Thursday, January 1, 2026

Character Creation Challenge: Day 1, Grýlka and Doireann

 Here we are. 2026! Let's make some AD&D witches.

AD&D Character Sheets

Today I am working from my original The Witch: A sourcebook for Basic Edition fantasy games using the "Advanced Option Appendix" and the Winter Witch for Swords & Wizardry using the same options. I also peeked at my Green Witch and Faerie Witch for OSE. There is not much difference between them save for rules presentation, traditions and spells. But the key for me is some of the material inside. In particular, how to make a Troll Witch.

I have always liked trolls, but ones that cleave closer to Norse myth than the Three Hearts and Three Lions versions that dominate D&D. And if I can do trolls, I can also do goblins.

Grýlka 1st level Troll Witch, Chaotic Neutral
Grýlka

1st level Troll Witch, Chaotic Neutral

Secondary Skill: Hunter/Fisher

S: 17
I: 13
W: 14
D: 13
C: 17
Ch: 17

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 7 (leather armor)
HP: 4
THAC0: 20

Weapon
Staff 1d6

Familiar: Crow, Leitarmaðr ("Seeker")

Spells
First level: Darkness, Black Fire, Chill Touch

Theme Song: I Put a Spell On You

Grýlka is a troll witch from the Broken Mountains. She worships the "Trollfather" (who I see as a Troll version of Odin). He speaks to her from her crow familiar Leitarmaðr.

She has joined the West Haven coven to learn more about seiðr.


Doireann 1st level Goblin Druid/Witch, Neutral
Doireann
1st level Goblin Druid/Witch, Neutral

Secondary Skill: Herbalist

S: 8
I: 11
W: 13
D: 14
C: 16
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (no armor, small)
HP: 5
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: Frog, "Toad O"

Spells (Witch)
First level: Darkness, Fey Sight, Mend Light Wounds

Spells (Druid)
First level: Animal Friendship, Purify Water

Theme Songs: DoreenGoblin Girl

Doireann is a sweet little goblin witch. I wanted her to be Chaotic Good, but I also wanted her to be a druid since that fit with my idea of her. Plus, I want a druid/witch. A neutral goblin might be easier to sell than a Chaotic Good one. 

She follows the Swamp Mother, who speaks to her via frogs, water, and rain. She loves humans and thinks jellyfish are the strangest things ever.

I also like to think that Doireann and Grýlka are good friends, finding similarity in their witchcraft. I have used both characters as NPCs, and Doireann is one of my favorites. 

Goblins and Trolls make for great witches. I can't wait to see what else I can do with these two.

No. There is no rhyme or reason for the various colors of character sheets. If I had been smart I'd color code the covens. 


Character Creation Challenge

Wednesday, December 31, 2025

Tim Kask (1949 - 2025)

Tim Kask
Today, we lost Tim Kask, and it feels like one of the load-bearing pillars of this hobby has been removed. He was 76, just two weeks shy of 77.

Before he was TSR’s first full-time employee, before he edited The Dragon and helped turn a homebrew wargame into a living culture, Tim Kask was a married student at Southern Illinois University in Carbondale (SIUC). A Saluki. That detail matters more than it might seem. Well. At least to me.

From SIUC, Kask did something that sounds almost mythic now. He found an address for Gary Gygax in the back of Chainmail, picked up the phone, and cold-called Lake Geneva. Late '73 or early '74, depending on whose memory you trust. He got invited up, and the rest is history. Not destiny. Not inevitability. Just a guy deciding to make the call.

Tim and I talked a lot about SIUC. Salukis never really ever forget Carbondale, becomes part of our DNA. He told me about visiting his brother in the Triads, playing D&D there, making space for imagination in cinderblock dorm rooms. He lived in Boomer Hall, I lived in Wright Hall two of the three Triads. About thirteen or fourteen years apart, but close enough that the echoes line up. Same bricks. Same paths. Same sense that something strange and creative could happen there. 

I'd love to know how many games were played in those ugly damn dorms. And we all have Tim Kask to thank for this.

Kask refereed what local coverage described as the first Dungeons & Dragons campaign played at SIU, and likely one of the first outside Lake Geneva. The Qualishar campaign, or Kwalishar, depending on which source you read. The spelling drift alone tells you how early this was. This was before canon. Before anyone knew they were making history.

That Carbondale period mattered. It shaped how D&D escaped the gravitational pull of those three little brown books and became something people shared, argued about, wrote letters about, and eventually built communities around. Tim was there when the game stopped being just rules and became culture.

There is also that wonderful bit of apocrypha Tim himself shared over the years. His first player character was named Kwalish. Fans have long connected that, informally, to the Apparatus of Kwalish. Is it provable? No. Is it plausible? Absolutely. And that feels right for Tim. Part fact, part legend, part inside joke, all wrapped up in the living memory of the game.

Tim Kask was never just an editor. He was a bridge. Between Lake Geneva and the rest of the world. Between amateurs and professionals. Between "this is a fun idea" and "this is something worth taking seriously."

Rest well, Tim. The dice are still rolling because you helped get them out of the box. I'll roll some dice in your honor or use a Quatro's cup with some chits, or my SIU cup.

SIU MugSIU Mug


Character Creation Challenge: Witch Challenge (Witchcraft Wednesday Edition)

The last few years I have taken on TardisCaptain's New Year, New Character challenge. But I also like to give it my own twist. This year I am going to be doing all AD&D 1st edition characters AND all witches! Wait you say, didn't I already do witches one year? Yes, I did, back in 2021. But that was for a variety of systems. This year I am focusing on the various ways to do an AD&D witch. I am going to use my notes, conversions of my other books, the various Dragon Magazine witches and other published witches. 

While I say "AD&D 1st ed" I might detour a bit into Basic and AD&D 2nd ed, but all the writeups will be for 1st edition. I am playing in a 1st edition AD&D game now so I want plenty of NPCs. Also for a lot last year I was doing something I was calling "Occult D&D." I am going to keep exploring that here as well as a bunch of notes I have had laying around that I have never fully implemented into any of my books. Or in some cases variations of rules I have used elsewhere but wanted to go back and revist. 

I also want to use this as a way to finally get some work done on my "Land of a 1000 Witches" idea that originated with the late Jason Zavoda and his "Blackmoor Land of a Thousand Witches." While his is obviously Blackmoor and Greyhawk focused, my current AD&D game is set in the Forgotten Realms. I'll figure that out later. 

My goal is to present a witch or two for each level of the day. So Jan 1 will have 1st level witches all the way to Jan 31st with a 31st level witch. They will be mostly original characters, some will be repeats that I want to revist and others will "special guest stars."

I have a ton of notes. Lots of ideas and about 40-50 character sheets ready to go.

Bring on 2026!


Character Creation Challenge

Tuesday, December 30, 2025

Larina "Nix" Nichols for Villains & Vigilantes

Larina "Nix" Nichols by Jeff Dee
"Larina" by Jeff Dee
 Been meaning to do this one for a while.

Just got back from visiting my family. Anytime I meet up with them, especially my brothers and sisters, we get to talking about all the scary stories we know.  This time it was about a road where people, in particular single women, will often just vanish. Yes. We know the truth is a different sort of horror, but this is still where our thoughts took us. 

The "haunted road" tale is very old. This got me to think about who, or what, is haunting them and who, or what, should be guarding them.

While it is great for modern supernatural games, I was reading over Tim Knight's new blog, Cowboys, Capes, and Claws, and was reminded of how much fun I always had with Villains & Vigilantes.

And given that we both have Jeff Dee art of our characters, I can't help but think that they exist in the same universe. 

The Witch and The Road Warden

Larina Nichols did not become a hero because she wanted to save the world. She became one because the world kept losing people in the spaces no one watched. 

She had survived a house fire that should have killed her. Officially ruled an accident, it never sat right with her. From that moment on, Larina heard things others did not, felt the pull of grief and danger like a pulse beneath the skin of everyday life. Roads felt watched. Abandoned places whispered. Women went missing, and the silence around their absence was louder than any alarm. She learned early that evil did not always announce itself, and that survival carried an obligation.

The truth found her on a moonlit stretch of forgotten highway, following a pattern no one else believed in. What haunted those roads was not a man or a monster in the simple sense, but a thing older than asphalt, a guardian spirit twisted feral by neglect and blood. A Road Warden. When Hecate, guardian of the crossroads, answered Larina’s call, it was not with command but recognition. Strength came, clarity followed, but the magic was never a gift alone. Larina studied, bled, bargained, and learned the old ways. 

Her first act was not destruction but binding. She restored the Road Warden to its true purpose, and in doing so, saved some who were lost and mourned those who were found. The world called it a miracle. Larina called it insufficient and kept going. For this, she received the Blessing of Artemis and may call on her in her need. 

She wears no mask, only intention. Her power is divine and learned, occult and earned, sharpened by grief rather than dulled by it. In a world of capes and symbols, Larina walks the liminal spaces, guarding thresholds, sealing cracks, and watching the places heroes overlook. She does not promise salvation. She promises attention. Sometimes that is enough. 

Sometimes it has to be.

Larina "Nix" Nichols (formerly Larina Macalister), Villains and Vigilantes

SIDE: Good
SEX: F
AGE: 28
WEIGHT: 128 lbs

EXPERIENCE: 90,000
LEVEL: 13

TRAINING: Occult Studies, Folklore, Ritual Magic

POWERS
Magic Spells (requires speaking & gestures)
- Witch Bolt (Power Blast, 1d20, magical; +3 to hit)
- Witchfire Ward (Force Field +7 vs physical/energy)
- Glamour (Illusions, all senses)
- Mirror Walk (Teleport; medium = mirrors/reflective surfaces)
- Divination (Precognition/Postcognition; Detect Magic)
- Binding Curse (Paralysis/Affliction; Will/mental resistance applies)
- Flight (broom or spell)
Familiar: Cotton (small white flying cat; mental link; while nearby, Larina gains +2 Detect Hidden and +2 Detect Danger)
Weakness: Must be able to speak and gesture to cast.

ABILITIES

STRENGTH: 10
ENDURANCE: 14
AGILITY: 13
INTELLIGENCE: 21
CHARISMA: 22

DERIVED STATS
BASIC HITS: 3
HIT MOD: (STR 1.0)(END 1.4)(AGL 1.3)(INT 1.4) = 2.548
HIT POINTS: 8 (3 × 2.55 → 7.65, rounds to 8)
POWER: 58
CARRYING CAPACITY: 132 lbs
BASE HTH DAMAGE: 1d4 (STR 10)
HEALING RATE: 1.0/day (END 14)
ACCURACY MODIFIER: +1 (AGL 13)
DAMAGE MODIFIER: +3 (AGL/INT)
DETECT HIDDEN: 16% (INT 21)
DETECT DANGER: 20% (INT 21)
REACTION FROM GOOD: +4 REACTION FROM EVIL: –4 (CHA 22)

MOVEMENT
Ground: 37" (AGL 13)
Flight: 90 MPH (broom/spell)

INVENTING
INVENTING POINTS: 29.4 (INT-based)
INVENTING %: 63% (~INT × 3%)

Larina's Triple Goddess tattoo
LEGAL STATUS
Citizen of the US with no criminal record.

ORIGIN & BACKGROUND
Multiversal witch and occult scholar; protector of the gifted. Known in mystical circles as Nix the Witch Queen. Her familiar Cotton is psychically linked and often scouts or warns of danger.

VISUAL
Flowing dark purple costume with glowing runes, black boots, triple-moon goddess symbol, bracers engraved with warding symbols, and a faint aura of witchfire. Crescent moon burn scar near her left collar bone. Triple moon goddess tattoo on her back, between her shoulder blades.  

Red hair, blue eyes.

--

Ok, this is a good build and there are enough differences between this version of Larina and say my Mutants & Masterminds versions [2][3][4]. Larina was never one of my V&V characters back then. That honor goes to Johan as "The Paladin." But she certainly works here.

Given her Triple Goddess tattoo I am saying she is in contact with three goddesses, Artemis, Selene, and Hecate; representing the Maiden, Mother, and Crone. I went with Greek here because that is what I would have done back when I was playing V&V. If I had gone with my usual Celtic, then it would have been Brigid, Cerridwen, and the Morrigan. 

Links

I have enough here to work up my ARTEMIS group for V&V. Sounds like something to do next year!

Friday, December 26, 2025

Fantasy Friday Boxing Day: Dragonbane

Dragonbane
A special combined Fantasy Friday with Boxing Day. Today I am diving into the Dragonbane boxed set. I picked this up my local RPG auction, still in the shrink wrap. This is less a traditional review and more an overview, a brief dive into the history of the game, and my thoughts after spending some time with it.

Dragonbane

Dragonbane is Free League’s modern reworking of the Swedish Drakar och Demoner. I picked it up last fall, primarily out of curiosity about Drakar och Demoner and out of a long-standing appreciation for Free League’s production values. After reading and reflecting on it, my conclusion is fairly measured: this is not a D&D replacement for me, but it is a very credible alternative to games in the RuneQuest family and adjacent BRP-style designs.

That distinction matters. Well, at least to me.

A Brief History of Drakar och Demoner

To really understand Dragonbane, it helps to step back and look at its predecessor, Drakar och Demoner (often abbreviated DoD), one of the most influential tabletop roleplaying games in Scandinavia.

Drakar och Demoner first appeared in 1982, published by Äventyrsspel (known internationally as Target Games). Mechanically, it was based on Basic Role-Playing, the same rules engine that powered RuneQuest and Call of Cthulhu. For many Swedish players, DoD was not just their first RPG, but the RPG, occupying the same cultural space that D&D held in the United States.

Over the 1980s and early 1990s, Drakar och Demoner went through multiple editions, gradually drifting away from strict BRP roots while retaining its skill-based core. These editions emphasized low fantasy, dangerous combat, and practical adventuring over heroic power escalation. Magic was present but restrained. Characters were competent but fragile. Survival mattered.

Importantly, DoD also helped shape a distinctly European approach to fantasy roleplaying. Its adventures often leaned toward folklore, exploration, and moral ambiguity rather than epic destiny. Humor existed, but it was dry and situational rather than cartoonish. The infamous duck-people, later echoed in Dragonbane’s mallards, originated here as a surprisingly durable example of the game’s tonal flexibility.

When Target Games ceased operations in the late 1990s, Drakar och Demoner passed through several publishers and revisions, including later editions that experimented with d20 mechanics and more modern design sensibilities. None of these fully displaced the affection players held for the earlier versions.

Dragonbane: Design Lineage and Intent

Dragonbane wears its DoD and BRP influences openly. It is a skill-based fantasy RPG with a roll-under d20 core mechanic, clear ancestry in early percentile systems, and a design philosophy that prioritizes table flow over mechanical density. Unlike modern D&D, it does not attempt to be a universal fantasy engine or a lifestyle game. Instead, it aims to be playable, approachable, and complete within a single boxed set.

From a game design perspective, this is one of Dragonbane’s strengths. It knows what it wants to be.

Rules Structure: Conservative but Clean

Mechanically, Dragonbane is restrained. Characters are defined by skills rather than classes and levels, advancement is incremental and use-based, and resolution is intentionally binary. Rolling under your skill succeeds; rolling a 1 or a 20 introduces structured extremes of success or failure. I am normally not a huge fan of d20 roll-under systems, but this one works surprisingly well.

This approach avoids both the escalating power curves of D&D and the granular complexity of RuneQuest. Combat is dangerous without being punishing, magic is flexible without being dominant, and the overall system encourages cautious decision-making. In play, the rules largely stay out of the way, which is not a small achievement.

If anything, the rules err on the side of being slightly under-explained in places. Veteran gamemasters will fill in the gaps easily, but newcomers may occasionally wish for more explicit guidance. This feels intentional. Dragonbane trusts the table.

Setting

The Misty Vale setting provides just enough context to anchor play without overwhelming it. It is functional rather than exhaustive, offering locations, factions, and adventure hooks rather than a dense metaplot. This makes Dragonbane especially suitable for referees who prefer to build outward from play rather than absorb a setting bible before starting.

Compared to D&D’s Forgotten Realms or RuneQuest’s Glorantha, this is a much lighter touch. That may disappoint lore-focused players, but from a usability standpoint it makes the game easier to adopt and adapt.

You could easily create your own setting for this game or drop it into an existing one. I think that flexibility is a key strength.

Tone and Aesthetics

Dragonbane’s art direction is worth noting, not because it is flashy, but because it is consistent. There is a slight fairy-tale quality to the visuals, softened by humor (yes, including the infamous mallards), but it never collapses into parody. The tone remains grounded enough to support serious play, even when the aesthetic leans whimsical.

From a design history perspective, this places Dragonbane closer to early European fantasy RPG traditions than to modern epic fantasy branding, which makes sense given its origins.

The result is a game that looks both new and old at the same time. It feels distinctly European in presentation and sensibility.

Dragonbane

The result is a great-looking game that looks new and old at the same time. It looks European to me. 

Where It Fits for Me

Dragonbane does not threaten D&D’s place in my gaming life. D&D occupies a different conceptual space: broader genre reach, stronger character archetypes, and decades of accumulated expectations. Dragonbane is not trying to compete there.

Where it does shine is as a cleaner, faster alternative to RuneQuest and similar systems. It delivers many of the same benefits—skills over classes, grounded combat, emergent narrative—without the overhead that sometimes makes those games harder to get to the table.

In that sense, Dragonbane succeeds not by innovation, but by refinement.

RuneQuest is wonderful. I love it. But Dragonbane does what I often want RuneQuest to do, with fewer rules and a lower bar for entry.

Dragonbane vs RuneQuest vs BRP

At a mechanical and philosophical level, Dragonbane, RuneQuest, and Basic Role-Playing all share a common DNA in skill-based resolution and grounded, consequence-driven play. Where they diverge is in density and expectation. BRP functions best as a toolkit, offering maximum flexibility at the cost of referee labor and system mastery. RuneQuest, particularly in its Glorantha-centric forms, layers that toolkit with extensive cultural, religious, and mythic structures, resulting in a rich but demanding play experience. Dragonbane deliberately strips this complexity back, favoring speed, clarity, and approachability while preserving the core logic of skill-based play.

Nearly Final Assessment

Dragonbane is a well-considered fantasy RPG with a clear design goal and the discipline to stick to it. It is accessible without being shallow, traditional without being dated, and complete without being bloated.

It may not become the center of my gaming ecosystem, but it has earned a permanent place on my shelf, and more importantly, at my table when I want something thoughtful, grounded, and efficient.

That alone makes it worth serious consideration.

As I mentioned when I first picked this up, I need to create a Mallard wizard. I just need to figure out who he is and what he is about. I like the idea of a wandering wizard; I have not done that since I was playing Phygor. For this character, I would probably borrow ideas from RuneQuest and maybe even port him over into my D&D games. And yes, he is a wizard, not a witch.

So yeah, I certainly want to play this some more.

Thursday, December 25, 2025

Attack of the Toy Box: Thirteen Parsecs Edition

For me, Thirteen Parsecs is an homage to a time when I was really into everything SciFi. Star Wars, Star Trek, Buck Rogers on TV, Battlestar Galactica, and of course all the toys of the time.  

After 1977, when Star Wars had hit the scene, toy companies rushed to get anything out for a Science fiction-hungry audience. Some of these toys are fondly remembered by Gen X still today.

Ever since I took out my Star Wars figures and tried to figure out D&D rules for them (one of the reasons I still hold the d20 Star Wars so fondly in my heart), the idea of mixing toys with my RPGs has been a quest in its own right. 

Big Trak


Big Trak

A toy you could program? What sci-fi-loving kid growing up at the dawn of the home computer era wouldn't want this? 

Big Trak is a multi-purpose planetside vehicle capable of operating in a variety of environments. 

Vehicle: Big Trak
Agi 10 (0)
Str 18 (+3)
Tou 18 (+3)
Int 16 (+2) Mission programmable AI
Wit - (-)
Per - (-)

Max 640 k/h (400 mph)
Crs 320 k/h (200 mph)
Acc 23 (20)

DR 3
DV 1-2*
Vit 80-90*

* Some are fitted with extra armor and regenerative systems. 

Weapons: Forward-mounted plasma laser cannons. 1d8 x2.


ROM the Spaceknight

Not to be outdone, Parker Bros. gave us ROM the Spaceknight, who also got his own tie-in comic from Marvel.

For Thirteen Parsecs, he could easily be part of an elite force of peacekeepers, like the Green Lantern Corps. 

ROM, the Space Knight
ROM, the Space Knight

Level 10 Mystic Warrior

STR 16 +2 N
AGI 19 +3 A
TOU 14 +1
INT 15 +1
WIT 15 +1 
PER 17 +2 N

Fate 1d10
ViD d6
Vitality 65

DV 2

Checks 5/3/2
Melee +9
Ranged +11

Favored Weapon: Disruptor (+2 to hit, additional damage) 2d8

Agile, Melee and Ranged bonus, Free Running, Instant Kill (feature), Iron Will, +1 to damage, Mind over body, Survival skills at level 8.

Powers
Danger Sense, Enhanced Senses x2, Supernatural Attacks, Psychic Power (Telepathy - used to translate)


Space Sword

Maybe not as famous as the others, but the Toy Box Inc. glow-in-the-dark "Space Sword" came out a year before the Kenner Light Saber did, and was cheaper. Now they go for ridiculous prices on eBay. 

Space Sword

Weapon: Space Sword
Medium Weapon
Class: 2 
Reach: 1.25 meters (5ft)
Damage: 1d8+2 Slash
Cost: 50C
Features: Energy weapon

Star Bird

Man, was this the coolest spaceship ever? It was not Star Wars, certainly not Star Trek, and that made it perfect. Not a knock-off, but its own awesome thing. Also from MB Electronics.

Milton Bradley StarBird

Light Two-seat Space Fighter (Pilot and Weapons/Sensor operator)

Age: 2 (1 Quirk)
Structure: 10
DV: 4
Size: Small

Communications: 2
Computers: 1
Construction: 1
Defensive Systems: 3
Engineering Systems: 0
Engines (Speed): 3
Life Support: 1
Maneuverability: 3
Navigation: 2
Sensors: 2
Weapons Systems: 3, 2x Front cannon (1d6); Micro-missile rack (2d6).
Quirks: Bypass the Primary Buffer

Tobor 

"Tobor is robot spelled backwards."

Tobor toy

Tobor was great.

My younger brother had one. We found this metal lid you could bend to make a click that Tobor responded to, like the included remote.

TOBOR

No. Appearing: 1-6
DV: 1-4
Move: 12 meters (40ft)
Vitality Dice: 6d8
Special Attack: units can be fitted with energy weapons (1d8)
XP Value: By ViD

Mindless: TOBOR robots have simple programming and AIs. They are immune to any sort of emotional control or fear. 

Nightsighted: TOBORs can see into the deep electromagnetic waves, they can see clearly even in complete darkness.

Technical Expertise: TOBORs are generally programmed for expertise in one area. As such, they may choose any one non-mystical class ability or any one skill, at which they gain a 85% base proficiency. This skill does not improve via performance, only by programming. 

Most TOBORs are used as labor in hazardous conditions or areas. They perform one task very well but can respond to verbal commands. 


Hope you all had/have a great Christmas, Yule, Hanukkah, Kwanza, Solstice, and Festivus!


Wednesday, December 24, 2025

Next Year, Same As Last Year

 It is 6:00 am here right now (give or take), and I am at work in a meeting.

Back in September, I got a new job. Similar to what I was doing before, but this time working directly with a University. In fact, I just got a new assignment today to graph various time series in Python. My language of choice for this was SAS or SPSS. Looks like I am getting more Python lessons for Christmas!

So...that means some of my plans for 2026 are getting moved. I wanted to dedicate the year to Sci-Fi games to correspond with the 60th Anniversary of Star Trek. But I didn't finish all the things I wanted to do with Fantasy this year. 

The Other Side 2026

My plan now is to keep going with Fantasy. I like doing Sci-Fi in June, so I might still do some then, and I would love to do something in September for Trek. I have been playing more AD&D 1st edition again; my D&D 5 is on hold for now. 

I do have some plans for posts and potential publications. But right now I am not promising much. I mean I am at work on Christmas eve at 6am and I still have 2 more meetings after this! I am happy for the work (and the pay!), but free time is not something I will have a lot of in 2026.

Ah, well, I don't want to complain. 

Have a great Christmas, everyone!