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Running Against the Slave Lords in Dark Albion

Started by 1stLevelWizard, December 02, 2023, 01:47:11 AM

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1stLevelWizard

As a bit of an update, I wanted to present my edits to the Slave Lords themselves. I've edited them for two reasons: 1. To better fit the Dark Albion setting, 2. To better fit the BECMI/Rules Cyclopedia version of D&D and its clones. That being said, even if you run AD&D you can still use the names and details I've presented.

First and foremost, let me present the Dark Albion version of the Slave Lords. These have been modified from A3/A4 and I've used the conversion table in the back of the Rules Cyclopedia as well as used some common sense when converting them. Overall, they're fairly similar. Note that the original name is italicized.

The group is made up of Humans from France and Albion, a Frogman, and an Elf. All Clerics are devout followers of Chaos, and revel in it.

Florentin Thoreau Feetla
AC -1; HD 9+(81HP); AT 1; DMG 1d8+4; MV 90'; SV F10; ML 10; AL C; XP 1750
Magic Items: Sword +2, Chain +2, Shield +2
Special Abilities: Fighter Combat Options

Nathaniel Nerelas
AC 4; HD 9+(47HP); AT 2 (-2 to hit with the second attack); DMG 1d8+2, 1d4+2; MV 90'; SV T11; ML 10; AL C; SA -; XP 2,500
Magic Items: Sword +1, Dagger +1, Leather +1
Special Abilities: Thieving Abilities (as 11th Level Thief), Poisoned Dagger (1st Successful hit means target takes a Save vs. Poison or take 2d4 additional damage)

Montgomery Mordrammo
AC 1; HD 9+(41HP); AT 1; DMG 1d6+3; MV 90'; SV C11; ML 10; AL C; SA -; XP 4,000
Magic Items: Mace +2, Ring of Protection +2, Ring of Memory
Special Abilities: Control Undead, Spellcasting

Spells Memorized:
1st: Cure Light Wounds x3, Remove Fear
2nd: Bless x2, Silence 15' Radius
3rd: Striking x2, Cure Blindness
4th: Cure Serious Wounds, Neutralize Poison, Protection from Evil (Good) 10' Radius
5th: Cure Critical Wounds, Insect Plague

Jacques Ajakstu
AC 5; HD 9(32HP); AT 1; DMG 1d6+1; MV 90'; SV MU9; ML 10; AL C; SA -; XP 2,800
Magic Items: Dagger +1, Cloak of Protection +2, Staff of Power (2 Charges), Crystal Ball (with Clairaudience), Ring of Spell Storing (Contains: Dispel Magic, Magic Missile, Haste/Slow, Invisibility), Spellbook
Special Abilities: Spellcasting
Notes: Carries a Staff of Power. This is a bit powerful, especially in Dark Albion. Feel free to exchange it with an ordinary staff if desired

Spells Memorized:
1st: Magic Missile x2, Shield
2nd: Invisibility, Detect Invisibility, Mirror Image
3rd: Haste, Hold Person, Dispel Magic
4th: Wall of Fire, Confusion
5th: Teleport

Brother Maximilian Brother Milerjoi
AC 0; HD 9+(35HP); AT 3; DMG 2d8+1; MV 200'; SV M9; ML 10; AL C; SA -; XP 2,500
Magic Items: Nil
Special Abilities: Monk Abilities

Sebastian Klim Stalman Klim
AC 4; HD 9+(25/42HP); AT 1; DMG 1d6+3; MV 90'; SV C11; ML 10; AL C; SA -; XP 4,000
Magic Items: Mace +2, Bracers of AC 6
Special Abilities: Spellcasting

Spells Memorized:
1st: Resist Cold
2nd: Bless x2, Hold Person, Silence 15' Radius
3rd: Cure Blindness, x2, Striking
4th: Protection from Evil (Good) 10' Radius
5th: Nil

Röbirt Theg Narlot
AC 3; HD 9+(27/42HP); AT 1; DMG 1d8+2; MV 90'; SV F9; ML 10; AL C; SA -; XP 2,500
Magic Items: Nil
Special Abilities: Fighter Combat Options
Notes: Röbirt (once Theg) is now a frogman, and therefore he looks the part too: mottled, lumpy grey-green skin, a fleshy throat. He speaks common, but in a throaty and imperfect way.

Edralve
AC 4; HD 7+(21HP); AT 1; DMG 1d8+2; MV 90'; SV E7; ML 10; AL C; SA -; XP x1,875
Magic Items: Sword +2, Ring of Fire Resistance
Special Abilities: Spellcasting, Darkness 1/Day, Dispel Magic 1/Day, Detect Magic 3/Day
Notes: Remember Edralve is an elf, and these are supposed to be rare and deadly otherworldly beings in Dark Albion. Her special abilities reflect some of her supernatural powers. These replace her Drow abilities, as she is now "just" an elf. She's also been changed to be a standard BECMI Elf, rather than an elven fighter/cleric, so remember she can cast spells in armor.

Spells Memorized:
1st: Magic Missile, Charm Person, Sleep
2nd: Mirror Image, Web
3rd: Hold Person, Dispel Magic
4th: Confusion

Leonard the Lazy Lamonsten
AC 7; HD 8(21HP); AT 1; DMG 1d4; MV 90'; SV MU8; ML 10; AL C; SA -; XP 1,650
Magic Items: Dagger +1, Displacer Cloak
Special Abilities: Spellcasting

Spells Memorized:
1st: Magic Missile x2, Shield
2nd: Levitate, Mirror Image, ESP
3rd: Haste, Protection from Normal Missiles
4th: Confusion, Polymorph Self

Clementine the Crafty Slippery Ketta
AC 2; HD 9+(30HP); AT 1; DMG 1d8; MV 90'; SV T10; ML 10; AL C; SA -; XP 1,750
Magic Items: Leather +2, Sword +0
Special Abilities: Thieving Abilities

Brother Lucas Brother Kerin
AC 2; HD 6+(21HP); AT 2; DMG 1d8+2; MV 170'; SV M6; ML 10; AL C; SA -; XP 950
Magic Items: Nil
Special Abilities: Monk Abilities
"I live for my dreams and a pocketful of gold"

RPGPundit

Quote from: Brigman on December 17, 2023, 03:12:24 PM
Quote from: 1stLevelWizard on December 16, 2023, 11:21:52 PM
Now that sounds interesting! Do you have a setting in mind?

Yeah, I've set my burgeoning campaign in the Northern Marches, and I planned to put "the Keep" (Thorne Keep in my game) near the Wall south of the Debatable Lands. I've only run one session so far, and the group has yet to reach the Keep; I'm planning to run them through Pundit's "The Child Eaters" before they get there.

Campaign log here:  https://www.therpgsite.com/design-development-and-gameplay/lion-dragon-dark-albion-the-northern-marches/

Fantastic stuff!
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Wrath of God

QuoteHere's a good height comparison with a cro-magnon thrown in for LOLZ:


I'm not sure where such comparison came from but while Western Hunter Gatherer ancestry (which is not the same as Cro-Magnon, Cro-Magnon humans generally went extinct, only relic assimilated into Paleolithic folk) correspond to robust, tall, strongmen type - most definitely neither CM nor WHG humans were casually 7 ft tall. No human race in history was. It is freakish height generally and rare even nowadays, and people of ancient times were generally shorter, nowadays we often raise to maximum of our genetic height potential - in paleolithic period it was rare.

I think there was one population of CM Europeans that had males being 176 cm on average, which is freakishly tall for pre-modern humans, and still tall for many modern populations.
But no - never 7 ft on average.


"Never compromise. Not even in the face of Armageddon."

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With great vengeance and furious anger"


"Molti Nemici, Molto Onore"

1stLevelWizard

It is an interesting way to slip in non-humans without breaking the historical authenticity of Dark Albion. Orcs as some ancient variant of human could work along the lines of the Chaos-worship of the frog men. Maybe they were ancient slaves brought in by elves trading with the frogmen or something like that.
"I live for my dreams and a pocketful of gold"