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Classic Fantasy Roleplaying Game of
Labyrinths, Magic, and Monsters
By Daniel Proctor
Goblinoid Games
FOREWORD
Labyrinth Lord is not new or innovative. This game exists solely as an attempt to help breathe back life into old-school fantasy
gaming, to do some small part in expanding its fan base. Labyrinth Lord follows in the footsteps of other „retro-clone‰ game systems.
One might think of it as an emulator, meant to employ game rules (algorithms) from early 1980s games by using new presentation in
combination with terms that are open game content, provided under the Open Game License Version 1.0a, by Wizards of the Coast,
Inc. Labyrinth Lord is a restatement of a set of rules that are otherwise out of print and no longer commercially supported. This work
follows the idea that game rules themselves are not subject to copyright, only the specific presentation of those rules are. The goal of
Labyrinth Lord and other retro-clone systems is to make rules currently available, using a common reference, for third-party publishers
to create gaming material that is not only compatible with the particular retro-clone system, but also with the system which it seeks to
emulate. By doing this we hope to help build a market for games that have otherwise been allowed to fade into the past. For further
information, please visit our website at www.goblinoidgames.com.
This effort is meant to complement, not replace, the fine work that came before it. If Labyrinth Lord succeeds in being a good
representative of old-school fantasy roleplaying, it only does so because it lies on a solid foundation. I cannot, and would not, pretend
to take any of the credit.
This is a game about imagination. It represents what was, for most of us, our first tentative steps into the monster-filled labyrinths of
our youth. We learned some of our first lessons about life, death, and reaching for impossible goals as we rolled strange dice we had
never seen before, and went to worlds we otherwise would never have imagined. Old-school gaming isnÊt just about nostalgia. We go
back to these game rules not just because they might be easier to learn or play compared to their modern derivatives, but also because
there is a fresh element to the game. We open a portal to a simpler fantasy world, and we check our adult disillusionment at the door.
As I enter that door I become my old dwarf character again, swinging my axe against a fresh wave of orcs on my way to defeat the
evil orc chief. IÊll kill that chief and save the local village, only to fall in a battle to trolls later. But it doesnÊt matter. As long as we have
this game and our sense of wonder, the adventures never end.
As I was writing Labyrinth Lord, I learned from the Internet gaming community at DragonÊs Foot (www.dragonsfoot.org) that Tom
Moldvay had died. He was the editor of the first set of game rules that inspires Labyrinth Lord, and his many writings made him one
of the pioneers of fantasy role-playing. Those who knew him report that he was a nice, hard-working man. I only met him through his
writings, but it is clear that we owe him a great debt. This work is therefore dedicated to his memory.
Dan Proctor
July 2007
ACKNOWLEDGEMENTS
Special thanks are owed to Tom Moldvay, Dave Cook, Steve Marsh, E. Gary Gygax, Dave Arneson, Frank Mentzer, J. Eric Holmes,
Rob Kuntz, Tim Kask, and many, many other individuals who created the foundation of fantasy role playing games. Special thanks
also to Ryan Dancey and Wizards of the Coast, Inc., for making the Open Game License and system reference documents available.
This work would not have been possible otherwise. Deep appreciation is offered to Bill Ellis and Cameron DuBeers for calculating
monster experience points, and to the community at the Goblinoid Games forums for their support and help in pointing out errata.
Thanks to Trent Foster, William D. Smith Jr., Matthew Finch, Stuart Marshall, and Allen Shock for looking over this manuscript and
offering advice. The person I must thank the most is my wife, for putting up with my obsessive writing over the last many months.
Dedicated to the memory of Tom Moldvay
Cover illustration and interior illustrations by Steve Zieser
¡
Layout and design by Daniel Proctor
¡
Editing and continuity by Lavanya
Proctor, Ryan Denison, and Daniel Proctor
¡
Copyright 2007-2009 Daniel Proctor
¡
Cover illustration and interior illustrations
Copyright 2009 Steve Zieser, used under license
¡
Labyrinth Lord
TM
, Advanced Labyrinth Lord
TM
, Goblinoid Games
TM
, and Mutant
Future
TM
are trademarks of Daniel Proctor
¡
This product is released under the terms of the Open Game License Version 1.0a,
Copyright 2000, Wizards of the Coast, Inc.
Revised Edition (Fourth Release)
September 2009
www.goblinoidgames.com
Table of Contents
Table of Contents ........................................................................ 3
SECTION 1: Introduction ............................................................. 4
How to Play ........................................................................... 4
Adventuring ....................................................................... 4
Dice .................................................................................. 4
Terms ............................................................................... 5
Common Abbreviations ...................................................... 5
SECTION 2: Characters ............................................................... 6
Creating a Character: An Overview.......................................... 6
Character Abilities ................................................................... 6
Ability Prime Requisites ...................................................... 7
Choosing a Class .................................................................... 7
Hit Points ............................................................................... 7
Character Classes ................................................................... 8
Choosing Alignment.............................................................. 14
Character Languages ............................................................ 14
Character Inheritance ............................................................ 14
Money and Coins .................................................................. 14
Equipment ............................................................................ 15
Equipment Descriptions.................................................... 16
SECTION 3: Spells .................................................................... 19
Spell Casting Constraints ....................................................... 19
Saving Throws ...................................................................... 19
Reversible Spells ................................................................... 19
Cumulative Spell Effects ........................................................ 19
Beginning Spells ................................................................... 19
Spell Descriptions ................................................................. 20
Cleric Spells..................................................................... 20
Magic-User and Elf Spells ................................................. 27
SECTION 4: Adventuring Rules.................................................. 43
Labyrinths & Monsters .......................................................... 43
Adventuring Groups .............................................................. 43
Group Organization ......................................................... 43
Labyrinth Rules ..................................................................... 44
Time and Movement ........................................................ 44
Rest ................................................................................ 44
Carrying Capacity and Encumbrance................................. 44
Light and Darkness .......................................................... 44
Doors.............................................................................. 44
Traps and Trap Detection ................................................ 45
Wilderness Adventures .......................................................... 45
Time and Wilderness Movement ....................................... 45
Losing Direction .............................................................. 45
Climbing.......................................................................... 46
Rations and Foraging ....................................................... 46
Swimming ....................................................................... 46
Air Travel ........................................................................ 46
Water Travel.................................................................... 46
Hiring Retainers.................................................................... 46
Checking Morale.............................................................. 47
Retainers and Experience ................................................. 47
Hiring Specialists and Mercenaries ......................................... 47
Kinds of Mercenaries ........................................................ 47
Kinds of Specialists .......................................................... 47
Awarding Experience ............................................................ 49
SECTION 5: Encounters and Combat......................................... 50
Encounters ........................................................................... 50
Encounters and Time ....................................................... 50
Labyrinth Play Sequence .................................................. 50
Wilderness Play Sequence ................................................ 50
Monsters Encountered ...................................................... 50
Movement in Encounters ....................................................... 52
Chases in the Labyrinth .................................................... 52
Chases in the Wilderness .................................................. 52
Combat ................................................................................ 52
Combat Movement .......................................................... 53
Attacking ......................................................................... 53
Unarmed Combat ................................................................. 53
Aerial Combat ...................................................................... 53
Damage and Healing........................................................ 54
Missile Attacks ................................................................. 54
Saving Throws ...................................................................... 54
Item Saving Throws (Optional Rule) ....................................... 55
Morale Checks (Optional Rule)............................................... 56
Stronghold Encounters .......................................................... 56
Adventures at Sea................................................................. 56
Water Vessels .................................................................. 56
Ship Weaponry ................................................................ 57
Water Conditions ............................................................. 57
Encounters at Sea ............................................................ 58
Waterborne Chases .......................................................... 58
Waterborne Combat......................................................... 58
Encounter and Combat Example............................................ 58
SECTION 6: Monsters............................................................... 61
Abbreviations........................................................................ 62
Monster Listings ................................................................... 63
Wandering Monster Tables .................................................. 104
Wilderness Encounter Tables ............................................... 105
SECTION 7: Treasure.............................................................. 106
How to Roll for Treasure ..................................................... 107
Gems ............................................................................ 107
Jewelry.......................................................................... 107
Finding and Using Magic Items ............................................ 107
Treasure Tables .................................................................. 107
Magic Item Descriptions ...................................................... 110
Potions.......................................................................... 110
Rings ............................................................................ 113
Scrolls ........................................................................... 114
Rods, Staves, and Wands ............................................... 115
Miscellaneous Magic Items.............................................. 116
Weapons, Armor, and Swords ........................................ 120
SECTION 8: Labyrinth Lord Lore............................................. 123
Labyrinth Design................................................................. 123
Labyrinth Scenarios ....................................................... 123
Stocking the Labyrinth ................................................... 123
Groups of NPCs ............................................................ 124
Wilderness Design ............................................................... 125
Wandering Monsters ........................................................... 125
Wilderness Wandering Monsters...................................... 125
Magic Research .................................................................. 126
Creating a Stronghold ......................................................... 126
Structure Prices ............................................................. 127
Advice for the Labyrinth Lord .............................................. 127
Characters of Different Levels ......................................... 127
Characters and Treasure ................................................ 127
Character versus Player Knowledge................................. 127
Impossible Tasks ............................................................ 127
Labyrinth Lord as Judge................................................. 128
Monsters and NPCs in Play ............................................ 128
Random Rolls ................................................................ 128
Ruling Wishes ................................................................ 128
Sample Stocked Labyrinth ................................................... 128
Taking it to the Next Level .................................................. 131
Sample Wilderness Map ...................................................... 131
Index....................................................................................... 133
Character Sheet....................................................................... 134
Introduction
Labyrinth Lord
Section 1: Introduction
Alexandra the Elf lashes out with her sword again, but the
goblins keep getting closer. The dark pit looms behind her,
the crevasse that had only moments earlier consumed her
companion. She turns and makes a desperate leap toward the
pit, hoping to land safely on the other side
⁄
You are about to enter an entirely new world. Unlike board or
card games that have highly structured play options and little
flexibility, most of the action in Labyrinth Lord takes place in
your imagination. There are no limits!
Labyrinth Lord is a roleplaying game. When you play a role
playing game it is like acting in a play. You take on the role of
an alter ego, and progress through an interactive story. But in
a role playing game, there is no script or predetermined
ending. You get to determine your fate, while seeking fame,
wealth, and power by conquering foes, gathering treasure, and
accumulating levels of experience!
with the characters played by the players, but the Labyrinth
Lord decides on their actions, personalities, and motivations.
No one in this game „wins.‰ Characters do sometimes die;
this is a fact of the game, but it does not indicate failure or
„losing‰ in the sense that someone loses at, say, a card game.
One can measure „success‰ in this game in many ways, such
as achieving treasure, levels of experience, or powerful
magical items. However, the one common measure of success
that everyone should strive for is to have fun. Everyone can
win at this game, because everyone can have fun playing it.
So while a character may die, or riches may be lost, it is the
game play itself that matters. Winning is in being able to
suspend disbelief long enough to be immersed in a fantasy
world.
Adventuring
Many adventures the characters undertake will take place in
monster-filled labyrinths, in the wilderness, or in a town.
Labyrinths may be large or small, but they are usually
underground locations that are mapped and have the contents
determined and described by the Labyrinth Lord. While the
Labyrinth Lord may design these areas, published pre-made
labyrinths or other areas might be used. The Labyrinth Lord
has the hardest job of all, because he must be prepared ahead
of time to inform the players of what lies ahead and how the
results of their choices unfold.
YouÊve taken the first step on your adventure, but you are still
a 0 level human. DonÊt despair, because you become 1st level
when you create your first character, and progress from there.
Gaining a level is a special occasion, because it incrementally
marks your success as your alter ego. Each time a character
gains a level, he becomes more powerful and capable of
taking on the dangers of deeper and more exciting labyrinth
levels.
⁄
Alexandra fails to clear the pit, and plummets within! She
feels the cold, slimy walls of stone slide against her, and begins
to tumble and glide along the curved wall as she slips into the
darkness. She fals a great distance before coming to a
sudden, squishy halt. A gasp escapes her as she realizes the
slide is stopped by the corpse of her companion, Nles the
halfling. He is impaled on a wall of spikes with his mouth still
open, as if to scream a warning or produce a shriek of
surprise.
How to Play
Although all of the people who sit down to play Labyrinth
Lord are „players‰ in the traditional sense, they are not all
referred to as „players‰ in this gameÊs terminology. One game
participant is referred to as the „Labyrinth Lord,‰ for which
this game is named. This person is the moderator of the
game, and is the person who should understand the rules
better than any other participant. The other participants are
called „players,‰ and they take on the role of a character (or,
rarely, more than one character). Characters played by players
are referred to as player characters (PCs). The players act in
the role of their characters in the setting or world designed
and presented by the Labyrinth Lord. Characters each have a
class, which might be thought of as a profession, and the class
will dictate what sorts of capabilities characters have.
Dice
Labyrinth Lord primarily uses six different kinds of dice to
determine the results of actions and situations, but these same
dice might be used to generate numbers of varying ranges.
These different dice and the terms employed to use and
describe them are detailed below.
Dice and Notation
Dice rolls are described with expressions such as „3d4+3,‰
which means „roll three four-sided dice, sum them, and add
3‰ (resulting in a number between 6 and 15). The first number
tells you how many dice to roll (adding the results together).
The Labyrinth Lord is the final arbitrator of rules and rules
decisions. He guides the progress of the game, and plays the
roles of monsters and non-player characters (NPCs). Non-
player characters are characters that share many similarities
4
Labyrinth Lord
Introduction
The number immediately after the „d‰ tells you the type of die
to use (sometimes this is not a „real‰ die, see below). Any
number after that indicates a quantity that is added,
subtracted, or multiplied with the result. Labyrinth Lord uses
the following die notations:
travel into the top-most level of a labyrinth, they are in the
level closest to the surface of the earth. If the labyrinth has
multiple levels, the next level down is the second level, then
the third, and so on. The deeper the labyrinth level, the
greater the dangers that await the characters.
Notation Meaning
d2 A result of 1 to 2 is obtained by rolling 1d6.
A result of 1-3 = 1, and 4-6 = 2.
d3 A result of 1 to 3 is obtained by rolling 1d6.
A result of 1-2 = 1, 3-4 = 2, and 5-6 = 3.
d4 Four sided die
d6 Six sided die
d8 Eight sided die
d10 Ten sided die, a „0‰ indicates a result of 10
d12 Twelve sided die
d20 Twenty sided die
d% or d00 Percentile dice (a number between 1 and 100
is generated by rolling two different ten-sided
dice. One (designated before rolling) is the
tens digit. The other is the ones digit. Two 0s
represent 100.)
One term that is frequently used is adventure. An adventure is
often used to describe one play session. It may also be used in
reference to a full scenario that may take several play sessions
to finish. Many published adventures will use the term
adventure and module interchangeably. When many
adventures are strung together, often with the same characters
in play, this is referred to as a campaign.
Experience points (XP) are used to measure the progress of
characters. These points are assigned based on how powerful
monsters that have been defeated are, and on how much
treasure is found. As more experience points are gained,
characters go up in level. As characters go up in level, one
thing that changes is their number of hit points (hp).
Characters gain more hp as they advance in levels, and this
allows them to suffer greater damage and survive. Characters
most often take damage from monsters while engaged in an
encounter. An encounter is a situation in which the PCs and
monsters or NPCs are interacting. Time and movement are
measured differently during encounters, and this will be
covered in depth later.
Terms
Some important terms have been described already, and more
will be described later, but to avoid confusion a few more
clarifications are in order. Whenever the term „Labyrinth
Lord‰ is presented in italics (Labyrinth Lord), it is referring to
the name of this game. When the term is presented without
italics, it is referring to the game moderator discussed
previously.
If you are confused about what some of the terms used so far
mean, many terms are explained as they are presented in later
sections of this book.
Common Abbreviations
Below are some of the most common abbreviations that will
be found in this book or Labyrinth Lord supplemental books.
Another important concept is to understand different usage of
the term levels. There are four instances when the term levels
might be used. One instance is when we are discussing levels
of experience for characters, or class level. Characters begin at
1
st
level in a particular class. As they accumulate experience
points through fighting monsters and gaining wealth, they will
reach higher levels (2
nd
level, 3
rd
level, and so on). With each
level comes more hit points and additional class capabilities
(discussed later). While we are talking about characters,
another term that might be used is spell level. Characters who
can cast spells will have access to more spells and spells
referred to as being of a higher level as the characters increase
in class level. For instance, some spells are 1
st
level spells, and
some are 2
nd
level, and so on. Spell levels do not directly
correspond to class levels; they are only a relative measure of
the power of spells.
Abbreviation Meaning
Abilities
STR
Strength
DEX
Dexterity
CON
Constitution
INT
Intelligence
WIS
Wisdom
CHA
Charisma
Other
AV
Attack Value
hp
Hit points
shp
Structural hit points
HD
Hit dice (or hit die)
Another way in which the term „level‰ is used is when
discussing the level of a monster. This corresponds directly
with how many hit dice monsters have. For instance, a 2 hit
die (2 HD) monster might be thought of as a 2
nd
level
monster. This is a direct measure of how many hit points a
monster will have, and how challenging an opponent it is.
Finally, the term „level‰ will be used in the context of labyrinth
level. The primary adventuring locations in Labyrinth Lord are
labyrinths, or underground mazes, that are filled with many
monsters, treasures, and treacherous secrets. A labyrinth level
could be thought of as a floor of a building. When characters
AC
Armor class
XP
Experience points
PC
Player character
NPC
Non-player character
cp
Copper pieces
sp
Silver pieces
ep
Electrum pieces
gp
Gold pieces
pp
Platinum pieces
THC
Treasure Hoard Class
LL
Labyrinth Lord
5
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