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.

BRP Characters: The Brothers Queng

Wherein your humble scribe presents a pair of NPCs for use with The Celestial Empire, the Basic RolePlaying game of life in Imperial China.

Doctor Queng Jian travels throughout Ming Dynasty China helping the people of the land with his exceptional medical skills. Jian has chosen to follow this nomadic life rather than accept an appointment as the Court Physician of a petty noble in Gansu Province, whose daughter Jian secretly loves but may never marry. On occasion, Queng Jian’s abilities draw the attention of a local magistrate who calls upon the doctor to assist in an investigation.

Jian is perpetually accompanied by his (much) less accomplished younger brother Yo, who, though a skilled storyteller, has little to show for his 22 years in the Middle Kingdom. The hulking Yo does do a fair job as a bodyguard for his brother – even if just by looking imposing to the vast majority of people the pair encounter.

Unfortunately for the Brothers Queng, a pair of outlaws knows as Flower Neck Bachelor and Earthquake Lo are actively traveling through the Celestial Empire disguised as Queng Jian and Queng Yo. Though the outlaws have yet to perpetrate anything outrageous enough to cause the Quengs serious legal trouble, their crimes have been escalating and it is only a matter of time before they cross a line that cannot be uncrossed. Unless, that is, the Brothers Queng can catch up with them and bring them to justice.

Queng Jian

Slight of build and quick of mind and hand, Queng Jian is the consummate physician. His bedside manner is impeccable and he shows the utmost respect for his patients and their needs. Jian is a serious and sober man, with a hint of melancholy about him. Jian seeks to do as much good as he can while ever attempting to expand his understanding of the scholarly arts.

Queng Jian
STR 12 CON 11 SIZ 10 INT 17 POW 16 DEX 17 APP 12 EDU 18
Hit Points 11 Major Wound 6 Qi Points 16 Age 29

Allegiances
Buddhism 2, Chinese Folk Religion 2, Confucianism 20, Daoism 0,
Esoteric Buddhism 0, Judaism 1, Islam 0

Home Region: Lower Yangzi
Profession: Traveling Doctor

Damage Bonus: none
Weapons: Fist/Foot/Head 51%, damage 1d3
Armor: none
Skills: Healing Lore 90%, Medicine 90%, Science: Natural History 63%, Drive: Cart 45%, Research 75%, K: History 75%, Science: Alchemy 55%, K: Northern China 65%, Meditation 70%, Insight 65%, Etiquette 65%, Appraise 50%, Bargain 55%, L: Mandarin 124%, Sense 40%, Spot 55%, Brawling 51%, Martial Arts: Brawling 28%, Gaming 50%, Dodge 50%, Persuade 40%, Navigate 25%, Listen 40%, Grapple 40%, Art: Calligraphy 30%, Perform: Singing 30%, Ride: Horse 20%, K: Art History 25%, K: Folklore 20%, K: Literature 45%, K: Streetwise 24%, Literacy: Chinese 51%, L: Cantonese 24%, Status 40%

Queng Yo

The opposite of his brother in every outward aspect, the boisterous Queng Yo is practically a giant among men in China. Ever since he was young, Yo has delighted in the telling of tales and he has now managed to turn his affection for the common stories into a profession capable of providing a passable income. A talented performer, Yo lacks the serious storyteller’s attention to detail and often improvises his way through the portions of narratives that he dislikes or doesn’t remember.

Queng Yo
STR 12 CON 15 SIZ 15 INT 13 POW 11 DEX 10 APP 16 EDU 15
Hit Points 15 Major Wound 8 Qi Points 11 Age 22

Allegiances
Buddhism 0, Chinese Folk Religion 20, Confucianism 0, Daoism 1,
Esoteric Buddhism 0, Judaism 0, Islam 0

Home Region: Lower Yangzi
Profession: Storyteller

Damage Bonus: +1d4
Weapons: Fist/Foot/Head 50%, damage 1d3 +1d4
Armor: none
Skills: Persuade 70%, K: Folklore 55%, K: Chinese Folk Religion 50%, Perform: Recite 90%, Art: Calligraphy 10%, Disguise 25%, Fine Manipulation 25%, Insight 70%, K: Literature 60%, Listen 50%, Perform: Sing 55%, Bargain 55%, Brawling 50%, Grapple 30%, Dodge 45%, Gaming 35%, Healing Lore 20%, L: Mandarin 103%, Literacy: Chinese 35%, Martial Arts: Brawling 30%, Stealth 25%, Sleight of Hand 25%, Etiquette 35%, Appraise 42%, Fast Talk 33%, L: Cantonese 30%, Sense 37%, Status 35%

T&T In Spaaaaaace!

Wherein your humble scribe presents an homage to a certain introspective & philosophical scifi program from the 1970s in the form of characters written up using the 7th Edition Tunnels & Trolls rules. Because he’s a very weird man.

T&T 30th Anniversary TinI’ve only played a handful of Tunnels & Trolls games in my life. And I’ve never played (or even read) Mercenaries, Spies & Private Eyes – which I believe to be essentially an iteration of the base T&T rules for modern non-fantasy gaming, though I could be wrong about that.

In any case, the core T&T rules seem ideally suited to adaptation for other genres, especially ones that (a) don’t benefit from an obsessively detailed combat system and (b) might appear on the surface to be exceptionally weird for RPGs (or, perhaps, ones lacking the appropriate degree of dour seriousness we’re all supposed to aim for as the avant garde, improvisational theatricians we’re supposed to be).

So from time to time the simplicity of T&T calls to me from the 30th Anniversary Edition’s little tin box I bought a few years back when a gas leak combined with an ice storm forced me and my wife to live in a hotel for a few days. And when that happens, I do weird things. Like write up several key cast members from a TV show I love as a test run for what it would be like to use T&T for a scifi game…

On September 13th, 1999, nuclear waste from Earth stored on the Moon’s far side exploded catastrophically, knocking the Moon out of orbit, sending it and the inhabitants of Moonbase Landau hurtling uncontrollably into space. Led by the noble Commander Ivan King and featuring a talented multicultural crew, these unintentional explorers of the universe will often come face-to-face with strange aliens, questions of cosmic importance, and even death itself.

Ivan King / Leader / Human / 2
STR 13 CON 15 DEX 14 SPD 12
INT 15 PSI 12 LK 20 CHR 18

Height 6′ 3″ Weight 195 lbs.

Adventure Points 0
Combat Adds +11

Talents Philosophy 18, Piloting 17, History 18
Languages English, Others

CommKey, Laser Pistol (4d6+16), Woven TechSuit (4)

Dr. Olympia Bertrand / Explorer / Human / 1
STR 10 CON 14 DEX 13 SPD 14
INT 17 PSI 15 LK 14 CHR 15

Height 5′ 9″ Weight 150 lbs.

Adventure Points 0
Combat Adds +5

Talents Medical 23, Dancing 15
Languages English, Others

CommKey, Medical Kit, Woven TechSuit (4)

Prof. Sigurd Ernst / Explorer / Human / 2
STR 11 CON 11 DEX 13 SPD 12
INT 21 PSI 13 LK 15 CHR 12

Height 5′ 10″ Weight 175 lbs.

Adventure Points 0
Combat Adds +5

Talents Science! 26, Philosophy 25, Religion 22
Languages English, Others

Wealth 1,000 Cr
CommKey, Woven TechSuit (4)

Chief Pilot Kevin Tate / Soldier / Human / 1
STR 15 CON 16 DEX 14 SPD 13
INT 12 PSI 9 LK 18 CHR 16

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds +13

Talents Piloting 22, Fisticuffs 17
Languages English

Wealth 1,000 Cr
CommKey, Laser Pistol (4d6+16), Woven TechSuit (4)

Game Notes

I changed the T&T character class names a bit (Citizen is now Explorer, Warrior is now Soldier) and turned the WIZ stat into PSI.

None of the characters above have any PSI powers, which is good, since I don’t have any idea (or inclination, at the moment) to figure out how to handle such things. The short answer is that I’d probably just use a selection of the T&T spells (renamed, probably) to represent PSI abilities and either tweak the Wizard class a bit to be a Psionicist class or else do away with it entirely and come up with some way of letting the psionics develop in other character classes.

If this were going any further I’d probably tweak the Explorer class to be more than just the Citizen class with a different name, but for now making the distinction between combatants and not-really-combatants seemed fair.

Oh, and I also upped the starting number of Talents to two in anticipation of the crew running into tough aliens who have significant stat modifiers. Those plucky humans are always showing up the creatures who should rightly kick their tails. Hmm, maybe Humans ought to have a mod to their LK stat? Maybe. But that’s a discussion for a different time.

T&T: Draago, Boris & Max Vs. The Hoolabees

Wherein your humble scribe, unable to focus on anything he’s “seriously” working on, presents a trio of 7th edition Tunnels & Trolls characters and a new monster for the game.

Max – the exceptionally charmless leprechaun – winked back to the camp where Draago and Boris were waiting for his report. The dwarf and elf were, as usual, bickering about whose ancestors slew what dragon and which of their kings would win in an arm-wrestling match, if it were held on the second moon at noon on a Tuesday. They were so involved in this same old discussion that they didn’t even notice Max’s arrival. So he did what came naturally and began to insult them both so deeply and profanely that we simply can’t reprint his words here. After the two quarreling warriors finally calmed Max down he began to tell them what he’d seen.

“Sure’n the tunnel’s up there. Tha’ old man in the tavern wasna lyin’ – even though he were wearing a skirt. In any case, there’s tree large hives hanging down from the cave entrance. I cold just make out a few o’ them green bees he tol’ us about. I was thinking that if we used some fire to smoke ’em out…”

“NO!” cried Boris. “We can’t use fire! We might burn the trees or scare the squirrels and bambis!”

“Oh damn you and yer damn nature,” replied Draago. “I’m not going to get stung just because the critters out here might get upset over a little fire.”

“Well, y’see lads,” Max continued, “Here’s the problem. Just as I was about to pop back over here, a right big hoor of a troll came out of th’ cave, whacked the nests and went back inside. So the bees are buzzin’ all o’er the front of the cave noo.

“What a terrible creature! Using those poor little fuzzy bees for her own evil ends!” hissed the elf.

“No more terrible than yer own Queen Silvermoonleafraindrop. I’m sure you recall your own history well enough to remember when that foul witch enslaved a full army of…”

“Right! You two! Shut it! Noo! We’re going to have to face the damn bees, lads. Rather than goin’ on and on about your insipid histories, let’s figure out what we need to do to get inside tha’ cave and get our hands on herself’s piles o’ gold.”

Draago / Warrior / Dwarf / 2
STR 20 CON 24 DEX 11 SPD 13
INT 10 WIZ 8 LK 9 CHR 11

Height 3′ 7″ Weight 300 lbs.

Adventure Points 0
Combat Adds +11

Talents Gambling 14
Languages Common, Dwarven

Wealth 10 gp
Dwarven War Axe (6d+13), Buckler (6), Soft Leather Armor (10)

Boris / Warrior / Elf / 1
STR 17 CON 10 DEX 15 SPD 10
INT 12 WIZ 30 LK 18 CHR 22

Height 6′ 1″ Weight 134 lbs.

Adventure Points 0
Combat Adds +15

Talents Archery 20
Languages Common, Elven

Wealth 5 gp
Medium Longbow (4d+18) & Sheaf of Arrows, Broadsword (3d+24), Scale Mail (16)

Max / Wizard / Leprechaun / 2
STR 5 CON 13 DEX 15 SPD 9
INT 21 WIZ 15 LK 17 CHR 5

Height 2′ 7″ Weight 50 lbs.

Adventure Points 0
Combat Adds +4

Magic Wink-Wing (innate), All 1st Level Spells

Talents Persuasion 11
Languages Common, Leprechaun, 9 more

Wealth 100 gp
Shillelagh (2d+4), Brass Knuckles (2d+4), Quilted Silk Armor (3)

Hoolabee Swarm
Monster Rating: 44/ 88 / 176
Combat Dice: 5d6 +22 / 9d6 +44 / 18d6 +88
Special Damage: 1/2 Those Hoolabee stings sure do sting!
Special Abilities: Fly Me – Not surprisingly, Hoolabees can fly. Hard To Hit – Missile attacks against a Hoolabee Swarm are very difficult – double the level of the DEX save needed to hit them with such weapons.

Hoolabees are small, aggressive flying insects whose sting (which does not cause them to die) packs a painful punch. An individual hoolabee is about 1″ long and distinguished from other more common bees by the deep green “tufts” of fuzz that encircle their abdomens. The potency of a hoolabee swarm is entirely dependent upon its size.

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.

The Demons Of Adad Untash: Demon Emperor Ashur-eb Asa

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.

Ashur-eb Asa (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 180′ (60′)
Armor Class: −5
Hit Dice: 141 hp (24 HD)
Attacks: 2 (weapons)
Damage: 2d12/3d8
Save: F24
Morale: 12
Hoard Class: VIII, IX, XXII
XP: 28,000

Demon Emperor Ashur-eb Asa is the vain and prideful ruler of the demons who serve the dark god Nergal, and he presides with an iron fist over the denizens of the Halls of Dust and Darkness. Ashur-eb Asa is preoccupied with his own standing in the eyes of his master and seeks by any and all means available to retain his throne even as his own influence over the spirit and mortal worlds is waning. Intensely jealous and cowardly at his core, Ashur-eb Asa constantly strives to maintain his position of elevation by keeping those beneath him oppressed, squabbling amongst themselves, and in the dark regarding Nergal’s ultimate plans. A master manipulator, Ashur-eb Asa succeeds at these machinations more often than not.

Ashur-eb Asa manifests as a 19 foot tall muscular human man with deeply bronzed skin and the head of a blood-red ram. Though his powers over reality are such that he could easily alter this appearance, his vanity and pride prevent him from doing so except in the most severe of circumstances. The lord of all demons wears a crown of stone inlaid with living, blinking eyes that weep rubies when he is angry and diamonds on the rare occasions when he is filled with mirth. His retinue consists of nine [link id=’1102′ text=’Iszirisur’] polymorphed into miniature (9′ tall) versions of himself. He will readily engage any who dare to challenge his domain, wrathfully wielding his Axe of Dust and Sword of Darkness with no penalties for using both in combat simultaneously. Wounds from both weapons cannot be healed naturally nor by any form of magic short of a Restoration spell.

Ashur-eb Asa has the following spell-like abilities, useable at will (unless noted otherwise): Amnesia, Animate Objects, Blink, Cause Blindness, Cause Fear, Charm Monster, Clairaudience, Clairvoyance, Darkness (10′ Radius), Death Spell (1/Day), Destruction, Detect Invisible, Detect Magic, Dispel Magic, Drain Energy, Earthquake, Fire Storm, Flame Strike, Gaseous Form, Haste (2/Day), Hypnotism, Polymorph Other, Polymorph Self, Read Languages, Read Magic, Repulsion, Silence (15′ Radius), Speak with Dead

Additionally, Ashur-eb Asa possesses all of the abilities of a typical Demon Lord:

  • 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

Ashur-eb Asa can only be damaged by +3 or better weapons, though he is susceptible to damage from non-magical weapons made of pure iron. He may Gate (85% probability of success) 5d4 [link id=’368′ text=’Barbu Dnin Kur’].

The Tablets of Adad Untash tell the faithful that Ashur-eb Asa is a paranoid manipulator whose power over the weaker aspects of men is inescapable by all but the strongest of mortals.

The Demons Of Adad Untash: Demon Queen Shalma Shalmallah

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.

Shalma Shalmallah (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 60′ (20′)
Armor Class: −3
Hit Dice: 96 hp (22 HD)
Attacks: 3 (2 fists, 1 bite)
Damage: 1d4/1d4/1d12
Save: F22
Morale: 10
Hoard Class: IX (x2), X
XP: 21,250

Shalma Shalmallah, the Demon Empress, wife to Demon Lord Ashur-eb Asa and mother to Demon Princes [link id=’1336′ text=’Tusag-eb Alm’] and [link id=’1335′ text=’Ehur-eb Alm’], is an indolent, gluttonous and slovenly thing. She would readily abandon her station, children, husband and any other responsibilities she has in exchange for a life of ease and gratification if offered. Of course, gratification for a creature such as Shalma Shalmallah takes many dark and dubious forms.

Shalma Shalmallah’s physical form is that of a 9′ tall, filth-covered and corpulent pig-headed human woman. She is capable of altering her appearance, but seldom chooses to expend the effort to do so. Her eyes are vacant and staring like those of an drugged cow. She lolls about listlessly in her chambers in the Halls of Dust and Darkness, where she is constantly attended by sixteen [link id=’675′ text=’Banzu Mugaam’]. Only a direct threat to her life or those of her children will move her to engage in combat.

Victims of Shalma Shalmallah’s bite must save vs. Poison or acquire a rotting disease that will prove fatal within 2d10 days. This disease cannot be cured by anything other than a Cure Disease spell. Damage done by her claws never heals and results in a permanent loss of hit points.

Shalma Shalmallah has the following spell-like abilities, useable at will (unless noted otherwise): Animal Growth , Blindness, Cause Fear, Create Food & Water, Curse, Death Spell (2/Day), Dispel Magic, Drain Energy, Hold Person, Insect Plague, Mind Blank, Polymorph Self, Sleep (1/Day), Speak with Animals, Speak with Plants, Telekinesis (1,000 lbs.)

Additionally, Shalma Shalmallah possesses all of the abilities of a typical Demon Lord:

  • 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

Shalma Shalmallah can only be damaged by +2 or better weapons, though she is susceptible to damage from non-magical weapons made of pure iron. She may Gate (80% probability of success) 2d6 [link id=’1101′ text=’Dgaan’].

The Tablets of Adad Untash tell the faithful that Shalma Shalmallah is an indolent creature that may be bribed to cease tormenting them with an offering of the blood of a dozen infants served in the skulls of their mothers.

Happy Blogday, Ancient Vaults & Eldritch Secrets!

It seems impossible to me that anyone who willingly wastes their time reading this blog (and thank you for doing so!) wouldn’t already be familiar with Ancient Vaults & Eldritch Secrets, by everyone’s favorite flying mammal, the man called bat. But if by some chance you aren’t (or are, but don’t read it regularly), go there now!

bat’s been doing daily posts of high quality spells, magic items, monsters and other yummy goodness for Labyrinth Lord for two years as of today. And there’s great flavor with these delicious tidbits, too, which is all the more impressive.

Ancient Vaults & Eldritch Secrets was one of the key inspirations that got me off my tail and putting out what little content I (by comparison) have given to the world. The creativity and quality we get – for free, no less – from bat’s efforts should be trumpeted from the rooftops and embraced by every single person who is even remotely interested in RPGs of a certain vintage (and all the others, too!). Publishers who put out a fraction of the material (and charge good money for it, no less) should be downright ashamed in the face of the awesome that bat brings. Ancient Vaults & Eldritch Secrets just plain rocks, people!

So let’s all have a piece of imaginary internet geek cake in honor of this grand anniversary. Three cheers for Ancient Vaults & Eldritch Secrets and the man who brings them to us daily!

Nogoloth: The Iron Line

Wherein your humble scribe presents a couple of monsters 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.

The pampered academics at the Great University in Khaarm espouse countless theories about the nature, history, and ultimate destination of the Iron Line. The earthier scholars of Canton-on-Imisk have different opinions; some have even followed the Line deep into the windswept mountains of the north in search of hard, scientific truth. But even the hardiest investigators have been forced to turn back well before reaching the Line’s terminus. It seems that each of the several expeditions sent to identify the source of the Line has been driven back – smaller than it was when it embarked, as is grimly expected by the professors and administrators – due to some singular concatenation of events and circumstances or another, all of which seem natural and plausible enough to the casual observer. But that nineteen souls have perished in the pursuit of something as simple as what lies at the other end of a 3′ wide ribbon of iron that is sunken so throughly within the bones of the earth – extending no less than 10 feet deep, even in the hardest of bedrock – has brought something of a sense of doom to the Iron Line and its mystery.

The course of the Iron Line, which has been mapped thoroughly within the areas settled by man, runs from the edge of the cliff that rises above the port of Pnikigystros in the south and winds its way across much of the civilized regions of Nogoloth – passing as it does within no less than 1/2 mile of each of the other major cities, and sometimes through them – before taking its turn into the northern mountains. At any given moment the Iron Line may feel incredibly warm or icy cold to the touch, often radiating significantly different levels of heat a mere handspan apart. Some dedicated observers of the Iron Line report that under certain conditions (time of year, weather, and other factors contribute) the Line seems to sing (very softly) a complex, undulating melody that stirs melancholy and dread within the audience. That some people appear utterly unable to hear this song even as those next to them are able to describe what they are hearing with exquisite detail only furthers the mystery of this Nogolothian oddity.

Q’agpthah

Resembling a hideous and eldritch amalgam of insect, ape and lizard, Q’agpthah live in the caves that dot the high passes of the northern mountains. These beasts possess a cunning, if rudimentary, intelligence and have displayed an aggressive nature that makes them a significant threat to any who seek to travel through the mountains – whether attempting to follow the Iron Line or pursuing other business. Those who have risked their lives to observe these beings’ society – such as it is – report that the Q’agpthah appear to worship regularly at a hieroglyphic-covered altar deep within their mountain caves that clearly could not have been produced by their limited culture. According to the hastily written notes in the field journal of a researcher who has since taken his own life, the Q’agpthah also possess several similarly-inscribed tablets from which they appear to read, though this is doubtless a case of the creatures imitating human behavior rather than observing a true liturgy.

Attributes
Strength 3
Agility 1
Mind 0

Combat Abilities
Attack with Two Claws +1 each; d6+2 damage each
Defense: 0
Protection: d3 (thick fur, chitin, and scales)
Lifeblood: 15

The Tablets of L’thuggothaaa

Within the dark and twisting caves of the Q’agpthah there lies a large chamber – clearly hewn from the rock by some intelligent hand – which serves as the creatures’ Cathedral. An iron altar – stamped and etched with hieroglyphs of a language unrecognizable even to scholars steeped in the deepest mysteries of Nogolothian lore. Atop this altar rest the Tablets of L’thuggothaaa, a pair of ancient stone tablets inscribed with blasphemies so mind-shattering that they have destroyed the minds of all who have read them – including the entire race of alien beings now called “Q’agpthah” by the men of Nogoloth. These tablets, unlike the altar upon which they rest, are written in a language similar to the Star Tongue of the Elds and may potentially be deciphered by any who have studied that damnable tongue.

Game Information: A person who acquires and deciphers the Tablets of L’thuggothaaa – neither of these is an easy task – will immediately be granted the Power of the Void and Magic of the Sorcerer Kings boons. The unfortunate soul who read these words will also be burdened with terrible knowledge that will manifest itself in the form of the Unsettling and Morgazzon’s Curse flaws. As is always the case with Morgazzon’s Curse, the exact nature of the flaw is left to the GM.

Ilthoth-eg

Small, grey-furred cat-like beasts that inhabit the caves deep within the northern mountains of Nogoloth, Ilthoth-eg are set apart from the “normal” wildcats of the region by their abundance of eyes. A typical Ilthoth-eg possesses somewhere between 7 and 11 eyes arrayed across their bodies. Though not truly intelligent, these animals chitter and whisper their previous victims’ words as they stalk their prey through the darkness of the caves.

Attributes
Strength 0
Agility 4
Mind −1

Combat Abilities
Attack with Bite +4; d6-1
Defense: 5
Protection: d3-1 (light fur)
Lifeblood: 8

The Demons Of Adad Untash: Demon Queen Jebel Jebelah

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.

Jebel Jebelah (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: −4
Hit Dice: 103 hp (23 HD)
Attacks: 5 (5 bites)
Damage: 3d4 each
Save: F23
Morale: 12
Hoard Class: VIII, IX, XV
XP: 23,500

Jebel Jebelah, the Queen of Lust, is the Demon Emperor’s official Concubine, though as much as he lacks any loyalty to her, she possesses even less for him. She will slake her unquenchable desire with any creature she chooses and not even the Dark God Nergal himself dare interfere. As the mother of the [link id=’1334′ text=’Bastard Prince Durruk-eb Bel’], Jebel Jebelah works to further her son’s influence within the structure – such as it is – of the Demons who are described in the Tablets of Adad Untash. She knows that she herself will never supplant the Demon Queen, but if her son were to be elevated to Emperor, her own power would be nearly unrivaled. Never one to play only one side of the field, Jebel Jebelah is also engaged in an affair with [link id=’1336′ text=’Prince Tusag-eb Alm’], thereby assuring her position regardless of what transpires.

When she appears to the people of Umaab, Jebel Jebelah manifests as a stunningly beautiful woman of perfect proportions whose skin, hair and eye color match the colors most desired by each of those who view her. She is the most active of the Demon Lords of Adad Untash with regard to attempting to corrupt humanity, whom she views as a readily available resource to be used towards her own ends. In this form, Jebel Jebelah avoids direct combat whenever possible, relying upon her hellish magical abilities to deal with any threats to her person.

If pressed into combat, she will revert to her true form – a writing mound of hair, flesh and sex organs, covered in biting mouths and standing 20′ high. Those bitten by one of her mouths must save vs. Spells or be subject to one of the following spell-like effects, rolled at random:

1. Feeblemind
2. Sleep
3. Blindness
4. Confusion
5. Hold Person/Monster
6. Irresistible Dance
7. Amnesia
8. Deafness

These effects are not cumulative and may be replaced by a new effect upon a subsequent bite from the Queen of Lust.

Jebel Jebelah has the following spell-like abilities, useable at will (unless noted otherwise): Cause Fear, Charm Monster, Cone of Cold, Darkness (10′ Radius), Detect Invisible, Dimension Door, Dispel Magic, Limited Wish, Magic Jar (1/Day), Mass Charm, Maze (1/Day), Mirror Image (2/Day), Passwall, Polymorph Other, Polymorph Self, Sleep (3/Day), Slow (1/Day), Spectral Force (Permanent), Suggestion (2/Day), Symbol of Conflict, Symbol of Pain, Wall of Ice.

Additionally, Jebel Jebelah possesses all of the abilities of a typical Demon Lord:

  • 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

Jebel Jebelah can only be damaged by +2 or better weapons, though she is susceptible to damage from non-magical weapons made of pure iron. She may Gate (75% probability of success) 3d8 [link id=’296′ text=’Uszu Anang Kal’] or 1d6 [link id=’1102′ text=’Iszirisur’].

The Tablets of Adad Untash tell the faithful that Jebel Jebelah is a sinful and wicked thing whose lust can never be sated and whose dominion over the weak and foolish of the world can never be truly defeated.