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Dungeons & Dragons

ADDITIONAL
Rules for Amazing Weird Science-Fantasy
Campaigns Playable with Paper, Pencil,
Funny Dice, and Miniature Figures
Supplement LXXXVI



BY
JEREMY DERAM
NOT PUBLISHED BY
TSR RULES
works with
Labyrinth Lord

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Supplement LXXXVI
Being a collection of house rules to be used for
adventuring in the weird and fantastic world of Outland.
BY
JEREMY DERAM
Dungeons & Dragons


0|,.^|
Labyrinth Lord
is a trademark of Daniel Proctor.
Dungeons & Dragons
is a trademark of Wizards of the Coast.
This booklet is a not-for-profit fan work and is
not intended as a challenge to either of the
above-listed trademarks. Its just a personal
document with some house rules so nerds like
myself can have fantastic imaginary
adventures at the kitchen table. If its existence
makes anyone mad, Im sorry about that!
^| 0||,
The Five, page 1 Mage, page 5 Piratas, page 8 Army of the Lost Souls, page 11
The Hand, page 14 Dead God, page 15 Duel page 29
by Miguel Santos, used with permission
http://pictishscout.deviantart.com/
http://www.conceptart.org/forums/showthread.php?t=106773
miguel.santos.f@gmail.com
All other pieces used without permission
Fighter, page 5 - artist unknown
Savage Ingrid (Thief), page 5 - by Rubus the Barbarian on deviantart
Dude with Ability Score Shirt, page 6 - zazzle.com
Naked People, page 7 - species.wikimedia.org
Warduke, page 9 - by Kevin Mayle http://kevinmayle.netaidz.com/main.php
Cleric, page 10 - by Opteryx on deviantart
Solomon Kane, page 11 - by IronSky on deviantart
Magic-User, page 12 - by Russ Nicholson http://russnicholson.blogspot.com/
Demon, page 13 - some old D&D book, not quite sure
Thief, page 16 - by FreezerClown http://www.freezerclown.com/
Thief, page 17 - some old D&D book, not quite sure
Dwarf, page 18 - from Supplement II - Blackmoor
Elf, page 19 - pretty sure its by Russ Nicholson, and its not supposed to be an elf
Hobbit, page 20 - artist unknown
Orc, page 21 - Men & Magic
Goblin, page 21 - by WillowWISP on deviantart
Tiefling, page 21 - artist unknown
Armor Guy, page 22 - artist unknown
Weapon Rack, page 23 - from D&D Basic, not sure about artist
Untitled, page 24 - by Opteryx on deviantart
Encumbrance Guy, page 27 - from toplessrobot.com, artist unknown
Scummy Bardish Guy, page 31 - by Erol Otus from Rogues Gallery
Fight On Guy , page 32 - The Underworld & Wilderness Adventures
Please contact me with any information regarding any of these credits where Ive made a
mistake or omission. If you are the artist for any of these and would like your work removed, just
let me know. I can be reached at aplus@86erz.org
Revision 3 - 9/22/2011
J., 0||,
Many of the house rules presented here
were inspired by or directly ripped from the
following sources:
Jeff Rients
http://jrients.blogspot.com
Jimm Johnson
http://cubeofquazar.blogspot.com
Akrasia
http://akraticwizardry.blogspot.com
Dyson Logos
http://rpgcharacters.wordpress.com
Trollsmyth
http://trollsmyth.blogspot.com/

1
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Introduction ...................................................................................................................... 4
Character Creation Quick-Start ........................................................................................ 5
Ability Scores .................................................................................................................... 6
Character Classes .............................................................................................................. 8
Fighter ....................................................................................................................................................... 9
Cleric ....................................................................................................................................................... 10
Turning Undead ................................................................................................................................. 11
Magic-User ............................................................................................................................................. 12
Sorcery ................................................................................................................................................. 13
Thief ........................................................................................................................................................ 16
Thief Skills ........................................................................................................................................... 17
Dwarf ....................................................................................................................................................... 18
Elf ............................................................................................................................................................. 19
Hobbit ..................................................................................................................................................... 20
Orc ........................................................................................................................................................... 21
Goblin ...................................................................................................................................................... 21
Tiefling .................................................................................................................................................... 21
Equipment ....................................................................................................................... 22
Starting Equipment Packages ............................................................................................................. 22
Armor ...................................................................................................................................................... 22
Adventuring Gear ................................................................................................................................. 23
Weapons ................................................................................................................................................. 23
Weapon Damage by Class ................................................................................................................. 23
Adventuring Rules .......................................................................................................... 24
Time ......................................................................................................................................................... 24
Movement .............................................................................................................................................. 24
Light ........................................................................................................................................................ 24
Traps and Trap Detection .................................................................................................................... 25
Earning Experience .............................................................................................................................. 25
Carousing ................................................................................................................................................ 25
Hirelings ................................................................................................................................................. 25
Henchmen .............................................................................................................................................. 27
Encumbrance ......................................................................................................................................... 27
Spellbooks and Scrolls ......................................................................................................................... 27
Combat ............................................................................................................................ 28
Combat Resolution ............................................................................................................................... 28
Healing .................................................................................................................................................... 28
Death & Dying ........................................................................................................................................ 28
Crits & Fumbles ..................................................................................................................................... 28
Two-Weapon Fighting ......................................................................................................................... 28
Shield Bash ............................................................................................................................................. 29
Shields Shall be Splintered ................................................................................................................. 29
Helmets Shall be Shattered ................................................................................................................. 29
Order of the d30 .................................................................................................................................... 29


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What is this booklet?
This document is a player reference for the house rules used in my D&D games set in
the fantastic world of Outland. It is meant to be used as a supplement to either the
Dungeons & Dragons Basic and Expert rules, published in 1981 (hereafter referred to
as B/X D&D), or the Labyrinth Lord rulebook. You still need the actual rulebooks for
spells and textual explanations of a lot of the rules.
I dont have Labyrinth Lord or B/X D&D. Where can I get it?
Labyrinth Lord is currently available in print, and there are also electronic PDF
versions available, including a free downloadable version with no art. Check with
your local game store for a print copy (they might have to order it, but they should be
able to get it), or visit www.goblinoidgames.com for the electronic PDF versions.
The original Basic and Expert D&D books are out of print and are not legally available
in electronic form. However, used copies can be generally be acquired cheaply via
Ebay or Amazon. The entire box set is not needed, just the rules booklets. If you
decide to go this route, be sure to get the correct ones. The Basic Rulebook is edited
by Tom Moldvay. The Expert Rulebook is edited by David Cook and Steve Marsh. The
versions edited by Frank Mentzer, while very good, are not the ones we are using.
I dont feel like reading this crap. Whats really important?
In this booklet, you will find all of the necessary tables for XP, attack bonuses, and
saving throws. It is meant to be used as a reference for players to help with creating
characters, buying basic equipment, leveling characters, and other such mundane
tasks. At a minimum, Id recommend skimming the combat section in order to
familiarize yourself with some of the combat house rules. They might just save your
life!
Here is a brief summary of what you will find in here that deviates from the standard
B/X D&D or Labyrinth Lord rules:
XP tables, attacks, saving throws, and charisma table brought back in line with
B/X D&D, so you can more easily remember that your fighter needs 2,000 XP to
reach level 2, rather than LLs 2,035!
Any character can use any weapon. Damage done is based on the PCs class.
None of the PC races have natural infravision. Dont forget to buy torches!
Risk-taking magic-users may use the optional sorcery system for spells.
Thief skills system is replaced with a simpler and more generous 2d6 system.
Three additional races are available: Orcs, Goblins, and Tieflings.
Hobbits may opt to level as thieves rather than fighters if theyd like.
Ascending armor class is used.
Crits and fumbles are in play.
Special rules for two-weapon fighting and shield bashing.
Shields Shall Be Splintered rule is in effect.
Any character can wear a helmet. A helmet can negate a single crit per session.
The order of the d30 is in effect.


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1. Roll ability scores (3d6 in order, reroll 1s)
2. Note any ability score modifiers (pages 6-7)
3. Choose a class (pages 8-21)
4. Record attack bonus, saving throws, and any
special abilities or spells based on your class
5. Note any experience bonus
6. Roll hit points
7. Equip your character (pages 22-23)
8. Record armor class and movement rate (pages 22
& 24)
9. Record alignment (new characters start neutral)
10. Name the character
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All abilities except charisma use the same ability modifier table as shown below.
Ability scores may not exceed 18.
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The six ability scores - strength, intelligence, wisdom, dexterity, constitution, and
charisma - are rolled 3d6 in order. All dice that come up 1 may be re-rolled.
EVERYTHING-BUT-CHARISMA ABILITY MODIFIERS
Ability Score Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3


The ability modifiers have the
following applications:
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Melee to-hit rolls
Melee damage rolls
Checks to force open doors
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Bonus languages
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Saving throws versus magical effects
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Missile to-hit rolls
Armor class
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Bonus hit points per hit die
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Charisma affects interaction with NPCs and
monsters, the number of hirelings that can
be utilized at any given time, and the loyalty
or morale of said hirelings, as indicated in
the table below.
CHARISMA TABLE
Charisma Score Reaction Adjust. Max Retainers Retainer Morale
3 -2 1 4
4-5 -1 2 5
6-8 -1 3 6
9-12 None 4 7
13-15 +1 5 8
16-17 +1 6 9
18 +2 7 10
Psionic Potential
You will also want to record your
characters psionic potential. This is
1% for each point above 12 in
intelligence, wisdom, and charisma.
For example, a character with 15
INT, 10 WIS, and 17 CHA would have
a Psionic Potential score of 8%.
A note on languages: All characters
can speak the common tongue. A
negative modifier indicates that the
character can speak the common
tongue, but he cannot read or write. A
player has the option of waiting until
gameplay reveals the usefulness of a
particular language before selecting it.
If this is done, a successful intelligence
check must be made to see if the
character really knows the language.
Failure indicates that access to the
language in question is forever lost to
that character with perhaps the
exception of magical means.
Rolling Hit Points
Whenever a character gains a
level, the entire pool of hit dice is
rolled. The new total is used only
if it is greater than the current
total.

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^^| .^,,,
Standard Character Classes
Most D&D characters will be humans. A human may be a cleric, fighter, magic-user,
or thief. Humans are the most widespread of all races. The human traits of curiosity,
courage, and resourcefulness have helped them to adapt, survive, and prosper
everywhere they have gone.
Some players may wish to have non-human characters. The choices available are elf,
dwarf, goblin, hobbit, orc, or tiefling. The non-humans generally have a special set of
benefits and limitations. In particular, pay attention to the maximum level limits.
Additional Character Classes and Races
Im pretty flexible, so if you want to play something not listed, chances are we can
work something out. For example, if you really want to play a naked barbarian-type,
Id be inclined to give you an AC equal to chain while naked or wearing a loincloth or
whatever.
Additional races and/or classes may become available through play by discovering
and befriending the many strange and ancient peoples that have made Outland their
home.
A character with a high score in their prime requisite ability is entitled to a bonus to
experience points earned, unless stated otherwise in the class description.
PRIME REQUISITE EXPERIENCE BONUS
Score of Prime Requisite Adjustment to Experience Earned
3-5 -20% from earned experience points
6-8 -10% from earned experience points
9-12 No adjustment to experience points
13-15 +5% to earned experience points
16-18 +10% to earned experience points


[||
Requirements: None
Prime Requisite: STR
Hit Die: d8
Maximum Level: None
Weapons: Any
Damage: d6/d8/d10
Armor: Any
Shields: Yes
FIGHTER SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
Normal Man 14 15 16 17 18
1-3 12 13 14 15 16
4-6 10 11 12 13 14
7-9 8 9 10 10 12
10-12 6 7 8 8 10
13-15 4 5 6 5 8
FIGHTER ADVANCEMENT
Level Title XP Attack Bonus
1 Veteran 0 +1
2 Warrior 2,000 +1
3 Swordmaster 4,000 +1
4 Hero 8,000 +2
5 Swashbuckler 16,000 +2
6 Myrmidon 32,000 +3
7 Champion 64,000 +4
8 Superhero 120,000 +4
9 Lord 240,000 +5
10 360,000 +6
11 480,000 +6
12 600,000 +7
13 720,000 +8
14 840,000 +8
Special Abilities
Fighters get an additional attack at every
5th level. Thats two attacks at 5th, three
at 10th, and so on. They may also add
their level to rolls on the crit table.

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Requirements: None
Prime Requisite: WIS
Hit Die: d6
Maximum Level: None
Weapons: Any
Damage: d4/d6/d8
Armor: Any
Shields: Yes
CLERIC ADVANCEMENT
Spells Per Day
Level Title XP Attack Bonus 1 2 3 4 5
1 Acolyte 0 +0 - - - - -
2 Adept 1,500 +0 1 - - - -
3 Priest 3,000 +1 2 - - - -
4 Vicar 6,000 +1 2 1 - - -
5 Curate 12,000 +2 2 2 - - -
6 Elder 25,000 +2 2 2 1 1 -
7 Bishop 50,000 +3 2 2 2 1 1
8 Lama 100,000 +3 3 3 2 2 1
9 Patriarch 200,000 +4 3 3 3 2 2
10 300,000 +4 4 4 3 3 2
11 400,000 +5 4 4 4 3 3
12 500,000 +5 5 5 4 4 3
13 600,000 +6 5 5 5 4 4
14 700,000 +6 6 5 5 5 4
CLERIC SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
1-4 11 12 14 16 15
5-8 9 10 12 14 12
9-12 6 7 9 11 9
13-16 3 5 7 8 7
Special Abilities
Clerics can turn or destroy undead creatures by presenting their holy
symbol (and rolling 2d6). Clerics do not have to memorize spells as
magic-users do. They automatically gain access to all spells of any
level that they can cast, and are limited only by their spells per day.

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A cleric may attempt to turn undead creatures once per combat
by presenting his holy symbol. The cleric cross-references his
level with the type of creature in the table below and rolls 2d6. If
the result is equal to or higher than the indicated number, the
attempt is successful. He then rolls 2d6 again to determine the
number of hit dice of creatures affected. A minimum of one
creature is always affected on a successful turning attempt.
If the table indicates a T or D, then the type of creature is
automatically turned or destroyed, and the player only needs to
roll 2d6 once to see how many hit dice are affected.
CLERICS VS. UNDEAD
Cleric Level
1 2 3 4 5 6 7 8 9 10 11+
Skeleton 7 T T D D D D D D D D
Zombie 9 7 T T D D D D D D D
Ghoul 11 9 7 T T D D D D D D
Wight - 11 9 7 T T D D D D D
Wraith - - 11 9 7 T T D D D D
Mummy - - - 11 9 7 T T D D D
Spectre - - - - 11 9 7 T T D D
Vampire - - - - - 11 9 7 T T D

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MAGIC-USER ADVANCEMENT
Spells
Level Title XP Attack Bonus 1 2 3 4 5 6
1 Medium 0 +0 1 - - - - -
2 Seer 2,500 +0 2 - - - - -
3 Conjuror 5,000 +0 2 1 - - - -
4 Magician 10,000 +1 2 2 - - - -
5 Enchanter 20,000 +1 2 2 1 - - -
6 Warlock 40,000 +2 2 2 2 - - -
7 Sorcerer 80,000 +2 3 2 2 1 - -
8 Necromancer 150,000 +2 3 3 2 2 - -
9 Wizard 300,000 +3 3 3 3 2 1 -
10 450,000 +3 3 3 3 3 2 -
11 600,000 +4 4 3 3 3 2 1
12 750,000 +4 4 4 3 3 3 2
13 900,000 +4 4 4 4 3 3 3
14 1,050,000 +5 4 4 4 4 3 3
MAGIC-USER SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
1-5 13 14 13 16 15
6-10 11 12 11 14 12
11-15 8 9 8 11 8
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Requirements: None
Prime Requisite: INT
Hit Die: d4
Maximum Level: None
Weapons: Any
Damage: d4/d5/d6
Armor: None
Shields: No
Special Abilities
These guys cast awesome spells.
Although extremely frail at low
levels, they become nearly god-like
if they can survive to the higher
levels.

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At any time, a magic-user may choose to abandon the traditional study of magic and
pursue the dark sorceries that are prevalent in Outland. This decision is permanent,
and gives the sorcerer the following benefits and limitations.
Spells no longer need to be memorized. A sorcerer can cast any spell he knows at any
time, but he must make a spell check to do so (roll 2d6). Cross-reference the result
with the caster level and spell level on the table on the following page. The effects will
depend on the result of the check. Thus, the sorcerer is sacrificing the reliability of
the traditional magic-user for the flexibility of sorcery.
Spell Check Results
Spell Fumble (Natural 2): In addition to all the normal consequences of a
casting failure, the sorcerer takes 1d6 subdual damage from the backlash per
level of the spell. Additionally, there is a 10% chance of corruption per level of
the spell. Roll a d10, and if the result is equal to or less than the level of the spell,
a corruption occurs. The referee will let you know the nature of the corruption.
Corruptions are generally permanent, but it is rumored that some sorcerers have
successfully sought out ways to remove corruptions which they found to be
particularly bothersome. If such a method did exist, it certainly wouldnt be
cheap.
Failure (F): If the result on the table indicates an F, the spell is lost and that
particular spell cannot be cast again until the following day, after the sorcerer
has rested.
Delayed (D): D indicates that the result of the spell is delayed, and will not take
effect until the following round. If the caster is hit by a missile or engaged in
melee before the spell goes off, the spell is treated as a failure.
Immediate (I): An I indicates that the spell goes off immediately.
Spell Critical (Natural 12): A result of 12 is a critical success, and the spell will
have an increased effect, as determined by the referee.
Sorcerers may also learn and cast rituals (see Carcosa by Geoffrey McKinney). These
are extremely complex spells that require a great deal of time, effort, and unique
components.

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SORCERER CASTING TABLE

Sorcerer Level
Spell 1 3 5 7 9 11 13
1 Failure 2-5 2-4 2-3 2 2 2 2
Delayed 6-7 5-6 4-5 3-4 3 N/A N/A
Immediate 8+ 7+ 6+ 5+ 4+ 3+ 3+
2 Failure 2-6 2-5 2-4 2-3 2 2 2
Delayed 7-8 6-7 5-6 4-5 3-4 3 N/A
Immediate 9+ 8+ 7+ 6+ 5+ 4+ 3+
3 Failure 2-7 2-6 2-5 2-4 2-3 2 2
Delayed 8-9 7-8 6-7 5-6 4-5 3-4 3
Immediate 10+ 9+ 8+ 7+ 6+ 5+ 4+
4 Failure 2-8 2-7 2-6 2-5 2-4 2-3 2
Delayed 9-10 8-9 7-8 6-7 5-6 4-5 3-4
Immediate 11+ 10+ 9+ 8+ 7+ 6+ 5+
5 Failure 2-9 2-8 2-7 2-6 2-5 2-4 2-3
Delayed 10-11 9-10 8-9 7-8 6-7 5-6 4-5
Immediate 12+ 11+ 10+ 9+ 8+ 7+ 6+
6 Failure 2-10 2-9 2-8 2-7 2-6 2-5 2-4
Delayed 11-12 10-11 9-10 8-9 7-8 6-7 5-6
Immediate 13+ 12+ 11+ 10+ 9+ 8+ 7+

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Requirements: None
Prime Requisite: DEX
Hit Die: d4
Maximum Level: None
Weapons: Any
Damage: d4/d6/d8
Armor: Leather
Shields: No
THIEF SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
1-4 13 14 13 16 15
5-8 12 13 11 14 13
9-12 10 11 9 12 10
13-16 8 9 7 10 8
THIEF ADVANCEMENT
Level Title XP Attack Bonus
1 Apprentice 0 +0
2 Footpad 1,200 +0
3 Robber 2,400 +1
4 Burglar 4,800 +1
5 Cutpurse 9,600 +2
6 Sharper 20,000 +2
7 Pilferer 40,000 +3
8 Thief 80,000 +3
9 Master Thief 160,000 +4
10 280,000 +4
11 400,000 +5
12 520,000 +5
13 640,000 +6
14 760,000 +6
Special Abilities
Thieves have many special abilities
that are particularly useful in the
procurement of treasure. (see next
page)

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The default percentile thief skill system has been replaced with a 2d6 system that is
more generous at lower levels. At character creation, the player chooses a favored
skill from among the following:
Open Locks
Remove Traps
Pick Pockets
Move Silently
Hide in Shadows
The PC will be slightly better at the chosen skill, as shown in the table below. Climb
Walls and Hear Noise cannot be chosen as favored skills.
THIEF SKILLS (2d6)
Level Favored Skill Other Skills Climb Walls Hear Noise
1 7 8 5 8
2 7 8 5 8
3 7 8 5 7
4 7 8 5 7
5 6 7 5 7
6 6 7 4 7
7 6 7 4 6
8 6 7 4 6
9 5 6 4 6
10 5 6 4 6
11 4 5 3 5
12 4 5 3 5
13 3 4 3 5
14 3 4 3 5
Backstab
+4 to hit
Level 1-4: 2x Damage
Level 5-8: 3x Damage
Level 9+: 4x Damage

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Requirements: CON 9
Prime Requisite: STR
Hit Die: d8
Maximum Level: 12
Weapons: Any
Damage: d6/d8/d10
Armor: Any
Shields: Yes
DWARF ADVANCEMENT
Level Title XP Attack Bonus
1 Dwarven Veteran 0 +1
2 Dwarven Warrior 2,200 +1
3 Dwarven Swordmaster 4,400 +1
4 Dwarven Hero 8,800 +2
5 Dwarven Swashbuckler 17,000 +2
6 Dwarven Myrmidon 35,000 +3
7 Dwarven Champion 70,000 +4
8 Dwarven Superhero 140,000 +4
9 Dwarven Lord 270,000 +5
10 400,000 +6
11 530,000 +6
12 660,000 +7
DWARF SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
1-3 8 9 10 13 12
4-6 6 7 8 10 10
7-9 4 5 6 7 8
10-12 2 3 4 4 6
Special Abilities
Dwarfs have better saves than other
characters, and they are especially
good at detecting traps, slanting
passages, shifting walls, and new
construction while underground.

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Requirements: INT 9
Prime Requisite: STR and INT
Hit Die: d6
Maximum Level: 10
Weapons: Any
Damage: d6/d8/d10
Armor: Any
Shields: Yes
ELF ADVANCEMENT
Spells
Level Title XP Attack Bonus 1 2 3 4 5 6
1 Medium/Veteran 0 +1 1 - - - - -
2 Seer/Warrior 4,000 +1 2 - - - - -
3 Conjuror/Swordmaster 8,000 +1 2 1 - - - -
4 Magician/Hero 16,000 +2 2 2 - - - -
5 Enchanter/Swashbuckler 32,000 +2 2 2 1 - - -
6 Warlock/Myrmidon 64,000 +3 2 2 2 - - -
7 Sorcerer/Champion 120,000 +4 3 2 2 1 - -
8 Necromancer/Superhero 250,000 +4 3 3 2 2 - -
9 Wizard/Lord 400,000 +5 3 3 3 2 1 -
10 600,000 +6 3 3 3 3 2 -
ELF SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
1-3 12 13 13 15 15
4-6 10 11 11 13 12
7-9 8 9 9 10 10
10 6 7 8 8 8
Elf Experience Bonuses
STR 13+ and INT 13+ +5%
STR 13+ and INT 16+ +10%
Special Abilities
Elves are especially good at finding
secret doors, and have a chance of
detecting them even when they
arent actively searching. Elves are
also immune to the paralyzing
attacks of ghouls.

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Requirements: DEX 9 and CON 9
Prime Requisite: STR and DEX
Hit Die: d6
Maximum Level: 8
Weapons: Any
Damage: d6/d8/d10
Armor: Any
Shields: Yes
HOBBIT SAVING THROWS

Death Ray
or Poison
Magic
Wands
Paralysis
or Turn to
Stone
Dragon
Breath
Rods,
Staves, or
Spells
1-3 8 9 10 13 12
4-6 6 7 8 10 10
7-8 4 5 6 7 8
HOBBIT ADVANCEMENT
Level Title XP Attack Bonus
1 Hobbit Veteran 0 +1
2 Hobbit Warrior 2,000 +1
3 Hobbit Swordmaster 4,000 +1
4 Hobbit Hero 8,000 +2
5 Hobbit Swashbuckler 16,000 +2
6 Hobbit Myrmidon 32,000 +3
7 Hobbit Champion 64,000 +4
8 Sheriff 120,000 +4
Hobbit Experience Bonuses
STR or DEX 13+ +5%
STR and DEX 13+ +10%
Hobbit thief: A hobbit may elect to level as a thief. He gets thief attack bonus,
damage, thief skills, and weapon and armor use. He keeps hobbit hit dice, xp
progression, and saving throws. He may attain unlimited levels as a thief, gaining a
level for every 120k XP beyond 8th.
Special Abilities
Hobbits have better saving throws than other classes. They get +1 to-hit with missile
weapons, +2 AC vs. creatures larger than man-sized, and they can Hide in Shadows (2d6)
with a 4 or better outdoors and an 8 or better indoors.

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Requirements: STR 9
Prime Requisite: STR
Hit Die: d8
Maximum Level: 10
Weapons: Any
Damage: d6/d8/d10
Armor: Any
Shields: Yes
The orc uses the fighter advancement and saving throw tables. Orcs do not get an
experience bonus for a high prime requisite score.
oc.|n
Requirements: DEX 9
Prime Requisite: DEX
Hit Die: d6
Maximum Level: 10
Weapons: Any
Damage: d4/d6/d8
Armor: Any
Shields: Yes
The goblin uses the thief advancement and saving throw tables. Goblins do not get
an experience bonus for a high prime requisite score.
||[.|n
Requirements: CON 9
Prime Requisite: per class
Hit Die: per class
Maximum Level: 10
Weapons: Any
Damage: per class
Armor: per class
Shields: per class
Tieflings may level as fighters, thieves, or magic-users (sorcerer-type only). Choose
between ability to cast Darkness or Cause Light Wounds once per day. No XP bonus.


?J|n|
^o
In Outland, the ascending armor class
system is used. The following armor
table should be used instead of the
Labyrinth Lord or B/X ones.
ARMOR
Armor Type AC Cost
Unarmored 10 -
Leather +2 20 gp
Chain +4 40 gp
Plate +6 200 gp
Shield +1 10 gp
Helmet anti-crit 10 gp
,|^||n ?J|n| ^/^,
To get up and running quickly, use the following steps and premade equipment packs.
1. Choose one of the equipment packs below. Write the items on your character
sheet.
2. Roll for starting gold pieces (2d6x10).
3. Purchase any armor and weapons you can afford. Hint: get a helmet! You may
also purchase any additional adventuring equipment youd like from the list on
the following page.
Note: Clerics/Thieves should probably choose Pack C.
Elves and Magic-Users get a spellbook with one spell in it for free.
Equipment Pack A
Backpack
Large Sack
Lantern
Flask of Oil (2)
Tinderbox
Iron Spikes (12)
Small Hammer
Wineskin (2 pts. wine)
Normal Rations (7)
Head of Garlic
Equipment Pack B
Backpack
Large Sacks (2)
Torches (6)
Flask of Oil (3)
Tinderbox
10 Pole
50 Rope
Wineskin (2 pts. wine)
Normal Rations (7)
Steel Mirror
Equipment Pack C
Backpack
Small Sacks (4)
Holy Symbol (cleric) OR
Thiefs Tools (thief) OR
Vial of Holy Water (other)
Iron Spikes (12)
50 Rope
Wineskin (2 pts. wine)
Normal Rations (7)

1
^0vn|J|n ^
Item Cost
Backpack 5 gp
Small Sack 1 gp
Large Sack 2 gp
Crowbar 10 gp
Flask of Oil 2 gp
Garlic 5 gp
Grappling Hook 25 gp
Hammer 2 gp
Holy Symbol 25 gp
Holy Water (vial) 25 gp
Iron Spikes (12) 1 gp
Lantern 10 gp
Small Steel Mirror 5 gp
10 Pole 1 gp
Iron Rations (7) 15 gp
Standard Rations (7) 5 gp
50 Rope 1 gp
Stakes (3) & Mallet 3 gp
Thiefing Tools 25 gp
Tinder Box 3 gp
Torches (6) 1 gp
Wineskin (holds 2 pts.) 1 gp
Wine (pint) 1 gp
Wolfsbane (bunch) 10 gp
U^on,
In Outland, any class can use any weapon. The amount of damage dealt by a weapon is
determined by the class of the wielder, and the weapons size, as shown in the above
table.
Weapon Damage by Class
Small Medium Large
Fighter d6 d8 d10
Cleric/Thief d4 d6 d8
Magic-User d4 d5 d6
^0vn|J|n ^
As an alternative to equipment packs, if you have
the available time, you may roll 3d6x10 for
starting gold pieces and outfit your character the
old-fashioned way, using the equipment lists
provided in this booklet.
Small Weapons
Melee
Club 5 sp
Dagger 3 gp
Hand Axe 1 gp
Light Hammer 1 gp
Short Sword 7 gp
Ranged
Dart 5 sp
Sling 2 gp

Medium Weapons
Melee
Battle Axe 6 gp
Flail 3 gp
Longsword 10 gp
Mace 5 gp
Scimitar 15 gp
Spear 3 gp
Quarterstaff 2 gp
War Hammer 7 gp
Ranged
Javelin 1 gp
Light Crossbow 16 gp
Longbow 40 gp
Shortbow 25 gp
Large Weapons
Melee
Greataxe 15 gp
Heavy Flail 8 gp
Heavy Pick 8 gp
Lance 7 gp
Morningstar 5 gp
Pole Arm 7 gp
Trident 4 gp
Zweihnder 15 gp
Ranged
Heavy Crossbow 25 gp


^0vn|J|n J.,
||
Time is measured in one of three basic modes, depending on the situation.
Combat: 10-second round
Exploration: 10-minute turn
Overland Travel: Days
ovn|
Character movement speed is dependent primarily on what type of armor is being
worn. The basic movement rates are given below. Any character carrying a heavy load
may have their movement reduced by one or more categories.
The first number in Underworld Movement is the turn-based exploration movement
rate. The second number in parentheses is the distance a character can move in a
single combat round and still make an attack.
MOVEMENT
Armor Worn Underworld Movement Overland Movement
Unarmored or Leather 120' (40') 4 hex/day
Chain 90' (30') 3 hex/day
Plate 60' (20') 2 hex/day
A character may run at their full exploration movement rate in a combat round if
they take no other action.
Note that the overland movement rates are intended for use with 6-mile hexes, but
should work equally well with 5-mile hexes. Other scales may require some
conversion work. Difficult terrain or weather may modify the listed speed.
.||
No characters begin the game with infravision. A light
source will always be necessary. Torches last 6 turns,
and a flask of oil burned in a lantern will last for 24
turns.
Of course, a character cannot carry a torch and wield a
two-handed sword at the same time, so use common
sense regarding the carrying of torches.


|^, ^n0 |^ 0|||on
Note that the thief skill Remove Traps does not include detecting them. Saying I
search for traps is also generally unacceptable as a method for trap detection. Clues
will almost always be given when a trap is present. A dead body, some broken
crossbow bolts, a bloody smear - these are all examples of clues that something is
amiss. Sometimes further investigation is all that is needed. Tell the referee in a
descriptive manner the things you are looking at. Often times simply indicating that
you are looking closely at something, or looking up at the ceiling, is all that is needed
to be able to identify a trap. Looking with your hands can be good too, but be careful!
^n|n |n
Pretty much the only way PCs earn experience is through the procurement of
treasure. Experience points are earned at a rate of 1 XP per 1 gp value of non-magical
treasure recovered. The treasure must be successfully returned to the PCs base of
operations, whether that be the nearest town, city, or whatever. Merely finding it in
the dungeon isnt enough, you need to get it out of there!
I dont feel like doing the math involved for the measly amount of XP granted by most
systems for killing monsters, so I just dont give any. Keep that in mind when you are
deciding whether to fight, sneak around, or parley. Magic items are their own reward,
and finding them does not grant XP. Bonus XP may be granted on an ad hoc basis to
PCs that do something I find especially entertaining. Remember, the referee is here to
have fun, too!
^oJ,|n
At the end of each adventure, if the PCs make it back to town with enough time left
for a bit of partying, each character that has at least 600 gp in his pocket may opt to
spend 1d6x100 gold pieces boozing, whoring, and partying it up. Doing so grants the
amount spent in bonus XP, but the PC must also save versus poison to avoid any ill
effects from such debauchery. A failed save will require a roll on the carousing table
to see what sort of trouble the character has gotten into.
|.|n,
Hirelings are those who are hired on a short-term basis to accompany the PCs on an
underworld or wilderness adventure. All are 0-level NPCs. The various types are listed
on the following page.
For their first adventure, a group of PCs will only be able to hire the non-combat
types. Once they have proven their worth, they may be able to hire mercenaries, but
that is dependent on the success of their adventuring. Of course, reputation may be
inflated by hiring bards or town criers to talk about how awesome the PCs are.

=
Each hireling is employed by and thus follows the commands of a specific PC. The PC
must pay each hireling their respective per-adventure gold wage up front, and then a
percentage of the employers monetary treasure earned during the adventure upon
completion. Yes, this impacts the employers earned XP. In the event a hireling does
not survive the expedition, it is expected that payment will be made either to the
organization the hireling belongs to, or to his family if he is a freelancer.
Each PC may only employ the maximum number of hirelings allowed by his charisma
score at any given time. The hirelings morale is also affected by the employer PCs
charisma.
Notes on Specific Retainer Types:
Cooks will prepare rations in an improved fashion for up to 10 men. The regular
ministrations of a cook will boost morale among affected retainers by +1.
Porters can comfortably carry up to 100 pounds (i.e. 1,000 coins) at a move rate of
90 (30), as long as they are able to rest for 1 turn (10 minutes) for each hour of travel
or exploration.
Shield Bearers may employ a shield in combat to defend their master, or any
adjacent ally. When used in this manner, the shield's bonus to armor class is negated
with respect to the shield bearer, but benefits the defended ally by improving his
armor class one point. Characters that are not normally allowed the use of shields
(magic-users and thieves) may employ up to 2 shield bearers.
Weapon Bearers will clean, organize, and maintain their master's weapons. During
combat, the weapon bearer stands ready to immediately deliver any required weapon
in his master's arsenal, thus allowing the player character to switch weapons while in
combat with no penalty to his actions. Without one of these guys, a PC will have to
give up a move or attack to switch weapons.
HIRELINGS
Non-Combat Hit Equipment Cost
Cook 1 hp dagger, tinder box, iron pot, cooking spices 1 gp + 2%
Porter 1 hp dagger, 50' rope, large sack 1 gp + 2%
Torch bearer 1 hp tinder box, 1 torch 1 gp + 2%
Mercenaries Hit Equipment Cost
Archer d4 hp shortbow, 20 arrows, leather armor 5 gp + 10%
Man-at-Arms d4 hp spear, leather armor 5 gp + 10%
Shield Bearer d4 hp short sword, leather armor, large shield 5 gp + 10%
Swordsman d4+1 hp long sword, leather armor, shield 15 gp + 10%
Weapon Bearer d4 hp short sword, leather armor 5 gp + 10%


nJc^n
Encumbrance is handled with simple common sense.
Periodically, the referee may ask to check a character sheet. If
the amount of equipment carried is nonsensical, the referee may
ask the player to either get rid of some equipment or impose a
movement penalty. Dont be afraid to use mules and porters to
help extract large hauls of treasure from dungeons. Thats what
theyre there for.
nn
Henchmen are guys that you dont have to pay to hang around you. They do it just
because they think youre so awesome. You dont get any until at least level 4. Perhaps
a hireling that has come along on several adventures and formed a good relationship
with a player character would be a good candidate for a henchman.
Basically, I dont have rules for henchmen at the moment, but if you want, one just
ask and well work it out.
,..coo/, ^n0 ,o..,
The primary way for magic-users to learn new spells is through the acquisition of
scrolls and found spellbooks. Scrolls may be used to cast spells as normal, and are
consumed in the process. If the magic-user wishes to attempt to learn a spell written
on a scroll or in a spellbook, he must spend 1 day of study and 1d3x100 gp in
components per level of the spell. At the end of this time, he makes an intelligence
check, rolling a d20 and attempting to get equal to or under his intelligence score. If
he is successful, he may add the spell to his own spellbook. Regardless of success or
failure, the original copy of the spell is consumed in the process.

B
oc^|
n^. oc^| ,o.J||on
Combat will be handled differently depending on the situation. The primary combat
system that will be used is that of B/X D&D, but d20 and Chainmail combat rules are
fair game as well.
Try not to get stuck in the rut of I attack, I rolled a 15, I rolled 5 damage. Thats
boring! Be descriptive and I will do my best to reciprocate and be descriptive with the
results. Dont be afraid to try things that arent codified in the rules. Just think of what
your character would like to do, and say that. If you are drawing a blank, ask for a
more detailed description of the environment to get some ideas. If there is a potential
for something bad to happen, I will generally let you know about it and confirm your
desire to try it before you commit to it.
^.|n
Characters may guzzle a pint of strong drink after a combat and regain 1d4 hit points.
0^| ^n0 0|n ^n0 0|,cn|)
Whenever a PC reaches 0 hit points (there are no negative hit points), he will have to
roll on the Death and Dismemberment table to see if he has been permanently killed,
horribly injured, or merely knocked out. Good luck!
||, ^n0 [Jc.,
Crits and fumbles are in effect. Natural 1s and natural 20s will generally result in very
good or bad things happening.
|UoU^on [|||n
Any character with a dexterity of 13 or higher may choose to fight using two
weapons. The characters dexterity determines what type of dice the character uses
for attack rolls, while the characters strength determines what size weapons can be
wielded.
Additionally, a character that wields two weapons may choose to make only one
attack and gain a +1 bonus to their AC until their turn in the following round.
TWO-WEAPON FIGHTING
Dex Modifier Attack Dice MH/OH Str Modifier Weapon Size MH/OH
+1 d16/d16 0 or less Small/Small
+2 d20/d16 +1 Medium/Small
+3 d20/d20 +2 Medium/Medium


,|.0 c^,
A fighter-type may make an attack with his shield by rolling a d16 and adding his
attack bonus and strength modifier. If the attack is successful, it can either deal d4
damage (modified by strength), or push the enemy back some distance (referee
discretion). Using this move causes the loss of the shields AC and hit absorption
benefits until the fighters next turn.
,|.0, ,^.. c ,.|n|0
Once per session, when a shield-wielding character takes damage from a physical
(non-magical) source, he may elect to instead have his shield absorb the entirety of
the blow. This results in the shield being irreparably destroyed, but the character
takes no damage.
.|, ,^.. c ,^||0
All characters can wear helmets. Yes, even magic-users. A helmet offers no bonus to
AC, but once per session, when a character is the victim of a critical hit, he may elect
to have his helmet absorb the blow, turning it into a regular hit. This must be
declared by the player before the critical hit table is rolled on. Once this option is
used, the helmet is destroyed and the PC cannot gain the benefits of a helmet until the
following play session.
o0 o[ | 01c
Once per session each player may opt to roll a d30 in lieu of whatever die or dice the
situation normally calls for. The choice to roll the d30 must be made before any roll.
The d30 cannot be rolled for generating character statistics or hit points.

1c
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