Category Archives: Homebrew

BoL Character: Stig Damsgaard

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 frozen wastes of Geirbjornhal comes Stig Damsgaard, fierce warrior of the wilds. Captured and enslaved by the forces of Warlord Krug Jas when he was a young man defending his village, Stig soon proved to his captors that his innate ferocity could be put to better use in their army where, at the very least, he would be killing their enemies rather than their slave masters. While serving his new master Stig developed an interest in the songs and poems of the peoples he helped the Warlord conquer. Along the way he has mastered several different folk instruments and intends to learn more still.

Essences
Lifeblood 13
Hero Points 5

Attributes
Strength 3
Agility 1
Mind 1
Appeal -1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 1

Careers
Barbarian 1
Slave 0
Mercenary 2
Minstrel 1

Boons
Spear Fighter
Born To Climb

Flaws
Landlubber

Languages
Native (Non-literate)

Equipment
Spear (1d6+3)
Axe (1d6+3)
Light Armor & Shield (1d6-1)

LL/AEC Rogues Gallery: The Legion of Mossy Stone

Wherein your humble scribe presents the first in what will prove to be 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 Legion of Mossy Stone, this group of young malcontents has been sent away from their peaceful village (Caonacloch, called Mossy Stone by those who don’t speak the regional dialect) to “find their way in the world” (or, perhaps, get lost and not return to annoy their elders further). What grand adventures await them? Will they ever make their way home? Will their village regret packing off their best and brightest some day?

Cassear Tal / Human Fighter 1 CN
STR 15 INT 9 WIS 12 DEX 15 CON 12 CHR 8
HP 10 AC 3 Gold 62
Battle Axe, 2 Hand Axes, Chain Mail, Shield

Con Lonabyr / Human Ranger 1 CG
STR 15 INT 13 WIS 13 DEX 10 CON 14 CHR 7
HP 17 AC 6 Gold 4
Longsword, 2 Daggers, Shortbow, Quiver w/ 20 arrows, Studded Leather, Shield

Eoc / Human Druid 1 N
STR 12 INT 13 WIS 15 DEX 10 CON 12 CHR 11
HP 8 AC 7 Gold 155
Quarterstaff, Sickle, Sling & 10 bullets, Leather Armor, Wooden Shield
Druid Spells: Entangle, Faerie Fire, Shillelagh, Speak With Animals

Deala Finn / Human Thief 1 CN
STR 12 INT 6 WIS 7 DEX 16 CON 11 CHR 14
HP 6 AC 6 Gold 107
Short Sword, Silver Dagger, Leather Armor, Thieves’ Tools

Rioncha Wallbulder / Human Magic-User 1 NG
STR 16 INT 17 WIS 9 DEX 10 CON 16 CHR 8
HP 6 AC 7 Gold 115
Quarterstaff, Silver Dagger, Dagger,
Magic-User Spells: Enlarge, Mending, Unseen Servant

BoL Character: Uncle Fakhir

Wherein your humble scribe presents a Barbarians of Lemuria system-powered character built for use in an Arabian Nights style game. The alert among you will remember that I’m actually running an Arabian Nights game using BRP (not BoL). No worries, though. Even though my players want the relative extra crunch of BRP, I’m still thinking in BoL terms where I can.

Depending upon whom you ask, Uncle Fakhir is either the benevolent master of The Academy For Wayward Children or he is a filthy criminal who exploits and controls the orphans of Wah’Jabiah, forcing them to pick pockets for his own profit. Actually, he is both of these things, and quite a bit more.

While it is entirely true that Uncle Fakhir fills his coffers with the ill-gotten gains acquired by his army of diminutive cutpurses, he does indeed provide them with a safe home, good food, and even an education. He seldom raises a hand against his charges and is always there to secure their safety from the town guard in the event that one of them should be caught in the act of “teaching the blessed lesson of humility” to someone in the souk. Uncle Fakhir truly cares for his “nieces and nephews” and will exact brutal revenge on anyone who should happen to harm them.

Numerous merchants, guardsmen, officials, and soldiers (as well as a number of lovely young ladies within the Sultan’s harem) are graduates of Uncle Fakhir’s Academy and most look kindly upon the man. This may explain just how it is that he is able to continue to operate the Academy as something of an open secret within the walls of Wah’Jabiah.

Raised by his older brothers on the streets of Wah’Jabiah, Fakhir first made his way in the world as a street performer and rogue. Though he now engages mostly in legitimate commerce (at least on the surface) and has grown rather fat with his age and success, Fakhir remains a nimble and dangerous foe in combat.

Essences
Lifeblood 11
Hero Points 6

Attributes
Strength 1
Agility 1
Mind 1
Appeal 1

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Thief 2
Merchant 1
Tumbler 1
Vagabond 0

Boons
Sneaky
Marked by the Gods

Flaws
City Dweller

Languages
Common

Equipment
Scimitar (d6+1)
Several Daggers (d3+1)
Very light armor (good quality clothing) d3-1

BoL Bestiary: Chain Demon

A Chain Demon is a 30’+ length of heavy chain that has been inhabited by a malevolent life force from another plane of existence. The chain is animate, and able to form itself into many different shapes, including various humanoid configurations. Chain Demons attack either by striking with a massive chain “fist” at close range or by lashing out with a smaller (and harder to avoid) chain “whip” to a distance of 30′.

Though their very nature as lengths of chain makes Chain Demons hard to dispatch physically, there may be other ways of dealing with Chain Demons. For example, it is rumored that an immobilized Chain Demon can be exorcized of its malevolent spirit by certain kinds of priests.

Attributes
Strength 5
Agility 1
Mind -1

Combat Abilities
Attack with 1 chain “fist” +2; damage 2d6
Attack with chain “whip” +4; damage 1d6+1
Defense: 3
Protection: 1d6+2 (steely skin)
Lifeblood: 20

BoL Characters: Dusz & Giszeah

Wherein your humble scribe presents Barbarians of Lemuria stats for Dusz and Giszeah, of the Demons of Adad Untash fame. Why? Because it was something to do to kill some time on a lazy Saturday morning, that’s why!

Dusz

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 2 (1)
Mind 0
Appeal 0

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Warrior 2
Soldier 1
Farmer 1
Rogue 0

Boons
Marked by the Gods, Quick Recovery

Flaws
Country Bumpkin

Languages
Umaabi

Equipment
Alchemical Great Axe 1d6+4 (Uncommon, Boon to hit)
Heavy Armor (mail shirt) d6

*********

Giszeah

Essences
Lifeblood 11
Arcane Power 15
Hero Points 5

Attributes
Strength -1
Agility 1
Mind 3
Appeal 1

Combat
Brawl -1
Melee 1
Ranged 1
Defense 3

Careers
Sorceress 3
Scholar 1
Healer 0
Rogue 0

Boons
Power of the Void, Hard to Kill

Flaws
Taciturn

Languages
Umaabi, Sorceric

Equipment
Alchemical Dagger 1d3-1 (Rare, Boon to hit, unbreakable, ignores armor)

Adad Untash Dramatis Personae: Giszeah

Wherein your humble scribe presents a multi-level writeup of the main heroine of the Demons of Adad Untash, the enchantress known as Giszeah.

Reared by her father, the mage Eduruuk Kamaab, Giszeah herself became a practitioner of the arcane arts at and early age. Orphaned by the treachery of her father’s star pupil, Shaalath Akis, Giszeah was left to continue her education on her own. Leaving the sad comfort of her childhood home, Giszeah became entwined with the hero called Dusz. Together they have crossed the land of Umaab, battling the rampaging Demons of Adad Untash, and working to avenge her father where possible. Now, after having rescued her beloved Dusz from the inter-dimensional prison where her nemesis Shaalath Akis had held him captive, Giszeah prepares to take the fight for Umaab directly to the demons who seek to destroy her home.

Giszeah / Human / Female / Magic-User / Chaotic Good

Level: 1 / 5 / 8
Hit Points: 3 / 17 / 23
Armor Class: 7 / 4 /2

Strength: 9
Intelligence: 18
Wisdom: 13
Dexterity: 16
Constitution: 10
Charisma: 14

Magic-User Spells at 1st Level (3/0/0)
1st Level: Burning Hands, Light, Magic Missile, Read Languages, Read Magic, Sleep

Magic-User Spells at 5th Level (4/4/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Fire Ball, Fly, Hold Person, Summon Monster I

Magic-User Spells at 8th Level (5/4/3/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Dispel Magic, Fire Ball, Fly, Hold Person, Lightning Bolt, Summon Monster I
4th Level: Charm Monster, Fire Shield, Polymorph Self, Wall of Fire

Key Equipment (1st Level)
Dagger
3 vials of Holy Water

Key Equipment (5th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)

Key Equipment (8th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)
Ring of Protection +2

Notes

  • The spells listed in italics are the ones Giszeah typically has memorized, while those not in italics are the spells inscribed in her spell tablets.
  • The dagger listed for Gizseah is the same dagger throughout; it grows more magical the longer she wields it.
  • It’s arguable that Giszeah’s alignment has changed over time, from perhaps as wild as Chaotic Neutral at 1st level through Chaotic Good by 5th level or so and possibly on to Neutral Good at 8th level. But for simplicity’s sake, I’ve split the difference and gone for Chaotic Good overall.

Adad Untash Dramatis Personae: Dusz

Wherein your humble scribe presents a multi-level writeup of the main hero of the Demons of Adad Untash, the warrior known as Dusz.

Raised on his father’s farm nestled against the banks of the River Zal, Dusz changed his life forever the day he took his grandfather’s axe from its place above the mantle and went to defend the family’s fields against an onslaught of rat-demons. Adventuring across Umaab with his beloved, the enchantress Giszeah, at this side, Dusz has fought bravely against the countless hordes of demons that terrorize his homeland. After a brief period spent imprisoned by the power of the evil sorceress Shaalath Akis, Dusz now serves as the the Champion of Dnaniri. In this new role, Dusz will soon move to challenge the Demon Lords who serve the dark god Nergal.

Dusz / Human / Male / Fighter / Neutral Good

Level: 1 / 5 / 7
Hit Points: 11 / 57 / 71
Armor Class: 7 / 3 / 1

Strength: 17
Intelligence: 12
Wisdom: 9
Dexterity: 14
Constitution: 16
Charisma: 12

Special Abilities
Weapon Specialization (Battle Axe): +1 to hit, +1 damage

Key Equipment (1st Level)
Battle Axe, 1d8 (+3/+3)
Leather Armor

Key Equipment (5th Level)
+1 Battle Axe, 1d8 (+4/+4)
+1 Chain Mail

Key Equipment (7th Level)
+2 Battle Axe, 1d8 (+5/+5)
+2 Chain Mail
Amulet of Protection +1 (Symbol of the Champion of Dnaniri)

Notes
The battle axe that Dusz uses is the same weapon from level to level, it is just becoming more magical the more he wields it.

BoL Character: Irina Chernekovna Gorbenko

Wherein your humble scribe presents another Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Uh-oh. This is getting serious…

From the frozen wastes north of Novgorod comes Irina Chernekovna Gorbenko, a pagan midwife dedicated to Mat-Syra-Zemlya. Though she can be quite expressive in the company of children and new mothers, Irina is typically quite stoic when men are present, and her hard gaze makes them ill at ease.

Irina possesses a unique gift for being able to tell when she is being lied to, and this, coupled with her chosen profession, has made her something of a legend when it comes to resolving disputes regarding paternity throughout the territories of Lord Novgorod.

Irina is passionate about knowledge and seeks to learn all she can about both the Mortal and Ideal worlds. This drive has served her well, providing her with a rudimentary understanding of magic, which she uses to defend herself and those with whom she has formed a bond.

Essences
Lifeblood 10
Arcane Power 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Priestess 1
Healer 2
Sorceress 0
Scholar 1

Boons
Detect Deception
Learned: Flora & Fauna

Flaws
Taciturn

Languages
Russian

Equipment
Staff 1d6-1
Dagger 1d3
Sling 1d6-2
Very Light Armor (furs, leather) d3-1

BoL Bestiary: U’uurab

Wherein your humble scribe, working on a request and from a certain source for inspiration, presents a new challenge for your BoL characters: the dreaded U’uurab.

These goat-headed humanoids seethe with hatred for civilization and order. They often worship disease spirits and seek to sow chaos and hatred in the world. U’uurab are found in nearly every environment and are the bane of humans wherever they are found.

Immune to all diseases themselves, U’uurab commonly used infected weapons in combat and have been known to infect treasure with various diseases in the hopes of it being found and the disease thereby spread among humanity.

Essences
Lifeblood: 13
Arcane Power: 10
Villain Points: 1

Attributes
Strength 3
Agility 1
Mind 1
Appeal -1

Combat Abilities
Brawl 2
Melee 2
Ranged -1
Defense 1

Careers
Barbarian 2
Tracker 2
Magician 0
Druid 0

Boons
Disease Immunity
Poison Immunity
Thick Skin

Protection
1d6 (tough hide plus light armor & shield)

Attacks
Spear, 1d6+3
Club, 1d6+2
Headbutt, 1d3+3

WNMHGB Character: Ensign Max Cevallos

Wherein your humble scribe knocks out a lifepath generator produced character for the Trek-themed, Microlite20-powered, Where No Man Has Gone Before. Because he wanted to, that’s why.

Born aboard the USS Hura, en route to Bregus V, Maximilian Cevallos y Ruiz was raised on that frontier world by his parents, the famous infectious disease researchers Martin Cevallos and Beatriz Ruiz. His parents’ work occupied much of their time, leaving Max to wander and explore.

Despite their encouragement to pursue his own interests, Max felt compelled to try to live up to his parent’s legacy and endeavored to focus on the biosciences in school. Unfortunately, as his parents had already surmised, Max simply wasn’t of a scientific bent.

Several years of frustration later, Max opted to join Starfleet to try to find where his talents truly lay. While at Starfleet Academy Max’s innate skills at oratory began to show, and he quickly rose to prominence as a masterful debater.

After graduating near the top of his class, Max was assigned to the USS Constellation, and on his first tour of duty the ship and its crew were party to the discovery of Wengstromm’s Anomaly. Max showed great creativity and inventiveness in his approach to his post as junior navigator aboard the Constellation.

Remaining aboard the Constellation for his second tour of duty, Max continued to prove himself a capable navigator as well as a keen judge of character. While on a mission to Saraya II, Max played a key role in uncovering a plot being hatched by the Constellation‘s Chief Security Officer, Commander Sarah Jane Coleman, to use a weapon of mass destruction against that planet in an effort to touch off hostilities between the Federation and the nearby Gorn Empire. Through Max’s efforts, the lives of countless civilians were spared.

Ensign Cevallos now finds himself assigned to the USS Daedalus, under the command of Captain Hal MacMillan. Despite his relative youth, Max is expected to serve as senior navigator aboard this Miranda class cruiser as it patrols the area the Romulan Neutral Zone.

Looking back on his life as he begins this new chapter, Max still feels regret that he failed in his efforts to be a doctor like his parents. He does hold a certain sense of pride in having saved the vast majority of an entire planet’s population, though – a feat which his father and mother frequently bring up as an example of their son’s unique place in the universe.

Name: Maximilian “Max” Cevallos y Ruiz
Species: Human

Class: Yellow Shirt
Ship Position: Navigation
Rank: Ensign

Level: 4
XP: 0
HP: 31
AC: 13

Action Points: 3

Str: 13 (+1)
Dex: 12 (+1)
Int: 13 (+1)
Cha: 14 (+2)

Skills:
Communication +7 (Trained)
Engineering +3
Knowledge +7 (Trained)
Medicine +3
Physical +3
Subterfuge +3

Talents:
Measure of a Man
Inspirational Speech
Life of Riley
Trained Skill (Knowledge)

Melee Attack Bonus: +5
Ranged Attack Bonus: +5