Showing posts with label Feiya. Show all posts
Showing posts with label Feiya. Show all posts

Thursday, April 2, 2026

Tales of Jackson, IL: For Whom the Bell Tolls

 It's April and I want to kick off a semi-regular feature on my Jackson, IL game for the NIGHT SHIFT® RPG.

I want to talk about the characters and the adventures from my "Tales of Jackson, IL" game.

NIGHT SHIFT Character Keeper!
The NIGHT SHIFT® Character Keeper!
The MUST-HAVE school supply for the 1986-87 school year!

For Whom the Bell Tolls

This first adventure, For Whom the Bell Tolls (all adventures will be named for songs from the 1980s) begins over the Fall of 1985. The large school bell, which hasn't worked since 1935, begins to ring. The problem is that only people and creatures of supernatural backgrounds could hear it. So PCs and some NPCs do. So do all the monsters in the nearby area, and they are all coming to Jackson. If that sounds uncomfortably like a "diner bell," then you would be right.

The antagonist of this adventure is/was "The Bell Ringer." His job is to announce the arrival of an even bigger bad guy later on. I have not hinted this yet, but this Big Bad is known as The Hollow King. He was pretty easy to deal with once found, but he had already done his damage.

I'll detail some of the player characters in future posts. One of the characters that was here for this adventure did not make it to later ones. No character death, just new characters. But I wanted to make this so that characters can come and go as needed. 

For levers, this is a Cinematic game, with Cinematic violence and healing. 

Look, I am wearing my influences here on my sleeve. This is Stranger Things meets Charmed meets Buffy meets Supernatural meets The Craft. But also a little bit of Dark, since I do pick up these characters many years later. 

Welcome to Jackson, IL!

The Cheerleader, The Outsider, and The New Girl
The Cheerleader, The Outsider, and The New Girl

Jackson, Illinois, seems like the kind of town that blends in with a hundred others in the mid-west, at least until night falls. On the surface, it is all Friday night football, crowded school hallways, two local colleges that give the town just enough polish to feel more important than it is, and grown-ups going through the motions as if nothing is wrong. 

It is the 1980s in full neon color, with mixtapes, faded denim, old trucks, pay phones, greasy diners open too late, and gossip that never stays quiet for long. But under the steady pulse of small-town life, something far older and far stranger is waking up. Forces beyond understanding are creeping into the edges of everyday life, and the kids of Jackson are about to learn that coming of age can be just as frightening as anything lurking in the dark.

At the center of the story is a close-knit group of friends and families: outsiders, golden boys, first loves, brainy overachievers, and kids who have already seen too much. Each of them carries private wounds and hidden truths into the shadows. Some have never left Jackson. Some have only just arrived. Some already know that the town is not what it pretends to be. Together, they become the emotional core of the campaign, a web of teenagers and adults bound together by fear, loyalty, and survival in one deeply haunted American town at the tail end of the Reagan years.

What I want to do with this series, at least, is present some of the games we have played and the NPCs. The NPCs were where I started here because I wanted these halls to feel like they were filled with people, not archetypes like "The Jock." "The Wierd Girl," "The Cheerleader." I wanted them to have names and motivations. So I started building them based on characters I have posted here before, which gave me instant personalities and buy-in. But not every character I have is a god fit. Grýlka and Doireann, for example, are a lot of fun, but to fit them into this game, I'd have to take so many liberties with the characters that I might as well have started from scratch. So I used mine, and since I had a pack of Pathfinder minis sitting on my desk here, I started adding them as well. 

I also very specifically did not want to do a modern version of West Haven. West Haven does appear in the NIGHT SHIFT® rules, but that is the future (or rather the present day). I wanted something smaller. Plus, I already have a NIGHT SHIFT® version of West Haven going with Elowen. But that is not an ongoing game at the moment.    

I have teased some characters, but again, I want this place to feel alive. I think I owe that to the players. 

The Witches

I knew from the start I wanted three witches who look like they come from three different walks of life. I knew Larina was going to be one of them; in fact, I wanted to use the date I first created her, July 1986, as the time when this game starts. But I needed at least one summer break, so I pushed it back to 1985. Why are you so specific about the dates? One big reason. Music. Music was a big deal in your 1980s high school. So I wanted to build authentic playlists.

Of course, with three witches, they all can't be "the weird one," so I split that up a bit. Since Pathfinder was at hand, I adopted Feiya and Seoni as Faye and Stephanie, respectively. 

Everyone starts out at 1st level, but the girls here are just a notch higher in case they need to rescue anyone.

Larina "Nix" Nichols
Larina "Nix" Nichols

2nd-level Witch, Human

Strength: 9 (0)
Agility: 10 (0) 
Toughness: 11 (0)
*Intelligence: 18 (+3) P
Wits: 17 (+2) s
Persona: 17 (+2) s

Vit: 3 (1d6)
DV: 9
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +0
Saves: +3 to spells and magical effects

Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Steph and Faye)

Skills: Research (Int)

Languages: English, Latin, German, Greek

Spells
1: Magic Missile
2: Continual Flame

This is not witch queen Larina, or even really powerful Larina. This is "new girl in town" Larina. Normally, she is the "weird one," but here I am opting to make her "the smart one." She is the one with the research books and systematized knowledge. So if the PCs need help they can go to her.

Hair: Red
Eyes: Blue

Archetype: The New Girl
Quote: "I am sure I just read that somewhere..."
Quirks: Right-handed, wears her watch on her right hand.
Theme song: "Night Bird" - Stevie Nicks

Family: Her father, Lars Nichols, is a professor at MacAlister College. Mother died 18 months ago.


Faye Thorne
Faye Thorne

2nd-level Witch, Human

Strength: 10 (0)
Agility: 12 (0) 
Toughness: 14 (+1) s
Intelligence: 18 (+3) 
*Wits: 18 (+3) P
Persona: 17 (+2) s

Vit: 4 (1d6)
DV: 7 (leather jacket)
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +0
Saves: +3 to spells and magical effects

Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Steph and Larina)

Skills: Intimidate (Cha)

Languages: English, German

Spells
1: Chill Ray
2: Cause Fear

Fiona Voss, or as she is known now, Faye Thorne, is the creepy goth girl outsider. She lives with her two very strict and terrifying aunties (really hags in disguise), and hides under headphones, a leather jacket, and enough sarcasm to power a small city. She and Steph used to be best friends until their falling out a couple of years ago. Unlike Larina, Faye has learned all about witchcraft by doing it.

Hair: White
Eyes: Gray

Archetype: The Outsider
Quote: "Wow. You really think your opinion matters to me."
Quirks: Always wears headphones and a pentagram necklace. Loves super spicy food, scary spicy.
Theme song: "A Forest" - The Cure

Family: Her parents, the Vosses, died in a car crash when she was a toddler. She was raised by her aunties, who changed her name. Her aunties are really disguised hags hoping to use her natural magic.


Stephanie "Steph" Vale
Stephanie "Steph" Vale

2nd-level Witch, Human

Strength: 12 (0)
Agility: 14 (+1) s
Toughness: 13 (+1)
Intelligence: 13 (+1) s
Wits: 10 (0) 
*Persona: 18 (+3) P

Vit: 4 (1d6)
DV: 9
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +0
Saves: +3 to spells and magical effects

Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Larina and Faye)

Skills: Drive (Agl), Gymnastics (Agl)

Languages: English, French

Spells
1: Charm Person
2: ESP

To the outside world, Stephanie Vale is a ray of sunshine, but on the inside...yeah, she is pretty much the same. Stephanie is a nice girl who moves in and out of social situations with the skill of an adult twice her age. She just broke up with her long-time boyfriend, Val, and her mother and father wish she would start dating Andy Thompson. But Andy is so deeply in love with Rowan that Hallmark follows them around for ideas. She is captain of the Cheer team, but now she is involved with new girl Larina and Faye Thorne, of all people. 

Like many things, witchcraft comes naturally to Steph.

Hair: Blonde
Eyes: Blue

Archetype: The Cheerleader
Quote: "Alright, everyone! Teamwork makes the dream work!"
Quirks: Positive attitude hides a crippling desire to please everyone.
Theme song: "We Got the Beat" - The Go Go's

Family: Second-richest family in town (behind the town founders, the Thompsons). Father Arthur is a lawyer, and Mother Beatrice is a stay-at-home mom. She has an older brother in college, whom she thinks is the best ever, and a younger sister who spends a lot of time on a computer.

--

My NPCs are coming along. I will likely talk about the "nice" ones, since they are most likely to help the PCs. By halfway through the first quarter, watching Stephanie, Faye, and Larina always hang out together will be the stuff of talk and darker gossip. 

I will say this. These characters have been a blast to use, and I am so pleased with them.

Because I like to think of these things, I also have plans for everyone some years later. Just have not nailed all that down at all yet.

Steph, Faye, and Larina at breakfast
Steph, Faye, and Larina at breakfast. Why is Larina wearing sunglasses? Photogray lenses? Maybe she is hungover.

--

Night Shift® is a registered trademark of Elf Lair, LLC.

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) Voss/Thorne (I'll explain later), 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 For Whom the Bell Tolls" 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, January 19, 2026

Character Creation Challenge: Day 19, Feiya

 I will admit it. I love Feiya. I "adopted" her once she was released for Pathfinder, and I brought her over to interact with my other witches. It has been great to see how she works (mechanically speaking) with my other witch types. I am not sure how she is in other people's games, but in mine, she has been wonderful. I'd be curious to hear if anyone else uses her. 

One of the great things about using her in my games is that she was one of my first play-test "Archwitches." 

Feiya character folder and sheet

The Archwitch began about this time last year. I got some notes, went to my stack of characters, and looked for one I hadn't already tagged as a potential witch priestess or witch queen. I got to Feiya and stopped. She just kinda fit the whole archwitch idea for me. 

But that is not all I have done with her. A couple of weeks ago, I began a Jackson, IL game with our Sunday group, and I used the Pathfinder iconics as first-level High School students. It is going much better than I ever expected. 

In any case, this is a great character.

Feiya character sheets

I am still working out the finer details of the archwitch Advanced class. What I do know is they gain access to magic-user spells the base witch does not and I am fairly sure that they also loose access to some occult powers OR their selection becomes limited. Typically I associate Occult Powers with a Tradition and spell access with covens. I might codify that a little better in the future. 

The real question before me, though, is whether Archwitches should gain access to 9th-level Magic-user spells? I am inclined to say no, but have not decided.

Feiya character sheet
Feiya

19th level Human Archwitch, Chaotic Good

Secondary Skill: Herbalist

S: 10
I: 17
W: 13
D: 14
C: 12
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7  
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 4 (Robe of the Archwitch, Ring of Protection +1, Bracers of Protection +2)
HP: 39
THAC0: 14

Weapon
Staff of the Archwitch +2 1d6+2 (plus striking +1d4 per charge)

Familiar: Nine-tails Fox "Daji"

Occult Powers
1st level: Familiar
7th level: Speak to Plants & Animals
(13th level: Fae Shape (Hag))
(19th level: Curse)

Spells
Cantrips: Daze, Detect Curse, Object Reading, Sound
First level: Cause Fear, Charm Person, Chill Touch, Sickly, Mend Light Wounds, Shattering the Hourglass, Taunt*, Read Magic*
Second level: Agony, Evil Eye, Levitate, Rose Garden, Ghost Touch, Detect Evil*, Ray of Enfeeblement*
Third level: Bestow Curse, Bewitch III, Dispel Magic, Danse Macabre, Clairvoyance*, Monster Summoning I*
Fourth level: Animal Growth, Emotion, Withering Touch, Instant Karma, Confusion*
Fifth level:  Baleful Polymorph, Bull of Heaven, Eternal Charm Person, Animal Growth*
Sixth level: Eye Bite, True Seeing, Anti-Magic Shell*
Seventh level: Wave of Mutilation, Breath of the Goddess, Monster Summoning V*
Eighth level: Mystic Barrier, Seer Stone

Theme Song: A Forest (Feiya is absolutely a fan of The Cure.)

Again, I think this character is great. Spells marked with an asterisk* are ones from the Magic-user list chosen as an archwitch. Still working on finalizing the list of spells, but I like figuring them out in-game to see what works.

I also put her later Occult Powers in parentheses since I have not figured out what to do about them. If I use the Hierophant Druid as my model, then she should retain her powers. But if you use the Thief-Acrobat, then some abilities remain, but never get better in favor of new abilities. 

More testing is needed.

Character Creation Challenge


Sunday, March 25, 2018

Arts and Crafts Weekend, Part 1

I am on Spring Break!  So we spent the first part of my vacation working on various arts and crafts.  My wife painted a bunch of minis. I'll share what I did in the next post.


First up is a little Piasa Bird.



She did a Tiefling Necromancer and a gold skinned demoness.


She also worked on my witch Larina!




She looks great with other versions of her!




Larina and her daughter Taryn.






She also did Iggwilv for me!



Art imitates art!

Been a great time.  Love these little witches!

Monday, May 1, 2017

Witch & Witchcraft Reading Challenge: Pathfinder Tales: Winter Witch

"Ellasif was the only witness to her infant sister's first breath. What followed was not a newborn's wail, but merry peals of laughter." 

Pathfinder Tales: Winter Witch by Elaine Cunningham and Dave Gross.

Gamer Fiction is a bit of an odd thing for me.  I admit I enjoy it and sometimes I find something good. But there is a tinge of guilt that I am "wasting my time" and not reading something better.  I guess this makes it the very definition of "guilty pleasures".

Winter Witch is no different.  Elaine Cunningham has been writing for years and has some notable titles under belt.   It will not be confused with great literature, but it is also not supposed to be. It is a fun little romp through a frozen world with a wizard turned forger and cshieldmaiden looking for her sister.  Ellasif, the aforementioned shieldmaiden is the hero of our tale and the most interesting. She obviously loves her sister Liv, but is also not a little afraid of her.
Her beginning story was very interesting.  I could not help but feel it was nice mix of Slavic, Saxon and Celtic myths all rolled into one. The story then shifts to the tale of a wizard (we later learn) and map maker forger Declan.  Declan was not as interesting to me to be honest though the mystery around him was.  These two unlikely heroes, grim Ellasif and urbane Declan,  set off to find Liv and take her from the clutches of the Witches of Irrisen, maybe even from the clutches of Baba Yaga herself!

The book was a fun, really quick read. Though I will admit there are parts of the ending I was not satisfied with. Unlike some game-related fiction, where you can practically hear the dice rolling in the background, this read much more like a novel.  I read this one soon after a few Forgotten Realm novels so the competing descriptions of some the same spells (for example Fireball) were very interesting.  I guess the question I ask myself is would I read another book by Elaine Cunningham? Yes, absolutely!  Would I read another book with these characters? Maybe, depends on what the book was about.

I was hoping that Feiya would make a cameo, but no such luck really. Maybe the iconics don't appear in books.

This was another Audiobook find and the reader, Daniel Thomas May, did a great job.

Elaine Cunningham can be found on the web here:
https://www.facebook.com/elaine.cunningham
and
http://www.elainecunningham.com/

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 12
Level: Mother
Witches in this book: Many. All of Irrisen, Baba Yaga, Liv and Mareshka.
Are they Good Witches or Bad Witches: All the above. THough mostly they are Bad.
Best RPG to Emulate it: Well. It is a Pathfinder book. Pathfinder is the obvious choice here.
Use in WotWQ: Absolutely!  I can't say for sure what or who will appear, but Irrisen will absolutely feature into the War of the Witch Queens.  Expect to see Baba Yaga there too.


Don't forget. Today is Beltane!
Pick up a copy of the Warlock for Swords & Wizardry.


Tuesday, September 6, 2016

Review: The Wicked Cauldron

Troll Lords has been putting out some quality products since the 3.x/d20 boom days.  This includes not only their own "house" system, Castles and Crusades but also some 3.x material back in the day.
Well now they are dipping their toes into 5th edition and I could not more pleased.

This past Gen Con I picked up their 5th edition version of their adventure A3 The Wicked Cauldron. I already had the C&C version and I wanted to see how they compared.  Especially since D&D 5 really has a lot of ideas that C&C started with.


The Castles & Crusades version is 24 pages and designed for 3-5 characters of 3rd to 4th level.
The Dungeons & Dragons 5e version is 40 pages (larger font) and for 3-5 characters of 3rd to 5th level.

I am reviewing the print and pdf versions.

The premise is a fairly simple one.  There is a ruined ziggurat in the Barren Woods that is the home to many foul things. It also has a long and evil history and currently is home to one of the fabled Witch Queens.  The PCs must investigate and stop her.

The adventure itself is particularly original, but that doesn't make it less fun.  There is a good balance of overland and dungeon exploring, plenty of new monsters to fight, a threat of an ancient evil.  Given that this module is coded "A3" should give you an indication it is part of a larger series, and it is.  It can be played as part of Troll Lords "A" series that began with "Assault on Blacktooth Ridge" and "Slag Heap" and continues in other Airhde products and adventures.  But it can also be played as a stand-alone adventure.
The adventure is very reminiscent of the old Basic adventures of the early 80s, especially B2 and B4.  In fact, it is almost a perfect mix of these two classic adventures.  So in the nostalgia department, it gets a perfect score from me.

My biggest issue with the PDFs and the Print versions are the maps are fairly small.  I can redo them on my own and larger, but having something I can print out or read easier would be nice.

The 5th edition conversion is good and really, C&C is so close to D&D5 as to almost make the conversion unnecessary, but still I did enjoy looking through both to find the subtle differences.  The most interesting changes were to the Witch Queen herself.

The Witch Queen, Neb–Eprethat, is the central figure in this adventure and stopping her is the main goal.  In the C&C version, she is a Lawful Evil 5th level human cleric/wizard.  In the D&D 5 version, she is a Chaotic Evil 6th level human cleric.   In both cases, she could be better served as a witch.

There is no D&D5 witch class (yet) and I am not ready to publically reveal my C&C witch class.  But I can give her a try in my Basic-era Witch.  Though given that she supposedly worships and honors the "Horned One" she could be a D&D5 Warlock too.  In fact a warlock (as per D&D5) makes a lot of sense.


Neb–Eprethat - Witch Queen 
Chaotic Human Witch (Malefic Tradition), 6th level
The Witch stats

Strength: 11 Death Ray, Poison 11
Dexterity: 14 Magic Wands 12
Constitution: 12 Paralysis, Polymorph or Turn to Stone 11
Intelligence: 16 Dragon Breath 14
Wisdom: 14 Rods, Staffs, Spells 13
Charisma: 18

Hit Points: 20
Alignment: Chaotic
AC: 1
Dagger +4, Multiattack (allows 2 attacks per round)
To hit AC0: 18

Occult Powers
Familiar: Toad (multiple familiars)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (3+2): Bewitch I, Cause Fear, Command, Minor Fighting Prowess, Sleep
Second (2+2): Biting Blade, Enthrall, Evil Eye, Hold Person,
Third (2+2): Bestow Curse, Continual Fire, Fly, Ghost Ward


She joins the ranks of the other Witch Queens that I have been gathering.

Can't wait to run this under my War of the Witch Queens campaign.

Wednesday, June 22, 2016

Class Struggles: The Faerie Witch

Still celebrating Mid-summer and all things faerie this week.  What better than to talk about the faerie witch for this weeks' Class Struggles.

The faerie witch is one of the easiest witches to use in a game because they most often fit the stereotype of the lone witch living in the woods.  It is a pervasive and well-established archetype of the witch.

The earliest witch classes did not split the class into traditions or covens, that is something that came later on, so it is hard to judge the merits of those classes as a faerie witch.  Certainly the Compleat Spellcaster Witch and the Dragon magazine witches had spells that would have made it possible to make a faerie witch, they were not overtly so.

I suppose I should really define what I mean by a faerie witch before I move on.  These are witches that are typically solitary, typically live in the woods alone, converse with various natural and supernatural animals.  They have practices that are similar to the druid, but certainly a reverence for nature. Often above and beyond their reverence for mortal lives.  They don't all have to be faerie-blooded or even elven, but sometimes they are.   The faerie witch also covers various hags and other witch-like creatures found living in natural environments.  To give you an idea of what I consider to be faeries witches here is a list of the characters I have built using the faerie witch tradition for various games:
The faerie witch was one of the first "Traditions" I ever wrote for the witch class along with the "Craft of the Wise", "Malefic" and "Tempenstarii" witches.  If you want a rough idea of what I was doing have a look at my Castles & Crusades version of the witch that included the faerie tradition.

So where did this come from?
There is a real-life witchcraft tradition known as "Fairy Wicca", but it would be a lie to say that is where this all came from for me.  Sure I read up on it a lot later on, but it wasn't what I was looking for.   This also me to the "Feri Tradition" as well. Looking back over my own notes over the last few days I can't tell where it came from originally except that I have a note on the back of a print out from my school's mainframe and the date on it is 1989.  The note just lists the Craft of the Wise, Faerie, Malefic and Tempenstarii traditions. Later, in a different color ink, I added Amazon, Veneficia and Voodoo.  But I know where those came from and that puts it closer to 1992.  On a side note it was interesting to delve into these paper archives. I could see the progression of technology as I flipped the pages. Mainframe printouts on white and green paper, my Tandy printer, moving on to a color Panasonic dot-matrix printer and then to the first HP Ink-jet that was the version complete version of my witch class.

Mayfair Witches
Around the same time, Mayfair rolled out it's Witches book by Nigel D. Findley for the Role-Aids line. This book was great and because of that I avoided it for years! It was published in 1990 and I saw it was doing something similar to me so I put it down.  I was deep into writing then and did not want to have my own class influenced.  I really didn't need to worry.  The "traditions" (which is a common word used to describe different kinds of witches) in this book were set up very differently than what I did.  In fact the relationship they had was more like Class and Sub-classes of the D&D 2nd edition type.  Mine had different powers, this one had different spells.  The spells really make it though and something I would like to try doing sometime.
The Mayfiar Faerie Witches (not to be confused with these witches) were more of a guardian of the forrests and friend to animals type.  Strong and fierce.  They were more Angelina Jolie "Maleficent" than the original Disney one.

The Witch & Eldritch Witchery
My faerie witch appeared in my 2nd edition and 3rd edition netbooks.  Their newest incarnations can be found in my "old school" books The Witch and Eldritch Witchery.  It is notable here because it is one of the very few traditions to appear in both books.  These witches have what I consider to be typical powers; summon familiars, talk to animals, lay devastating curses...you know the normal.  But also something that I have added to other versions in the past, assume a fey shape.  For evil faerie witches this would be a hag shape.  I have even toyed with the idea that hags might not be a separate race at all, but rather transformed witches.

ACKS
The witches in Adventurer Conqueror King System's Player's Companion also are divided by tradition and features a "Fairy Tradition" known as a "Sylvan Witch". This tradition (and all the ACKS Witch traditions) have a collection of bonus spells and powers.  I rather like these to be honest. It makes for an interesting middle point between my witches and the Mayfair witches.

D&D 4
Dungeons & Dragons 4th edition actually had two pretty good "faerie" witches; the fey-pact Warlock introduced in the Player's Handbook and the witch sub-class in Heroes of the Feywild.  The fey-pact warlock certainly represents the dealing with the powers of the fae in a darker, more sinister way.  The witch of Heroes of the Feywild is really more of "Sub-class" of the wizard (something similar to 2nd ed with the witch kit) with a lot of powers and spells that give the witch flavor.

On one level I didn't like this since the witch isn't really a type of wizard.  But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use.  In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user".   It gives the witch a lot of power to choose from.

The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch.  The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens.  It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line.
The Epic Destiny, the Witch Queen, though is quite good.  I had done something similar as a Prestige Class for 3.5.  This one is different but there are some interesting powers and effects.

What sets this witch apart from another Wizard or a Warlock are her spells and powers.  The witch relies on her familiar to learn magic.  Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap.  Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it.  Heavy on the charms and transformations.  Lots of powers with the Psychic key-word.  Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.

There is something of an iconic character here in the witch Rowena (pictured above).  I'd like to find out more about her and maybe stat her up.

D&D 5
D&D 5 does not have a Faerie Witch or even a witch per se.  It does have a Warlock that takes the best properties of the 3.5 and 4e warlocks and makes something that I can use.  The warlock does have a Fae patron which has a lot of flavor to it.  A Fae-Warlock taking the Pact of the Tome makes for a pretty good witch-like character for me to be honest.  In fact, that is the character I am playing now in my D&D5 game and it is very witch-like in play.

I am sure there are others out there.  The archetype is just too pervasive not to be.

Hope you are enjoying this Mid-Summer and Full Moon.  Very witchy that.


Thursday, June 2, 2016

The Witch Queens Gather...

They are getting along now, but is War in their future?

Larina, Feiya & Iggwilv

This fantastic art was created by +Jacob Blackmon who has done tons of great RPG art including a lot of the art in the upcoming Strange Brew, which features Larina quite a bit.

If you like his work then pop over to his DeviantArt page, his Patreon page, Facebook or Tsū pages.

I am thinking of making this the "unofficial" cover of my War of the Witch Queens campaign. Which is fine given it is something I am just planning on doing in my home game and not publish.

I just need to do something cool enough to live up to the awesome in that picture.

Monday, March 14, 2016

The Iconic Witches of D&D

No game this past weekend. I wasn't feeling great and my son was at a birthday party.

I was thinking about Friday's post on the witches of Rahasia and of Ravenloft and it occurs to me that D&D lacks in iconic witches.  There are great examples of Vampires, Liches, Wizards, Priests, Paladins, Rangers, enough Thieves to fill a guild, even Bards.

The witches in Rahasia are one thing, but the ones in Ravenloft don't even have proper names really.

Pathfinder does a good job with their iconics.  Feiya is a proper witch, but even the sorceress Seoni is often referred to as a witch.  Not to mention all the witches to be found in Irrisen like Queen Elvanna.

The witches three. Larina, Feiya and Seoni
I have my iconic, Larina.  But she appears mostly in my Pathfinder books.

Who do we have for D&D?

Well for starters and maybe the most iconic is Iggwilv, the Witch-Queen. We also have Elena the Fair, Witch Queen of Summer. Also, while not as a well know or even explicitly a witch is Skyla.

There is also one witch that both D&D and Pathfinder share, Baba Yaga.


There was also Koliada, the Winter Witch. a Level 26 Solo Skirmisher from the 4th ed era adventure "Winter of the Witch". But there is not a lot out there about her.  Interestingly Pathfinder also has a lot Winter and Cold related witches.

Dungeon Crawl Classics gives us Lady Kyleth, The Witch Queen.

Personally I'd love to see more.  There might be more, I just haven't found them all yet.

Tuesday, September 23, 2014

Feiya, Pathfinder Iconic Witch

I have been thinking and working a lot in Pathfinder for the last few weeks.  Gearing up for the release of Strange Brew.  I have been reading over all their witch material and that includes material on their iconic witch Feiya.

She certainly has an interesting background and one tailored to the Pathfinder/Golarian world.  But I have wondered, on a few occasions, on how she would fare in one of my worlds where witches have, how shall I say it,  a bit more freedom of expression.

So here is the Pathfinder Iconic Feiya as a Basic Witch.

In Pathfinder we have stats for her at 1st level, 7th level and 12th level.  Since I typically like to do stats at 1st, 7th and 13th level for witches this sounds good to me.

I am going to start with her 1st level stats and move out from there.  In the Basic Era abilities did not improve over time so they are locked in at 1st level.  I am going to swap her Intelligence and Charisma to reflect the different spell casting abilities.

Also given her background of being taught by Hags I am giving her the Faerie Tradition.


Feiya
Witch stats for the Witch for Basic Era Games
1st level Witch, Faerie (Hag) Tradition

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18

Saves
Death Ray or Poison:  13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15

Hit Points: 3
Alignment: Neutral
AC: 7 (Leather Armor)

Occult Powers
Familiar:  Fox (+1 to Intelligence and Wisdom checks) "Daji"

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Sickly

To hit AC 0: 20
Weapons: Dagger, Quaterstaff


Feiya
7th level Witch, Faerie (Hag) Tradition

Saves
Death Ray or Poison:  11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13

Hit Points: 19
Alignment: Neutral
AC: 6 (Leather Armor, Ring of Protection +1)

Occult Powers
Familiar:  Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Sickly
Second: Levitate, Rose Garden
Third: Bestow Curse, Dispel Magic
Fourth: Emotion

To hit AC 0: 18

Feiya
13th level Witch, Faerie (Hag) Tradition

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 33
Alignment: Neutral
AC: 4 (Leather Armor, Ring of Protection +1, Bracers of defense +2 )

Occult Powers
Familiar:  Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Minor: Fae Shape (Hag)

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh:Wave of Mutilation

To hit AC 0: 16


All in all similar powers but overall not as powerful.   But that is also part of the power growth between the Basic Era games and Pathfinder/3rd Era games.

But I really liked how she turned out.  I would love to use this character in a game someday.

Tuesday, August 10, 2010

Gen Con Haul, quick and dirty reviews, Part 1

Here are some of the things I got at Gen Con this year.

Ok, that is a small lie.  I actually didn't buy anything this year, but instead bought some on PDF before the Con and others afterwards.

First up Pathfinder, the big Ennie winner of 2010.

Pathfinder Advanced Player's Guide
OR "Bought it for the Witch, Stayed for the Paladin"
The one thing I see here is some serious influence on what I will call "new School" D&D.  Pathfinder and D&D4 took the same base idea (D&D 3.5) and then went in very different directions.  I think Pathfinder is exactly what we would have gotten in D&D 4 had the same team stayed at Wizards/Hasbro.  That is more evident with this book.
The race section is interesting, but I am not sure what I'll do with that all yet. Though I like the potential of what they have here.  I can see similar options for various countries or lands the characters grow up in.
I love the new classes.  The Alchemist, Oracle and the Witch are all kinds of awesome.  The cavalier is a nice throwback to the old UA.  The Witch Hunter Inquisitor is also quite cool.   The Oracle and the Witch are like Divine and Arcane versions of the same thing really.  That is how it should be.  A multiclassed Oracle/Witch (a Seer? A Sybil?) would be very cool if built properly.  I love all the archetypes (Mysteries, Orders and the like) really gives each class some style.  Speaking of the witch, I love how much she is reliant on her familiar. Something I think other witch classes for *D&D over the years has forgotten. Though I am not a fan of the witch needing a hag for a coven.  I don't mind that she can count as a hag, but I still think three witches should be able to form a coven on their own.
The section on expanding the existing base classes is equally as awesome.  Again, this book seems to deliver on the promise of the old Unearthed Arcana.  All sorts of new archetypes are detailed.  Think of what they did with the Sorcerer and bloodlines and now apply that to every class.  Sorcerers get new bloodlines, fighters get new fighting styles (which helps move them away from the Cavalier.  This is a good thing). Wizards get new schools (Earth, Wind and Fire...and Water.  Benders or 70's Soul.  You decide).
The Zen Archer Monk is cool beyond words.  In one of my Pathfinder games I am playing a Paladin, so I am looking at the various archetypes (Divine Defender, Hospitaler, Sacred Servant, Shining Knight, my faves Undead Scourge and Warrior of the Holy Light) really closely.  There is also an Antipaladin class, not a prestige class.
Plenty of new feats.  New equipment (no new polearms). Lots of new spells. And Prestige Classes.
While there is nothing here that screams witch or oracle, there are some neat ones for the cavalier, inquisitor and paladins.  The Holy Vindicator certainly looks fun. There are some new magic items, cursed items and artifacts.
There are some new rules, including Hero Points, which is nice and the whole section on Traits; which I am unsure if this is the same as what come out before or not.

All in all a really awesome book.  If you are playing Pathfinder then it really should be a must have.
The best comparison is of course to the old Unearthed Arcana of the 1st ed days (not the 3rd Ed one).  The rules here are designed to be added right into your game with a minimal of fuss.
As a publishing model I can see Pathfinder coming out with these every so often, like WotC and their Player's Handbook X model.  But the issue with that is there is so much in this book now and it adds so much flexibility that I am uncertain where they would want to go next.  Mind you I do have my own ideas, but would those support a line?

Other Random bits:
I like the witch. I like her a lot.  But there are things I would change about her to be honest.
I guess the Witch iconic character is named Feiya, but I have not seen her stated up yet, other than she is Chaotic Good and has white/blond hair like the iconic sorceress,  Seoni.

While the expanded races are neat, I think I would have liked to see something new too.  A new race really should not be out of the question given the races that both 3.x and 4e have given us.  Not a dragonborn or a wilden, but a demonic type like the Tiefling might be cool.

The three core Pathfinder books, the Core Rules, Bestiary and Advanced Player's Guide, use the same color on their bindings as the core D&D4 books.  Red, green and blue.  Granted these are the most common colors, but it bears mentioning.

With the release of this book would it be safe to call Pathfinder "Advanced D&D 3rd Edition" instead of D&D 3.75?  I personally like that better.  So once again you could say we have AD&D and D&D.

I mentioned it before, but the art is fantastic.  It is still the "dungeon punk" feel of 3.x, but updated to the D&D4 style a bit.

What is missing here I think and needed is some information on Pathfinder Epic level play.  I was never thrilled with the Epic Level Handbook from WotC and I also don't think it will work very well with this book. But I would like to see something.