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House Rules Ultimate Nemesis

The document provides house rules for playing Mystara Online, a Labyrinth Lord campaign set in the world of Mystara. It summarizes the core rules used and outlines character creation options, including available races and their abilities. Players can join in the campaign to help save Karameikos from threats like dragons, demons, and an undersea invasion, with the goal of discovering the ultimate nemesis behind these dangers. New players are welcome to join the weekly online sessions.

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Vikshade
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0% found this document useful (0 votes)
199 views3 pages

House Rules Ultimate Nemesis

The document provides house rules for playing Mystara Online, a Labyrinth Lord campaign set in the world of Mystara. It summarizes the core rules used and outlines character creation options, including available races and their abilities. Players can join in the campaign to help save Karameikos from threats like dragons, demons, and an undersea invasion, with the goal of discovering the ultimate nemesis behind these dangers. New players are welcome to join the weekly online sessions.

Uploaded by

Vikshade
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mystara Online - The Ultimate Nemesis House Rules

• Mystara Online – House Rules Document

= Basic Information =

Playing:
• Labyrinth Lord (Basic/Expert set Dungeons & Dragons clone). Get it free at www.GoblinoidGames.com
Game Time:
• Monday nights, 7pm - 11pm Eastern US time.
• Playing on Roll20 Virtual Tabletop at www.Roll20.net
• With Skype for talk, also free at www.Skype.com
Rules:
• Labyrinth Lord core rules (Goblinoid Games 2009 Revised Edition). “LL”
• Labyrinth Lord Advanced Companion (Goblinoid Games 2010). “LLAC”
• House rules drawn from The Arcanum (Bard Games 1985 Second Edition), Theorems & Thaumaturgy
(Necrotic Gnome Productions 2013), and all editions of Dungeons & Dragons (1974 through 2014).
• Check out the game notes at http://vikshade.suddenlaunch.com/index.cgi?board=immortals

= The Ultimate Nemesis =

Join our heroes as they fight to save the communities of Karameikos from threats of fearsome dragons, goblin
hordes, ancient demons, and an undersea invasion! Who is the ultimate nemesis?

Simple character creation and a rules-light system makes for fast-paced online play, every Monday night on
Roll20.net! New players are welcome when seats are open. Contact Vikshade@Facebook.com to find out more.
Mystara Online - The Ultimate Nemesis House Rules

Character Abilities (stats):


Roll 3d6 in game, and assign as desired (LLAC p4). Trade 2 for 1 to increase prime requisites (LLAC p6). I use
flat modifiers of -3 through +3 for most stats, as seen with on the STRENGTH TABLE (LLAC p4).

Character Races:
Humans (LLAC p10): Human characters add +2 to any one ability score of their choice (to a maximum of 18).
They are the dominant race of the region and may be of any class without any level limit restrictions. Humans get one
additional skill proficiency of their choice (often called a “secondary skill”) based on their background. There are two
distinct human cultures native to this region:
The natives to the area are Traladaran. They tend to be short and pale with dark hair and eyes. Traladarans
have seen their land invaded by orcs, beast men, and now other humans. They have been through hard times and
have learned patience, knowing that in time the coin will flip and they will return again to their golden age. They are
often superstitious woodsmen, farmers and hunters who live in small homesteads scattered throughout the country.
Common Traladaran names are Ivan, Yuri, Dimitrov, Sergyev, Petra, Yolanda.
The Thyatians invaded the land over a hundred years ago but it wasn't until about thirty years ago that Duke
Stefan came to rule and started working on the infrastructure of the country, building roads and strengthening the
economy and military. Thyatians are olive skinned usually taller and larger than Traladarans. They have mixed blood
with other cultures for centuries and so have a wide range of eye and hair color as well as varied facial features.
Thyatians are fierce warriors and shrewd merchants and politicians who hail from an empire that controls much of the
known world. Common Thyatian names are Stefan, Maximus, Lucius, Olivia, Aleena.
Mixed bloods or Karameikians, are the new generation born of mixed families in the past 30 years. They are
typically the product of Thyatian fathers who came to Traladara and took native wives. Karameikians tend to be more
open minded than either of their parents and are able to adapt better into the new "melting pot" society that the
Duchy has become today. There is plenty of opportunity for them and most people tend to get along well with this
new generation.

Dwarves (LLAC p7): Characters must have a Constitution score of 9 or greater to be a dwarf. Dwarves have
ability score modifiers, infravision, saving throw bonuses and automatic languages. In addition, all dwarves are
proficient in Stone Craft and Metal Craft allowing them to detect traps, hidden construction, false walls and sloped
passages, as well as appraise gems and jewelry and forge or repair most metal goods, arms and armor. Dwarves in this
region are typically Stronghollow clan from mining towns in the Altan Tepes mountains and Wulfwolde Hills (such as
Hearthhome and Highforge). There are usually less than a dozen dwarves in most human communities at any time.
Nearly all NPC dwarves will be of the "Dwarf" race-class, although a player-character dwarf may also be an Assassin
(up to 9th level), Cleric of Kagyar (8th), Fighter (9th) or Thief (12th).

Elves (LLAC p7): Characters must have a Charisma score of 9 or greater to be an elf. Elves have ability score
modifiers, infravision, immunity to ghoul paralysis and automatic languages. In addition, elves have keen senses and
are proficient in Perception allowing them a greater chance to notice hidden doors and creatures as well as detect
faint sounds and odors. Elves have “Advantage” against magical sleep and charm effects (roll twice and use the highest
result). Elves in this region are typically friendly Callarii (high elves) from the from the Radlebb Woods, or Vyalia (wood
elves) of the Dymrak forest who are cautious and distrusting of strangers. There are usually less than a dozen Callarii
elves in most human communities, and almost never any Vyalia. Nearly all NPC elves will be of the "Elf" race-class,
although a player-character elf may also be an Assassin (up to 10th level), Cleric of Ilsundal (7th), Fighter (10th), Magic-
User (11th) or Thief (12th).

Halflings (LLAC p8): Characters must have Dexterity and Constitution scores of 9 or greater to be a halfling.
Halflings have ability score modifiers, saving throw bonuses, a bonus to initiative and automatic languages. When
facing large foes halflings get a defense bonus. They are proficient with all thrown weapons but they treat normal size
weapons as if it were larger, so a normal dagger still deals 1d4 damage but is treated as a short sword to a halfling,
while a normal long sword still deals 1d8 but is treated as a two-handed sword. Halflings can not use normal sized two-
handed weapons. In addition, all halflings are proficient in Stealth, and gain “advantage” when hiding outdoors in
wilderness (roll twice and use the highest result). Halflings in this region are typically are explorers from the Five Shires
to the west of the human lands. Most suffer from "wanderlust" for a period of their lives. They are more likely to do
odd jobs or set up a merchant booth than to have a long term trade or business established. There are often as many
as two dozen halflings in most human communities. Nearly all NPC halflings will be of the "Halfling" race-class,
although a player-character halfling may also be a Fighter (up to 6th level) or Thief (14th).
Mystara Online - The Ultimate Nemesis House Rules

Other Character Races:


Gnomes (LLAC p8): are typically inventors from Highforge in the Wufwolde Hills. They tend to be secretive and
more focused on the "next big thing" rather than what is going on right now. Humans don't always know what to make
of them, often treating gnomes as children or silly creatures not to be taken seriously, and then feeling offended when
they realize they have insulted the gnome they are dealing with.

Half-Elves (LLAC p9): do not exist in Mystara and are unavailable as a player race. A human woman who
breeds with an elf will either have a human daughter or a stillborn son. An elven woman who breeds with a human will
either have a human daughter or an elven son. That is just the way elven genetics work in Mystara (Gaz5 The Elves of
Alfheim). Unlike other game worlds, humans are NOT a mongrel race with the ability to breed with anything.

Half-Orcs (LLAC p9): are generally regarded with suspicion and disgust. Orcs can breed with anything and the
offspring will always have enough orc traits and features to just be considered an orc. People don't differentiate
between a pure blood orc and a mixed blood orc, they just attack them or call the town guard and flee.

Lizard-men (LL p84, Hollow World Player's Guide p46): Characters must have a Strength of 13 or better and a
Constitution of 9 or better to be a Lizard-man. Lizard-men get a +2 bonus to Strength (max 19) and a -2 penalty to
Dexterity. All Lizard-men are proficient with their claws and also with the Survival skill. They speak their own language
Saurian, Draconic and common (Thyatian). Lizard-men begin play as a 2 HD creature with a bonus 8 hit points in
addition to class hit points. They have a natural armor bonus of +5 that does not stack with worn armor, which Lizard-
men disdain anyway, although they may use shields. Lizard-men favor axes, flails, clubs, spears and tridents or they
may attack with their claws getting two attacks dealing 1d4 damage (do not add strength modifier). Lizard-men have a
swim movement rate of 120' (40') and they may breathe underwater indefinitely. Although they are typically savage
carnivores, one tribe of Malpheggi Lizard-men have allied with the people of Rugalov Village in the face of the threat
of a sahuagin invasion. A player-character Lizard-man may be a Fighter (up to 12th level) Cleric/Shaman of Ka (6th) or
Magic-user/Wokani (4th).

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