Author Archives: the venomous pao

Narakam: The World After

Using Barbarians of the Aftermath I rolled up an alien invasion that I worked into the following:

In 2014 a limited nuclear exchange between India and Pakistan results in the destruction of a sacred Hindu temple that was actually a beacon sending out an “All’s Well” signal to the stars.

While the rest of the nuclear-armed countries decided “Hey, the missiles have started flying, we don’t want to pass up a chance to lob a few ourselves” a group of aliens, who bore a distinct similarity to certain Hindu deities*, dropped in to see why their signal had been cut. All hell then proceeded to break loose as the non-Hindu portions of the world interpreted their arrival as an invasion and went to absurd lengths to drive them off.

The aliens, allied with India and other Hindu cultures, fought back. Between their advanced technologies and the destructive power of a “cornered” Earth, pretty much everything was messed up beyond belief.

Now, 800 or so years later, you have a small pulp science portion of the world that is loyal to the aliens (known as the Deva) and the rest of the world in proper Thundarr-style ruin. The Deva have used their super science to uplift a number of monkeys, elephants and birds (BotA Awakened Animals – called the Hanumani, Ganeshani, and Garudani) to help support their “chosen people” – called the Varna (BotA “standard” Humans).

At the same time (whether due to normal radiation or some effect of the Devas is unclear) a small group of humans have evolved into the Buddhas (BotA Adonai), who do their best to live apart from both the control of the Devas and the strife found in The Wilds. Speaking of the Wilds, that region (which is actually much of the Earth) is populated by the Pariah (BotA Wastelander Humans as well as Mutants, no distinction is made in the eyes of the Varna).

Also, at some point, an offshoot of the relatively benevolent Devas showed up (the Varna call them Rakshasas). They, too, have done a little animal awakening themselves (particularly snakes, called the Nagas) and are generally the antagonists of the setting.

The setting, as a whole, is named Narakam, which is the Sanskrit word for “Hell.”

I hope to do something with this, someday. But even if I don’t, it was big fun to create. I love the BYO Apocalypse tables in BotA.

* Just to be clear, no offense or disrespect is meant towards Hinduism by this. I’m just drawing on the old “Ancient Astronauts” concept and running with it in the name of post-apocalyptic adventure.

The Demons Of Adad Untash: Muzgub Anang Gul

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Dusz raced down the hill, his grandfather’s battle axe in hand, to meet the wave of rat-demons that tore through the crops of his father’s farm. As he drew closer he could see their snapping jaws, so reminiscent of the great crocodiles that line the far banks of the river Zal near the ruined ziggurat.

The creatures moved with blinding speed and were fast upon the boy, hungry for more than the simple grains that scarcely sated the perpetual burning in their bellies. Their teeth, set in mouths raw and bleeding from an incessant quest to feed, sank into his calves and thighs even as they deftly avoided the blade of his axe.

Suddenly, one of the monsters fell away in a blur of yelping pain, dying as its skin blistered from contact with the Blessed Water of Ea. Giszeah, the hermit’s daughter, had appeared from the west, hurling small vials of the holy water at the beasts, who now began to flee as quickly as they had engaged in battle.

Muzgub Anang Gul (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 180’ (60’)
Armor Class: 4
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d4+1
Save: F1
Morale: 7
Hoard Class: None
XP: 31

Muzgub Anang Gul are wretched little demons with the bodies of large rats. Their bizarre countenances resemble crocodile heads. These creatures are very fast, and automatically win initiative on the first round of combat. In subsequent rounds they receive a +1 to their initiative rolls.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Highly vulnerable to Holy Water, taking 1d8 damage per thrown vial that hits or an additional 1d4 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 3HD) by Clerics of the gods of Umaab.

Muzgub Anang Gul often plague fields that have not been blessed by the harvest god Tammuz, devouring everything in their path.

The Tablets of Adad Untash tell the faithful that Muzgub Anang Gul are the souls of unwise farmers who allowed their crops to wither, bringing hunger to their families.

LL/AEC Rogues Gallery: The Clerics

Next up in the Labyrinth Lord/Advanced Edition Companion Rogues Gallery, the Clerics. Same rules as before, just focusing on those holy warriors everybody loves.

Brother Ginnity / Human Cleric 1 LG
STR 8 INT 13 WIS 17 DEX 12 CON 12 CHR 15
HP 6 AC 5 Gold 13
Mace, Sling & 10 Bullets, Banded Mail, Shield, Helmet, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Detect Evil, Protection From Evil

Orvis / Gnome Cleric 1 NG
STR 12 INT 11 WIS 13 DEX 11 CON 10 CHR 12
HP 6 AC 4 Gold 68
Mace, Sling & 10 Bullets, Chain Mail, Shield, Helmet, Silver Holy Symbol
Cleric Spells: Detect Evil, Light, Protection From Evil

Das / Half-Orc Cleric 1 CG
STR 13 INT 8 WIS 14 DEX 16 CON 14 CHR 4
HP 7 AC 2 Gold 19
Flail, Sling & 10 Bullets, Splint Mail, Shield, Helmet, Wooden Holy Symbol
Cleric Spells: Create Water, Purify Food & Drink, Sanctuary

Thrain Rockhammer / Dwarf Cleric 1 LN
STR 10 INT 9 WIS 16 DEX 8 CON 14 CHR 13
HP 7 AC 4 Gold 46
Hammer, Sling & 10 Bullets, Banded Mail, Helmet, Shield, Silver Holy Symbol
Cleric Spells: Create Water, Detect Magic, Sanctuary

Sabra / Elf Cleric 1 CN
STR 9 INT 10 WIS 14 DEX 14 CON 10 CHR 9
HP 6 AC 5 Gold 68
Mace, Sling & 10 Bullets, Studded Leather, Helmet, Shield, Silver Holy Symbol
Cleric Spells: Command, Detect Magic, Purify Food & Drink

Ulon / Half-Orc Cleric 1 LE
STR 16 INT 9 WIS 13 DEX 11 CON 16 CHR 8
HP 8 AC 4 Gold 40
Flail, Sling & 10 Bullets, Chain Mail, Helmet, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Cause Light Wounds, Fear

Faarlanx / Human Cleric 1 NE
STR 9 INT 6 WIS 16 DEX 9 CON 11 CHR 10
HP 6 AC 5 Gold 100
War Hammer, Sling & 10 Bullets, Chain Mail, Helmet, Wooden Holy Symbol
Cleric Spells: Cause Light Wounds, Fear, Resist Cold

Ivixa / Elf Cleric 1 CE
STR 6 INT 9 WIS 18 DEX 17 CON 7 CHR 11
HP 5 AC 4 Gold 38
Mace, Sling & 10 Bullets, Studded Leather, Helmet, Shield, Silver Holy Symbol
Cleric Spells: Command, Darkness, Fear

LL/AEC Rogues Gallery: The Fighters

Following the same guidelines as The Magic-Users, and with the same goals, here are a handful of Labyrinth Lord/Advanced Edition Companion Fighters to tickle your fancy.

Malachai / Human Fighter 1 LG
STR 16 INT 6 WIS 8 DEX 13 CON 10 CHR 7
HP 8 AC 4 Gold 44
Heavy Flail, Heavy Crossbow & 10 Quarrels, Chain Mail, Helmet

Oltorf / Dwarf Fighter 1 NG
STR 16 INT 12 WIS 11 DEX 14 CON 10 CHR 5
HP 8 AC 2 Gold 89
Pick, Heavy Crossbow & 10 Quarrels, Banded Mail, Shield, Helmet

Grey Moon / Elf Fighter 1 CG
STR 14 INT 11 WIS 8 DEX 13 CON 9 CHR 11
HP 8 AC 6 Gold 5
Long Sword, Dagger, Long Bow & 20 Arrows, Studded Leather Armor, Helmet

Grumbling Rhys / Human Fighter 1 CG
STR 16 INT 12 WIS 11 DEX 14 CON 10 CHR 4
HP 8 AC 4 Gold 78
Pole Arm, Two-Handed Sword, Chain Mail, Helmet

Olyn / Gnome Fighter 1 LN
STR 16 INT 6 WIS 8 DEX 13 CON 10 CHR 7
HP 8 AC 4 Gold 44
Heavy Flail, Heavy Crossbow & 10 Quarrels, Chain Mail, Helmet

Toban / Halfling Fighter 1 N
STR 15 INT 10 WIS 9 DEX 14 CON 12 CHR 12
HP 8 AC 2 Gold 47
Short Sword, Short Bow & 20 Arrows, Banded Mail, Shield, Helmet

Dagg / Half-Orc Fighter 1 CN
STR 16 INT 5 WIS 11 DEX 14 CON 16 CHR 12
HP 10 AC 3 Gold 22
Two-Handed Sword, Heavy Crossbow & 10 Quarrels, Banded Mail, Helmet

Ghazan / Human Fighter 1 LE
STR 14 INT 10 WIS 8 DEX 16 CON 12 CHR 8
HP 10 AC 3 Gold 23
Scimitar, Short Bow & 20 Arrows, Scale Mail, Shield, Helmet

Belgr / Human Fighter 1 NE
STR 16 INT 13 WIS 11 DEX 13 CON 13 CHR 11
HP 11 AC 2 Gold 71
Spear, Hand Axe, Splint Mail, Shield, Helmet

Tregg / Half-Orc Fighter 1 CE
STR 18 INT 11 WIS 10 DEX 10 CON 14 CHR 7
HP 9 AC 4 Gold 7
Battle Axe, Sling & 10 Bullets, Banded Mail

LL/AEC Rogues Gallery: The Magic-Users

Now that the Advanced Edition Companion has been officially released for Labyrinth Lord, let’s see about posting some simple sample characters a la The Rogues Gallery for 1st Ed. AD&D. Or, perhaps, a la the pregenerated characters in modules like B1: In Search of the Unknown.

These characters are all 1st level, were granted maximum HP (AEC HD, not Advanced), and have a bare minimum of equipment. Each has two (randomly determined) spells in his or her spellbook. They were all created with 3d6 for stats, more often than not in order. I did throw out the absolute weaklings, though.

Prince Kateb Al Wali / Human Magic-User 1 LG
STR 14 INT 16 WIS 9 DEX 16 CON 13 CHR 17
HP 5 AC 7 Gold 110
Silver Dagger, Spell Book
Magic-User Spells: Magic Missile, Unseen Servant

Ral / Human Magic-User 1 NG
STR 6 INT 16 WIS 13 DEX 13 CON 9 CHR 7
HP 4  AC 8  Gold 110
Quarterstaff, Spell Book
Magic-User Spells: Light, Message

Nyla / Elf Magic-User 1 CG
STR 6 INT 16 WIS 14 DEX 15 CON 13 CHR 9
HP 5 AC 8 Gold 26
Quarterstaff, Dagger, 3 Darts, Spell Book
Magic-User Spells: Allure, Shocking Grasp

Marsden / Human Magic-User 1 LN
STR 14 INT 14 WIS 11 DEX 9 CON 12 CHR 7
HP 4  AC 9  Gold 130
Dagger, Spell Book
Magic-User Spells: Jump, Spider Climb

Maara / Human Magic-User 1 N
STR 10 INT 15 WIS 14 DEX 11 CON 10 CHR 13
HP 4  AC 9  Gold 97
Silver Dagger, Quarterstaff
Magic-User Spells:  Magic Aura, Ventriloquism

Mad Helen / Human Magic-User 1 CN
STR 13 INT 15 WIS 7 DEX 13 CON 10 CHR 11
HP 4 AC 8 Gold 117
Dagger, Spell Book
Magic-User Spells: Burning Hands, Mending

Saaloc / Half-Elf Magic-User 1 LE
STR 9 INT 14 WIS 11 DEX 9 CON 9 CHR 11
HP 4  AC 9  Gold 88
Quarterstaff, Spell Book
Magic-User Spells:  Message, Read Languages

Vaarl / Human Magic-User 1 NE
STR 12 INT 15 WIS 13 DEX 12 CON 8 CHR 9
HP 3 AC 9 Gold 88
Quarterstaff, Spell Book
Magic-User Spells: Manipulate Fire, Sleep

Zoth / Human Magic-User 1 CE
STR 11 INT 14 WIS 12 DEX 13 CON 12 CHR 8
HP 4  AC 8  Gold 120
Quarterstaff, Spell Book
Magic-User Spells: Allure, Manipulate Fire

Advanced Edition Companion Now Available

So you play Labyrinth Lord, but you miss a few things about the Advanced version of the game, eh? Maybe it’s Assassins. Maybe it’s demons and devils. Maybe it’s gnomes. In any case, you’re now officially covered thanks to the magic of the Advanced Edition Companion from Goblinoid Games.

I’ve been lucky enough to have the preview version for Labyrinth Lord Society members for a week or so now and I have to tell you, it’s a thing of beauty. So what are you waiting for? Go get it already!

Clark Ashton Smith

Found while trolling various other geekblogs (thanks, Bite The Bulette): a bunch of Clark Ashton Smith stories online. I’ve never read any CAS myself, so I’m sticking this here so I do actually read some.

I’m digging my way through a bunch of Lovecraft right now, and I’ve got Hawkmoon on deck. Plus there’s still all the Elric books after Stealer of Souls to get through. And I’m pretty sure I haven’t actually finished all of the Conan stories in the recent reprints. Oh, and let’s not forget the Kull and Solomon Kane reprints, too.

But hey, these are online, so maybe I’ll sneak them in over lunch or something. Anyway, enjoy them as you can and I’ll do the same.

The Basic Map of Nysperé

Map Of NyspereOne of the settings I’ve been playing with off and on for a year or so is the continent of Nysperé. Nysperé is a swords-and-sorcery setting, with no non-human races. Legend says that there used to be elves, but they were cruel masters (rather than benevolent tree huggers) whose yoke was thrown off by the upstart humans long ago. You could consider it a bit of a post-Melnibonéan world, if you were of a mind to.

I’ve got a couple of variations in my head (and even on paper) for using Nysperé with BRP and S&W/LL. Notes and ramblings on those are bound to be forthcoming at some point. Meanwhile, bow before my mad graphical skills.

Or not.

Too Many Strange Stones

Wherein your humble scribe posts a picture of his dice collection. Largely for image testing purposes.
A whole lotta dice
I’m very fond of dice. I won’t go so far as to say I fetishize them. But I’m terribly fond of them. I went through a period in the late 80s and early 90s when I felt, somehow, that polyhedral dice were silly and games should only be played with d6s. I blame Hero and TFT for that. I forgive them, of course, but I blame them.

Later, probably around the time that I got all excited to get back into role-playing because of 3rd Ed. D&D I rediscovered my love of these strange stones. They make me happy, all of them. I think this is part of why I’m such a sucker for Basic RolePlaying now. I really like the fact that the system is yummy and logical but I still get to use my oddly-shaped bits of plastic when I play it.

Go Ape, Young Mutant

Wherein your humble scribe presents the original version of an idea he had for using Mutant Future to play Planet of the Apes.

Introducing The Apen

For those looking to add a “Planet of the Apes” feel to Mutant Future, I humbly present a new Character Race, the Apen.

Apen are divided into three distinct sub-races: Chimpanzees, Orangutans and Gorillas. Apen society follows a strict caste system, outlined below:

* Gorillas serve as the military, police, and hunters
* Orangutans serve as the politicians, leaders, and philosophers
* Chimpanzees serve as the scientists and intellectuals

When choosing to play an Apen, players should specify which sub-race their character will be.

The Apen are most like MF’s Pure Human race, in that they have evolved to have an immunity against radiation-based mutations and possess a d8 as their hit die rather than the d6 found in other races. Apen, like their Pure Human counterparts, also receive ability bonuses to offset the edge lost to being mutation-free. These ability bonuses vary by sub-race, as outlined below:

* Gorillas receive +3 to STR, CON, DEX
* Orangutans receive +3 to WIL, CON, CHA
* Chimpanzees receive +3 to INT, CON, DEX

As with Pure Humans, all modified attributes may be elevated to 21 except for CON, which is capped at 18.

Apen and mutants don’t get along terribly well (+3/+3/+3 for all mutant types on the Charisma & Racial Modified table) and are often suspicious of and cool towards Pure Humans (+2/+2/+2 to Pure Humans on same table).

Although Apen communities are not typically treasure troves of technological items, they do tend to have a fair number of primitive firearms (rifles and carbines, mostly) at their disposal. Additionally, Gorilla militias and armies are often supplemented with war horses to speed their travel and increase their range.

Apen society is known for its well-definied set of laws that guide their communities. Though the implementation of these may vary – typically the level of tolerance afforded to humans and mutants varies most wildly – the one constant tenet of Apen culture is that “Ape Shall Never Kill Ape.” This law, if broken, will result in harsh punishment for the offending Apen.