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00:57, 18th April 2024 (GMT+0)

House Rules/Rules Specific to Barrowmaze.

Posted by Labyrinth LordFor group 0
Labyrinth Lord
GM, 37 posts
Fri 19 Nov 2021
at 16:02
  • msg #1

House Rules/Rules Specific to Barrowmaze

Combat Initiative

In previous games that I have run, I’ve generally adhered closely to the rules given for determining initiative in a combat encounter. Labyrinth Lord handles initiative in a manner that is consistent with early editions of Dungeons & Dragons: At the beginning of each round, a d6 is rolled for each side involved in the conflict. Whichever side rolls higher takes their actions first, followed by those who rolled lower. The process repeats at the beginning of each new round.

In an effort to streamline things a bit, what I plan to do in Barrowmaze is make a single initiative roll at the beginning of an encounter, then letting the order established by that initial roll stand for the remainder of the battle. Once one side has taken their turn, the opposing side acts, and then the turn shifts back. Hopefully, that will circumvent any delay arising from everyone waiting for yours truly to make the next initiative roll. Once the enemy has acted, the adventurers will know that it is their turn again.

When initiative falls to the players, I will do my best to give two days for everyone to declare their actions and make their rolls. At the end of the second day, I will determine actions for any NPCs who are present, along with any player characters who have not responded by that time. The goal, of course, being to keep encounters moving forward at a good pace.

Please feel free to give any feedback on the above, whether you agree or disagree. I’m certainly open to any suggestions that the group might have.
Labyrinth Lord
GM, 51 posts
Tue 7 Dec 2021
at 16:23
  • msg #2

House Rules/Rules Specific to Barrowmaze

Turning Undead

Due to the lingering presence of dark powers, turning undead is a more difficult task within the Barrowmaze. All turn attempts are increased by one number based on the Labyrinth Lord Turning Undead Table. For example, in Barrowmaze a level one cleric would require an 8 to turn 1 HD undead, 10 for 2 HD, 12 for 3 HD, etc).

Moreover, clerics will find the process of calling on their deities more draining. To reflect this, each turn attempt further increases the difficulty by one per day. In this context, turning undead must be carefully considered  by players.


Cleric  Level123456789101112
Undead HD            
18642TTDDDDDD
2108642TTDDDDD
312108642TTDDDD
4 12108642TTDDD
5  12108642TTDD
6   12108642TTD
7    12108642TT
8     12108642T
9      12108642
Infernal       1210864

T = Automatically Turned
D = Destroyed
Infernal = Very powerful undead or unholy beings such as demons
Labyrinth Lord
GM, 407 posts
Tue 10 Jan 2023
at 01:43
  • msg #3

House Rules/Rules Specific to Barrowmaze

New Spells

Baltron’s Black Sheen

Level: 1 (Magic User)
Duration: 1 turn
Range: 5 sq. ft./lvl

This spell creates a thin sheet of black ice across an area of effect subject to the level of the caster. Any creature that steps onto the black sheen must save (Petrification) or slip, slide, and fall. A fifth level magic-user may cast the icy coating in different ways including weapon handles, rope, or ladders. In these examples, creatures are allowed a save (Spells).

Fennril’s Exquisite Strangulation

Level: 1 (Magic User)
Duration: 2 rounds + 1 per level
Range: 20 feet + 5 feet every 2 levels

This spell allows the caster to reach out with magical energy and strangle a medium-sized or smaller humanoid opponent. Each round, the victim takes 1d4 hit points of damage plus 1 additional point per level. The caster must concentrate solely on the spell or the effect is broken. During the strangulation the victim can take no action and will focus solely on attempting to breathe. Creatures over 4 HD are unaffected.

Hitzemun’s Blue Feet

Level: 1 (Magic User)
Duration: 1 turn + 1 turn per level
Range: One person by touch

As a boy, the Ice Mage Hitzemun enjoyed going barefoot as much as possible. In fact, his teacher insisted that to master ice magic, Hitzemun should be outside in the winter environment barefoot as often as possible.

Hitzemun discovered that his feet were not the proper type to be outside during the winter, so he developed Hitzemun’s Blue Feet to make his feet immune to damage from cold and freezing temperatures.

As a side effect, Hitzemun found that he could use the spell to gain traction on icy surfaces. The spell also provides +2 on all cold-related saves for the duration of the spell.

Galaxina’s Scintillating Spark Shower

Level 2 (Magic-User)
Duration: See below
Range: 25 feet by 10 feet

When this spell is cast, sizzling, crackling sparks leap from the magic-user’s fingertips in an area of effect 25 feet across and 10 feet deep.

All those within the area suffer 2d4 points of damage if they are wearing non-metallic armor, or 4d4 points of damage if they bear metallic armor or weapon.

Victims are allowed a save (Spells) for half damage.

Vitharia’s Vengeful Visage

Level: 2 (Magic-User)
Duration: See below
Range: 0

This spell functions as a lesser version of the 4th level magic-user spell Fear.

This spell creates an illusion that deforms the face of the caster (or accentuates a pre-existing deformity) and inspires terror in living humanoid creatures within an invisible cone (5' wide origin, 20' long, and 15' diameter at the terminal end).

Those who behold the Vengeful Visage panic and flee from fear of the caster if they fail their saving throw (Spells). Victims flee from the caster as fast as their movement rate allows, for a number of rounds equal to half the caster’s level (rounded up). This spell has no effect on blind creatures or creatures of 4 or greater hit dice.

Vitharia was a young elven magic-user of great promise who was defaced when pummeled in the street by thugs.

He was later bludgeoned and eaten by a mimic.
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