Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Monday, 27 March 2017

A Pipeful Of Trouble out now!


All is not well in Brierfield. The idyllic halfling village has fallen prey to unknown bandits and marauders. These peaceful victims of shattered loves and broken dreams need a band of heroes to save them. Are you willing to help them in their time of needs?
A Pipeful Of Trouble is a Classic Edition Adventures module for player characters levels 1-3. It features a nice mix of social interaction, a dab of wilderness travel, caves, and a traditional dungeon complex. There are strong role-playing elements, inlcuding potential ethical quandaries, though these can be toned down or dispensed with altogether should the group prefer a more martial approach.
A Pipeful Trouble includes:
  • Interesting NPCs
  • Difficult opponents
  • Dangerous locales
  • Harrowing situations
  • A brand new monster
  • Maps for Brierfield, Merrywood route to the caves, a cave and dungeon maps
A Pipeful Of Trouble is written for Labyrinth Lord* but can easily be used with any OSR or d20 fantasy system, or with the original fantasy game.
*Labyrinth LordTM is copyright 2007 – 2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com.


Wednesday, 23 November 2016

[Labyrinth Lord] Berserker character class by Kookko Jaskinen

BERSERKER
by: +Kookko Jaskinen, created for his campaign

"In the core of Black Iron Imperium's civil war a band of warriors was born, which battled against the King's army. They were called Berserkers, and they were known as warriors who didn't compete with skill but with tremendous rage. Nowadays they are mercenaries or guerillas opposing the King".

Requirements: None

Prime Requisite: CON

Hit Points: 1d10

Experience table:
Level | HD | Experience points
1 | 1 | 0 exp
2 | 2 | 2,060 exp
3 | 3 | 4,120 exp
4 | 4 | 8,240 exp
5 | 5 | 16,480 exp
6 | 6 | 32,960 exp
7 | 7 | 65,920 exp
8 | 8 | 128,750 exp
9 | 9 | 257,500 exp
10 | 9 +2 HP | 386,250
11 | 9 +4 HP | 590,000
12 | 9 +6 HP | 737,500

Weapons and armor: Only Axes and Leather armor, no shields

Attacking: As Fighter

Magic items: Unable to use any magic items

Saves: As Dwarf

Rage: Damage bonus and resistance (halve incoming damage) until next turn.

Level | Uses per day | Dmg bonus
1 | 1 use | +2
2 | 1 use | +2
3 | 1 use | +2
4 | 2 uses | +4
5 | 2 uses | +4
6 | 2 uses | +4
7 | 3 uses | +6
8 | 3 uses | +6
9 | 3 uses | +6
10 | 4 uses | +8
11 | 4 uses | +8
12 | 4 uses | +8

Wednesday, 21 September 2016

The Wizard's Spellbook from Barrel Rider Games now available, for which I made print-on-demand cover layout



Barrel Rider Games needed help to make their new release's covers print-on-demand ready, and I decided to take the challenge. I've done few print-on-demands myself and thought, it would be quite easy for me. Well, as easy as it can, because OnebookShelf's POD preparations can be tricky! And they were, two times the file I sent was refused, because of a tiny mistake, where the front and back covers didn't meet. But third time I made it, and now it is available for everyone to buy and enjoy, both in PDF and glorious print-on-demand!

Here is a short video of the process where I check the template borders and bleed areas:


Arcane Incantations at Your Fingertips!
The Wizard's Spellbook compiles all the magic-user spells from Labyrinth Lord and the Advanced Edition Companion into a single digest-sized tome so you won't have to waste valuable game time searching for just the right incantation. Compact, complete, and with a minimalist design, The Wizard's Spellbook is a practical products that will help take the hassle out of playing a magic-user in Labyrinth Lord - or any other B/X fantasy game!
Inside you'll find:
  • A complete spell list organized by level, with each level of spells broken down alphabetically for easy reference. Included in the spell list are notes on whether a spell is reversible and check boxes so you can mark whether your character knows a given spell or has it memorized that day. In addition, the spell list notes whether the spell is Basic, making it equally useful for players who are not using the Advanced Edition Companion.
  • The complete spell description of every single spell found in the Labyrinth Lord Revised core rulebook and the Advanced Edition Companion.
  • Optional rules for introducing Cantrips into your Labyrinth Lord or B/X fantasy campaign!
  • Print on Demand product is in an easy to transport, easy to reference 6x9 softcover digest.

Buy it here, available in both PDF and Print-On-Demand!

Wednesday, 20 May 2015

[LotFP/LL/S&W/OSR] Knife fighting

Pic from: http://www.gutterfighting.org/
Introduction

In The Brotherhood Of Rose novel by David Morell there was a knife fighting scene between two agents. They used knife hand to attack and off-hand to parry opponent's attack. That is an inspiration for this post. I decided to use LotFP as a default for writing this, but this is easy to adapt to other OSR games like Swords & Wizardry and Labyrinth Lord, as long as you remember that Armor Class values are a bit different in those. LotFP unarmored default is 12, in S&W it is 10. Both of those are ascending. In Labyrinth Lord default unarmored AC is 9 and it is descending.

Mechanics

In this example I use a character with leather armor which is 2 better than unarmored in every edition. In addition the example character has +1 modifier (-1 in descending) to AC from his Dexterity Score.

This is how his AC looks:
Unarmored--with Dexterity--With leather armor--TOTAL
------12------------13--------------------15-----------------15

When using a fighting technique, where you use your main hand to attack with knife AND your off-hand to parry opponents knife strikes, add 2 to armor class. The AC would consist of the following:

Unarmored--Dex--Leather--Technique--TOTAL
------12--------13------15----------17----------17

So, to hit the character and inflict knife's d4 damage to HP opponent needs to roll 17 or higher. Just like by-the-book. But parrying with your hand hurts, am I right?

When the attack roll hits the range of the "technique", which in above example would be 16 and 17 of AC, one point of damage is suffered. Why?

0-12 is the default how hard anything human sized is to hit. 12-13 is how much the guy with DEX bonus dodges and moves around. 14-15 is where the actual armor comes in play. 16 and 17 are your hand blocking the knife's sharp blade, so naturally roll results of 16 and 17, which in AC scale represent your hand result damage.

In A Nut Shell:

Fighting with a knife using off-hand to parry gives +2 to AC, but the AC values in that +2 ranges when rolled with to-hit (with attack bonuses) deal 1 HP damage.

Sunday, 3 May 2015

[Review] The Tomb Of Gardag The Strange

A Labyrinth Lord compatible adventure by 3 Toadstool Publishing, +Shane Ward. PDF, pay-what-you-want available at DriveThruRPG.


Presentation

Artwork is very cool, looted from openclipart.org. Shane finds the best pictures there! Layout is clear two columns. What I like very much in descriptions is that general information is separated from italic GM information. This style makes entries easy to read and separate what should be told right away for players, and what not.

The Adventure

Dungeon with a good introduction. Something else than your average "there's treasure, go get it". Background of the adventure is nice and easily put in a setting of your choice. In only 16 pages (including OGL) there are 24 rooms! That's a lot!

The adventure is quite dark with undead, tombs and stuff like that. I like it. If you've played Skyrim you know what I mean if I say that I can imagine Tomb Of Gardag like draugh tombs.

I think that all content fits together quite nicely, I didn't get any "that's random" or "what is that doing there in the first place" feelings like some dungeons give.

Extra Stuff

You also get three pregenerated characters. The adventure is for 3rd level adventurers but the pregens are first levels. Shane told that it's a mess-up and leftover, because initially this was going to be Dungeon Crawl Classics funnel adventure inspired.

You also get 12 interesting henchmen. No stats, but cool descriptions. I like little things what can be used elsewhere even if the adventure is used.

Value For Money?

Yes. This is great dungeon! It is pay-what-you-want, so it doesn't cost anything to get. So I think this is a must have. Although I think this is worth money, and the money is well spent.

When Shane was writing this I saw WIP and got very excited about it. Now published, it claimed my excitement and gave more.

I like this!

Wednesday, 29 April 2015

[Review] Oubliette #9

Oubliette is an OSR zine of 22 pages available in pdf format (RPGNow) or in print from their blog. Also compilations and all kinds of other stuff is available at Lulu.

Compatible with Labyrinth Lord makes it easily cross-compatible with almost any old-school system out there.

Fun fact is, that I didn't know what oubliette meant before I bought this zine!
"An oubliette is a form of dungeon which is accessible only from a hatch in a high ceiling," Wikipedia educates me.


How it looks? I don't have a print copy of this and I only read it with my 5,2" mobile phone, but the format and layout sits the phone's screen nicely! Artwork is very good and zine-y through the file and layout is excellent, especially for aforementioned reading format.

Content is great. In mere 22 pages there's packed all kinds of material like an dungeon, a location, new familiar for Magic-Users, new spells, items and a monster (linked to aforementioned location).

This issue doesn't seem to follow a theme, but the variety of material is refreshing. As a zine entries are short, so you don't have to make too many adjustments to make them work in your campaign or setting. Just open a page (or two) and throw the material in!

There also is a trinket called "D20 Hit Point String Generator". Basically you roll 1d20 and check the table for hit points for creatures of ½HD to 2HD. Fun exercise, but I don't see rolling 1d8 once or twice for monsters. Would be cool to see similar for higher HD monsters, too!

Summary. New to this zine, I was positive surprised. I do like zine format of material. Zines have a great variety of material for your pleasure to read and maybe to use. Zines are great small rpg snacks you can easily and quickly digest without digging too deep on the topic. Oubliette is not an exception of this premise and delivers fun old-school material. Also the material is good, too!

In near future I need to check out other Oubliette issues and I encourage also you to check out this zine!
__________________
Get it from RPGNow.

Thursday, 26 March 2015

[LL] Material I used for "Forgotten Legend Lives" campaign

It all begun when I wanted to play Labyrinth Lord the traditional-ish vanilla-ish fantasy way. My girlfriend is not a big fantasy fan in tabletop roleplaying games, even though she has enjoyed games like Elder Scrolls III to V.

She likes elves, so an elf character we created for her. I let her roll a random magic weapon from treasure tables. As she was only player for this campaign, I thought I'd give her an edge with more powerful item. Also that item worked as an inspiration for the campaign. The item was +2 sword (+3 against giants). The buff against giants gave me already some ideas.

But a setting needs a map! I thought that it would be a good introduction to fantasy gaming if she didn't know anything about the world her character was about to step in, so I just made a map of the area everything is going to happen at.


So I made a hex map. I didn't have any idea what the setting would be like. I just thought "like a fantasy place" but more humans than demi-humans and fantastic beings.

Then I had to choose the starting place, which is at 56P. And a map for that place. I asked around google plus and +Dyson Logos suggested I'd use one of his maps, The Village Of Brenton's Bend . That is very cool small town map with an extra dungeon to delve. Perfect! I didn't include the dungeon but later in the campaign, though.

This and many other great maps can be found at Dyson Logos' website: https://rpgcharacters.wordpress.com/
Also he's got Patreon campaign going for more maps: https://www.patreon.com/dysonlogos
The campaign started like Elder Scrolls games: you are a prisoner and you end up in the place where you are going to adventure and you yet don't know what the setting - or your character is going to be like. That was perfect for the player so she didn't have to learn what the setting is and everything, she could just start to explore fantasy with her character and herself! It also gave me free hands to go what ever direction I wanted from a scratch. Sounds hard, does it? Not really, I just had to know as much as player knows plus the important events what are in the background. Quite simple and fun, actually.

To get things going, I wanted to have a small adventure what was not a dungeon. So I created "Graveyard Of Dusk". It's a small location with few hotspots to wonder, a NPC to meet and a bigger plot with spooky encounter. Very simple.

That's how it started. Now to the material I used for the campaign:

Labyrinth Lord for core rules.
Dwarves Of Longland post here for describing the most important race after humans.
The Hanging Garden for side-quest but it turned out to be a secret lab (premise) after clearing.
Norman's Gone Missing for side-quest and to introduce cultists into the plot.
The Overrun Mines was a review copy I received, so why not to use it! Also it led to pet dragon.
Gurah, necromancer I created to be the big bad guy.
Cleric Blessed Holy Symbol I created so elf could have some fun turning undead.
Where Is Margesh Blackblood? A side-quest and to introduce a new NPC.
Silvervine Games Paper Mini Maker to craft minis for the final battle.
Dwarven Warrior Stats I created for minis combat.
AC10 Bestiary Of Dragons And Giants for inspiration as the campaign was about those two.
Monster Manuals of 1st and 3rd editions to compare dragon stats and find a cool pet dragon for character.

"AC10 TSR9211 Bestiary Of Dragons And Giants" by Source. Licensed under Fair use via Wikipedia
The campaign started with a character who basically didn't know who she is in a land where Elves had left ages ago. She ended to be the elven queen of the past what came back to slay undead giant armies controlled by his father who now was evil necromancer. Also she found her old pet dragon.

FUN!

Tuesday, 10 March 2015

Three headed guardian bird of giants

Three Headed Guardian Bird of Giants

From www.liveauctioneers.com
Big horse sized stupid birds breed by giants. Domesticated thus rarely seen in the wild without giants in present. Giants breed these stupid birds as guardians for sites of importance (ancient giant ruins; giant settlements; places not to be disturbed; in example where dragons sleep and should remain so).

Those birds giants don't train to be guardians, they eat. The meat tastes smoky, it tingles the tongue and makes you very sleepy after the dinner. Many times after feasting with three headed bird meat giants get itis and nap for 3-6 hours after. The bird eggs are delicious, and nutritious, but the itis is even stronger, 6-10 hours nap needed. For humanoids the durations of nap are 3 times longer, except for Halflings and Dwarves who recover as giants. One meal of three headed guardian bird every two days is enough to keep you going.

Training of three headed bird is hard and strength of a giant is needed. Also healthy dose of stubborn and lack of self-protection. Stupid birds don't control their attacks if not trained, so giants who have specialized in training these birds usually wear special equipment to protect themselves from electrocution, fire and sleep poison.


Three Headed Guardian Bird Of Giants (Labyrinth Lord)
No. Enc.: 2d4 (depending on a thread)
Alignment: Neutral
Movement: 30' (10', Fly: 180' (60')
Armor Class: 6
Hit Dice: 8 (40 HP, first head is lost at 30 HP, second at 15)
Attacks: 3 heads
Damage: Electrocution, Fire, Poison
Save: F11
Morale: 10
Hoard Class: As giant(s) who hurled it + 1d2 eggs

Damage:
  • Electrocution: 2d6 damage, ignores AC by two points. Save or be stunned for next round.
  • Fire: 2d4 damage, 30 ft. cone. 1 in 6 change that victim catches fire (higher change if wearing more flammable equipment). When set on fire suffer 1d4 damage dext round.
  • Poison: 10 ft. cone. Save or as sleep spell cast by 3th level Magic-User.
Giants throw the bird in the location of their decision and the bird precisely lands there using its wings. It takes 1d3 rounds for the bird to land after throwing. When the bird lands randomly determine in which direction each of its three heads looks at (1d8 for each head, each result is one direction - 1 is north, 2 north-east, 3 east and so on). The bird observes these directions for 1d3 rounds after it will seek around. Roll again new directions. The bird is stupid and will not change the direction of a head which it currently observes.
It will attack everything on sight of the direction, except giants.
____________________________

Inspired by a dream where I was equipped with a chainmail, lance and a tower shield exploring ancient giant ruins when I spotted a giant in a distance. The giant hurled a three headed bird at me and then the combat begun...

Sunday, 25 January 2015

[LL] Dwarven warriors of Longland stats


Not perfect but it worked fine printed in my game. There's attack "battle yell" but for some reason I forgot to include it! How embarrassing!

So, here it is:

Battle Yell Of Longland Dwarven Warriors

Once a day a dwarven warrior of Longland can make a battle yell. It costs one round to perform but next save roll is automatically succeeded. Duration: 1 hour.

Saturday, 27 December 2014

Crafting paper minis with Silvervine Games Paper Mini Maker

The Review

For a free product this is very nice. Open up this PDF (works only in Adobe Acrobat Reader), click on SCG logos and choose pictures. It automatically turns the back side picture upside down and scales the picture.

Finding pictures is easy! Google is your friend, and for example with searchterms like "D&D ROGUE" you quite easily find what you need. Just remember how use of pictures is or is not restricted.

It comes with two template sizes, normal and big for bigger monsters.

It is free and easy to use, but also there are some flaws.

There's lots of stuff on the page what only consumes precious ink. And with better arrangement there could have been even more space for few extra minis to fit the printable area. This is basically only thing that annoys me, a lot. Also you cannot save your minis for later printing. I can see several reasons why, for example that people cannot share their print-ready-minis with pictures you aren't supposed to work.

Worth trying, I say: http://www.rpgnow.com/product/85950/Silvervine-Games-Paper-Mini-Maker

Crafting!


On the left there's one dwarf already cut. Also cutting 1"x1" bases for minis from ordinary leftover cardboard.
Mini folded and ready to be glued on the base. Folding is easy thanks for the lines. That is a dwarven warrior. Background intentionally yellow for easy recognition.
Glued on the base but I don't understand why the paper base is 1"x2". Easy to trim, though.
Dwarf warriors and adventurers ready! I think these are Citadel Warhammer miniatures.
Also a good selection or rogues, thieves and other sneaky characters and fighters.
For the Labyrinth Lord evening I needed some undead giants for the good guys to fight with. Almost cut. These are bigger compared to normal characters.
Undead giant folded and ready to be glued together.
Pretty cool! In the background you see three first I created without photoshuupin' backgrounds off.
Sizes from left to right: Undead giant, human rogue, dwarf warrior. I think the size difference really does matter.
Player character and NPCs. From left to right: Derek The Wizardslayer, Cleric; Shakespeare, homunculus turnip parasite Magic-User; Amaro Utharo, Elf; Lore, Rogue; Elvar, human Fighter; Margesh Blackblood. Fighter. These guys are for Labyrinth Lord.
Where Is Margesh Blackblood? is a great adventure by: +Tim Shorts. Review.
Necromantic cultists and their boss Gurah on the front right.
Whole bunch of minis for one night's game!
Comparing sizes with an ordinary D20.
Because the undead giants attacked behind a mountain we needed to craft a mountain also. That's a 24 can beer box I first cut in half and the other half I cut in half in two uneven sizes. Then I arranged them from largest piece to smallest to a tower. Some tape to hold it together.
White filling paper for packaging is just like snowy mountain surface - in a paper mini world!
Ready!

Sunday, 7 December 2014

Cleric Blessed Holy Symbol

By: http://tsabo6.deviantart.com/
Cleric Blessed Symbol

The wielder of this holy symbol can turn undead, as a Cleric who blessed it with prayers -3 levels, (minimum 1 maximum 5). Every time non-cleric turns undead with this item there's 50% change it won't work anymore. The god's favor wears off.


If a 0-level cleric or religious figure/person blesses a holy item it will only work once at turning undead.

The Cleric must save or he looses 1d3 permanent CON. It is not an easy task to bless items. Otherwise there would be blessed turn undead items everywhere, right!


"A good thing for priests to have lying around the church to make them useful without making them all classed Clerics." +James Young 

Quick magic item for my Labyrinth Lord game I am running right now. The player's character goes solo after evil necromancer Gurah so I needed a quick "buff" item for her.

Saturday, 6 December 2014

[LL] Gurah, the evil wizard, dark sorcerer, necromancer

Gurah is the main bad guy in my Labyrinth Lord Longland campaign, The Forgotten Legend Lives.


CLASS: Necromancer

LEVEL: 12th

ALIGNMENT: Evil

AC: 2

HP: 28

ABILITIES:
STR: 5 (-2) Weak and wretched
DEX 9
CON 7 (-1) Brittle and sickly
INT 17 (+2)
WIS 16 (+2)
CHA 17 (-1)

SAVING THROWS:
Breath Attacks: 12
Poison or Death: 9
Petrify or Paralyze: 9
Wands: 9
Spells or Spell-like Devices: 8

SPELLS:
4 1st, 4 2nd, 3 third, 3 fourth, 3 fifth, 2 sixth

NECROMANCER'S SPELLBOOK(1):
1st Lvl Spells: Command dead, Command undead, Locate remains, Pass undead, Ray of puking pain* Read magic,
2nd Lvl Spells: Choke, Flesh to salt**, Ghoul touch, Ray of pain,
3rd Lvl Spells: Animate dead (MU), Summon undead I, Unhallow,
4th Lvl Spells: Inter,Summon undead II
5th Lvl Spells: Summon undead III, Wall of gloom
6th Lvl Spells: Curse of undeath, Lich touch, Summon undead IV

*Ray of puking pain: D4 damage. Projectile vomiting of blood, black tar, and glowing blue slime. Combat becomes problematic. Successful save = half damage and keep your insides in. (Thanks +Nick Peterson )
**Flesh to salt: Make a save or be turned to salt. (Thanks +Chris Tierney )

OLD MAGIC-USER'S SPELLBOOK (2):
Gurah generally doesn't use spells from his old Magic-User times.
1st Lvl Spells: Detect magic, Floating disc, Magic missile, Sleep
2nd Lvl Spells: Arcane lock, Detect invisible, Knock, Web
3rd Lvl Spells: Dispel magic, Protection from normal missiles

EQUIPMENT:
Naturally Gurah has many other items both magical and mundane, but these are the things he carries and equips normally.
The Shield. This belt buckle is a powerful defensive item. If the damage result is between 2-5 the damage is ignored.
Robe Of A Necromancer. Any spell from the necromancer's spell list(1) has a 1 in 4 change to stay in a caster's memory when cast.
The Ring Of Resurrection. Once, if Gurah dies, this ring resurrects him back to full HP. The ring is then destroyed blowing up his left hand.

CIRCLE OF SUMMONING UNDEAD:
When ten cultists of Gurah join their minds and powers Gurah has almost unlimited power over dead. He, for example, has sent ten undead stone giants into a fight. With the Circle of Summoning Undead in work he can control up to 100 HD worth of undead walkers of skeletons and zombies from different races. The Circle doesn't work on otherwordly or spiritual beings.
Those cultists who maintain the circle can keep it powered for 10 hours at a time. After that period they need to rest for 1d4 days before they can continue. With magic their stamina of keeping The Circle up can be extended.
_____________________________________________
(1) All these spells are found in Theorems & Thaumaturgy document except those which aren't (mentioned).
(2) All these spells can be found in core Labyrinth Lord rules book.

Necromancer character class (from Theomers & Thaumaturgy, get it HERE) for Labyrinth Lord by +Gavin Norman

Sunday, 9 November 2014

Creating a character for D&D Basic (Finnish translation)


I've already created a character for Labyrinth Lord, so this should not be very different experience. I grabbed the character sheet from Vankityrmiä & Louhikäärmeitä (thanks +Jonas Mustonen ) blog so didn't have to scan it from the book.

As the title says I am using Finnish translation of the Mentzer Basic Dungeons & Dragons. This is going to be fun(ky)!

Step 1: Roll Kykypisteet (Abilities)

3d6 in order for Voimakkuus (Strength), Älykkyys (Intelligence), Viisaus (Wisdom), Ketteryys (Dexterity), Rakenne (Constitution), and Karisma (Charisma). The results are:

6, 13, 9, 10, 7, 7
-1, +1, -, -, -1, -1

Uh-oh, my dicehand is weak today! I can only see a Magic-User as an option for this weakling! I am a man and don't whine about weak character and re-rolls. (Funny thing is that my Labyrinth Lord character creation experiment also resulted a M-U!)

Step 2: Choose a Luokka (Class)

Easy and already done. Magiankäyttäjä (Magic-User).

Step 3: Swich Kykypisteitä (Ability scores)

Basically I cannot do this, because my dude is too weak. No Ability score can be lowered under 9. If it already is 10 you cannot lower it. So after Intelligence my next highest is 10! Next...

Step 4: Roll osumaheitot (Hit Points)

No maximum hit points at first level! I've got 2 with 1d4 from my class. But my weak Constitution modifier of -1 leaves me with 1 hit points.

Step 5: Roll money

3d6 x 10 kp (kultapala, gold pieces) makes me 150 gp rich!

Step 6: Buy equipment

I wish I was a warrior so I could spend my money on good armor and stuff like that. No armors allowed for me.

Hopeinen tikari, Silver dagger (only weapon Magic-User is allowed to use)
Lyhty, Lantern
Öljypullo, Oil, two bottles
Teräksinen peili, Steel mirror
Kolmen metrin seiväs, Ten feet pole
Rautaisannos viikoksi, Ration, for one week
Tulukset, Tinderbox
Viinileili, Wineflask (price is 1 gp but I'll make it 3. I want it to be filled with cheap wine)
Ukonhattu, Wolfsbane

Lots of stuff and I've got 49 gp left!

Step 7: Figure out:


  • Haarniskaluokka (AC). That's unarmored, 9.
  • Osumaheittotaulukko (To-hit table). That's already printed there, because all starting characters have same to-hit requirements. I do get -1 to-hit rolls though...
  • Pelastusheitot (Saving rolls).
Kuolemansäde tai myrkky (Death ray or poison): 13
Maagiset sauvat (Magic wand): 14
Halvaantuminen tai kivettyminen (Paralyzis or turn to stone): 13
Lohikäärmeen henkäys (Dragon breath): 16
Kepit, sauvat ja loitsut (Magic staff and spells) 15

(In Labyrinth Lord saves for M-U are slightly better...).

Step 8: Write down Kykypisteiden tarkistukset (Ability modifiers)

Basically already did this when rolled these.

Step 9: Name your character and choose his ryhmittyminen (Alignment)

There are only three. Laki (Lawful), Neutraalius (Neutrality), and Kaaoottinen (Chaotic). I want to be chaotic. My character is miserable and bitter. He does anything to find power (read: treasures and magic items) to compensate his weak abilities. Anything.

His name is Brut Paha (the Bad).

Step 10: Get ready to play

Wait a sec! I don't have spells yet! I take Lue magiaa (Read magic) and Uni (Sleep). Now I am ready to play!


Saturday, 8 November 2014

Is this the holy trinity of OSR?


Swords & Wizardry is for original D&D, the three little booklets. Additional material from supplements depends on the version of S&W. There are White box, Core and Complete.

OSRIC (Old School Reference and Index Compilation) is the ultimate clone of 1st edition Advanced Dungeons & Dragons. Originally meant to be a tool for publishers to publish 1e compatible material. OSRIC webpage has tons of stuff.

Labyrinth Lord emulates basic and expert editions of Dungeons & Dragons in one book. Goblinoid Games has done a great job with LL. And with Original Edition Characters and Advanced Edition Companion supplements you can turn Labyrinth Lord into older-old-school version of D&D and in lite 1e version of D&D.
___________________

Best thing is, you can get all three of these for free. And all of these are in print!

___________________

Do you think these three old-school-rules are the holy trinity of D&D emulation of 70's and early 80's? Or do you have a better combination in mind?

Wednesday, 1 October 2014

Creating a character for Labyrinth Lord

In my old blog Cradle of Rabies I created some characters, labeled 1000 and 1 characters. I begin it in here, now. I remember when I was younger player I enjoyed to create characters. Character creation was like solo-gaming, or a mini-game of the roleplaying game. Also creating characters taught me how characters work and what are disadvantages and advantages of different stats. Basically how game worked in player's point of view. I think it is also good practice to create a character or two for a game you are about to run to make character creation run smooth. At least there is one person at the table who knows what's going on!

Anyways, here's the first character for this series of posts called Character for every game. Obviously I cannot create a character for every single roleplaying game out there so I have to start with games in my collection. Starting with my dead woods, and if I run out of those I still got plenty of PDFs to cover!

The first game I chose is Labyrinth Lord for the reason that it's the game I am currently running. Let's start!

1. Character Abilities

3d6 in order, then write down the modifiers from tables. For every ability there's own table of modifiers.

My abilities are:

Strength: 10 (modifier to hit, damage, and forcing doors: 0)
Dexterity: 10 (modifier to AC, missile attacks, and initiative: 0)
Constitution: 9 (modifier to hit points: 0)
Intelligence: 12 (additional languages: 0, able to read and write)
Wisdom: 11 (saving throw modifier: 0)
Charisma: 13 (reaction -1, retainers 5, retainer morale 8)

I see a Magic-User here!

2. Choosing A Class

It's Magic-User because of high Intelligence. My intelligence is not high enough for experience bonus though.
I need 2,501 experience points to reach second level.

3. Hit Points

Magic-User's hit die is very low, 1d4! It doesn't matter that much do I roll 1 or 4, I better stay in the middle anyways and try not to get stabbed at all. Rolled 3, I might survive a blow... or two if I am lucky.

4. Spells

I can memorize one spell per day, but I decide I have two first level and two second level spells in my magic book. I determine these starting spells randomly. My spells are:

  • Sleep (1st lvl): This is extremely handy spell for crowd control.
  • Read magic (1st lvl): This should be class ability rather than a spell in my opinion, because it is essential for Magic-Users to learn new spells from other spell books. Glad I got it!
  • Detect Invisible (2nd lvl)
  • Mirror Image (2nd lvl): My "extra lives" in combat. For every mirrored image I get a free hit I can take.
5. Saves

We are close to where saves are in the book, so let's write those down. Saves are the same for every M-U of levels 1-5 unless you get a bonus from high Wisdom for magic effects. My saves are:

Breath Attacks: 16
Poison or Death: 13
Petrify or Paralyze: 13
Wands: 13
Spells or Spell-like Devices: 14

6. Alignment

I choose my alignment to be neutral. No need to be Lawful nor Chaotic. I just walk my own path.

7. Languages

I can speak and write common and alignment. If I had higher Intelligence, I could know some extra languages.

8. Starting Wealth And Equipment

3d6 for starting gold gives me 150 gp. Time to buy stuff! I get:
  • Silver dagger (only weapon I can use and no armors for me! It's silver though so it can harm some supernatural beings. More expensive though...)
  • Five scroll cases
  • Backpack to carry all my mage's stuff around
  • Garlic, three gloves (makes rations taste good and for supernatural monsters to sniff)
  • Ink, quill pen (to write scrolls and spells)
  • Lantern and oil (to be able to read and write in dark)
  • 10 sheets of parchment
  • Rations for 5 days, preserved
  • Large sack for loot of magical in nature
  • Wolfsbane, fistful
  • Guard dog (my loyal friend and security)
51 gp and 1 sp in pockets after shopping.

And my AC is 9, unarmored.

9. Finishing Touches

All done! Now my Magic-User needs a name. He shall be called Dom Wiz. It is not his birth name, but the name he was given in mage's college. He was just a peasant with normal name what didn't fit the guild's reputation.

The guild's teacher of herbology found Dom when he was only four years old, alone in the woods. His parents were eaten by a werewolf and Dom was saved to be a desert. Luckily herbalogist Magic-User found Dom before this and saved him.

Dom started as servant but his adopt father teached him little things every now and then. Seeing potential in him he suggested that Dom should become a student in mage's guild. That didn't happen but Dom's adopt father got a permission to teach Dom as long as it didn't affect his duties.

That's how Dom learned arts of magic and herbology.

His adopt father now dead he has no real place in guild. He packed his belongings and took his favorite dog and left to find his own path...

Now in this tavern he stopped by, there looks to be adventurers in the corner reading a treasure map...




Friday, 19 September 2014

[Review] Lamentations Of The Flame Princess (hc Rules & Magic + Grindhouse Edition)

Lamentations of the Flame Princess is a retro clone of basic and expert rules of the original fantasy roleplaying game. It is not 100% faithful in cloning the original (as Labyrinth Lord tries to be as far as it legally can) as it has some house-rules embedded. These house rules make game more simple, but add some neat options.

The premise of Lamentations of the Flame Princess is weird fantasy. Weird fantasy means (in LotFP) that magic is chaotic and most of the people are unaware of it or afraid of it. Monsters are unique beings instead of everyday annoyance (orcs, looking at you!). Life is tough, world is dark.

Tutorial

In Grindhouse Edition one of the three books is named Tutorial. If you are familiar with Mentzer basic set of Dungeons & Dragons you now what the tutorial is like. As you read you are suddenly thrown into a solo adventure, where you learn the rules as you play. This is extremely beginner friendly method to teach roleplaying. Instead of reading rules and explanations you actually get to do something yourself. It is a bit funny, that LotFP has this great tutorial for beginners, but I am not so sure if LotFP is beginner friendly game! Rules wise it is, but artwork and mood tells something else.

The Weird

The weird in illustration and wording means gore, disgusting things, and despair. You get the basic seven races as classes (Fighter, Cleric, Magic-User, Specialist replacing Thief, Dwarf, Elf, and Halfling) but the class descriptions exude dark fantasy. Fighters life is described not valorous but the hell of war. Magic-Users reveal darkness instead of cowering away from it. Dwarfs are a dying race without pleasure in life. Also most of the spells are familiar, but written in darker tone. Your Magic-User can access Summon in first level. But before you get anxious summoning some dragons to fight with you remember, this is weird fantasy. Summon spell might screw you and everything around.

Design

If you haven't lived in a barrel for a couple of years you should have heard (or seen yourself) that LotFP products are top notch! The art is magnificent, print quality is amazing. The books are smaller than normal rpg books (half the size) but that makes them more appealing. The Grindhouse box includes three books, character sheets and tiny dice. You only need pen and some paper and you are ready to go - out of the box! (As I mentioned above about the Tutorial book you can start playing very quickly without even starting to read the rules book!)

Grindhouse box books are paperbacks (I hope I am using the term correctly here). Soft covers, rough and thick yellowish paper. I really like the feel and looks of Grindhouse books. They are appealing to me. Very sweet. You still can see that these are not yet perfect, but that makes them even more personal. The headline font is wonky to read and some things could have been arranged better for clearer read.

But that's what the new hardcover fixes. Editing is better, font is better, layout is better, paper quality is better (glossy, if that's the right word). The hardcover is easier and better in actual use, but still there's more charm in Grindhouse version! LotFP Grindhouse Edition cover art is legendary, but hardcover cover art is not worse.

Rules

Advance levels gaining experience. But monsters don't give you experience so you want to avoid those. And you should, if you have read the adventures. Gold and treasures are what give you ding. Ascending AC makes game easier so you don't have to check the table to know what you need to hit or calculate Thac0. If you will this is super simplified version of the 3rd edition of D&D. Or improved and modernized version of basic.

Character classes are a little different. Clerics get first spell at first level (same in Labyrinth Lord). Only Fighters advance in hitting better. Specialists get skill points so they can choose in which skills advance faster.

Skills are now one in six change, everyone has 1 in 6 (Elves spot secret doors 2 in 6, Halflings hide better but those are exceptions). Only Specialists advance in skills but everyone can try to pick locks or climb walls.

Encumbrance is a big improvement. Instead counting what every coin and torch weights LotFP uses encumbrance points. Some items don't add encumbrance, some add, some are heavy and it shows. Makes inventory management smoother and easier.

There are also extra rules like maritime adventures and rules for property and finance. Also you find everything you need from mapping (these are not rules actually but suggestions) to retainers.You could quite easily just convert your b/x campaign to LotFP without much trouble.

Hardcover also introduces firearms (LotFP default setting is 17th century) which earlier editions (Grindhouse and Deluxe) lack. Nice addition what most certainly adds the setting feel.

Setting

There is no setting in either of these products. There are hints of what weird fantasy is, but the setting is up to you to decide. New hardcover gives strong suggestions to 17th century pseudo-fantasy and in his house games the author James Raggi IV doesn't use demi-humans. In the rules demi-humans are there to make game compatible. If you want setting for LotFP you should buy LotFP adventures. Those give flesh for the bones of the game. There are adventures what strongly give the 17th century pseudo-fantasy vibe. But there are also other weird settings, for example Quelong for south east Asian weirdness and Carcosa for science fantasy weirdness.

Conclusion


  • LotFP is a solid set of old-school rules with modern solutions.
  • It is also easily compatible with other OSR games and in Grindhouse Edition's Referee book you get conversion tables for most popular OSR games.
  • The art might turn some people off being gross, but if you don't like the NSFW art you can get the rules for free to enjoy the solid system.
  • Even though the rules are extremely great where LotFP shines it is in its products. And you don't even need LotFP to play these supplements and adventures, because they are easily compatible with other games (LotFP statblocks are simple).
Where To Get?

Grindhouse Edition is out of print, so you need some luck. Some bookstores or gaming stores might have few in stock. Or you might find it second hand in different places from stores and online.

You can buy the new hardcover rules from:
  • LotFP store. Both print and PDF available there. The PDF is cheap so go get it!
  • Free no-art PDF is available at RPGNow. You don't get the art (someone might prefer this game without art!) but you get the nifty rules!
  • You can also check out what LotFP is about with these two free adventures: The Doom-Cave Of The Crystal-Headed Children and Better Than Any Man (in that there's two things I wrote so you better check that out!).
Special For Me

LotFP is not only an excellent game but also special for me. When I heard of this OSR I tried to understand and get it. I did download different free games (OSRIC and Labyrinth Lord for example) but didn't get it nor like it. LotFP had this awesome premise and box art and I just had to get it! I knew it was OSR I wasn't interested in but thought, that I can always use other rules. I just wanted that damn box!

And I bought it. And started to read it. After the Tutorial I was sold. When I started to read the rules I understood that OSR is for me! So without LotFP I am not sure if I would love OSR like I now do.

Thank you LotFP for making my gaming awesome again!

Saturday, 30 August 2014

[Review] Vampires Of The Olden Lands - The Chronicles Of Mhoriedh

Vampires of the Olden Lands is a supplement for The Chronicles of Mhoriedh campaign setting. There are two stats. For Castles & Crusades and for Labyrinth Lord.

The PDF is 26 pages including the cover, credits, a colored hex map, a page for OGL and three pages of advertisements. Within you'll find one page with general info on vampires including nice list of vampire warding and hurting objects. Rest of the pages are different types of vampires and a new playable character race.

Monsters Monsters

Yes, all the monsters are different kinds of vampires. Hag-like soul suckers, spirit vampires, beastly vampires, vampires who infect plague, creepy vampire children... and more! The variety of vampires is huge and many of them are creepy or weird. Great for gothic and horror campaigns.

The vampires all have special powers, some which they share with other types, some unique. The special powers make sense and don't feel like they are just artificial buffs to make these vampires harder to kill. Many different vampires have different origin and they also are killed with different methods. Every vampire also has a vulnerability like they should have.

You, The Monster

There's also a new player character race, Dhampir, the half-dead. You guess it right, daddy's a vamp and momma's human. At first I thought, oh no, 16 years old goths would be crazy about this if it was early 2000 or 90s or something! Yes these are kind of tragic and naturally angry and stuff, but for a race I think this is solid. Character balance sucks and I don't give a fang about it so don't know how solid build this is. This is not race-as-class (as far as I understand it) what is a bummer. So you kind of need AEC to go with Labyrinth Lord. Not sure about C&C because not familiar with that system.

Presentation

No neat front cover here, but I can live with that. Two column layout is clear and illustration works. Most of the pictures are more like symbols or emblems, but they are good enough. I do actually like them a lot and cannot decide if pictures of these vampires would have been better. Not necessarily!

One thing bugs me a lot though. Some of the special powers would have been arranged a bit better. A couple of times I felt that an entry should have been positioned earlier because that earlier text kind of mentioned it so it would be cool to first read the thing where thing is first mentioned before you read more about this. Does that make any sense? Before you mention A make sure that A has mentioned already, mkay?

Also there's another problem. All kinds of locations where vampires live and stuff are mentioned, but when I asked the author what product I should get to gain more information about these places, the answer was:

"The Olden Lands Gazetteer is still on hiatus. That's the book where full details on locations will, eventually, be found..."

Does that matter? Well, at this point you pretty much must ignore the little setting information presented in this product and just use it in your home campaign or other published campaign setting.

Printed as a booklet. With two random
dice appearing. In very vampiric colors!
Few bloody tears because the font is regular size for A4 page dimensions. That means, that if you want to print this you need to print it on sheets. Problem? Hell yes! This, my friend should be made for booklet printing because such a nice little booklet this printed. Only problem is that now the font is super tiny!
Things like this I want to add into my collection. In zine size. A4 format PDF sucks butt. Remember this for smaller products.

ALWAYS MAKE IT BOOKLET PRINTING FRIENDLY IF IT IS A SMALLER PRODUCT!

But There's A Nice Map

No setting information, yet, but there's a nice full color hex map included! The hex map has all these areas of the setting but you need to get other products for the details (right?). The map would be nicer if the resolution was higher. Or something. My printer is perfectly right but this looks like saliva when printed on quality paper. Damn shame.

How Would I Use This?

Vampire hunting! Book full of vampiric monsters what would be better campaign than to run around the realm killing these foul mouths! Monster of the week - with vampires!

Or gothic horror with one location (remote village with a nearby creepy castle anyone) with supernatural problems what lead to a vampire - or two. Low level investigation and horror.

Also you can be the half-vampire and hunt vampires, because of angst. Or you can try to be a badass, because of vampires!

How would you use this?

Should You Sucked In?

You should consider getting this if:

  • you like monsters. This is a vampire manual of Monster Manuals. Extra monsters never hurt (except the poor characters)?
  • you like vampires. Not those sparkly nappy heads but real monstrous vampires. Also if you want darker gothic horror into your campaign (and don't own Ravenloft) or want to spice up your Ravenloft games (if you do own Ravenloft).
  • Labyrinth Lord and Castles & Crusades supported. Don't know about C&C but with LL stats this is highly compatible with many old style rules!
Where To Get It?

Glad you asked! You can get it from: RPGNow.
The author +James Mishler is at Google Plus.

Thursday, 14 August 2014

Fabulorbis now with a blog

I wanted to get a place for my Labyrinth Lord campaign. A place where I could keep my notes and material easily in hand. And where I can update campaign setting information. I realized maybe this blog is not the right place for a world creation. Too much material... And this is for me and my game. Though why not to share if someone is interested in it?

I tried Obsidian Portal first but found it a little too clumsy and constrained for me (the free version at least). And for some reason I find wiki style updating a little too hard for me.

I am not sure if blogs (in blogspot) are most organized-ready for things like this, but I'll give it a shot. And what is most important is that I know how to navigate it!

At the moment I feel busy and all, so not going to flood Fabulorbis blog with material! But it is there ready for me.

I hope I made all the "about" section right. I am not that good with licenses, trademarks and OGL!

Oh and the world map I created using http://donjon.bin.sh/ is awesome!


The world is crazy big! Now My adventures are set in Longland (map below, need to make it pretty with GIMP).


I do know where Longland is in that huge Fabulorbis map, without hex numbering it is quite hard to point out though...

And the blog address? Here: http://fabulorbis.blogspot.fi/

Friday, 13 June 2014

The second review of The Hanging Garden after I actually Labyrinth Lorded it

Here is the original review in my blog http://cryptofrabies.blogspot.fi/2014/05/review-hanging-garden.html

What I noticed, adventures read differently than they play. I mean, I did like the adventure but it didn't yell awesome. But when I ran it using Labyrinth Lord for my girlfriend's Elf and her NPC crew I actually enjoyed the adventure a lot. And so did she!

The adventure was damn easy to run. I am not very experienced running pre-made adventures of other people in my games, so this was a success. I did not struggle a bit and everything went extremely smooth. And I didn't suffer those oops wait a second, I forgot there's this and you can't be there yet because moments.

+1 for the adventure being extremely simple to run.

But the adventure did need some preparation time using random table to generate those spoiler hidden. It was fun though and I think this table could be re-used later. Maybe even to re-skin those spoiler hidden into other monsters.

+1 for this neat little tool.

Also adventure hooks were damn simple. Adventurers want to adventure, right. I used two of the six rumors in one tavern (don't adventures start at tavern) when two guys were talking and arguing what is going on. Both rumors were naturally wrong but not that far off. As in something suspicious and bad is going on.

+1 for rumors here.

Hojo from Final Fantasy VII became
Erymos Elmyndmor of Hanging Gardens!
The bad professor dude wasn't described that well leaving me a lot of space. I wanted the finale not only being rolling-dice-and-hitting-stuff and wanted the professor to be someone. So I googled "fantasy professor" and chose the first what showed up. That's the picture on the left.

Then I put some Final Fantasy and j-rpg style combat music playing in background and the mood was damn prefect! The professor was so j-rpg mad fantasy scientist and those monsters were so j-rpg/Biohazard mutants. Loved the scene and combat!

And player did too. When Erymos was defeated there was a scene in Anime fashion. Dying professor in character's hand being all moody and stuff.

EPIC!

And my player left the place moody and feeling unhappy about killing the professor. Success!

I say, download this adventure (HERE) and run it for your group. Then run here and tell how it went! I am very, very curious to hear other Referees' experiences with this adventure. Because as I said, I am new to pre-mades.

So to wrap this up:

  • I liked this
  • Easy and simple to run
  • Player liked it
  • Fun monster generator

Thursday, 8 May 2014

[LL] Dwarves of Longland

Dwarves are an ancient race for the rocky soil itself. They live long and born old.

Appearance

Their skin is grey or brown in different shades as the soil itself. Their hair usually is in different shades of grey or brown. Rarely their hair can be as red or orange as lava deep beneath. These red-haired Dwarves are usually Clerics. Their eyes are bright in colors of different gems; bright green, purple, yellow, red, blue...

Their beard grows long and thick but Dwarves usually trim it for their personal taste. Beard for other races is how Dwarves are most easy way to tell the difference of the individuals.

Their skin is rough and wrinkled and they stand 4 feet long weighting 150 pounds. Their build is sturdy and strong, yet a little clumsy except for their finger which are nimble and precise at crafting.

Dwarves don't use animals as they are as strong as a mule to pull ore from mines and their physique is not well suited for riding horses or ponies. Deep underground many pets would feel miserable anyways.

There are no male and female Dwarves; Dwarf is just a Dwarf.

Reproduction

When two Dwarves love each other (their "love" is different from other races. It is more "practical" than emotional) they both remove a small part of their heart and rib and bury it deep in the rock. After 50 years they crack the rock open and a new Dwarf is let free. The new Dwarf doesn't acknowledge these two as his parents, but as his family - clan. The new Dwarf is an young adult when born and quickly learns what he is teatched.

If there is no Dwarven "love" present when creating a new Dwarf, nothing will produce inside the rock.

Dwarves don't have marriage so they are not monogamous. Rarely two Dwarves from different clans reproduce, but when they happen the new dwarf can choose which parent's clan he will join, if his parents haven't found their own new clan already.

Habitual Residence

Dwarves live deep underground in the mountains of the northern Longland. No one knows how many Dwarves habit Longland in total as they are not too common in other parts of the continent except their homestead and north-east battlegrounds.

Deep underground inside the mountain there are networks of tunnels ending to mines or digging deeper and deeper. Also big underground cities are mined on the very rock. Without knowing where you are heading you easily get lost.

Alignment And Language

Dwarves are usually Good or Neutral depending how they view the outside world. Rarely Dwarves are Chaotic but some Chaotic clans are known to exist isolated in the deepest parts of the mountain. Chaotic Dwarves usually mind their own business and prefer solitude worshipping their god, the Lava Demon. No one knows what is the true goal of Dwarves who turn Chaotic.

Dwarves speak their own language most commonly referred as "dwarven". Different clans have their own dialects what might be confusing for other races who know dwarven language. Dwarves usually speak also common and some know halfling.

They prefer not use Alignment language unless they have to. They don't want to be recognized as belonging into something in a bigger scale rather than being an unique race of their own. Many warrior Dwarves also speak Orcish to be able to better interrogate their prisoners of war and to be able to figure out what their intelligence gathers.

Clans
Dwarf clan leader

Dwarves have clans with different colors, banners, emblems and customs. These clans work together with other clans in a bigger scale but the clan leader is the one who manages his own flock. Clan leaders are the eldest, wisest and most skilled of their flock. Usually clan leader is respected so much there is no rivalry. Also as clan leaders have strong political stand and good relations with other clan leaders it is hard to replace a clan leader without leading the clan to perish.

Professions


Dwarf miner by Greg Opalinski
@ http://domigorgon.deviantart.com/art/Dwarf-Miner-363333156
Dwarves generally love to do three things; dig, craft and fight. Those most patient are diggers or

crafters and those who lack the patience are warriors. Those who even lack of patience for being a soldier become adventurers.

There are no social classes, so a clan leader might very well enjoy his life digging minerals instead of being a stereotypical leader.

Dwarven weapons and armors are masterpieces. All the weapons and armor they create are +1 equipment, but there is a 15% change the equipment is +2, 7% change for +3 and 1% change for +4 and above (5% with other "magical" qualities present). This is when Dwarves create things just for fun of crafting. When Dwarves truly want to create something specific, they can do it. It just takes time.

Warriors


Dwarf warrior
All Dwarves, diggers and crafters, are always ready to defend their mountain and tunnels. Warriors are those who venture outside to fight at outside world. The biggest conflict where Dwarven warriors are present is North-East shore of Longland, where Orcish troops try to invade the continent from the east. Without Dwarven warriors holding the border, Longland would be fallen ages ago.


Trading

Dwarves mine so much ore, minerals, precious metal, diamonds, etc. and craft so much equipment they see not that much value in those as human does. They naturally understand how human sees the lump of gold, but don't understand why that is so valuable. Gold sure is pretty to look at but as it is soft it's not very good material to use except for decoration. As Dwarves don't do anything else they trade what they create and dig with other goods. Dwarven traders travel Longland traiding their goods with human goods.

Eating And Drinking

Dwarves love ale and there is no stronger ale than what Dwarves brew. That is the reason why Dwarves are considered heavy drinkers but that is not true. Human ale is just so mild for Dwarven taste they must drink gallons of it.

Dwarves also love good food what they need a lot as they do physical work most of the time only sleeping for a hour or two per day. They love greasy meat, sausages, eggs, fried potatoes and other stiff foods. Dwarves can also survive by eating only rocks but it is not that sell.

Dwarves trade the food with human and sometimes with Halflings. Elven food they are not too keen with.

Religions

Most of the Dwarves don't believe in other deities. It is the Mother Land, Soil and Rock. Holy trinity of ground they know and trust in. Dwarf Clerics are extremely rare, but they exist (maybe 1 of 1000 Dwarves might be a Cleric). Most of the Dwarven Clerics are more entertainers raising morale than religious leaders. Dwarven Clerics also join the common tasks of crafting, digging and fighting.

Dwarven Clerics are those who lead the events of celebration and holidays. As there are so many Dwarves compared to Clerics these events tend to be enormous instead of small and quiet.

Dwarf Cleric
Dwarven Cleric

Rarely some Dwarven Clerics who pray the Mother Land, Soil and Rock gain powers from their prayers.

A third level Dwarven Cleric has a 1 in 6 change per level from that point to gain Cleric character class powers* of 1st level. When 1st Cleric class powers is gained, he has from that level each level 1 in 6 change to gain second Cleric classes powers and so on. When Dwarf Cleric continues advancing levels Dwarf Cleric cannot use any other weapon than warhammer (or other blunt weapon resembling a tool) to have a change to get a favor from Mother Land, Soil and Rock.

*Spells per day

Technology

Dwarves are really creative what comes into crafting. They like building devices and are quite advanced in using steam. They usually use technology to ease the mass production of weapons for war against Orcish horder but also enjoy building gadgets of all scales.

Dwarves have also experimented with weaponry using gunpowder. Sometimes Dwarves also dabble with alchemy and chemistry.

Other Races

Dwarves can stand other races, especially humans as they are good traders. Halflings are entertaining but useless as they are too weak to do real work and they rest too much. Elven are not favorites of dwarves as Elven folk have abandoned Longland. Some Elven adventurers Dwarves consider to be potentional good allies - but rather not go there.

History

Where Dwarves came doesn't matter any more. And most -if not almost every- Dwarves think that they are ancient children of Mother Land, Soil and Rock. Maybe only a just a little younger. The clan histories are stories Dwarves enjoy to hear and tell which are what matters the most. They tell historical tales of digging, crafting, fighting and adventuring.