Category Archives: Homebrew

LL/AEC Rogues Gallery: The Silent Legion Of Valerius Caesar

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 3rd level, were granted maximum HP (Advanced Style) at first level, and have a bare minimum of equipment, including a few magic items. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

After his successful campaign to retake the frontier town of Bergerwald from the Ard barbarians, young noble Tullius Regulus, along with his friend the recently freed gladiator Marius, his maiden aunt, the scholarly Laelia Laurentia, and the gruff priest Cassian are dispatched by the Empire to Anteria, on the coast of Adanthum. There they are informed by Propraetor Justiuso that they must venture deep into the darkest heart of the continent to seek out the fabled City of Scales where the great magus Ciusenius Secanius is said to have secreted away his blasphemous scrolls of prophecy. What adventures will they have as they wind their way through the deserts and jungles of Adanthum? What does Great Caesar need of these legendary writings? Can these four hope to return to Rhodium as champions of the Empire?

Tullius Regulus / Human Fighter 3 LN

Head Gear: Classic Roman-style helmet

STR 15 INT 13 WIS 10 DEX 16 CON 9 CHR 14

HP 21 AC 2 Gold 1000

Gladius (+1/+2 vs Chaos), Breastplate, Shield

Marius / Human Fighter 3 CG

Head Gear: Gladiator Helmet

STR 18 INT 7 WIS 7 DEX 13 CON 13 CHR 9

HP 32 AC 2 Gold 109

Trident, Gladius, Scale Mail, Shield (+2)

Laelia Laurentia / Human Magic-User 3 NG

Head Gear: Uncovered, revealing short & stylish hair

STR 8 INT 16 WIS 11 DEX 13 CON 10 CHR 13

HP 10 AC 5 Gold 930
Silver Dagger, 4 Darts, Quarterstaff, Bracers of Armor (AC 6), Spell Book
Magic-User Spells:
1st level: Charm Person, Comprehend Languages, Identify, Read Languages, Sleep
2nd level: ESP, Locate Object, Ray of Enfeeblement

Cassian / Human Cleric 3 LN

Head Gear: Metal skull cap

STR 10 INT 9 WIS 16 DEX 7 CON 13 CHR 6

HP 14 AC 4 Gold 450

Gladius, Breastplate (+1), Shield, Silver Holy Symbol, Scroll (Locate Object, Remove Curse)
Cleric Spells:
1st level: Create Water, Cure Light Wounds, Light, Protection From Evil
2nd level: Augury, Find Traps, Hold Person

November Company D6 Notes

As promised (threatened?), here’s you chance to snag the I put together to run a Mini Six/Open D6 World War II game. They’re what you might call “barebones” if you’re feeling charitable. But if you know the system reasonably well they should make for a decent foundation for your own efforts towards such a game.

Download the November Company Notes (18429 downloads )

November Company, in my conception, is pretty much the A-Team combined with the actual early Army Rangers. The soldiers assigned to November Company are the type of guys who don’t make good soldiers, but who have skills and personalities that lend themselves to, shall we say, different uses in a theater of war.

Anyway, download ’em and do with them as you please. In addition to the very basics of character creation, you’ll find a small selection of US weapons of the period, a 1/2 page character sheet, and a sheet with vehicle information on the trusty “Rat Patrol” style jeep.

As always, I must admit that I am most decidedly not a WWII scholar – in fact, I’m little more than a tourist in the era. The material that comprises the period flavor of these notes is essentially what I was able to glean from Wikipedia, without any concern for accuracy beyond the bare minimum needs for maintaining a reasonable degree of Hollywood verisimilitude for a bunch of players who know even less about the period than I do.

That’s the long way of saying that if you see something that makes you draw your breath sharply through your teeth, blame a lifetime’s viewing of cheesy WWII representations, offer a gentle correction, and move on to something more important 🙂

LL/AEC Rogues Gallery: The Seekers Of Bexia

Wherein your humble scribe presents what might be an Adventuring Party 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. And, as is now commonplace, they all have some snappy headgear.

On the dark and heavily-forested island called Bexia, small, poorly-fortified human settlements crouch in the shadows, fearful of the malevolent elves of the woods. To one of these, called Eorus by those who lived there, came Destrand, an eerie boy of scant years, bearing tales of silver palaces, lost cities, amber castles, and a mountain of fire – all just beyond the great River Orv. His unearthly words seeped into the consciousness of the town and soon a number of foolhardy souls determined to set out in search of these unimagined sights and the treasures the boy claimed were hidden within. Furthanos, Acolyte of Albinard the True. Savara the Witch, with her toad familiar Uvyn. Ox-like Surt, the blacksmith’s son. And Normac Finwyr, the ninth incarnation of Jagragon’s chosen prophet. These four set out with the strange child on the Eve of Evangeline and were ne’er seen in Eorus again.

Futhanos / Human Cleric 1 LN

Head Gear: A tall conical hat

STR 12 INT 9 WIS 13 DEX 13 CON 15 CHR 12

HP 9 AC 5 Gold 9

Mace, Studded Leather, Shield, Wooden Holy Symbol, Vial of Holy Water

Cleric Spells: Create Water, Light

Savara / Human Magic-User 1 NE

Head Gear: Bare, showing her amazing curly mane

STR 5 INT 16 WIS 11 DEX 8 CON 11 CHR 9

HP 4 AC 9 Gold 100

2 Silver Daggers, Robes, Spell Book, Small Silver Mirror

Magic-User Spells: Mending, Summon Familiar, Unseen Servant

Surt / Human Fighter 1 NG
Head Gear: A short, plain hood

STR 16 INT 7 WIS 10 DEX 8 CON 11 CHR 13

HP 10 AC 4 Gold 28

Battle Axe, Hand Axe, Banded Mail, Shield

Normac / Human Cleric 1 CG

Head Gear: A conical helmet with a crimson tassel

STR 10 INT 11 WIS 13 DEX 10 CON 14 CHR 13

HP 9 AC 4 Gold 10

Flail, Sling, 10 Bullets, Chain Mail, Shield, Silver Holy Symbol

Cleric Spells: Cure Light Wounds, Resist Cold

Destrand / Half-Elf Magic-User/Thief 1 NE

Head Gear: A horned viking-style helmet

STR 9 INT 13 WIS 8 DEX 15 CON 13 CHR 15
HP 6 AC 7 Gold 56

Silver-tipped Spear, Silver Dagger, Leather Armor, Thieves’ Tools, 50′ Silk Rope, Grappling Hook

Magic-User Spells: Charm Person, Dancing Lights, Sleep

The Homecoming Of Count Inchiostro (A BoL Adventure)

Well howdy there, strangers! I’m back, but at the moment I’m just here to hook you up with the latest BoL adventure from everyone’s favorite BoL adventure smith, G-Man. Like last time, G-Man takes us to Howard’s Hyboria, but this time we’re in Zingara, helping reclaim the Inchiostro family’s estate. But I’ll stop yakking and let you all get to downloading The Homecoming Of Count Inchiostro (19003 downloads )

In addition to the usual adventure-y goodness, G-Man has once again given us all some excellent new spells and some optional rules for a slightly crunchier approach to BoL combat. So really, why are you still reading my words when you should be downloading?

Agents of GHOST (v 0.9)

Wherein your humble scribe presents his first stab at turning out a Ghostbusters/Chill kinda of hack using the Barbarians of Lemuria system. I started with Dogs of WAR as my basis, but now that I’m putting this out there I’m thinking maybe I should have built things more from the ground up. Then again, I’m not looking to write an entirely new game, so maybe not. But it’s possible I should have started with Dicey Tales as the base instead. In any case, make of the following what you will. And maybe I’ll get around to making a proper v1.0 of this one way or another eventually.

Agents of GHOST (General Hostile Occult Suppression Team) is a hack of Dogs of WAR intended to yield Ghostbusters-like hijinx or Chill-esque “serious” stalking of the night fantastic.

Note: Some material found in this document may be drawn from or reference other BoL-derived games, like Barbarians of the Aftermath, the BoL edition of Legends of Steel, Dicey Tales, and Barbarians of Lemuria itself. If you don’t own those fine games, I heartily suggest you pick them up from your favorite game outlet. And I humbly salute those responsible for these fine games. I wouldn’t be writing this without their outstanding efforts.

Changes To Dogs of WAR

The details for each of these changes are discussed below. This is just a high-level summary for cataloging purposes.

  1. Possible reduction of the starting Attribute, Combat Ability, and Specialization ranks, depending on “feel” desired.
  2. Rename Scientific Background to Academic
  3. Rename Academic Specialization to Scholar
  4. Paranormalist Specialization added
  5. Renaming Exploit Points to Luck Points
  6. The possible addition of Magic (and the Sorcerer Specialization)

Character Creation

A brief outline of the character creation process, which is essentially the same as that found in Dogs of WAR, with changes described in the sections that follow:

  1. Allocate points to Attributes
  2. Allocate points to Combat Abilities
  3. Choose Background, Boons, and Flaws
  4. Add a Background-derived Primary Specialization at rank 1
  5. Add Paranormalist Specialization at rank 1
  6. Add X ranks to Background-derived Specializations
  7. Distribute X additional ranks to Specializations of choice

Attributes

For a Ghostbusters-like game where failing is almost as much fun (if not more) as succeeding, start the characters with only 3 points for Attributes.

For a Chill-like game where competence in the face of danger in the form of creatures of the night, start the characters with the normal 4 points for Attributes.

Combat Abilities

For a Ghostbusters-like game where combat isn’t necessarily a focus, start the characters with only 1 or 2 points for Combat Abilities.

For a Chill-like game where characters will likely have to engage in battle against countless hideous things, start the characters with either 3 or 4 points for Combat Abilities, depending on your tastes.

Background & Specializations

For a Ghostbusters-like game, limit the characters to 3 points in Specializations: 1 in the primary, 1 in Paranormalist, and 1 more of choice.

For a Chill-like game, hold the characters to 5 points in Specializations: 1 in the primary, 1 in Paranormalist, 1 in a secondary related to the background, and 2 more of choice.

Backgrounds

As DoW, with the following change:

  • Scientific Background renamed Academic, but functions in the same ways.

Specializations

As DoW, with the following change and addition:

  • Paranormalist: Paranormalists are students of all things strange and unusual, from ghosts & monsters to magic & psychic powers to aliens and demons. A paranormalist knows facts and legends relating to such things, and is less likely to be frightened or driven insane by encounters with creatures of the night.
  • Academic Specialization renamed Scholar, but functions in the same ways.

Boons & Flaws

One specific Boon needs to be added to DoW to make AoG just about right:

Knowledgeable: The character receives a bonus die when dealing with his or her area of specialty. These areas include:

  • Ghosts & Spirits
  • Monsters of Legend
  • Extraterrestrials
  • Demons, Devils & Gods

Other Boons & Flaws found in the other BoL-derived games might be appropriate to AoG, so be sure to take a look through those games if you need more options. Dicey Tales seems to be particularly rich in options that fit the ghost/monster-hunting genre.

Weapons

If you’re going for a Ghostbusters kind of game, you’ll obviously want to include some kind of Proton Pack for fighting those ectoplasmic baddies. Here’s my suggestion:

  • Proton Gun: Does d6 damage vs spirits, but 2d6 vs corporeal creatures and objects, so be careful with that thing!

You may also want to consider the usefulness of traditional “weapons” used against the paranormal, such as crucifixes, holy water, silver bullets, and the like.

  • Crucifix: Does d6 damage when used as a weapon against vampires and other similar baddies. May also be used to keep vampires at bay (just out of melee range) by making an attack roll using Defense
  • Holy Water: Does d6 damage when used as a weapon against vampires and other similar baddies
  • Silver Bullets: Either do an additional d6 damage against werewolves and other similar creatures or may be the only way of damaging such foes. In the second case, the damage is equal to the base weapon damage

Gear

Again, if it’s Ghostbusters you’re after, you’ll need to add in a Ghost Containment Device. You can pretty much hand-wave this thing, except you’ll want to have some idea of how many spirits a specific unit can hold. I suggest that a normal field unit be limited to holding 3 “regular” ghosts at any given time, and fewer more powerful spirits.

  • Garlic: Automatically prevents vampires from entering any doorway or window where a strand is hung. Additionally, vampires will not enter into melee combat against a person wearing a strand of garlic.
  • Wolfsbane: May prevent lycanthropes in were-form from passing through a doorway or window or approaching within 10′ of a person holding a significant amount of the herb.. Additionally, a lycanthrope in were-form who ingests wolfsbane is poisoned and must make a Difficult Might check or suffer 3d6 damage. If wolfsbane is ingested by a lycanthrope in his human form, the lycanthropic change begins immediately, regardless of the moon’s phase (or any other “normal” trigger for the change). Of course, wolfsbane can be toxic to non-lycanthropes, so one is not advised to go around foisting wolfsbane on every suspected lycanthrope.
  • The Common Cold: If unleashed against alien monstrosities, have the creatures make a Difficult Might check, with near-instant death as the outcome for failure and a lingering, wasting death for any other result except a legendary success.

Magic

DoW doesn’t assume magic is present or used in-game. Obviously, a game about the paranormal should at least include the possibility of magic. Fortunately, DoW is derived from BoL, so all we need to do is plug in that magic system and let it ride.

It must be left up to any particular GM whether they want to allow spellcasting PCs or not. If no, just ignore this section. If yes, I advise requiring at least a single rank actually be applied to the Sorcerer career (i.e., no “rank zero” Sorcerers) and the acquisition of the Magery Boon (which “costs” two Boons) to “buy in” to being able to cast spells. I’d also limit PCs to second magnitude spells at the highest, and even those should require some in-game effort to track down in musty tomes and lost grimoires, etc.

Regardless of PC access to magic, it’s likely that they will face foes who can bend the laws of the universe with arcane and/or divine powers. Behind the screen you don’t really need rules for this kind of stuff, but following the general principles of the way sorcererous and priestly magics work should keep you honest and give the PCs a fighting chance against your threats.

Playing The Game

The Dogs of WAR rules don’t need to change much, really. The basic mechanics will get us pretty much wherever we need to go. But here are a couple of things you might think about incoporating into your game to help with genre (or at least game system) emulation. These are strictly optional and may not provide the right feel for your game, so use or ignore as you see fit.

Fear Checks

Whenever the characters encounter something truly frightening (or mortifying, or sanity-blasting) have each one make a check using his Mind value and his ranks in Paranormalist.

On a failure, the character is stunned for 1d6 rounds and can only stand there stammering (though he may defend himself if attacked – that is, his Defense still counts as a modifier against any attacks directed at him).

On a Calamitous Failure, the character goes temporarily insane (1d6 days). If the result is a Calamitous Failure as the result of rolling a “1” on a penalty die, or if the source of the fright is otherwise related to one of the character’s Flaws, the insanity is, sadly, permanent and the character should be retired. Investigating the terrible isn’t always pretty, after all.

A Wild Ride

Any time a 1 is rolled on either die when making a check, something “bad” happens. If the roll was a success, make it an interesting bad, not a game-crushing one. If the roll was a normal failure, make it something more noteworthy. On a Calamitous Failure, go for broke. And if the 1 was rolled on a penalty die, it’s time for some serious consequences.

Any time a 6 is rolled on either die when making a check, let the player roll it again, keeping the 6 and adding the result of the new roll. And if that roll is a six, keep on rolling and adding until something other than a six is rolled. If the results of a check wind up at 18 or higher, the check becomes a Mighty Success. If the results of the check wind up at 24 or higher, the check becomes a Legendary Success.

Put It On The Company Card

Since the PCs are presumed to be members of a larger organization, they can generally be assumed to have significant enough financial backing to be able to acquire just about anything they feel they need. Still, resources aren’t unlimited, so every time an acquisition is attempted, a check should be made using the characters average Mind score, modified by the GM based on the expense and nature of the goods to be acquired. If the check succeeds then the items are acquired with no complications. If the check fails, the gear is not secured and future acquisition attempts suffer a cumulative -1 penalty for each previous failed roll. If the check results in a Calamitous Failure, the company’s card is maxed out an no further gear can be acquired during this mission.

Ghostbusters Character: Vincent Paoloni

Wherein your humble scribe presents an NPC for Ghostbusters. This cat could be a Ghostbuster. Or he could be a guy with a paranormal pest problem. It could go either (or both) way(s), really. Any similarities between this character and your humble scribe are purely coincidental, surely.

Vincent “Vinnie the Mouse” Paoloni
Traits / Talents
Brains 3 / Music Trivia 6
Muscle 2 / Drink Booze 5
Moves 3 / Make Music 6
Cool 4 / Bluff 7

Brownie Points: 20
Goal: Rock & Roll
Residence: Austin, Texas

Man, Ghostbusters (1st edition, since that all I’ve been able to look at) is a light, simple system. It’s nice to see where the D6 System got its start. I think GB might be a bit too light for any other than really light-hearted play. But then again, that’s what it was designed for, so no biggie.

BoL, etc. Characters: Monster Hunters (Three Different Ones)

Drawing on all the BoL-based products, including Dicey Tales, Dogs of WAR, Legends of Steel, Barbarians of the Aftermath, and (of course) Barbarians of Lemuria itself, one can do a lot of things. With that in mind, and with my thoughts turning to working on some kind of game to run at the end of October, here’s a trio of gentlemen who (completely independent of one another) make their living hunting down things that go bump in the night.

Colonel Horst Kosmos

A retired army officer from the dark forests of Eastern Europe, Col. Horst Kosmos has sworn to rid the world of the curse of vampirism. He travels with a hunchbacked companion named Doctor Jorst, and is an accomplished swordsman.

Horst Kosmos / Lifeblood 11 / Hero Points 3
Attributes: Strength 1 Agility 1 Mind 1 Appeal 1
Combat Abilities: Brawl 0 Melee 3 Ranged 0 Defense 1
Careers: Soldier 2, Slayer 1, Priest 0, Noble 1
Boons: Edged Weapon Specialist, Fearless, Uncanny Tracker
Flaws: Taciturn
Languages: Transylvanian, German
Equipment: Sword (d6), Dagger (d3)

Agent David Malder

An FBI agent who works almost exclusively on cases with possible paranormal connections, David Malder is obsessed with conspiracies, psychic phenomena, aliens, and anything else that is sneered at by his fellow agents.

David Malder / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Brawl 0 Melee 0 Ranged 2 Defense 2
Careers: Espionage Agent 1, Law Enforcement 1, Scholar 1, Occultist 1
Boons: Forensics, Detect Deception
Flaws: Unsettling
Languages: English, Latin
Equipment: Medium Pistol (d6), Badge

Dr. Paul Vankman

Paul Vankman is part of an organization dedicated to capturing and containing ghosts, spirits, and other manifestations of psychokinetic energy that infest New York City. Though his partners are serious eggheads, Vankman has more of the conman about him.

Paul Vankman / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 0 Mind 2 Appeal 2
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Careers: Academic 2, Scientist 1, Administrator 0, Faceman 1
Boons: Bluff, Natural Leader, Fearless
Flaws: Hot Shot, Lecherous
Languages: English, French, Italian
Equipment: Protonic PKE Blaster (d6+1), PKE Detector

Mini Six Luchas: Earthquake & Volcano

Wherein your humble scribe presents a couple of good guy luchadores whipped up for Mini Six. Remember that the “Signature Move” perk costs 2 skill dice and allows the character to double the results of one Brawling roll per combat.

El Terremoto

El Terremoto (Earthquake) is a rudo turned good-guy. He used to be the arch-nemesis of El Ángel de Oro, but changed his ways after several other rudos betrayed him and let him serve hard time rather than bust him out of prison in Tijuana. Now El Terremoto fights for truth, justice, and the Mexican way alongside the other defenders of Mexico.

El Terremoto
The Strongest Luchador In All Mexico
Might 5D Agility 3D
Wit 2D Charm 2D
Skills: Brawling 6D, Toughness 6D, Dodge 4D, Melee 5D+1, Muscle 5D+1, Athletics 3D+1, Drive 4D, Intimidation 3D
Perks: Signature Move: Groundbreaker Suplex
Complications: None
Gear: none of significance
Static: Dodge 12, Block 18, Parry 15
Armor: none

El Volcán

El Volcán (Volcano) is a cocky, arrogant tecnico who is all too likely to lose a fight if a pretty lady flashes him a smile from the audience. Though he truly means well, El Volcán just can’t keep his mind in the ring and is far more interested in the perks of being a famous luchador than putting in the work needed to be a truly exceptional wrestler.

El Volcán
A Womanizing Luchador With Flair
Might 3D Agility 3D+2
Wit 2D Charm 3D+1
Skills: Brawling 3D+1, Athletics 4D, Toughness 3D+1, Dodge 5D+2, Persuasion 3D+2, Seduce 4D
Perks: Signature Move: Eruption Jump, Flair!
Complications: Womanizer
Gear: none of significance
Static: Dodge 17, Block 10, Parry 9
Armor: none

New Perk: Flair Costing one skill die, this perk grants a +1 to all Charm skills except Intimidate and Streetwise so long as there’s an opportunity for the character to be flamboyant. Where others might look stupid being flashy, the character somehow makes it work. GMs should feel free to disallow the bonus from this perk if the player doesn’t give a reasonable effort to roleplay the part.

Pulp BoL Characters: Justice, Inc.

Thanks to Dicey Tales, it’s easier than it already would have been to use the Barbarians of Lemuria system for cool pulp action. And since I’m a sucker for such things (my best and longest-running campaign was a very serialized Justice, Inc. game back in the early 90s), I thought I’d post a trio of BoL/Dicey Tales characters. These three are not dissimilar from some characters who appeared in those games.

Enjoy this little trip for biscuits, amigos.

Erik Kane

Dr. Erik Kane is a professor of French and Latin at a prestigious New England university. He is also a rather dedicated occultist and seeker after hidden wisdom. He has seen zombies in San Francisco.

Erik Kane / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 2 Mind 2 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 0 Defense 2
Careers: Academic 2, Occultist 1, Aristocrat 1, Scientist 0
Boons: Learned (Occult), Trademark Weapon (Sword Cane)
Flaws: Sense Of Honor
Languages: English, French, Spanish, Latin, Greek
Equipment: Sword Cane (d6)

Jerry Drake

Jerry Drake (né Yaron Drachmann) is a talented but troubled baseball player from New York City. He has the uncanny ability to be nearby just about any time Dr. Kane needs a little muscle. He, too, has seen zombies in San Francisco.

Jerry Drake / Lifeblood 12 / Hero Points 5
Attributes: Strength 2 Agility 2 Mind 0 Appeal 0
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Athlete 3, Vagabond 1, Mechanic 0, Shopkeeper 0
Boons: Strong Will, Cast-Iron Guts
Flaws: Bad Reputation
Languages: English, Yiddish, German
Equipment: Baseball Bat (d6+2), .32 Revolver (d6-1)

Lincoln Stone

Lincoln Stone is an investigative journalist and general trouble-maker based in San Francisco’s Chinatown area. Stone has more enemies than friends these days and often holds up in his apartment hiding from Mrs. Chun, his very angry landlady.

Lincoln Stone / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 0 Mind 1 Appeal 2
Combat Abilities: Brawl 2 Melee 0 Ranged 1 Defense 1
Careers: Journalist 2, Sailor 1, Academic 1, Tradesman 0
Boons: Fist Fighter, Bluff, Contacts
Flaws: Anger Issues, Drink Issues
Languages: English, Chinese, Japanese, Spanish
Equipment: 9mm Pistol (d6+1)

LL/AEC Rogues Gallery: The Mujzhad’arin Five

Wherein your humble scribe presents what might be an Adventuring Party 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. And, as is now commonplace, they all have some snappy headgear.

Well met in Mujzhad, the members of this colorful company of adventurers come from the various lands to the east of The City of Spices, where non-human races seldom travel. The story of their first encounter with a band of dwarven merchants in the central souq quickly became an oft-requested tale popular amongst the storytellers who travel with the caravans that cross the deserts of the East. Following the map given to them by a strange beggar in the streets of Omaq, the Mujzhad’arin Five are now headed deep into the Western steppes in search of the lost vault of Uvisorg Vaba, the Dark Alchemist of Mredvechla.

Ohsmaan / Human Fighter 1 NG
Head Gear: Open-faced helm adorned with boar tusks
STR 16 INT 14 WIS 9 DEX 9 CON 14 CHR 15
HP 11 AC 4 Gold 16
Chain Mail, Shield, Spear, Hand Axe

Taal’aat / Human Fighter 1 N
Head Gear: Plain helm featuring a mask of an expressionless human face
STR 16 INT 11 WIS 12 DEX 13 CON 11 CHR 9
HP 10 AC 3 Gold 10
Chain Mail, Shield, Longsword, Silver Dagger

Hazhir / Human Cleric 1 CG
Head Gear: Yellow bedouin-style headwrap
STR 13 INT 14 WIS 15 DEX 4 CON 11 CHR 12
HP 8 AC 5 Gold 128
Studded Leather Armor, Shield, Mace, Sling & 10 Bullets, Silver Holy Symbol
Cleric Spells: Create Water, Cure Light Wounds, Detect Evil

Daasha / Human Thief 1 CN
Head Gear: Conical spiral hat
STR 8 INT 13 WIS 6 DEX 16 CON 10 CHR 11
HP 6 AC 6 Gold 73
Leather Armor, Scimitar, 2 Daggers, Shortbow & 20 Arrows, Thieves’ Tools

Baatar / Human Magic-User 1 LE
Head Gear: Demon-masked samurai-style helmet
STR 11 INT 18 WIS 5 DEX 11 CON 13 CHR 9
HP 5 AC 9 Gold 99
Silver Dagger, 2 Daggers, 10 Darts, Spellbook
Magic-User Spells: Comprehend Languages, Message, Read Magic