Category Archives: Homebrew

A Dangerous Foe: The Wolfmage

Wherein your humble scribe presents a Barbarians of Lemuria villain he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

Modolfr Hrossbjorn, now called The Wolfmage, stands alone amongst his people, as one of the very few Geirbjornhalers to excel at the arcane arts. He lives alone in an abandoned mountain hall, where he communes with the dark forces that give him his power. But it was not always thus…

A lifetime ago Hrossbjorn was a simple barbarian from the north who went to the civilized lands to make his fortune. Along the way he and his companions fell afoul of an amoral necromancer whose name is lost to time, though not to the Wolfmage’s memory. As a slave to this wizard, Hrossbjorn watched as his companions died one by one, only to have their bodies and souls violated by the dark arts practiced by the sorcerer.

One day Hrossbjorn decided he could not stand this fate any further and rose up against the necromancer. Strangely, the spells flung at Hrossbjorn failed to affect him, and his mighty thews quickly dispatched the old wizard. And though his animal wildness won, Hrossbjorn was never able to forget the power displayed by the magician. Ever after Modolfr Hrossbjorn sought as much magical power as he could find, and soon became known as The Wolfmage.

Essences
Lifeblood 13
Arcane Power 14
Villain Points 3

Attributes
Strength 3
Agility 2
Mind 4
Appeal -1

Combat
Brawl 1
Melee 3
Ranged 1
Defense 3

Careers
Sorcerer 4
Barbarian 2
Slave 0
Scholar 2

Boons
Fearsome Looks
Keen Scent
Magic Resistence

Flaws
Missing Eye (Right)
Drunkard
Feels the Cold
Unsettling

Languages
Geiric, Lirian, Thaxian, Sorceric

Equipment
Axe, d6+3
Very Light Armor (Furs) d3-1

BoL Character: Grigas Son Of Zoryn

Wherein your humble scribe presents a Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia.

A stubborn, argumentative, and altogether unattractive Zemaitijan from the west of Lithuania, Grigas Son Of Zoryn has left his home in the deep woods and traveled to the east to try to find his father, who was, his mother tells him, a dashing Cossak with a smile that would cause fish to jump into his net. The legendary Zoryn, she has said, has the number three as a birthmark on his left cheek, does not leave tracks in the snow, and is as tall as wheat can grow in a good season. Sadly, few people who hear this description of the legendary Zoryn believe that one such as Grigas could truly spring from such loins.

Could it be that Grigas is an ugly duckling just waiting to unlock the secrets of his lineage? Or is it more likely that his mother has her own secrets she does not wish to share? One thing is certain, the boy has a gift for magic that even he doesn’t know about just yet.

Essences
Lifeblood 13
Hero Points 5
Arcane Power 12

Attributes
Strength 3
Agility 1
Mind 1
Appeal -1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Soldier 1
Farmer 3
Healer 0
Sorcerer 0

Boons
War Cry
Swamp Tracker
Power Of The Void

Flaws
Taciturn
Country Bumpkin

Languages
Lithuanian, Russian

Equipment
Saber 1d6 (+3)
Dagger 1d3 (+3)
Medium armor (mail shirt) & Shield, 1d6

BRP Character: Zoria Lee Dabney

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Known throughout the territories by several different aliases (including Daisy Lee Zeider, Miss Dinah, and “The Preacher’s Daughter”), Zoria Lee Dabney is a card sharp and confidence trickster of the highest order. She’s equally at home bilking drunken farmers out of a portion of their crop’s profits as she is drawing to an inside straight. She has very few scruples and will happily lie, cheat and steal her way through every town she rides into. And if she gets caught, well, may the good Lord protect the ears of the well-meaning sheriff who locks this filly up – she cusses like no sailor ever dreamed of cussing.

STR 11 CON 15 SIZ 9 INT 13 POW 13 DEX 16 APP 16
Hit Points 12 Major Wound 6 Power Points 13

Damage Bonus: none
Weapons: Derringer 55%, damage 1d8
Knife 65%, damage 1d3+1
Armor: none
Skills: Bargain 30%, Brawl 50%, Dodge 60%, Fast Talk 75%, Gaming 75%, Insight 45%, Knowledge (Religion) 25%, Sleight of Hand 55%, Perform: Acting 55%, Ride: Horse 55%, Spot 50%

LL/AEC Rogues Gallery: The Company of the Crow

Wherein your humble scribe presents another entry in an irregular series of Adventuring Parties for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order.

Calling themselves The Company of the Crow, this group of adventurers has yet to make a name for themselves beyond the tavern where they met. And the jail where they spent the next week. And the stables where they were forced to clean up after the horses they attempted to steal. They are a rowdy bunch, but deep down inside most of them mean well. Who knows what adventures await them? One thing is certain, though: they have snappy head gear.

Dai / Half-Elf Fighter/Magic-User/Cleric 1/1/1 NG
Head Gear: A samurai helmet with a crow-faced mask
STR 14 INT 16 WIS 15 DEX 10 CON 11 CHR 10
HP 7 AC 4 Gold 5
Spear, Hand Axe, Light Crossbow & 10 quarrels, Chain Mail, Shield, Wooden Holy Symbol, Spell Book
Cleric Spells: Cure Light Wounds, Resist Cold, Sanctuary
Magic-User Spells: Magic Missile, Message, Shocking Grasp

Halima / Elf Magic-User/Thief 1/1 CG
Head Gear: A tall conical hat that spirals as it climbs
STR 5 INT 17 WIS 8 DEX 13 CON 16 CHR 8
HP 7 AC 7 Gold 96
Long Sword, Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves’ Tools, Spell Book
Magic-User Spells: Floating Disc, Magic Aura, Magic Missile

Urdis / Human Fighter 1 NG
Head Gear: None save his amazing curly mane
STR 16 INT 10 WIS 10 DEX 11 CON 13 CHR 9
HP 11 AC 5 Gold 10
Bastard Sword, Chain Mail

Raelah / Human Cleric 1 LN
Head Gear: An open-faced helm adorned w/ antlers
STR 10 INT 13 WIS 16 DEX 9 CON 10 CHR 10
HP 8 AC 4 Gold 13
Morningstar, Sling & 10 bullets, Chain Mail, Shield, Silver Holy Symbol, 1 flask of Holy Water
Cleric Spells: Command, Cure Light Wounds, Light

Jundomek / Dwarf Fighter/Thief 1/1 NG
Head Gear: A conical helm topped with a crimson tassel
STR 14 INT 12 WIS 6 DEX 13 CON 16 CHR 12
HP 10 AC 7 Gold 73
Hand Axe, Short Sword, Dagger, Leather Armor, Thieves’ Tools

BoL Character: Tov Reuel

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

Tov Reuel is an itinerant, muscle-bound seller of religious tokens and artifacts from the plains of Zaar. He has traveled far and wide across the face of Kaalmuria, and learned many things – not least which is that he is somewhat less than graceful and possesses no skill with ranged weaponry.

Tov has a distinct weakness for the ladies and will happily spend nearly every Sha’im he has on a chance to revel in their affections. Further, though he has precious little skill at creating poetry, he is entirely unashamed of his meager abilities and will happily make up whatever doggerel he can think of and apply it to any circumstance he faces.

Essences
Lifeblood 13
Hero Points 5

Attributes
Strength 3
Agility -1
Mind 1
Appeal 1

Combat
Brawl 1
Melee 2
Ranged -1
Defense 2

Careers
Merchant 2
Scholar 1
Priest 1
Rogue 0

Boons
Mace Fighter
Learned: Legends

Flaws
Landlubber

Languages
Zaaric, Thaxian, Lyrian, Common

Equipment
Zaaric Mace, d6+3
Light Armor, d6-2

BotA Character: Lodan Triplex Marveen Dodd

Wherein your humble scribe presents a Barbarians of the Aftermath character he put together as an NPC for use in his own Narakam setting. More will follow at highly irregular intervals.

Born to a non-mutant Pariah family in the Wilds of Narakam, Lodan Triplex Marveen Dodd nevertheless displayed a number of… genetic drifts, which lead his father to accuse his mother of being unfaithful. Though the family unit held together in the end, Lodan Tiplex Marveen Dodd never felt like he belonged and left his village as soon as he was old enough to survive on his own. He has traveled far and wide, learning as much as his quick mind would absorb. Because of its detriment to himself, he keeps his mutant healing ability under wraps in almost all circumstances.

Genotype
Mutant

Essences
Lifeblood 10
Hero Points 5
Psychokinetic Power 12

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 0
Ranged 1
Defense 3

Careers
Mutant 2
Scavenger 1
Wise One 1
Mek 0

Boons
Sneaky Git
Bottom-Feeding Git

Flaws
Mutation Flaw (self-damaging healing, see below)

Mutations
Physical: Possesses a 3rd arm, growing from below “normal” left arm
Offensive: Ranged “green light blast” from hand on 3rd arm, d6 damage (as Light Pistol)
Mental: Warped Appeal: Extreme Reactions: Adroit +1 (big watery eyes that make people go “Awwww”)
Psychic Ability: Pink Healing Light from hand on 3rd arm (equivalent to First Magnitude) – costs himself 1d3 LB & reduces Defense to 0 when used

Languages
Pariah, Varna, Naga

Equipment
Knife, d3
Shield, 1 pt armor

BoL Character: Creus Orsellios

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

Hailing from proud Thaxos, Creus Orsellios is as at home on the sea as he is in the laboratory. Once known for his uncanny prowess as a ship’s lookout, Creus lost his left eye in a fight against a group of pirates and hopes someday to discover a means of replacing its function alchemically. Still, the man known as “The Hawk” manages to spot things even those with two eyes miss.

Creus has developed an alchemical admixture that allows even a novice sailor to retain his footing on deck in even the roughest of seas. Some captains have paid him handsomely to provide them with this “Deck Gum” when they are setting out on a voyage to the northlands, where the storms are strong and unpredictable. And when he himself sails, Creus always takes least enough of this material to last a full week.

Essences
Lifeblood 11
Hero Points 3

Attributes
Strength 1
Agility 1
Mind 2
Appeal 0

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Mariner 2
Scholar 0
Alchemist 2
Metalsmith 0

Boons
Axe Fighter
Learned: Geography
Keen Eyesight

Flaws
Missing Eye

Languages
Thaxian, Lirian, Common

Equipment
Double-headed Thaxoan Axe 1d6+3
Light armor (d6-2)
Alchemical “Deck Gum”

LL/AEC Rogues Gallery: The Color Wizards Of Ghuzzar

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. Inspiration was drawn from Lord Kilgore’s Five Color Magic post, B/X Blackrazor’s B/X Headgear post and the suggestion in Swords & Wizardry that the Elf class might be used for some other kind of ancient, arcane beings.

So here are the Color Wizards of Ghuzzar – done up as LL Core “Elves.” They don’t have the infravision and other elf abilities, though. They’re really just fighter/magic-users without the multi-classing bit. Enjoy them for their weirdness.

They are listed with their currently (and most commonly) memorized spells and their primary equipment. It is safe to assume that they have access to many more spells and much more gold and equipment, both mundane and magical.

Bilanca Rabaisa / “Elf” 9 Lawful
A master of Black Magic, Bilanca Rabaisa roams the countryside upon a jet black steed. She is often seen gathering earth from freshly dug graves and other components for her flavor of magic. She is known for the knuckle-bone encrusted steel skull cap that sits atop her closely-cropped raven black hair.

STR 15 INT 17 WIS 15 DEX 14 CON 13 CHR 13
HP 48 AC 0
Sword +2 (Nine Lives Stealer, 7 charges remain), +1 Plate Mail, +1 Shield
Spells
1st Level: Darkness, Shrink, Wall of Vapor
2nd Level: Amnesia, Blindness, Silence 15′ Radius
3rd Level: Animate Dead, Speak with Dead, Summon Monster I
4th Level: Cause Serious Wounds, Wall of Fire
5th Level: Summon Shadow

Wilgre Bataara / “Elf” 9 Neutral
A master of Blue Magic, Wilgre Bataara lives near the great western sea in a tower made of deep purple coral. He never travels far from home without first donning his trademark 3-Tassled hat.

STR 11 INT 18 WIS 17 DEX 14 CON 14 CHR 16
HP 43 AC 1
Trident +2, Bracers of AC 2
Spells
1st Level: Auditory Illusion, Color Spray, Phantasmal Force
2nd Level: Invisibility, Obscuring Mist, Greater Phantasmal Force
3rd Level: Blink, Hallucinatory Terrain, Spectral Force
4th Level: Phantasmal Monsters, Polymorph Self
5th Level: Greater Phantasmal Monsters

Rabais Wyra / “Elf” 9 Chaotic
A master of Green Magic, Rabais Wyra makes his home deep within the central forest, in a mystical grove where he communes with Treants and other magical creatures of the woods. He keeps his head shaved except for a top knot that he says symbolizes the tree of life.

STR 11 INT 15 WIS 16 DEX 16 CON 18 CHR 14
HP 61 AC 2
Staff of Withering (19 charges remain), Studded Leather +3
Spells
1st Level: Enlarge, Entangle, Speak With Animals
2nd Level: Barkskin, Snake Charm, Web
3rd Level: Animal Growth, Fly, Plant Growth
4th Level: Charm Monster, Summon Animal I
5th Level: Insect Plague

Galanais Bamuj / “Elf” 9 Chaotic
A master of Red Magic, Galanais Bamuj resides beneath the ancient volcano that stands upon the isthmus of Taalengard. Whether armored for battle or found sunning herself naked on the rocks, she always wears her signature open-faced helm, complete with its bat wing motif.

STR 14 INT 15 WIS 11 DEX 15 CON 17 CHR 18
HP 49 AC 0
+2 War Hammer, +1 Plate Mail, +2 Shield
Spells
1st Level: Burning Hands, Jump, Shocking Grasp
3rd Level: Produce Flame, Shatter, Strength
2nd Level: Call Lighting, Fireball, Prayer
4th Level: Fire Shield, Summon Monster II
5th Level: Summon Monster III

Bente Gwys / “Elf” 9 Lawful
A master of White Magic, Bente Gwys travels from town to town on the back of a great eagle, delivering wisdom and news to the kings and emperors of the land. In winter, he wears a tall hat that resembles a stag’s head. In the spring and fall he is seen wearing blood red turban embroidered in golden thread with holy symbols. And though he is never encountered in the summer, during those months he channels the sun’s energy by way of a 3-tiered ziggurat-like helm that is the color of a perfect sky.

STR 13 INT 17 WIS 17 DEX 13 CON 15 CHR 13
HP 45 AC 2
Rod of Striking, Chain Mail +2
Spells
1st Level: Cure Light Wounds, Jarring Hand, Magic Missile
2nd Level: Bless, Hold Person, Spiritual Weapon
3rd Level: Lightning Bolt, Tiny Hut, Tongues
4th Level: Cure Serious Wounds, Wall of Ice
5th Level: Raise Dead

BoL Character: Doran FitzCael

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

From the misty, moody island of Kel comes Doran FitzCael, hard of liver and weak of eye. This big brawler lives to fight, and is more than happy to join up with any band that’s out to bust heads and bring home a few coins for a fresh pint. Though he’s not the sharpest, Doran stands by his friends in a pinch and is truly the sort you’d rather have with you than against you. Despite his fancy last name, Doran has no idea who his father was, nor does he have a drop of royal blood in his veins. Like many of his countrymen, Doran knows his fair share of drinking songs. He’s even actually a very good singer – a tenor in a bass’ body.

Essences
Lifeblood 15
Hero Points 5

Attributes
Strength 3
Agility 1 (0)
Mind -1
Appeal 1

Combat
Brawl 2
Melee 2
Ranged -1
Defense 1

Careers
Bard 1
Mercenary 2
Thief 1
Worker 0

Boons
Hard to Kill
Carouser

Flaws
Poor Eyesight

Languages
Kellic, Common (non-literate)

Equipment
Fist d2+3
Longsword, d6+3
Medium armor & Shield (d6)

BoL Character: Orsola Grimaldi

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

Within the City of Secrets, none are privy to more whispered wisdom than the shadowy order of priestesses who serve the goddess Ceria. Not without reason are these women viewed with suspicious eyes, as they are well-known extortionists who use their knowledge to line the coffers of their order. Many attractive young women in Liria find their way into the sisterhood as a way out of the lower rungs of society, using their unique “gifts” to gather information for the Goddess. Orsola Grimaldi is just such a woman.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 2
Mind 0
Appeal 2

Combat
Brawl 0
Melee 1
Ranged 0
Defense 3

Careers
Dancer 1
Courtesan 0
Assassin 2
Priestess 1

Boons
Knife Fighter

Flaws
None

Languages
Lirian

Equipment
Lirian Kris, d6-2
Very light armor, 1d3-1