We're using the Labyrinth Lord rules, including the Advanced Edition Companion. The free version is here. You can also buy them with art or in POD book form here.



Combat Sequence

This is the general process for round by round combat resolution.

  1. Declare / start casting.
  2. Roll initiative.
  3. Side 1 move, missiles, spells, melee in order.
  4. Side 2 move, missiles, spells, melee in order.
  5. Go to 1.


Cost of Living

The following listings outline the cost of living at three base levels. Costs shown are per day. Note that high can go higher. Much higher.

Food / Drink:

Room in an inn:

Rented room (paid per month):

Death and Dying


Base carry weight is 60 lbs., plus any strength bonus allowance. Beyond this weight, each 10 lbs. carried slows movement by one.

See the reference listing on the What's on the Mules spreadsheet for details of actual costs and weights.



Infravision is only affected by heat-emitting light sources like torches or lanterns. It is not affected by continual light stones.


The core languages you start with are free. If your Intelligence scores allows, you can learn the appropriate number of additional languages. You can either choose now, or wait. There may be additional languages that come up during play, so having a spare language slot might be useful, or not.The current known languages are:


Example 1: 12 move = 120 feet per turn exploration = 40 feet per round combat = 36 miles per day on a flat road

Example 2: 9 move = 90 feet per turn exploration = 30 feet per round combat = 27 miles per day on a flat road

Characters can move at exploration pace per round in combat, but they lose all dexterity bonuses to AC, and any enemy that sees them gets a free attack as they pass.


Potions contain a number of doses. Partial doses do nothing (*). A dose of a potion with duration lasts 1d3+3 turns. This is half the RAW value, but potions generally have at least two doses to offset this.

(*) Exception: some potions specifically call out partial effects. In these cases, remember a dose in this game is actually a half dose in RAW.

Spell Use

This is how spells work for all caster characters, which includes, Clerics, High Elves, and Magic-Users.


Clerics pray for spells each day. They may pray for any spells of appropriate level, and each spell slot represents one casting (i.e. if they wish to cast Cure Light Wounds twice per day, it takes two slots). A cleric's deity may or may not grant desired spells.

When a cleric gains a level that provides access to new spell levels, they can automatically pray for appropriate spells.

High Elves and Magic-Users

High Elves and Magic-Users have a spell book, which contains their known spells. They may memorize any spell stored within as many times as they have appropriate spell slots.

High Elves and Magic-Users only learn new spells by copying them from other sources. They may copy spells up to two levels higher than the highest level spell they can cast. Copying spells they cannot cast due to level may result in catastrophic failures. Magic-Users and High Elves can copy each others spells. Other sources include:

Tomes are ancient volumes of lore, often found in dungeons and other mysterious places. They contain the information required to construct one or more spells, but the caster must spend significant time organizing and researching this data. Tomes can be shared, but only one caster can use a tome at a time.

Weapon Variants

Some weapons do not match the standard LL rules: