Thursday, January 22, 2015
Gog and Magog for Advanced Era Games
I was doing research on the the original Balor/Type VI demons in 1st Ed AD&D and how there are only six of them. The DMG lists them as Balor (their leader and the largest), Errtu, Ndulu, Ter-Soth, Alzoll, and Wendonai. Wendonai. Doesn't exactly fill you with fear does it. Since I am using the OGC Balor as the basis of my own Baalor in my games I wanted to expand them a bit. So these names are purely off limits (save for Balor).
That tied in with all the myths I have been reading (well, since forever) of Ireland, England, Scotland and Wales (er Walesland?). There was a Balor there too. Only he was a giant with one eye on his forehead and another on the back of his head. I was reading about all these giants when I came across Gogmagog.
I had been familiar with Gog and Magog and Gogmagog because of an off-hand reference on Doctor Who years and years before. I had scribbled down that Gog and Magog were akin to Ogres, but divine. I choose ogres because of something the Doctor said "Gog, Magog and Ogre", pronounced 'O-gree'. In the book of Revelations Gog and Magog were the ultimate enemies of God's people. Though to be fair Gog and Magog hopscotch all over the Bible and one is never really sure if they are individuals, peoples, or lands. Gog and Magog also appear in the Qur'an as a monster (the monster of Gog and Magog) or again as a land.
Recently I reread the Silmarillion by J.R.R. Tolkien. The chief of the Balrogs was a being known as Gothmog. I knew I was on to something. Obviously Tolkien, a professor of English literature and languages (especially Old English) knew of Gogmagog. In some early versions of Tolkien's work Gothmog is even described as a "son of Melkor and the ogress Fuithluin", Later a "Gothmog" was also the orc in charge of Mordor's army in the Return of the King. Obviously named after the Balrog (and less confusing than Glorfindel of Rivendell vs. Glorfindel of Gondolin).
All of this though has given me some ideas.
Here they are using OSRIC and LL Advanced Edition Companion. All text below is considered Open for use under the OGL.
Section 15: OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugé and Matthew James Stanham.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Adventures Dark and DeepTM Bestiary, Copyright 2011-2013 BRW Games, LLC.
Gog and Magog for Advanced Era Games, Copyright 2015 Timothy S. Brannan.
Gog and Magog
Class F Standard Order (true) Demons
Frequency: Very Rare (Unique Demons)
No. Encountered: 2
Size: Large, 13' (Gog), 13' 5" (Magog)
Move: 60 ft; 150 ft flying (AA:III)
Armor Class: -3 (Gog) / -4 (Magog)
Hit Dice*: 10d8+10 (Gog), 10d8+21 (Magog)
Attacks: 1 bite or by special attack
Special Attacks: Flaming great sword (2d8) (Gog) or Flaming great axe (2d8) (Magog) + 3d6 fire
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 75%
Lair Probability: 0%
Alignment: Chaotic evil
Level/XP: 9/3,750 + 13/hp**
Gog and Magog are two unique demons of the same sort of Balor. While they are larger and more aggressive than their kin, their natures preclude them from ruling large numbers of lower demons as their brethren might. Gog and Magog are described as "brothers" and this has never been proven by any occult scholar. They share a physical similarity to each other. Gog is large, predominantly red in color with black hair and beard. He wields a large flaming sword in battle. Magog is larger, predominantly black in color with red hair and beard. He wields a large flaming great axe. Either causes an extra 3d6 points of fire damage per hit.
Gog and Magog can also use the following powers at will: detect invisibility, detect magic, dispel magic, fear (as the wand), pyrotechnics, read languages, read magic, suggestion, telekinesis (600 lbs.), and symbol (despair, fear, sleep, and stunning). A +2 or better magical weapon to hit.
Unlike other demons, Gog and Magog cannot gate in lesser true demons. Instead they may summon 2d6 demonic Ogres each. These creatures appear as normal ogres save that their skin is red and they are immune to fire, poison, sleep and charm spells. They also need a +1 or better magical weapon to hit. Demonic ogres always have the maximum hitpoints for ogres.
Much like other demons, these two will bicker and fight and even plot against each other. However when confronted with a common foe the will work together to defeat them. They are completely loyal only to each other. They are often found in each other's company.
They are most often found on the Material Plane, the summoning ritual for one will also summon the other and only rarely in the Abyss.
They are violent, aggressive and constantly angry. Neither is much for planning, but when pressed they are good strategists and have been used as generals by stronger Demon Lords and Princes. They have even been known to serve the Baalseraph Ahriman, also known as Angra Mainyu. A common tactic among the Demon Lords that engage their services are to choose a location and let the brothers go.
*Many "Advanced Era Games" use a d8 for monster HD. I prefer to use a d10 myself.
** Adjust according to your preferred system.