Category Archives: Settings

The Demons Of Adad Untash: Agara Muun

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.

Ullabas held firm as the giant claw closed around his shield, crushing it beyond recognition as the symbol of his position as Champion of Dnaniri. No matter. The king’s smiths would just have to make him a new one once this day was done.

“Anake!” the warrior called out. “What takes your enchantments so long?”

Ullabas’ question was answered with a rapid rise in the magician’s voice, whose arcane words were growing ever more powerful as he spoke them. The warrior had little understanding of Anake’s abilities, but he suspected that something very interesting was about to happen.

Then, without warning, three eldritch bolts shot past Ullabas and struck the enchanter, disrupting his concentration and causing his spell – whatever it was – to fail. Distracted by the setback, and now bereft of his shield, Ullabas failed to avoid the claws of the demon as it pressed the attack. Both struck home, and the Champion of Dnaniri felt his life fading as the two giant pincers closed ever more tightly about him.

Inhuman laughter filled the cave and Anake stared in horror at the rift that had been torn in reality by the demon’s dark magic. Coming from that gateway there seemed to be a hellish howling, like that of a dozen tormented baboons. The sound drew nearer as the crab-demon flung the two halves of Ullabas’ body to either side and began to advance.

And still that eyeless face laughed.

Agara Muun (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: -2
Hit Dice: 7
Attacks: 2 (2 claws)
Damage: 3d6/3d6
Save: F7
Morale: 12
Hoard Class: XXII
XP: 1,840

Agara Muun appear in our world as bull-sized blood red crabs with eyeless human faces. Their bodies exude a stench that is part rotten fish and part stale sweat. These demons are filled with extreme loathing for the living and delight in creating suffering and terror.

Agara Muun attack with their large and dangerous claws each round. Any character or creature successfully struck by both claws in a single round must save vs. Death or die instantly from being cut in two. Further, any claw attack that would have struck if the target were not using a shield destroys that shield as the powerful claw crushes it beyond usefulness.

Agara Muun have the following spell-like abilities, useable at will: Blindness, Deafness, Fear, Greater Confusion, Magic Missile, Mind Blank, Veil.

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

Agara Muun can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Agara Muun may Gate (30% probability of success) 2d4 Lum Anang Kul.

Agara Muun sometimes occupy caverns and caves, though more often they are simply found in the service of evil cultists.

The Tablets of Adad Untash tell the faithful that Agara Muun are the souls of those who murdered their kin.

The Demons Of Adad Untash: Turul Dgag

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.

Kurbisz the Executioner stood just behind Shaalath Akis, and slightly to her right. In fact, he was always slightly to her right. He had begun to suspect that the wound that caused the scar at the corner of her left eye had done more damage than she let on. And she was clearly disinclined to have the wily assassin somewhere that she couldn’t keep tabs on him. At least, he assumed that’s why she banished him from her bed when she was finished with him for the night.

And used magic to seal the doorway to her chamber after he left.

And inscribed some kind of weird rune on that door that filled him with dread when he looked upon it.

When he was inclined to be honest with himself, Kurbisz had to admit that he was probably just being used by the witch. But he was enjoying himself well enough. For the time being, anyway.

“Kurbisz!” the sorceress snapped. “Pay attention, fool. You are about to see a thing of such heart-rending beauty that your mind will be forever… changed.”

The assassin hated these little displays of what Shaalath Akis found “beautiful.” Usually it was some kind of dreadful demon or another. These things weren’t beautiful. They were ugly. Not terrifying or nightmarish or anything so astounding as that, though others seemed to find them so. But then he was not weak-willed like most of those who served his mistress. He was not so easily frightened. He was Kurbisz the Executioner, after all…

**********

“Get up, you halfwit!” Shaalath Akis barked. “You’ve seen worse than this and stood your ground. Why would something so simple cause you such fright?”

Kurbisz struggled to lift his shaking form from the ground where he had fallen in a dead faint. The thing. My god, the thing. A giant snake was something. A giant four-headed snake was another. A giant four-headed snake with human faces was still another. But the faces! The silent yet howling faces, in such… agony. Why had he reacted so strongly to them? What was it about them that… My god! That creature! It… it’s… it’s my father! Such suffering is to much too bear, even when heaped upon him!

Instinctively, Kurbisz drew his curved dagger and lunged at the creature that stood before him. All of his training brought the blade to its perfect mark. In an instant it lay dead at his feet, its serpentine body writhing even as the faces went slack, their eyes closing. As the demon let out its death rattle Kurbisz heard voices within his head. Its words brought tears to his eyes. Thank you, my son… they said.

Gods! The thing had known who he was all along.

Kurbisz collapsed again, in a heap at the feet of Shaalath Akis, who kicked his unconscious body as she sneered.

“Why in all of Umaab did you do that, you fool? It will be weeks before I can summon another of these damned things!”

Turul Dgag (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: 1
Hit Dice: 6+6
Attacks: 5 (4 bite or spit, 1 constrict)
Damage: 2d4 or poison/1d6
Save: F7
Morale: 9
Hoard Class: XVII
XP: 1,580

These demons appear as giant, four-headed snakes covered in orange, green and black scales. The four heads of an individual Turul Dgag represent the same man at four stages of his life: infancy, childhood, adulthood, and old age. Turul Dgag are eerily silent, even as their faces contort into masks of agony.

Each head of a Turul Dgag may attack independently in a round, either by biting or by spitting a viscous, milky poison to a range of 30’. Those struck by this secretion must save vs poison or die within 1d8 turns.

Turul Dgag have the following spell-like abilities, useable at will: Detect Hidden and Invisible Items, Darkness 10’ Radius, Fear, Snake Charm, Sticks To Snakes, Symbol of Despair. These demons also regenerate 1d3 hit points per round.

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

Turul Dgag can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Turul Dgag may Gate (15% probability of success) 1d2 Uszu Anang Kal.

Turul Dgag occasionally gather in the ruins of ancient cities, especially those where vice and gambling were common.

The Tablets of Adad Untash tell the faithful that Turul Dgag are the souls of men who abandoned their families to pursue a life of gambling and debauchery.

The Demons Of Adad Untash: Banzu Mugaam

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.

“Sorceress! You must help us!” the woman howled through her tears. “Five children have gone missing since the moon was last full. My own Imdilla and Imrudaa among them…” she added, before she was completely overcome with grief, unable to speak further.

“The city guards claim that they saw young Szeri, the butcher’s son, dragged into the sewer by a clawed camel,” her husband continued. “But if those useless kuru saw anything at all they saw it through drunken eyes. Surely they are lying?” he asked, more pleading than certain.

The sorceress drew her breath sharply through her teeth. She had no time for trifles, bigger troubles faced Umaab than a few errant children and a handful of lazy, drunken city guards. Still, the voice of her father echoed in her head, “We must never turn our backs on people in need, daughter. Though we live apart from them, we are of them, after all.”

“I will use my magic to scry upon these children so that I may tell you where they are to be found,” she said. “But I must ask you for a favor in return…”

Though she hated to take something of such value from these peasants, she had her own needs. And only the fire opal set in the woman’s hair comb could fuel the spell she must cast to open the gateway to where her beloved lay, trapped there by her nemesis, Shaalath Akis.

“Merely a short delay, sweet Dusz,” the sorceress thought. “A simple incantation to locate these calves that have strayed and then we will be reunited…”

Banzu Mugaam (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60’ (20’)
Armor Class: 0
Hit Dice: 6
Attacks: 3 (2 claws, bite)
Damage: 1d6+1/1d6+1/1d4+2
Save: F6
Morale: 10
Hoard Class: X
XP: 1,070

Banzu Mugaam look like squat, hairy human females with leprous, rotting camel heads. Their hands end in wicked talons while their legs end in cloven hooves. Their warty, wrinkled skin has a distinct greenish cast and they smell faintly of gangrene.

These demons are stronger than they would seem, and their terrible claws and vicious bites are quite dangerous. They constantly hunger for human flesh and are canny hunters.

Banzu Mugaam have the following spell-like abilities, useable at will: Charm Person, Fear, Levitate, Creeping Doom, Telekinesis (400 lbs.). Additionally, once per day these demons can 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

Banzu Mugaam can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Banzu Mugaam may Gate (10% probability of success) 1d6 Saam Ursag Mul.

Banzu Mugaam are sometimes encountered in the sewers beneath orphanages and hospitals, where they lure the infirm and children to their deaths.

The Tablets of Adad Untash tell the faithful that Banzu Mugaam are the souls of mothers whose children died of neglect.

Traveller: Scientists On The Hunt

Wherein your humble scribe presents a group of four characters for (classic) Traveller. All of these were rolled up almost by-the-book from Supplement 4: Citizens of the Imperium because that’s where the real fun is. When I say “almost” I mean that I used my ancient houserule that, like the Scouts, services that don’t have a commission/promotion path get two skill rolls per term rather than just one. Heresy? Not in my book!

Traveling throughout the Claybourne Subsector aboard the safari ship Egan’s Dream, two scientists, their guide and his pilot are in search of unique animal and plant life that might serve as the basis for new advancements in medicine…

Eriq Rickenbacker
684B95 Age 34 4 Terms (Service: Scientist)
Computer-2, Mechanical-1, Medical-1, Auto Pistol-1, Gravitics-1, Navigation-1, Survival-1, Jack of all Trades-1
Mid Psg, Auto Pistol
Cr11,000

Mallory Uzzle
5B6AC3 Age 30 3 Terms (Service: Scientist)
Computer-1, Electronics-1, Leader-1, Medical-1, Survival-1, Jack of all Trades-1
Mid Psg
Cr42,000

Hoyt Lenix
889638 Age 38 5 Terms (Service: Hunter)
Hunting-2, Spear-3, Survival-2, Rifle-2, Electronics-1, Medical-1
Safari Ship, Rifle
Cr14,000

Kimber Jabaut
A89A82 Age 34 4 Terms (Service: Pirate, Final Rank: Lieutenant)
Brawling-1, SMG-1, Shotgun-1, Mechanical-2, Electronics-1, Leader-1, Engineering-2, Pilot-2
Low Psg
Cr20,000

Traveller: 3 Citizens Of The Shardyn Alliance

Wherein your humble scribe presents three characters for (classic) Traveller. All three were rolled up by-the-book from Supplement 4: Citizens of the Imperium because I love that book like I love nothing else when it comes to Traveller. I mean, really, why should gun-slinging ex-military types have all the fun?

Jaunting about the Claybourne Subsector, this trio of well-to-do hob nobbers are looking to hire some grunts to do their dirty work as they attempt to establish their very own megacorp. Mercs beware! This gang of Travellers might just Liaison or Admin you to death…

Dame Aliz de Torando
48698B Age 34 4 Terms (Service: Noble, Final Rank: Knight)
Body Pistol-1, Admin-2, Pilot-1, Jack of all trades-1
High Psg, TAS Membership
Cr160,000

Artur Dibben-Ganz
5577CA Age 38 5 Terms (Service: Diplomat, Final Rank: 1st Secretary)
Liaison-1, Carousing-1, Streetwise-2, Auto Pistol-1, Forgery-2
Auto Pistol
Cr40,000

Severin Isaacs
485AA8 Age 46 7 Terms (Service: Bureaucrat, Final Rank: Executive)
Liaison-2, Admin-1, Interrogation-1, Revolver-2, Ground Car-2
Watch, Mid Psg
Cr130,000

El-Aqarat Adventure!

Last night we got in another session of the Arabian Nights style Basic RolePlaying adventure I’ve been running. Everyone had a blast and though there were no flying carpet antics this time, there was some great role-playing as the heroes found themselves in the City of Brass and then some interesting combat against a group of Ghûls that had decided to attack the very bandits that the players we seeking to fight against. Ah, three way combats. They’re fun, but complicated.

In any case, now that this particular adventure is complete, here’s the notes I put together to run it. They’re laid out in PocketMod format (though I put the template together myself in InDesign). So they’re a bit like a One Page Dungeon, but different. Enjoy or ignore, it’s your call.

Traveller: The Claybourne Subsector

Wherein your humble scribe, desperate to fill up space while he feverishly works away at the next batch of entries in the Demons Of Adad Untash, posts some old Traveller homebrew stuff that might be interesting to someone. Maybe. OK, probably not. But still…

For what it’s worth, this subsector was put together during a brief and ill-advised flirtation with T4 a long time ago. I don’t think there was anything in there that would make these hard to use with Classic Traveller or any other edition. But I could be wrong. In any case, you’ve been warned.

Claybourne Subsector Map
The Claybourne subsector occupies grid location A of the KOBE Sector. The fringeward and trailing boundaries of the Shardyn Alliance meet in the Claybourne. The Claybourne was named for Kenneth Claybourne, legendary explorer, statesman, and founding father of the Alliance.

Name Hex UWP Gas Giant Naval Base Scout Base Notes
Pentheus 102 D-7765969-N yes no no
Shintara 104 D-333125A-N no no no
Janus II 106 A-989989D-N no no no
109 D-113124A-N yes no yes
201 E-2576575-N yes no no
Gato 203 A-00067AE-N yes no no Research Station
205 X5850000C-N yes no no
Evans 207 E-548742A-N yes no no
Budapest 209 B-AA89B8C-N yes yes no
301 E-AA9674B-N yes no no
Farven 303 E-8604409-N yes no no
Backbreaker 304 B-3238BB-H no no no
Gaiman 306 X-835656B-N no no no
Sellers 307 X-2416208-N yes no no
Hepaxion 310 E-636AAB9-N yes no no
Farhome 402 C-462624B-H no no no
Pennick 403 C-332232A-N yes no no
McInnis 405 B-987AA9C-L yes no yes
Pipe 408 B-443235A-N yes no no
Deerfly 410 C-7566569-N yes no no
502 E-524341A-N yes no no
Freedom 505 D-7AAAC9B-N yes no yes
Elaine 506 E-89A898A-N yes no no
Maas 510 C-666986D-N yes no yes Research Station
Haven 603 C-333450A-N yes no no
Albian 605 A-856877C-H yes yes no
Posada 605 C-665411B-N yes no no
606 X-5564236-N yes no no
Bis Gamma 609 A-131430B-N yes yes no
701 E-3635008-N yes no no
702 E-4625347-N yes no no
703 E-16239-N yes no no
Yangto-Kim 5706 B-8AA316C-N yes no no
Emental 707 B-000541C-N yes no yes
Trade 709 B-9A6599D-L yes no no
Acorn 710 D-251113B-N yes no yes
802 C-562857C-N yes no no
Dinjara 805 C-466988B-N yes no no
Claybourne 809 B-987AA5D-N yes yes yes Subsector Capital
Keyen 810 D-976866B-H yes no no Prison World

Green Demons Of The Fevered Dream

When the mighty sorcerer Krug Jas cast Prince Asaam and King Riaz into the realm of the Fevered Dream, he trapped them in eternal battle against the Green Demons who live there.

Though 1,000 years passed in Kaalmuria, time all but stood still for the warriors who fought beneath the Golden Eagle banner of Kharnum Dhrynn. There they remained, fighting a ceaseless horde of demons who all-but-completely resembled their original foes, the army of their nation’s chief rival, the Emirate of Bateer Falim.

Bereft of its leaders and army, Kharnum Dhrynn fell before the might of its enemies (as they themselves would later fall when Krug Dras had squeezed them dry for his own benefit), leaving little but legend of the once proud nation in its wake.

Today all that remains of Kharnum Dhrynn are three strange onion-domed towers hidden in a canyon deep within the Great Western Desert. There, atop her decaying throne, sits the ancient, undying body of Queen Svetla, who works slowly at the embroidery she holds in her dry, brittle hands as she awaits the return of her husband and son from their campaign against the minions of Krug Jas.

The Green Demons appear as human soldiers armed with swords, axes, or whatever one-handed melee weapons are used by the foes they mimic. Except for a slight greenish cast to their skin and a wolf-like lengthening of their canine teeth, the Green Demons are indiscernable from those they are meant to resemble.

The Green Demons are classified as rabble.

Attributes
Strength 2
Agility 0
Mind 0
Appeal -2

Combat Abilities
Brawl 0
Melee 2
Ranged 0
Defense 0

Career
Soldier 2

Lifeblood 3

Protection: 1d3 (light armor & shield)
Weapons: Swords, Axes, or other 1-handed weapons, 1d6

BoL Bestiary: Vaarloi Death Worms

Vaarloi Death Worms are 5′ long with smooth blood-red skin covering their thick bodies. Though they are often found in deserts, these creatures avoid the heat of the day and are only active at dawn and dusk, unless skies are overcast.

Vaarloi Death Worms attack by discharging static electricity from their bodies. They begin combat by “spitting” their full charge (to a range of 30′) at foes as they are approached. After this large discharge, the worms are left with only small electrical “bites” until they have had a significant amount of time to recharge (typically longer than any given encounter).

Vaarloi Death Worms occasionally bleed off excess electrical charge with a crackling burst that creates a small cloud of ozone in their vicinity, which smells like an approaching rain storm. This aroma may be the source of the ancient warning against traveling through the desert when rain is likely.

Attributes
Strength 1
Agility 2
Mind -3

Combat Abilities
Attack with electrical “bite” +2; damage 1d3
Attack with electrical “spit” +0; damage 2d6 (once per encounter)
Defense: 2
Protection: 1d2-1/1d6-1 vs blunt weapons (rubbery skin & body)
Lifeblood: 5

BoL Character: Ofra Dral

Wherein your humble scribe presents the last of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting.

Ofra Dral was raised on the plains of Zaar, where her innate skill with the sling made her a natural hunter. She often journeyed with her father, Itamar, on his trips to the nearby cities to trade in pelts and pottery, and this view of the world outside the simple life of the Zaari instilled in her a burning desire to travel. Upon attaining the age of consent Ofra left her family’s farm and ventured to the fortress city of Lak Bran Mull, where she served for a time as a member of King Tyr’s army. Ofra now seeks her fortune in the wider world, no longer bound by the duties of family or king.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 2
Mind 0
Appeal 2

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Careers
Hunter 3
Farmer 0
Merchant 0
Soldier 1

Boons
Sling Master
Plains Tracker

Flaws
Landlubber

Languages
Zaaric (non-literate)
Kellic (non-literate)

Equipment
Mace (1d6)
Sling (1d3)
Light Armor (1d6-2)