Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Sunday, January 18, 2026

Character Creation Challenge: Day 18, Symgharyl Maruel and The Scaled Sisterhood

Photo by Tiểu Bảo Trương: https://www.pexels.com/photo/a-woman-in-purple-dress-8508237/
Photo by Tiểu Bảo Trương
One of the things I have been working on are new Witchcraft traditions. These are not necessarily ones tied to real-world witchcraft myths and legends, but ones that have sort of grown in my own writings and games. Among these are the expected High Order witchcraft tradition and the Draconic witch tradition. 

My oldest loves dragons. So it was inevitable that sooner or later, I was going to build a witch who has a dragon as a patron. I have been picking at the idea for a number of years, but never really sat down to define what they are. I have talked about Draconic warlocks, but these are different.

The Scaled Sisterhood

Daughters of the Coil, Speakers to the first Coil

The Scaled Sisterhood is one of the oldest witch traditions, possibly predating humanity itself. Its rites were whispered in the coiled tongues of ancient serpents and carved in scales of molten basalt. These witches revere the serpent as a sacred archetype, a symbol of creation and destruction, wisdom and hunger, immortality and renewal.

They see no conflict in paradox: the snake sheds its skin to live anew, the dragon brings ruin to fertilize the earth. Destruction and renewal as a continual cycle. Their tradition honors these truths. 

Witches of the Scaled Sisterhood are often feared for their intensity, strange tongues, and unsettling poise. But they are sought as oracles, poisoners, protectors, and keepers of long-forgotten power. 

The serpent is the first teacher, the dream-voice that teaches in silence. Witches of this tradition see time as a circle, death as transformation, and magic as the tongue of fire spoken before the gods learned speech.
Many Scaled witches dwell in ruins, hot springs, caves, volcanic mountains, or the overgrown remnants of pre-human temples. 

Symgharyl Maruel, The Shadowsil

I talked about Symgharyl Maruel, aka The Shadowsil, a while back as a potential witch in the Forgotten Realms.  Since one of my stated goals with my witch classes is to replicate any sort of witch, I figure I'll give her another try.

You see more about here from the ever-useful Forgotten Realms wiki and from Ed Greenwood himself.

Symgharyl Maruel represents the extreme end of what the Scaled Sisterhood would be. In fact, we have a name already for it: The Cult of the Dragon. 

Symgharyl Maruel
Symgharyl Maruel

18th level Human Witch, Neutral Evil

Secondary Skill: Cultist

S: 9
I: 15
W: 15
D: 16
C: 14
Ch: 18

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

AC:  2 (leather armor +2, Ring of Protection +2, Dex 16 -2)
HP: 63
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Familiar: pseudo dragon

Occult Powers
1st level: Familiar
7th level: Evil's Touch
13th level: Minor Hex

Spells
Cantrips: Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
First level: Black Fire, Cause Fear, Charm Person, Endure Elements, Ghostly Slashing, Light/Darkness, Minor Fighting Prowess, Sonic Blast
Second level: Discord, Enthrall, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile
Third level: Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Witch Wail
Fourth level: Analyze Magic, Elemental Armor (Fire), Intangible Cloak of Shadows, Phantom Lacerations, Withering Touch
Fifth level:  Blade Dance, Dreadful Bloodletting, Waves of Fatigue
Sixth level: Death Blade, Mass Agony, True Seeing
Seventh level: Death Aura, Greater Arcane Eye, Wave of Mutilation
Eighth level: Destroy Life, Mystic Barrier

Theme Song: Ever Dream

She compares well to her Basic-era version and her official AD&D 2nd Ed version. I guess the question I need to answer is this, "Is Symgharyl Maruel really a witch?" My go-to answer is always "why not!" but she really does feel like a witch to me. Either way, she is great, and in my games, she is still alive and still getting up to all sorts of trouble. 

I just need to figure out why she would go to Elminster and then later Manshoon for instruction. Maybe it is not that big of a deal, really. I don't need to hammer her into a "witch-shaped" gap. 

Character Creation Challenge


Wednesday, January 14, 2026

Character Creation Challenge: Day 14 Taryn Nix and Warlocks

Taryn Nix from BG3
 I have not talked much about Warlocks here at all for this challenge, which is an oversight of sorts. I have Warlocks I am using in my Occult D&D game, but they feel a little overpowered at the moment. I am going to present one, my iconic warlock Taryn, and see where I might need to make adjustments. I am largely basing this on my The Warlock for Swords & Wizardry, but I think with other rules I have in place, I might need to tone it down and increase their XP. No idea just yet.

I mentioned Taryn already in this challenge. She is the daughter of my iconic witch, Larina, and she is a half-elf. Well...half Sidhe, but largely the same thing. She began life as a 4th edition character but became one of my more important 5th edition characters. 

Warlocks get fewer spells, but also gain invocations that can be used at least once per day. In Taryn's case here I am also granting her Cantrips, including one for her secondary skill. Unlike witches, warlocks do not gain bonus spells due to Charisma. Also warlocks can't participate in ritual spells unless stated, but this is not that big of deal. A lot of witches in practice don't participate in ritual spells.

AD&D Character sheet for Taryn Nix
Taryn

Half-elf 13th level Warlock (Fey), Chaotic Neutral

Secondary Skill: Initiate

S: 11
I: 17
W: 16
D: 13
C: 17
Ch: 16

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 1 (Bracers AC 1)
HP: 48
THAC0: 16

Weapon
Sword (Pact Blade) +2

Familiar: Black Cat "Mojo"

Spells
Cantrips: Mote of Light*, Chill, Clean, Ghost Sound
First level: Mage Armor, Chill Touch, Cause Minor Wounds, Häxen Talons, Eldritch Fire, Arcane Dart
Second level: Blur, Burning Gaze, Grasp of the Endless War, Phantasmal Armor, Share my Pain
Third level: Fangs of the Strix, Malice, Witch Fire, Clairsentience, Starlight
Fourth level: Arcane Eye, Elemental Armor, Rain of Spite, Pit of Pain
Fifth level: Blade Dance, Cry of the Nightbird, Telekinesis

Invocations
Arcane Blast, Agonizing Blast, Beguiling Influence, Aura of Fear, Pact Blade, Eldritch Ball of Flame, Supernatural Protection 

Taryn and reference books

Theme Song: I Am the Fire

Spells and Invocations combined are a lot for a 13th level caster, but some of those invocations are "passive" or have other effects; like Agonizing blast only effects Arcane blast. Pact Blade just effects a sword.  Still I might trim down the spells more.

Also warlocks top out at 5th level spells. 

I think my warlocks need some more work to be honest. 

Character Creation Challenge


Tuesday, January 13, 2026

Character Creation Challenge: Day 13 Jana & Sarana

Today I want to explore two similar witches. Or more to the point, two witches who approach similar magics and traditions of witchcraft from two different vectors.

Faerie Witchcraft witches

 Jana is another witch I created a couple of years ago. I wanted a human witch mixed up in the affairs of the Faerie Courts, in particular my Court of Swords. Despite being high(-ish) level, she is in way over her head. I have her serving the current Queen of Swords, Nicnevin. This is just one of her titles, she is also one of my witch queens. The Court of Swords is one of the "Shadow Courts" neither the Seelie nor the Unseelie, but somewhere in between. What they lack in prominence they make up for in guile, intrigue and ruthlessness. Nicnevin herself is ancient and very powerful. I say that Jana has a bit of fire nymph blood in her heritage, not enough to really do much than raise her charisma score a couple of point, but enough to give her entry to these courts. 

Sarana is not really my character exactly. She also featured in my War of the Witch Queens, in the adventure Tanglewood Keep, from DL15 Mists of Krynn, as well as a past Character Creation Challenge. She is a composite of two of Vince Garcia's characters, Sarana and Stevie, who may have been the same character anyway.

Jana & Sarana

Both of these characters are "Faerie Witches" that is, they are part of the faerie tradition. Since I am trying to figure out what my Occult D&D looks like through the lens of AD&D, I figured I would compare and contrast the play styles of two different sort of faerie witches. Jana is a faerie traditional witch from Mayfair's Role Aids book "Witches." Sarana uses my Faerie Tradition from my Old-School Essentials book, Monster Mash II: A Midsummer Night's Dream. I am also grabbing some ideas from my The Craft of the Wise: The Pagan Witch Tradition and The Green Witch for Swords & Wizardry. This covers OSE, S&W and AD&D 2nd Ed; so none of them are AD&D 1st ed. 

Given I am trying to stick close to their native rules today I am not using Cantrips or Bonus spells. 

Jana
Jana
13th level Human Witch, Neutral

Secondary Skill: Translator

S: 11
I: 17
W: 16
D: 12
C: 11
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 9
Rod, Staff, or Wand: 7
Breath Weapon: 11
Spells: 8

AC: 6 (Leather +2, AC 8)
HP: 31
THAC0: 16

Weapon
Dagger 1d4/1d3
Staff +1 1d6

Spells
First level: Audible Glamer, Comprehend Languages, Friends, Read Magic
Second level: ESP, Forget, Know Alignment, Detect Good & Evil
Third level: Delude, Speak with Animals, Tongues, Remote Seeing
Fourth level: Emotion, Fear, Wizard Eye, Enervation 
Fifth level: False Vision, Domination, Advanced Illusion
Sixth level: Mindwrite, Mislead

Theme Song: Another Year of Rain

Jana is one of Queen Nicnevin's translators. Her job is to cast sublte magic to both enthrall and intimidate visitors to the Queen's court. 

In my game Queen Nicnevin combines the mythological Nicnevin, with a bit of Hecate (already part of Nicnevin according to some scholars) and a bit of Scáthach


Sarana
Sarana
13th level Half-Elf (Gray Elf) Witch, Neutral

Secondary Skill: Herbalist

S: 10
I: 18
W: 19
D: 13
C: 15
Ch: 19

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (Robe AC 9 +3)
HP: 43
THAC0: 16

Weapon
Dagger +2 1d4/1d3
Staff 1d6

Familiar: White Dove, "Zeraida"

Spells
First level: Allure, Wailing Lament, Fey Step, Glamour
Second level: Burning Gaze, Evil Eye, Stunning Allure, Witch's Tooth
Third level: Blink, Psychic Assault, Magical Vestment
Fourth level: Command Person, Dryad's Door, Threefold Aspect
Fifth level: Baba Yaga's Secret Chest, Magic Cauldron
Sixth level: Arcane Window

Theme Song: Gypsy

Sarana is always an NPC, so I don't have much to say about her growth as a character. As a witch though she has fewer spells than does Jana at the same level. 

Sarana's Character Sheets

Along with Eireann and Rána, they were all in my "Kingdom of Rain" mini-campaign a couple years back. This was around the time I was experimenting with the Land of Faerie/the Feywild as a means to access other worlds. It would explain how I can have Forgotten Realms and Dragonlance Character's interact without resorting to gate spells, astral travel, or Spelljamming.


Character Creation Challenge


Monday, January 12, 2026

Character Creation Challenge: Day 12 Cirice

One of the things I have been trying to do is find a good witch class for my current AD&D games in the Forgotten Realms. I am running one and my oldest son runs the other and we both have our favored play-test GMPC/Play-test characters.

Up first is my son's character Cirice.

Cirice character sheets

Cirice, obviously named for the Ghost Song, is a Kitsune witch. Now, I have no idea if there are Kitsune in the Forgotten Realms or not, but we wanted to give one a try. We figure Kitsune can see in the dark, but don't have infravision. We have not decided if they are "demi-humans" in terms of multiclass vs dual class. We punted and gave her only one class.

So Cirice here is from Kozakura from the Kara-Tur area of the Forgotten Realms. She was one of the people on the ship in our first Forgotten Realms adventure along with Moria

Cirice also has psionics. She was the only character that night who ended up with them. I can say this, her having TK saved these characters butts more than a few times. Same with Cell Adjustment. One more character the cleric didn't have to heal was great.  I like psionics. A lot. But I really want a better system. Sounds like a problem with a future solution. 

In truth I have been thinking a lot about psionics and their role in a fantasy adventure game like D&D. I mean you would not see them in say "Lord of the Rings." But I also can't deny that psychics and psychic power was really popular when D&D/AD&D was new (the 1970s and all). So maybe there is a place for them.

Cirice
Cirice

12th level Kitsune Witch Priestess, Chaotic Neutral

Secondary Skill: Scribe

S: 14
I: 17
W: 16
D: 17
C: 16
Ch: 18
Cm: 18 (yes we did comeliness for this batch)

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 16

Weapon
Dagger 1d4/1d3

Familiar: white Fox (a nine-tails) gains tails as it levels up, "Diaymo"

Spells
Cantrips: Chill, Detect Curse, Detect Poison, Mend
First level: Burning Hands, Bad Luck, Cat Fall, Charm Person, Glamour, Moonstone
Second level: Biting Blade, Evil Eye, Burning Gaze, Fever, Produce Flame, Blast Shield
Third level: Continual Fire, Feral Spirit, Witch Wail, Bestow Curse
Fourth level: Divine Power, Elemental (Fire) Armor, Intangible Cloak of Shadows, Instant Karma
Fifth level: Primal Scream, Blade Dance
Sixth level: Death Blade, Mislead

Psionics
Attack 278
Attack Modes: A, B, C, D, E
Defense Modes: a, b, c
Major Disciplines: Telekinesis, Teleport
Minor Disciplines: Invisibility, Levitation, Cell Adjustment

Theme Song: Cirice (naturally)

Again, another good character. I am looking forward to seeing her do more.

Character Creation Challenge

Saturday, January 10, 2026

Character Creation Challenge: Day 10, Esmé Valethorn and The Magus

Photo by RDNE Stock project: https://www.pexels.com/photo/woman-in-black-and-white-scarf-on-beach-6806632/
Photo by RDNE Stock project
 Esmé Valethorn is a character I rolled up back in the summer of 2024. So no deep history with her here. I wanted a character that would have a special interest in portals and how the line up along ley lines. She began life as a Blue Rose Adept, moving on to ShadowDark, a little bit in Baldur's Gate 3, and finally Wasted Lands.

Now she is finally where I want her, in AD&D 1st edition. 

Esmé is a magus, which is something of a cross between a magic-user and a witch, but think of them as professors of magic. That really fits how I see Esmé to be honest. She loves to give people her opinions. Trouble is she is right far more times than not. I have described her as outwardly very serious, inwardly very ridiculous. She is very "buttoned down" and dare I say conservative, but inside she loves the absurd. For example she pretends other wise, but Doireann and Amaranth are two of her closest friends; but she would be appalled if anyone knew this.

She is a Magus, but what exactly is that? Short answer a magus is a magic-user that also studies the mysteries of the occult in addition to the arcane. Certainly there is overlap in these topics, which is why the magus is a sub-class of the magic-user. 

This is my attempt to fulfill the promise of the Holmes Basic witch class.

THE MAGUS

The magus is a subclass of the magic-user, distinguished by their study of occult correspondences, ceremonial magic, and metaphysical law. Where the magic-user (wizard) channels arcane force through long years of spellcraft, the magus seeks to understand the hidden structure of magic and reality itself.

Magicians of this kind are often associated with academies, arcane colleges, or invisible orders of esoteric learning. Some belong to ancient schools or urban universities, while others work independently but draw on shared traditions. Regardless of origin, the magus is more urbane than hedge wizards or wild witches, more structured than mere spell-slingers, and more systematic than druids or illusionists.

While not as versatile as the magic-user in destructive sorcery nor as instinctively gifted as the witch, the magus excels in prepared rituals, symbol-work, magical theory, and the reading of strange phenomena. They are highly sought after as scholars, ward-makers, spirit-binders, and astrologers.

Magus spells include both arcane and occult types, but never the most potent wizardly magic. The magus may cast up to 8th-level spells, but never 9th.

Requirements: 

Intelligence 13+, Wisdom 11+

Prime Requisite:

Intelligence

Hit Dice:

d4

Armor Allowed:

None

Weapons Allowed:

Dagger, staff, dart

Spell Use:

Arcane and Occult (limited list, up to 8th level)

Special Abilities:

    Occult Literacy: At 1st level, the magus knows Read Magic automatically and may attempt to decipher occult writings or witch-scrolls (50% base chance, +5% per level) and clerical scrolls (5% base chance, +5% per level). Failures may not retry until gaining a level.

    Esoteric Focus: The magus must use a ritual focus (wand, crystal, blade, or orb). While wielded, it grants +1 on saving throws vs. spells and illusions to the magus.

    Ritual Participation: At the 2nd level, the magus may substitute as a Ritual Participant as either a witch, warlock, or wizard. They can not lead a ritual or be its primary spellcaster.

    Ritual Theory: Beginning at 5th level, the magus may cast one known spell per day as a ritual (casting time: 1 turn), without expending a memorized spell. They must have their grimoire present. Unlike casting a spell from a spell book, this does not destroy the spell in question. They cannot do this with a spell unknown to them.

    Ley Line Sense: At 7th level, the magus may detect ley lines, magical loci, and planar disturbances with 90% accuracy after one turn of study. This allows the magus to sense active portals or rifts, locate nodes for enhanced rituals (conferring an additional -1 to saving throws), and interpret magical residue or psychic impressions. 

    True Name Hypothesis: At 11th level, the magus gains +2 to saves against any named extraplanar being, and those creatures suffer −2 on saves to resist dismissal or banishment.

Magi may create magical items and engage in magical research as magic-users. They may use any magic item permitted to magic-users and witches, except those limited to a specific class (staff of the archmage, broom of the witch queen).

Magi are considered part of the educated elite in many societies, often forming cabals within universities, temples, or ancient halls of occult knowledge. Even the self-taught magus is familiar with the structure and culture of these institutions, and is rarely mistaken for a common sorcerer.

Upon attaining 9th level, a magus may seek or be invited into the service of a noble, monarch, religious figure, or powerful lord. In this role, the magus serves as an advisor, astrologer, ritualist, and arcane consultant, often holding a place of prestige within the court or temple hierarchy.

Duties typically include:

  • Casting horoscopes and natal charts to guide decisions of state, marriage, or succession.
  • Performing divinations and rituals to protect the realm or improve the fortune of their patron.
  • Advising on magical threats, relics, and omens.
  • Overseeing or suppressing occult phenomena, magical uprisings, or rogue spellcasters.
  • Occasionally, educating heirs or clergy in magical or philosophical matters.

While some magi serve faithfully and benevolently (as did John Dee for Queen Elizabeth), others may grow manipulative, arrogant, or dangerously entangled in prophecy, such as Rasputin with the Romanovs. A magus need not be evil to wield significant influence, though political entanglements carry great reward and greater risk.

A magus in such a role may receive room, board, access to libraries, laboratories, and a modest stipend, or even noble titles and land at the GM’s discretion. Such positions may attract rivals, enemies, or factions fearful of arcane influence.

A 9th-level magus may also found a philosophical lodge, occult college, or private sanctum where students and adepts gather to study ritual magic and Hermetic principles. These may serve as centers of learning, intrigue, or esoteric power. These worthies often take on the title of Grand Magus.

Unlike other wizards, Magi pursue magic as a sacred science. They seek harmony between the celestial and terrestrial, invoking the axiom "As Above, So Below." Their art is not mere spell-casting but the weaving of correspondences: colors, metals, stars, and numbers. Though their rituals are longer and more demanding, they wield powers that align with cosmic order. In ancient courts, kings turned to Magi to chart the stars, bind spirits, and inscribe seals of protection.

Esmé Valethorn
Esmé Valethorn
10th level Human Magus, Lawful Neutral

Secondary Skill: Scribe

S: 11
I: 18
W: 12
D: 12
C: 14
Ch: 15

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 8 (no armor, ring of protection +2)
HP: 25
THAC0: 19

Weapon
Dagger 1d4/1d3

Spells
Cantrips: Fire Finger, Hide, Knot, Clean
First level: Read Magic*, Burning Hands, Shocking Grasp, Unseen Servant, Light
Second level: Knock, Wizard Lock, Deep Pockets, Locate Object
Third level: Blink, Dispel Magic, Protection from Evil 10' Radius
Fourth level: Dimension Door, Minor Globe of Invulnerability
Fifth level: Teleport, Avoidance

Theme Song: Seven Wonders

I like Esmé. She is a fun character to play. She acts all serious, but really isn't or doesn't want to be.

I am using my new cantrips rules, but cantrips from the Unearthed Arcana. A magus, as a subclass of the magic-user does not get any bonus spells though like the witch or cleric. Still, she does have quite a few already.

Character Creation Challenge


Friday, January 9, 2026

Character Creation Challenge: Day 9 Aisling (Dreamer), Nida and The Shade

 I have been going through stacks of notes, character sheets, and just "stuff" from the days when I was playing AD&D all the time. Some things I find are fun, others are the typical gamer junk you expect from a 16-17-year-old. But sometimes I find something from a time long ago that makes me laugh out loud and wonder how on Earth I ever forgot it. The time was June (or so) 1989. The character was, is, Dreamer.

Dreamer, Belladonna, Aisling

Dreamer was, is, an AD&D 2nd Edition character that I never played or really finished. That's not what makes her special. What makes her special is how much she reads like a rough draft of my Warlock character, Taryn. 

Dreamer, named after the movie "A Nightmare on Elm Street 3: The Dream Warriors," was going to be a character who moved through dreams. She was Larina's daughter, but not from her husband, but my assassin character, Nigel. According to my notes, she was going to take some spells from the Dreamer class from Dragon #134. My thoughts were that she could invade people's dreams to kill them. But it never really worked out.

Taryn came much later. She is what I call my iconic warlock. She is Larina's daughter as well, but from a Shadow Elf Cavalier/Knight Scáthaithe, The Umbral Lord and Knight of Swords. She is a warlock, not a dreamer, but in both cases, Dreamer and Taryn are very specifically "Not Witches." They share some overlap, but only enough to make the differences more pronounced. Both live in a liminal world. Dreams for Dreamer (naturally) and shadows for Taryn. I take Taryn's liminality even further by making her a half-elf. Taryn is also named for Jennifer Rubin's character Taryn from Nightmare 3. Dark hair and a fondness for knives, yes, 10-inch mohawk, not so much.

Dreamer never got very far. I mean, she doesn't even really have a proper name, just a description and a couple of sentences of backstory (edit: A family tree suggests "Tarani," which is interesting, in one place, and "Belladonna" in another), BUT she does have something else. Notes. I know she was going to have some thief skills, not the whole set, but some. She was going to have some witch magic. I never got the dreamer class to work well for me, but I was going to use some of the spells.  I am taking all of this, along with some unused ideas for Taryn, and putting them into a blender.

For a class, well, the dreamer won't work, and this character is also not a warlock. She is not a witch, not completely anyway. I'd like to keep some aspects of the witch, but apply it to the thief class. Much like my Gallowglass is to Fighters. 

Aisling and Nida

The Shade

Operating in the liminal places between light and dark, between law and illegality, and between the seen and occult worlds lies the Shade.  Subclasses of the thief they use the same to-hit and saving throw tables. They possess a sub-set of the thief's skills and a few unique to their profession.

Shades are those individuals who dwell at the margins of witchcraft, moving unseen between the powers of the Craft and the unknowing world beyond. Neither initiated into the mysteries of witches nor wholly ignorant of them, a Shade survives by caution, agility, and an instinctive understanding of forbidden boundaries. It is said that Shades are drawn to witchcraft as are witches, but never actually hear the Call of the Goddess (God).

Many Shades serve covens or lodges as messengers, watchers, scouts, or attendants, trusted to act where a witch’s presence would draw too much notice. Others arrive at this role by accident, having lived near old places, survived a failed rite, or been spared by powers that marked them but did not claim them.

Shades possess an uncommon familiarity with occult dangers. They learn where circles are drawn, which paths are watched by spirits, and when to flee rather than fight. Their talents lie in stealth, balance, swift movement, and the reading of subtle signs, and they often excel at tasks requiring silence, precision, and nerve. Witches value Shades not for their power, but for their discretion and survivability. Warlocks seek them out for services that a normal thief would shun. Even Magic-users, Druids and Clerics value a professional with an eye for magical artifacts and items.

Shades operate like thieves but lack some of their key skills.

Shades have the following thief skills: Climb Walls, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks.

Additionally they have the follow skills unique to their class: Catwalking, Detect Magic, Sleight of Hand.

Shades do not have a sneak attack as do thieves and assassins. They can learn the Thieves Cant, but they must learn it as per any other language (not a free option). Shades of an evil sort can use poison. 

At 6th level a Shade also has limited spellcasting ability. They make cast witch spells from their own list of spells. 

(obviously a lot more to detail here. But that is my one cup of coffee so far effort.)

To test this out lets bring back Dreamer aka Belladonna aka Tarani, but as someone new. For a name? Well, when in doubt use Irish Gaelic! I also think to properly compare this new class I should use a thief with some magic, thankfully I have one on hand.

Aisling Rinceoir
Aisling Rinceoir

9th level Human Shade, Chaotic Good

Secondary Skill: Performer (Dancer)

S: 12
I: 16
W: 12
D: 17
C: 12
Ch: 16

Paralysis/Poison: 11
Petrify/Polymorph: 10
Rod, Staff, or Wand: 10
Breath Weapon: 14
Spells: 11

AC: 1 (Bracers AC 1)
HP: 36
THAC0: 16

Weapon
Dagger +1 1d4/1d3
Baton +1 1d4

Shade Skills
Cat Walk: 85%
Climb Walls: 94%
Detect Magic: 85%
Find/Remove Traps: 50%
Hide in Shadows: 53%
Move Silently: 60%
Open Locks: 62%
Sleight of Hand: 65%

Spells
First level: Detect Invisibility, Glamour
Second level: Invisibility

Theme Song: Sweet Child O' Mine (First to Eleven cover)

Aisling (Irish for Dream or Dreamer) is no longer Larina's long lost daughter. She is a girl she rescued from in my playtest run of "A Barbarian in Hell" and adopted her as a "little sister." This way she is part of the West Haven Coven without being a full member. Plus I never gave Larina a sister before and I am kinda wishing I had done that.

Now to compare and contrast. I believe you all know Nida.

Nida
Nida

Human 4th level Thief / 9th level Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 11
I: 16
W: 13
D: 17
C: 16
Ch: 18

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Owl

Spells
First level: Bad Luck, Spell Dart, Minor Fighting Prowess, Blindness, Consecration Ritual (Ritual Spell)
Second level: Alter Self, Evil Eye, Hold Person, Rite of Remote Seeing, Weaken Poison
Third level: Bestow Curse, Dispel Magic, Toad Mind
Fourth level: Mirror Talk, Cloak of Intangible Shadows, Phantom Lacerations
Fifth level: Teleport

Theme Song: Spellbound

So Aisling is thief who has some witch powers and Nida is a witch with a thief's background.

Both characters have been fun in their respective games.

Character Creation Challenge


Tuesday, January 6, 2026

Character Creation Challenge: Day 6 Amaranth & Moria

 Moving on with my witches and witch types, I want to experiment with a couple more ideas. Namely tieflings. Now I know your average die-hard AD&D 1st ed fan doesn't care for tieflings despite the existence of alu-demons, cambions, and a host of other half-demon types. Tieflings can work well in AD&D, I just have to be clever on how I use them.

Now, since I don't have AD&D rules for tieflings, or even witches, really, written yet, I am going to borrow some ideas. For this set, I am using the Advanced options in my Basic era witch book, the Daughters of Darkness book, my Demon & Devil book, and my Warlock rules for Swords & Wizardry. I am also going to use some characters I have been using for a bit, Amaranth Lilis and Moria Zami.

Amaranth and Moria AD&D 1st Ed character sheets

Both are "tieflings," but I am experimenting with different kinds. Moria has a diabolical heritage, so she has the blood of devils in her veins. As she levels up, she takes on a more and more diabolical appearance. It began with yellow eyes and skin turning blue. Amaranth is a demonic tiefling. Her bloodline comes from succubi. For her, this manifests a little differently. She is not an alu-demon, but she does have wings.

Both characters are part of my current Forgotten Realms run, and both made appearances in my Baldur's Gate III runs. Technically, they are from different eras, so they would not interact, but for today, they are together.

Tieflings

For AD&D 1st ed, I am saying that Tieflings get +1 to Intelligence, +2 to Charisma as bonuses. For penatlties they get -1 to Wisdom and -1 to Constitution. Now, why a bonus for Charisma when they are clearly inhuman? This is Charisma as a force of personality. If I were using Comliness, then I'd have rules on that, but I don't use it. For psionics? Well, I am inclined to give them a -1 or -2% penalty to be honest. I see psionics as a human feature, and they are not human. I also allow tieflings to take one first level Magic-user spell for free. Typically, chill touch, darkness, magic missile, or burning hands. In the case of magic missile, it is always cast as if the tiefling were a 1st-level magic-user.

I am also toying with the idea that Tieflings get Diabolic or Demonic as a bonus language depending on their ancestry. 

Most of the other species distrust Tieflings, humans and half-orcs are neutral, and even other tieflings have a mild distrust. Tieflings only prefer other tieflings if they are from the same ancestry or bloodline. As for class restrictions, I am leaning towards tieflings not becoming paladins or rangers. but I have not made up my mind yet.

Amaranth is a witch, Moria is my playtest magus. I'll detail what that means later on.

Amaranth Lilis
Amaranth Lilis
6th level Tiefling (Demonic) Witch,

Secondary Skill: Performer (Dancer)

S: 9
I: 15
W: 15
D: 11
C: 12
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (Leather armor +2)
HP: 13
THAC0: 18

Weapon
Dagger 1d4/1d3
Staff 1d6

Familiar: Raven "Lucifer"

Spells 
First level: Darkness*, Bewitch I, Blindness, Glamour, Silver Tongue, Black Fire
Second level: Bewitch II, ESP, Invisibility, Hold Person
Third level: Abyssal Shield, Aura of Fire

Theme Song: Amaranth

Amaranth was a dancer in a pleasure house in Baldur's Gate on the Sword Coast. That is until she discovered her magic. Now she is a member of the West Haven Coven.

Moria character sheet
Moria
6th level Tiefling (Diabolic) Magus, Lawful Evil

Secondary Skill: Initiate

S: 14
I: 17
W: 12
D: 15
C: 13
Ch: 20

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 9 (No armor, Dex -1)
HP: 19
THAC0: 19

Weapon
Dagger 1d4/1d3

Familiar: Hell puppy "Mesphitofleas"

Spells
First level: Darkness*, Burning Hands, Magic Missile, Sleep
Second level: ESP, Ray of Enfeeblement
Third level: Fire Ball, Hold Person

Theme Song: Year Zero

Moria's concept is a very easy one. What if any of those demon-spawn babies born in the 1970s ("Rosemary's Baby", "It's Alive", "The Demon Seed", "The Omen") lived to adulthood. Even as a child she was a baby seed, now she is only going to get worse and I can't wait to see how that goes.


Character Creation Challenge



Thursday, October 30, 2025

Forgotten Realms: Heroes and Adventures in Faerûn

 Went to my Favorite Local Game Store yesterday. They were doing downtown business trick or treating, oh, and I picked up the new D&D 5.5 Forgotten Realms books.

Heroes and Adventures in Faerûn

I have actually been looking forward to getting these.  I'll save a long and detailed review for a later date when they come up in my regular explorations into the Realms. 

The Shadow of Baldur's Gate

If you were new to the Forgotten Realms and this was your first exposure, you would be excused in thinking that Karlach Cliffgate, the tiefling barbarian with a heart of gold (well, really a heart of infernal machinery), was the most important character in the Realms. 

And she is. Full Stop.

But seriously. Karlach is all over these two books. There is one picture of Elminster, maybe one or two of Drizzt, one of The Simbul, a few of the D&D cartoon kids, and a ton of Karlach, with some more of Shadowheart, Astarion, and even Enver Gortash. Even Duke Ravengard gets a couple more than his son Wyl, anyway.

Everybody Loves Karlach
Everybody Loves Karlach

Baldur's Gate, circa DR 1501

The Baldur's Gate III video game looms large here.

Honestly, this is a good thing.

The tone of the book is, "this is a big old world and there have been heroes before you, but now is your time to be the epic hero." This is exactly what they should do. Drizzt even is taking a lesser role so his daughter Briennelle can do more. And really, who better than Karlach to lead that charge?

Heroes of Faerûn

The Books and their Contents

The two books, Heroes of Faerûn and Adventures in Faerûn are what you expect. Full color, plenty of art and new rules. Both books have expansive indexes. 

I feel that these two books are the way D&D 5.5 (and this is really a continuation of D&D 5) should move forward with their Campaign settings.

Both books cover the lands and people. The Heroes of Faerûn book for Players is an overview of everything, the Adventures in Faerûn book for Dungeon Masters covers some areas in more detail. 

Again, just very briefly. The lands seem brighter (as one should now expect from D&D 5.5) but that should never mean "safe." There is less emphasis on "this type of monster is a threat" and more on "this faction is a threat." Which is honestly much better. And there are plenty of factions to keep good characters busy fighting and evil characters, well also fighting them or even joining their ranks.

Though there are still monsters. 

Monsters

Monsters

There are changes, and really, I am the *least* qualified person to find these given how "new" my Realms education is, but a couple stick out.

Baldur's Gate, as expected, has eclipsed Waterdeep as the "city of choice" in this era. I think "in game" I'll say the Baldur's Gate has had an in-rush of tourism. Everyone wants to catch a glimpse of "The Hero of the Gate" Karlach. 

The Moonshae Isles have gone from the quasi-Celtic meets quasi-Vikings to a combined people living in an area where the Feywild bleeds through. And I like that.  

The Heroes of Faerûn book has expansions to the subclasses, including a College of the Moon Bard and a Spellfire Sorcerer. I want to try out both. Lots of new backgrounds, lots of new feats. Not as many spells as I would have expected. Adventures in Faerûn has lots of 1-page encounters and mini-adventures. Enough to get anyone going. The first ones can be used anywhere, and then there are location-specific ones. 

Of course, some of this covers the same ground as previous books, and they encourage people to check out these other sources too.

Heroes and Advertures of Faerûn
Inside cover maps

Heroes and Advertures of Faerûn
Venger and Presto still at it all these years later

Heroes and Advertures of Faerûn


Heroes and Advertures of Faerûn
Enver Gortash from Baldur's Gate III

Heroes and Advertures of Faerûn
Hank is now a King

Heroes and Advertures of Faerûn

I'll dig into these books more in the future. I still to finish my 2nd Ed AD&D exploration of the Realms.

The Player's book comes with a nice map. It reminds me of the map that came with the 3rd Edition D&D book.

Map of Faerûn

on the backside is a Calendar of Harptos.

Calendar of Harptos

Magic Items

In my first pass these books fit well with my other Realms books and continue the saga of the Realms.

The Forgotten Realms

Of note. Ed Greenwood is not listed as a contributor in these volumes, but he is given a special thanks. Jeff Grubb is given a special thanks as well.

I am looking forward to delving deeper into these books. 

Thursday, September 25, 2025

Forgotten Realms Reviews: The Ruins of Myth Drannor (1993)

The Ruins of Myth Drannor (1993)
The Ruins of Myth Drannor is a 1993 boxed set for the Advanced Dungeons & Dragons 2nd edition role-playing game, immerses players in the perilous and ancient elven city of the Forgotten Realms. This supplement provides Dungeon Masters with the comprehensive tools needed to run epic adventures within the fabled, and now monster-infested, ruins.

It really isn't the Forgotten Realms' answer to Gondolin, but I am at a loss to come up with a better example.

Back in the early 90s, TSR was hitting its stride with big boxed sets for the Realms. The Ruins of Myth Drannor (1993) is a prime example, a sprawling campaign supplement that promised to take players deep into one of the most iconic fallen cities of D&D lore. Like a lot of the Realms material of this era, it’s packed to the brim, sometimes messy, always ambitious.

MY first encounter with this mythical Elven realm didn't come from this boxed set, but rather the Forgotten Realms novel Spellfire. I have been looking forward to checking it out on its own for some time, but the prices for it on eBay are all over the place. So, I am settling for the PDF and print-on-demand copies. 

The Ruins of Myth Drannor (2e)

1993. By Ed Greenwood. Artists: Erik Olson, Jeff Easley, Arnie Sweikel, and John Sattem

While I will refer to the "boxed set" here, since that is how it was originally published, I am working off of my Print on Demand version from DriveThruRPG.

The box itself comes with three books, a pile of maps, and the Monstrous Compendium monsters. The full “big box” treatment I have come to expect from 1990s Realms.

The Ruins of Myth Drannor Campaign Guide

The Ruins of Myth Drannor Campaign Guide

128 Pages. 

This book details the extensive history of Myth Drannor, from its zenith as the "City of Song" to its tragic downfall. It provides in-depth information on the various factions and creatures that now inhabit the ruins, offering a rich and dangerous environment for exploration. The materials include maps of the city and surrounding areas, new rules for the unique and fluctuating magical environment of Myth Drannor, and detailed descriptions of key locations within the ruins. Adventurers are warned that the city is a treacherous place, filled with deadly dangers and formidable monsters, making it a challenge even for the most experienced players.

Once a beacon of magic and civilization where elves, dwarves, gnomes, and humans coexisted in harmony, Myth Drannor fell to a great evil centuries ago, leaving it a despoiled and haunted place. The elves long guarded the ruins to contain the darkness within, but with their departure, the city's long-lost treasures and powerful magic are now a lure for adventurers from across the lands.

Of particular note here are the return of the Devils, aka Baatezu to the Realms. Myth Drannor is filled with them. But they are almost eclipsed by the Baelnorns and the Phaerimm. 

We also get some NPCs of note and a good collection of magic items. I am not 100% sure, but I think some of these have appeared in the pages of Dragon Magazine. Whether or not they did, it is always good to have them in their proper place here.

Myth Drannor Adventures
Myth Drannor Adventures

32 Pages.

One thing I’ve always appreciated about this set is that it doesn’t shy away from the scale. Myth Drannor isn’t just a dungeon crawl; it’s a blasted, cursed, haunted city where every corner hides a different threat. The designers clearly wanted this to be more than a string of rooms, it’s an entire sandbox of dangerous possibilities. There are magical zones, weird planar overlaps, and plenty of remnants of the elves’ glory days now twisted into something darker.

The adventures lean into that. You don’t just wander into a ruin and fight skeletons; you’re uncovering old elven magic, running into rival adventurers, and dealing with the ongoing fallout of Myth Drannor’s fall. For a 1993 product, it feels ahead of its time in terms of encouraging exploration and faction play.

Map Book

50 pages*

Ok this part of the PoD book likely differs a lot from the Boxed Set. I am assuming that the maps were done much like the maps of other Realms boxed sets with a guide book. Here they are all one big document. While the Realms maps art works of art in their own right, sometimes they work better on the walls than on the game table. These are easier to use at the table, but haver their own issues. I might need to print them all out and tape them all together. Less than ideal, of course, but beggars can't be choosers. 

Monstrous Compendium Monsters

This includes 18 new monsters to add to your Monstrous Compendium binders. That is if you don't mind the chaos the alphabetizing is already descending into. I detail that more below. 

Overall

Of course, it has its quirks. Like many TSR boxes from this era, the material can be overwhelming. There’s so much stuff that it’s easy to lose track, and unless you’re ready to put in the prep time, you’ll drown in details. 

Still, if you’re a Realms fan, The Ruins of Myth Drannor is a classic. It captures that sense of wonder and danger that defines the best Forgotten Realms material. It’s not just about elves and ruins; it’s about the weight of history pressing down on the present, and what happens when your adventurers dig too deep into stories that should have stayed buried.

Looking at it now, this set feels like a bridge between old-school mega-dungeons and the more narrative-driven campaigns that would come later. It’s very much a 2e product, but one that still has plenty of life for DMs willing to do the work. If you want your players to feel like they’re stepping into a legendary, doomed place, Myth Drannor delivers.

The Campaign guide is just fun reading to be honest. While I was looking forward to using this in my Realms game, it was also just a pleasure to read through.

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

That sense of danger and epic quests fits in perfectly with where my own characters are heading. Sinéad, Nida, Arnell, Jaromir, and Rhiannon have been journeying eastward, leaving the safety of Sword Coast and the Dales behind. For them, Myth Drannor is less a tourist stop and more a trial by fire. 

I read the material and thought about what these characters might be thinking as they pass through. While Sinéad is overtly the "star" of my little adventure, it was the other characters that began to shine through. 

Sinéad feels the pull of her people’s legacy in the ruins; Arnell feels the same pull but along with a loss he can't explain; Nida says she is going to treasure but really she worries about what old magic might do to the weave of the world; Jaromir is simply wary of walking into a place where so many great adventurers have already fallen. And Rhiannon, well, she can’t resist the thought of lost lore buried beneath the rubble. Her quest really starts here.

Nida, Arnell, and Rhiannon come out of this most changed. Honestly, Arnell leaves the group, such is the weight of loss he feels for this fallen elven empire. Sinéad's reaction is more tempered by her human side. Nida, who I know I am going to switch over to wizard soon, feels a loss as well, but for the magic.

By the end of this, Nida is an 8th-level Rogue and will Dual-Class into a wizard soon. Sinéad is 7th level in Bard and Wizard Multiclass. 

Looking back on the sheets I have for them (and it is lot surprisingly) I had both Nida and Sinéad be different types of Witches. I am not sure that applies to them anymore. At least not how I have been playing them of late. I think I will keep Nida as witch, using the Witch-kit from The Complete Wizard's Handbook (which was what I had planned for Sinéad) and then use the Rashemaar Witch kit for Rhiannon (planned initially for Nida).  What I wanted was to try out all the witch kits that 2nd ed had to offer. I might still try that in some way.

About the Print on Demand

I have enough Forgotten Realms boxed sets now to know what to expect, and to know what I am not getting here. The maps are part of the book rather than being printed separately, which honestly limits their utility. 

The books are bound together in alphabetical order, which is not a huge help as "Adventures" comes before "Campaign Guide." It is a little odd though. 

The Monstrous Compendium supplement, while perfectly usable here in the book format, also comes as a PDF for my printing pleasure. So much that I accidentally printed two copies. One copy went into my grow Forgotten Realms Monstrous Compendium and the second copy was divided between my Core Compendiums and my Ravenloft one. 

The Ruins of Myth Drannor Monstrous Compenium pages

Final Thoughts

What really strikes me, reading this set today, is how much mythic weight and age it gives to the Forgotten Realms. Myth Drannor is not just another dungeon stuffed with monsters and treasure; it’s a reminder that the Realms had centuries of triumph and tragedy before any adventuring party set foot in it. The magic items scattered across Faerûn don’t come from nowhere; they’re the legacy of civilizations like this one, built by the elves and then broken by hubris, war, and time.

I know from reading online Ed had a tight deadline for this, but I wonder how much it he already had planned or even written. The feel is he had Myth Drannor in some form in his head and maybe on paper already. The result only adds to the mythic feel in my mind.

For Sinéad, Nida, Arnell, Jaromir, and Rhiannon, the ruins are a crucible, but they’re also a history lesson. Every shattered tower and cursed bauble is proof that even the mightiest fall. And that’s what makes Myth Drannor so compelling: it’s both a playground for adventurers and a gravestone for a lost golden age.

Running or reading The Ruins of Myth Drannor reminds me why I have come to love the Realms in the first place. It’s a world with scars, where the past is constantly pushing against the present, and where the future is written by those bold (or foolish) enough to venture east into the ruins.