Scott Malthouse - Echoes of The Labyrinth
Scott Malthouse - Echoes of The Labyrinth
Scott Malthouse - Echoes of The Labyrinth
ECHOES OF
THE
LABYRINTH
A ROLE PLAYING GAME FOR FRIENDS
AND ACQUAINTANCES
Designed by Scott Malthouse
Inspired by Ken St. Andre
Art in the public domain
ECHOES OF
THE
LABYRINTH
A ROLE PLAYING GAME FOR FRIENDS
AND ACQUAINTANCES
IT CALLS YOUR
NAME
The heart of the labyrinth
calls out your name. Your very
soul yearns to cross the liminal
threshold and delve deep,
seeking the promised treasures
of ancient times. The
labyrinth is a trickster, a living
monument god who thrives on
the lost and lonely.
EQUIPMENT
Within the labyrinth there are
many stalls, ethereal merchants
and scallywags who hawk their
wares. There is a 1 in 6 chance
that one of these will be a
Wyrd-broker, a seller of magical
equipment with special abilities.
WEAPONS
Weapons offer a bonus to a
delver’s combat total. Lt - light,
Md - medium, Hv - heavy
Melee
1. Dagger/ +1 / 1gp / Lt
2. Flail / +2 / 4gp / Lt
3. Sword / +3 / 10gp / Md
4. Axe / +4 / 40gp / Md
5. Hammer / +5/ 90gp / Hv
Ranged ITEMS
1. Sling/ +1 / 1gp / Lt 1. Backpack / 1gp
2. Shuriken / +2 / 4gp / Lt 2. Quill & ink / 1gp
3. Bow / +3 / 10gp / Md 3. Book / 1gp
4. Longbow / +4 / 40gp / 4. Yarn / 1gp
Md 5. Chalks / 1gp
5. Crossbow / +5/ 90gp / Hv 6. Torch / 1gp
7. Wineskin / 1gp
ARMOUR 8. 10ft pole / 2gp
Armour reduces damage to HP. 9. 1-person tent / 2gp
1. Cloth shirt/ 1pt / 1gp / Lt 10. Travelling outfit / 3gp
2. Leather jerkin / 2pt/ 15gp 11. Lockpicks / 3gp
/ Lt 12. Lantern & oil / 4gp
3. Chain shirt / 3pt / 40gp / 13. 4- person tent / 4gp
Md 14. Horse barding / 4gp
4. Plate / 5pt / 80gp / Hv 15. Aristocratic outfit/ 7gp
5. Shield / 1pt / 4gp/ Lt
SPELLS allies equal to your Intellect
Through the endless wyrd those score, split across everyone who
who are attune with the esoteric is being healed (4)
signals of the universe can pick atEnchant: Give one weapon a +10
its golden threads and weave bonus for 1d6 rounds (5)
spells. Sorcerers are able to Boost: Give one target a +10 to
perform such marvels. At any Skill Roll (5)
character creation, a sorcerer Sleep: You put one enemy to
may choose three spells from the sleep for 1d3 rounds (4)
Wyrdbook. Every two levels they Freeze: You immobilise an
may select a new spell to learn. enemy for 1d6 rounds. They are
unable to move or attack (5)
Casting spells: To cast a spell, a Feast: Conjure a meal big enough
sorcerer must make a Fine Skill for four people (1)
Roll on Intellect. If they
succeed, they must reduce their GAINING EXPERIENCE
Wyrd the number of points The deeper into the labyrinth a
outlined on each spell. If they Yearning Delver gets, the more
ever reach Wyrd 0, they fall experienced they become. They
unconscious. Wyrd replenishes at can gain experience (xp) for
1 point every hour. If they fail, treasure they get, monsters they
the spell doesn’t resolve and fight and how deep they venture.
points are spent. ● 1gp = 1xp
● 10 FR monster = 10xp
WYRDBOOK ● Lv1 1 skill roll x 10 = 10xp
Fire: Do damage equal to your
Intellect score to an opponent When a delver has gained
(5) 1000xp x their current level,
Teleport: Appear up to 20ft they increase a level.
away from where you were (3) ● Increase two ability scores
Fly: Gain flight for 5 minutes (3) by 1, up to 20 max.
Water: You create two gallons of ● Increase HP by 1d6+ new
drinking water (1) lvl
Heal: You heal yourself and your
EXAMPLE OF PLAY H: Within the torchlit room you
Moff the dwarf warrior and spy three coal goblins (FR 10),
Illithe the elven sorcerer are each with a pickaxe. They spot
delving into the first level of the you and charge with a shriek.
labyrinth. H = Heart of the
Labyrinth, M = Moff, I = Illithe. I: I’m going to unleash a fire
spell onto one of the goblins.
H: You find yourself at a wooden [She rolls 2d6 + Wyrd (15)]. A
double door. A stone arm extends 23! Success. I do 14 damage
outwards, palm sideways. because of my Intellect score.
Fearmonger
FR36 (2d+18)
Armour: 2
Special: The first time an
opponent sees the fearmonger,
they must make a Tough
Intellect Skill Roll or have to
run away from it for 1d3 rounds.
Goblin
FR12 (2d+6)
Special: None
Hellfiend
FR50 (2d+25)
Special: Casts fire when rolling
doubles, doing 25 damage.
Imp
FR10 (2d+5)
Special: Casts teleport when
rolling doubles.
Jewelspider
FR60 (2d+30)
Armour: 5
Special: When dead, the
jewelspider is worth 4000gp.
Killer Shadow Ogre
FR28 (2d+14) FR40 (2d+20)
Special: Becomes completely Armour: 2
invisible in darkness. Opponents Special: When the ogre rolls
cannot include their combat doubles, one opponent is
points while invisible. knocked away from the fight,
taking 1d6 damage and unable to
Lionman participate in the next round of
FR17 (2d+9) combat.
Armour: 2
Special: When it rolls a double, Polyp
the Lionman roars. Opponents FR46 (2d+23)
who fail a Fine Intellect Skill Armour: 1
Roll halve their compat points Special: When the polyp dies, it
this round. splits into two smaller polyps of
FR20 each at full health.
Mastodon
FR38 (2d+19) Quogg
Armour: 5 FR8 (2d+4)
Special: When Mastodon deals Special: When the quogg dies it
damage, opponents who fail a explodes into a cloud of poison
Tough Finesse or Luck Skill gas. Everyone in melee range
Roll fall to the ground, taking must succeed an Easy Finesse
1d6 extra damage. Skill Roll or take 2 damage.
T-Rex Wight
FR56 (2d+28) FR40 (2d+20)
Armour: 4 Special: When the wight rolls
Special: When the T-rex rolls doubles, it touches an opponent.
doubles, it add 2d6 to its combat They automatically reduce their
total. Intellect by 1d6.
Ultradragon Zombie
FR80 (2d+40) FR15 (2d+7)
Armour: 8 Special: If the zombie deals
Special: Ultradragon may cast damage, those who are damaged
any spell when it rolls doubles. must make a Fine Luck or
Non-magical weapons do half Finesse Skills Roll. If they fail,
damage. their Intellect and Charm are
reduced by 1.
THE LABYRINTH
PLAYING IN THE labyrinth, there are rumours
LABYRINTH that there are hundreds, if not
Games of Echoes of the thousands, but right at the
Labyrinth take place within the bottom, in the very heart of the
great labyrinth, which is also a maze lies the greatest treasure
hungry, soul-eating god. The of all. Not that anyone really
labyrinth isn’t just a series of knows what that is.
corridors and rooms - it has its
own environments, climates, As a Heart, it’s up to you to
cities and even countries decide what your labyrinth
within. The further one delves, looks like and who inhabits it.
the stranger things become. Don’t limit your imagination -
there are places in the
Nobody knows how many labyrinth that have their own
levels there are to the sun and moon, castles, rolling
deserts and more. There is no Drood Dwarves
logic in the labyrinth, and the Wearing 4ft caps and dressed in
grip on reality becomes ever red and gold, drood dwarves are
looser as the descent progresses. fanatical evangelists,
This section has some ideas for worshipping
you to run with in your games.
MGT HP
FIN ARMOUR
CHA
LK SPELLS
WYR
EQUIPMENT