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.

Hyborian BoL Adventure: Ghosts of Acheron

Hey folks! The incorrigible-yet-awesome G-Man (an unrepentant Jupiter lover, but that’s a topic for a different discussion) has done it again! Behold (by which I mean “download”) the majesty that is his latest Hyborian adventure for Barbarians of Lemuria: Ghosts of Acheron (17032 downloads ) !

First, you pissed off the Picts. Next, you made friends (or perhaps enemies) with a strange sorcerer. Now you’re at the bottom of a burial pit and facing the unknown. Who do you think you are? Some dude who’s destined to be King of Aquilonia? Well, whoever you are, picture your story being illustrated by John Buscema in a late 70s issue of Savage Sword as you play through this adventure.

In addition to the adventure itself, G-Man provides us with some nifty treasures in Appendix B and a complete party of pregenerated characters in Appendix C, to help you dive right in to the action.

So what are you waiting for, people? Download Ghosts of Acheron (17032 downloads ) now!

Nogoloth: The Decanter Of Black Rain

Wherein your humble scribe presents an artifact that he whipped up for his sadly dormant Lovecraftian Fantasy setting, Nogoloth. Though written with Barbarians of Lemuria in mind, it shouldn’t be too hard to convert this blasphemous creation for use in your game system of choice. Let me know if you do. I’d love to see how you implement it.

Deep within the disused storage area of the Library of Forbidden Wisdom at Great University in Khaarm one might find a small chest – made of well-oiled, darkly-stained wood and appointed with silver and unknown, faintly luminescent gemstones – the lock of which has been sealed with the blood-red wax emblem of the High Academic himself, inscribed in which is a sigil of dire warning. Within this ominous casket one will find a simple copper decanter, unadorned save for the indecipherable mark of its original creator. If any in Khaarm know of this relic’s existence, they steadfastly deny all such knowledge if interviewed. I know, for I spoke to them all. Only the half-mad caretaker of the 3rd basement would even admit to the possibility of such an item’s presence within the archives. Yet I know it to be there, for I have seen it in my dreams.

In my dreams I have caressed the sturdy wood of this container, and I have thrilled at the impossible to describe feel of it. Somehow it is both soothingly warm and tantalizingly cool to the touch, as though it were recently unearthed from both desert and tundra simultaneously.

The first night I dreamt of the box I woke with a start just after my fingers traced its lines, aware of a powerful yet instantly forgotten phrase that had just fled my consciousness.

On subsequent nights my dream lasted longer, and growing ever bolder in the dream I reached a point where I sliced the seal and opened the container, revealing the decanter within. Last night, as I slept, my dreamform sipped directly from the copper vessel, which was full despite not having been filled by human hands. When I awoke this morning, I felt a thirst I have never felt before. I had a taste for a draught that does not exist in the world of men. So powerful is this longing, this desire, this lust, that tonight I will abandon my dreams and make my way to the Library to rescue that which is rightfully mine from the depths of its imprisonment by the fools who call themselves seekers of wisdom.

It shall be mine again.

The Decanter Of Black Rain

The Decanter Of Black Rain pours forth pure void essence, which when consumed by sentient creatures grants them 2 Arcane Power (as the Power of the Void boon) but also reduces their Lifeblood by 1 point. After the bonus AP are used, the drinker’s maximum AP is reduced permanently by 1 point. Only by drinking from the Decanter again can the user of the Decanter elevate his AP back to its original (+2) value. This process continues, with Lifeblood and Arcane Powers continuing to diminish as outlined above as the Decanter continues to be used. Once an individual’s LB or AP have been reduced to zero by use of the Decanter he will be drawn into the Decanter itself, where his consciousness will merge with the void.

(My Dreams Of) Gaming Plans For 2012 (Because You Care)

So the Thanksgiving game happened. It was a WWII commando raid using a Mini Six/D6 Adventure mashup and it was a blast. But I’m not here to talk about it. Not right now, anyway. I’m gunning to do that a little later on, when I’m ready to post the materials I put together for the game. Nope, instead I’m here to talk about what I’m hoping to run next.

First up, sometime during the Winter Solstice Holidays break, I’m hoping to pull off a BASH game for a friend, his 13 year old son, and maybe a few other folks. I’m currently thinking Golden Age/WWII supers kicking fascist ass in Europe. But the ideas are swirling and unformed at this point, so who knows what (if anything) will ultimately come to pass?

After that, I’m pondering a few possibilities:

  • Some kind of hard(-ish) SciFi using good ol’ Classic Traveller and some Stars Without Number action
  • Labyrinth Lord/AEC romps through either the Against The Giants series or maybe Castle Amber, The Lost City, or some other classic modules
  • A BRP– (or possibly BoL-) based, Mythic Russia-fueled, Russian fantasy game
  • A Mini Six (with add-ons from Open D6) or Mercenaries, Spies, And Private Eyes 80s-style espionage game
  • A Call of Cthulhu Dreamlands miniseries (probably not until the CoC game I’m playing in wraps up, though)
  • A BRP/Renaissance (or maybe Tunnels & Trolls or Honor + Intrigue) black powder fantasy adventure
  • Droids. Seriously. Either with the original rules (unlikely) or with something else (D6, maybe?)

just to name a few (in no particular order). All of this is subject to change (i.e., my whims and interests) and player buy-in, of course.

That’s Great And All, But What About Giving Us Some Sweet Gaming Content, Pao?

Yeah, I know. My content output has absolutely tanked of late (and, honestly, not-so-late). I’m struggling with that, really. Part of me wants to be cranking out stuff like I had been, but another part just isn’t inclined to spend the time on it. So it’s not quite burnout, per se. It’s more a case of conflicting interests and such. So to answer the question that I asked on no one in particular’s behalf, “Reply hazy. Try again later.”

The Homecoming Of Count Inchiostro (A BoL Adventure)

Well howdy there, strangers! I’m back, but at the moment I’m just here to hook you up with the latest BoL adventure from everyone’s favorite BoL adventure smith, G-Man. Like last time, G-Man takes us to Howard’s Hyboria, but this time we’re in Zingara, helping reclaim the Inchiostro family’s estate. But I’ll stop yakking and let you all get to downloading The Homecoming Of Count Inchiostro (18989 downloads )

In addition to the usual adventure-y goodness, G-Man has once again given us all some excellent new spells and some optional rules for a slightly crunchier approach to BoL combat. So really, why are you still reading my words when you should be downloading?

Agents of GHOST (v 0.9)

Wherein your humble scribe presents his first stab at turning out a Ghostbusters/Chill kinda of hack using the Barbarians of Lemuria system. I started with Dogs of WAR as my basis, but now that I’m putting this out there I’m thinking maybe I should have built things more from the ground up. Then again, I’m not looking to write an entirely new game, so maybe not. But it’s possible I should have started with Dicey Tales as the base instead. In any case, make of the following what you will. And maybe I’ll get around to making a proper v1.0 of this one way or another eventually.

Agents of GHOST (General Hostile Occult Suppression Team) is a hack of Dogs of WAR intended to yield Ghostbusters-like hijinx or Chill-esque “serious” stalking of the night fantastic.

Note: Some material found in this document may be drawn from or reference other BoL-derived games, like Barbarians of the Aftermath, the BoL edition of Legends of Steel, Dicey Tales, and Barbarians of Lemuria itself. If you don’t own those fine games, I heartily suggest you pick them up from your favorite game outlet. And I humbly salute those responsible for these fine games. I wouldn’t be writing this without their outstanding efforts.

Changes To Dogs of WAR

The details for each of these changes are discussed below. This is just a high-level summary for cataloging purposes.

  1. Possible reduction of the starting Attribute, Combat Ability, and Specialization ranks, depending on “feel” desired.
  2. Rename Scientific Background to Academic
  3. Rename Academic Specialization to Scholar
  4. Paranormalist Specialization added
  5. Renaming Exploit Points to Luck Points
  6. The possible addition of Magic (and the Sorcerer Specialization)

Character Creation

A brief outline of the character creation process, which is essentially the same as that found in Dogs of WAR, with changes described in the sections that follow:

  1. Allocate points to Attributes
  2. Allocate points to Combat Abilities
  3. Choose Background, Boons, and Flaws
  4. Add a Background-derived Primary Specialization at rank 1
  5. Add Paranormalist Specialization at rank 1
  6. Add X ranks to Background-derived Specializations
  7. Distribute X additional ranks to Specializations of choice

Attributes

For a Ghostbusters-like game where failing is almost as much fun (if not more) as succeeding, start the characters with only 3 points for Attributes.

For a Chill-like game where competence in the face of danger in the form of creatures of the night, start the characters with the normal 4 points for Attributes.

Combat Abilities

For a Ghostbusters-like game where combat isn’t necessarily a focus, start the characters with only 1 or 2 points for Combat Abilities.

For a Chill-like game where characters will likely have to engage in battle against countless hideous things, start the characters with either 3 or 4 points for Combat Abilities, depending on your tastes.

Background & Specializations

For a Ghostbusters-like game, limit the characters to 3 points in Specializations: 1 in the primary, 1 in Paranormalist, and 1 more of choice.

For a Chill-like game, hold the characters to 5 points in Specializations: 1 in the primary, 1 in Paranormalist, 1 in a secondary related to the background, and 2 more of choice.

Backgrounds

As DoW, with the following change:

  • Scientific Background renamed Academic, but functions in the same ways.

Specializations

As DoW, with the following change and addition:

  • Paranormalist: Paranormalists are students of all things strange and unusual, from ghosts & monsters to magic & psychic powers to aliens and demons. A paranormalist knows facts and legends relating to such things, and is less likely to be frightened or driven insane by encounters with creatures of the night.
  • Academic Specialization renamed Scholar, but functions in the same ways.

Boons & Flaws

One specific Boon needs to be added to DoW to make AoG just about right:

Knowledgeable: The character receives a bonus die when dealing with his or her area of specialty. These areas include:

  • Ghosts & Spirits
  • Monsters of Legend
  • Extraterrestrials
  • Demons, Devils & Gods

Other Boons & Flaws found in the other BoL-derived games might be appropriate to AoG, so be sure to take a look through those games if you need more options. Dicey Tales seems to be particularly rich in options that fit the ghost/monster-hunting genre.

Weapons

If you’re going for a Ghostbusters kind of game, you’ll obviously want to include some kind of Proton Pack for fighting those ectoplasmic baddies. Here’s my suggestion:

  • Proton Gun: Does d6 damage vs spirits, but 2d6 vs corporeal creatures and objects, so be careful with that thing!

You may also want to consider the usefulness of traditional “weapons” used against the paranormal, such as crucifixes, holy water, silver bullets, and the like.

  • Crucifix: Does d6 damage when used as a weapon against vampires and other similar baddies. May also be used to keep vampires at bay (just out of melee range) by making an attack roll using Defense
  • Holy Water: Does d6 damage when used as a weapon against vampires and other similar baddies
  • Silver Bullets: Either do an additional d6 damage against werewolves and other similar creatures or may be the only way of damaging such foes. In the second case, the damage is equal to the base weapon damage

Gear

Again, if it’s Ghostbusters you’re after, you’ll need to add in a Ghost Containment Device. You can pretty much hand-wave this thing, except you’ll want to have some idea of how many spirits a specific unit can hold. I suggest that a normal field unit be limited to holding 3 “regular” ghosts at any given time, and fewer more powerful spirits.

  • Garlic: Automatically prevents vampires from entering any doorway or window where a strand is hung. Additionally, vampires will not enter into melee combat against a person wearing a strand of garlic.
  • Wolfsbane: May prevent lycanthropes in were-form from passing through a doorway or window or approaching within 10′ of a person holding a significant amount of the herb.. Additionally, a lycanthrope in were-form who ingests wolfsbane is poisoned and must make a Difficult Might check or suffer 3d6 damage. If wolfsbane is ingested by a lycanthrope in his human form, the lycanthropic change begins immediately, regardless of the moon’s phase (or any other “normal” trigger for the change). Of course, wolfsbane can be toxic to non-lycanthropes, so one is not advised to go around foisting wolfsbane on every suspected lycanthrope.
  • The Common Cold: If unleashed against alien monstrosities, have the creatures make a Difficult Might check, with near-instant death as the outcome for failure and a lingering, wasting death for any other result except a legendary success.

Magic

DoW doesn’t assume magic is present or used in-game. Obviously, a game about the paranormal should at least include the possibility of magic. Fortunately, DoW is derived from BoL, so all we need to do is plug in that magic system and let it ride.

It must be left up to any particular GM whether they want to allow spellcasting PCs or not. If no, just ignore this section. If yes, I advise requiring at least a single rank actually be applied to the Sorcerer career (i.e., no “rank zero” Sorcerers) and the acquisition of the Magery Boon (which “costs” two Boons) to “buy in” to being able to cast spells. I’d also limit PCs to second magnitude spells at the highest, and even those should require some in-game effort to track down in musty tomes and lost grimoires, etc.

Regardless of PC access to magic, it’s likely that they will face foes who can bend the laws of the universe with arcane and/or divine powers. Behind the screen you don’t really need rules for this kind of stuff, but following the general principles of the way sorcererous and priestly magics work should keep you honest and give the PCs a fighting chance against your threats.

Playing The Game

The Dogs of WAR rules don’t need to change much, really. The basic mechanics will get us pretty much wherever we need to go. But here are a couple of things you might think about incoporating into your game to help with genre (or at least game system) emulation. These are strictly optional and may not provide the right feel for your game, so use or ignore as you see fit.

Fear Checks

Whenever the characters encounter something truly frightening (or mortifying, or sanity-blasting) have each one make a check using his Mind value and his ranks in Paranormalist.

On a failure, the character is stunned for 1d6 rounds and can only stand there stammering (though he may defend himself if attacked – that is, his Defense still counts as a modifier against any attacks directed at him).

On a Calamitous Failure, the character goes temporarily insane (1d6 days). If the result is a Calamitous Failure as the result of rolling a “1” on a penalty die, or if the source of the fright is otherwise related to one of the character’s Flaws, the insanity is, sadly, permanent and the character should be retired. Investigating the terrible isn’t always pretty, after all.

A Wild Ride

Any time a 1 is rolled on either die when making a check, something “bad” happens. If the roll was a success, make it an interesting bad, not a game-crushing one. If the roll was a normal failure, make it something more noteworthy. On a Calamitous Failure, go for broke. And if the 1 was rolled on a penalty die, it’s time for some serious consequences.

Any time a 6 is rolled on either die when making a check, let the player roll it again, keeping the 6 and adding the result of the new roll. And if that roll is a six, keep on rolling and adding until something other than a six is rolled. If the results of a check wind up at 18 or higher, the check becomes a Mighty Success. If the results of the check wind up at 24 or higher, the check becomes a Legendary Success.

Put It On The Company Card

Since the PCs are presumed to be members of a larger organization, they can generally be assumed to have significant enough financial backing to be able to acquire just about anything they feel they need. Still, resources aren’t unlimited, so every time an acquisition is attempted, a check should be made using the characters average Mind score, modified by the GM based on the expense and nature of the goods to be acquired. If the check succeeds then the items are acquired with no complications. If the check fails, the gear is not secured and future acquisition attempts suffer a cumulative -1 penalty for each previous failed roll. If the check results in a Calamitous Failure, the company’s card is maxed out an no further gear can be acquired during this mission.

BoL, etc. Characters: Monster Hunters (Three Different Ones)

Drawing on all the BoL-based products, including Dicey Tales, Dogs of WAR, Legends of Steel, Barbarians of the Aftermath, and (of course) Barbarians of Lemuria itself, one can do a lot of things. With that in mind, and with my thoughts turning to working on some kind of game to run at the end of October, here’s a trio of gentlemen who (completely independent of one another) make their living hunting down things that go bump in the night.

Colonel Horst Kosmos

A retired army officer from the dark forests of Eastern Europe, Col. Horst Kosmos has sworn to rid the world of the curse of vampirism. He travels with a hunchbacked companion named Doctor Jorst, and is an accomplished swordsman.

Horst Kosmos / Lifeblood 11 / Hero Points 3
Attributes: Strength 1 Agility 1 Mind 1 Appeal 1
Combat Abilities: Brawl 0 Melee 3 Ranged 0 Defense 1
Careers: Soldier 2, Slayer 1, Priest 0, Noble 1
Boons: Edged Weapon Specialist, Fearless, Uncanny Tracker
Flaws: Taciturn
Languages: Transylvanian, German
Equipment: Sword (d6), Dagger (d3)

Agent David Malder

An FBI agent who works almost exclusively on cases with possible paranormal connections, David Malder is obsessed with conspiracies, psychic phenomena, aliens, and anything else that is sneered at by his fellow agents.

David Malder / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Brawl 0 Melee 0 Ranged 2 Defense 2
Careers: Espionage Agent 1, Law Enforcement 1, Scholar 1, Occultist 1
Boons: Forensics, Detect Deception
Flaws: Unsettling
Languages: English, Latin
Equipment: Medium Pistol (d6), Badge

Dr. Paul Vankman

Paul Vankman is part of an organization dedicated to capturing and containing ghosts, spirits, and other manifestations of psychokinetic energy that infest New York City. Though his partners are serious eggheads, Vankman has more of the conman about him.

Paul Vankman / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 0 Mind 2 Appeal 2
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Careers: Academic 2, Scientist 1, Administrator 0, Faceman 1
Boons: Bluff, Natural Leader, Fearless
Flaws: Hot Shot, Lecherous
Languages: English, French, Italian
Equipment: Protonic PKE Blaster (d6+1), PKE Detector

Pulp BoL Characters: Justice, Inc.

Thanks to Dicey Tales, it’s easier than it already would have been to use the Barbarians of Lemuria system for cool pulp action. And since I’m a sucker for such things (my best and longest-running campaign was a very serialized Justice, Inc. game back in the early 90s), I thought I’d post a trio of BoL/Dicey Tales characters. These three are not dissimilar from some characters who appeared in those games.

Enjoy this little trip for biscuits, amigos.

Erik Kane

Dr. Erik Kane is a professor of French and Latin at a prestigious New England university. He is also a rather dedicated occultist and seeker after hidden wisdom. He has seen zombies in San Francisco.

Erik Kane / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 2 Mind 2 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 0 Defense 2
Careers: Academic 2, Occultist 1, Aristocrat 1, Scientist 0
Boons: Learned (Occult), Trademark Weapon (Sword Cane)
Flaws: Sense Of Honor
Languages: English, French, Spanish, Latin, Greek
Equipment: Sword Cane (d6)

Jerry Drake

Jerry Drake (né Yaron Drachmann) is a talented but troubled baseball player from New York City. He has the uncanny ability to be nearby just about any time Dr. Kane needs a little muscle. He, too, has seen zombies in San Francisco.

Jerry Drake / Lifeblood 12 / Hero Points 5
Attributes: Strength 2 Agility 2 Mind 0 Appeal 0
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Athlete 3, Vagabond 1, Mechanic 0, Shopkeeper 0
Boons: Strong Will, Cast-Iron Guts
Flaws: Bad Reputation
Languages: English, Yiddish, German
Equipment: Baseball Bat (d6+2), .32 Revolver (d6-1)

Lincoln Stone

Lincoln Stone is an investigative journalist and general trouble-maker based in San Francisco’s Chinatown area. Stone has more enemies than friends these days and often holds up in his apartment hiding from Mrs. Chun, his very angry landlady.

Lincoln Stone / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 0 Mind 1 Appeal 2
Combat Abilities: Brawl 2 Melee 0 Ranged 1 Defense 1
Careers: Journalist 2, Sailor 1, Academic 1, Tradesman 0
Boons: Fist Fighter, Bluff, Contacts
Flaws: Anger Issues, Drink Issues
Languages: English, Chinese, Japanese, Spanish
Equipment: 9mm Pistol (d6+1)

BoL Character: Paragon

Wherein your humble scribe presents a Barbarians of Lemuria character he put together based on the theoretical protagonist of the classic pinball games Lost World and Paragon.

Descending from the cave cities of the Golden Cliffs, to challenge the dragons of Pal, comes Paragon! Cursed with a chaotic touch of blood madness by the demon Gorgar after defeating the denizens of the Valley of Demons, Paragon stands out from the rest of humanity due to his powerful bat-like wings.

At the edge of the great waterfall, Paragon saved the life of Princess Balli, rescuing her from the slavering jaws of The Beast. Now, despite the reticence of King Faris, Paragon serves as her personal champion (and consort, oh yeah).

What bold adventures will Paragon face in the future? Will the king tire of his daughter’s infatuation with the untamed barbarian? None can say, except perhaps for the foul Gorgar, who still has plans for the bat-winged warrior…

Paragon / Lifeblood 14 / Hero Points 5
Attributes: Strength 2 Agility 1 Mind 1 Appeal 0
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Barbarian 2, Tracker 1, Champion 1, Noble 0
Boons: Flight (Bat Wings), Hard to Kill
Flaws: Berserker Rage
Languages: Golclish, Pallian
Equipment: Sword (d6+2), Battle Axe (d6+4), Light armor, d3 (Battle Harness, Helmet)

Crimson Shoals (A BoL/BRP Adventure)

Turning his talented eye from the Lovecraftian to the Howardian, regular Strange Stones reader and accomplished adventure author G-Man give us something new to chew on:

Crimson Shoals (20981 downloads )

Wind-driven rain pounds the dark outcroppings of reef, churning the nearby shoals into froth. Despite the gloom, occasional lightning flashes reveal a small forest of splintered ship’s masts, shattered keels, and barnacle-encrusted hulls. This watery hell is a ship’s graveyard!

Less than a quarter-league’s walk (or swim) looms the silhouette of a massive war-galley. But this is no Argossean or Zingaran vessel: the swept-back stern, low draught, and curving prow mark the craft as Stygian. Why is she beached here, in the Western Ocean, and not cruising the calmer waters of the Styx? Doubtless, the answer lies somewhere below her dark decks…

As with his immensely popular The Unholy Greyl (33403 downloads ) , The Sea Devil's Debutante (28018 downloads ) , and Children Of The Void (23751 downloads ) adventures, Crimson Shoals (20981 downloads ) is written for Barbarians of Lemuria and contains several new monsters, some treasures, and other goodness you just can’t live without.

Unlike his three previous adventures, Crimson Shoals (20981 downloads ) contains stats and writeups for all of the key NPCs and mosters in Basic RolePlaying format as well. How’s that for some fancy?

Great Crom, people! Why are you still reading this drivel I’m writing? Download Crimson Shoals (20981 downloads ) already and get yer Hyborian on!

BoL Character: Captain Axl Gunnarson

Wherein your humble scribe presents a Barbarians of Lemuria system character he put together as a test of the system for use in that highly-amorphous psychedelic scifi setting that still won’t gel in his head. Barbarians of the Aftermath informs this concept as well, as will be obvious in short order.

Axl Gunnarson, captain of the Hazj-class merchant vessel Alfadis, was truly born to the life of a spacer. His mother, Teja Khadim Gunnarson, was pregnant with Axl when she entered the stasis chamber aboard the colony ship that would take her and her husband Ivar to their new home on Djaribhk IV. The journey lasted some 12 years, and during that time something unusual occurred with the development of the child within her womb. Somehow, against all known medical wisdom, the child’s consciousness continued to develop even as its body remained frozen in time. Now, as an old man of the spacelanes, Axl is one of the few documented psychics within the Galanas Federation. Axl is not fond of his unique abilities and seldom uses them, leaving him more of a raw talent than a honed instrument. He prefers to make his way between the systems and starports, buying and selling goods when he can and ferrying passengers when he must.

Captain Axl Gunnarson / Lifeblood 12 / Hero Points 5 / Psychic Power 10
Attributes: Strength 2, Agility 0, Mind 1, Appeal 1
Combat Abilities: Brawl 1, Melee 0, Ranged 2, Defense 1
Careers: Spacer 2, Merchant 1, Scholar 1, Psychic 0
Boons: Born To The Stars (bonus die on piloting, etc.)
Flaws: None
Languages: Galanash, TradeSpeak, Draybledhi, Vaarntic
Equipment: Laser Pistol (d6), Personal Shield (d6-2)