Category Archives: Labyrinth Lord

Posts about, related to, or featuring content for Labyrinth Lord and related games such as Basic/Expert D&D, Swords & Wizardry, OSRIC, and so on.

LL/AEC Rogues Gallery: More Magic-Users

Wherein your humble scribe presents another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s more Magic-Users. These characters are all 1st level, were granted maximum HP, 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.

Stavros / Human Magic-User 1 LG
Headgear: A pea green hood w/ long tassel that has a figurine of a ship
STR 6 INT 17 WIS 10 DEX 15 CON 9 CHR 11
HP 5 AC 8 Gold 111
Staff, Silver Dagger, 4 Darts, Spell Book
Magic-User Spells: Enlarge, Jarring Hand, Sleep

Sylania Sunsong / Elf Magic-User 1 NG
Headgear: A hat, the brim of which comes to points at the front and back
STR 8 INT 15 WIS 5 DEX 8 CON 13 CHR 13
HP 5 AC 9 Gold 110
Staff, Dagger, Spell Book, Owl Familiar
Magic-User Spells: Feather Fall, Read Langauges, Summon Familiar

Kir Dannos / Human Magic-User 1 CG
Headgear: None, showing his balding head
STR 10 INT 15 WIS 12 DEX 12 CON 13 CHR 15
HP 5 AC 9 Gold 147
2 Daggers, 4 Darts, Spell Book
Magic-User Spells: Jump, Manipulate Fire, Shocking Grasp

Loric / Half-Elf Magic-User 1 LN
Headgear: A short, conical hat
STR 13 INT 14 WIS 11 DEX 14 CON 10 CHR 13
HP 4 AC 8 Gold 113
Staff, Spell Book
Magic-User Spells: Light, Mending, Shield

Gedrald The Fisher / Human Magic-User 1 N
Headgear: A large beret
STR 11 INT 17 WIS 9 DEX 6 CON 12 CHR 14
HP 4 AC 9 Gold 93
Staff, Silver Dagger, Spell Book
Magic-User Spells: Allure, Floating Disc, Shield

Zadlo of Ghen / Human Magic-User 1 CN
Headgear: A long, heavy, dark brown scarf
STR 13 INT 18 WIS 5 DEX 14 CON 13 CHR 7
HP 5 AC 8 Gold 35
Silver Dagger, Spell Book
Magic-User Spells: Burning Hands, Erase, Unseen Servant

Maeryn Dawnwind / Elf Magic-User 1 LE
Headgear: A multi-colored (black, brilliant copper, ivory white) hood with a single tassel ending in a figurine of a skull
STR 10 INT 13 WIS 12 DEX 12 CON 10 CHR 10
HP 4 AC 9 Gold 128
Staff, Dagger, 4 Darts, Spell Book
Magic-User Spells: Feather Fall, Identify, Manipulate Fire

Occarlon, Seeker of Damned Words / Human Magic-User 1 NE
Headgear: An open-faced classic samurai helmet
STR 12 INT 15 WIS 8 DEX 13 CON 11 CHR 12
HP 4 AC 8 Gold 69
Silver Dagger, 2 Daggers, Spell Book
Magic-User Spells: Floating Disc, Message, Magic Missile

Faar Draal / Elf Magic-User 1 CE
Headgear: Bare, showing his shaved & tattooed head
STR 12 INT 16 WIS 8 DEX 15 CON 14 CHR 8
HP 5 AC 8 Gold 80
Staff, Dagger, Spell Book, Quasit Familiar
Magic-User Spells: Hold Portal, Jarring Hand, Summon Familiar

Print Friendly, PDF & Email

LL/AEC Rogues Gallery: The Iron Triumvirate

Wherein your humble scribe presents a trio of heroes from the City of Iron: an Elementalist, a Necromancer, and their otherwordly Fey companion.  The writeups for these delightful Labyrinth Lord classes – and in some cases many of the spells they have access to – can be found at the aforementioned City of Iron. 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.

It’s well known that the City of Iron produces some odd adventurers. Perhaps it’s something in the rust-red water that flows in the River Vaign. Perhaps it’s got something to do with the odd gods who are worshipped there, like Assedh and Hegg. Or maybe it’s due to all of the magical research that goes on there. Whatever the cause, this small group of treasure-seekers has embarked on a great journey that could bring them fame & fortune or ignominious defeat. Their fate is in your hands now, gentle reader.

Mariax Terrlinium / Human Elementalist 1 CN
Headgear: Metal Skullcap
STR 6 INT 17 WIS 9 DEX 9 CON 14 CHR 13
HP 5 AC 9 Gold 133

Quarterstaff, Silver Dagger, Spell Book
Elementalist Spells:
1st level: Summon Lesser Elementine, Seasong/Windsong/Firesong

Drakoth the Black / Human Necromancer 1 LN
Headgear: Three-Tasseled hat
STR 11 INT 15 WIS 13 DEX 12 CON 12 CHR 8
HP 4 AC 9 Gold 113

Quarterstaff, Silver Dagger, Spell Book
Necromancer Spells:
1st level: Skeletal Servitor, Command Undead

Çurael / Fey 1 N
Headgear: Conical, plumed helmet
STR 14 INT 17 WIS 9 DEX 10 CON 10 CHR 7
HP 8 AC 9 Gold 35

Long Sword, Short Bow & 20 Arrows, Chain Mail, Shield
Fey Spells:
1st level: Auditory Illusion, Doppleganger

Print Friendly, PDF & Email

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

Print Friendly, PDF & Email

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

Print Friendly, PDF & Email

(My Dreams Of) Gaming Plans For 2012 (Because You Care)

So the Thanksgiving game happened. It was a WWII commando raid using a Mini Six/D6 Adventure mashup and it was a blast. But I’m not here to talk about it. Not right now, anyway. I’m gunning to do that a little later on, when I’m ready to post the materials I put together for the game. Nope, instead I’m here to talk about what I’m hoping to run next.

First up, sometime during the Winter Solstice Holidays break, I’m hoping to pull off a BASH game for a friend, his 13 year old son, and maybe a few other folks. I’m currently thinking Golden Age/WWII supers kicking fascist ass in Europe. But the ideas are swirling and unformed at this point, so who knows what (if anything) will ultimately come to pass?

After that, I’m pondering a few possibilities:

  • Some kind of hard(-ish) SciFi using good ol’ Classic Traveller and some Stars Without Number action
  • Labyrinth Lord/AEC romps through either the Against The Giants series or maybe Castle Amber, The Lost City, or some other classic modules
  • A BRP– (or possibly BoL-) based, Mythic Russia-fueled, Russian fantasy game
  • A Mini Six (with add-ons from Open D6) or Mercenaries, Spies, And Private Eyes 80s-style espionage game
  • A Call of Cthulhu Dreamlands miniseries (probably not until the CoC game I’m playing in wraps up, though)
  • A BRP/Renaissance (or maybe Tunnels & Trolls or Honor + Intrigue) black powder fantasy adventure
  • Droids. Seriously. Either with the original rules (unlikely) or with something else (D6, maybe?)

just to name a few (in no particular order). All of this is subject to change (i.e., my whims and interests) and player buy-in, of course.

That’s Great And All, But What About Giving Us Some Sweet Gaming Content, Pao?

Yeah, I know. My content output has absolutely tanked of late (and, honestly, not-so-late). I’m struggling with that, really. Part of me wants to be cranking out stuff like I had been, but another part just isn’t inclined to spend the time on it. So it’s not quite burnout, per se. It’s more a case of conflicting interests and such. So to answer the question that I asked on no one in particular’s behalf, “Reply hazy. Try again later.”

Print Friendly, PDF & Email

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

Print Friendly, PDF & Email

Quick & Dirty BoL to Labyrinth Lord Conversion

We’ve been over this before, but it never hurts to say it. I love Barbarians of Lemuria. It’s a great little system that inspires me and I find it painless to write stuff for it. Of course, great as it is it has a limited player base, especially when compared to a certain well-known 800 lb. gorilla of the RPG scene. So here are some notes I’ve knocked together for converting BoL characters to Labyrinth Lord and other games in that big ol’ extended family. Use or ignore as you see fit.

Attributes

First up, the ever important Attributes. Just like in my Quick & Dirty BoL to BRP Conversion post, attribute values can be derived by taking the BoL value, doubling it and then adding 10 to it. So a BoL merchant with a Strength of 1 would have STR 12 in LL while a mighty thewed-barbarian with a Strength of 4 in BoL would rock an 18 STR in LL. And so on. Hooray for that 3-18 scale that’s so popular with a certain era of games!

Of course, we need to map the BoL stats to LL stats. Here’s what I propose:

  • BoL Might = LL Str, Con
  • BoL Agility = LL Dex
  • BoL Mind = LL Int, Wis
  • BoL Appeal = LL Charisma

As with the BoL-to-BRP conversion, one could surely devise more detailed and “realistic” formulas for this sort of thing. But for most purposes, the above should work. That said, if you really need a character to be high INT/low WIS (or low STR/high CON, etc.), just adjust as needed.

Careers To Levels & Classes

Probably the biggest issue in this conversion is dealing with taking a non-class/non-level system like BoL and rendering class- and level-based characters out of it. There are probably a million different takes on this, but my suggestion is just to make the LL character’s level equal to the sum of the BoL characters career ranks. So your typical starting BoL character would come over to LL as a 4th level character, while the average BoL NPC (per the examples in the Legendary Edition) would wind up as a 2nd level character. This power level in LL might not quite match up with BoL, but it seems to give the characters a reasonable leg up while leaving room to grow as well. And hey, the original title for a 4th level Fighter was Hero and a 4th level Magic-User is called a Magician in those lovely light blue rules designed for experts*, so I’m happy with this.

As far as classes go, I feel the best thing to do is just pick the class that seems to fit the character best – multi-classing where needed, but preferably as little as possible. A character whose capabilities in BoL would require two classes in LL are really the only ones who should multi-class (e.g., characters with rank in both Soldier and Magician). If it is at all possible to stick with one class, though, that’s what I recommend. “But what about my Magician 2 / Merchant 1 / Sailor 1 / Torturer 0 character? Shouldn’t she be a F-M/U?” I hear you ask. And the answer is no. Being a merchant and a sailor – even skilled ones – doesn’t make you a Fighter in LL terms. But don’t worry, you’re not screwed. Read on for more…

Since classes are normally generalized while careers can be a bit more specific, I also suggest looking at the character’s career ranks and giving them +2 per rank in a career on Ability Checks related to the careers (but not to combat or thieving abilities or anything else that specifically mechanical in LL – those things come with level, not career rank). So that BoL character with 2 ranks in Merchant would get +4 on attribute checks relating to the buying & selling of goods, knowledge of caravan routes, and so on. Oh, and while having a Zero in a career rank won’t get you a bonus to checks, just like in BoL it could very well make checks possible that a normal person wouldn’t be able to make (por exemplo, the classic Thief 0 allowing you to know about the local thieves’ guild in ways that someone with no rank at all wouldn’t).

Combat Abilities

BoL’s combat attributes don’t translate all that well, since fighting skill is a defined function of classes in LL. You can either ignore these entirely (advised for most NPCs and Mooks) or bring them over where each rank provides a +1 bonus to the appropriate kind of attacks (for Brawl, Melee, Missile) or −1 to AC for each rank in Defense. Doing this for PCs and significant NPCs will further help with the perceived power level difference between BoL characters and their LL analogues. [editorial aside: This is one of the reasons I really adore BoL. Your combat skills aren’t based on whether you’re a fighter or a thief or whatever. They’re based on whether you’re good at combat or not. And that means you can have badass sword-swinging wizard or a fancy “can’t hit me” lightly-armored fighter without throwing a monkeywrench into the rules. End of editorializing.]

Boons & Flaws

BoL’s Boons & Flaws also don’t translate directly to LL. But, just like with Careers I suggest granting PCs and important NPCs a bonus (+2 or so, but maybe higher or lower depending on your needs) on Ability Checks (or Saving Throws) that relate to a boon that the BoL version of the character possessed. Similarly, imposing a penalty of −2 (or so) on rolls relating to a Flaw found in the BoL iteration of the character should get the job done just fine.

In the case of Boons & Flaws that don’t modify dice rolls, a little improvisation will be necessary. But the author of this quick & dirty guide trusts that his readers can handle those situations on their own and in the ways that will best suit their own needs.

Weapons & Armor & Such

Obviously BoL handles armor in a completely different fashion than Labyrinth Lord does. The easiest thing to do is just assign an Armor Class based on the overall armor level found on the BoL character. Translate as follows:

  • BoL No Armor → LL AC 9 (unarmored)
  • BoL Very Light Armor → LL AC 8 (roughly, Leather armor)
  • BoL Light Armor → LL AC 6 (roughly, Leather armor & Shield or Scale alone)
  • BoL Medium Armor → LL AC 4 (roughly, Chainmail alone or Studded Leather & Shield)
  • BoL Heavy Armor → LL AC 2 (roughly, Chain & Shield, Plate alone)
  • BoL Very Heavy Armor → LL AC 1 (roughly, Plate & Shield)

The examples given above are, as indicated, rough equivalents. I can do the math and know that Chain & a shield actually equals AC 4 and not AC 2. Remember, though, that BoL is much more fluid in its definitions of what armor levels equate to. If you want to be more precise, then by all means be more precise.

Magic

Oy, here’s a challenge. BoL’s magic system so completely doesn’t mesh with the Vancian fire-and-forget stuff that Labyrinth Lord and its relatives use. I suppose you could just say “Well, you’re a 4th level magic-user, so act like one” and be done with it if you want to keep it simple. I also suggest having BoL characters with Priest career ranks but no Magician ranks not be treated as Clerics, since BoL Priests don’t really work “magic” in the spellcasting sense. Ignore that suggestion if being a Cleric is really key to the conception of the character as it is crossing the line between these two world.

One other idea that occurred to me is that the Vancian stuff could work as a reasonable model of BoL’s Alchemy. Instead of having X number of spells per day per level, though, you’d get X number of alchemical preparations (which you define with Labyrinth Lord spells) per adventure. Just use the M/U spell tables to determine what X is and you’re set. So I’d class BoL characters who were Alchemists as M/Us in LL-land but restrict their usage of spells as noted above. To offset that, I figure you’d need to give them better HD or something. But again, that’s beyond the scope of this post.

Monsters!

The above stuff works for characters who display a full range of stats, but normal BoL monster listings are a bit more abstract. Ultimately, though, what you need for a Labyrinth Lord monster is an Armor Class, a number of Hit Dice, and a concept of how they attack & what damage they do. So here’s how I’m breaking these numbers out from a BoL listing:

  • LL HD = (Lifeblood/5)
  • LL Attacks = BoL attacks (i.e., claw/claw/bite or whatever, with the bonuses to hit listed), with damage as follows:
    • 1 LB = 1 HP
    • d2 LB = 1d2 HP
    • d3 LB = 1d3 HP
    • d6-1 LB = 1d4 HP
    • d6 LB = 1d6 HP
    • d6+2 LB = 1d8 HP
    • 2d6-1 LB = d10 HP
    • 2d6 LB = 1d12 HP
    • 2d6+2 LB = 2d8 HP
    • 3d6 LB = 3d6 HP
    • 3d6+2 LB = 2d10 HP
    • 4d6 LB = 2d12 HP
  • LL AC = 9 – (Defense + Average Protection/Armor Value)

But what about Movement? As I see it LL Movement varies quite a bit independent of creature size, while in BoL’s “Base Move” is entirely based on creature size. I’m too lazy to come up with a specific approach here, so I’d suggest just defaulting everything to LL’s 90/30 unless being fast or slow is part of the creature’s schtick. In that case, adjust accordingly.

For monsters’ attributes, just use the same translation method as for PCs ([BoL Att*2]+10) if you need to know them. But since LL doesn’t often reference creatures’ attributes, this shouldn’t matter too often.

Examples

A couple of examples are probably in order. So first, let’s look at a character. How about good ol’ Captain Ertegun Vaul? Based on his listing in the linked post, here’s how I would render him as a Labyrinth Lord character:

Ertegun Vaul / Human Magic-User 4 Chaotic Good
STR 12 INT 12 WIS 12 DEX 10 CON 12 CHR 14
HP 13 AC 7 Gold 40
Scimitar, +1 Dagger, Leather Armor
MU Spells: Charm Person, Comprehend Languages, ESP, Phantasmal Force
Non-Combat Bonuses & Penalties: +6 to mariner rolls (+4 from careers, +2 from boon); +2 to merchant rolls; +2 to religion rolls; +2 to carousing rolls; −2 to resisting greed

Note that even though he had a rank of 0 in Sorcerer as a BoL character I went ahead and made him into a 100% Magic-User in LL. Even rank zero qualifies you to cast some scary stuff in BoL, so having that should – at a minimum – result in a 2/2 split with another class. More often, though, it should override all the other possible class considerations (in my opinion). Or you can, of course, build the character without magic at all. That’s an entirely reasonable approach as well. Mostly I think it depends on your conception of the character in question and the level of magic in the campaign you’re working with.

Now, let’s convert a monster – just for fun. In this case, let’s use the Ilthoth-eg of Nogoloth.

Ilthoth-eg
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (Neutral)
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 1-1
Attacks: 1 (bite)
Damage: 1d4
Save: F1
Morale: 8
Hoard Class: VI
XP: 7

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.

Due to their abundance of eyes, Ilthoth-eg are only surprised on a 1-in-6. Further, these creatures are incredibly difficult for thieves to backstab. A thief attempting to perform this maneuver against an Ilthoth-eg suffers a −25% penalty to the move silently and hide in shadows rolls necessary for a successful backstab.

Following my suggestion of tweaking the movement rate for a converted creature beyond 90/30, I upped these guys slightly based on their wildcat-esque nature. I improvised on the No. Encountered, Morale and Hoard Class for these guys. The Save As and XP Value were calculated per the LL rules.

In Conclusion

So that’s my ideas for converting Barbarians of Lemuria characters and monsters to Labyrinth Lord. I think they’ll get the job done well enough for most purposes. These should also allow you to take BoL resources and use them in any other game from the same gene pool as LL. Those games are, after all, pretty much the same game with some minor changes here and there.

I’m open to any thoughts you, my readers and friends, might have on how to handle things. So go nuts in the comments if you like. Your input is, as always, invaluable to me.

*Other iterations of the source material refer to a 4th level MU as a Theurgist. You can’t win ’em all.

Print Friendly, PDF & Email

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.

Print Friendly, PDF & Email

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.

Print Friendly, PDF & Email

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.

Print Friendly, PDF & Email