Category Archives: Games

The Demons Of Adad Untash: Saam Ursag Mul

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 had drawn the short lot. Again. The other Adepts of Marduk ribbed him mercilessly as he headed down the temple steps to join the caravan. In these harsh times the priests cheerfully sent along an Adept with any merchant who made a proper donation to the temple. To protect their spirts, my son. Arsaces had reminded him. Yes, yes. Their spirits.

Now, three days later their jibes still rang in his ears as the camel beneath him grew restless, tossing its head from side to side. The sand in his mouth tasted slightly better than the stale barley bread the merchants shared with him. The sand in his beard was slightly less annoying than their banter. The sand in his…

“Look above, young priest!” called out Margagu the Caravan Master. “See the vultures circling so high. It will be another hot one today.”

Suddenly the circling specks broke their kettle and began to dive towards the caravan.

“Those are no vultures, Margagu. Quick! Alert your archers! Nergal sends his Saam Ursag Mul against us!”

Damn you and your shortcut across the ancient battlefields, you greedy old fool, Lugul thought as he took his holy symbol from its chain about his neck and prepared to call upon the light of his god to drive these wingéd demons back to the hells from which they came.

Saam Ursag Mul (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 30’ (10’)
Fly: 180’ (60’)
Armor Class: 8
Hit Dice: 1
Attacks: 2 (talons)
Damage: 1d4/1d4
Save: F1
Morale: 10
Hoard Class: None
XP: 31

When summoned from the darkest hells, Saam Ursag Mul take the form of cat-headed vultures. They attack with their talons while airborne, swooping in to strike and then flying away rapidly. On any turn that an attacking Saam Ursag Mul has initiative over its opponents, those opponents suffer a -3 penalty to hit it that turn.

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

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

Further, these creatures are:

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

Saam Ursag Mul are typically found in graveyards as well as circling above places of great slaughter, such as battlefields and sites of terrible atrocities.

The Tablets of Adad Untash tell the faithful that Saam Ursag Mul are the souls of craftsmen who knowingly sold shoddy merchandise.

Kaalmuria – An Entirely Derivative Setting For BoL

Wherein your humble scribe presents a very off-the-cuff Howardian setting devised for use with Barbarians of Lemuria.

The goal was to get the players into a familiar setting as fast as possible, while not forcing them to worry about the long shadow of a certain well-known barbarian. A short, two-session scenario was played in this world to generally good reviews. The players just prefer a system with a bit more crunch than BoL has to offer. I’m not giving up just yet, since I personally dig the rules a lot. Maybe a post apocalyptic trip through Narakam will change their tiny little minds? Muhaha.

Origins

The BoL rules depend a bit on heroes specifying their country/region/city of origin. Your origin helps define you, but it need not constrain you. The following five origins are a small sampling of those found in Kaalmuria.

Zaar
The great plains of Zaar dominate much of the central region of Kaalmuria. The population of Zaar is roughly half-nomadic and half-argrarian. Both groups of Zaari are known for a love of learning and a keen nose for mercantile concerns. Heroes from the plains of Zaar seldom fail to have Hunter or Merchant as one of their careers.

Boons
Mace Fighter: When fighting with a mace of traditional Zaaric design, roll an extra die.
Sling Master: Roll an extra die when attacking with a sling.
Plains Tracker
Learned
Attractive

Flaws
Landlubber
Distrust of Sorcery
Feels the Cold

Kel
Kel is a misty, moody northern island and its people are much the same. Prone to drink, artistically inclined and never afraid of a fight, the typical Kelman makes for an… interesting traveling companion. The people of Kel are also known for their uncanny luck.

Boons
Broadsword Master: If you are using a genuine Kellic Broadsword, you may roll one extra die.
Longbow Master: If you are using a genuine Kellic Longbow, you may roll one extra die.
Artistic
Marked by the Gods
Carouser
Hard To Kill

Flaws
Drunkard
Feels the Heat
Poor Eyesight

Liria
A refined – some might say decadent – city of courtiers, assassins and magicians, Liria is known as the City of the Secrets. Heroes from Liria often have Assassin, Noble or Sorcerer as careers. Heroes from Liria may not have ranks in Barbarian.

Boons
Knife Fighter: If you are using a true Lirian Kris, you may roll one extra die.
Innate Magician (same as Magic of the Sorcerer Kings)
Etiquette
Great Wealth
Power of the Void

Flaws
Delicate
City Dweller
Cravings
Untrustworthy

Thaxos
A proud, passionate city of sailors, poets and philosophers, Thaxos is the undisputed sea power of Kaalmuria. Heroes from Thaxos invariably have Mariner or Scribe (if not both) as one of their careers.

Boons
Axe Fighter: Use an extra die whenever you are fighting with a genuine Thaxoan Axe.
Born Sailor
Learned
Keen Eyesight
Quick Recovery

Flaws
City Dweller
Cravings
Combat Paralysis
Missing Eye or Ear

Geirbjornhal
Here be barbarians. Wild and untamed, with limited trappings of civilization, Geirbjornhal and the rest of the Northern Wilds breed strong, savage warriors who often travel south to make their fortunes. Heroes from Geirbjornhal must take Barbarian as their first career.

Boons
Spear Fighter: Use an extra die whenever you are fighting with a traditional Geirbjornhaller Spear.
Born To Climb: Roll an extra die when climbing vertical surfaces.
Beast Friend
Fearsome Looks
Thick Skin
Rock or Snow Tracker

Flaws
Landlubber
Distrust of Sorcery
Missing Limb
Missing Eye or Ear
Brutish

Languages

The following are some of the languages are spoken in Kaalmuria: Zaaric, Kellic, Lirian, Thaxian, and Geiric. Additionally, there is a common tongue known colloquially as Gutterspeak.

Gods

The varied people of Kaalmuria worship a wide variety of gods, ranging from the omnipotent and omnipresent to the ominous and obscure. A small number of these deities are listed below.

Generally Good
Ghev – Zaari god of the sun
Rhafa – Zaari goddess of the harvest
Dynan – Kellic god of wine and song
Mael Mav – Kellic goddess of war
Ceria – Lirian goddess of knowledge and aqueducts
Estiel – Lirian goddess of the moon and magic
Rasos – Thaxian god of the sea
Thalestres – Thaxian goddess of wisdom and war
Brogdr – Geirbjornhaller god of strength and war
Lleshgaar – Geirbjornhaller god of storms

Generally Evil
Satach – Zaari prince of hell
Tiabhal – Kellic queen of the dead
Derinos – Lirian arch-devil

Narakam: The World After

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

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

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

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

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

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

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

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

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

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

The Demons Of Adad Untash: Muzgub Anang Gul

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

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

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

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

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

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

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

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

Further, these creatures are:

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

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

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

LL/AEC Rogues Gallery: The Clerics

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

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

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

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

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

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

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

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

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

LL/AEC Rogues Gallery: The Fighters

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

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

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

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

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

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

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

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

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

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

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

LL/AEC Rogues Gallery: The Magic-Users

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

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

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

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

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

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

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

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

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

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

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

Advanced Edition Companion Now Available

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

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

Go Ape, Young Mutant

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

Introducing The Apen

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

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

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

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

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

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

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

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

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

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