Category Archives: Barbarians of Lemuria

Posts about, related to, or featuring content for Barbarians of Lemuria and related games such as Barbarians of the Aftermath, Dicey Tales, Dogs of WAR, and so on.

NTRPGCon 2017: Pregens for The Parnassus Key

Below are the pregens for my BoL-based game at the upcoming 2017 North Texas RPG Con, The Parnassus Key. Just figured I’d share these.

Ferrand d’Arangon / Lifeblood 10 / Composure 3 / Hero Points 5
Attributes: Strength 0 Agility 2 Mind 1 Appeal 1
Combat Abilities: Initiative 0 Melee 1 Ranged 1 Defense 2
Careers: Noble 2, Artist 0, Gambler 0, Thief 2
Boons: Attractive, High-Born, Friends in Low Places
Flaws: Arrogant, Untrustworthy
Languages: Galiesse, Alcázaran
Equipment: Foil (d6L+1), Lockpicks

Ferrand is the scoundrel son of Artur d’Arangon, the legendary “Mad Vintner of Plonesse.” Ferrand was edged out of the family business by his younger and more reliable brother, Aymon, not that Ferrand minded much. He was never suited to a life of hard work or any kind of work, really. He is, however, quite gifted in opening doors that others would prefer he didn’t. His pride in this talent is all too easily manipulated.


Sybille Borusier / Lifeblood 10 / Composure 3 / Hero Points 5 / Fate Points 2
Attributes: Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Urchin 1, Thief 1, Priest 2, Architect 0
Boons: Keen Eyesight, Escape Artist, Resistant to Sorcery
Flaws: Unprepared, Spendthrift
Languages: Galiesse, Ora Luccia
Equipment: Quarterstaff (d6)

A priestess of Ste. Clarissa (patroness of cities, sewers, aqueducts and roadways), Sybille grew up on the streets of Yllons and knows the city well. Her lack of discipline with money has led her to several situations that have called for her to draw upon the skills she developed as a younger woman. She relies upon her charm and beauty to soften the ire of officials both within and outside her order.


Magnus Halvarson / Lifeblood 13 / Composure 3 / Hero Points 5
Attributes: Strength 3 Agility 1 Mind 0 Appeal 0
Combat Abilities: Initiative 0 Melee 2 Ranged 1 Defense 1
Careers: Brute 2, Serf 1, Sailor 0, Thief 1
Boons: Thick Skin, Strength Feat, War Cry
Flaws: Ugly & Brutish, Vice (Tobacco)
Languages: Sigrun, Galiesse
Equipment: Axe (d6+3)

Magnus came to Galiana from the far northern land of Arunbjørn to seek his fortune using the only tool he truly possesses – his great strength. After one too many “excessive” incidents as doorman of the Reine d’Émeraude tavern he found himself working for less and less respectable employers. Magnus takes more pleasure in violence than even most of the criminals in Yllons.


Verrine Levicq / Lifeblood 12 / Composure 3 / Hero Points 5
Attributes: Strength 2 Agility 0 Mind 2 Appeal 0
Combat Abilities: Initiative 0 Melee 2 Ranged 0 Defense 2
Careers: Thief 0, Mercenary 1, Pugilist 1, Physician 2
Boons: Carouser, Mighty Fists, Healing Touch
Flaws: Drunkard, Hot-Headed
Languages: Galiesse, Przec
Equipment: Broadsword (d6+2), Fists (d3+2)

Verrine was born to heal the sick and tend to the wounded. Unfortunately, the trauma she has seen in her time in the Duke’s army has left her scarred. She takes refuge in wine and, when that doesn’t work, she lashes out violently. Still, she is a skillful healer and can be counted on to keep quiet about any suspicious injuries she may treat in the course of keeping her small practice open. Sadly, there is little money in treating the underside of Yllons society.


Hernaut Charron / Lifeblood 10 / Composure 3 / Hero Points 5/ Fate Points 1
Attributes: Strength 0 Agility 0 Mind 2 Appeal 1
Combat Abilities: Initiative 0 Melee 2 Ranged 0 Defense 2
Careers: Thief 0, Scholar 2, Alchemist 1, Priest 1
Boons: Learned (Academia), Detect Deception, Attractive
Flaws: Soft-Hearted, Hopeless Romantic
Languages: Galiesse, Ora Luccia, Svata Jazyk
Equipment: Foil (d6L)

A priest of Ste. Alizenne of the Book (patroness of scholars, sages, and alchemists, and magicians), Hernaut is a bookish young man who becomes smitten with every barmaid, merchant’s daughter, and traveling performer he encounters. Needless to say, he runs through money like mad despite earnings that are meager at best. His natural ability to know when he is being lied to does nothing to protect his pockets from sad stories that tug at his heart.


Azalais Yverneau / Lifeblood 11 / Composure 3 / Hero Points 5
Attributes: Strength 1 Agility 2 Mind 0 Appeal 1
Combat Abilities: Initiative 1 Melee 2 Ranged 0 Defense 1
Careers: Farmer 0, Sailor 2, Merchant 2, Thief 0
Boons: Born Sailor, Alert, Fearless
Flaws: Superstitious, Greedy
Languages: Galiesse, Rheinig
Equipment: Broadsword (d6+1)

Azalais ran away to sea when she was young – anything to escape the dreadful and dull farm her parents slaved away upon. In no time she was serving as first mate aboard the Dolphin du Soleil under Captain Mirabelle. Unfortunately, Azalais’ greed got the best of her and she got caught one too many times pocketing more than her fair share of a sale. Captain Mirabelle left Azalais high and dry (and penniless) to find a new way in the world.


Rostans d’Aubec / Lifeblood 11 / Composure 3 / Hero Points 5 / Arcane Power 10
Attributes: Strength 1 Agility 0 Mind 2 Appeal 1
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Noble 2, Composer 2, Magician 0, Thief 0
Boons: Visions, Deft Hands, Beast Friend
Flaws: Obsession (Magical Knowledge), Infamous
Languages: Galiesse, Ora Luccia
Equipment: Dagger (d6L+1)

Poor Mad Rostans. From such a good family. And such beautiful music he composes. But once the visions and voices started, after his mother passed away, he was never the same. Still, animals like him. It’s just a shame he’s nearly spent his entire inheritance pursuing such dark and forbidden things. Poor Mad Rostans. From such a good family.

BoL at NTRPGCon 2017

Update: I’ve dropped the Saturday night BoL game in favor of running an improvised/emergent adventure with Troika! – more on that in another post.

I’ve got two one game of Barbarians of Lemuria (Mythic Edition, with a chunk of love from Honor + Intrigue) on the list for this year’s North Texas RPG Con, both set in my Clark Ashton Smith inspired, not-quite-Averoigne, medieval-ish, France-esque setting known as Plonesse:

  • The Parnassus Key (Friday 6/2, 6pm-11pm)
    The heist went bad. Very bad. And with a full moon shining brightly on the streets of Yllons, the best way to escape notice was to duck into the sewers. Unfortunately, the strange luminescent mist down here has disoriented you enough that you’re now lost beneath the city you call home. There’s bound to be a way out, though. But wait. What’s that sound coming from behind you? And in front of you? It’s a bad night for thieves in Yllons. Let’s hope it doesn’t get worse.

  • The Viridian Sybil (Saturday 6/3, 6pm-11pm)
    From her lichen-covered shrine deep within the Forest Malmogne, the Viridian Sybil revealed a prophecy: “Dark days approach! Plonesse is cursed anew! Vusseaux falls! Yllons overrun! Bathe in the waters! Speak the incantation! Ask of the skull!” Back in the village of L’Oenneu, a strange mound appears beside the well…

The links above will take you to page here at Strange Stones where I will (eventually) post the pregens that will be used as well as any other relevant info. More of that stuff soon!

In the meantime, here’s the one paragraph summary of Plonesse:

Plonesse is a hilly and densely-wooded region within Galiana, an analogue of medieval France. Vusseaux and Yllons are its two major cities. A road runs between them, traditionally watched over by the monks of the Abbey of St. Giles the Green. Numerous small villages dot the landscape. The River Voemonde – joined by the River L’Ud; just south of the Abbey – roughly parallels the road of St. Giles. And all around lies the Forest Malmogne, dark with sinister mystery.

NTRPG Con 2016 Recap

As one of the lucky ones, I got to go to this year’s North Texas RPG Con in Fort Worth. Here’s what I got up to while I was there…

Thursday

ConW3

I drove to Dallas in a rented Dodge Dart, through deluges and downpours of not-quite-biblical proportions. I got a late start and hit the hotel with just enough time to check in and throw my stuff into the room before rushing downstairs to discover that my game for the night was canceled due to not enough folks signing up. Nobody but me was interested in what was essentially going to be a Master Class in GMing given by Frank Mentzer, apparently.

ConW5

I shrugged it off and began the great wandering. I promptly ran into the aforementioned Frank covering for someone in the dealer room. We chatted a bit and he plans to offer the same session next year, but with a better description in the program. So hopefully it’ll happen.

I spent the rest of the night wandering and chatting and having a couple of drinks with assorted folks. I ended up spending a chunk of time talking with Robert Parker of Hydra Cooperative at their booth. I snagged some goodies (Misty Isles of the Eld, some funky zines) and had a nice time. Then I turned in so I’d be fresh and ready for…

Friday

Friday morning I got up nice and early and had plenty of time to hit the breakfast buffet. Sadly, the food was a couple of notches down from last year’s Con. Remember that. It’ll come up later.

First on my geeky agenda for the day was sitting down to take part in a playtest/demo/whatever of Merle Rasmussen’s forthcoming new 21st Century espionage game, currently operating under the codename Acrid Herald. I played in a game of Top Secret with The Administrator (who’d rather be called the Spymaster, by the way) so I was already a little familiar with his style. He’s a very nice man who delights in bad puns and having fun at the table.

This mission was set in Cambodia (cue the Dead Kennedys) at a newly discovered site of multiple ancient animal temples. Only four of the six players showed up, but we dove in anyway. For the initial set up we each got to build our own animal temple out of a whole mess of Legos. These were then placed around a central temple complex and the whole thing formed the site of our mission. It was pretty darned neat.

AH1

I’ll refrain from the blow-by-blow description of the adventure, since I believe Merle will be running this again at several other Cons over the summer. I can say that we succeeded in defeating the tricks and traps of the evil terrorist Hou-u bin Latelee and saved the temple complex from destruction while also eliminating several other threats to humanity in the process. It was a definite blast.

Acrid Herald itself was a little hard to figure out, owing to Merle’s fast-and-loose GMing style. The game appears to assign die types (e.g., d4, d10, etc.) to assorted attributes, skills, and equipment. Sometimes you roll the best die for the task – Got a d4 for physical stuff but also have a set of Gecko Gloves that rate at a d8? Roll the d8 for climbing. Sometimes you roll the two dice together – Got a d10 in shooting and a d6 for your 9mm? Roll ’em both and add together when trying to pop a cap in a bad guy. Sometimes, though, things seems just plain arbitrary. In any case, whenever the entity known as Gygax Games gets this thing out the door I’m sure I’ll be picking it up.

AH2

We wrapped things up in about four hours, so we ended early (to save Merle’s voice for the rest of the Con), which was fine. I needed mental time to prepare for running my Barbarians of Lemuria game, in no small par due to the fact that it was about to be the first game I’d run at a convention since 1985.

I spent most of the afternoon doing some last minute prep work and getting my brain in place. I grabbed an early dinner at the bar (still not good) and ordered up what was about to be one of many (many!) double Jamesons. I hit my room to throw some water on my face and then headed downstairs to the atrium.

Five of the six folks registered for my game showed up, which was entirely ok. Most of them had played BoL in some form or another at least once, and a couple even had copies of the Mythic Edition rules with them. So the time I had set aside for rules introduction wasn’t needed and we dove straight into the action. Oh, and there was action. And much more drinking on my part. Not enough to cause problems, mind you. But enough that I would feel it later. But I’m getting ahead of myself.

BoL1

Again, I won’t go into great detail regarding the game itself at this point. But I can say that BoL Mythic ran like a charm and many great fights happened along with some very solid roleplaying by the assembled strangers. Play was so fast, in fact, that I had to invent some things on the spot to make sure we didn’t blitz to the end. But that was really no problem – I think on my feet reasonably well and the booze hadn’t dulled my faculties too much. We hit the climax of the adventure at just about the right time and everyone was suitably creeped out and challenged by what to do in the face of what was happening at the Abbey of St. Giles the Green.

When the adventure ended everyone agreed that a good time was had and I’ve since heard from some of the players that if I run a game next year they’ll be signing up for it. So that’s quite the compliment, really.

Over the course of several breaks in the game I socialized a bit more with Robert from Hydra and also made the acquaintance of Jason Sholtis (another Hydra head). Jason and I share a lot of rock & roll background, which lead to some good conversations. I’d brought a number of my band’s CDs along to share with the cool kids, and I passed one along to Jason. Robert then began hatching a plan to have a number of us musician-y types put together a band to play at GenCon sometime or another (next year, perhaps). More on that in a bit.

After my game wrapped I went upstairs to drop off my stuff in advance of some more drinking, ideally to be spent with my pal Marc who had arrived earlier in the evening and/or the Hydra guys. But in proper Old School Sandbox Style I got waylaid by a random encounter. Heading back down stairs I ended up on the elevator with (hand to God) a traveling salesman from Cleveland who was just at the hotel for the night to catch a morning flight the next day.

I ended up missing out on hanging with the Con crowd due to a lengthy and interesting conversation with a guy who had nothing to do with gaming at all. He’d barely even heard of D&D and its ilk before, but was fascinated. So we talked about gaming quite a bit. But we also talked about marriages, divorces, web development, elderly parents, and a whole host of other topics. It was an unexpected but great way to spend the night. If only I hadn’t kept drinking. I barely made it to my room. That’s how hammered I was.

Saturday

To quote Elvis Costello, the hangover had a personality. And it wasn’t a nice one. I tried to make the Toon game I was scheduled to play in at 9:00. I really did. I got up. I showered. I got dressed. And then I hurled. So I crawled back to bed and slept until almost 1:00. I was awakened by a phone call from my wife letting me know that the DIY home improvements she was undertaking while I was off dorking out was, in fact, not at all going according to plan. Not exactly delightful news. But there are worse things in life. So hey, we’ll move on and everything will be OK eventually.

ConW7

After that, I got back up, reshowered, and headed downstairs to refuel, regroup, and to find Sniderman to apologize for having missed his game. Kind soul that he is, he absolved my guilt and I was able to begin the mental prep for running my second BoL game at peace with the world (and without any booze).

BoL2

Once more I’ll avoid going into great lengths about the game itself. But I can say that as good as the Friday night game was, Saturday night’s might have been even better. Amazing role-playing from all five of the players who made it to the table (I got another no-show, karma?). Terrible blood-drinking jungle plants were dispatched. Cannibalism was addressed. And the evil sorcerer who was behind it all met an appropriate fate while the children of the neanderthal village were safely returned. We still had about an hour we could have played when the main portions were wrapped up, but everyone agreed that the creepiness and laughter had been enough for one night. And the highest compliment I could have hoped to receive was given. Several of the players agreed that this was the best Con game they’d ever played in. Damn! That felt good to hear. But it absolutely wouldn’t have been true if all five dudes hadn’t been aces as players. So cheers to them!

After wrapping up and getting my stuff back to the room it was time to check out the storied “Satan’s Midnight Auction” event, in which bizarre junk is auctioned off to help raise funds for the Con. The auction was pretty funny to observe, but it was definitely a thing for the insiders more than the rest of us. I bailed pretty quickly and wound up chatting with a few folks – some from my home games and some new friends – before crashing out.

Sunday

Not having a hangover on Sunday morning was a nice thing. I didn’t have time to go on a breakfast run to the outside world, since I had to get packed and checked out before my 11 game. Instead I dined once again at the sub-par restaurant in the hotel with a group of friendly souls who I’ll look forward to seeing again next year.

Frank-TTR

My Sunday morning game was playing in the annual “Gygax Memorial Ticket To Ride Game” with Frank Mentzer. I’d been preparing for this for weeks, playing TTR on my phone against a full table of computer opponents. Unfortunately, I was playing the original and the actual game was the Europe version. No matter, I’d played that before. While everyone was playing Frank regaled us with tales of his time at TSR and his many good times with Gary. Despite my preparations I ultimately finished last for want of a single green train card. Had I gotten it within those last two round I actually would’ve won. But hey, it made for a great, tense game that was entirely worth playing. I intend to register for this again next year to avenge my loss. After that, though, I’ll leave off so someone else can enjoy story time with Uncle Frank.

Once the game was done it was time to wander one last bit to give my regards to anyone who was still hanging around. I had some nice conversations and then hit the road for the not-supposed-to-be long drive back to Austin. Sadly, some poor sucker got in a wreck and his truck caught on fire just north of Temple, Texas (70-ish miles from home for me). I sat in park on I-35 for about 30 minutes before they finally got the road cleared enough for traffic to start moving again. Not a disaster (for me), but not exactly the smooth sailing I’d hoped for.

After getting home and assessing the situation with the failed (though no fault of my wife’s) DIY action, we hit our favorite burger joint for dinner and then I spent a chunk of the evening unpacking and connecting with new friends on Google Plus. In short, it was a great Con experience. If you haven’t been able to go to this one, I highly recommend it.

Aftermath

In the few short days since the Con ended, there’s been much cool action. The “OSR All Star Band” (or whatever it winds up getting called) is already being discussed for an appearance at NTRPG Con in 2017. So I’m 99.44% likely to be back next year. Of note, the Con will be moving to a different hotel next year, in no small part due to wide and deep dissatisfaction with the on-site food. It’ll still be right by the DFW airport, though, so it will remain easy for you far-flung fliers to find.

I’m already pondering what games to run next year, too. I have to set aside an evening slot for the probable rock show, which cuts back on my gaming just a tad. But it’ll be worth it to melt some faces with rock & roll alongside some very cool folks.

NTRPG ’16 – Handcrafted BoL Character Sheet

My lovely and talented wife made a thing. And that thing is a hand-drawn character sheet for Barbarians of Lemuria to be used in my games at NTRPG Con in a couple of weeks. So I thought I’d share (the non-filled out version) with you.

By design this is pretty much only good for new characters (or at least those with only 4 professions), but one could squeeze in additional professions if necessary. Since it’s meant for the con it’s missing slots for Arcane Power, Fate Points, Craft Points, and Advancement Points. But there’s plenty of room off to the right for tracking such things.

BoL: Pregens for The Valley of the Ravenous

As noted previously, I’ll be running a couple of Barbarians of Lemuria (Mythic Edition) games at North Texas RPG Con. Below you’ll find the pregens for the first game, The Valley of the Ravenous. If you’re planning on being at the con and playing, don’t commit these to memory as they may change a little bit. But for the most part, these will be the characters involved.

Meloria / Lifeblood 10 / Composure 3 / Hero Points 5 / Fate Points 3
Attributes: Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities: Initiative 0 Melee 1 Ranged 1 Defense 2
Careers: Noble 0, Priest 3, Scholar 1, Farmer 0
Boons: Inspire, Silver Tongue
Flaws: Fear of Snakes
Languages: Lirian, Gutterspeak, Thaxian, Zaaric, Kellic, Geiric
Equipment: Staff (d6), Dagger (d6L), Light Armor (d6-3)

The youngest daughter of a minor noble family in Liria, Meloria has dedicated herself as a priestess of Estiel, the Lirian goddess of the moon. Where it only served to aggravate her entirely unpleasant sisters, her natural charm has made her a favorite of the temple’s elders, whom she now sees as her real family.

Davanzato / Lifeblood 11 / Composure 3 / Hero Points 5 / Craft Points 2
Attributes: Strength 1 Agility 0 Mind 2 Appeal 1
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Soldier 0, Scholar 1, Healer 1, Alchemist 2
Boons: Keen Eyesight, Friends in Low Places
Flaws: City Dweller
Languages: Lirian, Gutterspeak, Thaxian, Zaaric, Kellic, Geiric, Alchemical Symbology
Equipment: Sword (d6+1), Crossbow (d6), Light Armor (d6-3)
Alchemical Items: Potion of Prowess, Potion of Precision, Sky Eye

Davanzato is an alchemist & artificer from Liria. His patron is Ceria, the Lirian goddess of knowledge and aqueducts. During his brief time in the Esercito Guardia of the city state, he came to know quite a few individuals who would come to be prominent in the underworld.

Aevar / Lifeblood 15 / Composure 3 / Hero Points 5
Attributes: Strength 3 Agility 1 (0) Mind 0 Appeal 0
Combat Abilities: Initiative 1 Melee 2 Ranged 1 Defense 0 (1)
Careers: Barbarian 2, Hunter 1, Thief 0, Gladiator 1
Boons: Alert, Mighty Fists, Hard to Kill
Flaws: Illiterate, Ugly & Brutish
Languages: Geiric, Gutterspeak, Lirian
Equipment: Axe (d6+3), Dagger (d6L+3), Sling (d6L+1), Light Armor (d6-3), Large Shield (+1 Def vs all attacks/round)

Aevar is a fierce warrior from Geirbjornhal who often calls upon Brogdr, the Geirbjornhaller god of strength and war. After arriving in the “civilized” south, Aevar’s criminal career was cut short and he paid his “debt” by entertaining crowds as a gladiator in the grand colosseum of Liria.

Timandra / Lifeblood 10 / Composure 3 / Hero Points 5
Attributes: Strength 0 Agility 2 Mind 1 Appeal 1
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Merchant 1 Sailor 0 Scholar 1 Thief 2
Boons: Deft Hands, Escape Artist, Tools of the Trade
Flaws: Greedy, Untrustworthy
Languages: Thaxian, Gutterspeak, Lirian, Kellic, Geiric
Equipment: Sword (d6), Dagger (d6L), Light Armor (d6-3)

Timandra hails from Thaxos, where her greed earned her a reputation she couldn’t shake. She now makes her way in the world by taking anything that isn’t nailed down. Though hardly much of a mariner herself, she still calls on Rasos, the Thaxian god of the sea, in times of trouble.

Keziah / Lifeblood 10 / Composure 3 / Hero Points 5
Attributes: Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities: Initiative 1 Melee 0 Ranged 1 Defense 2
Careers: Dancer 2, Priest 0, Assassin 2, Alchemist 0
Boons: Master of Disguise, Poison Resistance
Flaws: Zealot
Languages: Zaaric, Gutterspeak, Thaxian, Lirian
Equipment: 2 Daggers (d6L – or d6 if dual), 3 Darts (d6L), Light Armor (d6-3)

Keziah grew up among the nomads of Zaar. She was groomed by the priests of her people to serve as an instrument of divine justice against their enemies. She regularly swears oaths to Ghev, the Zaari god of the sun.

Eogan MacGill / Lifeblood 12 / Composure 3 / Hero Points 5
Attributes: Strength 2 Agility 2 (1) Mind 0 Appeal 0
Combat Abilities: Initiative 0 Melee 1 Ranged 2 Defense 1
Careers: Bard 0, Mercenary 2, Beastmaster 2, Healer 0
Boons: Beast Friend, Thick Skin, Fearless
Flaws: Taciturn, Cannot Lie
Languages: Kellic, Lirian, Gutterspeak
Equipment: Sword (d6+2), Bow (d6+1), Medium Armor (d6-2+1), Small Shield (+1 Defense vs 1 attacker/round)

A son of mist-shrouded Kel, Eogan lacks the charm and good nature that are common to his fellow Kelmen. He finds the best companions are those who communicate without words. When pressed, Eogan sings hymns to Dynan, the Kellic god of wine and song and Mael Mav, the Kellic goddess of war.

BoL: Pregens for The Beasts of Eternity

As noted previously, I’ll be running a couple of Barbarians of Lemuria (Mythic Edition) games at North Texas RPG Con. Below you’ll find the pregens for the first game, The Beasts of Eternity. If you’re planning on being at the con and playing, don’t commit these to memory as they may change a little bit. But for the most part, these will be the characters involved.

Jacques Bernat / Lifeblood 10 / Composure 3 / Hero Points 6 / Fate Points 2
Attributes: Strength 0 Agility 0 Mind 1 Appeal 3
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Musician 0, Scholar 1, Brewer 1, Priest 2
Boons: Marked by the Gods, Keen Hearing
Flaws: Braggart
Languages: Galiesse, Ora Luccia, Alcázaran, Rheinig, Sigrun, Svata Jazyk
Equipment: Staff (d6), Dagger (d6L), Light Armor (d6-3)

Jacques is a priest of St. Xavier of the Kettle, the patron saint of brewers. His distinctive beers, based upon recipes from across the land, have earned him a small amount of notoriety. He knows that his life is blessed and cannot resist the urge to tell others of his great successes and accomplishments.

Maura Virieux / Lifeblood 10 / Composure 3 / Hero Points 5 / Craft Points 1
Attributes: Strength 0 Agility 1 Mind 3 Appeal 0
Combat Abilities: Initiative 0 Melee 1 Ranged 2 Defense 1
Careers: Healer 1, Alchemist 1, Architect 2, Artist 0
Boons: Healing Touch, Learned (Architecture)
Flaws: Unprepared
Languages: Galiesse, Ora Luccia, Alcázaran, Rheinig, Sigrun
Equipment: Crossbow (d6), Dagger (d6L), Light Armor (d6-3)
Alchemical Items: Potion of Shrinking, Potion of Growth

Maura is an architect and inventor from the city of Yllons. She has traveled to Vusseaux to petition the Duke of Plonesse for an investment in her research into the creation of flying machines. Or, perhaps, the development of weapons that can shoot fire across a distance. Or possibly for the construction of a Cathedral to St. Milos of the Hammer. Or maybe Ste. Alizenne of the Book.

Oriabus Roubel / Lifeblood 12 / Composure 3 / Hero Points 5
Attributes: Strength 2 Agility 2 (1) Mind 0 Appeal 0
Combat Abilities: Initiative 0 Melee 2 Ranged 0 Defense 2
Careers: Soldier 2, Thief 0, Worker 0, Sailor 2
Boons: Mighty Fists, Brawler
Flaws: Infamous
Languages: Galiesse, Alcázaran
Equipment: Glaive (d6H+2), Sabre (d6+2), Medium Armor (d6-2)

Oriabus was a sergeant in the Duke’s guard until he was discharged for “cowardice.” He has recently returned to Vusseaux from three years at sea, hoping his infamy has been forgotten. It has not, despite his entreaties to St. Gaston Five-Spear and Ste. Galiana the Azure.

Olaria de Ibañez / Lifeblood 11 / Composure 3 / Hero Points 5
Attributes: Strength 1 Agility 2 Mind 0 Appeal 1
Combat Abilities: Initiative 0 Melee 3 Ranged 0 Defense 1
Careers: Hunter 1, Mercenary 1, Poet 2, Astrologer 0
Boons: Inspire, Attractive, Friends in High Places
Flaws: City Dweller, Fear of Rats
Languages: Alcázaran, Galiesse, Ora Luccia, Rheinig
Equipment: Foil (d6L+1), Dagger (d6L+1), Light Armor (d6-3)

Olaria is a former mercenary from Alcáz who now resides in Vusseaux via the patronage of the Duke’s nephew Othon, who is infatuated with her. Fiebras, the high priest of St. Baldewyn, is also taken with with the poet. Olaria dabbles in fortune-telling as a way of enhancing her mysterious and dangerous allure.

Arnaud Hanchard / Lifeblood 10 / Composure 3 / Hero Points 5
Attributes: Strength 0 Agility 0 Mind 2 Appeal 2
Combat Abilities: Initiative 1 Melee 0 Ranged 2 Defense 1
Careers: Urchin 1, Brigand 1, Servant 1, Spy 1
Boons: Alert, Master of Disguise, Silver Tongue
Flaws: Gullible, Young
Languages: Galiesse, Ora Luccia, Alcázaran, Rheinig, Svata Jazyk
Equipment: Crossbow (d6), Sabre (d6), Light Armor (d6-3)

Like his twin sister Clarisse, Arnaud grew up on the streets of Vusseaux as an orphan. His quick mind and charming ways served him well as he navigated the underside of the city. Though prone to believe the claims and stories of others, he himself is an inveterate liar. He now works for Albaño de Calixto, an Alcázaran merchant with a dubious reputation.

Clarisse Hanchard / Lifeblood 13 / Composure 3 / Hero Points 5
Attributes: Strength 3 Agility 1 (0) Mind 0 Appeal 0
Combat Abilities: Initiative 1 Melee 2 Ranged 0 Defense 1
Careers: Urchin 1, Brigand 2, Thief 1, Servant 0
Boons: Thick Skin, Fearless, Detect Deception
Flaws: Hot-headed, Young
Languages: Galiesse, Alcázaran
Equipment: Mace (d6+3), Dagger (d6L+3), Medium Armor (d6-2)

Like her twin brother Arnaud, Clarisse grew up on the streets of Vusseaux. Her strong back and fearless nature made her an excellent brigand. She easily sees through her brother’s lies, but had to admit that his plan to work for the Alcázaran merchant Albaño de Calixto was an easier way to make a living.

Fortress Oblivion – A New G-Man BoL Adventure!

It’s time to let the uncanny G-Man guide you into the outré shadows of Hyboria in Fortress Oblivion (17668 downloads ) , a decidedly CAS-flavored adventure for Barbarians of Lemuria (Mythic Edition).

Can your heroes survive a night of eldrtich terror in a Mughal-style fort near the Turanian border while a vicious sandstorm scours the desert outside? Download this accursed PDF and find out!