(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.”

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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

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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.

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The Demons Of Adad Untash: The End

And so, with today’s posting of the Emperor and 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.

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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 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 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.

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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 Tusag-eb Alm and 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 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 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.

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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!

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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 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 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 Uszu Anang Kal or 1d6 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.

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The Demons Of Adad Untash: Demon Prince Tusag-eb Alm

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.

Tusag-eb Alm (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 150′ (50′)
Armor Class: −4
Hit Dice: 138 hp (24 HD)
Attacks: 2 (weapon)
Damage: 2d10/2d10
Save: F24
Morale: 12
Hoard Class: XXII
XP: 23,500

The firstborn son of Demon Emperor Ashur-eb Asa and Queen Shalma Shalmallah, Prince Tusag-eb Alm enjoys the favor of his father, endures the saccharine and ultimately artificial affections of his mother, and is amused by the jealousy and hatred he engenders in his brothers Ehur-eb Alm and Durruk-eb Bel. More than anything, though, he delights in his “special” relationship with his father’s concubine, Jebel Jebelah. The one thing that the powerful and dangerous Prince does not know – though he would relish it if he did – is that he is not the Emperor’s true son. He is, in fact, the product of his mother’s rape at the hands of the dark god Nergal himself.

Like his father, Tusag-eb Alm is far too vain ever to appear in any form other than his own natural one, which resembles a 17′ tall, well-muscled human male with the head of a horned viper. Tusag-eb Alm is never seen in a state of repose, and always goes about armed with his giant flaming sickle-sword – with which he can make two attacks per round – and wearing the armored cloak and bone crown of his station. He shuns attendants and will only call upon others for assistance in the most dire of circumstances.

Tusag-eb Alm has the following spell-like abilities, useable at will (unless noted otherwise): Animate Dead, Cause Fear, Charm Person (saves at −2), Cloudkill, Detect Magic, Feeblemind, Haste (1/Day), Hypnotism, Levitate, Limited Wish (1/Day), Mass Charm, Phantasmal Killer, Polymorph Self, Power Word: Kill, Produce Flame, Read Magic, Slow (1/Day), Speak with Animals, Speak with Dead, Suggestion (1/Day), Symbol of Insanity, Symbol of Pain , Telekinesis (900 lbs.), Wall of Fire

Additionally, Tusag-eb Alm 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

Tusag-eb Alm can only be damaged by +2 or better weapons, though he is susceptible to damage from non-magical weapons made of pure iron. He may Gate (70% probability of success) 2d6 Agara Muun.

The Tablets of Adad Untash tell the faithful that Tusag-eb Alm is an extraordinarily cruel being who, once loosed upon Umaab, can only be returned to his hellish domain by the slaughter of all male children in the largest city of the world.

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The Demons Of Adad Untash: Demon Prince Ehur-eb Alm

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.

Ehur-eb Alm (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 30′ (10′)
Fly: 90′ (30′)
Armor Class: −4
Hit Dice: 123 hp (21 HD)
Attacks: 1 (energy bolt)
Damage: 3d8
Save: F21
Morale: 11
Hoard Class: XIII, XIX
XP: 19,000

The second son of Demon Emperor Ashur-eb Asa and Queen Shalma Shalmallah, Prince Ehur-eb Alm seethes with jealousy towards his older brother, Tusag-eb Alm, who is clearly his father’s favored son. Ehur-eb Alm is dimwitted, shortsighted, and incapable of playing the political games required to rule the Halls of Dust and Darkness in any but the most inefficient and, ultimately, failing fashion. He is despised by the Demon Emperor, who is convinced that this disappointment of an heir cannot possibly be his son – so much so that he secretly believes the Prince to be the result of a dalliance between some arrogant and overreaching Harra Lal and his bloated and useless wife. Shalma Shalmallah, however, knows the truth: Ehur-eb Alm is in fact the Emperor’s son while firstborn and favored Tusag-eb Alm is not. It is for this reason that Ehur-eb Alm’s mother loves him better than she does her other offspring, since Ehur-eb Alm represents the only productive union between her and her beloved husband.

Ehur-eb Alm’s only physical form is that of a large (10′ per side) pyramid of necrotic flesh, each face of which shows a twisted, screaming visage: an infant, a child, an adult, an elder. Ehur-eb Alm’s faces – which are of the same person at various stages in their lives – are always those of the most beloved person of the individual(s) who encounter him. The demon prince fights by blasting his foes with an beam of concentrated sorrow so intense that it mortifies flesh, crumbles stone, and rusts metal. Further, living creatures damaged by this attack must save vs. Death (at −3) or lose 1 energy level.

Because he literally possesses eyes that face in each direction, Ehur-eb Alm may not be surprised in combat, nor is he subject to the increased damage from a thief’s backstab ability.

Ehur-eb Alm has the following spell-like abilities, useable at will (unless noted otherwise): Animal Growth, Clairaudience, Clairvoyance, Darkness (10′ Radius), Death Spell (1/Day), Detect Magic, Mirror Image (2/Day), Plant Growth, Pyrotechnics, Read Languages, Read Magic, Sleep (3/Day), Symbol of Despair, Ventriloquism

Additionally, Ehur-eb Alm 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

Ehur-eb Alm 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 (66% probability of success) 4d4 Turul Dgag.

The Tablets of Adad Untash tell the faithful that Ehur-eb Alm is a gullible and guileless demon who can be driven from the world by a chorus of 10,000 prayers delivered beneath a solar eclipse.

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