Category Archives: Homebrew

BoL Character: Andrei Ivanovich Denisov

Wherein your humble scribe presents a Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Perhaps we should call this hybrid Bogatyrs of Russia? 🙂

When he had passed his 16th year, Andrei Ivanovich Denisov left his family’s home in the Podol quarter of Kiev for the melodies of the wider world. Though his father was a good man, and successful in his own right, Andrei was simply not prepared to carry on in the family business, selling implements and equipment to the farmers of the region.

After passing three years as a mercenary in the service of a Muscovite prince, Andrei has finally arrived in Novgorod, where he seeks to find his fortune as a performer or, failing that, as a sea captain.

Though Andrei is not a true practitioner of dvoeverie, he calls on the wisdom of Perun the Prince and Veles the Merchant almost as often as he does that of St. Alexander Nevsky and St. Nicholas the Wet.

Essences
Lifeblood 12
Hero Points 6

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

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Merchant 1
Soldier 1
Minstrel 2
Sailor 0

Boons
Attractive
Marked By The Gods

Flaws
Greed

Languages
Russian

Equipment
Saber 1d6 (+2)
Dagger 1d3 (+2)
Medium armor (mail shirt) & Shield, 1d6

S&W Bestiary: Pyroceros

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Pyroceros.

A Pyroceros looks much like a normal rhinoceros, except that its horn is composed of a powerful, ever-burning magical blue flame. Strikes by this horn have a 50% chance of igniting any flammable material worn by the unlucky victim. Characters wearing or holding an ignited item will suffer an additional 1d6 damage from the burning for 1d4 rounds or until they rid themselves of the burning material.

Pyroceros: HD 9; AC 4 [15]; Atk 1 flame horn (3d6) or 2 trample (2d4/2d4); Move 12; Save 6; CL/XP 11/1700; Special: only take half damage from fire-based attacks, burning damage continues after successful horn attack.

It’s My (S&W WhiteBox) Party

Wherein your humble scribe presents a by-the-book adventuring party for Swords & Wizardry (WhiteBox). Pretty much just for the hell of it.

Sister Magda / Cleric 2 / Lawful
STR 8 INT 11 WIS 15 DEX 12 CON 6 CHR 9
HP 7 AC 4 [15] Save 13
Spells: Cure Light Wounds
Items: 7 gp, Morning Star (1d6), Sling (1d6), Pouch w/ 20 stones, Holy Symbol (Silver), Chain Mail, Shield

Reldon Mald / Fighter 2 / Neutral
STR 16 INT 10 WIS 9 DEX 11 CON 13 CHR 6
HP 9 AC 6 [13] Save 14
Items: 19 gp, Spear (1d6), Hand Axe (1d6), Short Bow (1d6-1), Quiver w/ 20 arrows, Leather, Shield

Ardiel Ghostmoon / Elf (Variant) 2 / Neutral
STR 14 INT 16 WIS 7 DEX 13 CON 11 CHR 16
HP 7 AC 4 [15] Save 13
Spells: Sleep
Items: 11 gp, Long Sword (1d6), Dagger (1d6-1), Long Bow (1d6), Quiver w/ 20 arrows, Chain Mail, Shield

Jaeg Lurnal / Magic-User 2 / Chaotic
STR 8 INT 15 WIS 9 DEX 14 CON 12 CHR 10
HP 4 AC 9 [10] Save 13
Spells: Light, Read Magic
Items: 39 gp, Staff (1d6), 3 Daggers (1d6-1)

This, my friends, was difficult for me. Rolling up a straight, by-the-book, Swords & Wizardry (WhiteBox) party when you come from a heavily AD&D background is hard on the brain. The power level is so, so low. I can understand why some folks prefer this, but as much as I love my WhiteBox box (and my OCE box before it) I don’t think I could actually play this way. I’ve just got too much of the supplements (and later versions of the rules) in my blood.

Still, it was edifying and under the right circumstances I’d happily give this kind of game a try as a player. I’d try it as a GM, too, but I’d never in a million years get my normal player group to go along with it. They’re too enamored of the power levels associated with later iterations of old school play.

For the record, what I think I miss the most is the broader range of attribute modifiers. And the beauty of S&W is that I could easily add those in if I wanted to. Still, if I’m going to do that, and then start adding in spells (hey there, Magic MIssile) and other things that I’m also missing I’m reaching a point where I might as well be playing a different game. One that has what I’m looking for already in it (LL/AEC comes to mind).

In any case, though it may not be what I’m likely to play, I’m damn glad S&W exists. So please don’t take my personal observations as anything negative about the game itself. I’m just realizing how it relates to what I’m looking for.

And, of course, I do like designing for S&W (Core more than WB, though) – in no small part because it is so very small and free in scope.

S&W Bestiary: Kuk Bhan Naong

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Kuk Bhan Naong.

Found near rivers and coasts in tropical climates, Kuk Bhan Naong are incredibly large amphibious snails with brightly-colored shells that are as hard as steel. These bizarre creatures attack by launching a single harpoon-like tooth from their mouths, delivering a paralyzing poison to their victims (save at -2). The paralysis caused by Kuk Bhan Naong poison lasts for 3d6 turns and they may launch this attack to a distance of 30′.

Kuk Bhan Naong: HD 9; AC -1 [20]; Atk 1 sting or 1 bite (1d6 + paralysis or 1d8); Move 6; Save 6; CL/XP 12/2000; Special: paralyzing poison, half-damage from piercing weapons.

Traveller: The Crew Of The Free Trader Peak Eight

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters and Combat.

Struggling to make ends meet in the heartless Claybourne Subsector, the crew of the Free Trader Peak Eight, finds they are in need of a Steward for their operation. The pay is good, and everything seems on the up-and-up. Yet for some reason they don’t seem to be keen on discussing what happened to the last person who held that position…

Theodore “Cap” Oyola
AB9644 Age 38 5 Terms (Service: Merchants, Final Rank: Captain)
SMG-1, AutoPistol-1, Electronics-1, Streetwise-1, Navigation-2, Pilot-1, Medical-1, Jack of All Trades-1, Bribery-1, Steward-1
Free Trader (10 years owned/paid), Auto Pistol
Cr35,000

Jude “Doc” Hartjen
787AC3 Age 34 4 Terms (Service: Merchants, Final Rank: 1st officer)
Dagger-1, Medical-3, Navigation-2, Auto Pistol-2, Bribery-1, Pilot-1
Auto Pistol
Cr60,000

Samantha “Sparks” Mihalik
47A982 Age 34 4 Terms (Service: Merchants, Final Rank: 2nd officer)
Electronics-1, SMG-2, Mechanical-1, AutoPistol-1, Engineering-2
SMG
Cr30,000

The Demons Of Adad Untash: Standard Order Summary

In case it somehow slipped by you over the weekend, the writeups for all six of the standard order Demons of Adad Untash are now complete!

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

  • 8 Hit Die
    • Harra Lal
      Wicked swords and fiery breath wrapped up in an 8′ tall nightmare package!
      AL C(E), MV 90′, AC -2, HD 8 + 4, #AT 4, DG 1d10, SV F9, ML 12
    • Ghudhu Naab
      Man-sized owls with an insatiable thirst for potions!
      AL C(E), MV 60′, Fly 180′, AC 0, HD 8, #AT 3, DG 1d8/1d8/1d6, SV F8, ML 10
  • 7 Hit Die
    • Badag Gul
      Giant vermin-ridden, rat-headed, masters of despair! With big flails, too!
      AL C(E), MV 150′, AC 0, HD 7 + 3, #AT 1, DG 2d12, SV F8, ML 11
    • Agara Muun
      Shield-crushing crab-demons with dark powers!
      AL C(E), MV 90′, AC -2, HD 7, #AT 2, DG 3d6/3d6, SV F7, ML 12
  • 6 Hit Die
    • Turul Dgag
      Giant 4-headed snakes with human faces that spit poison!
      AL C(E), MV 90′, AC 1, HD 6 + 6, #AT 5, DG 2d4 or poison and 1d6, SV F7, ML 9
    • Banzu Mugaam
      Hairy human females with rotting camel heads and terrible talons!
      AL C(E), MV 60′, AC 0, HD 6, #AT 3, DG 1d6+1/1d6+1/1d4+2, SV F6, ML 10

The higher order demons are next. And after that, some demon lords. Real life is getting complicated, it’s going to take a while before I get them all done. But I’d like to think they’ll be worth the wait.

The Demons Of Adad Untash: Harra Lal

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.

As the terrible blade tore at his flesh, its rotten steel teeth dragging agonizingly across his bones, Agaal Atar’s vision blurred from the pain. Even as he fought to retain his focus, he saw three of his best soldiers cut down by other, similar weapons the creature held in its chitinous hands.

The sight of the carnage brought bile to his mouth, and he knew he should sound the retreat. Against such a foe as this defeat was nothing less than imminent. Yet King Asirsz had ordered him here to clear the Fields of Gaal’aab of this demon so that a temple might be erected in honor of those noble souls who perished here long centuries past. And he would not dishonor his king with retreat.

As he continued to swing his hammer, nearly blind from the agony delivered by the demon’s blade, he began to feel an intense heat, as though the fires of hell themselves were being gouted upon him. And then, in an instant, Agaal Atar was no more.

*********

“Who led you to this certain doom?” the champion demanded of the handful of soldiers whose lives had been spared only because he and his companions had arrived in time to turn the tide of the battle.

“Atar,” a wounded lieutenant gasped. “It was General Atar, on the order of the king.”

“Has King Asirsz gone mad? Or was it this Atar whose faculties were failing?” Giszeah asked of the two men she rode with. “To send even an army against such a powerful demon, with scant magic to serve them! Whoever is responsible may as well have condemned them to the gallows.”

“If that is indeed the case, then our victory over the servant of Nergal is hollow,” Lugul replied. “The Tablets reveal a very specific fate for generals who lead their soldiers into death’s arms.”

Wiping the last of the demon’s ichor away from his grandfather’s axe, Dusz laughed wryly.

Harra Lal (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: -2
Hit Dice: 8+4
Attacks: 4 (weapons)
Damage: 1d10
Save: F9
Morale: 12
Hoard Class: XVII
XP: 3,020

Appearing as 8’ tall humanoid ants with fiery goat-like heads, Harra Lal are loathsome demons that blast the sanity of all who are unlucky enough to gaze upon them. In addition to their horrific appearance, Harra lal constantly bleat and moan like livestock in terror or great pain.

Harra Lal attack their enemies with four viciously-serrated great swords, wielding one in each limb not used for locomotion. Anyone wounded by one of these blades must make a saving throw vs. Death or suffer a -2 to hit and a corresponding penalty to armor class for the duration of the encounter with the Harra Lal due to the intense pain inflicted by these weapons. Further, damage delivered by these weapons will not heal naturally and magical healing of potency less than Cure Serious Wounds only heals 1 hp of this damage per application.

Harra Lal also posses a limited ability to breathe fire. This breath attack does damage equal to the current hit points of the Harra Lal. This attack may only be used twice per day.

In addition to the above features, Harra Lal have the following spell-like abilities, useable at will: Animate Objects, Cause Serious Wounds, Detect Invisibility, Fear, Gaseous Form, Invisibility, Shield, Silence 15’ Radius, Suggestion. Further, twice per day these demons may cast Haste or Slow.

Additionally, they possess all of the abilities of a typical Standard 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)
  • Teleport without error

Harra Lal can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Harra Lal may Gate (25% probability of success) 1d6 Lum Anang Kul (25%) or 3d4 Bazu Tum Laag (75%).

Harra Lal are seldom encountered in the wild – they are far more often sent by the Demon Lords of Adad Untash to lead armies of lesser demons in their unholy wars of conquest. On occasion, though, a single Harra Lal may be found brooding at the site of an ancient battlefield where a particularly terrible defeat occurred.

The Tablets of Adad Untash tell the faithful that Harra Lal are the souls of generals who knowingly lead their soldiers to certain death.

A Dangerous Foe: The Red Marquis

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.

Arnaut Xavier is a minor noble from the region surrounding Liria. In his daily life he is an unassuming, if devilishly handsome, dilettante. Behind the scenes, though, in his guise as The Red Marquis, he is the power behind one of the most prominent thieves guilds in all of Kaalmuria. A criminal mastermind, an a daring rogue in his own right, The Red Marquis commands a large range of henchmen and a number of loyal lieutenants.

Though he is a ruthless opponent who is not above certain dubious strategies, The Red Marquis adheres to a complicated code of honor that, if deciphered, could be used to manipulate him into helping, rather than opposing, a band of heroes.

Essences
Lifeblood 11
Villain Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal 1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 3

Careers
Noble 2
Assassin 1
Rogue 2
Alchemist 1

Boons
Escape Artist
Poison Immunity

Flaws
City Dweller

Languages
Lirian
Gutterspeak

Equipment
Rapier, d6
Dagger (Lirian Kris), d6-2
Very light armor, d3-1

BoL Character: Captain Jibril ibn Sharad

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.

Jibril, son of Sharad, was born at sea, and that is where he has made his home ever since. Jibril is currently the captain of the Whispering Wind, a fast merchant vessel that plies the seas of El-Aqarat serving whoever is willing to provide enough dinars. Though he has none of his own, Jibril has a soft spot for children and will often go out of his way to spoil the wharf rats in port cities, treating them to a bag of dates or apricots.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 1
Appeal 0

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Mariner 2
Merchant 1
Pirate 0
Rogue 1

Boons
Born Sailor
Carouser

Flaws
Arrogant

Languages
Common

Equipment
Scimitar, d6
Dagger, d3
Very light armor, d3-1

The Demons Of Adad Untash: Ghudhu Naab

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.

“You’re s-s-sure this old alch-ch-emist never d-d-dabbled in any sort of g-golem-mm-making?” Hataesz asked nervously.

Sagana cleared her throat, tired of the anxious sharper’s ridiculous pretense of reticence.

“Yes, of course I am,” she replied. There are no records of Dal Gaamasz ever doing anything other than producing potions. Incredible potions. Potions that make you as strong as ten oxen. Potions that give you a nose for gold. Potions that grant eternal life. Potions,” she continued, “that will make us both richer and more powerful than anyone in all of Umaab.”

Hataesz’ mouth began to water as he thought of the wealth he would soon be swimming in. And, now that the enchantress had lead him to this secret place – fully believing his “frightened of monsters” act – there really wasn’t a need to share that wealth with her. Though he would wait until their excursion was completed before he removed her from the equation.

*********

Dal Gaamasz’ ransacked laboratory stood before the thieves. Broken glass shone brightly in the unflickering light of Sagana’s spell. Not a single alembic or retort remained intact. Each vial and beaker had been drained of its contents. There was nothing here save the unexpected aroma of death.

“Muszul! You stupid w-witch!” Hataesz shouted, kicking a work table in frustration. “This useless p-place is empty! You’ve d-d-dragged me out here into the wastes for nn-nothing!”

“Silence, you ignorant lum!” the enchantress snapped back. “This place was as it should have been just this morning when I scryed upon it. Something is amiss.”

The two robbers continued to bicker, insulting one another’s lineage, abilities and even the skills the other had displayed in the bed they shared the night before. And as they did, both failed to notice a stirring just beyond the range of their light.

Two immense golden eyes opened slowly, as if from a deep slumber. And there was a quiet rustling of feathers that neither could hear over their shouting.

Ghudhu Naab (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60′ (20′)
Fly: 180′ (60′)
Armor Class: 0
Hit Dice: 8
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8/1d8/1d6
Save: F8
Morale: 10 (12 if potions stand to be gained)
Hoard Class: IX
XP: 2,560

Reeking of death and decay, Ghudhu Naab are demons in the form of man-sized owls. Ghudhu Naab are consumed with desire to possess magic potions, which they can smell (and identify) at a distance of up to 360′ . They will relentlessly attack any person who is carrying even a single potion and will not rest until the treasure is in their claws. Upon acquiring a potion, a Ghudhu Naab will drink it immediately if its powers will help in any combat that remains.

Ghudhu Naab have the following spell-like abilities, useable at will: Animate Dead, Cause Disease, Detect Magic, Dispel Magic, Fear, Hypnotism, Paralyze, Sleep, Speak With Dead.

Additionally, Ghudhu Naab possess all of the abilities of a typical 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)
  • Teleport without error

Ghudhu Naab can only be damaged by +1 or better weapons. Additionally, they are susceptible to damage from non-magical weapons made of pure iron. Ghudhu Naab may Gate (45% probability of success) 2d6 Saam Ursag Mul or 1d3 Barbu Dnin Kur.

Ghudhu Naab lurk in the darkest of labyrinths, searching for lost potions and waiting for those who would come in search of treasure.

The Tablets of Adad Untash state that Ghudhu Naab are the souls of wicked alchemists cast into perdition and cursed with an insatiable lust to acquire ever more potions.