems Jewelry Magic
Class Type
I P 3d8 - - - - - - -
II Q - 3d6 - - - - - -
III R - - 2d6 - - - - -
IV S - - - 2d4 - - - -
V T - - - 1d6 - - -
1d00
VI U 1d00 (10%) - 1d00 (5%) - 1d4 (5%) - 1 (2%) any
(10%)
VII V - 1d00 (10%) 1d00 (10%) 1d00 (10%) 1d00 (5%) 1d4 (10%) - 1 (5%) any
Larger Hoards (Lairs)
Hoard B/X CP SP EP GP PP
Gems Jewelry Magic
Class Type x1000 x1000 x1000 x1000 x100
VIII O - - - - - - - 1d4 scrolls (50%)
2d4 potions
IX N - - - - - - -
(40%)
X M - - - 2d8 (40%) 5d6 (30%) 5d4 (55%) 2d6 (45%) -
XI L - - - - - 1d4 (50%) - -
XII K - 1d6 (30%) 1-2 (10%) - - - - -
XIII J 1d4 (25%) 1-3 (10%) - - - - - -
XIV I - - - - 1d8 (30%) 2d6 (50%) 1 (15%) any
6 (15%) any 4,
XV H 3d8 (25%) 1d00 (50%) 1d4x10 (50%) 1d6x10 (50%) 5d4 (25%) 1d00 (50%) 1d4x10 (50%)
1 potion, 1 scroll
5 (35%) any 4,
XVI G - - - 1d4x10 (50%) 1d6 (50%) 3d6 (25%) 1d10 (25%)
1 scroll
5 (30%) any 3
XVII F - 2d10 (10%) 1d8 (20%) 1d12 (45%) 1-3 (30%) 2d12 (20%) 1d12 (10%) (no weapons),
1 potion, 1 scroll
4 (25%) any 3,
XVIII E 1d10 (5%) 1d12 (30%) 1d4 (25%) 1d8 (25%) - 1d10 (10%) -
1 scroll
3 (15%) any 2,
XIX D 1d8 (10%) 1d12 (15%) - 1d6 (60%) - 1d8 (30%) -
1 potion
XX C 1d12 (20%) 1d4 (30%) 1d4 (10%) - - 1d4 (25%) - 2 (10%) any
1 (10%) armor,
XXI B 1d8 (50%) 1d6 (25%) 1d4 (25%) 1-3 (25%) - 1d6 (25%) - sword, or
miscl.weapon
XXII A 1d6 (25%) 1d6 (30%) 1d4 (20%) 2d6 (35%) 1-2 (25%) 6d6 (50%) - 3 (30%) any
Jewelry
Jewelry can vary in value in a similar manner to
gems. The following table can be rolled on to determine
the value of each individual piece of jewelry.
JEWELRY
Roll d% Jewelry Value (gp)
01-20 1d4x10
21-30 2d4x10
31-40 1d4x100
41-50 2d4x100
51-60 2d6x100
61-00 3d6x100
125
Treasure Tables POTIONS
Roll d00 Potion
01-03 Animal Control
RANDOM MAGIC TYPE 04-06 Clairaudience
Roll d00 Magic Type 07-09 Clairvoyance
01-20 Potions 10-12 Climbing
21-25 Rings 13-17 Delusion
26-56 Scrolls 18-20 Diminution
21-23 Dragon Control
57-61 Rods, Staves, and Wands
24-26 ESP
62-66 Miscellaneous Magic
27-28 Extra-healing
67-87 Swords 29-31 Fire Resistance
88-92 Miscellaneous Weapon 32-36 Flying
93-00 Armor 37-40 Gaseous form
41-43 Giant Control
44-47 Giant Strength
48-50 Growth
51-54 Healing
55-58 Heroism
59-61 Human Control
62-64 Invisibility
65-66 Invulnerability
67-69 Levitation
SCROLLS 70-71 Longevity
Roll d00 Scroll 72-73 Oil of Etherealness
74-75 Oil of Slipperiness
01-05 Cursed
76-78 Philter of Love
06-15 Ward against Elementals
79-81 Plant Control
16-25 Ward against Lycanthropes
82-83 Poison
26-30 Ward against Magic 84-85 Polymorph
31-40 Ward against Undead 86-88 Speed
41-55 Spells (1)* 89-90 Super-heroism
56-66 Spells (2)* 91-93 Sweet Water
67-69 Spells (3)* 94-95 Treasure Finding
70-72 Spells (4)* 96-97 Undead Control
73-74 Spells (5)* 98-00 Water Breathing
75 Spells (6)*
RINGS
76 Spells (7)*
Roll d00 Ring
77-80 Treasure Map (Value 1d4x1000 gp) 01-04 Animal Command
81-85 Treasure Map (Value 5d6x1000 gp) 05-09 Command Human
86-87 Treasure Map (Value 6d6x1000 gp) 10-15 Command Plant
88-89 Treasure Map (Value 5d6x1000 gp, 5d6 gems) 16-25 Delusion
90-91 Treasure Map (Value 1d6 gems, 2d10 jewelry) 26-27 Djinni Calling
92-93 Treasure Map (Value 1 magic item) 28-38 Fire Resistance
94-95 Treasure Map (Value 2 magic items) 39-49 Invisibility
96 Treasure Map (Value 3 magic items, no weapons) 50-70 Protection
71-72 Regeneration
97 Treasure Map (Value 3 magic items, +1 potion)
73-74 Spell Storing
Treasure Map (Value 3 magic items, +1 potion,
98 75-79 Spell Turning
+1 Scroll)
99 Treasure Map (Value 5d6x1000 gp, 1 magic item) 80-81 Telekinesis
0 Treasure Map (Value 5d6 gems, 2 magic items) 82-87 Water Walking
*Roll 1d4; 1-3, Magic-user/Elf; 4, Clerical. The number in 88-94 Weakness
parenthesis is the number of spells on the scroll. Determine 95-97 Wishes
the spell level and specific spells randomly. 98-00 X-ray Vision
126
RODS, STAVES, AND WANDS MISCELLANEOUS MAGIC ITEMS
Roll d00 Type Roll d00 Item
01-06 Rod of Cancellation 01-02 Amulet versus Crystal Balls and ESP
07-08 Rod of Resurrection 3 Apparatus of the Crab
09-10 Staff of Commanding [C] 04-05 Bag of Devouring
11-20 Staff of Healing [C] 06-10 Bag of Holding
21-22 Staff of Power [MU/E] 11 Boat, Folding
23-26 Staff of Striking [C] 12-14 Boots of Levitation
27-28 Staff of Withering [C] 15-17 Boots of Speed
29 Staff of Wizardry [MU/E] 18-20 Boots of Traveling and Springing
30-36 Staff of the Serpent [C] 21 Bowl of Commanding Water Elementals
37-40 Wand of Cold 22-23 Bracers of Armor
41-45 Wand of Detecting Enemies 24 Brazier of Commanding Fire Elementals
46-50 Wand of Detecting Magic 25-26 Brooch of Shielding
51-55 Wand of Detecting Metals 27-29 Broom of Flying
Wand of Detecting Secret 30 Censer of Controlling Air Elementals
56-60
Doors 31 Chime of Opening
61-64 Wand of Detecting Traps 32-33 Cloak of Protection
65-69 Wand of Device Negation 34-36 Crystal Ball
70-74 Wand of Fear 37-38 Crystal Ball with Clairaudience
75-79 Wand of Fire Balls 39 Crystal Ball with ESP
80-84 Wand of Illusion 40 Cube of Force
85-88 Wand of Lightning Bolts 41 Cube of Frost Resistance
89-93 Wand of Magic Missiles 42-43 Decanter of Endless Water
94-96 Wand of Paralyzation 44-45 Displacer Cloak
97-00 Wand of Polymorphing 46 Drums of Panic
47-49 Dust of Appearance
50-52 Dust of Disappearance
53 Efreeti Bottle
54-57 Elven Cloak
58-61 Elven Boots
SWORDS 62 Eyes of Charming
Roll d00 Item 63-64 Eyes of the Eagle
01-39 Sword +1 65-67 Eyes of Petrification
40-44 Sword +1, +2 versus lycanthropes 68-71 Flying Carpet
45-49 Sword +1, +2 versus spell casters 72-74 Gauntlets of Ogre Power
50-53 Sword +1, +3 versus undead 75-77 Girdle of Giant Strength
54-57 Sword +1, +3 versus dragons 78-80 Helm of Alignment Changing
58-62 Sword +1, +3 versus regenerating monsters 81-84 Helm of Comprehend Languages & Read Magic
63-67 Sword +1, +3 versus magical monsters 85 Helm of Telepathy
68-75 Sword +1, light 30’ radius 86 Helm of Teleportation
76-80 Sword +1, Flame Tongue 87 Horn of Blasting
81 Sword +1, Life Drinker 88-90 Medallion of thoughts
82-84 Sword +1, locate objects 91-92 Medallion of thoughts (90')
85-86 Sword +1, Luck Blade 93 Mirror of Life Trapping
87 Sword +1, Wish Blade 94 Mirror of Opposition
88-90 Sword +2, 95 Necklace of Adaptation
91-92 Sword +2, charm person
96-97 Rope of Climbing
93-94 Sword +3
98-99 Scarab of Protection
95 Sword +3, Frost Brand
0 Stone of Controlling Earth Elementals
96-97 Sword –1 (cursed)
98-99 Sword –2 (cursed)
0 Sapient Sword*
*These swords should be very rare, and used with discretion.
127
MISCELLANEOUS WEAPONS ARMOR
Roll d00 Weapon Roll d00 Type
01-10 Arrows +1 (quantity 2d6) 01-15 Armor +1
11-12 Arrows +1 (quantity 3d10) 16-25 Armor +1 and Shield +1
13-18 Arrows +2 (quantity 1d6) 26-27 Armor +1 and Shield +2
19-21 Arrows +3 (quantity 1d4) 28 Armor +1 and Shield +3
22 Arrow +3, Slaying Arrow 29-32 Armor +2
23-31 Axe +1 33-35 Armor +2 and Shield +1
32-34 Axe +2 36-38 Armor +2 and Shield +2
35-41 Bow +1 39 Armor +2 and Shield +3
42-51 Crossbow Bolts +1 (quantity 2d6) 40 Armor +3
52-53 Crossbow Bolts +1 (quantity 3d10 41 Armor +3 and Shield +1
54-60 Crossbow Bolts +2 (quantity 1d6) 42 Armor +3 and Shield +2
61-63 Crossbow Bolts +3 (quantity 1d4) 43 Armor +3 and Shield +3
64-68 Dagger +1 44-63 Shield +1
69 Dagger +2, +3 vs. goblins, kobolds and orcs 64-73 Shield +2
70-75 Sling +1 74-79 Shield +3
76-82 Spear +1 80-82 Armor –1 (cursed)
83-86 Spear +2 83-85 Armor –2 (cursed)
87 Spear +3 86 Armor –1 (cursed) and Shield +1
88-94 War Hammer +1 87 Armor –2 (cursed) and Shield +1
95-99 War Hammer +2 88-90 Armor DAC 9 (AAC 10) (cursed)
00 War Hammer +2, Dwarven Thrower 91-94 Shield –1 (cursed)
95-97 Shield –2 (cursed)
Magic Item Descriptions 98-00 Shield AC 9 (AAC 10) (cursed)
129
Heroism: Only dwarves, hobfolk, cyclops, or fighters achieve an ethereal state for 4+1d4 turns. It takes 3
may use this potion. Extra levels and their accompanied rounds to produce the effect, which can be negated
combat benefits are temporarily granted to the imbiber, before the duration ends by applying a mildly acidic
determined by their experience level as shown in the liquid. When ethereal, a character is invisible and can
table below. Extra hit points granted from increased level pass through any non-ethereal objects.
are subtracted first when the character is wounded. Oil of Slipperiness: This oil is applied to the
Human Control: This potion grants the spell-like character in the same way as oil of etherealness. Any
character so coated cannot be restrained or grabbed.
HEROISM Examples include grasping/restraining attacks like
Imbiber Level Levels Granted constriction or binding ropes, chains, or cuffs, magical or
0 4 (Fighter) otherwise. Simply put, nothing can get a grip on a
1-3 3 character coated in this oil. Objects can be coated to
4-7 2 make gripping them impossible; if a floor is coated, any
8-10 1 individual even standing on the floor has 95% probability
each round of slipping and falling. The effects last 8
ability of charm person for 5d6 rounds. Many kinds of hours, but oil can be cleaned off early with liquid
humanoids, demi-humans, and humans can be affected containing alcohol, such as whiskey, wine, or stout beer.
by this potion (see the table below). A total of 32 hit Philter of Love: The imbiber becomes charmed by
dice/levels are affected. Only whole hit dice are the next person or creature they lay eyes upon. The
considered for calculating how many individuals are drinker will actually become charmed and besotted by
affected; any bonuses are dropped (3+1, 4+2 are treated the person or creature if of a preferred sex and similar
as 3, 4). Determine the specific kind of humanoid type. The charm aspect lasts 4+1d4 turns, but only dispel
affected on the table below. magic removes enthrallment.
HUMAN CONTROL
Plant Control: The imbiber can control plants or
plant-like creatures (including fungi and molds) within
Roll 1d12 Humanoids Affected
20 square feet area of effect with range of 90’. Duration
1-2 Dwarves
is 5d4 rounds. Plants and plant-like creatures can obey
3-4 Cyclops commands to the best of their capacity. For example,
5 Elves vines can be controlled to wrap around targets, and
6 Elves and Humans intelligent plants can be given orders. Intelligent plant
7 Gnomes beings receive a saving throw versus spells. One cannot
8-9 Halflings directly control an intelligent plant creature to inflict
10-11 Humans harm upon itself.
12 Other humanoids (orcs, gnolls, goblins, etc.) Poison: This potion has variable potency and color,
and is odorless. It may require ingestion, skin contact, or
Invisibility: When this potion is quaffed, it bestows
application to open wounds. Potency determines saving
the spell-like ability of invisibility. It can be consumed in
throw adjustments. Extremely potent poisons have a
1/8 increments, in which case invisibility lasts 1d4+2
penalty of –1 to –4; weaker poisons have a bonus of +1
turns per dose. Any combat action removes invisibility; a
to +4. A failed saving throw results in death.
new dose must be consumed.
Polymorph (self): This potion grants the spell-like
Invulnerability: This potion grants +2 to all saving
ability of polymorph self, as the 4th-level wizard and elf
throws and improvement of AC by two ranks (AAC +2,
spell.
DAC –2).
Speed: This potion doubles combat and movement
Levitation: The drinker is bestowed with the spell-
ability for 5d4 rounds. If the imbiber can normally move
like ability of levitation.
at 120’, they now move at 240’. Number of attacks
Longevity: This potion makes the drinker 1d12 double, but the potion doesn’t decrease spell casting
years younger. Restored youth is possible not only for time. This heightened ability comes with a cost to the
natural aging but also aging from magic or creature imbiber, as the strain ages them by 1 year permanently.
effects. There's some small danger, since each time a
Super-Heroism: Only dwarves, hobfolk, and fighters
potion of longevity is consumed, there's a cumulative 1%
may use this potion. Unlike the potion of heroism, this
probability that all previous age reversals from potions of
potion lasts 5d5 rounds. Extra levels and their
this type are negated. The character rapidly ages to their
accompanied benefits to combat are temporarily granted
true age. It's not possible to drink this potion in
to the imbiber, determined by their experience level as
increments.
shown in the table below. In all other respects, this
Oil of Etherealness: This potion is not imbibed. potion is identical to heroism.
One applies this thin oil to oneself and all belongings to
130
SUPER-HEROISM for this calculation. A saving throw may be attempted
Imbiber Level Levels Granted with a penalty of –2. The wearer may dismiss the effect
at any time. Dispel magic negates the effects.
0 6 (Fighter)
Command Plant: The wearer controls plants with a
1-3 5
10 square feet area of effect and range of 60’. Control
4-7 4 extends to plant creatures. If plant aren’t normally
8-10 3 mobile, this ring grants the ability to make the plants
11-12 2 move. The effect lasts while concentration is maintained;
the wearer can take no other actions.
Sweet Water: This sweet-tasting liquid is used to
Delusion: This cursed ring convinces the wearer that
cleanse water (including turning saltwater into fresh
the ring is another type. The Labyrinth Lord could
water) or otherwise transform poisons, acid, etc. into
decide randomly which kind, or it might be chosen.
drinkable liquid. Sweet water destroys other potions. For
most liquids, this potion will affect up to 100,000 cubic Djinni Calling: This powerful ring can be used once
feet. However, only 1,000 cubic feet of acid is a day to summon a djinn that does the ring wearer’s
neutralized. The effects are permanent, and once bidding for as long as 24 hours.
treated, liquid will resist spoilage or contamination for Fire Resistance: The wearer is impervious to all
5d4 rounds. After this time, it can be contaminated once forms of ordinary flame, whether as small as a torch or
again. as large as a raging bonfire. This ring reduces damage
Treasure Finding: For 5d4 rounds, the imbiber can from other kinds of fire by –1 per die of damage
sense any treasure within 240’ containing valuable (minimum 1 hp damage per damage die). These kinds of
metals or gems. To be detected, the total value of the fire include fireball, wall of fire, fire breath, and the
treasure must meet or exceed any combination of 50 intense heat of molten rock. Any required saving throws
gold pieces or 100 gems. Any valuable metal meeting are made at +2.
this value in quantity is detectable, and any gems, Invisibility: Once each turn, this ring grants the
including those in jewelry, are detectable. Although the ability to become invisible as the spell invisibility.
direction of the treasure can be “sensed,” the precise Protection: This ring has several different power
distance cannot. No physical barrier will impede levels. For each “+”, the ring improves the wearer’s AC
detection with the exception of some magical wards or by this amount (AAC +, DAC –). The same bonus applies
lead. to all saving throws. For example, if a character with
Undead Control: Normally, undead are immune to DAC of 9 is wearing a ring of protection +2, their AC
charm. However, this potion grants the ability to charm becomes 7 and all saving throws are rolled with a +2
3d6 HD of undead (intelligent or otherwise) as the bonus. When a ring of protection is found, roll on the
charm person spell. The affects last 5d4 rounds. table below to determine which kind.
Water Breathing: The imbiber can breathe when
submerged in any liquid containing dissolved oxygen PROTECTION RING
(rivers, lakes, oceans, etc.). The duration is 1 hour+1d10 Roll d00 Bonus
rounds per dose. There's a 75% probability a potion 01-80 1
contains 4 doses, and a 25% probability it contains 2 81-91 2
doses. 92 +2, 5’ radius
93-99 3
Rings 0 +3, 5’ radius
All magical rings are usable by any character class.
They must be worn on a digit of the hands only (fingers If a radius is given, the power of the ring, as it applies
or thumb). It’s only possible to wear two magical rings; if to saving throws only, extends to all creatures in range.
more than two are worn, they don’t function. Regeneration: This ring grants the ability to
Animal Command: Once per turn, this ring allows regenerate 1 hp per round. It's powerless to regenerate
the wearer to control one giant animal or 1d6 normal- damage from acid or fire. If the wearer’s hp reaches 0,
sized animals. Magical or intelligent animals aren't the ring does not bring the dead back to life. Whole body
affected. The effect lasts while concentration is parts may be regenerated. Small pieces, like fingers, take
maintained; the wearer can take no other actions. 1 day to grow back. Larger pieces, such as a limb, may
Animals aren’t well disposed when released, and any take 1 week to grow back.
reaction rolls are at –1. Spell Storing: A ring of spell storing can hold up to
Command Human: The wearer can charm as the 6 spells, which can be clerical or wizard/elf spells. When
charm person spell. Humans totaling 6 HD can be found, it contains 1d6 spells, to be determined randomly
charmed, and 0-level humans are treated as half a HD by the Labyrinth Lord. The wearer automatically gains
131
knowledge of which spells are stored. Any character may SCROLL OF SPELLS
release the spells from the ring. Any spell caster may Scroll Type Wizard Cleric
store new spells by casting and directing them at the Roll Roll Spell Roll Spell
ring. Spells cast do so as if the caster is the minimum Class
d4 d00 Level d00 Level
level required to use the spell. 1-3 Wizard 01-25 1 01-25 1
Spell Turning: When wearing this ring, 2d6 spells 4 Cleric 26-50 2 26-50 2
do not affect the wearer and are instead turned back at 51-70 3 51-70 3
the caster. If the wearer is caught in an area of effect
71-85 4 71-85 4
spell, it's not repelled unless centered on the wearer (like
continual light cast at a creature’s eyes). It likewise 86-95 5 86-95 5
doesn't repel spells requiring touch or effects from 96-97 6 96-98 6
devices. 98 7 99-00 7
Telekinesis: This ring grants the ability to move 99 8
objects with their mind, as the spell telekinesis. However, 0 9
there's no limited duration when using the ring.
cast the spell. Once a spell is cast from a scroll, the
Water Walking: Any character wearing this ring can magical writing for that spell disappears.
walk on water as if it were solid, dry land.
When determining the contents of a scroll of spells,
Weakness: This is a cursed ring; once put on, it can roll first to find the type of spells by class, then roll to
be removed only with remove curse. Over the course of determine the spell level of each spell.
6 rounds, the wearer’s STR drops to 3 and all attacks
and damage are rolled with a penalty of –3 (minimum of
1 hp of damage is dealt). Cursed Scroll
Wishes: A variable number of wishes (1d4) are A cursed scroll inflicts a horrible curse upon the
granted to the wearer of this ring. The wishes function as reader. The Labyrinth Lord has considerable flexibility in
the spell of the same name and can be used at any time. determining the effects of the curse. A curse may only be
Once the wishes are used, the ring becomes non- removed with the spell remove curse. The Labyrinth
magical. Lord might also allow the curse to be lifted if the
X-Ray Vision: One time per turn, the wearer can character performs a special quest. Some possible curses
see through stone up to 30’. The range is 60’ if looking are provided below, but any similar curse might be used
through wood and other low-density material. A 10 instead.
square foot area (100 square feet) can be visually
examined each turn. Any secret doors, hidden recesses, CURSED SCROLL
or traps will be evident. This activity takes full Roll d12 Effect
concentration. Lead or gold blocks x-ray vision. 1 The victim loses a random magic item.
2 One random ability score suffers a –4 penalty.
Scrolls 3 The victim may not gain new experience.
4 The victim’s level is reduced by 1.
Most scrolls are pieces of parchment imbued with the
magical writings off fireballs discharges a fireball as the The victim is polymorphed as polymorph
5
spell. It deals 6d6 hp of damage unless the victim(s) other, into a small animal.
succeed in a saving throw versus wands, reducing 6 The victim is rendered blind.
damage to half. One charge is expended per usage. Victim ages 10 years, and 5 years every day
7
thereafter.
Infernal unseen shackles weigh down the victim,
8
Scroll of Spells reducing movement by ½.
Bleeding: the victim bleeds excessively from
A scroll of spells is found with 1 to 8 spells written on 9 cutting/stabbing wounds, taking +2 damage per
it. About 3/4 of all spell scrolls contain wizard/elf/ hit..
brownie spells, and the remaining contains cleric spells. 10 Victim cannot recover spells after rest.
Scrolls containing wizard/elf spells can only be read by Victim appears as the opposite alignment to
11
employing the spell read magic; the spells are only detection spells.
usable by wizards and elves. Scrolls with cleric spells can 12
Victim saves vs. petrification or turn to stone if
be read without special deciphering but are usable only they see their reflection.
by clerics.
A spell may be cast even if it's not normally usable by
a spell caster of the reader’s level. These spells are cast is
if from a spell caster of the minimum level required to
132
Scrolls of Warding
These scrolls are usable by all classes. When the
magical words of warding are read aloud, they disappear
from the page and the reader is surrounded by a 10’
radius area of protection against the type of creature
indicated. The area is centered on the reader and moves
wherever they move. This protective barrier stops the
creature type from entering but not from attacking with
missile weapons or spells. The circle of protection lasts
until the reader dismisses it or if anyone within the circle
attempts to attack a creature of the type protected
against with a hand weapon.
Ward against Elementals: A ward against
elementals scroll wards against all elementals for 2 turns,
subject to the rules governing warding scrolls. Rods, Staves, and Wands
Ward against Lycanthropes: For 6 turns, this scroll Rods and staves are collectively referred to as
wards against all lycanthrope forms. The protective “devices.” Rods are sometimes usable by any class, but
barrier can repel a number of lycanthropes based on many are restricted to certain classes. Wands may only
their number of HD. If the lycanthropes have hit dice 3 be used by wizards and elves. A staff may be usable by
WARD AGAINST LYCANTHROPES either wizards/elves or clerics, depending on the kind of
HD Number staff. These magic items generally use a “charge” when
their effect is triggered, and each item has a limited
3 or fewer 1d10
number of charges. A rod contains 2d6 charges when
4 or 5 1d8 found, a staff 3d10 charges, and a wand 2d10 charges.
6 1d6 Exceptions are noted in the item descriptions.
7+ 1d4 Physically these three types of magic items differ
primarily by size. Wands are small and thin, being about
or fewer, 1d10 of their number are repelled. If they have 18” long. Staves are larger, being 6’ long with a 2”
4 or 5 HD, 1d8 are repelled. If the lycanthropes have 6 diameter. Rods are somewhere in-between these two
HD or above, then 1d4 are repelled. kinds of items, being about 3’ long. When a staff is
Ward against Magic: A barrier is created against all described, the name of the item is followed by either “C”
spells and spell-like effects from devices or monsters. The if it's usable by a cleric or “MU/E” if it's usable by elves
barrier’s duration is 1d4 turns. This effect cannot be and wizards.
dispelled or otherwise removed except through a wish. Rod of Cancellation: This item is feared by those
Ward against Undead: For 6 turns, the scroll wards
against all forms of undead. The protective barrier can ROD OF RESURRECTION
repel a number of undead, based on their number of Charges Character Type
HD. If they have hit dice of 3 or fewer, 2d12 of their 5 Brownie
number will be repelled. If they have 4 or 5 HD, 2d6 of 4 Cyclops
their number will be repelled. If the undead have 6 HD
2 Cleric
or above, then 1d6 of their number are repelled.
4 Dwarf
7 Elf
Treasure Maps 3 Fighter
The value of hidden hoards varies considerably. The 3 Halfling
Labyrinth Lord constructs the map and determines the 1 Human (0 level)
treasure ahead of time. The map is likely to lead to 4 Magic-user
treasure within relative proximity or may lead to another, 4 Thief
sometimes remote, location. Difficulty attaining the
treasure should reflect its value. There may be traps, who value their magic items, for with one touch of this
riddles, or other challenges. The map itself may be rod, a magic item permanently loses all of its power and
enchanted requiring read magic to decipher. becomes an ordinary item. When attempting to strike an
item on an opponent’s person, treat the attack as if it
needs to hit an DAC 9 (AAC 10). The Labyrinth Lord,
depending on the circumstances, may adjust this value.
This rod is usable once and may not be recharged.
133
Rod of Resurrection [C]: A cleric of any level may release. The serpent returns to the owner and to staff
use this rod 1 time per day to raise beings from the dead form after it has constricted around an opponent. All
as per the resurrection spell. Using this rod does not damage sustained is automatically healed. If the snake is
require rest after expending charges. Different kinds of slain, it doesn’t return to staff form; the staff is destroyed.
characters may be resurrected, and each type requires a Wand of Cold: A chilling cone 60’ long and 30’
different number of charges. When all charges from the wide at the terminal end is discharged. Any beings within
rod are used, it crumbles into dust. the cone of cold suffer 3d6 hp damage unless they
Staff of Commanding [C]: This staff may be used succeed a saving throw versus wands, which reduces
to command plants, animals, and humans in the same damage to half. One charge is expended per usage.
manner as the rings command human, animal Wand of Detecting Enemies: This wand makes
command, and command plant. Each use requires 1 any enemies of the wielder within 60’, whether invisible
charge. or hidden, surrounded by a fiery glowing aura. This
Staff of Healing [C]: This staff does not employ effect requires 1 charge.
charges. It heals 1d6+1 hit points of damage but can Wand of Detecting Magic: This wand makes any
only be used 1 time per creature per day. This staff may magic item within 20’ surrounded by a blue glowing
heal an unlimited number of creatures in a day. aura. This effect requires 1 charge.
Staff of Power [MU/E]: This powerful staff has Wand of Detecting Metals: After expending one
several abilities. First, it can be used to cast the spells charge, the wand points in the direction of any
cone of cold, lightning bolt, and fireball (each dealing concentration of metal weighing 100 lbs or more within
8d6 hp damage). In addition, the staff may be used to 20’. The wand wielder is intuitively aware of the kind of
cast continual light and telekinesis (with a weight limit of metal detected.
250 lbs). Finally, this staff can be used with the same
Wand of Detecting Secret Doors: This wand
effect as a staff of striking.
points to any and all secret doors within 20’. One charge
Staff of Striking [C]: With the expenditure of 1 is expended per usage.
charge and a successful attack roll, this staff can be used
Wand of Detecting Traps: This wand points to any
to strike an opponent for 2d6 hit points of damage.
and all traps within 20’. One charge is expended per
Staff of Withering [C]: This staff functions as a +1 usage.
staff that deals 2d4+1 hp of damage when using a
Wand of Device Negation: The wielder may
charge. By using 2 charges and successfully striking an
choose a wand, rod, or staff from an opponent,
opponent, the staff ages a victim by 10 years. If 3
rendering it powerless for 1 round. The item is powerless
charges are spent, one of the victim’s limbs shrivels into
on the same round the wand of negation is used.
a mummified, useless member (saving throw versus spell-
Therefore, the action to use this wand must be
like devices is allowed). The aging effect automatically
announced prior to determining initiative. One charge is
kills most creatures with a short lifespan. Effects of spent
expended per usage.
charges are cumulative, such that if 3 charges are used,
the victim not only receives damage but is also aged and Wand of Fear: A cone 60’ long and 30’ wide at the
has a withered limb. terminus is discharged. Any being in the area of effect
becomes fearful and flees for 30 rounds with MV three
Staff of Wizardry [MU/E]: This staff functions as a
times the normal rate per round. One charge is
+1 staff. In addition, the staff may be used to cast the
expended per usage.
spells conjure elementals, invisibility, passwall, and web.
It has a similar spell-like effect of a djinn to create a Wand of Fireballs: A wand of fireballs discharges a
whirlwind. It can also be used as a wand of paralyzation. fireball as the spell. It deals 6d6 hp of damage unless the
Each of these abilities requires 1 charge. The staff may victim(s) succeed in a saving throw versus wands,
be broken for a final blow. The results of a final blow reducing damage to half. One charge is expended per
depend on the number of charges in the staff. For each usage.
charge, 8 hit points of damage are dealt in a grand Wand of Illusion: The wielder creates the effects of
fireball to all monsters and characters (even the owner of the spell phantasmal force. Refer to this spell for the
the staff) within 30’. The staff is then broken and useless. effects and concentration requirements. While
Staff of the Serpent [C]: This staff does not employ concentrating on an illusory effect, the wielder can move
charges. It strikes as a +1 staff. The user can command at half movement. If they are struck in combat, all
the staff to grow into a giant constrictor snake (AC 5, concentration is lost and the illusion instantly fades
HD 3, hp 20, MV 20’) and constrict around a victim. away.
The command is uttered as the staff strikes a victim. The Wand of Lightning Bolts: A wand of lightning bolts
victim must succeed in a saving throw versus spell-like discharges a lightning bolt as the spell. It deals 6d6 hp of
devices or is held immobile by the constricting snake for damage unless the victim succeeds in a saving throw
1d4 turns or until the owner commands the snake to
134
versus wands, reducing damage to half. One charge is Two human-size characters can fit inside. The
expended per usage. apparatus operates effectively in water depths of up to
Wand of Magic Missiles: This wand fires one or 900’ and contains sufficient air for a crew of two to
two magic missiles (user’s choice) per round as the endure for 1d4+1 hours (twice that duration for a lone
wizard/elf spell of the same name. The missiles inflict occupant). When activated, the apparatus takes on an
1d6+1 hp damage each and always strike. Each missile appearance reminiscent of a large lobster.
expends 1 charge. Bag of Devouring: This magical bag is the size of a
Wand of Paralyzation: A cone 60’ long and 30’ small sack. After 6+1d4 turns, all items placed inside
wide at the terminus discharges. Any beings within range vanish and are permanently lost. The bag must be fully
are become paralyzed for 6 turns unless succeeding a closed for this effect to take place.
saving throw versus wands. One charge is expended per Bag of Holding: This appears to be a common
usage. small sack. The bag of holding opens into a
Wand of Polymorphing: A wand of polymorphing nondimensional space. Inside is larger than its outside
produces effects of the spells polymorph others or dimensions. It’s large enough to fit an object 10’×5’×3’.
polymorph self, which is determined by the wielder just The bag weighs a maximum of 60 lbs but holds up to
before each use. The recipient is granted a saving throw 1,000 lbs.
versus wands; success negates the effect. A willing target Boat, Folding: A folding boat initially appears as a
can forgo a saving throw. One charge is expended per compact wooden box measuring 12’ in length, 6’ in
usage. width, and 6’ in depth. It functions as a storage
container for items. Upon speaking a command word,
the box unfolds and transforms into a boat that is 10’
long, 4’ wide, and 2’ deep.
Uttering another command word causes it to further
expand into a ship measuring 24’ in length, 8’ in width,
and 6’ in depth. Items previously stored within the box
now reside within the boat or ship. When in its smaller
Miscellaneous Magic Items form, the boat includes a pair of oars, an anchor, a mast,
and a lateen sail.
Amulet versus Crystal Balls and ESP: This amulet
grants the wearer immunity to detection from a crystal In its larger form, the ship features a deck, rowing
ball and the effects of ESP. seats, multiple oars, a steering oar, an anchor, a cabin,
and a mast with a square sail. The boat accommodates
Apparatus of the Crab: The apparatus is an an up to four individuals comfortably, while the ship can
iron object resembling a barrel. It has a hatch that can be carry 15 passengers with ease. A final command word
opened with a concealed switch. Anyone crawling inside causes the boat or ship to revert back into a box. The
finds 10 levers. The device has the following necessary command words might be visible or concealed
characteristics: hp 200; MV 30’ forward, 60’ backward; on the box, or they could require discovery through
DAC 0 (AAC 19); DG 2d6, 2 pinchers. The operator interaction with NPCs or quests.
may attack with the pinchers using their own to-hit
number. On a successful hit, there's a 1-5 chance on Boots of Levitation: On command, these leather
1d20 that both pinchers hit. One pincher deals 2d6 hp boots allow the wearer to levitate as the spell. The
damage, and both deal 4d6. This attack ignores the duration is indefinite.
opponent’s armor contribution to AC, but DEX Boots of Speed: These boots allow the wearer to
modifiers do apply. move 240’ per turn for up to 12 hours. The wearer is
exhausted after this activity and is required to rest for 24
APPARATUS OF THE CRAB
hours.
Lever Lever Function
Boots of Traveling and Springing: The wearer
1 Extend/retract legs and tail
need not rest if engaged in ordinary movement.
2 Uncover/cover forward porthole Furthermore, they may spring up to 10’ high to a
3 Uncover/cover side portholes distance of 30’.
4 Extend/retract pincers and feelers Bowl of Commanding Water Elementals: This
5 Snap pincers bowl is used to summon and control one water
6 Move forward/backward elemental per day as the spell conjure elemental. The
7 Turn left/right user must ready the magic item and conduct rituals that
8 Open “eyes” with continual light inside/close “eyes” take 1 turn prior to summoning. The summoning itself
takes but 1 round. Once an elemental is summoned, the
9 Rise/sink in water (levitate)
conjurer is required to continue concentration to give
10 Open/close hatch commands.
135
Bracers of Armor: These bracers grant the wearer Additionally, it can dispel a hold portal spell or an
an AC as though they were wearing armor. One bracer arcane lock cast by a wizard of 15th level or lower. To
without its match grants no magic properties, and no employ the chime, the user must point it at the target
other armor may be worn in addition (magical or non- they wish to unlock or open (which must be visible and
magical). Dexterity modifiers do apply. The protection known). After striking the chime, a clear tone resonates,
offered can be combined with other magical effects that and within 1 round, the targeted lock is unlocked, the
alter AC, such as a ring of protection or cloak of shackle is released, the secret door opens, or a chest lid
protection. Roll on the table below to determine which is lifted.
kind of bracers are found. Note that each use of the chime can only open one
Some of these (5%) are cursed, lowering the wearer’s type of lock or barrier. For instance, a chest that is
DAC to 9 (AAC 10), regardless of DEX modifiers or chained, padlocked, locked, and arcane locked would
magical means of lowering AC. The wearer won’t realize require four uses of the chime to fully unlock it. However,
the bracers are cursed until entering combat. They may if a silence spell is in effect, the chime's power is nullified.
only be removed with the spell remove curse. Each use consumes a charge, and a chime of opening
typically holds 2d4×10 charges before becoming
BRACERS OF ARMOR unusable.
Roll d00 DAC/AAC Cloak of Protection: This magical cloak appears to
01-06 8/11 be an ordinary brown cloth or leather cloak. The cloak
07-16 7/12 functions much like a ring of protection, offering a bonus
to the wearer’s AC and all saving throws. These bonuses
17-36 6/13
are cumulative if the cloak is worn with a ring of
37-51 5/14 protection.
52-71 4/15
72-86 3/16 CLOAK OF PROTECTION
87-00 2/17 Roll d00 Bonus
01-80 1
Brazier of Commanding Fire Elementals: This 81-91 2
brazier is used to summon and control one fire elemental
92-00 3
per day as the spell conjure elemental. The user must
ready the magic item and conduct rituals that take 1 turn Crystal Ball: A wizard or elf may use this coveted
prior to summoning. The summoning itself takes but 1 magic item to see distant places, people, or objects.
round. Once an elemental is summoned, the conjurer is Anything may be viewed for up to 1 turn, 3 times per
required to continue concentration to give commands. day. The user is unable to communicate with those they
Brooch of Shielding: A brooch is made if precious observe and cannot affect them magically or otherwise.
metal, made to secure a cloak or cape. Its practical Crystal Ball with Clairaudience: This kind of
function aside, it has the unique ability to absorb magic crystal ball has all of the properties of the ordinary one
missiles generated by spells, devices, or spell-like abilities. but also grants the ability to hear any noise or
The brooch can withstand absorbing up to 101 hit points conversation at the location observed.
(cumulative) damage from magic missiles. Then it
Crystal Ball with ESP: This kind of crystal ball has
crumbles to dust and loses its magical properties.
all of the properties of the ordinary one but also grants
Broom of Flying: This magical broom of legend can the ability to hear the thoughts of one being observed,
fly with one rider up to 240’ per turn. Two riders may be just as the spell ESP.
carried with reduced speed to 180’ per turn.
Cube of Force: This device is about 1 inch across,
Censer of Controlling Air Elementals: This censer and is crafted from materials like ivory, bone, or hard
is used to summon and control one air elemental per
day as the spell conjure elemental. The user must ready CUBE OF FORCE
the magic item and conduct rituals that take 1 turn prior Cube Charge Cost Maximum
summoning. The summoning itself takes but 1 round. Face per Turn Speed Effect
Once an elemental is summoned, the conjurer is 1 1 10’
Keeps out gases,
required to continue concentration to give commands. wind, etc.
Keeps out nonliving
Chime of Opening: This chime is a slender mithral 2 2 80’
matter
tube, approximately 1’ long. When struck, it emits Keeps out living
magical vibrations that have the power to open locks, 3 3 60’
matter
doors, lids, and various barriers. The device is effective 4 4 40’ Keeps out magic
against normal barriers like bars, shackles, chains, and 5 6 30’ Keeps out all things
bolts.
6 0 As normal Deactivates
136
minerals. It grants the wielder the ability to generate a smaller creatures. To halt the water flow, the command
specialized wall of force with dimensions of 10’ on each word must be spoken again.
side, effectively creating a cubic barrier. This protective Displacer Cloak: This item appears to be a normal
cube moves along with the user and is completely cloak, but when donned its magical properties distort
resistant to the types of attacks listed in the and warp light waves. All opponents suffer –2 to hit the
accompanying table. wearer. In addition, the wearer receives +2 to saving
The cube is endowed with 36 charges, which are throws versus wands, spells and spell-like devices, and
replenished daily. Activating a particular type of barrier petrify.
or deactivating the device involves pressing one face of Drums of Panic: A set of unassuming kettle drums,
the cube. Each type of barrier requires a specific number each about 1½ feet in diameter and placed on stands.
of charges to be sustained for each turn (or fraction of a They are typically found in pairs. When both drums are
minute) it remains active. While an effect is in operation, sounded simultaneously, an effect is triggered that affects
the user's movement speed is capped at the maximum all creatures within 240’, except those within a 10’ radius
value indicated on the table. safe zone around the drums. This effect induces fear in
Additionally, spells that target the integrity of the the affected creatures, causing them to flee for 30
screen have an extra charge-draining effect. These spells, rounds. The rate of movement during this period is triple
listed below, consume charges from the device, although their normal speed.
their effects are unable to breach the barrier. Conversely, Those subjected to this effect have the option to make
these effects deplete charges if they originate from within a saving throw versus spells to resist its influence.
the barrier, but they cannot extend beyond it. Alternatively, the Labyrinth Lord may decide to allow a
Cube of Frost Resistance: By pressing one of its morale check with a penalty of -2 as an alternative
sides, this cube can be either activated or deactivated. means of resistance.
When activated, it generates a cube-shaped zone with Dust of Appearance: This delicate powder
dimensions of 10’ on each side. This area is centered on resembles fine metallic dust, and is easily mistaken for
the possessor or on the cube itself if the item is such. When a handful is tossed into the air, all objects
positioned on a surface. Regardless of external within a 10’ radius become coated with the substance.
conditions, the temperature within this zone remains at a This effect renders invisible objects visible once more.
minimum of 65° F. Alternatively, if the dust is blown through a tube, it forms
The generated field has the ability to absorb and a cone-shaped area, with dimensions of 20’ in length
neutralize all cold-based attacks directed towards it. and 15’ in width at the end of the cone.
However, if the field is subjected to a cumulative total of The dust's properties extend to countering the effects
over 50 points of cold damage within a single turn, of certain spells and magical items, including mirror
whether from a single attack or multiple sources, it image, cloak of displacement, and elven cloaks. The
collapses into its compact form and cannot be influence of the dust remains active for a duration of
reactivated for a duration of 1 hour. If the field absorbs 2d10 turns. It is commonly stored in small silk packets or
more than 100 points of cold damage in a single turn, hollow bone tubes, and adventurers might come across
the cube is irreparably destroyed. quantities of 5d10 of these tubes or packets at a time.
Decanter of Endless Water: When the stopper is Dust of Disappearance: This dust bears a striking
removed from this seemingly ordinary flask and a resemblance to dust of appearance and is usually stored
specific command word is spoken, it releases a in a similar fashion. When applied to a creature or object
controlled flow of either fresh or saltwater. Different through touch, it bestows invisibility upon them. Dust of
command words dictate the type, quantity, and speed of disappearance renders the affected beings or items
the water being released: completely invisible to all forms of vision and impervious
▶ "Stream" results in a steady flow of 1 gallon per to detection by magical means, including spells like
round. detect invisible.
It's notable that dust of appearance can unveil entities
▶ "Fountain" produces a 5’ long stream, delivering 5 made invisible by dust of disappearance. The invisibility
gallons per round. granted by the dust of disappearance has a duration of
2d10 turns. Importantly, engaging in attacks or other
▶ "Geyser" creates a forceful 20’ long stream, 1 foot actions does not dispel the invisibility caused by the dust.
wide, releasing 30 gallons per round. Efreeti Bottle: Crafted usually from brass or bronze,
It's important to note that the geyser effect generates with a lead stopper adorned with distinctive seals, this
significant back pressure. To avoid being knocked down, item holds a unique power. Once every day, the bottle
the user should be positioned on stable ground and can be unsealed. When opened, an efreeti within is
braced. The force of the geyser is capable of killing released, compelled to serve the wielder faithfully for a
span of up to 101 days, or until the efreeti meets its end.
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Throughout this period, the efreeti follows the owner's additional 100 pounds. Both gauntlets must be worn
commands diligently. simultaneously for their magical effects to work.
Following the completion of 101 days of service, the Girdle of Giant Strength: A girdle of giant strength
efreeti is free to return to its native abode in the City of confers the strength of a hill giant. The wearer attacks as
Brass. At this point, the magical properties of the bottle an 8 HD monster or as their own class and level,
wane, and it reverts to being an ordinary, non-magical whichever is better. Furthermore, all damage inflicted is
container. doubled.
Elven Cloak: This cloak is made by the magical and Helm of Alignment Changing: This ornate helmet
nimble hands of elves and grants the wearer a measure instantly changes the wearer’s alignment. The change is
of invisibility. Any observer notices the wearer with a roll random. The helmet cannot be removed except by the
of 1 on 1d6. However, any benefit of invisibility is lost if spell remove curse. The wearer won’t desire to remove it,
the wearer attempts an attack. but once it has been taken off, they revert back to their
Elven Boots: These fine leather boots are made with original alignment.
the magical craftsmanship of elves and grant the ability Helm of Comprehend Languages and Read
to move completely silently. Magic: Taking on the guise of an ordinary helmet, this
Eyes of Charming: When placed over the eyes, enchanted headgear grants the wearer the ability to
these twin crystal lenses possess a unique power. By comprehend languages and read magic. With this power,
locking gazes with another individual, the wearer can the wearer can understand spoken words from any
cast charm person upon them, affecting one target per creature and decipher text in any language or magical
round. Those who fail their saving throw versus spells script.
become charmed, similar to the effects of the spell. It's worth noting that comprehending a magical text
If both lenses are worn, the target's saving throw is doesn't necessarily grant the ability to cast spells, unless
penalized by -2. Wearing just one lens, on the other the magic contained within aligns with the character's
hand, grants a +2 bonus to the target's saving throw. class and level.
Eyes of the Eagle: Crafted from a unique crystal Helm of Telepathy: The wearer can read the
material, these items are designed to be worn over the thoughts of a being within 90’ at will. Furthermore, they
eyes of the user. These lenses allow vision 100 times can send a telepathic message to anyone whose surface
further than normal. Wearing only one of the pair makes thoughts they read (allowing two-way communication).
a character dizzy and stunned for 1 round. Thereafter, Use of this helm requires full concentration. No other
the wearer can use the single lens so long as they cover movement or actions are possible.
their other eye. Helm of Teleportation: When adorned, this device
Eyes of Petrification: Crafted from a unique crystal bestows the ability to teleport up to three times per day,
material, these items are designed to be worn over the replicating the effects of the teleport spell.
eyes of the user. After donning the eyes, the wearer Horn of Blasting: This horn looks like a normal
instantly turns to stone as the spell with no saving throw. trumpet. When the instrument is played, it deals 2d6 hp
About 1/4 (01-25 on d00) of these eyes allow the wearer damage once per turn to creatures within a cone 100’
to use a petrification gaze attack. Both lenses must be long and 20’ wide at its terminus. The horn deafens
worn for the magic to be effective. The victim is allowed creatures for 2d6 rounds (a saving throw negates this
a saving throw versus petrify. effect). Other objects may take damage in other ways, at
▶ No magical eyes may be combined for multiple the Labyrinth Lord’s discretion. For example, a blast
may completely level a small hut, but a portion of stone
effects. wall 10’ wide might take three or four horn blasts.
Flying Carpet: A flying carpet is enchanted to fly by Medallion of Thoughts: This looks like a normal
command with passengers. If carrying one passenger, pendant disk hung from a neck chain.Typically crafted
the carpet may move up to 100’ per round. If carrying from materials like bronze, copper, or silver, this
two or three passengers, this is reduced to 80’ or 60’ per medallion enables the wearer to read the thoughts of
round, respectively. The carpet can carry no more than others.
three human-sized passengers. The thoughts of any being within 30’ can be read
Gauntlets of Ogre Power: Fashioned from durable after concentrating for 1 round. A saving throw versus
leather, these gauntlets feature iron studs along the back spells is allowed to negate the effect. The wearer may
of the hands and fingers. They bestow STR18, providing move at full speed but is unable to cast spells or attack
all associated bonuses to attack and damage rolls. while concentrating. There's a 1 in 6 chance (roll 1 on
Additionally, the wearer gains the ability to deal 1d4 1d6) that, unknown to the user, their thoughts are heard
hit points of damage with a punch. The gauntlets also by all beings within 30’ instead of the usual effect.
grant the wearer the strength to lift and carry an
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Medallion of Thoughts (90’): This medallion Stone of Controlling Earth Elementals: This
functions as a medallion of thoughts but has a range of small stone may be used to summon and control one
90’ rather than 30’. earth elemental per day as the spell conjure elemental.
Mirror of Life Trapping: This mirror typically The user must ready the magic item and conduct rituals
measures 4’ square and is framed in metal or wood. A taking 1 turn prior to summoning. The summoning itself
mirror of life trapping holds 20 nonspatial takes but 1 round. Once an elemental is summoned the
extradimensional compartments. Any human-sized or conjurer must continue concentration to give
smaller creature looking into the device must make a commands.
saving throw versus spells or be trapped within the
mirror in one of the cells. Weapons, Armor, & Swords
A creature is taken bodily into the mirror. The victim’s
equipment (including clothing and anything carried)
follows as well. The mirror no longer traps new Weapons and Armor
observers when filled to capacity. Anyone may call the Magical weapons and armor follow the same class
reflection of trapped creatures to the surface and engage restrictions as all normal weapons and armor. Magic
the powerless prisoner in conversation. If the mirror is items have a “+” value, or if cursed they have a “–”
broken, all victims are freed. negative value. When an item has a plus, such as a
Mirror of Opposition: Resembling an ordinary dagger +1, this means that rolls to hit and damage
mirror of dimensions about 4’ long and 3’ wide, this item receive a +1 bonus. Armor with a plus will improve the
holds a curious power. When a creature is reflected in its AC by the amount specified. For example, leather armor
surface, an exact duplicate emerges. This duplicate +1 would reduce DAC to 7 from 8 (or AAC 12 from 11).
swiftly engages in attacking the original. Possessing all Cursed items have the opposite effect, incurring
the attributes and abilities of the original, including penalties based on the negative value provided. Cursed
magical powers and possessions, the duplicate vanishes items can only be disposed of with a dispel evil or
along with its items upon the defeat or demise of either remove curse spell. The owner won’t believe the item is
itself or the original. cursed and resists efforts to remove or dispose of the
Necklace of Adaptation: This necklace has a item until one of these spells is cast. Furthermore, the
platinum medallion suspended from a sturdy chain. Its possessor prefers to use this weapon in combat above
enchantment envelops the wearer within a protective any other.
bubble of breathable air, rendering them invulnerable to Magical armor of the non-cursed variety is lighter and
noxious fumes and harmful gases. This magical shell also less cumbersome than other armor. Refer to the table
permits the wearer to endure airless surroundings for up below for magical armor weights and for rolling up the
to a week without harm. kind of armor found by a party.
Rope of Climbing: This magical rope of climbing is
as slender as a wand but possesses the strength to bear a
weight of up to 1,000 lbs. When commanded, the rope WEAPONS AND ARMOR
extends in various directions (user choice) at a speed of Armor Types
10’ per round, securing itself firmly at the desired Roll Armor Unmodified Magic
location. It can also disengage and retract in a similar d00 Type DAC/AAC Weight (lbs)
manner. To activate its magic, a creature needs to grasp 01-10 Plate mail 3/16 25
one end of the rope. 11-30 Splint mail 4/15 20
Scarab of Protection: This device is a beetle- 31-60 Chain mail 5/14 20
shaped silver medallion. The scarab’s possessor gains 61-67 Scale mail 6/13 15
immunity to ray of death and any curse, irrespective of 68-85 Studded leather 7/12 15
the source. This scarab disintegrates once it’s absorbed 86-90 Leather 8/11 10
2d6 of these attacks. 91-95 Padded 8/11 5
Swords
Swords and other weapons may have additional
effects. They may have more than one bonus listed,
where the first applies to all attacks and damage, the
second to an exclusive group of creatures. Some of these
are detailed below; others listed in the treasure tables are
self-explanatory. Some weapons grant other powers
explained below.
139
Sword +1, Flame Tongue: This sword is +2 against SLAYING ARROW
regenerating monsters, +3 against avian monsters or Roll 1d20 Type † Type
monsters with a cold-based attack or are immune to fire. 1 Avians 11 Giant animals
This sword is +4 against all undead. The sword bursts 2 Chimera 12 Golems
into flame upon command. It provides the same light as
3 Clerics 13 Halflings
a torch and can ignite anything flammable.
4 Dragons 14 Magic-users
Sword +1, Life Drinker: On command, this sword 5 Dwarves 15 Mammals
drains 1 hit die or 1 life level from any target. The sword
6 Efreeti 16 Reptiles
has 1d4+4 charges; each use of this ability drains 1
charge. Once all charges are expended, the weapon 7 Elementals 17 Sea creatures
performs as a normal sword +1. 8 Elves 18 Spiders
9 Fighters 19 Thieves
Sword +1, Locate Objects: The wielder may locate
objects as the wizard/elf spell 1 time each day, to a 10 Giants 20 Undead
range of 120’.
Sword +1, Luck Blade: This sword grants its Sapient Swords
possessor +1 on all saving throws. In addition, a luck
blade contains 1d4+1 wishes. When the last wish is used, Particularly powerful magical swords are sometimes
the sword retains its other magical properties. sapient, or thinking and intelligent entities. These
weapons have motivations of their own and may or may
Sword +1, Wish Blade: This sword +1 contains 1d4 not be hostile to their wielder. The Labyrinth Lord plays
wishes. Refer to the wizard spell wish for guidelines on the personalities of these items in the same manner as
granting wishes. Once the wishes are expended, the an NPC. To create a sapient sword, refer to the
sword performs as a normal sword +1. categories below, which include Mental Character and
Sword +2, Charm Person: In addition to Alignment, and Powers.
functioning as a sword +1, this sword grants the wielder
the ability to charm person, as the wizard/elf spell, 3
times in a week. Mental Character and Alignment
Sword +3, Frost Brand: This sword is +6 against Intelligence and Languages
monsters that live in a hot environment or use a fire-
based attack. The sword sheds light as a torch when the The first step to creating a sapient sword is rolling for
temperature drops below 0° F. At such times, the light its Intelligence. The Intelligence attribute score will
cannot be turned off and it can’t be concealed when determine how many additional powers the sword
drawn. Its wielder is protected from fire in the same possesses. Consult the table below.
manner as wearing a ring of fire resistance. A frost brand When a sword communicates through communion,
extinguishes all non-magical fires in a 10’ area when no actual words are exchanged, but the wielder becomes
touched to a flame. intuitively aware of the powers the sword possesses and
how they are employed. A sword capable of verbal
communication produces an audible voice and speaks to
Other Magic Weapons those around it. Sapient swords capable of read magic
War Hammer +2, Dwarven Thrower: When do so as the wizard/elf spell, but the ability is always
wielded by a dwarf, the warhammer functions as +1 active. Furthermore, swords with the ability to read
(resulting in a total bonus of +3) and acquires the magic may also read the ordinary written language of
returning special ability. It can be hurled to 60’, dealing any languages known.
triple damage against giants, ettins, ogres, and trolls. It In addition to its alignment language, sapient swords
does double damage when thrown against any other understand a number of languages determined below.
target.
Arrow +3, Slaying Arrow: This arrow +3 is keyed
to a particular type of creature, killing it instantly with no
saving throw. Against any other target, the arrow SAPIENT SWORD LANGUAGES
functions as an arrow +3. These arrows are often Roll 1d20 Languages Known
adorned with decorations implying which creature they 01-10 1
slay. To determine the type of creature, roll on the table 11-14 2
below. The Labyrinth Lord may add to this list or choose 15-17 3
an appropriate creature type for the situation. 18 4
19 5
Roll twice and combine,
20
ignoring this result
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Alignment Usually the duration of control will be for several rounds
Every sapient sword has an alignment that is until the task is completed.
undetectable until the sword is touched. A character may
only wield a sword of like alignment. If attempting to Sapient Sword Motivations
handle a sword of differing alignment, a PC will suffer There's a 5% probability that sapient swords have a
damage each round. The severity is related to degree of particular motivation (roll 01-05 on d00). Motivations
difference. For each degree of difference, the character involve the destruction of particular creatures, classes, or
suffers 1d6 hp damage. For example, a chaotic sword alignments. If a sword has a motivation, raise its INT and
inflicts 1d6 hp damage to a neutral character; it will psyche each to 12. When a sapient sword is used to
inflict 2d6 hp damage to a lawful character. A neutral attack a being fitting its motivation, a special power is
sword will only ever inflict 1d6 hp of damage. Roll on the used against the opponent. These powers are
chart below to determine a sapient sword’s alignment. determined by the alignment of the sword. A chaotic
sword turns a lawful opponent to stone. Likewise, a
SAPIENT SWORD ALIGNMENT lawful sword paralyzes a chaotic opponent. Saving
Roll d00 Sword Alignment throws versus spells are allowed for each of these effects.
01-10 Chaotic A neutral sword grants the wielder +1 to all saving
11-30 Neutral throws when combating a creature of the motivational
31-00 Lawful type (regardless of its alignment).
141
be holding the sword and concentrating on the effect. All SPELL-LIKE POWERS
of the detection powers may only be used once in a Roll d00 Power Additional Details
round, and all spell-like powers can be used 3 times in a As clairvoyance below, but
day. Roll on the detection powers table and ignore 01-10 Clairaudience
audible instead of visual
identical results, if required to roll more than once. The 11-20 Clairvoyance As the magic-user spell
same holds true if required to roll on the spell-like powers 21-25 Double damage See below*
table. 26-35 ESP As the magic-user spell
As the magic-user spell, for 3
SAPIENT SWORD POWERS 36-40 Fly
turns
Roll Detection Spell-like 41-45 Regenerate See below**
1d6 INT Powers Powers Communication 46-50 Levitate As magic-user spell, for 3 turns
1 7 1 0 Communion 51-57 Phantasmal Force As the magic-user spell
2 8 2 0 Communion As the magic-user spell, up to
58-67 Telekinesis
3 9 3 0 Communion 200 pounds
4 10 3 0 Verbal 68-77 Telepathy As a helm of telepathy
78-86 Teleportation As the magic-user spell
5 11 3 0 Verbal, Read Magic
87-96 X-Ray Vision As a ring of x-ray vision
6 12 3 1 Verbal, Read Magic
97-99 Roll twice
00 Roll three times
Pregenerated Hoard Classes *Damage is doubled for 1d10 rounds. This result can be
combined if rolled more than once. If rolled twice, damage is
The following tables are provided for the referee’s x4, if rolled three times, damage is x6. This effect does not
convenience. These pregenerated treasures may be used influence the roll to hit.
for quick treasure generation during play. Magic items **The sword can regenerate hit points with a rate of 1 hp per
round, to a maximum of 6 hp per day. This table result can be
are indicated, but must be customized by the Labyrinth combined if rolled more than once. If rolled twice, up to 12 hp
Lord. may be healed, if rolled three times, up to 18 hp may be
healed. Note that the rate of healing does not change.
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PREGENERATED HOARD CLASSES
d10 XVI d10 XVII d10 XVIII
GP: 28,000, PP: 3, Gems: 11, SP: 18,000, EP: 7,000, GP: 11,000, CP: 3,000, SP: 8,000, EP: 3,000,
1 Jewelry: 6, Magic: 5 any 4, 1 1 PP: 1, Gems: 23, Jewelry: 11, Magic: 5 1 GP: 6,000, Gems: 7, Magic: 4 any 3,
scroll any 3, 1 potion, 1 scroll 1 scroll
GP: 30,000, PP: 5, Gems: 15, SP: 15,000, EP: 8,000, GP: 9,000, PP: CP: 2,000, SP: 7,000, EP: 2,000,
2 Jewelry: 8
2 2, Gems: 24, Jewelry: 12
2 GP: 5,000, Gems: 6
GP: 32,000, PP: 4, Gems: 13, SP: 19,000, EP: 6,000, GP: 12,000, CP: 4,000, SP: 6,000, EP: 4,000,
3 Jewelry: 7, Magic: 5 any 4, 1 3 PP: 3, Gems: 22, Jewelry: 10, Magic: 5 3 GP: 7,000, Gems: 9, Magic: 4 any 3,
scroll any 3, 1 potion, 1 scroll 1 scroll
GP: 26,000, PP: 6, Gems: 12, SP: 17,000, EP: 5,000, GP: 10,000, CP: 5,000, SP: 9,000, EP: 1,000,
4 Jewelry: 9
4 PP: 2, Gems: 21, Jewelry: 9
4 GP: 8,000, Gems: 5
GP: 34,000, PP: 5, Gems: 14, SP: 20,000, EP: 7,000, GP: 8,000, PP: CP: 3,000, SP: 7,000, EP: 3,000,
5 Jewelry: 10, Magic: 5 any 4, 1 5 3, Gems: 25, Jewelry: 13, Magic: 5 any 5 GP: 4,000, Gems: 8, Magic: 4 any 3,
scroll 3, 1 potion, 1 scroll 1 scroll
GP: 29,000, PP: 4, Gems: 11, SP: 16,000, EP: 6,000, GP: 11,000, CP: 4,000, SP: 6,000, EP: 2,000,
6 Jewelry: 8
6 PP: 1, Gems: 23, Jewelry: 10
6 GP: 7,000, Gems: 7
GP: 31,000, PP: 6, Gems: 13, SP: 18,000, EP: 8,000, GP: 9,000, PP: CP: 1,000, SP: 8,000, EP: 4,000,
7 Jewelry: 7
7 2, Gems: 20, Jewelry: 12
7 GP: 6,000, Gems: 9
GP: 27,000, PP: 3, Gems: 14, SP: 15,000, EP: 7,000, GP: 10,000, CP: 5,000, SP: 9,000, EP: 1,000,
8 Jewelry: 5, Magic: 5 any 4, 1 8 PP: 3, Gems: 22, Jewelry: 11, Magic: 5 8 GP: 5,000, Gems: 6, Magic: 4 any 3,
scroll any 3, 1 potion, 1 scroll 1 scroll
GP: 33,000, PP: 5, Gems: 12, SP: 17,000, EP: 5,000, GP: 12,000, CP: 2,000, SP: 7,000, EP: 3,000,
9 Jewelry: 9
9 PP: 1, Gems: 19, Jewelry: 9
9 GP: 7,000, Gems: 8
GP: 30,000, PP: 6, Gems: 16, CP: 3,000, SP: 8,000, EP: 2,000,
SP: 20,000, EP: 6,000, GP: 11,000,
10 Jewelry: 7, Magic: 5 any 4, 1 10 PP: 3, Gems: 24, Jewelry: 13
10 GP: 6,000, Gems: 9, Magic: 4 any 3,
scroll 1 scroll
143
Labyrinth Lord Lore
how the player characters alter the environment and
Labyrinth Design how resident monsters may change in number, type, or
behavior in response. A megalabyrinth will evolve
The Labyrinth Lord may use a commercial through time just as the characters will by adventuring
adventure, make use of a free one (there are many free there.
and legal ones available), or make one from scratch.
Making one from scratch can be the most fun, time The following general scenario themes are good
permitting. places to start in developing motives for the characters.
There are a few different approaches to designing a Exploration is a common theme in adventures.
labyrinth. Sometimes labyrinths are used once for a Characters might want to explore an area on their own,
particular adventure. Other labyrinths, called or they might be hired. Sometimes the purpose of
“megalabyrinths” or “megadungeons”, are large and exploration is simply to chart a previously unknown
have many, many levels. Characters might spend their place or to clear an area of danger. Examples might
entire careers plumbing the depths of one large include ruins, caverns, or labyrinths.
labyrinth. Fighting evil or chaotic beings is one possible
Labyrinths with multiple levels are designed such that theme. Characters might be hired to destroy monsters
1st-level characters adventure on the first labyrinth level. that have overrun a location or a powerful evil. They
When characters reach class level 2, they should be might be hired to remove evil monsters that have taken
strong enough to take on the challenges of the 2nd over a holy place.
labyrinth level, and so on. Monsters generally populate Fleeing a location is another theme. If the
these levels such that a 1 HD monster is usually found characters have been imprisoned before the adventure
on the 1st labyrinth level. If found in deeper levels, it will begins, they'll need to find a way to escape. Possibilities
have correspondingly larger numbers to be more include escape from being wrongly imprisoned, escape
challenging. from slavers, or escape from an intelligent monster that
The following section outlines how to create a might serve the characters for dinner.
labyrinth and different considerations to keep things Magical doorways are another good adventure
interesting. A small labyrinth map is provided, fully hook. A magical doorway or portal can lead to new and
stocked and ready for immediate play by 1st-level unique locations or even new worlds or times.
characters. Characters sometimes encounter magical portals in
labyrinths, which could lead to new areas of a labyrinth,
to riches, or even certain death!
Labyrinth Scenarios Rescue missions are the opposite of the situation
Adventurers should have a motive for delving into a above. Here, characters are hired to rescue others who
labyrinth or adventuring in any other location. In smaller have somehow become imprisoned.
labyrinths used for one or a few adventures, the location Seeking “degenerate” monsters is another
is basically exhausted of opportunity once completed. adventure possibility. Often this scenario involves
The Labyrinth Lord needs to develop multiple scenarios humans or demi-humans who have been isolated
for more extensive labyrinths that keep characters underground for so long they have become evil and
coming back. The characters should learn more rumors monster-like. They may be the descendants of great
or legends about the deeper levels of the labyrinth as people who created a civilization now in ruins.
they progress in levels or find clues throughout about
other regions of the complex. In addition, a multi-level Quests are usually undertaken at the request of a
labyrinth used for extensive play should be considered a powerful or rich patron, like a merchant or king. The
“living” place. The Labyrinth Lord must keep track of
144
goal might be finding a legendary item or to return When unprotected treasure is indicated, it should
something stolen. seldom be lying about and easily seen. Generally this
kind of treasure has been hidden, possibly by monsters
or NPCs. It may be buried, in a secret recess, or some
Adventure Locations other hiding place.
The Labyrinth Lord must choose where adventure
take place. It could be a labyrinth or caverns, or within
buildings like towers, temples, and castles. Adventures
Traps
might take place within a city or village. There are many possibilities for kinds of traps to
After the adventure location is chosen, the Labyrinth place in a labyrinth. Below are some classic examples,
Lord must think about whether certain monsters are which can be modified to fit the labyrinth level or to
likely to haunt the location. Then the map of the location make them less predictable.
is drawn. Usually graph paper is used and scale Generally, when a trap is present, the Labyrinth Lord
chosen. A good guideline is for each square on graph rolls 1d6 each time a character may trigger it. For
paper to equal 10’. The Labyrinth Lord designs the example, a hidden pit trap in a hallway might be crossed
place to suit the kind of location chosen. It might consist by several characters. The referee rolls 1d6 for each as
of twisting tunnels in a cavern, endless rooms in a dank they cross the pit. If the referee rolls 1-2 on 1d6, the trap
labyrinth, or hallways and rooms in a ruined castle. If the is sprung. Alternatively, the first character always triggers
Labyrinth Lord is using a large play mat with grids it, or some variation as the referee sees fit. Keep those
figurines, the map is drawn at a scale of 1’ square equals players on their toes!
5’. This provides an appropriate scale for use with typical ▶ The referee rolls 1d6 for each time a character
25 mm-scaled figurines.
might trigger a trap; a roll of 1-2 on 1d6 indicates
▶ Recently manufactured miniature figures are a bit the trap is sprung.
larger than the classic 25 mm, but still use a scale
Acid Spray: This trap sprays a burst of acid, dealing
of 5’ per inch.
2d6 acid damage to anyone within a 10' radius who fails
a reflex check.
Stocking the Labyrinth Animated Statue Trap: A seemingly harmless
After the location map is drawn, it must be stocked statue is actually a construct that attacks when triggered.
with dangerous monsters, traps, and treasure. The The statue might have a variety of abilities, such as
Labyrinth Lord can choose where to place these or roll shooting beams of energy, grappling characters, or
randomly on the labyrinth stocking table. Roll on the unleashing a shockwave that deals 3d6 bludgeoning
table to decide what’s found in each room. Each result damage to anyone nearby.
has a certain probability of being accompanied with Basic Arrow Trap: A hidden crossbow fires a bolt,
treasure. dealing 1d6 piercing damage as if attacked by a 1st-level
warrior.
LABYRINTH STOCKING Ceiling Collapse: Heavy stones or debris fall from
Roll d00 Contents Treasure the ceiling, dealing 2d6 bludgeoning damage to any
01-30 Empty 15% character within a 10' radius who fails a save vs. breath
31-60 Monster 5% attack..
61-75 Trap 3% Enchanted Garden: Characters enter a lush garden
76-00 Unique* Variable that's filled with beautiful flowers and exotic plants.
*The Labyrinth Lord should think carefully about a unique However, the plants are enchanted and can ensnare
result. This could include special encounters or special areas characters or release clouds of pollen that deal 1d6
that stand out from encounters in most other rooms. poison damage, maybe a saving throw vs. spells or sleep.
When obtaining a “monster” result, the Labyrinth False Treasure Room: Characters enter a room full
Lord must roll for a random monster appropriate for the of treasure, but it's all fake. When they try to take the
labyrinth level. See the random monster tables at the treasure, they trigger a trap that deals 2d6 damage from
end of the monsters chapter. For example, if rolling for poison needles or darts hidden in the walls or floor.
labyrinth level 2, the Labyrinth Lord may roll or choose Many effects could be triggered.
from monsters with 2 HD. If treasure is present, it’s Gravity Trap: This trap causes characters to feel a
determined based on the treasure hoard class of the sudden shift in gravity, making them fall up or down or
monster encountered or from the unprotected treasure stick to the walls. Characters must make a save vs. breath
table based on labyrinth level. attacks to avoid taking bludgeoning damage (half
damage or no damage) from a falling object or being
145
crushed against the wall. Falling deals 1d6 damage per block off previously open passages, or reveal new ones.
10'. Objects will do at least 1d4 or 1d6 damage. Characters may become lost or disoriented, and they
Hidden Pit Trap: A pit with a depth of 10' or more may have to backtrack to avoid becoming trapped.
is covered by a trapdoor that blends in with the Soundwave Trap: This trap creates a powerful
surrounding floor, causing characters to fall and suffer soundwave that knocks characters off their feet, dealing
1d6 points of damage per 10' of depth. Add spikes at the 1d8 thunder damage and knocking them down. The
bottom for an additional 1d6 damage. soundwave might also shatter nearby objects or create
Illusory Floor: This trap creates the illusion of solid echoes that disorient characters and attract wandering
ground where there is none, causing characters to fall monsters.
through a fake floor and into a pit full of acid, spikes, or Swinging Log: A heavy log is suspended from the
some other fresh hell. Characters may be allowed to ceiling, swinging down when triggered to deal 2d6
make a reflexes check to avoid taking damage (or take bludgeoning damage to anyone in its path who fails a
half damage), but sometimes damage is unavoidable. reflex check.
Mirror Maze Trap: Characters trigger this trap Teleport Trap: A magical trap that teleports
when they enter a room full of mirrors, only to discover characters to a different location in the labyrinth when
that the reflections are illusions that lead to dead ends or triggered. The new location might be even more
dangerous pitfalls. Characters must find the correct path dangerous than the previous one, or it might be a place
through the maze or suffer 1d6 bludgeoning damage where characters can rest and recover before continuing
from a falling ceiling, pit traps, etc. on their quest.
Needle Trap: A hidden needle is triggered when a Tripwire Trap: A taut wire or cord is stretched
character tries to pick a lock or manipulate some other across a corridor, causing characters to trip and fall
mechanism. They are usually poisoned, health check or when they pass through it. Characters who fail a reflex
die. Other levels of damage may also be chosen, suchj as check or take 1d4 bludgeoning when they fall down.
pass a health check or suffer 2d6 poison damage. Tripwires may be paired with other traps, like a trip wire
Poison Dart Trap: A hidden device fires a small dart right in front of a pit or some hazard.
that deals 1d4 piercing damage on impact. The target Water Trap: Characters trigger this trap when they
must also succeed on a health check or take an enter a room or passageway. It floods with water at a
additional 1d6 poison damage. rate decided by the LL. The water might be electrified,
Poison Gas: This trap releases a cloud of poisonous filled with dangerous creatures, or subject to sudden
gas that deals 2d6 poison damage to anyone within a 10' shifts in pressure or temperateure that threatens to
radius who fails a health check vs. poison. drown characters.
Portcullis Trap: A heavy metal gate falls from above, Wind Trap: This trap creates a powerful gust of wind
dealing 3d6 bludgeoning damage to any character that knocks characters off their feet, dealing 1d6
beneath it who fails a reflex check. The way becomes bludgeoning damage and potentially carrying them
blocked, potentially separating the group. away. Make a reflexes check. The wind might also blow
out torches, scatter loose objects, or create dangerous
Pressure Plate: A pressure plate triggers a
turbulence in the air.Unique Encounters
mechanism that releases a heavy object from above,
such as aboulder or a spiked cage. Characters must In addition to traps, other unique situations might be
make a reflex check to avoid taking 3d6 bludgeoning or encountered like talking statues, pits with slides down to
piercing damage. A plate may be used to trigger other other rooms or labyrinth levels, magical illusions, secret
effects, even remotely. doors, teleporting doorways, and mysterious water
fountains.
Scything Blades: Sharp blades swing down from
the walls or ceiling, dealing 1d8 slashing damage to
anyone who fails a reflex check. Finishing the Labyrinth Design
Shape-Shifting Trap: When characters enter this The Labyrinth Lord should take care to describe
room, they trigger a trap that causes them to randomly rooms and passageways as they fit the environment.
change shape, size, etc. Characters might become giant, How do areas smell? What do they look like? What
tiny, or turn into animals or monsters. There may be creatures live here, and what evidence do they leave
dangers set up in the room specifically for the altered behind? The Labyrinth Lord should add enough
form. Like a cat if the characters turn into mice or shrink description to keep players interested in the labyrinth but
in size. Maybe a spiked ceiling characters hit if they grow should not go so far that the description is too deep and
huge. becomes tiresome. Rich detail gives players the idea that
Shifting Hallways: A particularly devious trap, this the area is important. They can be frustrated if these
one involves walls that shift and move as characters areas aren’t and much time is wasted investigating.
move through the maze. This can create dead ends,
146
One option is to fully describe only a small mounts 75% of the time. The Labyrinth Lord should
proportion of the rooms in a labyrinth. These rooms determine the NPC group’s marching order.
would include areas with special or unique encounters.
The remaining rooms, while they may have monsters
and treasure, can be described similarly. Unimportant Wilderness Design
random details can be made up during actual game play. The Labyrinth Lord does not need to create an entire
However, anything significant made up on the spot must planet at one time! It’s much easier to start by describing
be written down to maintain consistency if the characters a relatively small area, like part of a continent. Maybe
return to the same room. even just a few hundred square miles. Many adventurers
will spend their entire careers moving between a town or
Groups of NPCs village and only one or a few labyrinths within several
hundred miles.
The PCs may not be the only adventurers in the When creating an area, one should decide how the
labyrinth. Groups of NPCs may be present, seeking their land is shaped. It's best to use hex graph paper, which
own fortunes. They may be friend or foe. To determine can be printed at home if hex paper is difficult to find at
the composition of an NPC group, follow the procedure a store. The Labyrinth Lord must consider many
below or make them up as needed. questions. Where are the shorelines? Is this area part of
▶ Begin by rolling 1d4+4 to establish the number a continent or a series of islands? Next, decide on the
engaged. Next, either choose each NPC’s class or climate. Is the climate temperate or tropical? Begin
roll randomly with 1d10. mapping, making note of mountains, grasslands, rivers,
jungles, and other types of terrain or features.
▶ Once classes are established, choose alignments Once the overall geography is mapped, decide which
or roll randomly for each NPC. areas are inhabited by humanoids and by what type.
Humans live nearly anywhere. Hobfolk live in hilly areas
▶ Next, establish each NPC’s level. This can be done with good farmland, while dwarves live underground in
two ways. Take either the labyrinth level of the mountains. Elves tend to live in densely wooded forests,
encounter or the player characters’ average group far from other humanoids. The various goblinoids, like
level. Otherwise, roll on the table below. orcs, live nearly everywhere and frequently clash with
humans. Goblins and kobolds compete with dwarves for
If an NPC group is encountered in the wilderness, territory.
use the average PCs’ level and add (50%) or subtract
(50%) 1d4 for each NPC’s level. Be sure to note that When placing human towns, it's useful to have a
demi-humans have lower maximum class levels than guide for how large different kinds of settlements may be.
humans. If the labyrinth level or average group level is Below is a good set of guidelines.
higher than the demi-human maximum level, make the
demi-human the highest maximum level for the NPC’s HUMAN TOWNS
class. The NPC levels might be higher or lower than the Population Size Settlement Type
ranges provided here, depending on the Labyrinth 30-800 Village
Lord’s needs.
801-4,500 Town, Small
Finally, add finishing touches to the NPCs. Assign 4,501-12,000 Town, Medium
spells randomly to elves, clerics, and wizards. Give NPCs
a similar number of magic items as the player characters 12001 Town, Large
possess. Groups encountered in the wilderness have
The Labyrinth Lord may place settlements at many
locations on the map, but they only need to develop
GROUPS OF NPCS additional ideas for the group’s starting city. Details can
1d20 Classes 1d6 Alignment 1d6 be worked out for surrounding cities as the need
1 Brownie 1-2 Neutral 1-2 requires.
2-5 Burglar 3-4 Lawful 3-4 The starting, or base city, is noted and the main
6 Cyclops 5-6 Chaotic 5-6 labyrinth should be situated near this base town. The
7-9 Dwarf base town has a mayor, sheriff, or authority of some title.
10-11 Elf 1d6 Class Level There are churches for prominent religions, and even a
Same level as labyrinth level thieves’ guild and city militia that vary in size and power
12-17 Fighter 1-2 depending on the size of the settlement.
or avg. group level
Labyrinth level or avg group Additional small details should be described to add
18-19 Hobfolk 3-4
level +1 extra flavor to the immediate area. Are there any
Labyrinth level or avg group prominent legends or rumors? What are the
20 Wizard 5-6
level +2
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personalities of the local leaders? Are there nearby created, and if so it’s spell level. The character must be
dangers, like orc bands? The Labyrinth Lord may want capable of casting spells of that spell level, otherwise the
to create special wandering monster tables for unique player must wait until the character attains a high
areas. enough level to research and cast the spell. If level is
sufficient, it takes 2 weeks of game time and 1,000 gp
per spell level.
Wandering Monsters Spell casting classes may only create magic items
Monsters live in hallways and rooms within usable by their class. The player informs the Labyrinth
labyrinths; in caves, forests, or grasslands in the Lord of the magical item they desire to create, and the
wilderness; or other locations. However, monsters do Labyrinth Lord decides if it can be created, then what
not only stay where they live. They also wander, hunt, kinds of materials are needed. These are often rare
and explore. Therefore, when the characters are components like expensive and hard to obtain gems or
adventuring underground, the Labyrinth Lord rolls 1d6 ingredients from rare animals and monsters.
every 2 turns. A result of 1 indicates a wandering Many magic items mimic the effect of a spell. In these
monster is encountered. This check is only made 3 to 4 cases, it will generally cost 1 week of game time and 500
times per day of game time in wilderness adventuring. gp for each spell level of the mimicked spell. Examples
As mentioned previously, when monsters appear could include a potion of healing (1 week, 500 gp), or a
underground, they are 2d6×10’ away from the scroll with the spells deepvision and lightning bolt (6
characters. When in the wilderness, monsters are weeks, 3,000 gp).
encountered at 4d6×10 yards away. When an encounter
occurs, roll on the appropriate wandering monster table Some magic items do not mimic spell effects
from the tables provided at the end of the monsters precisely, and for these the Labyrinth Lord will have to
chapter. The roll is made on the table for monsters in the use discretion. The more powerful the items, the more
appropriate labyrinth level. difficult they are to construct. Entire adventures might be
undertaken to find the ingredients. As a general rule,
For an additional challenge, roll 1d20 for each items should cost from 10,000 to 100,000 gp and from 1
encounter. A roll of 1 or 2 indicates the monster is 1 hit month to 1 year of game time to complete. Some
die higher than the labyrinth level, while 3 means the examples include a dagger +1 (2 months, 10,000 gp),
monster is 2 hit dice higher. chainmail armor +1 (4 months, 10,000 gp), or a
displacer cloak (100,000 gp, 1 year).
Wilderness Wandering Monsters Other kinds of magic effects might be researched for
The chances of encountering a wandering monster in which a magic item or spell is not appropriate. Creating
the wilderness vary depending on the type of terrain. magic traps or other magical constructs, magical portals,
When checking for wandering monsters in a wilderness or other effects need to be given a gp cost and time cost
adventure, roll 1d6 as indicated in the combat section, at the Labyrinth Lord’s discretion.
but consult the table below to determine if an encounter Finally, no attempt to create a magic item, spell, or
occurs. other effect happens without some chance of failure.
If an encounter occurs, consult the monster terrain There's a minimum probability of 15% that any such
tables at the end of the monsters chapter to roll for the endeavor fails. This percentage can be raised depending
kind of monster encountered. The number engaged may on circumstances. The Labyrinth Lord rolls for failure
have to be adjusted depending on the level of the only after the character has spent the money and time
characters. on the project. These are lost regardless of the result.
WILDERNESS WANDERING
Terrain Encounter occurs on…
Creating a Stronghold
Plains, Town, Settled 1 The first step to creating a stronghold is securing
permission, if necessary, from any authority over the
Air, Desert, Forest, River 1 or 2
land. This may not be required if the land has previously
Hills, Sea 1 or 2 been wilderness and uncharted. Before one can build on
Mountains, Swamp, Jungle 1-3 an area all monsters within 10 miles, usually 1 hex on a
small-scale wilderness map, must be killed. Next the
player of the new land ruler designs a plan for the
Magic Research stronghold and calculates costs based on the price
suggestions listed in this section. In addition to normal
Spell casting characters can research and create new building costs, the character must hire at least one
spells and magical items when they attain 9th level. The engineer per 100,000 gp cost of the stronghold.
player describes in detail the kind of spell and desired
effects. The Labyrinth Lord decides if the spell can be
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All surrounding land from the original 1 hex may be
populated by monsters, which is a deterrent to settlers.
General Advice
These areas can be cleared of monsters by hiring The following guidance is offered to help the
mercenaries. Then mercenaries can be employed to Labyrinth Lord make decisions during game play about
maintain the area free of monsters. These patrols can several different common issues.
cover a maximum of a 20-mile radius around the
stronghold, but this distance is reduced by 1/3 in
inhospitable terrain like swamps, mountains, or thick
Characters of Different Levels
jungle. It has been discussed previously that character class
In addition to ensuring the safety of surrounding levels relate to which labyrinth level characters explore.
lands, the character will have to eventually fund Since deeper levels are more challenging than upper
construction of other buildings in nearby areas to attract levels, having characters of differing class levels in one
settlers. The character can expect to gain money through party can be problematic. Characters may die, or new
taxes at a yearly rate of 10 gp per settler per year. Taxes players may join the group. For these reasons, a general
can be used to pay patrolling mercenaries and investing set of guidelines should be considered. One option is to
in inns, docks, and other structures encouraging allow new characters to be 1 class level below the lowest
commerce. level character in the group. Another possibility, though
potentially problematic, is to split the group into separate
Should the ruler of a territory wrong their people, parties of low and high level, respectively. It’s suggested
some of the populace may rebel or quietly plot revolt. that characters differing by more than 4 class levels not
The Labyrinth Lord decides when this occurs and how be allowed to undertake the same adventures. This
NPC dissenters behave. This could involve assassination power disparity is particularly troublesome at lower
plots or even the rise of a “village hero” to fight the levels, where, for example, the difference in survival
tyranny of the PC landowner. ability between a 1st-level character and a 5th-level
character is vast.
Structure Prices
Different kinds of structures have different stone wall Characters and Treasure
thickness assumed due to different needs. Most common Ultimately it's up to the players to decide how their
residences have walls 1 or 2’ thick, while structures like characters divide treasure and magic items they find on
towers or other outposts have 5’ thick walls. Castles have their adventures. However, there are several possibilities
the thickest walls of all, at 10’ thick. The time it takes to that can be offered. One option is to divide treasure
construct a stronghold depends entirely on its total price. evenly. All money can be divided by the number of
For every 500 gp, it will take a day of game time. characters present. Hirelings may accept a 1/2 share,
SAMPLE STRUCTURE COSTS but any less and the hireling suffers penalties to their
Structure Cost morale roll at the end of the adventure.
Building, common, stone (30’ square)* 4,000 gp Magic items might be divided depending on which
Building, common, wood (30’ square)* 2,500 gp classes can use them. Another good method is to allow
Gatehouse (20’ high, 30’ x 20’) 7,500 gp each character to take turns picking from several items
Keep, square (80’ high, 60’ square)* 76,000 gp
by rolling a d20 to determine the choosing order. This
might be rerolled after each round of choosing to give
Labyrinth Hallway (stone floor) (10’x10’x10’) 450 gp
players a chance to choose earlier on subsequent picks.
Moat 100’ x 20’ x 10’ (deep)* 400 gp
One cutthroat method to use is to only allow
Tower, Medium (30’ high, 20’ diameter) 17,500 gp
characters that survived an adventure a share in the
Tower, Large (30’ high, 30’ diameter) 30,000 gp treasure. This is of course only relevant if the deceased
Wall, Castle (20’ high, 100’ long) 5,000 gp characters have been revived. A slightly less harsh
Walled defense (gatehouse, 2 medium towers, method is to allow characters to share in treasure that
38,000 gp
and a drawbridge) was acquired before their deaths but not in anything
*The dimensions of these constructions can be altered as long found while they were dead, because they did not help
as the square footage remains the same.
find it.
Finally it should be noted that there's a long tradition
Miscellaneous Costs in adventuring parties that a fallen comrade is looted of
The Labyrinth Lord may charge miscellaneous costs all belongings. At lower levels, this is basically the only
for doors, windows, secret or trap doors, and other small option, but as characters advance, the possibility of raise
details at a cost range of 10 to 50 gp each. It might be dead or resurrection (for a price) is within reach. The
convenient to charge one lump sum for several items in group might establish rules for this or not. Group
addition to the cost of the overall structure. integrity can be threatened if there's no trust.
149
Character vs. Player Knowledge success. Does the dragon hear you whispering? Do you
drop your dagger? Is the city guard in an alley relieving
It must be kept in mind that characters don’t always himself? One might assign probabilities on the fly, but an
know what the players know. The player may read about alternative is presented here.
all the monsters in this book (this is discouraged), but Each character could be assigned a luck score. This
their character may not act on this knowledge. A might be kept private for the Labyrinth Lord only, or
character may learn from game experience but should players may have it written on their character sheets.
never know the weaknesses of monsters they have never Luck uses 2d6 for luck checks. All classes start with luck
encountered or heard about in the game. 3, +1 for thieves. Add bonuses for DEX initiative
In addition, monsters should be physically described modifier and CHA reaction adjustment but ignore
when encountered, but their names and other abilities penalties. Characters gain 1 luck every 4 levels.
should not be stated. The Labyrinth Lord should never Situational adjustments should be used sparingly and
reveal how many hit points monsters have in an no more than +2 or –2. If luck is used, it needs to be
encounter or reveal other details about the monsters that emphasized that it should be carefully considered. It
aren't immediately visible. When a monster surprises the should not be used to give second chances for activities
characters, they won’t immediately know what they face. normally determined by their own rules, i.e., not in place
To keep players on their toes, well-known monsters of saving throws or failed skill or attribute checks, as
could be adjusted to give them unexpected abilities. They examples. It should be used in situations for which there
might be made tougher or weaker. This way, players are may not be hard and fast rules and there's plenty of
never entirely certain what they face. After all, in time uncertainty.
players may know about most monsters in the game, If players are aware of luck, they’ll frequently ask for a
and keeping that knowledge out of play is difficult. luck roll in all sorts of situations, which is a good
Magic items should be treated much like monsters, in argument for keeping it secret. But the most important
that they should be described, but their names should rule is, if this adds fun to your game, have at it. If not,
never be given away freely. The characters must discover disregard it completely.
on their own what kind of magic items are found.
Labyrinth Lord as Judge
Character Wealth
Although the players can and will make suggestions
One of the main objectives of adventuring characters or dispute rulings, the Labyrinth Lord is and must be the
is obtaining wealth. To keep this as a perpetual ambition, final judge. All suggestions can be heard, but the players
the Labyrinth Lord needs to find ways to encourage must understand that once all considerations have been
spending or take money from characters in various ways. made, the final ruling will stand. There are rules in this
Clerics might be encouraged to donate some of their game for many situations, but there will be situations
wealth to their churches. Burglars may need to funnel a that either could not be covered here or simply were not
percentage of their treasure to their thieves’ guild. Other anticipated. In these instances, the Labyrinth Lord must
situations may arise, such as adventurer taxes imposed use their judgment to decide the odds an action will
by local governments. Players may be allowed to buy succeed or an event will come to pass.
minor magic items at very high prices. Extreme Having said this, it must be remembered that the
measures for taking away wealth should be imposed Labyrinth Lord needs to be neutral in their decisions.
rarely, such as major theft. If these methods are used too The goal of the game is to have fun, whatever fate may
often, players will not have fun. await the characters. But the Labyrinth Lord does not
take sides with the characters, the monsters, or the
Impossible Tasks NPCs.
Unless an action is completely out of the question,
there should be at least some small chance of success. Monsters and NPCs in Play
Many actions can be ruled based on attribute checks. Only unintelligent monsters should be played
Otherwise, the Labyrinth Lord might assign a small unintelligently. Intelligent monsters and NPCs have their
percentage chance of success to some actions that seem own motives, thoughts, and strategies. They use the
nearly impossible but for dumb luck. In these cases, 5% same kinds of tricks the PCs might use to gain an
or 10% might be an appropriate chance. advantage.
Monsters and NPCs may form alliances and may hire
Luck (Optional Rule) guards. Monsters are fighting for survival just like the
PCs, and they should be played by the Labyrinth Lord as
Many situations arise in which the Labyrinth Lord
if they have just as much to lose. Monsters and NPCs
assigns a (somewhat) arbitrary percentage chance of
that survive encounters with the PCs may hold grudges
150
and hunt the group down or wait for an opportunity to Defeating foes
strike.
All monsters are listed for the experience points that
characters gain for defeating them. Some options
Random Rolls include:
There are many occasions when the Labyrinth Lord ▶ Give experience only for monsters slain.
rolls for random outcomes to situations. Discretion must
always be used, not just to maintain some degree of ▶ Give full or partial experience for avoiding and
consistency in play but also to maintain some balance. outsmarting monsters.
This is not to say that the players should not be
challenged, but occasionally the dice may indicate a
result that is inappropriate for the situation. The dice are
Treasure
a tool, not the final authority. Final authority always rests Options include:
with the Labyrinth Lord. The Labyrinth Lord should ▶ Give no experience points for treasure
usually witness the rolls of the players, but they should
keep their rolls hidden. This way, the players cannot ▶ Give experience for treasure acquired
guess why the Labyrinth Lord might be rolling at a
particular time or what kind of die is rolled. In fact, they ▶ 1 gold piece worth of treasure equals 1 experience
may occasionally roll for no reason just to keep the point. Rewards are split between members of an
players on their toes. adventuring party
▶ Give experience points only for any treasure spent
Ruling Wishes on carousing
Wishes represent some of the greatest magic the
characters will come across in a game of Labyrinth Lord. ▶ Give experience points only for treasure that is
In general, the exact wording of a wish should be spent on worthy causes
honored, not the intention. A carefully worded wish may Using treasure value as the main source of
bring about the desired effect; a sloppily worded wish experience in a game will create a game where player
could bring doom upon the group. characters accumulate vast amounts of gold. Players who
Ultimately it's up to each Labyrinth Lord to decide are inspired by classical fantasy characters such as
how powerful and permanent wishes are in the game. As Conan, Elric, Fafhrd and the Grey Mouser, the
a rule, wishes used for healing or bringing back the dead Fellowship of the Ring, Cugel the Clever etc. might find
should be immediate and permanent. If lesser magic that scarcity of cash can lead to more adventure. In this
items are wished for, they may or may not be case, Labyrinth Lords may wish to greatly reduce the
permanent, at the Labyrinth Lord’s discretion. Special amount of random treasure gained from monster hordes
care must be taken with wide sweeping wishes that alter
the world too greatly, such as wishing that all orcs in the
world would die. In addition, wishes to increase attribute Milestones
scores or character levels need to be handled carefully, Labyrinth Lords may award experience to characters
and some set of guidelines will need to be developed and for their achievements, and for their activity in the story
followed consistently. that makes up the game.
It can often be useful for the Labyrinth Lord to keep a
Experience Points Awards pile of tokens in front of them to dispense as awards.
This tends to make awards flow more freely than having
Awarding experience shapes the type of adventures players specifically remind and ask the LL for rewards.
that the players undergo. If a referee focuses on giving
experience for gold gained, then the characters will be Refer to the nearby tables for suggestions of XP
focused on gaining treasure. If the Labyrinth Lord granted by award type.
rewards story goals and role play, then the game will
emphasize story and character. If the Labyrinth Lord Adventure Milestones
rewards exploration and discovery, then the game will Achieving a small goal or reaching a suitable break in
gravitate towards such activities. an adventure can bring a minor reward. EG: Discovering
Labyrinth Lords should think about the type of a clue, making an important contact, entering a new
games they wish to run, and that their friends will wish to adventure location.
play. Award experience points in the way you see fit. Reaching a major goal in a campaign can bring a
Some suggestions are listed below. Labyrinth Lords may moderate reward. EG: Defeating a major enemy,
use some, any or all of these in their campaigns. discovering a major clue, coming to the end of one
major leg of an adventure.
151
MODERATE AWARDS MINOR AWARDS
Character Level Award Character Level Award
1st 100 1st 25
2nd 200 2nd 50
3rd 400 3rd 75
4th 800 4th 150
5th 1,600 5th 300
6th 3,200 6th 625
7th 6,500 7th 1,250
8th 12,500 8th 2,500
9th 25,000 9th 5,000
10th 50,000 10th 10,000
Exploration
MAJOR AWARDS
Discovering new vistas, new types of terrain and new
Award 20% of the experience points needed for the character lands. Discovering legendary ruins – or the glory of
to reach their next level. being the ones to finally discover an ancient lost city are
all part of the wonder of play. Finding lost glories or
discovering a wider world is encouraged by playing these
Finishing a major adventure should bring a major sort of awards.
award.
Career Milestones
Story
Different character classes sometimes have aims and
Characters that have a back story, or who make a goals that can be rewarded. For example:
contribution to the development of the game’s story and
world can be given appropriate awards. ▶ Burglars that make a major heist
▶ Fighters that defeat an enemy of renown
Role-play
▶ Wizards who uncover new spells and ancient lore
Good role-playing of a character can be worthy of
reward. This could include: ▶ Pirates that seize a ship
Romance! Romance goals can be laid out to reward ▶ Performers who finally play before royalty
wooing, battling for and finally gaining a romantic
partner ▶ Dwarves that find a lost treasure
▶ Good-hearted characters giving away treasure ▶ Hobfolk that finally unlock the true, innermost
▶ Characters helping the needy secret of the third breakfast
▶ Oaths made, oaths kept, vengeance taken – mercy Risk, Sacrifice and Glorious Deeds
granted
Characters that put themselves at particular risk in
▶ Playing a character’s personal and story even order to help others, assist the party etc. can be
when it causes them trouble rewarded for their acts.
Characters who take it on themselves to act gloriously
▶ Moments of character insight (“I am your father!”
despite great risk can also be rewarded for their heroism.
“Nooooooo!”)
152
Ideas, Fun and Laughter Stocking the Labyrinth
Awards can be given out freely to reward clever ideas, Area 1: The Labyrinth Lord rolls d00 to determine
excellent solutions, clever tactics, and funny moments. the contents of this roughly 10’ by 10’ alcove. The result
This can encourage tacticians, rogues and thieves to is a 34, which indicates that a monster is present. There's
engage in play. a 50% chance that there will be treasure with the
monster, and the d00 result is 04, indicating there's
treasure. The Labyrinth Lord rolls on the labyrinth
Sample Stocked Labyrinth: wandering monsters table (level 1) to determine which
monster is present. The result is 7, indicating there's
“Den of the Morlock Shaman” green slime. Since the number encountered is 1d4, this
die is rolled to see how many are here. The roll indicates
one green slime is present. The monster description says
This section illustrates the process of stocking a normally there's no treasure associated with green slime,
labyrinth by following the advice presented earlier. This so the earlier result that indicated treasure is present is
is a small labyrinth that will likely be used for only one or ignored.
a few adventures. Area 2: The roll result for this room is 11, indicating
the room is empty. There's a 15% chance that treasure is
The Scenario: “Fighting Evil” present, but 26 is rolled, so none is indicated. However,
we decide to place a crevice in the south portion of the
We choose the classic plot of fighting evil. The Den of room. While no monsters or traps are associated with it,
the Morlock Shaman is a small set of caverns with areas it's 10’ deep and surrounded by loose rocks and soil, and
of worked stone. In the distant past the cavern portion of a PC may fall inside if they venture too close.
the small labyrinth was the beginning of a mining
operation. The veins of precious metal turned out to be Area 3: A roll of 65 indicates a trap. A roll of 16 on
small and the mine was abandoned before it reached d00 means that there's treasure since there's a 30%
significant size. chance of treasure. First, it's decided that the trap will
consist of rocks that fall from the ceiling if someone
The morlock shaman Eoppa, with workers and walks into the alcove. The damage is 2d6 for a 10’
soldiers, was sent by the great morlock chief in the north radius, centered roughly toward the back of the alcove.
to establish an outpost in the mine. Workers added new After referring to the unprotected treasure table and
areas, and now the small complex houses the shaman rolling for treasure on Labyrinth Level One, it's
Eoppa and a small number of soldiers. With the outpost determined that 200 sp and 500 gp are present. Since
established, the morlocks have grown bored with the it’s unlikely the morlocks would leave such riches lying
day-to-day monotony of cleaning their weapons and about, the treasure is buried in a small steel box 1’ below
hunting in the nearby woods. Eoppa and his men began ground at the very back of the alcove.
raiding a local village’s livestock, but as this sport got old,
they started attacking the villagers at night. There have Area 4: The Labyrinth Lord decides that there are
been three attacks on the villagers to date. In the last five morlocks stationed here as guards. There are 10
skirmish, a family of farmers was killed, but their teenage morlocks total in the den, so these morlocks have half of
son and daughter were captured alive and taken back to the total treasure. After referring to the treasure hoard
the morlock lair to be eaten at leisure. class table for morlocks (HC XX), the appropriate dice
are rolled for treasure categories. The treasure consists of
The PCs could be related to the teenagers and their two pieces of jewelry. One is worth 1,600 gp and the
family, or they could be natives of the village. The village other 600 gp. The Labyrinth Lord decides the one of
might ask for the PCs’ help in ridding the countryside of lesser value is here, the other with Eoppa since he is the
the morlocks and rescuing the farmers’ children. leader.
Area 5: Rolling 76 indicates that a unique encounter
The Lair is placed here. Since morlocks sometimes keep albino
The small cavern portion of the morlock den is drawn apes, there will be one albino ape here as a guard.
first using a standard scale of 1 square = 10’. Then the Area 6: Since an albino ape is present in this
new portions of the den that have been created by the complex, this area is designated as the sleeping area for
morlocks are drawn in. The morlocks figure heavily in the ape.
this scenario, so area 7 will be the soldiers’ bunkroom Area 7: This area is the morlock bunkroom. There
and area 12 will be Eoppa’s luxurious quarters. The boy are three morlocks here, taking their sleep shift.
is in area 8a, the girl in 8c, which are two out of a few Area 8: This area consists of four individual cells. All
prison cells. The PCs will have to pass through several but two of the cells are empty. Cell 8a holds the son and
areas before finding the prison cells. The remaining 8c holds the daughter.
areas will be stocked using the random method.
153
monster details are presented in
abbreviated format as discussed in
the monsters section of this book.
Area 1: This small (10’ × 15’),
dank alcove is devoid of anything
except for green slime on the
ceiling, waiting to drop down onto
any victim entering the area. Green
Slime (1) [AL N, MV 3’ (1’), AC
NA, HD 2, #AT 1, DG Acid, SV F1,
ML 12]
Area 2: This empty cavern
room is littered with gnawed bones
and other refuse. There's a large
10’ × 20’ crevasse on the south
side. Any character venturing
within a few feet from the edge
must succeed in a DEX attribute
check or slip on the loose gravel
near the edge of the pit and fall 10’
down to the bottom. Any character
falling suffers 1d6 hp damage.
Area 3: This 10’ × 20’ alcove
appears empty, but any character
approaching within 10’ of the south
end triggers a ceiling trap. Heavy
stones fall from the ceiling dealing
2d6 hp damage to all characters in
a 10’ radius, centered roughly
toward the back of the alcove. At
the back of the alcove, buried 1’
below the ground, is a small steel
Area 9: After rolling 25 on the stocking table, and box containing 200 sp and 500 gp.
then 07 for the presence of treasure, it's determined that Area 4: This large, damp cavern contains a group of
this room is an empty room with treasure. The room is a five morlock guards. These devilish white-skinned, pink-
secret room that holds Eoppa’s private treasure stash. eyed brutes will immediately attack anyone entering this
After consulting the unprotected treasure table, there are area. They are wielding short swords. One of the
300 silver pieces in this room. The remaining jewelry will morlocks has a gold necklace studded with precious
be placed here and a poison needle trap for good jewels worth 600 gp.
measure. Morlocks (5) [AL C, MV 120’ (40’), DAC 8 (AAC
Area 10: This room serves as the morlock shaman’s 11), HD 1, #AT 1, DG 1d6 (short sword), SV F1, ML 9]
temple. There are two statues at either end of the room, Area 5: This room contains a large, aggressive
representing the male and female morlock gods of albino ape. It's accustomed to some traffic in this area,
darkness and death. Eoppa will be located here, along so it may be more easily surprised than normal (1-3 on
with one morlock guard. 1d6). A red curtain is draped across the entire width of
Area 11: This makes a good last opportunity for an the western part of the room. Unless the characters are
encounter before reaching area 12. A trap is indicated completely silent during their encounter with the ape,
on the stocking table, so a concealed 10’ deep pit trap is Eoppa and one morlock guard will be ready and waiting
placed here. in area 10 to jump out and fight the characters should
Area 12: This area is Eoppa’s private quarters. they slay the ape.
Albino ape (1) [AL N, MV 120’ (40’), DAC 6 (AAC
13), HD 4, #AT 2, DG 1d4/1d4 (claws), SV F2, ML 7]
Labyrinth Description
Area 6: This portion of the room is curtained off
Now that the labyrinth has been stocked, the areas from area 5 and contains a sleeping mat and a few half-
are written up as they'll be used in play. This is the point eaten sheep carcasses. This is the sleeping area for the
where the room descriptions are fleshed out and albino ape.
154
Area 7: This is the morlock bunkroom. There are Taking it to the Next Level
currently three morlocks present, taking their sleep shift.
They are automatically surprised if the characters enter. Large expansive labyrinths are the core adventuring
They have to spend 1 round gathering their weapons. locations in Labyrinth Lord. When adding deeper levels
Grungy clothing, dirty beds, and rotten food are the only to a labyrinth, it helps to think of it abstractly in three-
other items in this room. dimensional space. Multiple levels can stack upon each
Area 8: This is a hallway consisting of four cells. All other, not necessarily directly above or below, and some
are completely empty except for cells 8a and 8c, which levels may have “sub-levels.” Sub-levels are a good way
hold the farmers’ son and daughter, respectively. The to create smaller areas with special encounters,
doors are locked, so unless the key is taken from Eoppa, treasures, and threats. These areas may be hidden by
a character needs to pick the lock. There's a secret door secret doors or otherwise difficult to reach. Depending
on the east wall of this area. A character must on the back-story of the labyrinth, levels could consist
successfully look for secret doors to locate it. entirely of natural caverns, caverns excavated by
monsters or humanoids, or areas of bricks or worked
Area 9: This area is Eoppa’s secret treasure room. It stone. Some levels could be simply connected by stairs
holds a small wooden box containing 300 sp and a small or sloping passages, or even more difficult paths like an
pedestal with an ornate golden necklace on it. The underwater passage. Magic teleportation areas could
necklace is gem encrusted and worth 1,600 gp. The transport characters to levels or sub-levels that aren't
wooden box is locked and has a poison needle trap. physically connected to any other area. In the end, let
Unless someone has the key to this box, the lock must be creativity and cunning be your guide!
picked. Even if the key is used, the needle trap is effective
unless one knows the secret to opening the box without
triggering the trap. A character must successfully detect The Heart of Traviya
traps on the lock to learn of the trap. Otherwise, when
the key is used or when an attempt is made to pick the A mini campaign for first level characters
lock, the character is pricked with the needle and must By Pauli Kidd
succeed in a saving throw versus poison or die.
Area 10: This is the morlock temple room. On the Introduction
west side of the room, there’s a grotesque statue of the
male morlock god of darkness. His arms are raised in The village of Kassel is a relatively peaceful place.
the air, and he holds the head of a dwarf by its beard. On While it was once the stronghold of an order of sinister
the east side of the room is a statue of the female monks, those days are long past, and the ancient abbey
morlock god of death. She holds a dagger; three skulls is in ruins. There is a temple to the goddess of magic and
are stung around her waist with a cord. Unless Eoppa fertility, and a few small farm holdings. A local magician,
and the morlock guard in this room have already been Recogimiento the Grand, established a holiday villa here,
alerted to intruders, Eoppa is kneeling in prayer before where he could relax and conduct some research.
the male statue on the east side of the room when the The temple held an artefact called “The Heart of
characters enter. The guard will be sitting nearby. Eoppa Traviya” –a blue crystal that had the ability to heal, to
has the powers of a 2nd-level cleric and casts a spell if cure disease and bring fertility. The crystal, however,
possible. began to dim, and seed to be losing its power. The
Eoppa (Unique) [AL C, MV 120’ (40’), DAC 8 priests approached the wizard Recogimiento for advice.
(AAC 11), HD 2, #AT 1, DG 1d6 (short sword), Spells He took the crystal and announced that he believed it
(cause fear), SV F1, ML 9]; Morlock (1) [AL C, MV 120’ could be recharged. Under the Wizard’s direction, the
(40’), AC 8, HD 1, #AT 1, DG 1d6 (short sword), SV F1, temple priest, his four acolytes and a visiting cleric all
ML 9] gathered at the temple for a ceremony that should have
Area 11: A pit trap in the floor will cause a character rejuvenated the crystal.
stepping on it to fall (1-2 on 1d6) 10’ to the bottom of Something terrible then happened. A wave of power
the pit, suffering 1d6 hp damage. blasted through the ordination hall of the temple. The
Area 12: These luxurious quarters (for a morlock) clerics and Recogimiento were all slain by an energy
belong to Eoppa. A bed is near the east wall, and lush blast. The Heart of Traviya shattered, and only one third
cave bear rugs bathe the floor in opulence. Animal hides of it remained. The gardens of the temple had been
are strung about on the walls, along with peculiar twisted and warped by the blast of power.
carvings made of some sort of dense dried mushrooms.
Player Character Involvement
Unfortunately for the villagers, the priests and wizard
do not seem to have remained peacefully dead. Although
the High Priest, four acolytes and Recogimiento were all
155
buried reverently and sorrowfully by the villagers, Trapped!
something seems to have happened. Several villagers
swear that they have seen Recogimiento running madly Once player characters enter the mapped region,
through the fields. A farmer claims that she has been set they cannot leave until the crystal is restored. Any
upon by the high priest, who clawed and bit at her before attempt to exit the region runs the characters up against
fleeing from villagers drawn to the noise. astrange invisible barrier. Things may enter the region –
The villagers have asked for help. Player characters but may not leave
have heard that the Reeve of Kassel village has posted a
reward of 200 GP for anyone who can deal with the Local knowledge
undead and return peace to the village.
The residents of the mortal word seem to be unaware
of the barrier around the village, and will reject any
What’s Really Happening suggestion that it exists. They also cannot see or enter
The attempt to recharge the ‘Heart of Traviya’ was a gates to the other levels of the world: they are stuck in
true disaster. Overcharged by power, the crystal split in the mortal world.
three – and split the local world into three.
The blast affected all of the lands that had normally The Heart
been blessed by the crystal – the local fields, the groves, The crystal heart of Traviya has been split into three.
manor, temple and village. These have now been split One piece is in each realm. When the crystal is
into three different alternative worlds – all in the same reassembled, the rift between the local world will be
place and with the same general layout. restored to normal.
One version of the region is in the normal, mortal ▶ One piece of the heart is in each of the three
realm – and is showing the effects of magical pollution:
This includes growing insanity amongst the residents different layers of the village.
and wildlife.There is a nagging sense here that the player ▶ In the mortal realm - a piece is in the possession
characters are being watched – that something in
of the insane thief, Riell, who stole the piece from
creeping up on them. That some terrible disaster is
coming ever closer. The paranoia of the locals is slowly the evidence locker of the Reeve’s house. Riell
increasing. They will be less and less inclined to talk as hides in the Old Grove, as he has seem monsters
time wears on, and will soon become hostile. staking the village streets at night.
The second realm is a version of the region accursed ▶ In the savage realm, the piece is embedded in the
by insane growth and a savage fertility. The colours here
are lurid, the place smells of rot and blood, and people forehead of a savage dog-beast that creeps
who spend more than half an hour in this world feel through the ruins of the ‘Shambles’.
invigorated, aggressive and rash.This region is savage.
▶ In the realm of horror, the local piece of the heart
Attack can come from anywhere. By all means play
upon the characters’ nerves and fears of ambush. The is located in the ruins of the old abbey, guarded by
savage villagers and many animals here fear fire, and can the ‘Horned Devourer’.
be driven back with torches.
The third version is a world of undeath and horror. Mortal World
The lighting here is twilight, and the air seems to be full
of a thin grey mist. A winds howls, and yet there is no
breeze. The place smells of ashes and dry old bones.
Inside the Village Walls
People who spend more than half an hour here begin to During the daytime, the village streets will be
feel a growing sense of dread, of impending death and relatively safe for the first days the player characters are
doom. This region is terrifying! Play on the characters’ present. Random villagers will occasionally shout mad
fear, and havefun! Zombies shamble towards sound, so messages to them in the street. Others will flee and lock
zombie swarms can be decoyed and drawn away by the door when the characters approach.
clever players. By the second day, there is a 1 in 6 chance per hour
Each location on the map has three different that player characters wandering the streets will be
description. The first description is for the mortal world, attacked by 1D6 insane villagers
the second is for the ‘savage’ world, and the third is for Insane villager: [#Enc. 1d6, AL N, MV 90’ (30’),
the ‘horror’ world. DAC 9, HD 1d4 hp, #AT 1, DG 1d4 or weapon, SV F0,
ML 7]
Insane villagers have often carved holy symbols into
their own flesh. They scream and rant, and seem to have
156
157
lost touch with all reality. Each villager has a 50% chance SAVAGE WORLD ENCOUNTERS
of carrying 1D6 copper pieces, 1D6 silver pieces, and Roll 1d6 Encounter
1D3 gold pieces. 1 Carnivorous villagers
By the third day 50% of all encounters can be taken 2 Wild dogs (2d3)
from the savage or horror world tables. 3 Bird swarm
4 Giant killer chicken
Outside the Village Walls 5 Cray crow
Day: 1 in 6 chance of an encounter per hour. After a 6 Tentacle beast
day or so, Labyrinth Lords might want to start throwing
in encounters from the savage world and horror world. that has the following magic user spells: sleep x1, magic
missile (5th level) x 1, levitate, and locate object x2.
OUTSIDE VILLAGE ENCOUNTERS (DAY) Night: Night outside of the village walls is dangerous.
Roll 1d6 Encounter There is a 1 in 6 chance of an encounter per turn.
1 Obstreperous Sheep
2 Small wildlife OUTSIDE VILLAGE ENCOUNTERS (NIGHT)
3 Stinging insects. Roll 1d6 Encounter
1 Recogimiento
4 Paranoid villager
2 Zombie acolyte
5 Angry cow
3 Giant rats (2d3)
6 Recogimiento
4 Insect swarm
Encounter Descriptions 5 Roll encounter from “horror world” table
Obstreperous Sheep: The party is attacked by 6 Roll encounter from “savage world’ table
2D3 vicious sheep! [#Enc. 1d4+1, AL N, MV 240’ (80’), Recogimiento: As above.
AC 7, HD 1, #AT 1 (butt), DG 1d4, SV F1, ML 5, HC Zombie acolyte: The acolytes the villagers knew
None] are dead and buried. This is a zombie version. These
Small wildlife: One random adventurer is set upon stealthy zombies tend to ambush out of the darkness.
by squirrels, ducks or rabbits. The character must save vs [#Enc. 2d4, AL C, MV 120’ (40’), DAC 8, HD 2,
death or take 1D3 damage. The animals attack once and #AT 1, DG 1d8, SV F1, ML 12, HC None]
then flee.
Giant rats: Nasty and vicious.
Stinging insects: All characters must save vs death [#Enc. 3d6 (3d10), AL N, MV 120’ (40’) Swim 60’
or take 1 point of damage. (20’), AC 7, HD 1d4 hp, #AT 1 (bite), DG 1d3 + disease,
Paranoid villager: A villager stands screaming SV F1, ML 8, HC none]
invective at the player characters, and throwing rocks. Insect swarm. All characters must save vs ‘death’
Anyone who approaches the man will be targeted by a or take 2 points of damage per round until they flee the
well-thrown stone. area.
Insane villager: A warped, twisted villiager attacks! [#Enc. 1 swarm, AL N, MV 30’ (10’) Fly 60’ (20’),
[#Enc. 1, AL N, MV 90’ (30’), DAC 9, HD 1d4 hp, #AT AC 7, HD 2, #AT 1, DG 2 hp, SV 0 human, ML 11,
1, DG 1d3 rocks or kitchen knife, SV F0, ML 7] THC None]
Angry cow: It’s charging! [#Enc. 1, AL N, MV 240’
(80’), AC 7, HD 3, #AT 1 (butt), DG 1d6 horns, SV F2,
ML 5, HC None] Savage World
Recogimiento: The Recogimiento the villagers There is a 1 in 6 chance per turn of an encounter
knew is indeed dead and buried. This is the version of when outside of buildings.
the man from the ‘savage’ world. He wears the same Carnivorous villagers: Hunched, feral versions of
bright wizards robe, but his face is bestial; he has fangs their ‘mortal world’ counterparts. Cunning, stealthy and
and claws, and he will attack anything that approaches violent!
him. [#Enc. 1d6, AL N, MV 150’ (50’), DAC 7, HD 1+1,
Savage Recogimiento: [#Enc. 1, AL C, MV 120’ #AT 1; bite, DG 1d4, SV F1, ML 7, HC none]
(40’), DAC 7, HD 1 (8 hp), #AT 3, DG 1-2/1-2/1-2, SV Wild dogs: These creatures attack without fear or
F1, ML 6, THC XXII] reason.
Recogimiento carries a pouch that contains 28 gold [#Enc. 4d4, AL N, MV 90’ (30’), DAC 9, HD 1d4
pieces, and he carries a scroll tube that contains a scroll hp, #AT 1, DG 1d3 rocks or kitchen knife, SV F0, ML 7]
158
Bird swarm: Anyone inside a bird swarm must save arrows, etc. They take 1D8 damage from a hurtled water
vs death or take 1D2 damage. Swarms cover an area 30’ skin.
wide. They can be escaped by running into buildings and [#Enc. 2d4, AL C, MV 90’ (30’), AC 6, HD 2 (turn as
blockading doors and windows, or by diving underwater. 3 HD), #AT 1 (grapple), DG 1d6, SV F2, ML 10, HC
[#Enc. 1 swarm, AL N, MV 90’ (30’) Fly 120’ (40’), none]
DAC 7, HD 2, #AT 1, DG 2 hp, SV 0 human, ML 11, Roach swarm: A flood of horrible carnivorous
THC None] roaches, 20 feet across. They move only at human
Giant killer chicken: It’s 7 foot tall and hates you! walking speed, but will pursue living prey for 1D6 turns.
[#Enc. 1, AL C, MV 120’ (40’) Fly 120’ (40’), DAC 7, Anyone inside the swarm must save vs death or take
HD 3, #AT 3 (2 claws, bite), DG 1d6/1d4/1d4, SV F3, 1D4 damage. A flask of burning oil should suffice to
ML 8, HC none] destroy a swarm.
Cray cow: A violent, fanged cow – with crayfish [#Enc. 1 swarm, AL N, MV 120’ (40’) Fly 60’ (20’),
claws and shell! And it wants meat! AC 7, HD 2, #AT 1, DG 1d4, SV 0 human, ML 11, HC
None]
[#Enc. 1, AL N, MV 240’ (80’), DAC 5, HD 3, #AT
2 (bite, claw), DG 1d6/1d6, SV F2, ML 5, HC None] Carnivorous undead child: It’s horrid and hungry.
This small child wanders as if lost. She appears real, and
Tentacle beast: This big, horrible blob seems to be
will cry plaintively and ask for help (“I’m so thirsty!”).
made up from several creatures blended together. It has
When a target comes within 5’, she splits open down the
hooves, tentacles, and a big maw. It cannot fit into
front into one giant fanged maw and lashes out with a
buildings or narrow alleys, and cannot climb. It is also
tentacle tongue to seize and devour prey. The first hit is
stupid and easily decoyed. It moves at normal human
with the sticky tongue. If this hit is successful, then the
running speed
child automatically does 1d8 damage to the target until
[#Enc. 1, AL N, MV 120’ (40’), DAC 7, HD 5, #AT 5 the child is destroyed.
(fangs, tentacles), DG 1d6/1d3/1d3/1d3/1d3, SV F5,
[#Enc. 1, AL C, MV 120’ (40’), DAC 7, HD 2, #AT
ML 8, HC None]
1, DG 1d8, SV F1, ML 12, HC None]
The horned monks: These hooded, robed undead
Horror World spread an aura of fear about them. Characters must save
There is a 1 in 6 chance per turn of an encounter vs magic or else suffer -2 on all of their attack rolls during
when outside of buildings. the encounter.
Horned skeletal monks (2d3): Armour Class 7,
HORROR WORLD ENCOUNTERS swords (1-6), Hit Dice1
Roll 1d6 Encounter [#Enc. 2d3, AL C, MV 120’ (40’), DAC 7, HD 1,
1 Zombie villagers #AT 1, DG 1d6, SV F1, ML 12, HC None]
2 Ghouls Monk leader (1): [#Enc. 1, AL C, MV 120’ (40’),
3 Ash zombies DAC 5, HD 2, #AT 1, DG 1d6, spells (hold person,
4 Roach swarm command, insect swarm), SV F1, ML 12, HC None]
5 Carnivorous child
6 Horned monks Locations
Zombie villagers: These are the undead
counterparts of the villagers in the mortal world. 1: Village Wall
[#Enc. 1d6, AL C, MV 120’ (40’), DAC 8, HD 2,
#AT 1, DG 1d8, SV F1, ML 12, HC None] Mortal World
There is a 50% chance that the noise of a fight will
attract another 1D6 zombies. The village is surrounded by an old ditch and earthen
rampart many hundreds of years old. The ditch is about
Ghouls: These creatures are extremely stealthy, and a yard deep, and the rampart 2 yards high. It is all
like to trail parties to ambush stragglers. covered with grass and weeds. Each gate consists of a
[#Enc. 1d3, AL C, MV 90’ (30’), AC 6, HD 2 (turn as wooden gate with heavy wooden beams to support it,
3 HD), #AT 3, DG 1d3/1d3/1d3 + paralysis, SV F2, ML and a wooden ‘lookout’ platform.
9, HC XXI]
Ash zombies: These creatures are red hot bundles of Savage World
ashes and smouldering flesh. If they hit an opponent,
they remain grappled and do automatic damage each In the savage world, the walls are overgrown with
round unless the victim can make a strength check to vicious brambles and weird, exotic plants. It is
break free. They are immune to normal missiles such as
159
dangerous to approach (50% chance of being attacked
by a tangle vine)
3: Graveyard
Tangle vine: [#Enc. 1, AL N, MV none, DAC 7, HD
1, #AT 1, DG 1d6 (strangle), SV F2, ML 12, HC None] Mortal World
The north gate is surrounded by a blooming The village graveyard has new graves for
‘morning glory’ vine. These flowers give off a Recogimiento, the priests and the five clerics that
hallucinogenic perfume. Save vs poison or else become assisted him. These people are all still in their graves and
delusional for 3 turns. are very, very dead. The villagers will be hostile to
anyone who interferes with graves (meddling her during
daylight hours will cause an attack by 2D4 angry
Horror World villagers).
The walls are lined with the twitching skeletons of At night, the graveyard is haunted by a trio of
impaled victims. More victims hang at the gates. skeletons.
Each gate is a place of whispers and strange, terrible Skeletons: [#Enc. 3, AL C, MV 60’ (20’), DAC 7,
voices. Anyone passing through these gates should save HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, HC
vs. magic or else be afflicted with fear effects (-2 on all None]
rolls) for the next 3 turns. Racing swiftly through the
gates with your ears blocked prevents the whispers from
having an effect. Savage World
Several bodies lie on pallets in the graveyard. Crows
2: Statue Square and wild creatures are feasting on the corpses. The
graves of Recogimiento and those of the acolytes are all
dug-up and empty.
Mortal World At night, 2 hyenas roam the graveyard.
The centre of the village is marked by a tall statue of Hyenas: [#Enc. 2, AL N, MV 120’ (40’), AC 7, HD
the goddess Traviya – goddess of magic and fertility. 3, #AT 1 (bite), DG 2d4, SV F3, ML 9, HC None]
There is a well in the square with a rope, bucket and
crank, a water trough, several hitching posts, an three or
four stalls that usually have vegetables and goods for Horror World
sale. The stalls are abandoned, and the square seems be The ground here is filled with skeletons. 1D6
deserted. skeletons will emerge out of the ground to attack
There is a dead body floating far down in the well. intruders every turn for three turns. They will not pursue
This is a villager that has been murdered by another intruders past the boundaries of the graveyard.
villager. Skeletons: [#Enc. 1d6, AL C, MV 60’ (20’), DAC 7,
HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, HC
Savage World None]
The statue here is of a savage, fanged, savage fertility
and hunting goddess standing on the bodies of 4: The East Fields
slaughtered humans.
There is a dead body in the well. Three giant rats are Mortal World
gnawing on the corpse. Fields of tall, unharvested grain, and an orchard that
Giant rats: [#Enc. 3d6 (3d10), AL N, MV 120’ (40’) seems oddly uncared for. A little rock shrine at the
Swim 60’ (20’), AC 7, HD 1d4 hp, #AT 1 (bite), DG 1d3 junction of the 3 main g]fields holds a smell statue of the
+ disease, SV F1, ML 8, HC none] fertility goddess, and some old offerings of fruit ad grain.
161
mist-filled grove. They will gather about intruders and 9: The Reeves House
then attack from all sides.
Skeletal beasts: [#Enc. 8, AL N, MV 150’ (50’),
DAC 6, HD 1, #AT 1 (horn or bite), DG 1d6, SV F1, ML
Mortal World
10, HC none] A sturdy stone house with heavy wooden doors and
The tree house is now a horrible shack made from shutters. It was home to the local Reeve. The Reeve was
flayed skins. Skeletons hang from the tree limbs. A slain one day ago by someone who stole into the house.
blood-red gem lies on the floor. This ruby is worth 50 The thief (Riel, area 7) stole the shard of the heart of
gold pieces. Anyone who wears or carries it slowly Traviya that was stored in the house. The house is
develops a thirst for blood. currently closed and empty – but might make a good
refuge for player character if they have to stay the town
as more and more insane locals and monsters appear.
8: The Abbey Ruins The pantry still holds some preserved foods, and the
house has a small well in the back yard. A suit of
Mortal World chainmail armor, a sword and shield are all mounted on
a stand in one corner of the main room.
Rows of pillars and old crumbled walls outline the site
of an ancient abbey. The place is overgrown with weeds.
The bleached skeleton of a stag lies in amongst the Savage World
flowers. Grass snakes slither through the weeds. The The house is empty and in good condition, and so
entire place is silent and weirdly unsettling… At the might make a good refuge. All contents are as above.
centre of the old nave there is a fallen stone that depicts
a rather sinister armoured warrior wielding a sword.
Horror World
Savage World The front door is splashed with dried blood. A
glowing gray portal to the Savage realm (one way) is in
The area is overrun with lurid purple flowers that give the main room. A stand in the corner holds a rather
off heady perfume. sinister black armor made of black dragon scales
A hideous carnivorous giant stag has pawed open a (Special AC4 leather armor, acid resistant), and an evil-
shallow grave in the middle of the abbey, and is eating looking sword and shield.
the corpse. The grave also contains a +1 sword.
Carnivorous giant stag: [#Enc. 1, AL N, MV 240’ 10: The Tavern
(80’), DAC 7, HD 3 (20 hp), #AT 3 (bite, 2 hooves), DG
1d6/1-2/1-2, SV F2, ML 5, HC None]
Mortal World
Horror World This oddly quiet tavern has a haunted, suspicious
crowd inside. There is a tavern keeper (a dwarf named
The abbey is a huge, grim building made from gray Norbert), a half elven waitress, a handsome half-orcish
stone. Mists surround it. Anyone walking into these mists cook. A gloomy, paranoid bard, and 2D6 suspicious
must save vs magic or take1 point of damage from cold. customers. The tavern can provide rooms (5sp a night
Inside the abbey a terrible creature – a huge undead with a breakfast and dinner included). Meals are poor –
monster with the skull of a stag, upper body of human, there seems to be very little decent food in town. The
and the lower body of a decaying serpent, all clad in people in the inn are twitchy, suspicious of strangers,
rusted armor. It bears a +2 magic deer-headed mace that and are paranoid. They cannot be made to understand
faintly glows purple. about portals in the temple, invisible shields about the
The horned devourer: [#Enc. 1, AL N, MV 120’ town etc. They will, however, recount events in the
(40’), DAC 2, HD 5 (25 hp), #AT 3 (bite,+2 mace), DG village.
1d6+2/1d6, SV F2, ML 5, HC None] It is immune to ▶ The heart of Traviya is a magical crystal that
non-magical weapons, charm spells etc. promoted healing and fertility.
One piece of the Heart of Traviya hangs about this
creature’s neck upon a chain of rusty wire. ▶ A visiting wizard, Recogimiento, convinced the
priests to recharge the crystal. But something
happened, there was an explosion. Recogimiento
and the priests were all killed. The crystal
apparently shattered. One piece was recovered.
▶ The recovered piece was kept by the Reeve. But
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he has been murdered (last night) and the crystal 11: The Temple
stolen. The Reeve’s body was laid out in the tavern
stables, but it has gone missing. Mortal World
▶ Recogimiento and the priest were all buried in the This walled garden once held a temple building. That
graveyard. But the stable boy at the tavern say she building has now been destroyed in an explosive blast
saw Recogimiento running through the western that occurred when the clerics attempted to recharge the
fields only yesterday. Likewise, one of the women Heart of Traviya. Currently, the main building has
completely collapsed. The priests and acolyte’s quarters
in the tavern swears she was attacked by one of
have burned down. Anyone who combs through the
the dead and buried priests, who fell on her and ashes can find a silver holy symbol, and a small clear
bit her until he was driven bottle labeled ‘healing potion” that contains – well – a
Resources at the tavern include thin ale (no wine), healing potion!
tubs of oats and dried peas, and a fire to keep out the There is a glowing blue hemisphere of light sitting at
ever-growing cold. A few dozen honey cakes are still the centre point of the explosion damage. This is a
available (1 copper piece each), as well as some large portal that links the mortal realm with the savage realm.
peaches (take some! They’re free!). There is a 2-handed Anyone who enters the light here will be instantly
sword in a rack over the fireplace, an elaborate shield transported to the same point in the savage realm.
hung behind the bar, and a morning star beneath the People who were present in the village area when the
bar. explosion occurred and not capable of seeing the
If the party is short of characters, they can find some glowing light, but are still able to pass through the portal.
hirelings or new members here. Well – at least for a day
or two until all the people in the tavern will become Savage World
violent and will all murder one another in a wild
rampage. The temple garden is the site of a consider able
crater. Inside this crater sits a hemisphere of blue light- a
portal from the world to the same position in the mortal
Savage World world.
In the savage realm, the tavern is the lair of fanged, The temple is filled with weird giant mushrooms and
bestial, carnivorous versions of the mortal inhabitants. bizarre tropical trees. Some saber-tooth squirrels chitter
Carnivorous villagers: [#Enc. 2d6, AL N, MV 150’ up in the trees.
(50’), DAC 7, HD 1+1, #AT 2 (bite, claw), DG 1-2/1-2, A hemisphere of flickering grey light stands over near
SV F1, ML 7, HC none] the entry gate. This is an entry portal to the same
The same décor and weapons hang on the walls. The location in the realm of horror.
cash box holds 46 copper pieces, 25 silver pieces and 9 A pair of brilliantly colored giant flightless toucans are
gold pieces. rooting through the garden. These mated creatures
might attack – but an animal friendship spell or
concerted effort by a friendly character might secure
Horror World these big birds as pets or riding beasts. They are very
The tavern has become a weird, black glass structure keen on cakes, fruit and ale.
decorated with skulls. The inside of the tavern room Giant flightless toucans: [#Enc. 2, AL N, MV 240’
holds withered, desiccated zombified versions of the (80’), DAC 6, HD 3 (20 hp), #AT 3 (bite, claws), DG
tavern’s usual inhabitant – bard, waitress, cook, owner 2d4/1-3/1-3, SV F3, ML 9, HC None]
and 2D6 patrons. The will attack anyone who enters the
tavern.
Zombie villagers: [#Enc. 2d6+4, AL C, MV 120’
Horror World
(40’), DAC 8, HD 2, #AT 1, DG 1d8, SV F1, ML 12, HC The garden is slick surface of black obsidian, through
None] which dozens of tortured figures can be seen - frozen as
The zombie bard will scream a numbing scream while if they were trying to fight up through the surface when it
striking a cord on their lute. All living creatures within 60 set solid.
feet must save vs magic or fall stunned. They may re roll A hemisphere of flickering grey light stands over near
a save each round to attempt to recover. the entry gate. This is an entry portal to the same
The two handed sword over the fireplace here is a location in the savage realm.
vicious looking thing that is a +1 2-handed sword that
does +1D3 damage to living creatures due to chilling
cold.
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12, 14, 15, 18, 20, 21, 22: Horror World
Half-Timber Houses Skeletal horses, oxen and a skeletal donkey stand in
the pen (see previous statistics). They will follow after
anyone who places a headstall onto them.
Mortal World
These are the houses of well-to do citizens. Each is
home to 1D3 adults, 1D6 children, and 1D3 servants or
16: The Ramshackles
assorted relatives, with a 50% chance that the residents
are currently at home. There is a 50% chance that the Mortal World
residents will be too paranoid to speak to visitors. After This is a confused collection of a dozen wattle and
the first day, the residents will be quite insane and daub houses, shacks and lean-tos occupied by
hostile. impoverished families (probably 2D4 peasants in each
These houses have a 50% chance of having each of shack). The area is a tangle of little lanes, stray cats, dirty
the following resources inside. Leather armour, scale alleys and trash piles.
armour, spear, shield, battle axe, short bow and 12 Peasants will not let visitors explore their houses.
arrows, 2D6 gold pieces, 2D20 silver pieces, 6 skins of Combing through these alleys gives a party a 20%
wine, a barrel of ale, 30 man/days of preserved rations. chance of being pick pocketed by swarms of grotty
children.
Savage World
As above – but the residents will all be savage Savage World
cannibalistic villagers. The houses are horribly The areas is a tangle of berry vines interwound
overgrown with vines and exotic (possibly toxic) plants. through the shacks and lean-to’s to make a dark region
Savage cannibalistic villagers: Armour Class 7, fangs of tunnels. Exploring the region means characters must
and claws (1-2,1-2, 1-2), Hit Dice 1. make a saving throw vs ‘death’ to avoid being covered it
a sweet, gluey fluid that exudes from the vines. This fluid
Horror World attracts swarms of flies.
As above – but the residents will all be hungry
zombies. The houses are covered with blood stains, and Horror World
occasionally have bodies hanging from the eaves. Any The area is a maze of entangled vines and shacks. An
food or ale in these houses is poisonous. armoured figure canbe seen hanging amongst the vines
Zombie villagers: Armour Class 9, bludgeon and deep inside the tangled mass. This is a dead warrior
bite(1-8), Hit Dice2. wearing plate armour. His sword in on the ground below
him. His flesh had been scorched off by corrosive fluids.
13: The Stables The vines are covered in grey pods. These have a 1 in
6 chance of bursting and covering intruders with fluid.
This fluid smokes and burns. Anyone soaked in the
Mortal World fluid must immediately cleaned off with a great deal of
A large shed contains 2 wagons and a small cart. The water (save vs ‘death’), otherwise the substance will
stable yard has 2 riding horses, a pair of draft oxen and a change their body structure. Roll below.
donkey. 2 peasants sit playing cards in the shed, and
they will rent out horses for 1 GP a day, or the donkey BODY CHANGES
for 3 SP per day. Roll 1d6 Change
A hand becomes a demonic claw. +1 STR, -1
1
CHA.
Savage World A hand becomes a crab-like claw (-1 DEX and
2
The oxen, horses and donkey here are savage and CHA, but can attack for 1D6).
carnivorous. Keep away! 3 Character gains demonic tail and +1 CHA.
Carnivorous critters: [#Enc. 4, AL N, MV 240’ 4 Character gains horns and +1 CHA.
(80’), DAC 7, HD 3+3 (horses and oxen) or 2 (donkey), 5 Skin becomes slick and glassy. -4 CHA.
#AT 1 (butt) or bite, DG 1d6/1d6 , SV F1, ML 5, HC Gains +2 STR, -4 CHA, and skin becomes
6
none] bright red.
164
17: The Shambles The inside of the tower is a weird, psychedelic version
of the one from the mortal world. The tower is occupied
by an insane giant carnivorous parrot.
Mortal World Insane giant carnivorous parrot: “Polly want a
A tangle of storage sheds, old huts and lean-to’s. spinal column!” [#Enc. 1, AL N, MV 240’ (80’), DAC 7,
These house a few peasant families, house livestock, and HD 3 (20 hp), #AT 1 (bite), DG 1d10, SV F3, ML 9, HC
also store large sacks of oats, lupins and hay for fodder. none]
A group of nasty, barking dogs roams the area. They will The wardrobe on the second floor this time has a
bark, but are not really dangerous spider silk robe worth 200 gold pieces, as well as a pair
of bracer of defence AC4.
Savage World There is no spellbook on the top floor – just skins
covered in mad scrawls. The potions in the rack in the
The zone is heavily overgrown by trees, giant shelf
study have the same effects astheir mortal counterparts –
fungi and giant toadstools.
but additionally cause the imbiber to lose all fear, and
A pack of savage, stealthy wild dogs lurks in the area. believe they are invincible (they do not perceive wounds
The lead dog has one piece of the Heart of Traviya to themselves for the next 24 hours).
imbedded in its forehead.
Wild dogs: [#Enc. 5, AL N, MV 90’ (30’), DAC 9,
HD 1d4 hp, #AT 1, DG 1d3 rocks or kitchen knife, SV
Horror World
F0, ML 7] The tower in the realm of horror is a haunted, ghastly
place. Anyone entering the tower must save vs spells
each turn, or lose 1 hit point.
Horror World
The food in the pantry is poisonous.
The region in made up from the bones of massive
The clothes on the second level include a sinister
animals.
black dress. This adds 25% to the wearer’s chance of
hiding in shadows.
19: Recogimiento’s Villa In the study on the third level, there is a scroll that
has the following spells. 2x magic missile (5th level),
Mortal World ventriloquism and floating disk.
This small tower has three levels. The door is trapped
with an explosive sigil (1D6 damage to everything within Sample Wilderness Map
10’), but can be is armed by a thief if discovered. This map provides the details of a small part of a
The lower level consists of a kitchen, pantry and fantasy world. The locations of geographical features and
dining room. The pantry contains some decent ale, wine, some cities are provided. Some of these areas are
some preserved ham and duck, as well as beans, peas, described below; others are left to the Labyrinth Lord to
pickles, butter, flour etc. detail.
The second level has a bedroom at is decorated
with some very strange paintings and portraits. A
wardrobe contains several weird robes. One of these is a
Known Lands
luxurious giant skunk skin robe worth 200 gold pieces. The lands provided on the map belong to the Duchy
The third level is a study. A parrot in a cage is in of Valnwall. This area is in a temperate climate with the
need of water and food (seed is in bag by the table). typical four seasons. Harsh winters are more common
There is a table covered in notes that explain the on the northern side of the mountain range, and winters
wizard’s belief that the crystal is somehow rooted in are slightly milder with less snow closer to the coast.
three layers of reality and blends those powers. There is Duke Valnwall and his family rule the lands, and the
a spell book that has a random choice of spells from 1st Labyrinth Lord might set up smaller baronies ruled by
to 4th level. various lords. There are many untamed areas with
monsters and other dangers. Some areas are discussed
A rack of bottles along one wall are three well-labeled below.
healing potions, and one potion of invisibility.
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