Monday, 1 September 2014

The Halls of Tizun Thane (Labyrinth Lord) 4439 BCCC

Player Reservations
1. & 2. Peter Kellett (+1)
3. Nick 
4. Edward Scott
5. Phil
6. Nathan Reo

Session 1 XP: 375 each to the 7 PCs.
Session 2 XP: 650 each to the 7 surviving PCs.
Session 3: To 4.20pm Day 2. XP 3100/6=516 each to 6 PCs.
Session 4: To evening Day 3. XP 550 each to the 2 surviving PCs.
Session 5: Day 10-11. XP to 5 PCs:
misc Roleplay & exploration - 500
#33 corpse looting - 2200
#34 4 green gremlins - 800
#34a gremlin treasure - 445
#30 drive off lizardmen - 450
#28 slay ogre eunuch - 425
#50 upstairs corridor battle - 300
#50 encounter with Thraak - 750
#40 Negotiating with Diker Thane -500
Total: 6370/5=1274 each

Alaris Dharth Thief 3 xp 2815
Drovras Magic User 2 xp 2849
Edmund Cleric 3 xp 3365
Eric Thief 2 xp 1274
Tyseth Cide Magic User 1 xp 1274

Session 6: Thraak is slain! The miracles of Edmund, the stealth and blades of Alaris Dharth, and a final mighty hew from Diker Thane's battle champion bring the great white beast low. Looting what they can, Edmund & Alaris skedaddle from the Halls with their ill-gotten gains, including the Cloak of Displacement worn by Thraak, and a Tome of Clear Thought.

Alaris Dharth Thief 5 XP 10,001
Edmund Cleric 5 XP 12,501  


The Village of Cahli
Cahli lies at a traditional crossing point on the fast-flowing River Cedarwade, known locally as the Asro, in Barbarian Altanis just to the northwest of the wild Ghinarian Hills, and east of the high Castellan Mountains, which mountains shelter these lands from the doom of the necromantic Empire of Restored Nerath that lies beyond. 
Land trade between the coastal Ghinaran port of Ayhf and the Alryan town of Mara must perforce pass through Cahli, and the village has prospered accordingly.
Until now...








The Wilderlands

Labyrinth Lord House Rules
Character Generation
Labyrinth Lord rules are used. Human PCs who meet the attribute requirements may take Advanced Edition Companion classes (Assassin, Monk, Paladin, Ranger etc). Elves may be Warrior Elves (see below). 
All PCs begin at 1st level with 0 XP. Experience Points are individual and are tracked by the player (& possibly by the GM).
PC Hit Points are at level 1 are hit die roll + Full Constitution score. At subsequent levels additional hp are gained normally (hit die + Con mod).
Initial hit points
Magic-User, Thief, Assassin, Illusionist, Monk: d4 + CON score (3-18)
Cleric, Elf, Halfling, Druid, Ranger: d6 + CON score (3-18)
Dwarf, Fighter, Paladin: d8 + CON score (3-18)
Attributes are best 3 of 4d6, swap any pair. As per the standard rule, after class selection the STR WIS and INT attributes may be lowered during character generation (to minimum 9) to raise the character’s Prime ability (maximum 18), at 2 points lowered per +1 to Prime.
No XP bonus is given for high stats.
.
Elves can Turn Undead and use the Cleric spell list, but know spells as for Magic-Users.
Dwarves and Halflings cannot use large (d10) weapons (dwarves may use battle-axes, halflings may not) and use swords (d8) two-handed. They may use hand axes and other 1d6 weapons one-handed.
Clerics, Elves and Magic-Users may start with scrolls of 1st level spells, at 50gp/scroll, or a 2nd level spell scroll for 100gp. Any character may start with a potion of healing or a +1 dagger for 100gp. 
Clerics may typically use any melee weapons, but melee damage caps at d6 (+1 if two-handed), while missile damage caps at d4. They may use any armour, and shields.

Magic-Users may use daggers and staves (d4, two-handed). They may use other weapons, but melee damage caps at d4, missile damage caps at d3. Magic-Users may wear armour and carry shields if desired, but may not cast spells while wearing amour or carrying a shield.
Thieves may wear any armour if desired, but may only use their special d% abilities while wearing light (leather, studded leather) or no armour. A Thief may theoretically Backstab in heavier armour, but may not Hide or Move Silently to do so.

Additional option: Warrior Elf, from the Hollow Horld campaign set. These elves cannot cast spells. Their prime attribute is STR. They use the Fighter XP table, have d6 hit dice (1 hd NPC non-spellcasting elves typically have d6+1 hp), and can advance to 10th level.  They save as Elves.
Spellcasting Elves have d6 hit dice as normal, and can advance to 10th level.

The maximum level for humans is 36th, although few mortals can exceed 14th level.
Maximum spell damage dice is 20 (any dice type), eg fireball 20d6.
Fighters, Elves & Dwarves at 7th level (Myrmidon) may attack three times per two rounds (2-1-2-1 etc). At 13th level Fighters may attack twice per round. At 25th level and above Fighters may attack three times per round.
Thief % skill checks are modified by circumstance, up to +/- 50%. An 11th level target is taken as +0%, with 5% variance per level therefrom. Thief Backstab damage is x3 at 5th-8th level, x4 at 9th to 12th level, and x5 at 13th level and above. At 15th level Thieves gain the additional abilities listed in the Expert set.
Magic-Users of Wizard level (11th) and above may use the energy focus of their Wizards' Towers to utilise powerful magical rituals such as Golem creation, Portal magic, and even Lichdom. At 16th level and above Magic-Users may use any weapon.
Clerics of 9th level and higher within their own Temples may seek the direct intervention of their deities, and other such miracles.

Weapons:
Two handed weapons do not always lose initiative. All two-handed weapons (battle-axe, pole arm, two-handed sword, bastard sword, staff (d4 dmg), spear) wielded as such add +1 to damage.
Normal melee weapons and heavy thrown weapons (javelin, hand axe, d6) add the wielder’s STR bonus or penalty to damage.
Light Weapons (dagger, dart - both d4) add half the wielder’s STR bonus or penalty to damage, rounded down (so STR 3-6 is -1, STR 16-18 is +1).

Two Weapon Fighting
The wielder must have DEX 13+ to make a second attack, and the off-hand weapon must be light (eg short sword or hand axe). To-hit penalties are as follows:
DEX 13-15: -2/-4.
DEX 16-17: -1/-3.
DEX 18: 0/-2.
No to-hit bonus for high STR applies to either attack, and the off-hand weapon has any STR damage bonus halved (so 13-15: +0, 16-18: +1).

ATTACKS
Charge: A character who combat moves in a straight line towards the enemy (minimum 10’, maximum their combat move) may Charge. At GM's option this may give +1 on attacks vs the charged enemy that round.
All attacks from the Rear are +2 to hit. The target retains any DEX bonus if aware of the attackers. Normally a target may be attacked by 3 front, 2 flank, and 3 rear attackers of the same size.
Attacks from the Flank or from above/higher elevation are +1 to hit.
Attacks against an Unaware opponent, such as a Backstab or an attack by an invisible creature, are +4 to hit.
Attacks against invisible opponents are -4 to hit, and are only possible if the attacker is somehow aware of the invisible creature's location.

Finishing Cut: Against a helpless target, most melee weapons and crossbows (if adjacent) strike at +4, or automatic with a dagger, and do double damage on a hit. If the target is reduced to -4 hp or lower by the blow they die immediately. Daggers used for a finishing cut do double maximum damage, so base 8 damage.

Grappling requires both hands free and a successful Touch attack (AC 9-DEX bonus) vs a corporeal target, an armed defender gets a free attack vs the grappler. If successful the attacker has grabbed the target and must then win an opposed check on d6+STR bonus to knock prone and Pin an opponent, or knock down and disarm him, or drag him 10’/2 squares, etc. A Pinned opponent cannot attack, and is attacked at +4, losing any DEX bonus.  On his turn a Pinned opponent can break the pin by winning an opposed STR check on 1d6+STR bonus. An attacker cannot Pin an opponent more than four times his own weight. On subsequent turns a grappler who maintains a pin may do automatic unarmed damage equal to 1d3+STR bonus. This damage affects even creatures immune to normal weapons.
Monster size Typical STR bonus for Grapple Attempts
Small -1  to –3
Medium +0 to +1
Large – 7’ +1, 8’-9’ +2, 10’ and larger +3 (max bonus).

Movement Rates
No Armour, Light Armour (leather): Run 120’ – Move 40’ (8 squares) - Withdraw 20’ (4 squares)
Medium Armour (chain): Run 90’ – Move 30’ (6 squares)  Withdraw 15’ (3 squares)
Heavy Armour (plate): Run 60’ – Move 20’ (4 squares) – Withdraw 10’ (2 squares)
Dwarves and Halflings have a maximum move rate of 90’/30’.
Halflings in Medium or Heavy armour move at 60’.

Dying
Characters are Active at 1 hp and above.
Characters are Unconscious (possibly in shock) at 0 hp to -2 hp. They wake up after  1 Turn (0 hp), 1 hour (-1 hp) or 2 hours (-2 hp), but may take no action other than move slowly until restored to at least 1 hp (Active). 
Characters are Dying at -3 to -9 hp. Dying characters are incapacitated and lose 1 hp/round, unless they receive magical healing or first aid (a full round action that requires a WIS check, at a -2 penalty to WIS if no healer’s kit). A stabilised character remains incapacitated until restored  to Active (hp 1+) status.
Characters are Dead at -10 hp. A Dead character not previously knocked unconscious may optionally utter some final words before departing.

Healing
Characters at negative hit points are badly wounded, and heal 1 hit point per day of full rest.
Characters at positive hit points heal after an overnight rest at a rate of 2 hp per day, plus 1 per class level: 3 hp per day at 1st level, 4 hp per day at 2nd level, 5 hp per day at 3rd level, to a maximum of 10 hp per day at 8th level and above.
Normal Men and most animals heal at 2 hp per day. Particularly favourable or unfavourable circumstances may affect the healing rate, typically +/- 1 hp per day.
Spellcasting
Clerics, Elves and Magic-Users may memorise higher level spells in lower level spell slots, eg Cure Light Wounds in a 2nd level slot.
In the current age the maximum spell level generally accessible by mortals is 5th (Clerics) and 6th (Magic-Users), though there are ancient legends of more powerful spells, and there may yet be strange realms where such magics may still be employed…
A Magic-User's maximum number of spells known equals their spells/day. A week of study at a magical research facility allows the M-U to add new spells to their book, up to the maximum. New spells are rolled randomly unless specific spells are taught by a mentor or studied from another mage's spell book (requires d20 INT check), etc. A Magic-User may swap out one known spell for a new spell each time they level up. New spells may also be researched (X51) - this still counts towards the maximum number of spells knowable.

Damage Bonus by Class and Level
Fighter, Dwarf, Elf, Halfling Level
Cleric, Thief Level
Magic-User Level
 Damage Bonus
1-3
1-4
1-5
+0
4-6
5-8
6-10
+1
7-9 (ATT 3/2)
9-12
11-15
+2
10-12
13-16
16-20
+3
13-15 (ATT 2)
17-20
21-25
+4
16-18
21-24
26-30
+5
19-21
25-28
31-35
+6
22-24
29-32
36
+7
25-27 (ATT 3)
33-36
+8
28-30
+9
31-33
+10
34-36
+11

Barbarian Altanis: a land of mighty-thewed barbarians, seductive sorceresses, sinister Necromancers, laughing Rogues, foul Serpent-Men, and brutal Orcs.  A land of warm winds and mighty storm.  A land littered with the ruins of fallen empires and better days.  It is a rough, violent land without a King, where the strength of one’s sword or spell counts for more than any laws.  It is a land of high adventure.

Setting Notes
The Ghinarian Hills are warm, temperate to subtropical, with the eastern coasts cooled by a refreshing sea breeze. M4-M9 are dry and warm-temperate, little rain falls. The 'wet season' usually begins in M10, with warm rains and frequent lightning storms, and lasts through M3. The wet season is mostly hot and humid.
LOCAL AREAS
Pazidan Peninsula: is the chief geographic feature of the northern Wilderlands. Running from the Estuary of the Roglaroon in the north to the fingers of Oricha in the south, the Pazidan Peninsula was once home to the legendary Orichalan Dragon Lords, who were hunted into near extinction by the Altanians after the fall of their Empire of Glorious Doomfire. In many places, such as the Carnelian Plains, the soil of the peninsula is rich and red—like the color of the skin of the hardy nomadic barbarians who wander the region in their animal clans. The peninsula is criss-crossed with many ancient roads, some built long ago by the Empire of Kelnore, which have yet withstood the weathering of the ages.
Ghinarian Hills (Gentle Hills, Wet): This highland stretches from the Cedarwade in the west all the way to the coast and the Cape of No Return in the east. Beautiful and pastoral hills give a breathtaking view of the sea. An ancient mausoleum, dedicated to Belaras, a hero slain in the service of Mitra-Apollo, serves as a testing grounds for paladins and clerics. Transparent-fleshed humans (ghuls) as well as the most evil and hardened heretics make such a quest more perilous. The vale between the Ghinarian Hills and the River of Visions is home to some of the worst outlaws, criminals and outcasts of the Altanian tribes, who seek refuge here in this buffer territory between Altanis and the lands of Oricha. Encounters: ghuls, pilgrims, berserkers
Castellan Mountains: A gigantic sculpture of a sleeping Stone Giant sprawls along the lower elevations of this mountain chain. Orcs have taken residence in many ruined citadels. Renowned for water falls emptying into wetland valleys. Most have never been explored due to the sheer cliffs. Natural caves abound. The gnomes of Ractuan mine lead and make a meager living. Encounters: orc bands, basilisks, vrock demons, stone giants
Cedarwade, River (Rough Aquatic): This river travels roughly 60 miles before it fractures into several smaller streams in the Castellan foothills. Encounters: prospectors
Madcat Mountain (Rugged Mountains): Named for the twin spires that jut out of the peak of this mountain. The summit is approximately 10,000 feet in height. Extensive vaults beneath the mountain are said to hold sleeping metal warriors left over from the Uttermost War.

TOWNS
AHYF:  Population 1,550; Mixed (human 86% - mostly Ghinoran, some Skandik, a few Alryan, 10% Altanian), gnomes 5%, halflings 5%, other 4%); Resources: Market. 
Authority Figure: Lord Briaron, male Ghinoran. 
Important Characters: Elder Dalar, male Ghinoran (leader of the Elders); Father Camus, male Alryan Cleric of Thoth. 
Ahyf is a Ghinarian trading town where merchant ships and pirates, the Chaotic female warlord Sarene (3424)  being the most famous of them, can come and barter for goods from the Ghinarian Hills and the interior of Barbarian Altanis. The gnomes of Ractuan and the Alryan-Nerathi humans of Hara/Mara both ship their goods down the Cedarwade and Farhills rivers on  coastal barges to Ahyf every month for the market. Briaron is the Lord, having been appointed by the Council of Elders led by Dalar. He is a no nonsense leader who maintains order in the village. Camus is a respected high priest of the temple of Thoth and is often called upon to judge the law. The elders and Briaron have difficulties with the outcasts from around Carchimish and the Vale. They infest the Ghinarian Hills and prey often on local farmers and traders.
KRENS CAIRN pop. 430. 
In 4431 the Laughing Spray out of Tula shipwrecked here.The survivors under the then-apprentice wizard Krens built a stone hold for their shelter, a year later making contact with Ahyf town to the west. Two thirds of the crew opted to remain at the Cairn, which has since grown into a thriving keep and small township under Lord Krens' leadership. Over the years several more shipwrecked crews have been rescued, adding to the growing population. Krens is unmarried; he is aided by Odense (Ftr 4), a rugged and jovial Altanian warrior who command the hold's militia. Odense is married to Murika, the second daughter of Lord Vilius of Theber; they have three children (f,m,m).

Hara (aka Mara): pop. 1275. The Alryan-Nerathi town of Hara is known for its bronze works. The ruler Lord Namelin, the richest man in Hara, is known for his ruthlessness and greed. He overthrew the previous ruler, the Brigit-priestess Earani Cor, with the aid of Rasgar Skarisson, a Skandik mercenary, and now keeps her captive. Hara maintains good relations with Ahyf and Ractuan, but is rumoured to have dealings with the Necromancers of the Empire of Neo-Nerath, west beyond the Castellan mountains. 
Theber (Hex 4531): pop 450. Theber is a good-sized Ghinoran village on the Old Road, ruled by the elderly Lord Vilius of Theber. He has six daughters and no sons. A man of peace and scholarship by inclination, Vilius reveres Mitra-Apollo, and seeks to keep his village free of Yusan's domination and the many brigands that infest the Ghinarran Hills. He maintains good relations with the rising power of Kren's Cairn to the north-east, Verius port to the south-east, and Bratanis on the Old Road, 20 miles  to the south-west. Lord Vilius' senior son-in-law and leader of his warband is Malthis of Tula (muscular, greying beard, bronzed complexion, bronze plate armour), a thoughtful warrior, formerly one of Krens's men. 
The Citadel of Water/Yusan's Den (hex 3233)
Just south of the Ghinarian Hills, the ancient fortress known as the Citadel of Water is ruled by the black-hearted warlord Yusan, an exiled Sword Knight of Altanis and leader of the most powerful marauder band in the Vale. He and his men take what they like from the nearby villages; only Selatine, Theber and Bratanis have so far defied him. He commands a score of elite Altanian warriors, and numerous lesser brigands. He is rumoured to have a keen interest in magic and to be searching for a hidden conclave of wizards somewhere in the Vale. Yusan is said to have amassed considerable wealth in slave girls, gold, and magic items.

THRACIA (Hex 3431)
Once one of the Ghinoran Successor States, Thracia was established in the aftermath of the fall of the Orichalan Dragon Empire, as a major centre of trade between Altanis and the Ghinoran heartlands to the south. Thracia is said to have fallen more than a thousand years ago, before the rise of Nera, and today is inhabited by death-worshipping savages known as Deathwalkers and by Beastmen, remnants of the Gnoll Times that destroyed the Alryran-Nerathi kingdom. The two groups are frequently at war. Thracia is rumoured to have extensive underground dungeons and caverns.
SELATINE (hex 3532)
Selatine is well fortified; a narrow trail leads up the cliffside from the harbour to the main settlement atop the cliffs. Looking around at the fishing crews coming ashore for the night and the fishwives greeting them, you see the locals have a bronzed skin tone, distinct from the red skin of the Altanians who dominate most of these lands. The sun is setting over the high Castellan Mountains to the west as you climb the path up to the clifftop dwellings. Up at the top of the cliff a collection of rather ramshackle dwellings lie within a curtain wall; doninated by three notable ones - a shrine to Mitra-Apollo, a small nobles' villa, and a tavern/inn, from which comes the sound of merriment. The villa walls seems oddly-angled, as if constructed by creatures whose perception extended beyond normal space-time...

Selatine NPCs
Hytirus Vex: age 20, lean young warrior, son of the Lord. Wears bronze plate with shield and sword. A keen warrior, regarded as a Hero by his people. Jana Vex: age 18, sister of Lord Hytirus, a Priestess of Apollo-Mitra. Weaponmaster Balthus: grizzled greybeard warrior, age 49, heads Lord Vex's six-strong warband. Calyakka the Cook: age 37, fat, black-haired woman, wispy moustache. Cook at Vex Villa.
Oriax the Horned Wizard: Oriax is a powerful Chaotic wizard, said to be of Satyr ancestry, who dwells in a light-house tower on the craggy coast some ten miles south-west of Selatine. He is said to have a substantial harem. Oriax's tower is rumoured to be of Markab manufacture, and to hold a magic mirror which brings him captives from other worlds. Those captives who displease him are sent to labour in the opal mines beneath his tower under the whips of cruel Orc overseers, sold at the wharf market in Selatine, or gifted to the Altanian brigand-lord Yusan of the Citadel of Water to the south. Still it's rumoured that Yusan would dearly like to seize the mirror for himself.

Verius: Fishing village north of Selatine. 
Lord Kaldrac of Verius, the noble warrior Maldar is his brother.
Bratanis (hex 3431) is a stockaded Ghinoran village of some 300 population, on the Old Road that leads north to Ahyf and Kren's Cairn, south to the Vale. Bratanis is situated on a low rise overlooking the valley of the Thrace River. An ancient stone bridge crosses the river here. West from Bratanis the old Pilgrims' Trail runs towards the Sky God Idol, and thence on to the Temple-Tomb of Belaras.
The settlement is ruled by the shapely Lady Aeschela Bratanis, cousin to the Vexes of Selatine. She is unmarried. Aeschela recently became Lady of Bratanis following the death of her father Aeschus from wounds sustained in battle with Yusan's raiders; Aeschela's mother Alma Vex died years ago. Aeschela's only surviving sibling, her younger sister Thuvia, is being courted by the son of the Lord of Kalmisj.
The lean warrior Weaponmaster Ruggio is her war-leader, commanding a half dozen armoured warriors. Some say he schemes to marry Lady Aeschela and become Lord himself. 
Iglaruis is her elderly steward/factotum/vizier.
Lady Aeschela rules Bratanis from her well-appointed long house with dining hall, guest chambers and bathroom. Adjacent is her stable, with half a dozen horses, behind which is an 8' deep stone-faced slave pit with rings.  Nearby the small Bratanis Inn is the local drinking den and accommodates travellers who don't stay at the longhouse. The Innkeep is Mako, an odd-looking Halfling ex-adventurer originally from exotic Karak far to the east. Mako's pet wolf Fang keeps order very well. Mako found him as a cub in the Irsimunal forest of the far north, his mother slain by an arrow.
Mako is assisted by the young serving maid Ellena local girl from a poor family . Ellen has several brothers, the oldest is Joran. Her father is dead, her mother Alceesa is old and nearly bedridden.
Eberus the Wise: elderly priest of Zeus (no casting ability). Eberus is the last surviving monk of the Academy of Zeus Skyfather, he was only an initiate when it was abandoned forty years ago. He tends the shrine of Zeus and the associated covered crematorium, looking over Bratanis' village green.
Peiron is Bratanis' blacksmith. He is a big, black-bearded Ghinoran man.
West from Bratanis, the old Pilgrims' Trail leads 12 miles through the hills to the ancient Sky God Idol atop a hill, said to be a winged depiction of Zeus. Hundreds of feet high, the weathered, winged idol can be seen looming against the skyline from as far away as Bratanis. The ruin of the old monastery-academy of Zeus Skyfather overlooking the Pilgrims' Trail lies at the foot of the Sky God Idol's hill. It's said to have recently become infested with Goblins.
Another 24 miles west along the Pilgrims' Trail is the Tomb of Belaras, Temple-Crypt of this Ghinoran Saint of Apollo-Mitra, which serves as a testing ground for would-be Mitra priests and holy warriors, still tended by a small cadre of priests.