Category Archives: Games

The S&W WhiteBox Boxed Set Has Landed!

Guess what just got delivered to me by my friendly neighborhood mailman? That’s right, kids, it’s Swords & Wizardry WhiteBox Boxed Set time!

Some pictures below:

A few quick thoughts:

  • I love it. It reminds me of my OCE box when it was new.
  • The 3×5 character sheets that were listed in the initial offering don’t seem to be in here. Packing error or change in plans? This is slightly disheartening, but not tragic.
  • The dice are pretty crappy, all things considered. But they’re dice that came in a game box, so even though I’m a snob I love them anyway. Actually, I’ll probably throw these into my big bin o’ dice and put the Gamescience dice from my Castles & Crusades Collector’s Edition boxed set in here, since I’m not really a C&C fan anymore.
  • The box contains a flyer pimping TARGA and Chgowiz’s Reference Sheets, which I think I’ll take advantage of shortly.
  • The digest-sized graph paper pad will have me drawing dungeons within the hour. Or else I’ll refuse to sully it and it will still be pristine 30 years from now. Either way, score!
  • Mythmere’s A Quick Primer for Old School Gaming was born to be made digest-sized. It actually reads better at this size. Weird.
  • The books look sharp and feel “new.” It’s lovely.
  • Oh. My. God. Book II of IV: Spells and Book III of IV: Monsters both have blank templates at the back for you to fill in your own creations. These books are begging to be written in. Can I actually do it? Time will tell.

In summary, I’m damn glad I bought this little package when I did. I just wish that the box-maker hadn’t screwed over Brave Halfling as much as they did, because the delay in receiving this little gem gave Labyrinth Lord, by way of the Advanced Edition Companion, the time and power to devour my brain. Still, it’s not like these wonderful games can’t each get some of my time, and there’s no doubt that they will. If only I didn’t have to have a day job!

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

BoL Character: Ofra Dral

Wherein your humble scribe presents the last of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting.

Ofra Dral was raised on the plains of Zaar, where her innate skill with the sling made her a natural hunter. She often journeyed with her father, Itamar, on his trips to the nearby cities to trade in pelts and pottery, and this view of the world outside the simple life of the Zaari instilled in her a burning desire to travel. Upon attaining the age of consent Ofra left her family’s farm and ventured to the fortress city of Lak Bran Mull, where she served for a time as a member of King Tyr’s army. Ofra now seeks her fortune in the wider world, no longer bound by the duties of family or king.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 2
Mind 0
Appeal 2

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Careers
Hunter 3
Farmer 0
Merchant 0
Soldier 1

Boons
Sling Master
Plains Tracker

Flaws
Landlubber

Languages
Zaaric (non-literate)
Kellic (non-literate)

Equipment
Mace (1d6)
Sling (1d3)
Light Armor (1d6-2)

BoL Character: Zoru Dhalim (Etienne Toreaux)

Wherein your humble scribe presents the third of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. One more will follow.

Born into the noble house of Toureaux in Roudenelle, Etienne spent his youth studying the Laws of Commerce and dreaming of far off lands that could be exploited, er, tapped, as new sources of spices, gems and ores. When his family was slaughtered and his house raised by the conquering army of Krug Jas, Etienne narrowly escaped with his life thanks to the efforts of a loyal family retainer. Etienne, who took the Zaaric name Zoru Dhalim in order to hide from the conquerer’s army, retreated to the farmlands outside of Roudenelle where he lived as a peasant farmer and began to study the healing arts. When the soldiers of Krug Jas came again and destroyed the farm on which he lived, motivated by nothing more than malice, Zoru vowed that he would become wealthy enough to employ an army of assassins to put an end to Krug Jas once and for all. Though he has not realized this dream yet, his quick mind and years of study have helped Zoru become a very wealthy merchant in a short time.

Essences
Lifeblood 10
Hero Points 1

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Noble 1
Farmer 0
Healer 0
Merchant 3

Boons
Etiquette
Great Wealth
Trustworthy

Flaws
None

Languages
Native (Literate)
Zaaric (Literate)

Equipment
Mace (1d6)
Sling (1d3)
Medium Armor (1d6-1)

BoL Character: Thylissa of the North

Wherein your humble scribe presents the second of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. Several more will follow.

Thylissa grew up in the frozen northlands, a fierce and untamed barbarian warrior. In her 16th year she was captured by slavers from the south and sold to the pirate king Draato. Her beauty saved her from the more brutal aspects of slavery and Draato instead treated her as a concubine. In this role she developed skills as a dancer, the better to please her master. When Draato’s ship was sunk on the high seas she was rescued by a passing merchant fleet with whom she served as an able sailor. Since her return to land she has eked out a living as a thief and tomb-robber.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 0
Appeal 1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Barbarian 2
Dancer 1
Mariner 0
Thief 1

Boons
Beast Friend
Quick Recovery

Flaws
Distrust of Sorcery

Languages
Native (Non-literate)

Equipment
Great Axe (1d6+2)
Hand Axe (1d6)
Bow (1d6)
Medium Armor (1d6-1)

BoL Character: Rogan Stringbender

Wherein your humble scribe presents the first of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. Several more will follow.

Though born to Arnosto, one of the noted scribes of the southern lands, Rogan showed little inclination for serious study, preferring instead to spend his days playing whatever musical instruments he could get his hands on. He left his homeland as soon as he could, in search of new melodies and new instruments to play. Life in the real world proved less easy than it had been at his father’s college and Rogan soon turned to petty crime to supplement his income. A short while after this fall into the darker side of things Rogan was befriended by the sorcerer Skaarmaltheneon, who observed in the young man a natural talent for the arcane arts. After a time in the tutelage of that great mage, Rogan has again struck out on his own.

Essences
Lifeblood 10
Arcane Power 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl -1
Melee 2
Ranged 0
Defense 3

Careers
Scribe 0
Minstrel 2
Thief 1
Magician 1

Boons
Magic of the Sorcerer Kings

Flaws
Feels The Cold
City Dweller

Languages
Native (Literate)
Written Magic

Equipment
Sword (1d6)
Sm. Shield (+1)
Light Armor (1d6-2)
Lute

The Demons Of Adad Untash: Lower Order Demon Summary

The writeups for all nine of the lower order Demons of Adad Untash are complete!

Below is a summary of these nasties with links to the full write-up for each.

  • 4 Hit Dice
    • Barbu Dnin Kur
      Vicious Three-Headed Birds With Diseased Bites!
      AL C(E), MV 180′, AC 2, HD 4 + 3, #AT 3 2d4/2d4/2d4 + Disease Chance, SV F5, ML 10
    • Tummar Anang Kur
      Dog-cows with poisonous rat tails and magic powers!
      AL C(E), MV 150′, AC 3, HD 4, #AT 2 1d6/1d4 + Poison, SV F4, ML 8
  • 3 Hit Dice
    • Uszu Anang Kal
      Foul-smelling boar-snake beasts from beyond!
      AL C(E), MV 120′, AC 4, HD 3 + 3, #AT 2 or 1 DG 1d6/1d6 or 2d4, SV F3, ML 11
    • Anu Bata Kalb
      Scroll-collecting beetle-men who can paralyze with their eyes!
      AL C(E), MV 90′, AC 4, HD 3, #AT 2 DG 1d6/1d6, SV C3, ML 8
  • 2 Hit Dice
    • Tummahu Anang Gar
      Hideous horse-headed demons armed with whips to drag you to hell!
      AL C(E), MV 120′, AC 5, HD 2 + 4, #AT 1, DG 1d6+1 or 1d4+1, SV F3, ML 12
    • Lum Anang Kul
      Two-headed baboon-things with fear-inducing screams!
      AL C(E), MV 120′, AC 6, HD 2, #AT 1, DG 1d8, SV F2, ML 9
  • 1 Hit Die
    • Bazu Tum Laag
      Toad-Spider monstrosities with poisonous bites!
      AL C(E), MV 120′, AC 5, HD 1 + 3, #AT 1, DG 1d6+1 or 1d4+1, SV F2, ML 12
    • Saam Ursag Mul
      Fast-flying cat-vultures with terrible talons!
      AL C(E), MV 30′, Fly 180′, AC 8, HD 1, #AT 2, DG 1d4/1d4, SV F1, ML 10
    • Muzgub Anang Gul
      Speedy little gator-headed rat-things!
      AL C(E), MV 180′, AC 4, HD 1, #AT 1, DG 1d4+1, SV F1, ML 7

Next up – after I take a few days to think about less nightmarish things, perhaps – will be the demons that occupy the “standard order” niche of this pantheon. Once those are done I’ll be sure to provide a handy reference like the one above for them. I’m all about making these beasties as easily accessible as possible. It’s just the kind of guy I am.

The Demons Of Adad Untash: Barbu Dnin Kur

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.

Lugul the Elder cried out in pain and collapsed as the gaping maw tore away yet another chunk of his flesh. Whether he still lived Dusz could not tell, nor was the myrmidon likely to have a chance to assess his companion’s fate. Only he and his beloved, the sorceress Giszeah, yet stood – and they were surrounded on all sides by the terrible tooth-filled beaks of these giant, eyeless hell-spawned beasts.

“My spells are useless against them!” called out Giszeah as a set of snapping mandibles missed her by inches.

“Do you remember, my darling, the day we met?” barked back the warrior as his axe laid open the chest of one of the bird-things.

“Of course I do, you would have died but for the holy water I…”

“Yes! The Blessed Water of Ea! It worked then, when iron and magic would not. Try it now, Giszeah! For the love of Marduk, Ishtar and all of Umaab! Try it now!”

Barbu Dnin Kur (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 180’ (60’)
Armor Class: 2
Hit Dice: 4 + 3
Attacks: 3 (bites)
Damage: 2d4/2d4/2d4, disease
Save: F5
Morale: 10
Hoard Class: None
XP: 740

Barbu Dnin Kur manifest in our world as 8’ tall flightless birds with three scaly, serpentine necks that end in eyeless heads. The powerful hooked beaks of these monstrosities open to reveal multiple rows of razor-sharp fangs, which drip with a virulent slime. Victims of a bite from one of the mouths have a 33% chance of contracting a disease that will prove fatal within 1d6 days unless the spell Cure Disease is cast upon the afflicted character.

Twice per day a Barbu Dnin Kur may spend a combat round weaving its three necks in an undulating pattern that places those who fail a Saving Throw vs Spells into a trance that affects them though the Sleep spell had been cast upon them.

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 point of damage.
  • Exceptionally vulnerable to Holy Water, taking 3d4 damage per thrown vial that hits or an additional 1d8 of damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 6HD) by Clerics of the gods of Umaab.

Barbu Dnin Kur often congregate at the confluence of effluent-choked streams and rivers. They are also occasionally ridden into battle by certain types of more powerful demons and, less often, by select high-level evil clerics.

The Tablets of Adad Untash tell the faithful that Barbu Dnin Kur are the souls of those who died of diseases contracted from eating unclean meats.

The Demons Of Adad Untash: Tummar Anang Kur

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.

“What in the Halls of Dust and Darkness are those things?” Maamusz muttered to himself as he looked down upon the strangely inlaid circle about which the bizarre creatures cavorted. Their heads reminded him of his father’s old mutt, Sike, and yet the rest of their bodies was like something out of a nightmare. Their bloated bodies resembled the cattle he had abandoned when he took up this new life of liberating riches from the ancient buried places of the earth, and though it was hard to see in the dark, they appeared to have tails like… rats?

Maamusz frantically plucked thrice upon the taut rope, signaling to Nagaluk and Bar-Gehen to stop lowering him into this strange tomb they had unearthed deep within the Forbidden Desert.

“What’s the problem, goatherd? Scared of the dark?” called Nagaluk, misremembering Maamusz’ past career, likely out of malice.

“There are… things down here! Monsters!” Maamusz hissed back, trying to avoid drawing the attention of the things below him.

“Monsters? Really? I’m not sure I believe you, swineherd,” replied Nagaluk as Bar-Gehen stifled a laugh. “We’re going to keep lowering you so that we can finish this job before daylight. You know that king’s patrols aren’t keen on our livelihood.”

“No, wait! Pull me up! Pull me up! They’ve spotted me! Their eyes! Their eyes! Oh gods…”

The silence that followed was deafening.

Tummar Anang Kur (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 150’ (50’)
Armor Class: 3
Hit Dice: 4
Attacks: 2 (1 bite, 1 sting)
Damage: 1d6, 1d4 + poison
Save: F4
Morale: 8
Hoard Class: None
XP: 575

These abominations have the bodies of small hump-backed cattle topped with snarling, rabid canine heads. Their tails resemble those of rats and are covered in thick, sickly-colored scales, ending in a poisonous barb. Tummar Anang Kur carry the sour aroma of unwashed feet with them wherever they travel and their eyes shine with a green flame of malevolence that shows through even the deepest darkness.

Tummar Anang Kur attack by biting and stinging with their poisonous tail each round. The poison delivered by their sting is deadly. Alternatively, these creatures may use one of the following spell-like abilities in place of attacking in a round: darkness (15′ radius) or silence (15′ radius). Each of these special abilities may be used twice daily. Though they are not particularly intelligent, Tummar Anang Kur posses an innate instinct for using these special abilities to their advantage in combat.

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 1d2 damage.
  • Vulnerable to Holy Water, taking 1d4 damage per thrown vial that hits or an additional point of damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 6HD) by Clerics of the gods of Umaab.

Tummar Anag Kur are often found in small packs in labyrinths, frequently gathered near pentagrams, summoning-circles and other places of demonic residue.

The Tablets of Adad Untash name Tummar Anag Kur as the spirits of those who allowed their wives to keep unclean homes.