Category Archives: Labyrinth Lord

Posts about, related to, or featuring content for Labyrinth Lord and related games such as Basic/Expert D&D, Swords & Wizardry, OSRIC, and so on.

The Demons Of Adad Untash: Banzu Mugaam

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.

“Sorceress! You must help us!” the woman howled through her tears. “Five children have gone missing since the moon was last full. My own Imdilla and Imrudaa among them…” she added, before she was completely overcome with grief, unable to speak further.

“The city guards claim that they saw young Szeri, the butcher’s son, dragged into the sewer by a clawed camel,” her husband continued. “But if those useless kuru saw anything at all they saw it through drunken eyes. Surely they are lying?” he asked, more pleading than certain.

The sorceress drew her breath sharply through her teeth. She had no time for trifles, bigger troubles faced Umaab than a few errant children and a handful of lazy, drunken city guards. Still, the voice of her father echoed in her head, “We must never turn our backs on people in need, daughter. Though we live apart from them, we are of them, after all.”

“I will use my magic to scry upon these children so that I may tell you where they are to be found,” she said. “But I must ask you for a favor in return…”

Though she hated to take something of such value from these peasants, she had her own needs. And only the fire opal set in the woman’s hair comb could fuel the spell she must cast to open the gateway to where her beloved lay, trapped there by her nemesis, Shaalath Akis.

“Merely a short delay, sweet Dusz,” the sorceress thought. “A simple incantation to locate these calves that have strayed and then we will be reunited…”

Banzu Mugaam (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60’ (20’)
Armor Class: 0
Hit Dice: 6
Attacks: 3 (2 claws, bite)
Damage: 1d6+1/1d6+1/1d4+2
Save: F6
Morale: 10
Hoard Class: X
XP: 1,070

Banzu Mugaam look like squat, hairy human females with leprous, rotting camel heads. Their hands end in wicked talons while their legs end in cloven hooves. Their warty, wrinkled skin has a distinct greenish cast and they smell faintly of gangrene.

These demons are stronger than they would seem, and their terrible claws and vicious bites are quite dangerous. They constantly hunger for human flesh and are canny hunters.

Banzu Mugaam have the following spell-like abilities, useable at will: Charm Person, Fear, Levitate, Creeping Doom, Telekinesis (400 lbs.). Additionally, once per day these demons can Haste or Slow.

Additionally, they possess all of the abilities of a typical Standard 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)
  • Teleport without error

Banzu Mugaam can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Banzu Mugaam may Gate (10% probability of success) 1d6 Saam Ursag Mul.

Banzu Mugaam are sometimes encountered in the sewers beneath orphanages and hospitals, where they lure the infirm and children to their deaths.

The Tablets of Adad Untash tell the faithful that Banzu Mugaam are the souls of mothers whose children died of neglect.

The Sunken Temple Of Arn

In honor of the late Dave Arneson, who left us one year ago today, I present my (non-winning) entry in last year’s One Page Dungeon Contest. I was gunning for the “old school” category and took my inspiration almost 100% from Supplement II: Blackmoor.

So in case you missed it (and you know you did) here’s your chance to visit .

Here’s the entirety of the background, as a teaser:

In ancient days the monastic assassins known as the Sons of Arn built a great temple to their strange god on an island off the southern coast.

For many years they managed a troubled coexistence with the other religions. But when they dared to strike down the high priest of the sea god, their island temple was cast beneath the waves forever in an act of divine retribution.

Their knowledge lost and their religion destroyed, the Sons of Arn vanished from the world, leaving only half-remembered whispers in their stead. But now rumors abound of a shipwreck whose lone survivor escaped from a Sahuagin band that makes its home in a submerged ruin eerily reminiscent of the legendary Sunken Temple of Arn.

As a One Page Dungeon, The Sunken Temple Of Arn lacks game stats, but should be useable with pretty much any system you want. I specifically had OD&D in mind when I wrote it (obviously), but Swords & Wizardry (Core or WhiteBox) or Labyrinth Lord should work fine. Of course, so would Barbarians of Lemuria, Basic RolePlaying, OSRIC, or any other system that tickles your fancy.

One quick note for those who might not be familiar with a couple of the monster names: per Blackmoor (and some later books):

  • Koalinth are aquatic hobgoblins
  • Kopoacinth are aquatic gargoyles
  • Lacedon are aquatic ghouls

Most people who happen across this post probably know that stuff already. But hey, it never hurts to pass along a bit of (slightly) lost wisdom, eh?

LL/AEC Rogues Gallery: Sub-Classes Assemble

Wherein your humble scribe, endeavoring to get his ass back into the swing of blogging, finally gets around to presenting the final entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s a passel of characters from the ranks of the sub-class classes.

As noted in earlier installments, these characters are all 1st level, were granted maximum HP (default LL/AEC HD, not the Advanced option), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. I did throw out the absolute weaklings, though.

Assassins

Crowbeard / Dwarf Assassin 1 NE
STR 13 INT 12 WIS 9 DEX 15 CON 13 CHR 10
HP 5 AC 6 Gold 136
Scimitar, Dagger, Leather Armor, Shield

Grimskull / Half-Orc Assassin 1 CE
STR 16 INT 13 WIS 6 DEX 13 CON 12 CHR 9
HP 4 AC 6 Gold 105
Battle Axe, Dagger, Leather Armor, Shield

Druids

Danaar / Human Druid 1 N
STR 11 INT 9 WIS 15 DEX 12 CON 14 CHR 15
HP 7 AC 7 Gold 82
Scimitar, Sling & 10 Bolts, Leather Armor, Wooden Shield
Druid Spells: Detect Snares & Pits; Entangle; Faerie Fire; Invisibility, Animal

Savareen / Human Druid 1 N
STR 16 INT 10 WIS 17 DEX 9 CON 9 CHR 16
HP 6 AC 7 Gold 100
Sickle, Sling & 10 Bolts, Leather Armor, Wooden Shield
Druid Spells: Entangle, Locate Creature, Purify Water, Shillelagh

Monks

Maartense / Human Monk 1 LN
STR 14 INT 10 WIS 17 DEX 17 CON 13 CHR 10
HP 9 AC 9 Gold 13
Hand Axe, Light Crossbow & 10 Quarrels

Ling Po / Human Monk 1 CG
STR 12 INT 13 WIS 15 DEX 16 CON 9 CHR 6
HP 8 AC 9 Gold 24
Quarterstaff, Sling & 10 Bullets

Illusionists

Rhodanthe / Human Illusionist 1 CG
STR 10 INT 15 WIS 10 DEX 18 CON 13 CHR 9
HP 5 AC 6 Gold 150
Quarterstaff, Spell Book
Illusionist Spells: Detect Illusion, Phantasmal Force

Arvo Tir / Gnome Illusionist 1 LE
STR 9 INT 17 WIS 9 DEX 16 CON 13 CHR 10
HP 5 AC 8 Gold 120
Dagger, Spell Book
Illusionist Spells: Color Spray, Hypnotism

Paladins

Etienne The Chaste / Human Paladin 1 LG
STR 14 INT 16 WIS 16 DEX 14 CON 14 CHR 18
HP 9 AC 4 Gold 10
Long Sword, Scale Mail, Shield

Sorvan Of The Candle / Human Paladin 1 LG
STR 13 INT 9 WIS 13 DEX 8 CON 12 CHR 17
HP 8 AC 4 Gold 85
Mace, Banded Mail, Shield

Rangers

Alyx / Half-Elf Ranger 1 CG
STR 14 INT 12 WIS 17 DEX 12 CON 15 CHR 14
HP 13 AC 5 Gold 35
Long Sword, Long Bow & 20 Arrows, Scale Mail, Shield

Jorn / Human Ranger 1 NG
STR 11 INT 12 WIS 15 DEX 10 CON 15 CHR 9
HP 13 AC 5 Gold 21
Long Sword, Hand Axe, Heavy Crossbow & 10 Quarrels, Chain Mail

In The Weird Dungeon Of Makes No Sense At All

I abhor writing up “actual play” type posts, so I won’t do that here. But I will say that a good time was had last night. There was combat. There were puzzles. There were traps and tricks and travails. And, most important of all, there seems to be a consensus to continue sometime before next March. So maybe a regular(ish) group has been born. I’ll keep you posted.

In other news, if I draw the short straw I’ll be running something in BRP this coming weekend, which would likely delay the next installments of the Demons of Adad Untash yet again. With any luck I’ll know by tomorrow night. In either case, keep the faith. There’s plenty of demonic nastiness coming your way. Trust me.

Labyrinth Lord GM Screen, v1

Well, here it is, my first draft of a

It’s nothing ornate, but it should get the job done. It’s definitely skewed towards (a) Advanced Edition Companion usage and (b) immediate in-game reference. I’m sure there are things that could be added (and for my purposes I have a little more than full page to spare still), and I’m open to suggestion from the peanut gallery (that’s you), though I make no promises that I’ll do anything more with this.

Also, just so you know, I pulled all the tables from the old Word doc of Labyrinth Lord, so there might be some numbers in here that don’t quite match up with the newest printings. In other words, I haven’t really gone over the numbers with a fine-toothed comb. Use at your own peril and all that.

Finally, it’s not exactly stunning to look upon. But hopefully it’s not painful to look upon, either. Maybe the theoretical v2 will be fancier. Maybe 🙂

My Own Private GaryCon

Ok, so here’s the deal. For the past two years I’ve run a little game near the anniversary of the death of Gary Gygax. The first year it was on a complete whim and we used Castles & Crusades to get through roughly 50% of the very enjoyable Dungeon Crawl Classics module #31 The Transmuter’s Last Touch.

The group featured my wife, Kira, who played some D&D when she was a kid and is very understanding of my geekitude. Also involved were one of my regular geek friends (Parker) and his wife (Chloe), who’d never touched a d20 in her life. Fun was had, and when the pizza delivery guy arrived he saw what we were up to and asked if it was a regular thing or was specifically in honor of Gary. I love this town.

The next year (2009), we got together again with the intent of continuing the module, but we added a new person – Ren, a friend of Parker’s – and so decided to start fresh rather than shoehorning him into the middle of a module. Once again we used C&C, though with a number of tweaks to make it even more old school (no thieves!) and I decided to try out DCC #28, Into The Wilds. We bashed our way through precious little of the module itself – thanks to the players going in an utterly unexpected direction – but still had tons o’ fun. We vowed that we’d continue it sooner rather than later, but for various reasons (including the birth of a child to Parker & Chloe) we didn’t.

Late last year (or was it early this year? who can remember?) Parker decided to run a game of Mutant Future for the same group (blame me, I gave him a copy of MF after he’d related what a fan of Gamma World he’d been). We played two sessions of that marvelous game, finishing an adventure and learning just how deadly a giant poisonous chicken can be. This, naturally, brought us back around to trying to “finish” what we’d started last March.

So here we are, on the eve of our own personal GaryCon ’10. The date and time are set. Dice will be thrown. The only hitch is that we’re switching over to Labyrinth Lord so that there’s a bit of rules continuity from the MF game (to assist the not-really-gamer types – oh, and because I loves me some LL while at the same time I’ve become quite disenchanted with C&C).

What this means in practice is that I’ve got to do some work on character conversion (started, but not finished) and possibly a little bit of prep in re-reading the module, doing some stat work, and figuring out just how much I’m going to use from it at all, given the wildly off course position we’ll find ourselves at the beginning of the game.

“So, Venomous Pao, what are you getting at?” you ask.

Well, all of this long-winded junk is just a way of saying that I’m not sure, given the limited time I have in a day, how much stuff I’ll be churning out for Strange Stones this week.

I know, I know. You’re waiting (impatiently) for the next round of entries in the Demons Of Adad Untash. You’re hoping for more posts in the LL/AEC Rogues Gallery. Or maybe you’re just jonesing for some more Barbarians of Lemuria content. And believe me, I want to give you such things (I’m a giver, after all). And I will. But right this minute I wanted to prep you (my small but adoring audience) for what may turn out to be a very quiet week ’round here.

What I will almost certainly do in my offline work this week is put together a Labyrinth Lord DM’s screen for use at my game. And unless I somehow don’t do that (unlikely – I love playing with InDesign), I’ll be sure to post it here for people to grab. Think of it as a bribe for not giving up on me while I’m working on stuff for an actual game.

Thank you for your patience and support, amigos. Wish me luck in the actual play!

LL/AEC Rogues Gallery: Multi-Classed Characters

Wherein your humble scribe, taking a break from things that go bump in the nether hells, finally gets around to presenting another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s multi-classed characters.

As noted in earlier installments, these characters are all 1st level, were granted maximum HP (default LL/AEC HD, not the Advanced option), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. I did throw out the absolute weaklings, though.

Silvermoon / Elf Cleric/Magic-User 1/1 LG
STR 11 INT 17 WIS 14 DEX 8 CON 17 CHR 7
HP 7 AC 5 Gold 9
Mace, Chain Mail, Shield, Wooden Holy Symbol, Spell Book
Cleric Spells: Command, Cure Light Wounds, Remove Fear
Magic-User Spells: Message, Unseen Servant

Irmiel / Elf Cleric/Thief 1/1 NG
STR 11 INT 11 WIS 18 DEX 17 CON 12 CHR 9
HP 5 AC 6 Gold 6
Long Sword, Dagger, Leather Armor, Silver Holy Symbol, Thieves Tools
Cleric Spells: Cure Light Wounds, Purify Food & Drink, Sanctuary

Carsten / Half-Elf Magic-User/Thief 1/1 CG
STR 10 INT 14 WIS 13 DEX 14 CON 10 CHR 10
HP 4 AC 6 Gold 54
Short Sword, Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves Tools, Spell Book
Magic-User Spells: Enlarge, Mending

Levon / Dwarf Fighter/Cleric 1/1 LN
STR 15 INT 10 WIS 14 DEX 9 CON 13 CHR 8
HP 7 AC 4 Gold 69
Battle Axe, Banded Mail, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Protection From Evil, Remove Fear

Milo / Halfling Fighter/Thief 1/1 N
STR 13 INT 12 WIS 7 DEX 15 CON 11 CHR 10
HP 6 AC 7 Gold 45
Short Sword, Sling & 10 Bullets, Leather Armor, Thieves Tools

Gromsley / Gnome Illusionist/Thief 1/1 CN
STR 9 INT 16 WIS 13 DEX 16 CON 11 CHR 8
HP 4 AC 6 Gold 87
Short Sword, Dagger, Leather Armor, Thieves Tools, Spell Book
Illusionist Spells: Auditory Illusion, Wall of Vapor

Kaelmag / Half-Elf Assassin/Cleric 1/1 LE
STR 12 INT 13 WIS 14 DEX 15 CON 14 CHR 12
HP 6 AC 7 Gold 19
Long Sword, Silver Dagger, Leather Armor, Silver Holy Symbol, Thieves Tools
Cleric Spells: Cure Light Wounds, Detect Magic, Light

Malea Shadowwalker/ Elf Fighter/Magic-User 1/1 NE
STR 11 INT 15 WIS 8 DEX 9 CON 10 CHR 13
HP 6 AC 7 Gold 10
Scimitar, Longbow & 20 Arrows, Studded Leather Armor, Spell Book
Magic-User Spells: Darkness Globe, ESP

Urlen / Half-Orc Cleric/Thief 1/1 CE
STR 11 INT 8 WIS 14 DEX 15 CON 13 CHR 9
HP 5 AC 7 Gold 59
Scimitar, Dagger, Leather Armor, Silver Holy Symbol, Thieves Tools
Cleric Spells: Command, Cure Light Wounds, Darkness

Well Hello There, Everybody

And welcome to Strange Stones!

It seems that my pictures of the just arrived Swords & Wizardry WhiteBox Boxed Set have turned out to be pretty popular. So welcome to all you new visitors (and old friends, too) who’ve stopped by.

Pictures of D&D Sets

I don’t have any new content today – I’m far too hungover from a night of EuroRails in which I lost the game but won the “Who gets to polish off this bottle of ’91 Glenrothes?” contest – but I thought for the sake of the new visitors I’d point out my main project on the blog right now, The Demons Of Adad Untash.

This project will wind up consisting of a whole passel of demonic baddies for use with Labyrinth Lord & the LL Advanced Edition Companion (though, clearly, they’re usable with a whole bunch of other games that share a certain DNA, including S&W). I’ve just recently completed the lower order demons and the standard order beasties are up next. They should start rolling out a little later this week.

Meanwhile, here’s one more picture of the WhiteBox, alongside its grandfather and its cousin.

LL/AEC Rogues Gallery: The Thieves

Wherein your humble scribe, taking a break from things that go bump in the nether hells, finally gets around to presenting another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s the Thieves.

As noted in earlier installments, these characters are all 1st level, were granted maximum HP (default LL/AEC HD, not the Advanced option), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. I did throw out the absolute weaklings, though.

Hendershot / Halfling Thief 1 NG
STR 10 INT 13 WIS 11 DEX 15 CON 13 CHR 14
HP 5 AC 7 Gold 95
Short Sword, Sling & 10 Bullets, Leather Armor, Thieves Tools

Torral / Elf Thief 1 CG
STR 7 INT 8 WIS 10 DEX 17 CON 10 CHR 15
HP 4 AC 6 Gold 51
Long Sword, Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves Tools

Old Bill Ellum / HumanThief 1 CG
STR 13 INT 7 WIS 13 DEX 14 CON 10 CHR 9
HP 4 AC 7 Gold 34
Short Sword, Silver Dagger, Dagger, Leather Armor, Thieves Tools

Black Nance / Human Thief 1 CN
STR 9 INT 12 WIS 8 DEX 16 CON 10 CHR 12
HP 4 AC 6 Gold 19
Mace, Silver Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves Tools

Rundle / Dwarf Thief 1 CN
STR 13 INT 12 WIS 9 DEX 15 CON 16 CHR 6
HP 6 AC 7 Gold 47
Hand Axe, Leather Armor, Light Crossbow & 10 Quarrels, Thieves Tools

Walgh / Half-Orc Thief 1 CN
STR 14 INT 9 WIS 8 DEX 16 CON 13 CHR 10
HP 5 AC 6 Gold 6
Long Sword, Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves Tools

Lermo / Halfling Thief 1 NE
STR 8 INT 12 WIS 8 DEX 17 CON 10 CHR 12
HP 4 AC 6 Gold 98
Hand Axe, Dagger, Sling & 10 Bullets, Leather Armor, Thieves Tools

Jaliesta / Half-Elf Thief 1 CE
STR 13 INT 9 WIS 6 DEX 15 CON 14 CHR 9
HP 5 AC 7 Gold 24
Scimitar, Silver Dagger, Leather Armor, Thieves Tools

Veneth / Human Thief 1 CE
STR 11 INT 8 WIS 7 DEX 17 CON 16 CHR 11
HP 6 AC 6 Gold 4
Short Sword, Dagger, Leather Armor, Thieves Tools