Showing posts with label 1st ed. Show all posts
Showing posts with label 1st ed. Show all posts

Wednesday, July 23, 2025

Witchcraft Wednesday: Fane-born (Occult D&D)

Photo by Vanessa Pozos: https://www.pexels.com/photo/mystical-halloween-portrait-of-a-witch-28759465/
 Got some game time in my oldest last night. Instead of actual playing we rolled up a bunch of characters we might try out and discussed our various takes on the Forgotten Realms. My campaign, "Into the Forgotten Realms" vs. his "It's Always Sunny in Waterdeep." There are more differences than just tone, we talked about the assumptions underlying my AD&D 1st Ed, "Into" vs his D&D 5th Ed, "Sunny."

We also talked about my ideas for "Occult D&D" a little and how we can use it for either game. 

One of the characters I worked on combined a lot of these ideas. Her name is Tarjä and she is a multi-classed witch/assassin. She is not ready for posting yet, but her species is. Tarjä is a Fane-born Witch.

The Fane-born are an idea I have been playing with, off and on, for a long time. A species similar to humans, but separate. In the DC universe, they might be called Homo magi. They are a race deeply immersed in magic. 

Fane-born

Also known as: Changelings, Hag-born, Witch-kin, Hollow-Eyed

“There are children born under broken moons, with too-wide eyes and whispers in their sleep. We call them changelings. But they call themselves Fane-born, and they remember things we were never meant to know.”

- From the Journal of Larina Nix

The Fane-born are a mysterious and eerie race of humanoids born from the tangled roots of old magic, faerie mischief, and witchcraft. Some are said to be the offspring of witches and dark spirits; others are left in mortal homes as changelings or molded from magic in long-forgotten rituals. Their presence unsettles the common folk, and they are often driven away or feared as portents of ill fortune.

Yet among witches, they are honored, or at least tolerated, as strange siblings in the arcane bloodline. They possess a natural affinity for the occult, a strong spiritual presence, and an uncanny ability to see beyond the veils of the world.

Game Statistics (AD&D 1st Edition)

Level Limits

  • Witch: Unlimited
  • Warlock: Unlimited
  • Thief: Unlimited
  • Magic-User: Based on Intelligence
    • Int 13 = Level 9
    • Int 14 = Level 10
    • Int 15 = Level 11
  • Illusionist: Based on Intelligence
    • Int 14 = Level 8
    • Int 15 = Level 9
    • Int 16 = Level 10
  • Fighter: 6
  • Druid: Based on Wisdom
    • Wis 12 = Level 8
    • Wis 13 = Level 9
    • Wis 14 = Level 10
    • Wis 15 = Level 11
    • Wis 16 = Level 12
    • Wis 17 = Level 13
    • Wis 18 = Level 14

 (Cannot be Clerics, Paladins, Rangers, or Monks)

Ability Adjustments: +1 Wisdom, +1 Charisma, -1 Constitution

 Minimum Scores: Wis 13, Cha 13

 Maximum Constitution: 17

 Alignment Tendencies: Neutral, Chaotic Neutral, or Chaotic Good

 Height/Weight: 5’2" to 5’10", 90–140 lbs.

 Age Ranges: Same as human.

Racial Abilities

Innate Spellcasting: Choose one at character creation: Detect Magic, Read Magic, or Charm Person 1/day

Uncanny Presence: +2 bonus on saving throws vs. charm, fear, or possession

Occult Intuition: Can attempt to identify magical items on a roll of 1–2 on 1d6 after 10 minutes of focused examination

Ghost Sight: Can perceive into the Ethereal Plane or overlapping Faerie realms. Allows them to see invisible or ethereal creatures to 60'.

 Languages: Gains Faerie/Sylvan/Elvish as a free language. 

Cultural Notes

Origins: Some are born to mortal witches under eclipses; others are swapped at birth by fae creatures or raised by covens. Others still can be born to human parents exposed to powerful witchcraft. 

Society: Rarely form settlements of their own. Most travel between witch circles, shrines, and isolated steads.

Appearance: Unnerving beauty or eerie awkwardness; heterochromia, white hair at birth, overly long fingers, or no reflection. Some have small horns (can be hidden with hair styles), oddly proportioned limbs, or other odd appearances that can't quite be quantified at first, but lead to an unsettled feeling. 

Reputation: Seen as cursed, unholy, or dangerous. Even when doing good, their motives are questioned.

They have a bonus to Charisma and Wisdom to reflect their personal willpower and personality, but they are treated as having a Charisma score of 2 less (-2) for the purposes of reaction roles among humans and hiring human retainers.

--

Might tweak this some more as we play. Going to also convert them to 5e for my son's game. 

Wednesday, July 16, 2025

Witchcraft Wednesday: The (Second) Return of Rhiannon and Briana Highstar

 I was doing some cleaning in my office yesterday. Partially cleaning, partially avoiding work, but also gathering up everything I had been working on for the last few years (spoiler, it has been 5 years of solid work and 12 total of "picking at it") for this new project I playing around with. I have been thinking I need some good examples of an Archwitch and a Witch Priestess. When in a stack of characters, I found my versions of Grenda's, witches Briana Highstar and Rhiannon

Advanced Witches

They are both featured in my new The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions, as "Basic-era" Witches of the Diabolic and Malefic traditions, respectively. Both are listed as 8th-level Witches. But I was thinking, what if I "advanced" them? And by that, I mean move them over to Advanced D&D and have them take my new Advanced classes. I mentioned a while back that they did not know each other, but in my AD&D game, I am thinking they met up and decided to form a coven. 

While covens are typically made up of the same traditions, they don't have to be. I have even talked about a "Grand Coven" that includes witches, warlocks, and other members. This marks the beginning of their Grand Coven, dedicated to evil. Since I have already decided that they are in my Forgotten Realms game there is no reason why they can't meet up with my other witches Moria and Amaranth. Though neither of them are exactly evil, they are different kinds of "hellspawn."

This will give me more chances to pleytest these new classes. I think one change I am making, if these Advanced Classes are taken after 7th level, the witch still gets their 6th level Occult Power.  It didn't dawn on my until last night while working up their new sheets that an Advanced class is a good way to bring a "Basic" character over to AD&D. For example, with this idea I could make a Paladin or Ranger an Advanced class, starting off as a fighter first. I'll have to play around with this idea. 

In the meantime, here are Briana Highstar and Rhiannon again, with their new classes in place.

Briana Highstar
Briana Highstar
Human Female

Archwitch 8th level
Diabolic Tradition
Patron: Mephistopheles
Alignment: Lawful Evil

STR: 12 
INT: 17 
WIS: 15
DEX: 16
CON: 13
CHA: 17

Paralyze/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, or Wands: 12
Breath Weapon: 14
Spells: 13

AC: 5 (Leather +2)
HP: 24
To Hit AC 0: 18

Weapon: Whip
Armor: Leather +2

Occult Powers
Familiar: Cat 
Minor: Evil's Touch

Spells
First Level: Burning Hands, Charm Person, Far Sight, Sonic Blast, Spirit Dart
Second Level: Burning Gaze, ESP, Grasp of the Endless War, Invisibility, Suggestion
Third Level: Bestow Curse, Dispel Magic, Scry
Fourth Level: Arcane Eye, Divination, Phantom Lacerations

Hair: Black
Eyes: Grey
Height: 5'9"
Weight: 136 lbs

Languages: Common, LE, Elvish, Goblin, Diabolic, Abyssal, Giant, Orc


Rhiannon
Rhiannon
Human Female

Witch Priestess 8th Level
Malefic Tradition (Previously Craft of the Wise)
Patron: Ereshkigal
Alignment: Neutral Evil

STR: 11
INT: 17 
WIS: 17
DEX: 16
CON: 15
CHA: 16

Paralyze/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, or Wands: 12
Breath Weapon: 14
Spells: 13

AC: 5
HP: 32
To Hit AC 0: 18

Weapon: Dagger of Venom
Armor: Leather

Occult Powers
Familiar: Mourning Dove
Minor: Impure Touch

Spells
First Level: Blight Growth, Charm Person, Chill of Death, Sleep, Touch of Suggestion
Second Level: Agony, Beastform, Disfiguring Touch, Evil Eye, Protective Penumbra
Third Level: Bestow Curse, Bleed for Your Master, Scry
Fourth Level: Fangs of the Strix, Spirtual Dagger 

Hair: Blonde
Eyes: Brown
Height: 5'1"
Weight: 114 lbs

--

OGL Section 15: COPYRIGHT NOTICE

Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.

--

So obviously Rhiannon forms this coven and become the high priestess of it. Briana provides the "great work" they all must do. What is that? No idea yet. 

I would love to include Amaranth in this, but I tend to refer to her as a "cotton candy Tiefling" that is she is light, fluffy and sweet. At least that is how I have presented her in The Witch - Book of Shadows for ShadowDark. Still, the prospect of her joining this coven is a fun one. Maybe something happens to make her choose to embrace her evil side? I wonder what it will be?

I also need to figure out what sort of Grand Coven would have both Ereshkigal and Mephistopheles (and maybe even Lilith) as patrons? The intersection of these two (three), witchcraft mythology-wise is Astaroth (by way of Sumeria to Astarte), which I do like as an option. And their coven needs a name. I have wanted to use Astaroth more. Maybe I can bring in Babylon into this too!

Wednesday, July 9, 2025

Witchcraft Wednesdays: The Witch-Priestess

Photo by Paola  Koenig: https://www.pexels.com/photo/woman-in-a-halloween-costume-and-makeup-holding-burning-candles-19049168/
Photo by Paola  Koenig
Continuing in my Occult D&D related threads I have another "Advanced" Class to share. This is one I have played around with many times for various editions. I like each one, and they bring something new to the table for me each time.

This is a witch dedicated to more priestess-craft and worship aspects of the witch. A true "Priestess of the Old Ways." More so than the generic cleric or shape-shifting druid. 

Like the Archwitch, a Witch-Priestess (or Witch-Priest) begins as a witch, but then transitions to more priestly and religious duties. While the Archwitch leans more into the Arcane side of witchcraft, the Witch-Priestess focuses on the divine. Again my model for this class is the Bard (PHB), Thief-Acrobat, the Archdruid (UA), and the Wizards of High Sorcery from the Dragonlance Adventures book. I am just codifying something that was already there.  (An aside. I'd love to see other "Advanced Classes" anyone else come up with these?)

In my current 1st Edition AD&D game, I have two witches, I am hoping to get each one to choose one of these other paths.  

WITCH-PRIESTESS

Advanced Class for Witches

The Witch-Priestess is the spiritual and ritual leader of the Old Faith, bridging the gap between arcane witchcraft and divine mystery. Where the ordinary witch communes privately with her Patron, the Witch-Priestess embodies that relationship in public rites, seasonal festivals, and sacred duties. She does not merely cast spells; she invokes the will of the gods and spirits of nature, channeling divine energy through her well-honed arcane focus.

Only witches who belong to a coven and who have demonstrated piety, wisdom, and leadership are called to walk this sacred path. The calling is not common, and the burden is great, but the rewards are divine.

Requirements

To become a Witch-Priestess, a character must:

  • Be a Witch of at least 7th level
  • Have a Wisdom of 16 or higher
  • Be a member of a coven
  • Have performed a significant religious service to the Old Faith, such as leading a solstice rite, sacrificing personal power for the good of the land, or invoking a successful blessing that saved a community

Restrictions

  • The character ceases to gain new Witch Occult Powers after 6th level (or if not yet acquired, forfeits future access)
  • Must maintain a leadership role within her faith. Either with respect to her tradition or coven.

Spellcasting

The Witch-Priestess continues to cast Witch spells as normal

In addition, she gains access to Divine spells drawn from the Cleric and Druid lists (Old Faith Spells list).

Occult and divine spellcasting remain separate; she prepares them independently

Divine Favor (Channeling Powers)

At 7th level and again at 9th and 11th levels, the Witch-Priestess may select a Divine Favor. Each may be used once per day unless otherwise noted.

Sample Divine Favors:

  • Blessing of the Grove: Allies within 30' gain +1 to attack rolls and saving throws for 1 turn
  • Turn Spirits and Undead: Functions as Cleric turning Undead but also affects spirits and fey as a cleric of the same level.
  • Healing Hands: Cure 1d8+level hp with a touch (one creature)
  • Nature’s Wrath: As Call Lightning or Earthquake (minor effect), save for half
  • Invoke the Ancients: Ask a yes/no question (as Augury or Commune, once per day)
  • Occult Insight: The Witch-Priestess may select one Occult Power from her tradition.

Sacred Coven

At level 9 or later, she may form her own coven. She attracts 1d6+Charisma modifier witches of 1st–5th level, with total levels equal to her own Witch-Priestess level. These followers are loyal but not fanatical, and expect guidance and regular rituals.

Charge of the Goddess

Once per day, the Witch-Priestess may enter a trance to regain spell energy lost. After 1 full round of ritual casting, she regains a number of spell levels equal to half her combined level (rounded down). She may not exceed her usual spell limits.

Drawing Down the Moon

At the 11th level, she may invoke the divine power of her Patron in full. For a number of rounds equal to her Wisdom score modifier:

  • Radiates a 15' aura of fear to enemies (as Fear)
  • Gains +2 to all saving throws and Armor Class
  • Gains +3 to all attack rolls and damage rolls
  • Usable once per day, requires a full round to activate

Experience Progression and Saving Throws

The Witch-Priestess continues to use the Witch experience table, attack matrix, and saving throws.

(unless I change my minder later on)

Multi-Class and Dual-Class Use

This path is open only to single-classed Witches. Dual-classed characters must fulfill all entry requirements. A typical dual-class would be a character who begins as a cleric but does not go past 6th level, then becomes a witch till 7th level, and then switches over to Witch-Priestess. Divine abilities from cleric do not stack with divine abilities from Witch-Priestess

Elves and other non-human multi-class witch characters must seek DM approval for entry.

Optional Rule - Ritual Dedication

To fully embrace this path, the character must undergo a Ritual Dedication during a solstice, eclipse, or conjunction. The rite must be overseen by another Witch-Priestess or a powerful druid, or by divine vision if none are present.

The Witch-Priestess is the living bridge between mortal and divine, arcane and natural. She is the last light of the Old Ways, a candle in the night when the stars fade.

The Old Faith Spell List

A Witch-Priestess may choose the following spells as if they were part of her normal, Witch (Occult) spell lists. These spells are Divine in nature and come from the witch’s patron. 

1st Level
  • Command
  • Faerie Fire
  • Portent
  • Purify Food and Drink 
  • Sanctuary
  • Speak with Animals
2nd Level
  • Augury
  • Chant
  • Charm Person or Mammal
  • Obscurement
  • Slow Poison
  • Spiritual Hammer
3rd Level
  • Call Lightning
  • Continual Light
  • Meld into Stone
  • Remove Curse
  • Prayer
  • Speak with the Dead
4th Level
  • Call Woodland Beings
  • Divination
  • Neutralize Poison
  • Protection from Evil, 10' Radius
  • Speak with Plants
  • Spell Immunity
5th Level
  • Animal Growth
  • Commune with Nature
  • Dispel Evil
  • Flame Strike
  • Insect Plague
  • Moonbeam
6th Level
  • Aerial Servant
  • Heal
  • Forbiddance
  • Part Water
  • Word of Recall
  • Weather Summoning
7th Level
  • Control Weather
  • Earthquake
  • Fire Storm
  • Gate
  • Holy Word
  • Regenerate
--
Ok. I like this. I am going to have to try it out. There will likely be some tweaks to it later on.


Monday, June 30, 2025

Monstrous Mondays: Ghost Lights (Happy Birthday Mom!)

 It's Monstrous Monday again, but more importantly, it is my mom's birthday. Long-time readers will know that my mom was always very supportive of my D&D years, and she was the one who introduced me to horror.  She watched Dark Shadows and told us all the most blood-curdling stories when we were little kids. 

Here is one she loved, and based on some old Appalachian folklore. She told us stories of these things coming into homes and "dancing" around.

"Globe of Fire Descending into a Room" in "The Aerial World," by Dr. G. Hartwig, London, 1886. P. 267.

Ghost Light
Phantom of the Hills

Frequency: Very Rare
No. Appearing: 1–3
Armor Class: 4
Move: 12", Fly (24")
Hit Dice: 5+5
% in Lair: 5%
Treasure Type: D (found only at rest sites)
No. of Attacks: 1
Damage/Attack: 3d6 electrical
Special Attacks: Shockburst, Confusion Aura
Special Defenses: +1 or better weapon to hit; immune to lightning, fire, charm, sleep, and hold
Magic Resistance: 20%
Intelligence: Low to Average (6–9)
Alignment: Neutral
Size: S (2'–3' diameter sphere of light)
Psionic Ability: Nil
Level/XP Value: V/500 + 6/hp

Description: The Ghost Light is a mysterious, hovering ball of luminous energy, found in remote hills, haunted valleys, and fog-choked hollows. Tales of them span the misty ridges of the Blue Ridge Mountains, the Ozarks, and deep forests across the continent. Known by many names, hill lanterns, haint-lights, the watching eyes, they are most common where tragedy, battle, or disappearance has occurred.

A ghost light is softly radiant, its color ranging from blue-white to yellow or even reddish hues. It flickers and pulses with life-like motion, trailing across the air just above the ground, often seen at night but sometimes glimpsed at twilight or during storms. Locals say they are the souls of the lost, trapped between worlds, or elemental forces given wandering thought.

Combat: Though not malevolent by nature, ghost lights are territorial. If followed, disturbed, or attacked, they defend themselves with bursts of raw electrical force. Their touch lashes out in a 30-foot range and causes 3d6 damage (save vs. spells for half).

Once per day, a ghost light may unleash a Shockburst, a radiant electrical discharge in a 10' radius, dealing 5d6 damage (save vs. breath weapon for half). It uses this ability only if severely injured (below 50% hit points) or to escape.

Confusion Aura: Anyone within 30 feet of an active ghost light must save vs. spells or suffer mild confusion (as the confusion spell, but only for 1d4 rounds). Victims may wander off, become dazed, or follow the light against their will. This effect is subtle and described as a “pulling” or “beckoning” sensation.

Ghost lights feed on ambient magical energy, emotional residue, and lingering trauma. They are most active in areas associated with strong sorrow, betrayal, or storm-related deaths. Some say they are formed when a person dies alone in wild country and no proper rites are spoken.

They are neither wholly spirits nor elementals nor 1sae but a strange fusion of all, anomalous phenomena that exhibit traces of intelligence. A ghost light may guide, warn, or even protect travelers if approached with respect. On rare nights, multiple lights dance together like fireflies in some ancient, unknowable rite.

Legends

Old folk claim that if you follow a ghost light, it may lead you to:

  • the grave of someone forgotten
  • a lost treasure or hidden glen
  • your own doom, if your heart is false

Some witches, wise women, and druids seek them out to divine omens or bottle their essence in storm glass lanterns. Others fear them utterly.

--

Happy Birthday, Mom!

Wednesday, June 18, 2025

Witchcraft Wednesdays: Unearthing Arcana, 1985

Unearthed Arcana, 1985
 I am working on a new witch project. Shocking, I know. But this one is largely more of an experiment of sorts. It's a big one—or at least I am making it a big one. I have no idea when it will be released, but I have some plans for it that I'm pretty excited about. I should really refer to it as a project and not a book, I feel this will grow into something akin to my recent The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions project that also spawned The Witch FinderMonstrous Maleficarum #4 - Lilith & the Lilim, and Myths & Monsters Vol. 3 - Lilith & Lilim; a whole series of related releases. 

As per my usual practice, I always go back to my research notes to ensure that I haven't missed anything or overlooked something that I really wanted to do but didn't fit in with the other books. When it comes to my research notes, I'm a bit of a packrat. I lost materials on failed floppies, dying hard drives, and just plain dumb luck, so I keep multiple copies of everything. Trust me, cheap storage has been the biggest quality of life improvement in my research since I first bought a computer for myself (in 1985) or got a library card (1977). 

As it turns out, 1985 keeps coming up for me. Part of my research involves re-reading, this time with a little more critical scrutiny, the first edition of Unearthed Arcana. I have re-read that, digging through this huge pile of notes and handwritten materials about games I played in 1985 (some of which will be headed into this new project). There are lots of forgotten treasures here. 

Memory is a funny thing.

I am a psychologist by training. My Master's Thesis was on memory, and my Ph.D. dissertation was on information processing systems. Pardon me while I turn introspective for a moment here, but it is jarring to see something you know you did or had some sort of effect on you, and you don't recall it. A lot of these notes are doing that to me now. 

Case in point. 

In another 1985 flashback, I stumbled on something I am not entirely sure how to quantify. Let me see if you, my loyal readers, have the same reaction that my oldest just had a few seconds ago. Who does this "Masters of the Universe" character remind you of? Not the Sorceress, her younger reflection. 

Sorceress Teela-na

Red hair. Wrist guards. Magical powers. Wears a lot of purple. Blue eyes. Yeah, that looks like a younger version of my witch Larina. 

Needless to say, I was a bit stunned by this. I had totally forgotten about this episode, "Origin of the Sorceress," until I saw the picture, and then it all came back. I mean, the timing is right. This episode aired on September 23, 1985. I rolled up Larina in July 1986. 

Now, I wasn't a huge fan of Masters of the Universe, but my younger brother was, and I *know* I saw this episode. After seeing this image, I remembered it. I even borrowed the evil wizard Morgoth from this and combined him with the DC evil wizard Modru as a villain in my own games. "Morgru" can still be found in my notes.

There is no way this didn't influence me. Additionally, the Sorceress was the only character on the show, besides Evil-Lyn , that I liked. Yeah, I have a type. 

I didn’t create Larina so much as channel her. Looking back now, it’s like she stepped fully formed out of 1985, the red hair, the bracers, the purple, the attitude. Maybe she’s not of that year, but certainly from it. Keeping in mind that by this point, I had already worn out a copy of "The Wild Heart."

Teela-Na
Teela Na or Larina? Lari Na?

Honestly, looking at this image is just so odd for me, jarring even. I feel neuron activation going on, but it's getting lost in the translation of the last four decades, like trying to remember where you got a scar. The evidence is there, but the details are fuzzy.

The episode was written by J. Michael Straczynski, the same as Babylon 5. It's not a great episode, but it was a cartoon for kids and an extended toy commercial at that. I remembered the Sorceress as having more power, but that says a lot more about me than it does about my clarity of memory.

What else was going on in 1985?

Keep in mind I didn't choose this date out of the blue. Ok, a little, but there was a lot going on in 1985 that I consider peak for my AD&D 1st Edition experiences.

Movies & TV

"Legend" hit the big screens with one of the best devil make-up effects to date; Tim Curry's Darkness. Not to mention Meg Mucklebones, who was very much like the Jenny Greenteeth that my mom used to scare all of us with when we were younger. 

"Return to Oz" was not a great movie, but it gave us Fairuza Balk as Dorothy and the recently departed Jean Marsh as Madame Mombi, one of the scariest witches in film. Marsh would later go on to give me, ok, us, Queen Bavmorda in Willow, and Morgaine/Morgan Le Fey in Doctor Who (one of three characters she played in Doctor Who over the decades). Ten years later, Fairuza Balk would enter witch royalty as Nancy Downs in "The Craft" and later open her own pagan-themed online store. With a small stop along the way as Mildred Hubble in "The Worst Witch." 

On TV "The Midnight Hour" ran. Not a great horror movie by any stretch, but damn... Shari Belafonte? Yeah, that was a good reason to tune in. I remember the soundtrack being pretty good. I think I should re-watch it. 

"The Third Eye" was on TV, I sorta remember it, but while I know it filtered into my consciousness, it didn't quite have the same impact as the young Teela Na from Masters of the Universe. 

If 1986 gave me Larina, my enduring witch, then 1985 set the stage. A stage already filled with adventures from Ravenloft, to exploring the multi-versal strangeness of Killian's Towers (that...is for another day) and more. My notes have entries for Healers, Necromancers, and Sun Priests. Now I can also add more notes on Riddle Masters and Star Adepts. It was a time great productivity. 

This project should feel like it could have sat on the shelf alongside Unearthed Arcana and other AD&D books circa 1985-6. I think I owe that to myself. 

Monday, June 2, 2025

It's June! Time for some Summer Gaming

June 2025
Bowing out of a Monstrous Monday post for today since it is the start of June. 

Historically, around here, June has been my time to devote to D&D, with a particular focus on B/X and BECMI D&D. This year, I was going to focus on FRPGs that were not D&D, but I am going to bend my own rules a little here. I do have a few non-D&D Fantasy RPGs I'll cover this month (3 or 4, looking over my notes), as well as some D&D-related content.

Another theme coming up for me is "1985." Including a few projects I am working on that have that as a connecting theme. One you already know about, you just didn't know that was a theme of it yet. My 1357 DR Forgotten Realms campaign is taking on a solid "1985" feel to it.  Since the campaign setting came out in 1987 and is assumed to be 1357, I am setting by "game feel" for how I was playing in 1985-1986. 1987 was a very different sort of year for me, gaming-wise, so I opted for something more mid-80s in feeling. Plus, my son and I were talking a lot about music from that time (he is really getting into the Talking Heads), so I made a new 1985 playlist for background noise. 

June, of course, always reminds me of summers playing D&D (and some Chill, and some DC Heroes). It was a great time. Yeah, I was also working all the time. I started saving for college in 1984, but it was still a great time. 

Posts this month are going to be around this loose theme and moving me closer to completion for a couple of new projects. Among these are a new OSE "Classic Classes" release, a couple more "Myths & Monsters" for 1st Ed. And a few ideas I have been mulling over that are not really ready for the light of day. This is all still part of my efforts to finish up some of the started, but never completed, projects sitting on my hard drives. 

I am rather looking forward to it all.

Monday, May 19, 2025

Monstrous Mondays: Hippalektryon

Hippalektryon
 I am back to work on my next set of syncretized myths, this time my poster child of syncretism, the Greco-Egyptian gods, also known as the Ptolemaic Religion.  I am taking some of the historically documented gods (Hermes Trismegistus, Serapis, Harpokrates) and mixing in my own takes (Heka, Hermanubis), and others to round this set of myths out.

There are a few monsters that fit both the Greek and Egyptian myths very well. The pegasus (as a winged horse), the sphinx, giant snakes, giant scorpions, all sorts of undead. But there are some monsters common to both cultures (Ancient Greece, Ancient Egypt) that could also be used. Here is one. The Hippalektryon is an interesting creature. Since it is the combination of two creatures I decided they are sacred to Hermes Trismegistus.

Since my Myths & Monsters series is for 1st Edition, here it is in that format.

HIPPALEKTRYON

Rooster-Horse Hybrid

FREQUENCY: Very Rare
NO. APPEARING: 1d4
ARMOR CLASS: 4
MOVE: 18" (Fly: 30")
HIT DICE: 4+4
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 2 claws / 1 beak
DAMAGE/ATTACK: 1–4 / 1–4 / 1–6
SPECIAL ATTACKS: Sonic crow
SPECIAL DEFENSES: Immune to illusions
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (6–10)
ALIGNMENT: Neutral
SIZE: M (5'–6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV / 210 + 5/hp

DESCRIPTION: The Hippalektryon is an odd and rare creature with the hindquarters, wings, and tail of a giant rooster and the forequarters and head of a small horse. Their muzzle ends in a sharp, rooster-like beak. Native to mythic dreamlands and prophetic realms, it is often found in sacred sites, high mountain nests, or circling the domes of prophetic temples. They most often make their nests overlooking a body of water.

Though physically awkward, they are powerful flyers and capable of delivering swift, slashing claw strikes with their rooster-like talons, followed by a sharp beak attack.

Once per day, a Hippalektryon can emit a Sonic Crow (30’ cone, 10’ wide at base, 30’ at end) that causes confusion (as per the spell) to all creatures in the area unless they save vs. spells. Creatures that fail their saves also suffer a -1 penalty to any Wisdom-based rolls for 4 rounds. The crow may also be used to dispel illusions within 60' (as dispel magic, 7th level).

They are considered sacred to Hermes Trismegistus and are sometimes summoned by priests or sages seeking omens, clarity, or inspiration. A feather plucked from a living Hippalektryon may be used to create scrolls of prophecy or truth-telling magic.

Wednesday, May 14, 2025

Witchcraft Wednesdays: The Archwitch

Photo by Ferdinand Studio: https://www.pexels.com/photo/woman-in-a-costume-reading-a-book-3922111/
Photo by Ferdinand Studio

 Working on a new project. It should be pretty obvious, but I will wait for the full announcement. Among some of the features of this new project is the notion of "Advanced Classes." You have already seen these kinds of classes before. They are the Bard (PHB), Thief-Acrobat, the Archdruid (UA), and the Wizards of High Sorcery from the Dragonlance Adventures book. 

Mine, however, are all occult-based. I have already been play-testing a couple of them, some for a while, but today's is brand new. Based quite honestly on a dream I had Monday night/Tuesday morning. Though, the idea of the class has been running around my head for many years now.

Presently, I have four of these Advanced Classes worked out. Three for Witches and one for Magic-users.  I am toying around with about three-four others for other Advanced-era Classes/Sub-classes. 

ARCHWITCH

Advanced Class for Witches

The Archwitch is the culmination of a witch's arcane and spiritual mastery. Unlike common witches who deepen their craft through occult rites, the Archwitch transcends the circle, walking the border between witchcraft and wizardry. She gains insight into the deepest mysteries of magic and the cosmos, weaving both witch spells and high arcana into her grimoire. Figures such as Iggwilv, The Simbul, and Sagarassi exemplify this path. While many label them as mere magic-users, their roots lie firmly in the traditions of the witch.

Only those witches who have proven themselves through trial, wisdom, and power may take on the mantle of the Archwitch. This path is rare, and most witches never reach such heights.

Requirements

To become an Archwitch, a character must:

  • Be a Witch of at least 7th level.
  • Have an Intelligence of 17 or higher.
  • Complete a Great Working, an act of magical significance witnessed by their Patron or coven. Examples include banishing a demon lord, opening or sealing a planar gate, the construction of a powerful magic item or new spell or ritual, or binding a major spirit.
  • Be acknowledged as an Archwitch by their Patron or a gathering of at least three witches of 7th level or higher.

Restrictions

The character ceases to gain new Occult Powers granted to witches at levels 7, 13, and 19. These are replaced by Archwitch abilities.

Spellcasting

The Archwitch retains her full Witch spellcasting progression.

In addition, starting at Archwitch level 7, the Archwitch may select one Magic-User spell per spell level, beginning with 5th level magic-user spells and advancing with her own level. These are treated as bonus spells known, castable once per day each, and are cast using her own spells cast per day.

At level 11, the Archwitch gains the ability to cast one 9th-level Magic-User spell per day, chosen from a written copy in her Book of Shadows or from a scroll. This simulates her mastery of the highest arcane knowledge.

Note: There will be spell advancement tables for magic-user spells 1 through 9.

Archwitch Abilities

Mastery of the Veil (gained at level 7): Once per day, the Archwitch may combine two spells of 4th level or lower into a single casting. The casting time is doubled and both material components must be used. The effects occur simultaneously but must be directed at the same target or area.

Arcane Communion (gained at level 9): Once per week, the Archwitch may enter a trance to commune directly with her Patron or a cosmic force, gaining insight similar to the Commune spell. Additionally, she becomes immune to confusion and feeblemind effects.

Unbound by Circles (gained at level 11): The Archwitch may cast a 9th-level Magic-User spell once per day, provided she has access to the spell in a written form. This spell does not count against her daily limit of learned Magic-User spells. This ability reflects her transcendence of mortal limitations and entry into the ranks of true arcane legends.

Role and Influence

The Archwitch is no longer bound to any single coven, though she may lead one. Her word carries power in the witching world. She is often sought for advice, feared by enemies, and respected by peers. Her Patron may grant visions or quests of great import. In some traditions, the appearance of an Archwitch heralds the turning of an age.

Only a handful of witches per century achieve this status. Their names are remembered in spellbooks and whispered in ritual.

Experience Progression and Saving Throws

The Archwitch continues to use the Witch's experience table, attack matrix, and saving throws.

Multi-Class and Dual-Class Use

The Archwitch path is only open to single-classed Witches. Dual-classed characters must complete all level requirements before entry. Elves and other multi-classed races may not become Archwitches unless the campaign permits exceptions.

Optional Rule – Ritual Ascension: At the DM's discretion, the transition to Archwitch may require an in-game ritual, quest, or magical confrontation. This may include astral travel, defeating a rival Archwitch, or recovering a lost grimoire.


Monday, May 12, 2025

Monstrous Monday: The Piasa Bird

 Getting back to an old favorite of mine. My AD&D 1st edition Forgotten Realms game is still going great. The characters are still on a stolen boat and will land soon. I already know what is waiting for them.

Piasa Bird
PIASA BIRD

Frequency: Very Rare
No. Appearing: 1
Armor Class: –2
Move: 9" / 24" (Flying, Class C)
Hit Dice: 11 + 6 (55 hp average)
% in Lair: 50%
Treasure Type: Nil
No. of Attacks: 5 (claw/claw/horn/bite/tail)
Damage/Attack: 1–4 / 1–4 / 1–6 / 2–8 / 1–6
Special Attacks: Shriek (fear)
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Low (5–7)
Alignment: Chaotic Evil
Size: H (20' long, wingspan 40')
Psionic Ability: Nil
Attack/Defense Modes: Nil
XP Value: 3,200

DESCRIPTION

The Piasa Bird is a terrible predator, said to haunt river cliffs and lonely forested bluffs. It combines the scaled body of a giant fish or serpent with the wings of a bat, antlers like a stag, claws like a dragon, and a monstrous human-like face complete with beard and gore-slick teeth. Most sages believe it to be unique, a living myth given form either by ancient curse or dark magic.

Legends trace its origin to a painted bluff near the Mississippi River, where the Illini people spoke of "the Bird That Devours Men." It is feared for its physical strength and its unearthly scream, which has driven entire camps mad with terror. It hunts mainly for pleasure and meat, especially favoring children and young adults.

COMBAT

The Piasa swoops upon its prey from above, initiating combat with its terrifying shriek. This is followed by a flurry of physical attacks: claws, horns, bite, and lashing tail. It can engage multiple foes at once, often striking with claws and bite against one target while sweeping others away with its tail or gore.

Shriek (Fear Effect): Once per day, the Piasa may emit a horrifying shriek. All creatures within 30 feet of the creature and of 5 Hit Dice or fewer must save vs. Spells or flee in panic for 1d4+2 rounds. Those above 5 HD must save or suffer –2 to hit rolls for the same duration due to overwhelming dread.

Only one Piasa Bird is known to exist, though superstitious accounts claim it disappears and reappears across generations. It lairs in a high cliffside cavern overlooking riverlands. It has no use for treasure, discarding anything it cannot eat. Its hunting cycle includes long periods of dormancy.

The Piasa feeds exclusively on fresh meat. It is a solitary apex predator. Due to its grotesque appearance and violent habits, it is considered a dire omen and subject of local legend. Some arcane scholars believe it to be a cursed spirit or manifestation of fear or ancient blood magic. Capturing one alive would be nearly impossible, but if somehow achieved, its display would command a king’s ransom.

Its shriek functions similarly to a fear spell but has a sonic origin.

Due to its chaotic nature, it may sometimes slaughter creatures without feeding, simply to instill dread.

--

I debated on whether to make him Chaotic Evil or not. I went with it since he his described as an evil monster and eater of humans, especially children. Plus tales of the Piasa used to scare the crap out of me as a little kid.

Piasa on a bluff in Alton, IL


Thursday, May 1, 2025

New Release: Myths & Monsters Vol. 3 - Lilith & Lilim

 Walpurgis Night has given way to Beltane. But Walpurgis Week continues. Today I return to my roots in AD&D and bring the next in my Myths & Monsters series. This series grew out of my desire to cover more myths, legends, and monsters than the AD&D 1st Edition Deities & Demigods and my posting series here, One Man's God.

Today I cover some favorite and familiar ground.

Myths & Monsters Vol. 3 - Lilith & Lilim

Myths & Monsters Vol. 3 - Lilith & Lilim

“Of Adam’s first wife, Lilith, it is told.

The witch he loved before the gift of Eve...”

— Dante Gabriel Rossetti, “Lilith”

This is the next of a series of myths and legends that began as a thought experiment about gods, monsters, and syncretism of beliefs. 

These aim to provide your Advanced-era game with new gods and goddesses, as well as new monsters, demons, and other adversaries. 

Myths & Monsters Vol. 3 - Lilith & Lilim covers some familiar and favorite ground. Lilith and the Lilim. I have taken creatures that all have similar features and mythologies and combined them into a demonic family, the Lilim the Daughters of Lilith. I present creatures from around the ancient world who appear to be related and combine them into a single collective.

This is the third in my series of Myths & Monsters, where I take myths and legends from around the world and give them a new spin for the First Edition of the world’s greatest fantasy adventure game.

--

And don't forget all my new releases this week to celebrate Walpurgis Night!

The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions (Basic Era)

The Witch Finder Class (Old-School Essentials)

Monstrous Maleficarum #4 - Lilith & the Lilim (5th Ed Era)

Thursday, January 30, 2025

Character Creation Challenge: KRONA the Caped Killer

KRONA the Caped Killer
Ok. There is no good reason to do this character. He isn't part of the current Forgotten Realms characters. He isn't odd in sort of way. He doesn't help test my Dungeons & Dragons translations to Wasted Lands.

He is just kinda cool really.

So, I know nothing about this character at all. He predates the time I was gaming with Grenda and he looks really old. The date on the sheet is 4/4/82. Again, nothing special about him, but I do dig the art. He has a solid Grey Mouser look about him.

In Wasted Lands species and races are largely just flavor. But our classic ones do get some benefits. Dwarves are one of those.

Oh. And it is important (to me) that his name is in all caps. 

KRONA (the Caped Killer)

Class: Renegade (from Wasted Lands)
Level: 12
Species: Dwarf
Alignment: Twilight Neutral
Background: Dwarf (Wasted Lands) 

Abilities
Strength: 17 (+2) N
Agility: 18 (+3) A
Toughness: 18 (+3) N
Intelligence: 18 (+3) 
Wits: 17 (+2) 
Persona: 16 (+2) 

Fate Points: 1d10
Defense Value: 2
Vitality: 67 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects

Dwarf Abilities
Night Shighted, detect construction

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills

Divine Touchstones
First Level: Psychic Power, Bio-feedback
Third Level: Supernatural Power, Mesmerize

Heroic (Divine) Archetype: Thief/Thug

Gear
Rapier, hand axe, battle axe, arrows, darts, hammer

These have been a lot of fun really. I am going to miss doing them and remembering my friend. I hostly have another 100 or so characters to go. I am going to have to hand pick something special for the last one.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Tuesday, January 28, 2025

Character Creation Challenge: Corvell "Ice" Multane

Corvell "Ice" Multane
Heading into the home stretch and have a stack of Forgotten Realms characters here. I am certainly going to use them in my own games in the Realms. 

"Corvell Multane" is a quintessential Grenda character name.  He comes from the same time period as does the HIVE. And much like the HIVE was influenced by my Spyder Society, this Ice seems (on the surface) to have been influenced by my "Ice" from three years prior. Was he trying to recreate some of my characters for his own game? I don't think so. I have found character sheets of some of my characters in his collection. If he wanted them in his game, he just used them. These characters are inspired by, but not the same as. 

Since I am translating these characters to the Wasted Lands, I think I am going to try to keep them as "Realms accurate" as I can. So that means classes RAW and little to no Heroic Touchstones. 

Corvell "Ice" Multane

Class: Warrior
Level: 1
Species: Human
Alignment: Light Neutral
Background: Warrior 

Abilities
Strength: 15 (+1) A
Agility: 16 (+2)
Toughness: 16 (+2) 
Intelligence: 16 (+2) N
Wits: 9 (+0)
Persona: 17 (+2) N

Fate Points: 1d8
Defense Value: 1
Vitality: 7
Degeneracy: 0*
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +1 to all Saves, +2 to Toughness (Warrior background)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Ranged Combat, Supernatural Attacks (Melee), Spell Resistance, Tracking

Wow. Ok, I like that. I mean, there are no surprises here, but that is a clean-cut character and would do well in the Wasted Lands or Forgotten Realms. 

I will likely drop Degeneracy and Corruption if I continue these for the Forgotten Realms. Though, one could argue that Szass Tam is the model for both of these. 

This is going to be fun.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Mail Call: Even More Mayhem from Dark Wizard Games

 Ok. I totally forgot I backed these. Two new adventures (#10 and #11) from Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games.

Adventures Fantastic Quest of Whimsical One (#10) & Lost Tomb of Mummy Lich (#11)

Fantastic Quest of Whimsical One (#10) & Lost Tomb of Mummy Lich (#11) are his two newest adventures and they fit into that nice sweet spot that Old-School Essentials covers so well. Though Legend of the Seven Golden Demons (#9) goes to the 18th level.

I have been doing so much with Wasted Lands lately, maybe I could try these out with that system!

Maximum Mayhem Adventures

Regardless of the system I choose to use, I am running out of room in my box!

Sunday, January 26, 2025

Character Creation Challenge: Enter the HIVE!

 I wanted to spend a week doing evil characters, but my week got away from me. I was supposed to do these yesterday. Plus I also have another reason for doing these. My oldest is building a bunch of NPC adventuring parties. In his current game these adventuring guilds are akin to the social media celebrities of his world. They are all ranked, with the ones with the highest ranks getting the best sponsorship deals and merchandising deals. Groups with signature-named weapons do better since the weapons can be sold separately for their action figures.  

The Hive here are not highly ranked. But that is fine since he needs a few of them.

The HIVE

I am not 100% sure about the origin of these guys, but the timing and the names of the characters remind me of my own "Spyder Society" I had made a couple years before them.  I don't think they were made to be NPCs, these look like characters he was going to play at some point. Plus a few have what look like "play notes" on them.

What REALLY stands out about these characters though is they were made for the Forgotten Realms. This is interesting because I didn't even know Grenda, a hard core Greyhawk guy, was doing anything at all with the Realms. But they all worship evil gods from the Realms. He also has his city, Rivendell (not the Tolkien one), placed in the Realms somewhere. If I use them, I'll change that to Waterdeep. Though I would have liked to have known where he put his city on Faerûn.

There is a nice variety here, but all are 1st level (or so) and all are fairly standard AD&D classes. So translating them into Wasted Lands is pretty easy.

Cobra
Cobra

Class: Renegade
Level: 1
Species: Human
Alignment: Dark Evil
Background: Warrior

Abilities
Strength: 18 (+3) N
Agility: 18 (+3) A
Toughness: 18 (+3) N 
Intelligence: 15 (+1) 
Wits: 16 (+1)
Persona: 18 (+3) 

Fate Points: 1d6
Defense Value: 1
Vitality: 10
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: +1 to melee attacks

Heroic (Divine) Archetype: Thug

Gear
Longsword, dagger, crossbow

Widow
Widow

Class: Renegade
Level: 1
Species: Dökkálfar
Alignment: Dark Evil
Background: Warrior

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 17 (+2) N 
Intelligence: 18 (+3) N
Wits: 15 (+1)
Persona: 16 (+2) 

Fate Points: 1d6
Defense Value: 3
Vitality: 6
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: 1 Level of Sorcerer

Heroic (Divine) Archetype: Trickster

Gear
Longsword, dagger, dart

Pi
Pi

Class: Renegade/Necromancer
Level: 1/1
Species: Half-Ljósálfar
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 16 (+2)  
Intelligence: 16 (+2) N
Wits: 17 (+2) N
Persona: 15 (+2) 

Fate Points: 1d6
Defense Value: 1
Vitality: 7
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from the Dead

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: Psychic Power: Telekinesis 

Heroic (Divine) Archetype: Speaker to the Dead

Gear
Shortsword, mace, dagger

Wasp
Wasp

Class: Renegade/Sorcerer
Level: 3/3
Species: Deep Gnome
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 16 (+2)  
Intelligence: 17 (+2) A
Wits: 16 (+2) N
Persona: 15 (+2) 

Fate Points: 1d6
Defense Value: 4
Vitality: 13
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Vital Strike

Sorcerer Abilities
Spell casting, Aracna (Enhanced Senses, Psychic Power Suggestion)

Sorcerer Spells
First Level: Chill Ray, Extinguish Light
Second Level: Invisibility

Heroic/Divine Touchstones
1st Level: Psychic Power: Bio-feedback 
3rd Level: Luck Benefit

Heroic (Divine) Archetype: Trickster

Gear
Shortsword, mace, dagger

Cottonmouth
Cottonmouth

Class: Renegade/Necromancer
Level: 1/1
Species: Half-orc
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 17 (+2)  
Intelligence: 16 (+2) N
Wits: 17 (+2) N
Persona: 10 (+0) 

Fate Points: 1d6
Defense Value: 1
Vitality: 8
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base), 
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from the Dead

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)

Heroic/Divine Touchstones
1st Level: +1 to melee attacks

Heroic (Divine) Archetype: Assassin

Gear
Bastardsword, morningstar, dagger

"The Shadow"

No idea who this is. "He" appears to be their boss or handler.  His name appears on all their sheets under Patron. It is likely that one of his own characters relocated to the Realms.

I must admit. I am tempted to reuse these characters for my own Forgotten Realms expropriations. A great set of antagonists for my Sinéad.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Saturday, January 25, 2025

Character Creation Challenge: Eno Nosrep

Eno Nosrep
 I don't know who this character is ("One Person"), but I do know what he is supposed to be. His class is Adept of the Spirit, which was our attempts to bring the Riddlemaster back down to a reasonable class, and use a name that wasn't going to get us into trouble if we had ever decided to publish it. 

We never got it to that point. I had bugged Grenda about it over the years and then again when the OSR scene first started going strong, but he was not interested in doing it then. It was always, "Yeah, I should do that soon." Well. That "soon" never came. I do admit some hesitation in releasing it now; I really don't, to be honest. But intellectually, I wonder how it would work for, say, Old School Essentials or one of the AD&D 1st clones.

For Wasted Lands, though, this is a perfect time for me to try him out as a Mystic Warrior from Thirteen Parsecs.

Eno Nosrep

Class: Mystic Warrior (from Thirteen Parsecs)
Level: 13
Species: Human
Alignment: Neutral
Background: Scholar

Abilities
Strength: 18 (+3) A
Agility: 17 (+2) 
Toughness: 18 (+3) N 
Intelligence: 17 (+2) 
Wits: 14 (+1)
Persona: 16 (+2) N

Fate Points: 1d10
Defense Value: 1
Vitality: 104
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Toughness Saves
Number of Attacks: 3

Mystic Warrior Abilities
Combat Mastery, Impossibly Agile, Mysticism, Lightning Fast, Survivor Skills, Free Running, Iron Will, Favored Weapon (+1 damage die), Mind over Body, Instant Kill

Powers
Danger Sense, Enhanced Senses, Supernatural Attacks

Heroic/Divine Touchstones
1st Level: +1 to melee attacks
3rd Level: +1 to Wits Saves
5th Level:  Luck Benefit
7th Level: Psychic Ability: Telepathy
9th Level: +1 level of Sorcerer
11th Level: +1 level of Sorcerer
13th Level: +1 level of Sorcerer

Heroic (Divine) Archetype: Mental Discipline

Gear
Longsword, dagger, short bow

Yes. This works quite nicely, to be honest. Mystic Warriors do make for a good stand-in for Riddlemasters. I am just sad that Grenda didn't get a chance to see this.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Friday, January 24, 2025

Character Creation Challenge: Crystal the Psychic

Crystal the Psychic
 I was going to do a week of all evil characters, but Grenda did not have a lot of them. The ones he did have were fun, but they were the exception rather than the rule. Today's character could have been one of mine, but she isn't. Crystal is a Lawful Good Psionist, and she is giving me New Age hippie vibes. 

I mentioned before that Grenda and I made a lot of character classes. Lots. The Psionist was one of his. I hope there is still some more here to find on it because I would love to read a good psionic/psychic-based class. Especially one Grenda created, he was into psychics the same way I was/am into witches. 

Sadly, there is not a lot to tell here about Crystal. She is a teen (so I think some Teen Titans and X-Men influences are at play here), and she is a short (4'11") blonde girl with green eyes, so I also think she is modeled on a girlfriend I had around then. Kinda weird to see her here, to be honest. 

All of the O.G.R.E.S. games (Wasted Lands, NIGHT SHIFT, Thirteen Parsecs) have psychic classes. So, my cup is full of choices.

Crystal the Psychic

Class: Psychic
Level: 8
Species: Human
Alignment: Light Good
Background: Scholarly

Abilities
Strength: 8 (-1) 
Agility: 16 (+2) 
Toughness: 11 (+0) 
Intelligence: 16 (+2)
Wits: 17 (+2)
Persona: 15 (+1)

Fate Points: 1d8
Defense Value: 5
Vitality: 49
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +3 (base), -1 (STR)
Ranged Bonus: +3 (base)
Saves: +3 to all Wits Saves

Psychic Abilities
Psychic powers (3), Supernatural Attacks, Sixth Sense, Supernatural power.

Powers
Bio-feedback, ESP, Telepathy, Precognition (S), 

Heroic/Divine Touchstones
1st Level: Psychic power: Empathy
3rd Level: +1 to Persona saves
5th Level: Spirit Guide: Kyri (hawk)
7th Level: Psychic Power: Telemagery

Heroic (Divine) Archetype: Mind

Gear
Dagger, bracers of protection

Ok. I like this version. Feels more like a psychic and less like a cleric pretending to be psychic (which is what I think Grenda was doing mechanically). She reminds me of the Psychic Healer class languishing on my "To Do" pile for AGES. I don't think she is in that class, but I am sure that the conversations we had sent me down the path of the class and Grenda to this character. 

Yeah. I would use this class and this character a lot. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Thursday, January 23, 2025

Character Creation Challenge: Savalon Blade

Savalon Blade
Now, here is an interesting one. Savalon Blade was a "failed" Riddlemaster. That is, he did not meet the base requirements (Psionics) to join. He would have been a Shadowmaster, but it didn't work out. If I remember right, he initially started out as a hunter of Riddlemasters, but when I used him in my games, he was something different. He hunted Mind Flayers. I based him loosely on Abslom Daak the Dalek Hunter from Doctor Who Weekly.

Neither are "good" characters and they are not around to be liked. I think "Asshole" was used more than once to describe Savalon. But he was good at doing what he wanted to do, and that was to kill Illithids/Mind Flayers.

Savalon Blade in the Wasted Lands

There are no Illithids in the Wasted Lands. There are, however, the Cthulim and other servants of the Deeper Dark. In this world, he would hunt them down for similar reasons. Also his AD&D stats were designed to help him stand up to a similar level of Riddlemaster; so a multiclass of fighter/mage/thief.  That is fine for Wasted Lands, but I think we can do better. 

I was discussing the Shadowmaster yesterday with Jason Vey. He reminded me there was a class perfect for it concept-wise. It is the web-freebie, The Shade. I think this will do rather nicely.

Savalon Blade

Class: Shade
Level: 13
Species: Half-elf
Alignment: Lawful Evil
Background: Hunter/Gatherer

Abilities
Strength: 17 (+2) N
Agility: 18 (+3) A
Toughness: 17 (+2) 
Intelligence: 19 (+3) N
Wits: 19 (+3)
Persona: 16 (+2)

Fate Points: 1d10
Defense Value: 2
Vitality: 89
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base), +2 (STR)
Ranged Bonus: +2 (base)
Saves: +3 to all Agility Saves

Shade Abilities

Assassination, Improved Defense, Ranged Combat, Stealth Skills, Climbing, Tactical Awareness (1d10), Natural Alchemy, Perception, Skilled (4 skills), Subterfuge, Vital Strike x4 (supernatural)

Heroic/Divine Touchstones
1st Level: +1 to melee attacks 
3rd Level: +1 to Wits saves
5th Level: Unique Defence Mode: Psychic Attacks
7th Level: Boost to Defence Mode
9th Level: Luck benefit
11th Level: Reroll
13th Level: Aspect of Sphere: Skilled hunter

Heroic (Divine) Archetype: Hunter

Gear
Longsword, dagger, short bow

Not at all bad. He's not too crazy overpowered compared to his AD&D counterpart. I'll have to play around with this on a bit more.

I can also see this guy moving through time (maybe a subtle nod to his origins) and have him show up in NIGHT SHIFT and Thirteen Parsecs as well.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge