Wednesday, March 25, 2026

NIGHT SHIFT: Tales of Jackson, IL

 My son's group has been splitting their Sunday games up into two sessions lately. Usually, it is D&D 5e first, then dinner, then something else. Lately, the "something else" has been AD&D 1st edition (which they love), along with a combination of NIGHT SHIFTWasted Lands, and Thirteen Parsecs.

NIGHT SHIFT

I got a chance to run some games with them. Since I was fresh off my "Stranger Things" high of this winter, I wanted to run a "proper 80s" style game with them. So I picked Jackson, IL, and set their adventure in 1986. The fun part was reminding them that no, there were no cell phones, no Internet, no Wikipedia, and if you wanted to call someone and you were not at home, you had to find a payphone. Cultural shocks aside, it also gave me an excuse to pull out some NPCs I have been dying to use.

Three Witches
Stephanie, Faye, and Larina

The players are all familiar with Pathfinder, and the various Iconics have made guest appearances in their D&D 5e games. Largely because we have the minis for them and they are all easily recognized. So I decided to have a little fun and fill the halls with characters they would recognize, but as high school students in 1986.

The big ones are Stephanie (Seoni) Vale, Fiona "Faye" (Feiya) Blackwood, and, naturally, Larina Nichols. They are likely the stars in their own tales, but here they are the NPCs. Everyone whispers that they are witches. Everyone is right.

Yeah, Larina is right-handed and wears her watch on her right hand. She was a weird kid.

Val (Valeros) is here as a super jock, as is RPG/LARPER dude Ed (Ezren), and more. Most of them just fill up the background of a school that has a lot of weirdness going on. But a few stand out.

Kyra is a sweet girl known as the "Preacher's Kid" and a star on the girls' track team. She is always hanging out with troublemaker Meriko (Merisiel). Kyra, though, thinks demons, devils, and other evil things are hiding in the shadows. She is also not wrong. Meriko dresses like a mid 80s ad for "Ninja culture" because she likes to irritate her conservative parents. 

Kyra and Meriko
Kyra and Meriko

Others include some originals. 

Rowan and Andy are the "it couple" at Jackson High and "were born dating," according to Faye. Rowan is the local horse girl who spends more time with animals than people. Andy is the star player of the football team, the son of a wealthy businessman, and an all-around nice guy.

Rowan and Andy
Rowan and Andy. Aren't they adorable?

I have to admit, I was writing their background and got really carried away, and now I kinda love them both. 

They met when Andy's father, who owns the stables where Rowan's dad works, thought his son needed discipline, so he spent the summers cleaning the stables. Rowan, who always hangs out at the stables to ride the horses (she can't afford to be a member), showed Andy how to do the work she and her dad did. After friction, not liking each other, and even fighting, Rowan saw that Andy, despite everything, wanted to do a good job in hopes his dad would notice, and Andy saw how natural Rowan was with all animals, especially the horses. They fell in love in typical, even clichéd, 1980s Rom-Com fashion, including a special scene where Rowan has to enter the horse she loves into a show to win, or he gets sold. She loses because a rival cheats, and the horse is sold. TWIST: Andy buys the horse with his college money and gives it to Rowan!  They realize they love each other. Spoiler. They get married right out of high school and adopt a dozen pets. 

I said I spent way too much time on them. The irony? They haven't even shown up in the game yet!

The first "episode" adventure was called "The Midnight Bell" about the big school bell that was hung in the tower and has not rung since 1936. It rang and every supernatural creature heard it. The Big Bad (they don't know this yet) is "The Bell Ringer." He is a harbinger of more bad guys. I have a faerie lord slumming it at the high school who up to no good. Faye has two "Aunties" who are really Urban Hags. I also have some creepy kids, some fake-Satanists, some real Devil-worshipers, a hidden graveyard, tunnels under the town, and an abandoned mall filled with zombies. So yeah, basically shit from my own childhood!

I hope I get to do more with this. Plus, I am enjoying all the "cameos" I am throwing in. They love the time and keep asking how things were in the 80s. The oddest thing? These 20-somethings LOVE "Hall and Oates."  I am trying to play Iron Maiden, and they want to hear "Maneater."

Ah well. Maybe you all will enjoy my 1985 and 1986 playlists.

OH! quick reminder.
Night Shift® is a registered trademark of Elf Lair, LLC. 2026

Monday, March 23, 2026

Elowen Hale: Daggerheart

“I do not understand her. That is not an insult. It is an observation. Most people who brush death carry it like a blade. She carries it like a lesson. I have seen creatures tremble in her presence, and she offers them tea. If I had died and come back, I would have demanded answers. She thanks it instead. 

It is… disarming, and special.” - Amaranth

 Daggerheart’s tone leans emotional and interpersonal, and Elowen thrives there.

Elowen Hale, Daggerheart Hedge Witch

Elowen died. She wasn't dead for very long, but long enough that the priests were called. They called it a rare miracle; wizards called it "odd." Elowen doesn't remember it all, but she knows she's now different.  

Her Hope and Fear are both sharpened by that memory. She fears being powerless. She hopes no one else will have to endure what she did.

Her magic manifests in soft glimmers. Flickers of moonlight. Breath is visible when it should not be. When she uses her abilities, the world briefly feels quieter, like it is listening.

Ghosts do not frighten her. Loneliness and disconection does.

Her greatest strength is connection. She sees broken people and recognizes herself in them. In a Daggerheart campaign, she becomes the emotional anchor of the party. The one who says, gently but firmly, “We are not done yet.”

She is not dramatic about her death. She rarely speaks of it. But when she does, the table goes silent.

There is a West Haven in the many worlds of Daggerheart. I haven't defined it yet. 

Elowen Hale, Hedge Witch
Elowen Hale

Level 1
Class & Subclass: Witch (Hedge)
Ancestry & Heritage: Loreborn human
Pronouns: She/Her

Agility: 0
Strength: -1
Finesse: 0
Instinct*: +2
Presence: +1
Knowledge: +1

Evasion: 10
Armor: 3

Minor Damage: 7 Major Damage: 14

Weapons: Wand. Range: Knowledge Far. 1d6+1 (Magical)

Armor: Leather 6/13 +3

Experience
I See Dead People +2
Fate Always Has a Price +2

Elowen Hale, Daggerheart Hedge Witch
Class Features
Hex
Commune (with ghosts)

Talisman
Dagger (she rarely uses it)

Spells
Blightning Strike, Level 1 Dread
Umbral Veil,  Level 1 Dread

Daggerheart was really another key element in my conceptualization of Elowen. The official witch class is on the way, but I wanted to try her out in this. Especially since one of the domains of the Witch is "Dread." Elowen just approaches dread differently than some other characters might. 

Here she is, a Hedge Witch. She is not going to be raining lightning down on enemies, cursing family lines, or brewing up storms. In fact, the only thing she has brewed up lately is a Tres Leches Tea Latte, and the only thing she has destroyed was the kitchen in her attempt to make a lemon tart (which was fine, Dori ate it anyway). 

Her greatest interactions will be with her new coven. When the new Dread add-on for Daggerheart is out, I'll come back to this and detail a bunch of witches. 

Friday, March 20, 2026

Fantasy Fridays: Symbaroum

Symbaroum Core Rulebook
 Today at 9:46 Central Time, the March, Vernal, or Spring Equinox takes place. The moment of equal day and equal night. Now the sun gains ascendance. The perfect metaphor for the Dark Fantasy RPG Symbaroum.

I have been fascinated with Symbaroum, along with Vassen, ever since I saw them at Free League's booth a couple of Gen Cons ago. I grabbed the hardcover of Vassen since the Victorian era interested me more, but I grabbed the PDFs of both. Both cover that Fantasy-meets-Horror feel I love in my games. Also, both cover a theme I revisit time and time again: magic in the face of something new. In Vassen, the Old Ways are confronted by the Industrial Revolution. In Symbaroum, it is magic, and its corrupting effects in the face of the new, Sun-based, monotheistic faith.  Given that today is the day when day and night are equal, Symbaroum edges out in terms of theme.

Symbaroum is a Swedish dark fantasy tabletop RPG set in a world where a fragile human civilization clings to its borders, and just beyond them lies Davokar, an ancient, sprawling forest saturated with ruin, magic, and corruption. It's equal parts high fantasy adventure and creeping nature horror, drawing on Nordic, Celtic, and Slavic mythology to tell a story about the price of ambition.

If the Vernal Equinox represents the perfect, fleeting moment between day and night, Symbaroum is the RPG that lives in the twilight. Created by Free League, it is half High Fantasy and half Folk Horror, wrapped in some of the most evocative art the hobby has ever seen. 

I do want to mention the art first. The illustrations by Martin Grip are extraordinary: haunting, earthy, and alive with dread. It's not just the look of the art, it is the feel. This game feels like a cold, rainy day in an unknown Scandinavian village. Winter is over, but this is still not spring or summer. 

The premise is simple: A people have fled a dead, war-torn land to settle on the edge of the ancient forest of Davokar. They want to rebuild their empire, but the forest is not a passive backdrop. It is a living, breathing, and deeply vengeful entity. 

Fantasy

Knights, queens, treasure hunters, witches, and wandering barbarian clans; Symbaroum has all the archetypes of classic fantasy. The world of Ambria is richly detailed, with political intrigue, warring factions, and ancient lineages. There are ruins to explore, artifacts to recover, and a vibrant cast of cultures that feel genuinely distinct from generic Tolkien-esque fare.

Horror

The forest is the horror. Davokar is not simply dangerous; it is wrong. Every spell cast, every ruin disturbed, every artifact pocketed risks accumulating Corruption: a creeping darkness that twists body and soul. The elves of the Iron Pact do not protect the forest; they enforce its quarantine. Something ancient sleeps beneath the trees, and the game's entire mechanical design keeps reminding you that you are trespassing. Think Princess Mononoke, but the forest wins.

Most horror-fantasy hybrids bolt the genres together. Symbaroum weaves them into the same thread. The Corruption system means magic, the engine of fantasy, is also the engine of horror. Every powerful choice leaves a mark. 

Dark Fantasy

This game is not one of high fantasy or even low-magic, gritty dungeon crawls. You are not on an epic quest. You might be a hero, but you are not Conan, or Frodo, or the Grey Mouser. You are not even really Elric, though Elric would understand this world better than the previous three. You are searching for ancient secrets, you are going to go into that forest for the same reasons characters have been going into dungeons. But now the stakes are higher and darker. 

Symbaroum does something quietly different from most fantasy RPGs. Instead of presenting a world waiting to be explored and conquered, it gives us a world where exploration feels like trespass. Civilization stands on the edge of something ancient and dangerous, and every step forward risks awakening powers that should perhaps remain buried.

It is a game where the heroes are not simply explorers. They are intruders.

While not strictly "Old School" in its math, Symbaroum shares the OSR soul. It is deadly. Combat is fast and often ends in a single well-placed blow. It rewards caution, preparation, and a healthy respect for the unknown.

There are hints of dark fantasy, reminiscent of the grim worlds of Warhammer Fantasy Roleplay. At the same time, the folklore elements feel closer to Scandinavian myth and old fairy tales, where the forest is mysterious, alive, and often dangerous. In ShadowDark, there is the Dungeon-as-living-thing, or maybe more to the point, Darkness. Symbarous does the same thing for the forest, or, again, more to the point, the unknown frontier. 

The Old Ways are not lost. They are still out there, and they don't care about your sun god.

There is also a subtle echo of cosmic horror. The ruins of the old empire hint at terrible magical forces that once reshaped the world. Many players discover that the deeper secrets of Davokar may be far older and stranger than anyone suspects.

It creates a world where curiosity and dread walk hand in hand.

Rules and Mechanics 

Symbaroum is a d20-based system where you want to roll under your attributes. Attributes give you "bonuses" in terms of negative numbers (what you subtract from the die roll). Low attributes can even give you penalties for positive numbers you add to the die roll. Mostly the scores are between 5 and 15, with an average of 10. A 15 gives you a -5, and 5 gives +5, and so on. Pretty simple, really. 

The Game Master never rolls dice. Players roll for their attacks, and players roll to defend. This shifts the focus entirely to the players’ choices and their struggle to survive.

The core of the game is the Internal Balance. Every time a mystic (magic-user) casts a spell, they gain Temporary Corruption. If that total exceeds their Threshold, the corruption becomes Permanent. Once your Permanent Corruption reaches a certain point, you transform into an "Abomination" or a monster of the night. I am sure there are lots of ways to get corruption, but I focused on the mystics 

It is a literal struggle to keep the "light" of your humanity from being overtaken by the "darkness" of the forest’s influence.

Sometimes it is fine to take a point of corruption for a greater good. This is pretty typical of how the witches in the game work. They will sacrifice some humanity or light if it means a great goal is met. For me that is kind of a key element in playing a witch and one I really like. 

The rules themselves are divided up between Setting, Player's Guide, and Game Master's Guide. Not a bad division by any means. Though there is some flipping required. To create a character, I kept going back and forth between sections of the Player's Guide. So this part could be streamlined a bit. It is no worse than, say, the rules for the WitchCraft RPG and better than the rules for AD&D 1st edition.  

The system really supports the setting well. The corruption, as I mentioned, is a key element and really sits well within the setting. Moreso than say Fear and Horror in old Ravenloft. It is more akin to how Sanity works within Call of Cthulhu, or Taint in WitchCraft/Armageddon. The setting and the mechanics support each other well. 

Larina and Elowen

Normally, I try out a character for a new game, typically my "Drosophila melanogaster" Larina. But since witches are assumed to have a witch-in-training with them, I am opting to add Elowen as well. For this I gave Larina another 80 experience points (roughly 5-6 adventures worth) to boost her up. In this darker world of Symbaroum, I don't think a witch like Amaranth would work. BUT oddly enough, I could easily do Grýlka and Doireann. Ogres and Goblins are among the races you can pick. Ok, Grýlka is a troll and not an ogre, but what are the differences really?

In this, I am saying that Larina was already living on the edges of the Davokar forest and has gone somewhat native. Ok. Feral might be a better word. Elowen is still from the civilized lands and has gone to learn witchcraft because she sees ghosts everywhere. 

Larina Nix
Larina Nix
Human (Barbarian) Witch

Shadow: White with flecks of rust and ash, appears as her reflection (Nature).
Quote: "I have dedicated my life to witchcraft, and it has given me a life in return."

Toughness: 10*/10
Pain Threshold: 3

Corruption: 1/1
Corruption Threshold: 7

Defense: 7

Experience: 80 (0)

Accurate: 10 (0)
Cunning: 15 (-5)
Discreet 9 (+1)
Resuasive 10 (0)
Quick 7 (+3)
Resolute 13 (-3)
Strong 5 (+5)
Vigilant 11 (-1)

Contacts (Witches)
Witchcraft (A)
Witchsight
Loremaster (N)
Ritualist (A)

Curse (Evil Eye) (A)
Lay on Hands (A)
Nature's Embrace (N)
Storm Arrow (N)

Familiar (Ritual)
Fortune Telling (Ritual)
Witch Circle (Ritual)

Age: 30
Height: 5'4"
Weight: 125 lbs
Red hair, blue eyes

Larina here is a "barbarian" only because she has been living on the edge of civilization for a while. I could have given her more experience points to bump up her powers, but I thought this was pretty good.

Elowen Hale
Elowen Hale
Human (Ambrian) Witch

Shadow: White with ash-gray flecks, appearing as a ghostly image (Nature).
Quote: "I died once. I am not looking forward to doing it again."

Toughness: 10*/10
Pain Threshold: 4

Corruption: 1/1
Corruption Threshold: 8

Defense: 5

Experience: 25 (0)

Accurate: 10 (0)
Cunning: 11 (-1)
Discreet 9 (+1)
Resuasive 10 (0)
Quick 5 (+5)
Resolute 15 (-5)
Strong 7 (+3)
Vigilant 13 (-3)

Privledged
Witchsight
Alchemist (A)
Witchcraft (N)
Ritualist (N)

Curse (Evil Eye) (A)
Inherit Wound (N)

Familiar (Ritual)
Necromancy (Ritual)

Age: 19
Height: 5'5"
Weight: 114 lbs
White hair, gray eyes

Ok, both of these work really well for me, to be honest. I figure Elowen's power manifests as ghosts rising up to perform her actions. Yes, she still sees ghosts.

Who Should Play This?

With today's theme, this game has equal parts light and dark, fantasy and horror, civilization and the great wild unknown. So, regardless of which side of the old-school/new-school divide you come from, know that this game is darker than most new-school games and is closer in tone to many old-school ones. 

This is a game for players who prefer tension to triumph.

If your idea of fantasy is leveling up, clearing dungeons, and becoming untouchable heroes, Symbaroum is going to feel uncomfortable. Progress here is real, but it always comes with a cost. Power is never clean. Magic is never safe.

But if you enjoy games where every decision matters, where the question is not "can we win?" but "what will it cost us if we do?" then this is the game for you. 

And maybe most importantly for me, this is a game for players who like their witches a little dangerous.

Not safe, not sanitized, not "spellcasters with a theme," but witches who bargain, who risk, who take on corruption because sometimes that is the only way to get things done. If that resonates with you, then Symbaroum is not just a good fit. It feels like it was made for you.

Wednesday, March 18, 2026

The Witches of Appendix N: Michael Moorcock

Michael Moorcock is easily one of the biggest influences on Dungeons & Dragons. Certainly, his contributions rival those of Howard or Tolkien in shaping the structure of the D&D multiverse. Indeed, one can barely talk about the Multiverse of D&D without invoking Moorcock.

Books by Michael Moorcock

When people talk about Michael Moorcock in Appendix N, they usually go straight to Elric of Melniboné, Corum Jhaelen Irsei, Dorian Hawkmoon, and the eternal war between Law and Chaos. 

When I talk about Michael Moorcock and witches, I am not really talking about witches in the broom-riding, cottage-dwelling sense. I am talking about the pact-making sorts of witches. The ones who contact the beings from other planes (something that happens a lot in Moorcock's tales) and the ancient pacts that bind them.

Moorcock does not give us a village wise women. He gives us bloodlines that traffic with elementals, tribes that call heroes out of myth, and archetypes that echo across realities. His magic is not tidy. It is not academic. It is relational, dangerous, and deeply personal.

Which is why it works so well for me.

Elric the Prototype Warlock

Let’s be clear about something. Elric is not a wizard.

He does not memorize formulae in a tower and sling fire from careful study. His power comes from calling upon Arioch and other Lords of Chaos. He names them. He binds them. He bargains.

That is not arcane spellcasting in the later D&D sense.

That is a pact.

In the One Man's God post I wrote before on the Melnibonéan mythos, I pointed out that their religion and their magic are inseparable. The Lords of Chaos are not distant gods in shining heavens. They are immediate, responsive, volatile. They answer when called, but they always take something in return.

Elric’s magic is closer to a warlock than a magic-user.

Stormbringer itself is a kind of patron made steel. It feeds him power and keeps him alive, but it also owns him. That dynamic, that exchange of strength for service, is pure warlock logic.

And this is important when we talk about witches in Appendix N.

Because if Moorcock gives us a prototype warlock in Elric, he also gives us the larger framework that witches later inhabit in D&D. Magic is not a neutral force you manipulate. It is something you negotiate with.

That idea runs straight into warlocks, and through them, into witches who deal with dragons, animal lords, witch queens, and stranger patrons still.

Corum and the Old Religion

If Elric shows us the aristocratic pact, Corum shows us something closer to folk magic.

In the Corum stories, the human tribes are not sophisticated sorcerers. They do not maintain demon treaties stretching back millennia. They have rites. They have memory. They have belief.

And when the world is in peril, they summon Corum.

Not as a cleric would call upon a god for a spell. They call him as part of an older set of magical rules. A returning champion tied to the fate of their land, one who was prophesied.  This feels less like wizardry and more like the Old Religion made manifest. 

It is communal magic. It survives conquest and catastrophe because it is embedded in culture rather than codified in books. 

If I were looking for Appendix N roots of the Wicce or of the Craft of theWise, I would not find them in shining cathedrals. I would find them here, in tribal rites that blur the line between prayer and spell.

The magic works because the people believe in the pattern. That is witchcraft.

It doesn't hurt that Corum and his people are often thought of as "elves" and that much of his tales are based on a psuedo-Celtic past. 

Named Witches 

There are very few named witches, and fewer still that are called "witch." 

Myshella, the Sleeping Sorceress, is one. Though she is not called a witch, she certainly fills that role. 

Jerry Cornelius is not a witch. Not by any stretch, really, but he is fragmented. Self-aware. Reality bending around him. He shapes his reality as much as reality shapes him.  

Moorcock’s Eternal Champion is not a simple reincarnation. He is an archetype that keeps reasserting itself in different circumstances. And this is where I see the parallel to how I have played Larina over the years.  Different systems. Different worlds. Different rules. Same witch.  He is not a witch, but he and the other Eternal Champions have shaped my notions of my archetypal witches.

Moorcock’s Legacy for Witches and Warlocks

Moorcock’s influence on D&D is usually discussed in terms of Law and Chaos. Planes of exsistences and an eternal, if not Eternal (capital "E"), struggle.

But for witches, the more interesting legacy is this:  Magic is relational. Magic is cyclical. Elric shows us the warlock bound to his patron. Corum’s summoners show us the persistence of pagan rites.

That is fertile ground for witches.

Not because Moorcock hands us a cottage and a cauldron.

But because he gives us a universe where magic is negotiated, myth returns, and some souls are simply meant to walk the long road again and again.

Tuesday, March 17, 2026

Mail Call Tuesday: Witch Edition

 Ok. So calling any of my mail calls "witch edition" narrows it down as much as calling it "Tuesday." But I did get some things I have been waiting on for a while.

First up is the framed painting "Advanced Witch" by Eugene Jaworski.  I need to find a good place on my walls for this one. 

Again, you can find his art here and on his Instagram account

Advanced Witches by Eugene Jaworski

Eugene Jaworski "Advanced Witch"

In the mini department, I got a nice bonus from work, so I ordered a new mini from Hero Forge

Elowen Hale mini

Yes, that is my newest witch, Elowen. I am nothing if not obsessed. 

Elowen Hale

And finally, one I have been waiting for a while, Spell Bound

This book features the covers of many vintage paperbacks of the witchcraft popularity craze. And yeah, I own a few, and I remember most of them.  But the book is fantastic.

Spell Bound

Spell Bound

Spell Bound

Spell Bound

Spell Bound

Spell Bound

Spell Bound

Spell Bound

There is a lot of really great stuff here, and I'll really enjoy going through it all. I loved going through the book, comparing covers to the books I still I have on my shelves. Some of these covers are what got me interested in witches to begin with. 

 So yeah, a lot this week. But some of these have been a long time coming.  

Monday, March 16, 2026

Elowen Hale: Advanced Dungeons & Dragons

“Elowen walks like she knows where the puddles are going to be before the rain even starts. She never yells when things go wrong. She just smiles and says we’ll fix it. And then we do. I like going on adventures with her. The ghosts don’t bother her, and she always remembers to pack snacks.”Doireann, Goblin witch

Elowen Hale

In many ways, this is the core Elowen, the one I think of when I talk about her.

Elowen died, but she returned changed. Animals respond to her in uncanny ways. Certain undead recoil. Divination spells sometimes yield contradictory results when cast upon her. Detect Evil finds nothing. Detect Magic sometimes flickers.

Among her coven sisters, she is treated with reverence and caution. The Old Religion teaches that death is a doorway. Elowen has stepped through it, and then turned around and stepped back. That doesn't happen, not without a good reason. 

Elowen has a Witch Mark. In this case, the Witch Mark of Sight. Her sight allows her to see ghosts, spirits, and any incorporeal undead, even when they are invisible.  The downside is that they can also always see her. 

Elowen Hale, 1st-level Human Witch (High Order), Neutral Good
Elowen Hale
1st-level Human Witch (High Order), Neutral Good

Secondary Skill: Initiate

S: 10
I: 16
W: 15
D: 12
C: 14
Ch: 17

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

AC: 10
HP: 6
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: Cat, "Mirepoix"

Spells
Cantrips: Detect Curse, Ghost Sound, Chill, Mend Minor Wounds
First level: Ghostly Slashing, Detect Spirits, Minor Curse

Witch Mark: Witch Sight (see spirits)

Theme song: Home (Prospertine)

This is Elowen at the very start of her adventures. She is currently traveling the world with Doireann and Aisling as they travel with the Free Elves. 

--

Witch Marks are something new I am working on. Elowen has the Witch Mark of Sight, and it allows her to see ghosts, spirits, and any incorporeal or invisible undead. It means they can also see her and know she has seen them. Aisling also has the Witch Mark of Sight, but hers allows her to see auras. The side effect is that Aislign is looking at someone with her witch sight, they know they are being watched, and it makes them uncomfortable. 

Elowen speaks Common, her Alignment Language, Elven, and Draconic. She still has three more languages she can learn. I am fairly sure that if she continues to hang out with Dori, she will learn Goblin. I am saving the other two to figure out later on.

I am also finally detailing where she is from. She is from one of the richer sections of East Haven, or maybe just outside of it. Her family is well off; I figure her father is some sort of import/export merchant. Not someone who sells things himself, but manages a lot of merchandise for others to sell. It would also explain why they knew of Larina, or at least the witches of West Haven. It also goes to show how much the people of East Haven try to avoid thinking about anything that might remind them of West Haven, given how little Elowen first knew about things. 

She wears a witch hat that looks like Larina's. Makes sense since it was a gift from her mentor for her adventures. 

Other Stats

Friday, March 13, 2026

Fantasy Fridays: True20

True20 Revised
 One of my objectives with Fantasy Fridays is to introduce people to the wide variety of Fantasy RPGs that are available to them. While each is perfectly fine on its own, I do want to talk about them on how well they provide a "Dungeons & Dragons experience" to players. Not that this is the only yardstick to use, but it is an important one. Also, what can players use from these games in their own games?

Today I am going back to an old favorite, Green Ronin's True20.  This system is a derivative of the d20 system from Wizards of the Coast, used in Dungeons & Dragons 3rd edition and now used in many games. The system, which is mult-genre or universal, began life as the system used in the first edition of Blue Rose.  The True20 version of Blue Rose is out of print now, but some of its DNA lives on in their new AGE system. But today is about True20.

True20

What is True20? It is a stripped-down version of the d20 system. Typically, there are only three classes: Adept, Expert, and Warrior. There are no hit points, but there is a damage tracker that works very well and very quickly. I think these are the key elements to its mult-genre use. I have played fantasy and modern horror with it, and neither felt like I was trying to cram a square peg into a round hole.

You have the same six abilities as d20, but instead of ability scores, you just have your bonuses. Something that D&D itself would not embrace until the current 5th edition. 

All resolutions are done with a single d20. That's all you need. Attacks, skill checks, using powers, all of it is a d20 + mods and compared to a DC score. It is really that simple.

Because it is simple, you can build just about anything you want. There was (well is, you can still buy things) support for True20. So if you like horror, sci-fi, fantasy, or anything else, you could find it. Particular to today's conversation is their Fantasy Paths supplement that helps you build all sorts of fantasy classes like Assassins, Barbarians, Clerics, and so on. There are also NPC stat blocks for all these classes for levels 1 to 20. No witch, but with this system, you can reskin any adept into a witch with no issues. I did ues the Adept's Handbook a lot for this.

Speaking of fantasy, back when BlueRose was under the True20 system, I ran a game called Black Rose that combined Blue Rose and Ravenloft. You can read that here: Part 1, Part 2, Part 3, Part 4, and Part 5. Needless to say, it worked rather well.

I also played a modern horror game called "Vacation in Vancouver" that worked amazingly well. They both showcased the system's power and flexibility and were really fun. It is a shame Green Ronin no longer supports it like they did. But I suppose that AGE, its successor, can do a lot of what True20 and some more. I'll have to revisit AGE for this series. Though I will say one thing. 

It now dawns on me that a lot went into my "Ordinary World" Night World for NIGHT SHIFT was detailed in these True20 game sessions. 

While this system is not actively supported, all the PDFs are still on DriveThruRPG, and you can get some of the books as hardcover Print-on-Demand. The books were originally only softcover so this is nice. Also, since the line is done, getting all the books you need to play is fairly inexpensive on DriveThru.  Since it is d20-derived, you can use other d20 products with it to expand your options. It would take some work, but it can be done. What works best are adventures. They convert easier than, say, new classes, but even that is not very hard using the Fantasy Paths examples. 

Can it Do D&D?

Well, the simple answer is yes. It can play a D&D-style game easily and has a lot in common with D&D 3rd edition. I also contend it can do a solid OSR-style game too, though there are two features that run counter to the OSR feel. First, there is no Vancian magics; Adepts/Wizards/Clerics can keep firing off their spells as long as they make their rolls. Also, there are no hit points, only a damage tracker. These aspects keep it from feeling like, say, AD&D 1st ed, and likely won't appeal to many old-school players. For new gamers, Players would have to build out their powers ala Fantasy Paths to cover whatever new class they want to play.  Mechanically, there really is no difference between a Divine Soul Sorcerer and, say, a Cleric or Celestial Pact Warlock. The powers might all be the same, just role-played differently.

True20 has now slipped into the realm of "kitbashing RPGs" that is take what you want and build the game you want. I think this the one thing it does better than AGE right now. But I'll take on AGE at a later date. 

Would I still play True20? Of course. I loved it then and look back on it now with extreme fondness. I also still love BlueRose, but I think I am content with the AGE version of that now. 

Larina for True20

This one is easy since I already have a few True20 versions of her. There was my BlueRose version, my Modern True20 version, and a Fantasy True20 version. All ranging in levels and build types. This version sort of combines all of those versions.

In truth, her stats as they appear on paper are really not much different than a wizard or some other spellcaster. The key with True20 is the role-playing aspect. I mean, that is true everywhere, but this is even more important here, really. 

Larina by Jerome Hrs

Larina Nix

20th-level Human Witch (Adept)

Strength: +0
Dexterity: +1
Constitution: +1
Intelligence: +4
Wisdom: +4
Charisma: +4

Initiative: +1
BAB: +10, Melee Attack: +11, Ranged Attack: +11
Defence, Dodge: 21
Defence, Parry: 20

Size: Medium
Speed: 30ft

Toughness: +2
Fortitude: +9
Reflex: +7
Will: +18

Vice: Cynical
Virtue: Thoughtful

Larina art by Jerome Hrs

Skills
Bluff +15 (11), Climb +1 (1), Concentration +17 (13), Craft (Potions) +16 (12), Diplomacy +16 (12), Disable Device +5 (1), Disguise +4 (0), Escape Artist +1 (0), Gather Info. +14 (10), Handle Animal +14 (10), Intimidate +10 (6), Jump +1 (1), Knowledge (History) +10 (6), Knowledge (Arcane) +21 (17), Knowledge (Religion) +7 (3), Knowledge (Occult) +19 (15), Languages +14 (14), Medicine +10 (6), Notice +12 (8), Search +10 (6), Sense Motive +11 (7), Sleight of Hand +9 (8), Stealth +4 (3), Survival +11 (7), Swim +2 (2) 

Feats and Talents
The Talent, Iron Will, Leadership, Attractive, Familiar (Cotton Ball), Contacts (x2), Great Fortitude 

Powers (Save DC 24)
Blink, Cure, Fire Shaping, Ghost Touch, Mana Blast, Mana Shield, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Psychic Blast, Purifying Light, Second Sight, Sense Minds, Sleep, Teleport, True Seeing

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Again, I am pretty happy with this build. There is still some life in this system if you ask me. 

Links

True20 Products on DriveThruRPG for Fantasy play

And an example of a complete fantasy campaign.