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: The Sisters of True Desire

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.

Sent forth from their sacred temple in the Wieghorst mountains by the high priestess of Lofn, the goddess of forbidden love and illicit unions, the Sisters Jytte, Anne-Lis, and Rakel are on a mission to convince the great Jarl Valdemar that his seven sons should be allowed to marry the women of their choosing, rather than the “proper” brides the Jarl will soon announce he has selected. The brothers Lundgaard, favorites of the clergy of Lofn for their strict vows of non-alignment, serve as the Sisters’ guardians. Unbeknownst to these travelers, agents of Markgreve Torbjorn – whose seven daughters are the most likely candidates for official selection as brides – pursue this band and aim to prevent them from ever reaching the halls – and ears – of Jarl Valdemar.

Sister Jytte / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 8 INT 12 WIS 16 DEX 9 CON 13 CHR 12
HP 9 AC 4 Gold 43
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Create Water, Cure Light Wounds, Resist Cold

Sister Anne-Lis / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 11 INT 8 WIS 14 DEX 13 CON 9 CHR 15
HP 8 AC 3 Gold 3
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Detect Magic, Resist Cold

Sister Rakel / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 6 INT 10 WIS 13 DEX 8 CON 9 CHR 14
HP 8 AC 5 Gold 13
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Protection from Evil, Purify Food & Drink, Resist Cold

Mogens Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 16 INT 15 WIS 7 DEX 9 CON 11 CHR 10
HP 10 AC 4 Gold 57
Battle Axe, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

Niels Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 14 INT 11 WIS 10 DEX 16 CON 11 CHR 11
HP 10 AC 2 Gold 34
Spear, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

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LL Character: Bregdorf The Unwary

Young Bregdorf has left his home of Donkey’s Rest in search of his fortune. You know, the one Auntie Helga told him was waiting out there for him. She also used to tell him that sixteen of anything was lucky (unless it was torches) and that opals are the devil’s stone. And that he’d live to the rip old age of one-and-eighty and one day he would slay a vampire. And, of course, that there’s a fortune out there waiting to be had.

Bregdorf The Unwary / Human Fighter 1 / Neutral Good
Head Gear: A classical Greek helmet

STR 16 INT 12 WIS 4 DEX 12 CON 10 CHR 13
HP 5 AC 5 Money 12 sp, 4 cp
Bastard sword, Silver dagger, Scale Mail, Shield, 3 wooden stakes, Hammer, Wooden Holy Symbol, 3 cloves of garlic, 1 vial of holy water, Small silver mirror

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Berwhale the Avenger

Wherein your humble scribe riffs on an old comedy routine as a way of filling space otherwise left blank because life got a little busy all of a sudden. We will be returning you to your regularly scheduled Tlactoztlan shortly.

Forged by an order of priests dedicated to the eradication of evil magic, this ancient, ornate silver longsword’s name is engraved into its blade in the runes of Ollerman-Goth. It was once wielded by Timothy the Pure, though it was lost upon his death in battle against Pewnack, the Destroyer. It surfaced sometime later in the hoard of the red dragon Furloroth. It has since disappeared again, though rumors abound that it may be found in the dungeons beneath Saffron Walden.

Magic Longsword, +3 to hit, +1 Damage
Alignment: Lawful
Special Purpose: Slay Magic-Users
Intelligence: 12
Ego: 12
Primary Abilities: Detect Evil, Detect Magic, Read Magic
Extraordinary Abilities: Healing
Languages Spoken: Law, Old High Thjardil, Draconic

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Lookee What I Got!

After enduring* for what seems like forever with just my horrible* old red cover copy of Labyrinth Lord (and worse, only a cheap printout of the Advanced Edition Companion) I finally broke down and ordered shiny new hardcovers of both books.

Ain’t they loverly?

Now, I’ll freely admit that I wasn’t sold on the new cover art when I first saw it announced. Actually, I wasn’t sold on it until this afternoon when Mr. FedEx showed up with the books. I can’t stress how sharp these books look in person. And having the two of them next to each other on the shelf just makes me smile.

Eventually I’ll break down and get OEC as well. But since it’s not a big shiny hardback, the oomph won’t be the same. That’s ok, though. There shouldn’t really be any oomph where 0E is concerned, in my opinion. And, of course, I’ve still got my OCE box if I ever need it.

*I am being sarcastic with these comments, just so you know.
Yes, I’m bragging here 🙂

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The Demons Of Adad Untash: Muaamta

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.

As the skeletal jaws closed around her throat, Nara Mudhul’s body went limp and lifeless. The blackness that engulfed her consciousness whispered dark and terrible words to her, coxing her to join the war against her people. Though she no longer felt the pain of the hideous hound’s raking claws and razor-sharp teeth, her soul burned with an agony she never feared possible. And slowly the darkness continued to offer its vile offer of nightmarish power and release.

Seeing his beloved fall to the beast, Bar-Ganin felt the rage of the desert storms well within him. He tossed aside the holy mace he had been given by the high priest of Marduk before he, the Champion of Dnaniri, and the sorceress had departed for the other world and drew the one weapon he knew he could count on: his grandmother’s ancient iron sword. In the same instant that curved blade leapt into his hands from its enchanted scabbard, Bar-Ganin could only stare as the demon warped and shuddered, reconfiguring itself into a disgusting new form.

Now before him loomed a giant, armed with massive, torturous weapons that glinted evilly off the large multi-faceted eyes that looked down upon him. The tumors that swelled and swarmed across its grey and black skin blasted his mind with their soul-rending resemblance to the face of Nara Mudhul.

“Yes,” the thing’s brush-dry voice spoke, “Your mate is mine now. But fear not, pathetic worm. She is coming to rejoin this battle shortly.”

Casting a glance at the creature’s feet, Bar-Ganin saw with horror that Nara Mudhul’s body was beginning to make its own terrifying transformation…

Muaamta (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 150’ (50’) or 90’ (30’)
Armor Class: -3
Hit Dice: 12
Attacks: 3 (2 claws, 1 bite) or 2 (weapons)
Damage: 3d8/3d8/3d10, level drain or 2d12/2d12, poison
Save: F12
Morale: 12
Hoard Class: XXII
XP: 7,600

Muaamta possess two distinct forms: the first is of a large, skull-headed coal-black hound with burning red eyes and fur that teems with maggots and worms; the second is of a 12’ tall humanoid with a spider’s head, the tail of a viper, and necrotic flesh that undulates with tumors that resemble screaming, agonized human faces. Both forms reek of dead owls. Any individual Muaamta may switch between forms only after successfully killing an intelligent creature in combat. This transformation is nearly instantaneous and does not leave the Muaamta vulnerable in any way.

In hound form, Muaamta attack with powerful claws and terrible bites. Any opponent struck by a Muaamta in hound form will lose 1 level (and the associated hit points, abilities, spell levels, etc.) unless they successfully save against Death at -10. A character drained of all of his levels rises 1d6 rounds later as a Tummahu Anang Gar or an Agara Muun, whichever is more appropriate based upon the dictates of the Tablets of Adad Untash. If neither form is deserved, the character will take the form of whichever demon is closest to the slain character’s original level.

In humanoid form Muaamta attack with giant multi-headed flails and cat o’ nine tail whips. Both of these weapons deliver a vicious poison that causes an additional 1d8 damage per round until a successful save is made. Further, those afflicted with this poison suffer a -5 to hit and a corresponding penalty to their armor class due to the intense burning pain that the poison causes.

In addition to these attacks, Muaamta have the following spell-like abilities, useable at will: Animate Objects, Animate Dead, Charm (Monster, Person, or Plant), Death Spell, Fear, Gaseous Form, Hypnotize, Magic Missile, Polymorph Self, Sleep, Speak with Animals, Speak with Dead, Suggestion

Additionally, Muaamta possess all of the abilities of a typical Higher Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Muaamta can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Muaamta may Gate (10% probability of success) 2d6 Tummahu Anang Gar (25%) or 1d4 Agara Muun (75%).

Muaamta are occasionally found in graveyards, gloating over the tombs of their victims. More often, though, they are encountered when sent forth by the demon lords of Umaab.

The Tablets of Adad Untash tell the faithful that Muaamta are the souls of those who committed murder, whether in cold blood or motivated by passion, of their own free will.

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LL/AEC Rogues Gallery: The Purple Herbalists

Wherein your humble scribe presents another entry in an irregular series of Adventuring Parties 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.

For reasons they appear to be unwilling to share, each member of this group of multifaceted magicians (and their one-dimensional bodyguard) always wears at least one article of clothing that has been dyed a deep purple. They are traveling in search of various rare herbs to use either as components for their spells or, perhaps, to sell to other, less adventurous wizards. Snickeringly referred to as The Purple Herbalists by several rival adventuring parties, this group does not seek fame for their exploits, so they have not bothered to name themselves anything else. If their choices in attire and bizarre mannerisms make them inscrutable to barman, inn keeper and highwayman alike, so much the better. They, too, possess some snappy headgear.

Loran Muir / Half-Elf Magic-User/Thief 1/1 N
Head Gear: A deep purple fez with a single tassel and a crescent moon embroidered in silver thread
STR 10 INT 14 WIS 10 DEX 16 CON 10 CHR 14
HP 5 AC 6 Gold 37
Long Sword, Silver Dagger, 3 Daggers,12 Darts, Leather Armor, Thieves’ Tools, Spell Book, 2 oz. Wolfsbane, 1 oz. Belladonna
Magic-User Spells: Magic Missile, Shocking Grasp, Unseen Servant

Zaarn / Half-Elf Fighter/Magic-User 1/1 NE
Head Gear: A conical brass helm with a deep purple plume
STR 14 INT 15 WIS 12 DEX 9 CON 10 CHR 7
HP 7 AC 7 Gold 54
Quarterstaff, Dagger, Studded Leather, Spell Book, 5 oz. Spiderwort, 4 oz. Feverfew
Magic-User Spells: Charm Person, Jump, Magic Missile

Oola Hadrin / Half-Elf Cleric/Magic-User 1/1 NG
Head Gear: A deep purple turban & a white ceramic mask that covers half her face
STR 10 INT 15 WIS 15 DEX 8 CON 14 CHR 10
HP 7 AC 5 Gold 25
Mace, Chain Mail, Sling & 10 Bullets, Shield, Silver Holy Symbol, Spell Book, 5 buds of garlic, 5 oz. Hollyhock
Cleric Spells: Create Water, Purify Food & Drink, Resist Cold
Magic-User Spells: Detect Magic, Floating Disc, Magic Missile

Grek Parr / Half-Orc Fighter 1 N
Head Gear: An open-faced helmet with a deep purple brush top
STR 16 INT 5 WIS 11 DEX 6 CON 13 CHR 8
HP 11 AC 4 Gold 18
Scimitar, Hand Axe, Banded Mail, Shield, 5 oz. Sage

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The Demons Of Adad Untash: Iszirisur

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.

“Why does it smell like cinnamon out here?” Dusz asked no one in particular. “I hate cinnamon.”

The Champion of Dnaniri stood on a tower high above the city of Muuru, looking out on its lights with a wonder that spoke more to his boyhood on his family’s farm than it did to his role as defender of Umaab. It wasn’t so very long ago, really, that he was just a boy on his grandfather’s knee, listening intently as the old man spoke of battles and treasures and things that once seemed impossible. Now, though, they were all too familiar. He was tired, and he wanted nothing more than to hang his axe – the same one his grandfather used – over the mantle and tell his own children tales to amaze them.

Dusz started briefly as a hand caressed his shoulder. He relaxed just as quickly, for it was a cool and smooth hand of his mate, the enchantress Giszeah. Her touch, despite its familiarity, still filled him with awe and wonder as much as it did the fist time they had embraced.

“Sweet Dusz,” Giszeah spoke softly. “Why do you linger out here in the darkness? Our room is warm and the bed is lonely without you…”

“I am sorry, my love. Something tugs at my mind, yet I know not what. I only know that there is no reason for it to smell like cinnamon out here.”

Suddenly, a strange trumpeting shriek pierced the night and a malign whiteness streaked across the sky, headed directly for the two lovers on their balcony high above the city. Riding upon the back of the strange bat-like beast was a foe long thought lost – Shaalath Akis!

“I have traveled many worlds to find this moment,” the mad sorceress cried out above the howling of the wind and the beating of her bizarre mount’s giant wings. “The two of you cost me much. And now you shall repay me with your very souls!”

The notes of insanity in her laughter would have unsettled even the bravest of warriors, but Dusz and Giszeah had fought this fight before. He would deal with the creature Shaalath Akis had summoned from some hell or another while Giszeah would handle the sorceress herself. A set piece before bedtime, almost as comforting as a glass of kiga beetle tea and a game of szarrat.

And yet, there was something in the way the lights of Muuru played off the ivory tusks of the thing, some malign intelligence that gleamed in its eyes as it drew near. Something that suggested that perhaps it, rather than the deranged sorceress upon its back, was the true threat here…

Iszirisur (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 30’ (10’)
Fly: 150’ (50’)
Armor Class: -2
Hit Dice: 11
Attacks: 2 (tusks) or 1 (wing slash)
Damage: 2d8/2d8 or 3d10
Save: F11
Morale:11
Hoard Class: XXI
XP: 6,000

Smelling strangely of cinnamon, Iszirisur resemble giant bone-white bats with the head, trunk and tusks of elephants. They peer out at the world from dull amber eyes that slowly weep streams of pus and blood that stain their chalky faces in bizarre ways.

Normally Iszirisur attack with their stout ivory tusks – and will, like normal elephants, charge to increase their damage if circumstances allow. They may also choose to slash at a victim with their bony wings as they fly by, thus avoiding melee engagement with any target whose initiative score is more than two points lower than their own. Finally, an individual Iszirisur may buffet a group of opponents by beating its wings violently. Victims of this attack must save vs. Breath Attacks or have their spirits blowing into the Astral Plane (treat as being a recipient of the Astral Projection spell). Each turn that a character is in the Astral Plane he may make a new saving thrown to fight his way back to his body. Dangers abound in the Astral Plane, of course, so characters will have their hands full even as they struggle to return to the physical world.

In addition to these attacks, Iszirisur have the following spell-like abilities, useable at will: Blink, Charm (Animal or Person), Cloudkill, Darkness 10’ Radius, Fear, Gaseous Form, Maze, Polymorph Self, Sleep, Speak with Dead, Telekinesis (600 lbs.), and Time Stop (1/day). Further, these dread creatures are very hard to kill, regenerating 3 hp per round so long as they are not in contact with the ground.

Additionally, they possess all of the abilities of a typical Higher Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Iszirisur can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Iszirisur may Gate (40% probability of success) 1d6 Agara Muun (25%) or 2d4 Uszu Anang Kal (75%).

Iszirisur freely roam the Astral Plane in search of unwary victims and are only encountered in the physical world when summoned by foul rituals or sent forth by their demonic masters.

The Tablets of Adad Untash tell the faithful that Iszirisur are the souls of officers who ordered their soldiers to violate the laws of Kurraszu and murder women, children or elders.

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The Demons Of Adad Untash: Dgaan

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.

Lugul the Elder despised sitting in the opulence of King Asirsz’s palace. The excess and waste of the nobility were too much to bear for a man whose sole purpose in the eyes of Marduk was to provide surcease to the common people of Umaab. Just watching fat Prince Husze gorging himself on a plate of boar-and-oat that would feed a normal family for a week made Lugul’s blood boil. That his companion, Dusz, sought to out eat the prince only made it worse.

“Calm thyself, priest. Your consternation plays across your face like the sun upon black glass,” the enchantress Giszeah whispered beside him. “Dusz only does what he must to secure the king’s attention. Now that he is Champion of Dnaniri he must needs behave a certain way. At least at times.”

“I understand, my friend, but I do not have to like what I see. And believe me when I say that this behavior is not viewed well by the gods.”

“Damn the gods, then,” Dusz bellowed, bits of boar-and-oat spraying from his mouth as he spoke. “Do not think I cannot hear you two, whispering your whispers. Men must eat!”

Prince Husze laughed uproariously at this, his own repast spilling out onto his plate, which was quickly taken away by servants and replaced with a new one, causing Lugul no end of irritation.

“When my father sought to fill the Champion’s place after Ullabas was killed, you know it was I who suggested you, friend Dusz. Your name and deeds spoke for themselves, despite your dubious ac-c-cquaint-an-”

Prince Husze’s voice caught in his throat as he began to choke, a bone caught in his windpipe. Three servants rushed forward to assist the prince, his face rapidly changing from its soft pink tones to a red that bordered on purple.

Even as the men strove to save the prince from his own gluttony, he struck at them and shoved them away, attempting to defend his plate from them as though they were out to steal his food. Lashing out so violently, he drove the men back, while at the same time sealing his fate. In short order, the gluttonous prince lay dead, splayed across the table, face down in the food he cared for more than he did his own people.

Moments later, in the Halls of Dust and Darkness, a new beast was born to one of the Demon Empresses’ handmaidens. Its birth cries sounded oddly like a man choking to death while laboring to protect something he held precious.

Dgaan (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Armor Class: -1
Hit Dice: 9
Attacks: 4 (2 claws, 1 bite, 1 tail sting)
Damage: 1d12/1d12/3d8/2d4 + poison
Save: F9
Morale: 10
Hoard Class: XX
XP: 4,500

Birthed in the Halls of Dust and Darkness by the handmaidens of Shalma Shalmallah, Dgaan come forth into the world with the body of the lion, the head of the crocodile, and the terrible stinging tail of the scorpion. These demons are as cruel as they are clever and live only to sow chaos in wherever they may be sent by their mothers’ mistress.

Dgaan attack by rending with their claws and biting with their ever-dripping jaws. Further, they strike with the poison-filled barbs atop their their segmented tails. The poison from these creatures is both strong and deadly – saving thrown made against this poison suffer a -3 penalty and a failed save results in instant death, while those whose saves are successful are drained of 1d4 each of Strength and Constitution due to the wasting effects of the poison. Characters who are killed by Dgaan poison may not be resurrected or reincarnated.

In addition to these attacks, Dgaan have the following spell-like abilities, useable at will: Detect Invisible, Hypnotism, Illusion, Invisibility, Levitate, Mind Blank (1/day), Mirror Image, Polymorph Other, Polymorph Self, Read Language, Suggestion, Symbol of Insanity, Vanish, and Ventriloquism.

Additionally, they possess all of the abilities of a typical Higher Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Dgaan can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Dgaan may Gate (30% probability of success) 3d6 Lum Anang Kul (25%) or 2d4 Badag Gul (75%).

Dgaan are occasionally found wandering the plains or deserts of Umaab; more frequently, though, they are encountered traveling on a mission for Shalma Shalmallah.

The Tablets of Adad Untash tell the faithful that Dgaan are the souls of nobles who mistreat their servants and wantonly waste resources that could make their people’s lives better.

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LL/AEC Rogues Gallery: The Company of the Crow

Wherein your humble scribe presents another entry in an irregular series of Adventuring Parties 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.

Calling themselves The Company of the Crow, this group of adventurers has yet to make a name for themselves beyond the tavern where they met. And the jail where they spent the next week. And the stables where they were forced to clean up after the horses they attempted to steal. They are a rowdy bunch, but deep down inside most of them mean well. Who knows what adventures await them? One thing is certain, though: they have snappy head gear.

Dai / Half-Elf Fighter/Magic-User/Cleric 1/1/1 NG
Head Gear: A samurai helmet with a crow-faced mask
STR 14 INT 16 WIS 15 DEX 10 CON 11 CHR 10
HP 7 AC 4 Gold 5
Spear, Hand Axe, Light Crossbow & 10 quarrels, Chain Mail, Shield, Wooden Holy Symbol, Spell Book
Cleric Spells: Cure Light Wounds, Resist Cold, Sanctuary
Magic-User Spells: Magic Missile, Message, Shocking Grasp

Halima / Elf Magic-User/Thief 1/1 CG
Head Gear: A tall conical hat that spirals as it climbs
STR 5 INT 17 WIS 8 DEX 13 CON 16 CHR 8
HP 7 AC 7 Gold 96
Long Sword, Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves’ Tools, Spell Book
Magic-User Spells: Floating Disc, Magic Aura, Magic Missile

Urdis / Human Fighter 1 NG
Head Gear: None save his amazing curly mane
STR 16 INT 10 WIS 10 DEX 11 CON 13 CHR 9
HP 11 AC 5 Gold 10
Bastard Sword, Chain Mail

Raelah / Human Cleric 1 LN
Head Gear: An open-faced helm adorned w/ antlers
STR 10 INT 13 WIS 16 DEX 9 CON 10 CHR 10
HP 8 AC 4 Gold 13
Morningstar, Sling & 10 bullets, Chain Mail, Shield, Silver Holy Symbol, 1 flask of Holy Water
Cleric Spells: Command, Cure Light Wounds, Light

Jundomek / Dwarf Fighter/Thief 1/1 NG
Head Gear: A conical helm topped with a crimson tassel
STR 14 INT 12 WIS 6 DEX 13 CON 16 CHR 12
HP 10 AC 7 Gold 73
Hand Axe, Short Sword, Dagger, Leather Armor, Thieves’ Tools

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LL/AEC Rogues Gallery: The Color Wizards Of Ghuzzar

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. Inspiration was drawn from Lord Kilgore’s Five Color Magic post, B/X Blackrazor’s B/X Headgear post and the suggestion in Swords & Wizardry that the Elf class might be used for some other kind of ancient, arcane beings.

So here are the Color Wizards of Ghuzzar – done up as LL Core “Elves.” They don’t have the infravision and other elf abilities, though. They’re really just fighter/magic-users without the multi-classing bit. Enjoy them for their weirdness.

They are listed with their currently (and most commonly) memorized spells and their primary equipment. It is safe to assume that they have access to many more spells and much more gold and equipment, both mundane and magical.

Bilanca Rabaisa / “Elf” 9 Lawful
A master of Black Magic, Bilanca Rabaisa roams the countryside upon a jet black steed. She is often seen gathering earth from freshly dug graves and other components for her flavor of magic. She is known for the knuckle-bone encrusted steel skull cap that sits atop her closely-cropped raven black hair.

STR 15 INT 17 WIS 15 DEX 14 CON 13 CHR 13
HP 48 AC 0
Sword +2 (Nine Lives Stealer, 7 charges remain), +1 Plate Mail, +1 Shield
Spells
1st Level: Darkness, Shrink, Wall of Vapor
2nd Level: Amnesia, Blindness, Silence 15′ Radius
3rd Level: Animate Dead, Speak with Dead, Summon Monster I
4th Level: Cause Serious Wounds, Wall of Fire
5th Level: Summon Shadow

Wilgre Bataara / “Elf” 9 Neutral
A master of Blue Magic, Wilgre Bataara lives near the great western sea in a tower made of deep purple coral. He never travels far from home without first donning his trademark 3-Tassled hat.

STR 11 INT 18 WIS 17 DEX 14 CON 14 CHR 16
HP 43 AC 1
Trident +2, Bracers of AC 2
Spells
1st Level: Auditory Illusion, Color Spray, Phantasmal Force
2nd Level: Invisibility, Obscuring Mist, Greater Phantasmal Force
3rd Level: Blink, Hallucinatory Terrain, Spectral Force
4th Level: Phantasmal Monsters, Polymorph Self
5th Level: Greater Phantasmal Monsters

Rabais Wyra / “Elf” 9 Chaotic
A master of Green Magic, Rabais Wyra makes his home deep within the central forest, in a mystical grove where he communes with Treants and other magical creatures of the woods. He keeps his head shaved except for a top knot that he says symbolizes the tree of life.

STR 11 INT 15 WIS 16 DEX 16 CON 18 CHR 14
HP 61 AC 2
Staff of Withering (19 charges remain), Studded Leather +3
Spells
1st Level: Enlarge, Entangle, Speak With Animals
2nd Level: Barkskin, Snake Charm, Web
3rd Level: Animal Growth, Fly, Plant Growth
4th Level: Charm Monster, Summon Animal I
5th Level: Insect Plague

Galanais Bamuj / “Elf” 9 Chaotic
A master of Red Magic, Galanais Bamuj resides beneath the ancient volcano that stands upon the isthmus of Taalengard. Whether armored for battle or found sunning herself naked on the rocks, she always wears her signature open-faced helm, complete with its bat wing motif.

STR 14 INT 15 WIS 11 DEX 15 CON 17 CHR 18
HP 49 AC 0
+2 War Hammer, +1 Plate Mail, +2 Shield
Spells
1st Level: Burning Hands, Jump, Shocking Grasp
3rd Level: Produce Flame, Shatter, Strength
2nd Level: Call Lighting, Fireball, Prayer
4th Level: Fire Shield, Summon Monster II
5th Level: Summon Monster III

Bente Gwys / “Elf” 9 Lawful
A master of White Magic, Bente Gwys travels from town to town on the back of a great eagle, delivering wisdom and news to the kings and emperors of the land. In winter, he wears a tall hat that resembles a stag’s head. In the spring and fall he is seen wearing blood red turban embroidered in golden thread with holy symbols. And though he is never encountered in the summer, during those months he channels the sun’s energy by way of a 3-tiered ziggurat-like helm that is the color of a perfect sky.

STR 13 INT 17 WIS 17 DEX 13 CON 15 CHR 13
HP 45 AC 2
Rod of Striking, Chain Mail +2
Spells
1st Level: Cure Light Wounds, Jarring Hand, Magic Missile
2nd Level: Bless, Hold Person, Spiritual Weapon
3rd Level: Lightning Bolt, Tiny Hut, Tongues
4th Level: Cure Serious Wounds, Wall of Ice
5th Level: Raise Dead

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