Category Archives: Homebrew

Mini Six: Contra El Zombi Atómico!

El Zombi Atomico

El Zombi Atómico, the scourge of Veracruz, is at it again. Now – with his Zombi Queen by his side and his Zombi henchmen dutifully following his every order – he holds the city in his cold, dead hands. The call goes out all across all of Mexico for brave luchadors to send Eza (he hates it when people call him that) and his gang back to hell and save Verecruz from a fate worse than death!

El Zombi Atómico
Might 4D+2 Agility 2D+2
Wit 3D Charm 3D+2
Skills: Brawling 5D+2, Athletics 3D+2, Toughness 5D+2, Dodge 3D+2, Diplomacy 4D, Persuasion 4D, Leadership 4D, Streetwise 4D+2
Perks: Signature Move: Zombi SLAM! (once per combat may double the result of one Brawling roll)
Complications: Not really alive… or is he?
Gear: none of significance
Static: Dodge 11, Block 17, Parry 14, Soak 17
Armor: none

La Reina De Los Zombis
Might 2D+1 Agility 3D+2
Wit 3D Charm 4D
Skills: Dodge 4D+2, Magic 4D, Seduction 6D
Perks: Sorcerer
Spells: Paralysis, Slumber
Complications: Not really alive… or is she?
Gear: none of significance
Static: Dodge 15, Block 9, Parry 6, Soak 7
Armor: none

Zombi Henchmen
Might 3D+1 Agility 2D+2
Wit 1D+1 Charm 1D+2
Skills: Brawl 4D+1, Melee 4D+1, Muscle 4D+1, Stamina 4D+1, Throw 3D+2, Intimidation 3D+2
Perks: none
Complications: none
Gear: Pistol (4D), Clubs/Chains/Etc. (4D+2)
Static: Dodge 8, Block 13, Parry 13, Soak 10
Armor: none

New Perk: Signature Move
What’s a luchador without his (or her) signature move? Nothing! That’s what. This perk, which costs two skill dice, gives your character the ability to declare that he is performing his signature move once per combat encounter. When doing so you get to double your Brawling roll for that particular attack roll. You must, of course, name your signature move and declare it with the appropriate lucha spirit when you decide to perform it in combat.

Dogs Of W*A*R: November Company Grunts

So here I am using Dogs Of W*A*R (the modern action relative of Barbarians Of Lemuria) to knock out a few grunts for that theoretical November Company thing I mention occasionally. I’m not actually anywhere near doing anything on that front, but I’m trying to rekindle the RPG fire by poking at something I find interesting. So, without further ado, here are some low ranking GIs who have found themselves assigned to November Company.

Sgt. Danny Womack

Daniel Womack hails from Santa Rosa, California. The son of a policeman and a seamstress, the 24 year old Womack had himself entered the force before enlisting in the army after Pearl Harbor. He has taken to the service and is respected by his superiors. He is a very serious man who almost seems to lack a sense of humor entirely.

Sgt. Danny Womack / Lifeblood 11 / Exploit Points 5
Attributes: Strength 1 Agility 1 Mind 0 Appeal 2
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Background: Law Enforcement
Specializations: Sleuth 1 Soldier 2 Sneak 2 Snoop 1
Boons: Alert, Gun Specialist
Flaws: Anger Issues
Languages: English, German, French
Equipment: Heavy Pistol (d6+1), Light Machine Gun (2d6* +1)

Pvt. Dominic Di Martino

Nineteen year old Dominic Di Martino is as Brooklyn as it gets. Before entering the army he was well on his way to establishing himself as a petty criminal of some note. The army has set him straight and it’s unlikely that he’ll return to that lifestyle if he makes it home. Dom is garrulous and something of a practical joker. And his knowledge of baseball is unrivaled in all of November Company.

Cpl. Dominic Di Martino / Lifeblood 12 / Exploit Points 3
Attributes: Strength 2 Agility 0 Mind 1 Appeal 1
Combat Abilities: Brawl 2 Melee 0 Ranged 2 Defense 0
Background: Criminal
Specializations: Faceman 1 Soldier 2 Fixer 1 Tech 2
Boons: Stylish, Fast Talker, Grease Monkey
Flaws: Greed
Languages: English, Italian, German, French, Yidish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

Pvt. John O’Shea

Boston-born John O’Shea is no soldier – at least not by the standards of most of November Company’s fighting men. But what O’Shea lacks in army training he makes up for with a broad range of knowledge and languages. Whether you need to get patched up or take out a bridge, O’Shea’s your man in just about any theater. Now if only he could keep from losing his glasses in a firefight.

Pvt. John O’Shea / Lifeblood 10 / Exploit Points 5
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 3 Defense 1
Background: Other
Specializations: Academic 2 Soldier 1 Medic 2 Sapper 1
Boons: Mimic, Deadly Fists, Born Behind The Wheel
Flaws: Poor Eyesight, Clumsy
Languages: English, German, Burmese, Japanese, Chinese, Russian, Finnish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

BoL Bestiary: Cochmeuhquetl – The Zombies Of Tlactoztlan

Cochmeuhquetl (“sleepwalkers”) are Coztli that, after having been slain in battle, are returned to a semblance of life by Teoyaomqui, the god of dead warriors. Their purposes unknown to the common people of Tlactoztlan – and seldom divined even by the Texotli – these shambling undead creatures are often found within the swamps and deep jungles of the lost valley. Sometimes they appear to be guarding particular areas. Other times they are seen to be working at building new temples. And occasionally they descend upon a village where unrighteous behavior has been observed to mete out the punishment of the gods.

Attributes
Strength 4
Agility −1
Mind −2

Combat Abilities
Attack with Macuahuitl +2; 2d6
Attack with Fists, +3; 1d6
Defense: -1
Protection: d6 (tough skin)
Lifeblood: 15

Sidekick, Rival, Or Nemesis?

Hey, it’s that rascally Kor Danys. What’s his relationship with Nyr’n Pharr? No matter what, he’s definitely a better shot with that plasma pistol.

Kor Danys
Little Man With The Gun In His Hand
Might 2D+2 Agility 3D+2
Wit 3D+1 Charm 2D+1
Skills: Knife 4D, Dodge 5D, Streetwise 3D+1, Plasma Pistol 5D, Pick Pockets 4D+1, Pick Locks 3D+2, Brawling 3D, Stamina 3D+1
Perks: None
Complications: None
Gear: Dagger (5D), Plasma Pistol (5D)
Static: Dodge 15, Block 9, Parry 12
Body Points: 28
Armor: Leather (+2)

Update: Just Not Feelin’ It

Well, hell. I’m sorry folks, but what with this new job (at a startup, which means much madness) and all, I’m just not quite feeling the geek blogging spark. The past few nights I’ve sat down at the ol’ writing machine and just kind of started off into space, unable to put any of my thoughts into coherent action. And that’s frustrating. And then that frustration feeds on itself. I’m sure y’all know the feeling.

So what’s a poor pao to do? I figure I’ll just keep on staring at the page until the words come, but in the meantime I thought I should at least say something so y’all don’t think I’ve up and died or somethin’.

My copy of the Mercenaries, Spies & Private Eyes “bonus pack” arrived over the weekend, and a very quick flip through the main rules confirms my suspicion that it’s probably exactly what I need to supplement my desire to run a psychedelic Science Fiction setting using Tunnels & Trolls – so much so that I might not need T&T at all. So if I can ever get the swirling ideas around that concept to solidify, I’m pretty sure what I’ll be using.

I also finally knuckled under and bought the PDF of BASH Ultimate Edition, the better to scratch my creeping Superhero gaming itch. It’s an interesting game that I think is quite capable of handling a nice & diverse batch of power levels. It seems like a worthy successor to the late & lamented Silver Age Sentinels in the “It’s like Champions, but lighter” category. I think this may prove to be the game system that unlocks the crazy dimension- and world-hopping 60s/70s Marvel-esque superhero/fantasy game that’s also bouncing around in my head.

That’s about all I can actually wring out of my sad little brain at this point, I’m afraid. But the fact that there ideas struggling to be born has to count for something, right? 🙂

Oh, and just so there’s something actually useful in this post, here’s a quick Mini Six character. Why? Because Mini Six is nice and easy to create characters for, don’tchaknow?

Nyr’n Pharr
Science Fantasy Hero Extraordinaire
Might 4D Agility 2D+2
Wit 2D+1 Charm 3D
Skills: Axe/Mace 5D, Dodge 4D, Stealth 3D, Pick Locks 3D, Persuasion 3D+2, Riding 4D, Seduce 4D, Streetwise 4D
Perks: None
Complications: None
Gear: Axe (7D), Dagger (5D), Plasma Pistol (5D)
Static: Dodge 12, Block 12, Parry 15
Body Points: 32
Armor: Chainmail (+6)

T&T: The Expert Class

As I’ve mentioned before, I’m not exactly new to Tunnels & Trolls, but I’m also not well-versed in it. I can probably count the number of games of it I’ve played on one, maybe two hands. But those games stretch back to the early 80s. Regardless of my general lack of grounding in the game, I have often – especially lately – been drawn to its strange combination of depth and simplicity. It seems capable of a wild & woolly richness that I think can be applied to other, less “fighty” genres quite well. So as I try to shake this weird, undefined psychedelic science fiction setting out of my head (where it’s clinging, like water in the ear) I keep finding myself thinking that T&T might be the engine to drive it.

To make T&T work for my (admittedly rough) concepts, which are informed mostly by things like Space: 1999, Moon, 2001: A Space Odyssey, and some of Samuel R. Delany’s books (Nova and Babel-17 especially) I need a class that isn’t really found in T&T: one that represents the highly-trained (or naturally gifted) scholar/scientist/expert/engineer/etc. One could arguably accomplish this with the Citizen class (in 7.x), but as written the Citizen just sucks too much for regular play – especially when compared to the other classes (as it should, since it was intended to).

So what I’m proposing is a class I’ll call the Expert. This class should excel at knowledge-oriented things, so their “special ability” is the rapid acquisition of Talents. For this setting I’m going to likely allow other classes (at least their Human members, if other races crop up) to begin with two Talents. Therefore, in order to make the Expert stand apart, they’ll gain Talents at an accelerated rate early on. Here’s the Talent progression I have in mind:

  • 1st level: 3 Talents
  • 2nd level-5th level: 2 Talents
  • 6th level & beyond: 1 Talent

This means that the Expert will wind up having 5 Talents more than their less-skilled brethren once they reach 5th level, and stay that way thereafter. That seems like enough of an edge without being too fiddly or encumbering. Further, the “bonus talents” (those over and above what other classes would earn at the equal level) can never be “worth” less than a +3 rating. Those talents, however, must represent some kind of non-combat-oriented knowledge or skill.

Where I’m hitting a roadblock is how to have these guys perform in combat. Clearly they’re not Warriors, so they definitely don’t get any kind of armor bonus (or attack bonus, in 7.x). But I also don’t see them as uniformly unfighty as Wizards or, god forbid, Citizens. So I think I’ll just let them have normal Combat Adds (like Rogues and Specialists). Still, I’m not sure that this doesn’t overpower them somehow. So I’m open to suggestions.

Since this is all pretty clearly for T&T 7.x, I should note that the “Level Attributes” for the Expert are: INT, DEX, LK, and CHR. Those seem the most reasonable, but two of those are also Combat Adds stats, so I worry a little about pushing these guys too hard in the combat direction. PSI (which is just Wizardry renamed), STR, CON, and SPD definitely don’t fit the archetype, though. So I guess I’ll run with it.

Anyway, here’s a quick trio of Experts who find themselves in a strange new world. Let’s hope all that fancy book learnin’ helps them survive.

Gauthier M / Expert / Human / 1
STR 12 CON 7 DEX 9 SPD 10
INT 15 PSI 9 LK 9 CHR 9

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds +0

Talents Linguistics (+6), Poetry (+5), Fencing (+3)
Languages More than a few

ElectroPistol (4+4), Woven Techsuit (6)

Declercq G / Expert / Human / 1
STR 11 CON 6 DEX 14 SPD 14
INT 15 PSI 5 LK 10 CHR 10

Height 5′ 11″ Weight 170 lbs.

Adventure Points +4
Combat Adds

Talents Physics (+4), Archaeology (+3), Stardrive Engineering (+6)
Languages More than a few

ElectroPistol (4+4), Woven Techsuit (6)

Rieux A / Expert / Human / 3
STR 8 CON 14 DEX 8 SPD 8
INT 32 PSI 13 LK 10 CHR 11

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds −3

Talents Star Piloting (+3), Trick Shooting (+6), History (+6), Literature (+2), Chemistry (+4), Persuasion (+4), Chess (+4)
Languages Freaking All Of Them

ElectroPistol (4+4), Woven Techsuit (6)

The Lost Expedition Of Martin Hidalgo

Wherein your humble scribe presents three characters and a monster for Tunnels & Trolls. I believe tapas is in order…

In the late summer of 1526 the Spanish explorer Martin Hidalgo Guadalupe Ramirez y Sanchez set sail for Hispaniola from Seville with but a single caravel (the Santa Inez) and a small number of men, which was all the dwindling fortunes of his family could afford. The ultimate goal of the Hidalgo expedition was, of course, to discover as much information about (and plunder as much gold from) the New World as possible. The ship and its crew never reached Santo Domingo and was presumed lost at sea. At the time it was theorized that the ship may have encountered Hurricane San Francisco, which later caused significant damage across Hispaniola.

The tragic loss of he expedition would likely have faded into history but for the “reappearances” – three in total, spread out over the course of more than a century – of men who claimed to be survivors of the ill-fated voyage of the Santa Inez. The first of these men, a middle-aged Spaniard who called himself Juan Albano De Urquiza, “reappeared” in Madrid in 1539, telling tales of a terrible storm that “swept the Santa Inez into the skies themselves” and her safe arrival upon shores where “the snakes walked like men and devils mined gold from the earth.” De Urquiza expired from an unknown illness shortly after telling his tale to a number of sailors at a dockside taverna in Málaga.

The second reaparecido surfaced in 1588 in London. Upon his deathbed, Theodorus Van Waerwijk – a wealthy Dutch merchant who had only recently set up shop in England, confessed to an unnamed Anglican priest that his vast fortune came not from hard work but from the hands of snakes and devils he met “after Saint Agnes delivered me to that other world.” So vivid were Van Waerwijk’s descriptions that the priest entered them into the church’s records as proof of the power of Satan over the minds of even the most righteous of men. How it came to be that these words appeared several times within a series of Irish broadside ballads in the 1790s is unknown.

The story of the final person to claim connection to the Hidalgo Expedition is perhaps the unlikeliest of all. In August of 1692, at the height of the Salem Witch Trials, a “deshevel’d and derrang’d man who spoketh both in tonnegues and in the language of the Portugal” appeared out of thin air on the streets of Boston. Jose Marcelo Teixeira, as he was finally identified, was at that time a mere 19 years of age, exhibited innumerable strange behaviors and is reported to have “called upone the names of demons and cast spelles of a magickal nature.” These accusations most certainly led to his inclusion amongst those who were hanged during that dark stretch. Before he was executed, however a sympathetic old sailor who had settled in Salem and spoke a small amount of Portuguese recorded several conversations with Teixeira, the written notes of which were discovered amongst the personal effects of some distant relative only within the past decade. In these notes, the terrified and tormented Teixeira details a land similar to that described by both De Urquiza and Van Waerwijk, including references to walking snakes and devils under the hills.

Juan Albano De Urquiza / Warrior / Human / 1
STR 10 CON 13 DEX 11 SPD 16
INT 13 WIZ 12 LK 11 CHR 12

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds +3

Talents Navigation (+4)
Languages Spanish, Hissanthi

Cutlass (3+3), Dagg (5+15), Cuirass (10), Open-face Helm (4)

Theodorus Van Waerwijk / Warrior / Human / 1
STR 10 CON 10 DEX 8 SPD 11
INT 17 WIZ 10 LK 14 CHR 8

Height 5′ 1″ Weight 250 lbs.

Adventure Points 0
Combat Adds +2

Talents Trading (+3)
Languages Dutch, Spanish, English, Hissanthi

Gladius (3+2), Arquebus (8+30), Cuirass (10), Open-face Helm (4)

Jose Marcelo Teixeira / Paragon / Human / 2
STR 15 CON 16 DEX 13 SPD 12
INT 21 WIZ 15 LK 15 CHR 14

Height 5′ 8″ Weight 180 lbs.

Adventure Points 0
Combat Adds +7

Magic Will-o-Wisp, Got A Match?, Psychic Compass

Talents Seamanship (+4), Singing (+1)
Languages Portuguese, Spanish, French, Hissanthi

Broadsword (3+4), Buckler (6), Cuirass (10), Open-face Helm (4)

Hissanthi

Monster Rating: 30-130
Combat Dice: 4d6+15 to 14d6+65
Special Damage: 1/2 – Hissanthi are vicious fighters; 4/Poison Bite – Hissanthi possess a caustic venom that does 2d6 damage directly to Strength (no armor) if it is delivered.
Special Abilities: The scaly hide of Hissanthi acts as 5 point armor.

Hissanthi are the snake-men native to that other world where the Lost Expedition of Martin Hidalgo found themselves after the Santa Inez was lost at sea. Some Hissanthi know a few spells, but mostly they are not given to magic use.

BRP Characters: The Greek Resistance

Wherein your humble scribe presents a small group of lightly-statted NPCs for use with Basic RolePlaying.

Iorgos Vassilides and his compatriots are a group of Greek resistance fighters recruited to help November Company with a series of raids against the occupying Nazi army. Vassilides and company are more than happy to assist, thanks in no small part to the better equipment and food provided by the Allies.

Iorgos Vassilides
STR 18 CON 14 SIZ 15 INT 12 POW 10 DEX 10 APP 12 HP 15
Rifle 45% (1d8), Revolver 40% (1d6), Brawling 55% (1d3+1d6), Knife 35% (1d4+1d6)
Skills: Command 35%, Demolition 15%, Dodge 45%, K: Greek Mountains 85%, L: English 20%

Apollo Papasotiriou
STR 10 CON 16 SIZ 11 INT 15 POW 11 DEX 16 APP 12 HP 14
Rifle 75% (1d8), Revolver 55% (1d6), Brawling 35% (1d3), Knife 35% (1d4)
Skills: Climb 55%, Demolition 15%, Dodge 55%, Hide 35%, L: English 10%, Spot 75%, Tracking 35%

Martinos Papasotiriou
STR 16 CON 13 SIZ 17 INT 11 POW 13 DEX 13 APP 9 HP 15
Rifle 50% (1d8), Revolver 45% (1d6), Brawling 50% (1d3+1d6), Knife 35% (1d4+1d6)
Skills: Bargain 35%, Demolitions 40%, Dodge 35%, Fast Talk 40%, Insight 25%, L: English: 10%, Slight of Hand 45%

Isidoros Cosmatos
STR 16 CON 15 SIZ 9 INT 13 POW 16 DEX 11 APP 16 HP 12
Rifle 40% (1d8), Revolver 35% (1d6), Brawling 45% (1d3+1d4), Knife 65% (1d4+1d4)
Skills: Dodge 40%, First Aid 55%, K: Greek Cities 65%, L: English 55%, L: German 30%, Listen 55%, Medicine 25%

Dogs Of W*A*R: The Gospel Of Lorraine

So, despite having downloaded it months ago, I finally actually started to read Barbarians Of Lemuria relative Dogs Of W*A*R over the weekend. This delay is probably because I’m not actually all that big into the 80s-era men’s action fiction genre. I didn’t read Mack Bolan novels when I was a kid, nor did I much care for the A-Team or other entertainments in that style. So while I was quite interested to see what Simon himself did with the BoL engine in the name of guns & “modern” action, I just hadn’t gotten around to giving DoW a read yet. My mistake!

You see, even though the basic game is pitched at precisely those notes that don’t sing to me, there’s a little Alternative Settings section at the back of the book that includes an entry called Misfit Platoon, which just happens to list Kelly’s Heroes, Dirty Dozen, and Rat Patrol as its inspirations. Those sound familiar to anyone? Yep, those are pretty much the exact inspirations for that whole November Company concept I was on about previously. And though I know that if I ever do get around to running something like that my players will have fits if I don’t use Basic RolePlaying as the system, I can’t help but think that the concept and the BoL/DoW rules would be perfect for the concept.

As noted before, thinking in BoL comes easily to me. And with the assistance of my handy dandy BoL-to-BRP Conversion Guidelines I’ve got no reason not to indulge my own love of said elegantly simple system.

In the meantime, to give DoW a spin, here are a quartet of French Resistance fighters done up in DoW, which seems to fit the idea of a WWII scenario focusing on the exploits of this kind of group quite well.

Yves “Mathieu” Xavier

A former mid-level minister in the pre-Vichy government, the devout socialist Yves Xavier has vowed to fight the German occupation of France to his last breath. Yves still has access to much of his family’s fortune, which he uses to fund the operatives and soldiers he has recruited into his personal resistance cell.

Essences
Lifeblood 12
Hero Points 3

Attributes
Strength 2
Agility 0
Mind 1
Appeal 1

Combat
Brawl 2
Melee 0
Ranged 2
Defense 0

Background Political

Careers
Leader 2
Soldier 1
Administrator 2
Sapper 1

Boons
Paper Pusher
Wealth
Current Affairs

Flaws
Womanizer

Languages
French, German, Italian, English

Equipment
Heavy Pistol, d6+1

Isaak “Marc” Lunel

A young Jewish man from the the Pletzl (in the Marais district of Paris), Isaak Lunel has spent most of his life in trouble with the law. And though he has no love for France itself, he is proud to fight against the Nazis’ presence in his homeland (and, by extension, their persecution of his people). If that means he must work alongside those who have seldom given him respect, so be it.

Essences
Lifeblood 11
Hero Points 5

Attributes
Strength 1
Agility 2
Mind 0
Appeal 1

Combat
Brawl 1
Melee 1
Ranged 0
Defense 2

Background Criminal

Careers
Fixer 2
Soldier 1
Sneak 2
Wheelman 1

Boons
Alert
Edged Weapons Specialist

Flaws
Ugly!

Languages
French, Spanish, German

Equipment
Knife, d3
Medium Pistol, d6

Lt. Jules “Luc” Severand

A survivor of the Battle of France, rescued in Operation Dynamo, Lt. Severand has returned to France to fight with the resistance against her enemies (both foreign and domestic). His painful shyness, though certainly a weakness, led directly to his development of an eagle eye with the sniper rifle.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 3
Mind 1
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Background Military

Careers
Marksman 3
Soldier 1
Medic 1
Scout 1

Boons
Gun Specialist: Sniper Rifle
Tough Guy

Flaws
Socially Awkward

Languages
French, Dutch, German

Equipment
SMG, d6
Sniper Rifle, d6+1
Knife, d3

Olympe “Jean” Daux

The widow of a newspaper publisher who was executed by the Nazis for his refusal to run their propaganda after the invasion, Olympe Daux has vowed to avenge her husband and restore France to its rightful place as a free and democratic country. She doe not relish the battle, but she will do what must be done.

Essences
Lifeblood 8
Hero Points 5

Attributes
Strength 0
Agility 0
Mind 2
Appeal 2

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Background Business

Careers
Faceman 2
Soldier 1
Sneak 1
Sleuth 2

Boons
Contacts
Stylish
Fast Talker

Flaws
Slender
Phobia: Snakes

Languages
French, German, English, Russian, Greek

Equipment
Foil, d6
Knife, d3
Light Pistol, d6-1

The Basalt Bird Of Beq’Azir

Wherein your humble scribe presents three characters and a monster for Tunnels & Trolls. All of these are best enjoyed with some dates and hummus.

“And why are we climbing this damnable cliff again, wizard?” the brusque Bakir asked of his companion.

“We seek the Basalt Bird of Beq’Azir, of course!” the magician exclaimed, his voice unfazed by the effort expended in hauling his bulk up the mountainside. “It’s eyrie is known to lie atop Mount Rafeeda. The Scrolls of Sha’Qahir plainly state…”

Bassam’s discourse was – thankfully – interrupted by a screech that sounded more like stone on stone than it did the cry of a living thing.

“Na’asaad!” hissed their fellow climber, as she drew her short sabre from the jeweled scabbard at her delicate waist. “It would seem that the beast he seeks has found us instead.”

A rough black shadow streaked across the sky and turned to attack the party of miscreants who had dared to encroach upon its territory. The sun gleamed off the razor-edged talons as the creature gained speed.

“Quit crowding me, you stupid oaf! I can’t invoke the powers with that damnable dagger of yours dampening my magical mastery!” Bassam barked at Bakir, whose Kris was indeed interfering with the invoker’s incantations.

“Damn your twisting of God’s laws, wizard! I need room to fire this arrow!” the warrior retorted as he drew an arrow and took aim.

“Stop it, both of you!” commanded Bari’ah. “We have to work together if we’re going to survive this,” she continued in that ever-so-persuasive voice of hers. “Quickly now, Bassam, trade places with me – that should give you the distance you need. And it is plain to see that I will take up far less space than you, giving Bakir the freedom to use his bow. Insa’Allah, it will fell the bird before it reaches us!”

Bakir / Warrior / Human / 3
STR 30 CON 16 DEX 12 SPD 10
INT 6 WIZ 11 LK 15 CHR 7

Height 6′ 3″ Weight 220 lbs.

Adventure Points 0
Combat Adds +7

Talents Trading (+3), Survival (+1), Riding (+6)
Languages Desert Tongue (Barely)

Scimitar (4), Kris (2+3), Heavy Self Bow (5), Mail Armor (24), Target Shield (8)

Bassam / Wizard / Human / 2
STR 9 CON 14 DEX 12 SPD 10
INT 21 WIZ 14 LK 13 CHR 12

Height 5′ 10″ Weight 260 lbs.

Adventure Points 0
Combat Adds +1

Magic All 1st level spells, Find Object, Nohearums

Talents Falconry (+5), Psalms & Psayings (+3)
Languages Desert Tongue, Quite A Few Others

Dirk (2+1), Sling (2), Quilted Silk Armor (3)

Bari’ah / Leader / Human / 2
STR 7 CON 14 DEX 16 SPD 9
INT 12 WIZ 8 LK 15 CHR 23

Height 5′ 2″ Weight 90 lbs.

Adventure Points 0
Combat Adds +5

Talents Leadership, Astrology (+5)
Languages Desert Tongue

Short Sabre (3+1), Soft Leather Armor (5), Buckler (3)

The Basalt Bird of Beq’Azir

Monster Rating: 78
Combat Dice: 8d6+39
Special Damage:
3/Vorpal Blade – The razor-sharp talons of the Basalt Bird slash its foes most effectively
5/Oh Go Away! – The bizarre cry of the Basalt Bird panics its foes
Special Abilities: Fly Me – Despite its rocky nature, the Basalt Bird can, indeed, fly. Also, its stony hide acts as 8 point armor.

The Basalt Bird of Beq’Azir is a legendary creature spoken of in many myths and stories throughout the region of the Silver Desert. It is rumored that whosoever can capture the bird will be granted three wishes by the Lord of the Air as he bargains for the release of his beloved pet. Of course, wresting wishes from a demon is certain to ensure a degree of enmity that most mere mortals would rather avoid.