Category Archives: Settings

Dogs Of W*A*R: November Company Grunts

So here I am using Dogs Of W*A*R (the modern action relative of Barbarians Of Lemuria) to knock out a few grunts for that theoretical November Company thing I mention occasionally. I’m not actually anywhere near doing anything on that front, but I’m trying to rekindle the RPG fire by poking at something I find interesting. So, without further ado, here are some low ranking GIs who have found themselves assigned to November Company.

Sgt. Danny Womack

Daniel Womack hails from Santa Rosa, California. The son of a policeman and a seamstress, the 24 year old Womack had himself entered the force before enlisting in the army after Pearl Harbor. He has taken to the service and is respected by his superiors. He is a very serious man who almost seems to lack a sense of humor entirely.

Sgt. Danny Womack / Lifeblood 11 / Exploit Points 5
Attributes: Strength 1 Agility 1 Mind 0 Appeal 2
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Background: Law Enforcement
Specializations: Sleuth 1 Soldier 2 Sneak 2 Snoop 1
Boons: Alert, Gun Specialist
Flaws: Anger Issues
Languages: English, German, French
Equipment: Heavy Pistol (d6+1), Light Machine Gun (2d6* +1)

Pvt. Dominic Di Martino

Nineteen year old Dominic Di Martino is as Brooklyn as it gets. Before entering the army he was well on his way to establishing himself as a petty criminal of some note. The army has set him straight and it’s unlikely that he’ll return to that lifestyle if he makes it home. Dom is garrulous and something of a practical joker. And his knowledge of baseball is unrivaled in all of November Company.

Cpl. Dominic Di Martino / Lifeblood 12 / Exploit Points 3
Attributes: Strength 2 Agility 0 Mind 1 Appeal 1
Combat Abilities: Brawl 2 Melee 0 Ranged 2 Defense 0
Background: Criminal
Specializations: Faceman 1 Soldier 2 Fixer 1 Tech 2
Boons: Stylish, Fast Talker, Grease Monkey
Flaws: Greed
Languages: English, Italian, German, French, Yidish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

Pvt. John O’Shea

Boston-born John O’Shea is no soldier – at least not by the standards of most of November Company’s fighting men. But what O’Shea lacks in army training he makes up for with a broad range of knowledge and languages. Whether you need to get patched up or take out a bridge, O’Shea’s your man in just about any theater. Now if only he could keep from losing his glasses in a firefight.

Pvt. John O’Shea / Lifeblood 10 / Exploit Points 5
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 3 Defense 1
Background: Other
Specializations: Academic 2 Soldier 1 Medic 2 Sapper 1
Boons: Mimic, Deadly Fists, Born Behind The Wheel
Flaws: Poor Eyesight, Clumsy
Languages: English, German, Burmese, Japanese, Chinese, Russian, Finnish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

BoL Bestiary: Cochmeuhquetl – The Zombies Of Tlactoztlan

Cochmeuhquetl (“sleepwalkers”) are Coztli that, after having been slain in battle, are returned to a semblance of life by Teoyaomqui, the god of dead warriors. Their purposes unknown to the common people of Tlactoztlan – and seldom divined even by the Texotli – these shambling undead creatures are often found within the swamps and deep jungles of the lost valley. Sometimes they appear to be guarding particular areas. Other times they are seen to be working at building new temples. And occasionally they descend upon a village where unrighteous behavior has been observed to mete out the punishment of the gods.

Attributes
Strength 4
Agility −1
Mind −2

Combat Abilities
Attack with Macuahuitl +2; 2d6
Attack with Fists, +3; 1d6
Defense: -1
Protection: d6 (tough skin)
Lifeblood: 15

BRP Characters: The Greek Resistance

Wherein your humble scribe presents a small group of lightly-statted NPCs for use with Basic RolePlaying.

Iorgos Vassilides and his compatriots are a group of Greek resistance fighters recruited to help November Company with a series of raids against the occupying Nazi army. Vassilides and company are more than happy to assist, thanks in no small part to the better equipment and food provided by the Allies.

Iorgos Vassilides
STR 18 CON 14 SIZ 15 INT 12 POW 10 DEX 10 APP 12 HP 15
Rifle 45% (1d8), Revolver 40% (1d6), Brawling 55% (1d3+1d6), Knife 35% (1d4+1d6)
Skills: Command 35%, Demolition 15%, Dodge 45%, K: Greek Mountains 85%, L: English 20%

Apollo Papasotiriou
STR 10 CON 16 SIZ 11 INT 15 POW 11 DEX 16 APP 12 HP 14
Rifle 75% (1d8), Revolver 55% (1d6), Brawling 35% (1d3), Knife 35% (1d4)
Skills: Climb 55%, Demolition 15%, Dodge 55%, Hide 35%, L: English 10%, Spot 75%, Tracking 35%

Martinos Papasotiriou
STR 16 CON 13 SIZ 17 INT 11 POW 13 DEX 13 APP 9 HP 15
Rifle 50% (1d8), Revolver 45% (1d6), Brawling 50% (1d3+1d6), Knife 35% (1d4+1d6)
Skills: Bargain 35%, Demolitions 40%, Dodge 35%, Fast Talk 40%, Insight 25%, L: English: 10%, Slight of Hand 45%

Isidoros Cosmatos
STR 16 CON 15 SIZ 9 INT 13 POW 16 DEX 11 APP 16 HP 12
Rifle 40% (1d8), Revolver 35% (1d6), Brawling 45% (1d3+1d4), Knife 65% (1d4+1d4)
Skills: Dodge 40%, First Aid 55%, K: Greek Cities 65%, L: English 55%, L: German 30%, Listen 55%, Medicine 25%

Dogs Of W*A*R: The Gospel Of Lorraine

So, despite having downloaded it months ago, I finally actually started to read Barbarians Of Lemuria relative Dogs Of W*A*R over the weekend. This delay is probably because I’m not actually all that big into the 80s-era men’s action fiction genre. I didn’t read Mack Bolan novels when I was a kid, nor did I much care for the A-Team or other entertainments in that style. So while I was quite interested to see what Simon himself did with the BoL engine in the name of guns & “modern” action, I just hadn’t gotten around to giving DoW a read yet. My mistake!

You see, even though the basic game is pitched at precisely those notes that don’t sing to me, there’s a little Alternative Settings section at the back of the book that includes an entry called Misfit Platoon, which just happens to list Kelly’s Heroes, Dirty Dozen, and Rat Patrol as its inspirations. Those sound familiar to anyone? Yep, those are pretty much the exact inspirations for that whole November Company concept I was on about previously. And though I know that if I ever do get around to running something like that my players will have fits if I don’t use Basic RolePlaying as the system, I can’t help but think that the concept and the BoL/DoW rules would be perfect for the concept.

As noted before, thinking in BoL comes easily to me. And with the assistance of my handy dandy BoL-to-BRP Conversion Guidelines I’ve got no reason not to indulge my own love of said elegantly simple system.

In the meantime, to give DoW a spin, here are a quartet of French Resistance fighters done up in DoW, which seems to fit the idea of a WWII scenario focusing on the exploits of this kind of group quite well.

Yves “Mathieu” Xavier

A former mid-level minister in the pre-Vichy government, the devout socialist Yves Xavier has vowed to fight the German occupation of France to his last breath. Yves still has access to much of his family’s fortune, which he uses to fund the operatives and soldiers he has recruited into his personal resistance cell.

Essences
Lifeblood 12
Hero Points 3

Attributes
Strength 2
Agility 0
Mind 1
Appeal 1

Combat
Brawl 2
Melee 0
Ranged 2
Defense 0

Background Political

Careers
Leader 2
Soldier 1
Administrator 2
Sapper 1

Boons
Paper Pusher
Wealth
Current Affairs

Flaws
Womanizer

Languages
French, German, Italian, English

Equipment
Heavy Pistol, d6+1

Isaak “Marc” Lunel

A young Jewish man from the the Pletzl (in the Marais district of Paris), Isaak Lunel has spent most of his life in trouble with the law. And though he has no love for France itself, he is proud to fight against the Nazis’ presence in his homeland (and, by extension, their persecution of his people). If that means he must work alongside those who have seldom given him respect, so be it.

Essences
Lifeblood 11
Hero Points 5

Attributes
Strength 1
Agility 2
Mind 0
Appeal 1

Combat
Brawl 1
Melee 1
Ranged 0
Defense 2

Background Criminal

Careers
Fixer 2
Soldier 1
Sneak 2
Wheelman 1

Boons
Alert
Edged Weapons Specialist

Flaws
Ugly!

Languages
French, Spanish, German

Equipment
Knife, d3
Medium Pistol, d6

Lt. Jules “Luc” Severand

A survivor of the Battle of France, rescued in Operation Dynamo, Lt. Severand has returned to France to fight with the resistance against her enemies (both foreign and domestic). His painful shyness, though certainly a weakness, led directly to his development of an eagle eye with the sniper rifle.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 3
Mind 1
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Background Military

Careers
Marksman 3
Soldier 1
Medic 1
Scout 1

Boons
Gun Specialist: Sniper Rifle
Tough Guy

Flaws
Socially Awkward

Languages
French, Dutch, German

Equipment
SMG, d6
Sniper Rifle, d6+1
Knife, d3

Olympe “Jean” Daux

The widow of a newspaper publisher who was executed by the Nazis for his refusal to run their propaganda after the invasion, Olympe Daux has vowed to avenge her husband and restore France to its rightful place as a free and democratic country. She doe not relish the battle, but she will do what must be done.

Essences
Lifeblood 8
Hero Points 5

Attributes
Strength 0
Agility 0
Mind 2
Appeal 2

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Background Business

Careers
Faceman 2
Soldier 1
Sneak 1
Sleuth 2

Boons
Contacts
Stylish
Fast Talker

Flaws
Slender
Phobia: Snakes

Languages
French, German, English, Russian, Greek

Equipment
Foil, d6
Knife, d3
Light Pistol, d6-1

The Basalt Bird Of Beq’Azir

Wherein your humble scribe presents three characters and a monster for Tunnels & Trolls. All of these are best enjoyed with some dates and hummus.

“And why are we climbing this damnable cliff again, wizard?” the brusque Bakir asked of his companion.

“We seek the Basalt Bird of Beq’Azir, of course!” the magician exclaimed, his voice unfazed by the effort expended in hauling his bulk up the mountainside. “It’s eyrie is known to lie atop Mount Rafeeda. The Scrolls of Sha’Qahir plainly state…”

Bassam’s discourse was – thankfully – interrupted by a screech that sounded more like stone on stone than it did the cry of a living thing.

“Na’asaad!” hissed their fellow climber, as she drew her short sabre from the jeweled scabbard at her delicate waist. “It would seem that the beast he seeks has found us instead.”

A rough black shadow streaked across the sky and turned to attack the party of miscreants who had dared to encroach upon its territory. The sun gleamed off the razor-edged talons as the creature gained speed.

“Quit crowding me, you stupid oaf! I can’t invoke the powers with that damnable dagger of yours dampening my magical mastery!” Bassam barked at Bakir, whose Kris was indeed interfering with the invoker’s incantations.

“Damn your twisting of God’s laws, wizard! I need room to fire this arrow!” the warrior retorted as he drew an arrow and took aim.

“Stop it, both of you!” commanded Bari’ah. “We have to work together if we’re going to survive this,” she continued in that ever-so-persuasive voice of hers. “Quickly now, Bassam, trade places with me – that should give you the distance you need. And it is plain to see that I will take up far less space than you, giving Bakir the freedom to use his bow. Insa’Allah, it will fell the bird before it reaches us!”

Bakir / Warrior / Human / 3
STR 30 CON 16 DEX 12 SPD 10
INT 6 WIZ 11 LK 15 CHR 7

Height 6′ 3″ Weight 220 lbs.

Adventure Points 0
Combat Adds +7

Talents Trading (+3), Survival (+1), Riding (+6)
Languages Desert Tongue (Barely)

Scimitar (4), Kris (2+3), Heavy Self Bow (5), Mail Armor (24), Target Shield (8)

Bassam / Wizard / Human / 2
STR 9 CON 14 DEX 12 SPD 10
INT 21 WIZ 14 LK 13 CHR 12

Height 5′ 10″ Weight 260 lbs.

Adventure Points 0
Combat Adds +1

Magic All 1st level spells, Find Object, Nohearums

Talents Falconry (+5), Psalms & Psayings (+3)
Languages Desert Tongue, Quite A Few Others

Dirk (2+1), Sling (2), Quilted Silk Armor (3)

Bari’ah / Leader / Human / 2
STR 7 CON 14 DEX 16 SPD 9
INT 12 WIZ 8 LK 15 CHR 23

Height 5′ 2″ Weight 90 lbs.

Adventure Points 0
Combat Adds +5

Talents Leadership, Astrology (+5)
Languages Desert Tongue

Short Sabre (3+1), Soft Leather Armor (5), Buckler (3)

The Basalt Bird of Beq’Azir

Monster Rating: 78
Combat Dice: 8d6+39
Special Damage:
3/Vorpal Blade – The razor-sharp talons of the Basalt Bird slash its foes most effectively
5/Oh Go Away! – The bizarre cry of the Basalt Bird panics its foes
Special Abilities: Fly Me – Despite its rocky nature, the Basalt Bird can, indeed, fly. Also, its stony hide acts as 8 point armor.

The Basalt Bird of Beq’Azir is a legendary creature spoken of in many myths and stories throughout the region of the Silver Desert. It is rumored that whosoever can capture the bird will be granted three wishes by the Lord of the Air as he bargains for the release of his beloved pet. Of course, wresting wishes from a demon is certain to ensure a degree of enmity that most mere mortals would rather avoid.

Traveller: The FitzLogan Gang

Wherein your humble scribe presents a group of characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters And Combat and/or Supplement 4: Citizens of the Imperium.

For years Logan “Fitz” FitzLogan was one of the more notorious con men in the Claybourne Subsector, but he’s been straight ever since his last conviction was overturned due to technical issues surrounding the case. He was last seen traveling in the company of a couple of lovely graduate students and a retired Army Major with a thing for guns, but the Alliance Patrol keeps losing their tracer on him somehow. Surely that’s just a coincidence.

Logan “Fitz” FitzLogan
877596 Age 34 4 Terms (Service: Rogue)
Streetwise-2, Forgery-2, Computer-1, AutoPistol-1, Liaison-1, Carousing-2
Cr110,000

Natsuko Coats
8A69B9 Age 30 3 Terms (Service: Scientist)
Computer-3, Electronic-1, Dagger-1, AutoPistol-1
Cr51,000

Jennifer Rebryk
886CB5 Age 26 2 Terms (Service: Scientist)
Computer-1, Jack of All Trades-1, AutoPistol-1, Medical-1
Cr12,000

Maxwell Lozyk
A87768 Age 30 3 Terms (Service: Army, Final Rank: Major)
Rifle-1, SMG-1, Shotgun-1, AutoRifle-1, Carbine-1, Mechanical-1, Electronic-1, Air/Raft-1
Cr22,000

Adharma & Anjani Against Airi & Allies

Wherein your humble scribe presents two characters and two monsters for Tunnels & Trolls. These are best enjoyed with some saag paneer and a mango lassi.

“How many more days until we reach Dharamir, sister?” Adharma asked as he drew the kettle from the fire.

“Two, perhaps three days if we slowed by your incessant need to ask questions about the roots and berries we see along the way,” Anjani replied with a smile.

“So we shall be celebrating Kaashti in the midst of the jungle,” the warrior sighed as he poured the water over the leaves and spices he had prepared for their evening chai. “I fear that we will have little luck gaining an audience with Princess Jita Ramana, even though we bring news of her beloved.”

“You are likely correct, brother. The fate of Sash Rajeer…” her voice trailed off as she gave Adharma their mutually understood sign for complete silence.

In the middle distance an unearthly howling – like that of a dozen dying dogs – had sprung up. Anjani signaled for her brother to prepare for combat. They would soon have company of a sort that would not be interested in his recipes…

Adharma / Warrior / Human / 2
STR 15 CON 20 DEX 13 SPD 9
INT 11 WIZ 7 LK 17 CHR 10

Height 5′ 7″ Weight 170 lbs.

Adventure Points 0
Combat Adds +10

Talents Cooking (+2), Kalaripayat (+4)
Languages Kalaadhari

Tulwar (4+4), Kukri (2+5), Mail (24), Target Shield (8)

Anjani / Ranger / Human / 2
STR 14 CON 11 DEX 15 SPD 14
INT 13 WIZ 6 LK 11 CHR 20

Height 5′ 3″ Weight 110 lbs.

Adventure Points 0
Combat Adds +7

Talents Missile Mastery (+4), Ayurveda (+5)
Languages Kalaadhari, Ancient Vedic

5 Chakram (2), 2 Sickle Swords (3+1), Scale Mail (8)

Airi

“Those who see Airi face to face are burnt up by the flash of his eye, or are torn to pieces by his dogs…” – (Crooke, P.R.I., Vol. I., p. 262; Ethnologie du Bengale, p. 100).

Monster Rating: 66
Combat Dice: 6d6+33
Special Damage: 2/Call Flame – “the flash of his eye”
Special Abilities: Airi can fly and ignore all 1s rolled as damage against them.

Airi are the ghosts of those who died while hunting. They travel the world with a pack of spectral hounds, seeking out the living to visit some kind of vengeance upon them. Why would these spirits seek to punish innocent individuals who had nothing to do with their death? Because they’re insane, that’s why.

The Hounds of Airi
Monster Rating: 34
Combat Dice: 5d6+16
Special Damage: 1/2, The Hounds of Airi are truly vicious.
Special Abilities: The Hounds cannot be outrun by any normal being.

The Hounds of Airi are a ghostly pack of baying dogs with burning red eyes and dripping jaws.

Nogoloth: The Emerald Ships

Wherein your humble scribe presents an NPC and an artifact (in Barbarians of Lemuria format) that he whipped up for his nascent Lovecraftian Fantasy setting, Nogoloth. You might note that this makes three BoL-based Nogoloth entries in a row. That, my friends, is starting to look something like a trend.

On the western shore of Nogoloth sits the city called Cwnuihd, where strange emerald-sailed ships crewed by ebon-skinned men dock thrice annually. None within the city claim to know the origins of these vessels, nor their destinations. All that is known is that the sailors who debark from the caravels and carracks speak – and often sing – in a tongue unknown even to the greatest scholars of Nogoloth. The captains of these crafts superficially resemble the men they lead, but can carry on great discourse in the common speech of the island-continent they visit each time the trade winds shift and the two moons of Nogoloth join together to raise the tides high enough to allow passage across the great reef that elsewise bars the harbor.

These mariner kings seldom speak of what they have seen in the unchartered waters of the world, but when they do they wax poetic, even rhapsodic, telling tales of great, impossible leviathans whose eyes burn with hatred for all the men and beasts of the land. It is whispered that only these sea dogs may traverse the greatest oceans of the world, though whether due to their extreme bravery or, perhaps, to some dark pact they have made with the rulers of the court beneath the waves none may say.

It is tradition amongst the women of Cwnuihd to greet the arrival of the Emerald Ships by dyeing their hair jet black and serenading the crews from the docks with songs that their mothers’ mothers learned from the first such fleets to brave the dark waters of the bay and anchor at the docks that were already present when the city itself was founded in centuries passed. The men of Cwnuihd are made ill-at-ease by the melodies that comprise these alien chanties – though, in truth, it is the frequently wanton behavior the ladies engage in when in the company of those who sail with the Emerald Ships that truly troubles the fathers of unwed daughters in the city. Despite the rather orgiastic scenes that often play out in the dockside taverns, no child has ever been born in Cwnuihd who even faintly resembles the sailors.

I happened to be visiting Cwnuihd one spring when the Ships arrived, and I struck up a brief-but-companionable relationship with the captain of one of the vessels – a man by the name of Vaul – in whose company I passed two fascinating evenings filled with stories of the sort that one would be inclined to take for little more than the tall tales of a man who has spent too much time away from even the sight of land. Yet there was, in his manner and upon his face, an indescribable sincerity so powerful that I would warrant his narratives to even Ste. Sibille the Blind herself.

It was from Captain Vaul that I acquired the Lantern of U’um’nn, an artifact of a different age that may well serve to render my ultimate goal achievable. Vaul refused to accept payment of any sort for the Lantern, insisting that he had already been well compensated for delivering it to my hands.

I am told by the old men of Cwnuihd that they had never heard tell of anyone – let alone a cripple such as I – being offered passage aboard one of the Emerald Ships. Yet I was indeed invited to sail with Captain Vaul and his crew when the time came for them to leave the shores of Nogoloth. I regret that I was unable to accept this unique proposition, but my work here requires that I remain ashore, at least for now. If I should chance upon the good captain and his crew once my task is complete, I will readily board their craft if the opportunity is afforded me again.

Captain Ertegun Vaul

A tall, powerfully-built man in his mid 40s, with the ebon skin seen only amongst the crews of the Emerald Ships that visit Nogoloth occasionally, Captain Ertegun Vaul is a charming conversationalist who has seen things and traveled to locations undreamt of by the inhabitants of the island-continent. He is fearless – or nearly so – and dogged in his pursuit of profit upon the black waters of the world. He has dabbled in sorcery, is more than a little acquainted with the ways of the gods (both benevolent and malign), and is a stalwart companion when trouble arises. Captain Vaul is currently in possession of the legendary Moon Dagger of Rhug-Dh’krhala, a weapon mentioned in both the Lzaaq Cycle and the Book of Nyshanib. He is loathe to discuss how it came to him, pointing only to the tenatcle-like scar that runs down the length of his left arm and smiling a melancholy smile.

Essences
Lifeblood 11
Hero Points 5
Arcane Power 10

Attributes
Strength 1
Agility 0
Mind 1
Appeal 2

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Mariner 2
Merchant 1
Sorcerer 0
Priest 1

Boons
Born Sailor
Carouser

Flaws
Greed

Languages
Nogolothian, Emerald Shipman’s Speech

Equipment
Scimitar, d6+1
Alchemical Dagger d3+1 (rare, grants boon & ignores armor)
Very Light Armor (d3-1)

Lantern of U’um’nn

This artifact, which appears to the common eye as little more than a well-maintained ship’s lantern, reveals the manner in which those upon whom its light is cast will die. When lit, a large swarm of colorful moths are drawn from beyond space and time, and as they dance about the light the interplay of their beating wings shows individual’s death as though seen upon a moving tapestry. The lantern is highly magnetic and will render any compass within 50 feet of it unreliable for navigation.

Nogoloth: The Bells Of Pnikigystros

Wherein your humble scribe presents a monster and an artifact (in Barbarians of Lemuria format) that he whipped up for his nascent Lovecraftian Fantasy setting, Nogoloth, as he continues to dither on which system to use for such things. You might note that this makes two BoL-based Nogoloth entries in a row. Make of that what you will.

In the port city of Pnikigystros, on the southernmost shore of Nogoloth, there stands an ruined church – once consecrated to St. Xavier of the Kettle, according to the few ancient residents who can recall the times before it was boarded-up and abandoned for reasons unspoken. Despite its dilapidation and lack of occupants, the bells of this cathedral still ring out at dusk and dawn on odd days – days that some claim are holy to the darker gods who hold sway over the affairs of man and beast. The mournful tolling of the bells can be heard from one end of Pnikigystros to the other, even in the fine mansions atop Owl Hill. The people of the city take extra care on these days, when bad luck and murder are in the air. Sailors refuse to weigh anchor on these days, and children who are born between the ringing of the bells are quite often sickly and haunted in appearance.

The residents of the neighborhood where the church stands – called Blacksend by those who dwell there – shun this structure, crossing to the other side of the street and spitting on the ground when they must pass by it as they hurry down Margrave Lane. In the early evening, when the blood red light from the setting sun streams through the building’s high stained glass windows and plays upon the cobblestones outside its doors, even the least superstitious folk choose a route that avoids that sullen street entirely, regardless of the distance that traversing Margrave might save.

In other places of the world one might expect that such a structure would attract the attention of curious children or, perhaps, the interest of a criminal element that might seek to take advantage of such a blighted place, to engage in their unlawful activities out of the watchful eye of the constabulary. But in Pnikigystros, one finds nothing of the sort. My own efforts to recruit urchins or footpads to investigate the church further on my behalf – a system which has proven useful in other areas of Nogoloth, as you’ll recall – have fallen upon willfully deaf ears. Once word reached the broader communities of these sources of inexpensive explorers I found that I was unable even to complete a friendly exchange with such citizens.

If not for the willingness of a certain sea captain and his crew of less-than-sterling repute I might never have found anyone to enter the edifice in question and secure for me the bronze vessel that proved to to be precisely where a particular venerable verger with a tongue loosened by various libations had indicated it would be found. That only the first mate of the Green Phoenix – a peculiar man named Crawford Fowler, whose bearing and features implied a connection to the Cwnuihd Fowlers – delivered the item to me, with a blank stare and far less interest in his payment than I was led to expect from one of his sort, is of no matter.

I must confess that even I – engrossed as I was in my examinations of the Kettle – was slightly unnerved upon hearing that the pirates’ ship – after sitting quietly vacant at the docks for weeks – was suddenly no longer moored there on the 22nd morning after the breeching of the church – a morning, one should note, that followed the tolling of the Bells of Pnikigystros.

Anthrognaath

Anthrognaath are large (2′ to 4′ long) centipedes with the faces of men. These creatures come from somewhere else, entering our world through various arcane devices that typically contain liquids, such as bowls, cauldrons and kettles. Anthrognaath are quite intelligent and often possess significant magical knowledge, but are unable to wield it in their natural forms. For this reason, they seek out sentient host beings into whose body they burrow once the neurotoxin from their bite takes effect. Once inside a host, the Anthrognaath is able to use its arcane abilities through the form it has hijacked. The process of Anthrognaath “possession” does hideous damage to the host being, who will typically survive no more than several weeks, during which time the Anthrognaath will actively seek out new potential hosts.

Attributes
Strength 4
Agility 1
Mind 2

Combat Abilities
Attack with Bite +2; d6-2 plus poison
Defense: 2
Protection: d6-2 (chitin)
Lifeblood: 20

Anthrognaath Poison
A person damaged by the bite of an Anthrognaath must make a Demanding Strength check or become paralyzed in d3 rounds. This paralysis lasts for d3 hours, during which time an Anthrognaath will invade the victim’s body, effectively killing the victim. One an Anthrognaath has so co-opted a body, the host creature will still outwardly resemble its former self, but will in fact be home to the Anthrognaath’s evil mind and powerful arcane abilities. Such unwilling sorcerers possess an Arcane Power of 15 and a Sorcerer career rank of 3.

The Bronze Kettle Of Mithathu

The Bronze Kettle Of Mithathu is a damnable relic of an ancient time. Some two feet in diameter and perpetually cold to the touch, the metal that comprises its form is stamped and carven with obscure runes which are a variant on the Star Tongue of the Elds – hard to decipher but clearly full of dire warnings and other such language designed to dissuade casual use of the item.

The possessor of the Bronze Kettle of Mithathu is highly resistant to all extremes of temperature (a Boon that grants an extra die when rolling to resist such effects). Further, all second and third magnitude spell cast by the possessor receive a bonus die when cast and their Arcane Power costs are reduced by 3 AP.

However, a darkness lingers over the artifact. Every time the Kettle is used as part of a summoning spell, there is a 1-in-3 chance that the summoned creature will immediately attack the magician who calls it forth, regardless of any precautions taken to prevent this. Further, all spells cast with the power of the Kettle permanently drain one Lifeblood from the caster. Lastly, at dusk and dawn on the holy days of the Dark Gods, there is a 1-in-6 chance that an Anthrognaath will emerge from the Kettle in search of a host creature.

The Demons Of Adad Untash: The End

And so, with today’s posting of [link id=’1339′ text=’the Emperor’] and [link id=’1338′ text=’his Queen’], the Demons of Adad Untash series (for Labyrinth Lord, etc.) here at Strange Stones has come to an end.

It took me nearly a year (far from uninterrupted) to bang these baddies out, and believe me, I’m spent. It’s hard work dwelling in the Halls of Dust and Darkness! I do intend to package them all up in a PDF before too long, but you can pretty safely bet you won’t see such a tome tomorrow 🙂

My next big goal is to similarly complete (and eventually PDF) the Tlactoztlan setting for Barbarians of Lemuria. I can’t promise a specific date or anything, but that’s definitely my most significant target right now. But don’t worry, Nogoloth will continue getting love, and I’m bound to keep hacking away at all kinds of other things, too. But for this one brief moment, I feel pretty good for actually having completed this series.

I’m not entirely sure how your fine folks out there can best use these demons, but I hope you do find a way to work them into your games somehow. Personally, I always envisioned that they’d be used in a more “traditional” fantasy setting (in your old-school game of choice) as something that Ye Olde Evil Wizard® or perhaps Those Wacky Cultists® might unleash upon the world. But maybe they could make an appearance in a delightfully odd Stars Without Number game? Or be found ruling over a ruined Mutant Future world? That’s the great thing about having produced them for Labyrinth Lord. There are so many places they can go with very little conversion work needed.

So if by some chance you do wind up siccing them on your unsuspecting players, I’d sure love to hear how things went down. I’m all ears… wait, that gives me an idea for a new Demon Lord! No, not really 🙂

p.s. Happy GM’s Day and all the joy and sorrow it entails.