I have recently become enamored by the Labyringth Lord "retro" role-playing game by Goblionoid Games. This game attempts to re-introduce the original Dungeons and Dragons game as it was originally presented. Labyrinth Lord is a "rules lite" game, having simple rules that are easily adapted to ones own game. It can be used to run a game set in a "Sword and Sorcery" game like found in the Conan, or Fafhrd and The Grey Mouser stories or a High Fantasy game like that found in The Lord of The Rings books and films.
Labyringth Lord can be downloaded for free HERE,but is even more impressive in print. Making a fine birthday present for your resedent fantasy weirdo...
That said, below is the Goblin, a "monster class" for Labyrinth Lord. I tried to make them a viable race for player usage, though they are limited in progression.
Goblin
Requirements: DEX 9 and CON 9
Prime Requisites: STR and DEX
Hit Dice: 1d8
Maximum Level: 6
Fighting: As monster Hit Dice
Saves: As Fighter.
A goblin stands 3’ to 3 ½ tall. Its eyes are usually dull and glazed, varying in color from red to yellow. Their eyes sometimes flicker red in the dark. A goblins skin color ranges from yellow through any shade of orange to a deep red. Goblin culture is that of tribal raiders, preying upon their neighbors for food, supplies and (when raiding other goblins) mates. Though crude and ugly in appearance, goblins are as intelligent as dwarves and humans, and capable of cunning (though ugly) workmanship, when they take the bother.
Due to their short height, goblins cannot use two-handed weapons or longbows. However, they can use any other weapon or armor. They must have at least 13 in one or the other prime requisite in order to get the +5% to experience. They must also have a STR and DEX of 13 to get the +10% bonus.
As goblins spend most of their time underground, they have a infravision, to 90ft but suffer a –1 penalty to all attack rolls when in full sunlight. Goblins all possess fangs with which they can bite for 1d6 damage when weapons are not at hand. Furthermore, goblins have an affinity with dire wolves and can approach and train them in the manner or humans and horses.
Reaching 6th Level: Goblins who reach this level have the option of setting up a lair and start his own goblin kingdom. A goblin king is always accompanied by 2d6 loyal bodyguards who will all be 3rd level. All goblins in the presence of the goblin king have a morale score of 9.
Prime Requisites: STR and DEX
Hit Dice: 1d8
Maximum Level: 6
Fighting: As monster Hit Dice
Saves: As Fighter.
A goblin stands 3’ to 3 ½ tall. Its eyes are usually dull and glazed, varying in color from red to yellow. Their eyes sometimes flicker red in the dark. A goblins skin color ranges from yellow through any shade of orange to a deep red. Goblin culture is that of tribal raiders, preying upon their neighbors for food, supplies and (when raiding other goblins) mates. Though crude and ugly in appearance, goblins are as intelligent as dwarves and humans, and capable of cunning (though ugly) workmanship, when they take the bother.
Due to their short height, goblins cannot use two-handed weapons or longbows. However, they can use any other weapon or armor. They must have at least 13 in one or the other prime requisite in order to get the +5% to experience. They must also have a STR and DEX of 13 to get the +10% bonus.
As goblins spend most of their time underground, they have a infravision, to 90ft but suffer a –1 penalty to all attack rolls when in full sunlight. Goblins all possess fangs with which they can bite for 1d6 damage when weapons are not at hand. Furthermore, goblins have an affinity with dire wolves and can approach and train them in the manner or humans and horses.
Reaching 6th Level: Goblins who reach this level have the option of setting up a lair and start his own goblin kingdom. A goblin king is always accompanied by 2d6 loyal bodyguards who will all be 3rd level. All goblins in the presence of the goblin king have a morale score of 9.
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