Showing posts with label Nida. Show all posts
Showing posts with label Nida. Show all posts

Thursday, March 7, 2024

Reviews: Cities of the Forgotten Realms

 I am going a little out of order today with my Forgotten Realms reviews. I still have one (or two) 1st Edition products to review, but I wanted to cluster these three together—all three, not my originally planned two—since I am opting to add in a PDF when my original plan was only to review items on my shelf. So, I am breaking all my rules in one post. It does tie into the mini-city adventure I did with them this weekend.

Forgotten Realms City books

Given some recent movie announcements, I could not help but popping in my well-worn soundtrack to "The Crow."  Every city in the 90s was dark and rainy. 

I also want to state that NONE of these products were what I once thought they were and I often mixed them up.

FR1 Waterdeep and the North
FR1 Waterdeep and the North

Design and Development: Ed Greenwood, Product Coordination: Jeff Grubb, Editing: Karen S. Martin, Cover Art: Keith Parkinson, Interior Art: Chris Miller. Maps: Frey Graphics and David Sutherland, Heraldic Escutcheons: David E. Martin, Typography: Kim Janke, Keylining: Stephanie Tabat.

1987. PDF, Full-color covers, and maps. 78 pages.

I am basing this review on the PDF from DriveThruRPG only. If I can find a good copy (game store auction tomorrow night!) then I will grab it. And this is one where the boxed set would be nice to have.

This is the first proper Forgotten Realm reference, with the Moonshaes the second

You might have noticed that I listed everyone involved with this product above. The Realms, in this iteration, has become a joint effort. Yes, Ed Greenwood is the father to this brain child of the Realms. He has suitably impressed me here and in the pages of Dragon Magazine. Ed's position here is solid and secure. But if "it takes a village," it takes much more for a city like Waterdeep.  Even *I* know about Waterdeep, I still call myself a novice here.

This book introduces us to Waterdeep, the "City of Splendors", and the surrounding countryside of "The North."

It is a good introduction really, starting with Chapter 1: An Introduction to the North. The surrounding lands are detailed. While I knew of some of these, this put them into better relationship with each other. For me? I like having a map open to see where I am while reading. There are no maps of this area in this product. Not a huge deal, really, since they are with the Forgotten Realms boxed set. But a small one might have been nice, at least of the area in question. Thankfully there are also plenty of good maps for this area online.

Chapter 2: An Introduction to the City of Waterdeep, takes us to the City of Splendors. We get some history, some names of important people, and (most importantly to me right now) the city's legal code. 

Chapter 3: The City Wards divides the city up into various wards. As a Chicagoan, this makes a lot of sense, and I am sure to anyone that has ever lived in a good-sized city, it will as well. I will point that while this is all about Waterdeep there is an assumption here that you can use this information to also build your own cities. Each ward has a name (Castle Ward, Sea Ward...) and various locales are mentioned. Some are just a name and what they are ("The Blue Jack," Tavern) so it leaves a lot of room to expand on what you can do with own Waterdeep. There are over 280 named locations, not counting the sewers, here.  There is a lot of life here and almost none of it is detailed. YES, I mean this as a GOOD thing. I don't want the names and detailed back stories of every magistrate down to beggar orphan here. I want room to discover and grow. Give me enough and then back off. 

Chapter 4: Life in the City. (Yes...Despite listening to the Crow Soundtrack, this is the song going through my head as I type this. Any resemblance between my Sinéad and Kate St John of Dream Academy is purely coincidental, I am sure.) Everything that makes a city work. Religion, money, goods and services. This is the life blood of any city and Waterdeep is livelier than most. There are notes about spending the winter in Waterdeep as well. The Forgotten Realms always says the quiet part out loud, and this is a world full of adventurers. To paraphrase the old saying, "All roads lead to Waterdeep." And while you are there, behave yourself. There is even a section on the going out at night, manners and dress. Now I want all my characters to go out an buy some nice part clothes for an after-hours party.

Chapter 5: The Guild and Factions of the City covers exactly that. Ever since Fritz Leiber (and of course WAY before) and Fafhrd and the Gray Mouser, FRPG Cities have had thousands of thieves' guilds, merchant's guilds, secret guilds, and, in a Forgotten Realms trademark, Adventuring Guilds. The guilds of Waterdeep are listed in three columns and then detailed in the next 7-8 pages. Again, there is the tacit notion here that you can lift these and use them in your own Forgotten Realms city. This becomes more implicit in future products.

Chapter 6: Noble Families of Waterdeep gives us some names and crests, the most "Greyhawk" like chapter so far.  

Chapter 7: Selected Non-Player Characters of Waterdeep covers some notable NPCs in greater detail. It would not be a Forgotten Realms product without some notable NPCs.

Next are adventure hook chapters.

Chapter 8: Beginning a Campaign in Waterdeep covers exactly that. And there are some great ideas here too for such a short chapter. Though to be honest if you get to this chapter and don't already have ideas then this one won't help you.

Chapter 9: Adventures in Waterdeep is the one chapter I wanted to read the most. Chapters 1-7 are great and full of ideas, but I want to discover this city as an adventurer, not as a scholar. Back when I lived in Southern Illinois, right before I moved to Chicago, I had a map of the city on my wall. I would go over that map for hours on end just fascinated by it. When I moved to the near West Side (just a notch north of Little Italy and west of the Loop) I was surprised for how little that prepared me for all of it. The City is a living place. Chicago is. New York is. And so should Waterdeep.

There are seven "mini" adventures here. I ended up using none of them!

After this (what would have been the inside covers), there are maps of the major wards and a large piecemeal map of the city for the next 10 pages. Yes, I could print them out, but I am holding out for now.

This is not the final nor most authoritative word on Waterdeep by any stretch. It is a start though and a good one. 

The next two products should have probably swapped names. 

City System

by Ed Greenwood and Jeff Grubb, Editing: Karen Boomgarden, Typography: Betty Elmore, Cover Art: Larry Elmore, Keylining: Stephanie Tabat, Cartography: Dennis Kauth and Frey Graphics.

1988. PDF and Print on Demand. Full color covers and maps. 

Again this one takes a lot of work from a lot of people. This book follows quickly on the heels of FR1 Waterdeep and the North.  It was a boxed set, but for this review I am considering my PDF and Print on Demand versions from DriveThruRPG.

There is some repeated information in this set from the Waterdeep set. For example the entire legal code on Page 7 of this product is the same to the one in FR1 Waterdeep and the North starting on page 18. I am not 100% sure if I mind this though. I mean in truth back in 1988 this might have bothered me, but now? Well, I have the PDFs I could print them out and put them into a big binder called "Waterdeep" and organize how I see fit. I might do that in fact.

This book is more like a tourist directory to Waterdeep. The laws are discussed, the buildings are numbered and given a name. The BIG attraction to this set are the maps (which are printed here and given as a separate ZIP file.) Well, the Larry Elmore cover is striking as all hell to be honest. 

If you like random tables then this is your book. Lots of tables on encounters, goods, items gained from pick-pocketing, and more. 

Ignoring the use of this as an independent product it makes for a great addition to FR1 Waterdeep and the North. The two together would be a perfect product really.  Looking ahead to my other Forgotten Realms books I see I don't actually have a giant map of Waterdeep. Should I rectify this?  The maps in this product are gorgeous, and it would be worth my time, effort, and money to get them combined and professionally printed. Or burn through my printer ink to do it on my own and mount them to some cardboard with Scotch tape. Depends on how much I end up playing here. If I don't, it certainly will not be for lack of options!

FR8 Cities of Mystery

by Jean Rabe. Art Larry Elmore (cover), Dennis Kauth (buildings), Christopher T. Miller (interior art).  Editing Kim Mohan. Product Manager Bruce Heard. 

1989. Boxed Set and PDF. 64 page book, 2 large 25mm compatible maps, 4 6-page card stock buildings.

This is a fascinating product, and there is a lot going on here. I am reviewing my boxed set for this. There is a PDF and a softcover Print on Demand from DriveThruRPG as well. 

What do I love about it? Well, for starters, that Larry Elmore cover is one of my favorite covers of all time. Really. I love how if looks and while the old adage is true, this cover made want to buy this product. When my old DM and I talked about our "Urban Survival Guide," this was the cover we thought about. 

Also it came out in the liminal time between 1st Ed and 2nd Ed with a note on the cover that is was compatible with both. That is not entirely true. It is broad enough to be compatible with ANY fantasy RPG that has a city. There are almost no game stats here save for the adventures at the end. 

In truth this product should have been called "City System" since that is what it is. This not about Waterdeep except in the most broad of terms. 

The first part is a 64-page book that covers all sorts of details on building your city. This includes details like where it is (and how that changes the city), how big is it, taxes, defences, the government. Everything that was laid out for you in the Waterdeep and the North and City System sets are now up to you to figure out. 

There is also a section how make Characters work in a city based adventure. Honestly that would have been the gold right there. 

The rules are put to use in Sauter, City by the Sea, and there are five mini-adventures to help the DM and Players along. Honestly I want to run the Maltese Roc based on the name alone.

If that were all then yes, this would be a fine product. Not great, but added to the Waterdeep and the North and City System books it would make a great trilogy of playing in the city (sounds like a Stevie Wonder album). But that is not all there is. 

There are two large double-sided maps for 25mm scale minis and four packages of 6-page cardstock building to build.

Cities of Mystery set

Since it is a boxed set, I am also keeping duplicates of old Dragon magazine articles about cities in it. 

This is from 1989. D&D would not get this mini-focused for another 11 years. And it all still works with any edition you care to play with it.  I read that this was going to be the first of some similar products to expand the cities even further. But honestly I am not surprised that there were not more. This looks like an expensive thing to make. 

Sinéad encountering two desperate thieves
Sinéad encounters two desperate thieves

For the PDFs you would need to print out the maps and buildings to build them. I would glue them to some cardstock or print them on cardstock if your printer can do that. The advantage of the PDF and this system? As long as you can print, you can have as many of these buildings as you need.

Looking at All Three City Sets

FR1 Waterdeep and the North, City System, and FR8 Cities of Mystery are all great for that late 80s feel of the Forgotten Realms AD&D.

While each product is good individually and does what it sets out to do, one of the others points out its minimal shortcomings. Combined, they work fantastically together. So well, it makes me wonder whether I even need to leave the city! 

Regardless of what city in the Realms becomes my home base (I am still partial to Baldur's Gate, but Waterdeep might win me over) I have the tools and the means to expand on it all.

Ill Met in Waterdeep

So, for my first foray into Waterdeep, the characters were all arrested. No "we met in a bar." It is "we met in jail." Sinéad, Arnell, and Rhiannon meet up with Nida (I wanted her introduction to be memorable), Jaromir, and Argyle. Who are these characters? Well, Nida, I have talked about already. Argylle is my experiment on having a character from another world end up in the Forgotten Realms. In this case a Dwarf from Rockhome, aka Mystara and the D&D B/X set. In his world his class and race is Dwarf. Here he is now a Dwarf Fighter, but I started him off as a BX Dwarf. My oldest loved that since he is playing an alternate game with his groups using D&D Basic. 

Ill met in Waterdeep

Jaromir is my first real barbarian character ever. I will full admit I am playing him like I played Minsc in Baldur's Gate 3. In the video game Minsc is a Ranger, but I always gave him levels in Barbarian. Jaromir is my Minsc stand-in. Big, dumb, blonde, but a heart of fucking gold. He is so very different than anything I have ever played before. Well...he is Rashemi (like Minsc) and he is on his Dajemma. But he set out without a witch (I have no idea why yet; I only recently learned about Dajemma), so he has decided that Rhiannon MUST be his witch. Which gets him fighting with Arnell, who turns into a wolf. Nida is there picking pockets in the ensuing chaos (gotta use those tables!) and the lot of them get thrown into jail.

Since I am moving ahead in time with my reviews I also opted to use the revised AD&D 1st Ed sheets here. Except for Argyll's he has a Basic Sheet.

I wanted to get a bit further than that, but this is where I am now. I know that the characters are bailed out by a minor magistrate named Eldrith Dunslaughter, a rather pompous and unpleasant human with designs of his own. I also know the characters need to work together to find a minor stolen item called the "Stargazer's Compass," which he claims was stolen from his own collection. I have my doubts it was his. (note: no idea if this is related to the MTG item of the same name. No one here plays.)

Find the compass, and their debt to society is paid. Fail? Well, there is always community service. 

Hope to learn more soon!

If you like cities and the Waterdeep in particular I highly recommend checking out Oneiropolis, the new Patreon site from game designer Joseph D. Carriker.  He was the one who helped me bring Garnet to life in Blue Rose, and now he is taking his skills to a wider audience. Well worth checking out.

Thursday, January 18, 2024

Character Creation Challenge: Nida for Wasted Lands

 I want to get some more Forgotten Realms this month, and this has me thinking about my *other* native Forgotten Realms character, Lady Nida. But maybe before she was a "Lady."

When I did stats for Nida a while back for AD&D 2nd Ed, I wanted her to be a combination of the witches that I didn't play back then: a Witch of Hala and a Witch of Rashemen. To be a witch of Hala, though, you have to start out in a non-spell-casting class. Fine! I wanted her to start out as a rogue/thief beforehand anyway, so that works. I also knew that Nida, along with Sinéad, were going to be part of a party of characters.  Playing Sinéad, though, in Baldur's Gate 3 changed some of my ideas about her.  So now some of these ideas that don't work as well for Sinéad are going over to Nida. 

Nida Sheets

I want to focus on her Rogue/Thief/Renegade side for this build in Wasted Lands. She has some magic already, which might be the reason Sinéad joins up with her band of adventurers, and also why Sinéad has part of her hair shaved off and wears a lot of black leather; she is emulating the friend she met when she first left home.  Maybe I'll even use a "Quantum Cat" version of Johan as the party's cleric. It would be a different version of course, but maybe the same as my Baldur's Gate 3 run.  Note: I DO have a Baldur's Gate 3 version of Nida as well, but I want to try out something different for her in another run, maybe.

But for now, her job is to be a bad influence on Sinéad. 

Nida
Nida

Class: Renegade
Level: 4
Species: Human
Alignment: Twilight
Background: Sorcerous (Grew up in Rashemen)

Abilities
Strength: 11 (+0) 
Agility: 16 (+2) A
Toughness: 16 (+2) 
Intelligence: 17 (+2) N
Wits: 13 (+1) 
Persona: 18 (+3) N

Fate Points: 1d6
Defense Value: 5
Vitality: 23
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+2/+0
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base) +2
Spell Attack: +0
Saves: +3 vs Death effects (Renegade), +2 to Persona saves (Sorcerous background)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3), Perception, Vital Strike x3, Read Languages, Stealth Skills

Stealth Skills
Open Locks: 30%
Bypass Traps: 25%
Sleight of Hand: 35%
Sneak: 30%

Heroic/Divine Touchstones 
1st Level: Arcane Power: Detect Thoughts
2nd Level: Luck Benefit 1d6

Sorcerous Background
Bonus Arcane Power: Precognition

Heroic (Divine) Archetype: Magic

Gear
Dagger, Leather Armor, thieves tools

Wasted Lands Renegades as AD&D Thieves

Nida here is not "Lady Nida" yet, but she is a good thief. In fact, the Wasted Lands Renegade stacks up well to the AD&D thief. Now, if I were in a min/maxing mood, I could have given her Sage and used the divine touchstones to improve her thief's skills. But that didn't ring true to who I think this character is. While she grew up in Rashemen, she is not a sage. She doesn't have spells just yet, but she will stop being a thief soon and switch over to being a Sorceress or Witch.

I'll come back to both Nida and Sinéad and whatever other characters I come up with for my Forgotten Realms exploration.

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

Character Creation Challenge

Tuesday, October 25, 2022

100 Days of Halloween: The Complete Wizard's Handbook (AD&D 2nd Edition)

The Complete Wizard's Handbook (AD&D 2nd Edition)
This week is all about D&D. Since I have been doing spooky things in general and witchy things in particular, this one *might* stretch this notion a bit. But this book does give us our first-ever official Witch class, er... kit for AD&D. So for that reason alone I should consider it.  But there are other reasons for me to consider this.

The Complete Wizard's Handbook (AD&D 2nd Edition)

PDF and softcover editions. Black & White interior art. 128 Pages.

For this review, I am considering the PDF on DriveThruRPG and my softcover book from 1990.

So a bit of background first. AD&D 2nd Edition came out in later 1989 and introduced the concept of Kits. These were roles that could be taken by a class. They are similar in many respects to the sub-classes or archetypes of D&D 5. You took a kit at the first level and that gave some powers, abilities, and restrictions. They quickly got bloated and dare I say, game-breaking (looking at you The Complete Bard's Handbook) but the early ones like this gave the game some great flavor, and others, like The Complete Psionics Handbook, extended the rules in interesting ways.

The Complete Wizard's Handbook is all about wizards, magic-users, and magic.

Ok class what spell is this?
Chapter 1: Schools of Magic

This is not a classroom-like school (though it can be) it discusses the 8 schools of magic codified by AD&D (that is still around today). In AD&D 2e you could have a "Specialist Mage" or someone dedicated to a particular school, they excel in casting spells from that school but can't cast spells from an opposing school.  The example in the Players Handbook is the Illusionist, a holdover from AD&D 1st Ed. Arguably the most popular would become the Necromancer. (more on that later).

Each school is detailed and the requirements for each are also given on top of the requirements for a Generalist Wizard. For example, a Conjurer must have some human blood (seems random) and Enchanters need a Charisma score of 16 or above (that makes sense).

Chapter 2: Creating New Schools

This covers the creation of new schools of magic that either augment or abandon the schools above. It is a great primer on how magic might work and how it could be learned. While the standard schools are not dropped here, they are reorganized. This chapter is also helpful for anyone wanting to rethink their wizards can do. If Original D&D gave us a magic-user that can do anything, this gives us multiple types of wizards that collectively can do it all and not always the same way.

Chapter 3: Wizard Kits

At only 20 some-odd pages this section feels larger. And it is also the focus of my attention today. There are 10 kits detailed here, each with requirements, preferred schools, barred schools and what they do. The kits are the Academician (scholar of magic), Amazon Sorcerers (what it says on the tin, but all the The Complete Class book had an Amazon kit), Anagakok (Wizards from primitive cultures), Militant Wizard (also what it sounds like), Mystic (in this case a sort of pacifist wizard), Patrician (a wizard of noble birth), Peasant Wizard (just the opposite), Savage Wizard (wizard from very remote areas), Witch (why we are here), and the Wu-Jen updated from the 1st Ed AD&D Oriental Adventures

I mentioned this was the first official witch in AD&D, this is true, but it is not the first official witch of D&D. That honor goes to the witch school for Magic-users in GAZ3 The Principalities of Glantri which predates this by 3 years.  The witch here is easily the most detailed of the all the kits along with the Wu-Jen.

The kit creation section was a well-used and abused feature of this book for me when working on other kits and subclasses.

Chapter 4: Role-Playing

This chapter covers all sort of role-playing advice and tips for wizard characters. Various personality types are covered here; the Altruist, the Brooder, the Mystery Man, the Showman., and more. There are also adventure ideas and plot hooks for wizard characters. 

Not the Scarlet Witch
Not the Scarlet Witch

Chapter 5: Combat and the Wizard

AD&D wizards at low levels are easy to kill, so combat tips are most welcome. This covers Defensive spells and Offensive spells and how to best use them. There is also a bit about the restricted weapons list of the wizard.

Chapter 6: Casting Spells in Unusual Conditions

Details what spells are effective where and more importantly which ones are not effective. This includes the mundane underwater and the more fantastic environments like the planes. Also various conditions on the spell caster like blindness, impaired hearing, and speech.

Chapter 7: Advanced Procedures

Covers level and spell advancement to 32nd level. Details on various spells and a bunch of materials on how illusions work in the game. Details on spell components, spell research, and magic item research and creation.

Chapter 8: New Spells

Pretty much what it says. 40 new spells for AD&D.

Chapter 9: Wizardly Lists

Various lists from 25 helpful familiars, to five unusual places for spell components, nine magic items that have not been invented yet, and more. There are maps, locations, and even 12 new magic items.

The utility of this book for AD&D 2nd can't be undersold. There is more here than just class information there is also information on the very lifeblood of most fantasy games; magic.  While the book is solid AD&D 2nd ed there is enough information here for players of any edition of D&D. 

I have mentioned in the past that the magic school and wizard training information makes a great complement to the magic school found in GAZ3 The Principalities of Glantri.  In fact most of my late 90s AD&D 2nd ed games revolved around this idea.  I even brought many of those ideas back to my short-lived D&D 4th Edition game.  And most recently have gone back to this book for my newest AD&D 2nd ed character Sinéad.

I am surprised about how much I can still get from this book.

And obviously, it was the model I followed when I did my very first witch book 23 years ago this week!

Wizards and Witches



The Other Side - 100 Days of Halloween

Tuesday, August 23, 2022

#RPGaDAY2022 Day 23 - What situation are they currently in?

Going off of yesterday's post here is what is happening. 

Phygor is "exploring the world." That is code for I don't know what I am doing yet.

Johan is still in the Demonweb with the other D&D 5 characters.

The OSE characters are all NPCs in the "War of the Witch Queens."

But let's talk about my AD&D Second Ed characters, Sinéad and Nida.  These characters are still rather new for me.  The stats I posted are not the ones I am playing. They are still both 1st level, and they are not in the same game. Well. At least for now.

We are trying out all different editions of D&D here and these will be my return to AD&D 2nd Ed AND my first real introduction to the Forgotten Realms.

Of the two I have only played Nida once. Sinéad is 1st level, but I have not taken her on any adventures yet.  Right now there is not a lot to tell them apart save that Sinéad is a half-elf and might be the daughter of my last AD&D 1st ed character.  Not sure about that one just yet. Though I do think I am getting a grasp on who they might be.

Nida
Nida, Witch of Rashemen

Sinéad
Sinéad, half-elf Bard/Wizard

The current situation right now is me needing to move them forward. 


RPGaDAY2022


Monday, August 22, 2022

#RPGaDAY2022 Day 22 - Who is your current character?

Johan VI
One thing I never quite understood was the assumption that anyone has just one character at a given time. I have dozens!  I might be playing them all, but they are there.  Here are some of my favorites.

D&D 5e

This is my current 5e character, Johan Werper the VI. He is a cleric/paladin. He is the great-great-great-great-grandson of my first ever D&D character Johan Werper, the Cleric.  Johan the First was followed by Johan the II (Paladin), Johan III (Cavalier), Johan IV (Cleric, Prestige Paladin 3e), Johan V (Paladin, multiclassed feat Cleric, 4e) and to the new generation.

It has been a real joy to have a multi-generational arc for my characters and great to play with this concept of the Lawful Good paladin across all generations of the D&D game.  Each has given me something slightly different and all have been a blast to play.

Some of my other characters for 5e that jump between PCs and NPCs are Tayrn Nix,  Half-elf Warlock (Fey Pact), Celeste Holmes, Human Wizard (Sage), Cassandra Killian, Human Sorcerer (Divne Soul), Jassic Winterhaven, Gnome Bard (College of Lore), Sasha, Cleric (Knowledge Domain), and Áedán Aamadu, Human Druid (Circle of the Land).

Old School Essentials

Some of my OSE include the druid couple Asabalom and Maryah and my Pagans Lars and Siân.  

AD&D 2nd Edition

I have two I have been working with. I was just telling my oldest last night I need to pull them out again and do more with them.  Both are AD&D 2nd Ed interpretations of a Witch, Goodwife Sinéad (Witch Kit) and Nida (witch of Hala/Witch of Rashemen kit)

DragonQuest

My character for this game is still Phygor

--

Of course, I do have to mention my iconic witch Larina, who gets stated up in every game I play.

Larina by Djinn



RPGaDAY2022


Wednesday, January 6, 2021

Character Creation Challenge: Advanced Dungeons & Dragons, 2nd Edition

Advanced Dungeons & Dragons, 2nd Edition came on the scene to much anticipation back in the Spring of 1989.  I was in college at the time but I still managed to get the books very close on release day.  The game was largely an update and cleanup of the AD&D 1st Ed rules.  Gygax had been gone from TSR for a while at this point and the rules lacked his "voice" but they were a significant improvement in many ways.  

But today no one talks about the 2nd ed rules as much as they talk about the settings.

The Game: Advanced Dungeons & Dragons, 2nd Edition

There is no doubt that the 2nd edition made many improvements to the AD&D ruleset. While Basic-era D&D moved on with the BECMI series, AD&D came here.  With the streamlined, but not simplified, rules in place TSR focused on what they believed to be their cash-cow, settings.  And to be fair the settings are what we all recall today.  There were also tons of splat books and eventually an update that was called AD&D 2.5 by some, but never by the company.  

This was also the edition that caved under the pressure of the religious right and bowdlerized demons and devils right out of the system.  It would not be till later with Planescape that we got them back in the forms of Tanarri and Batatezu. 

Since the Splats and Settings are so important to the identity of 2nd Edition it behooves me to mention a couple and my relationship with them. Not to mention the witch options they gave me.

The Complete Wizard's Handbook

Among 2nd Eds features were the "Kits" or archetypes you could apply to various classes to customize them.  Sadly like many splat books you see power creep in these. The Complete Bard's Handbook was one of the worst offenders along with the Elves book. But today is not the day to discuss those. Today I want to talk about the Witch Kit.

The Witch-kit appeared in the Complete Wizard's Handbook and was a mere 3 or so pages, but it was the first official witch class in AD&D.  She got powers every odd level and had a lot of role-playing potential.  This might seem more powerful than your average wizard, but at the time everyone was assumed to have a kit of some sort.

Ravenloft

My world of choice in the 2nd Ed era was Ravenloft.  The gothic horror tropes were too much of a lure to avoid. Interestingly enough it would not be until Spring of 2000 when Ravenloft would get their first witch class/kit and by this time they were owned by Wizards of the Coast.

This class/kit gave us the Witches of Hala, which is a kit that any non-magic using class could use, so only Fighter and Thief. But the witches did gain some spell abilities.  To differentiate between the two witches Van Richten's Monster Hunter's Compendium, Vol 3 calls the Complete Wizard Witch Kit the "Sorcerous Witch." To further distinguish them I took to calling the Witches of Hala "Hedge Witches."

Forgotten Realms

During the 2nd Edition years, Forgotten Realms was the undisputed King of the Campaign Worlds.  I largely ignored it.  I have made up for lost time since then and been spending more time in the Realms, but that is another post.  I did however know all about the Witches of Rashemen and Spellbound was one of the first Realms products I ever bought. This setting also uses the wizard kit and the Witches of Rasemaar kit.


Due to the amount of material I have here I am also going to do two characters.

The Character: Sinéad

Following my Celtic-influenced witches, I give you Sinéad.  Of course, she is named for Sinéad O'Connor whose album "The Lion and the Cobra" pretty much changed everything for me in 1988/1989.  

Sinéad is built using the Witch Kit from the Complete Wizard's Handbook. Now the witch kit says they can't be multi-classed, but the concept I want to try is. So I am going to do it anyway, but not choose a kit for the Bard class.  Some of the restrictions on this kit feel the same as the removal of the demons and devils; giving the players in-game reasons not to use it.

Sinéad is not a character I played back then, but this build is pretty close to what I would have created back in 1989 while living in Room 109 of the Wright I Hall Dorms.

Sinéad
Goodwife Sinéad
(Goodwife is how you address a witch whose marital status is unknown)
Half-elf 7th level Wizard (Witch Kit)/7th level Bard
Chaotic Good

STR: 12
DEX: 16
CON: 15
INT: 17
WIS: 14
CHA: 16

AC: 1 (Bracers of Defence)
HP: 50
THAC0 (Base): 17

Saving Throws
Paralyzation, Poison, Death: 12
Rod, Staff, Wand: 9
Petrification, Polymorph: 11
Breath Weapon: 13
Spells: 10

Weapons
Dagger

Proficiencies/Skills/Languages
Herbalism, Spellcasting, Artistic Abilities (Singing)
Climb Walls (30%), Detect Noise (40%), Pick Pockets (25%), Read Languages (90%)

Special Abilities
Half-elf: Resist Sleep (30%)
Bard: Spells, knowledge
Witch: Read Magic, Detect Magic, Secure Familiar (3rd), Brew Calmative (5th), Brew Poison (7th)

Spells
Bard: (1st) Light, Faerie Fire, Protection from Evil (2nd) Charm Person, Hold Person (3rd) Dispel Magic
Wizard (Witch): (1st) Audible Glammer, Magic Missile, Shocking Grasp, Identity (2nd) Continual Light, Spectral Hand, Ray of Enfeeblement (3rd) Lightning bolt, Fly (4th) Dimension Door

The Character: Nida

Nida is a character I have been playing around with for my War of the Witch Queens.  She is supposed to represent the "other" witches of 2nd Ed, the ones I didn't use but the ones everyone else did. That is the Witches of Hala and the Witches of Rashemen.  She is not a starting character because I need her to have some history.

Nida was a Rashmi girl born to poor parents.  She was playing when she was taken into the Mists and found herself in the lands of Ravenloft.  She became a thief to survive the world on her own until she tried to pick the pockets of a Witch of Hala. For the next ten years she trained with this witch and learned the secrets of Hala and her magic. One night she was hunting a particularly nasty Annis Hag when she found herself back in her homeland of Rashemen.  Unable to return, she tried to pick up her life before she left only to discover her family had long since died.  She began training as a Wychlaran, or a Witch of Rashemen.  Like the witches of her homeland she adopted a mask and changed her name to "Nida" which means "voice."

Note: Since Nida is a dual classed character, a Thief/Mage, there is no reason to assume she can't be a Thief (Witch of Hala) / Mage (Witch of Rashemen) even though the Witch of Hala can't be taken by a spellcaster (she is a thief at the time) and the Witch of Rashemen has to be a spellcaster (she is a mage at the time).

Nida
Lady Nida
Human 4th level Thief (Witch of Hala Kit) / 9th level Wizard (Witch of Rashemen kit)
Chaotic Neutral*
(Witches in Ravenloft can't be chaotic, but this is the character concept I have.)

STR: 11
DEX: 16
CON: 16
INT: 17
WIS: 13
CHA: 18

AC: 1 (Bracers of Defence)
HP: 48
THAC0 (Base): 18

Saving Throws
Paralyzation, Poison, Death: 13
Rod, Staff, Wand: 9
Petrification, Polymorph: 11
Breath Weapon: 13
Spells: 10

Weapons
Dagger

Proficiencies/Skills/Languages
Herbalism, Spellcasting, Artistic Abilities, Ancient History
Pick Pockets (35%) Open Locks (35%), Climb Walls (30%), Detect Noise (40%), Read Languages (90%)

Special Abilities
Witch of Hala: Spells, knowledge
Witch of Rashemen: Read Magic, Detect Magic, Secure Familiar (3rd), Brew Calmative (5th), Brew Poison (7th)

Spells
Witch of Hala: (1st) Combine, Reveal the Weave, Luck (2nd) Arcane Insights, Master Coven Magic (3rd) Water Walk
Wizard (Witch of Rahemen): (1st) Circle, Alarm, Magic Missile, Shocking Grasp (2nd) Dazzle, Protection from Poison, Blindness, Tasha's Uncontrollable Hideous Laughter (3rd) Firelance, Lightning bolt, Suggestion (4th) Negate Magic Weapon, Magic Mirror (5th) Teleport

I like these builds. I certainly want to use Nida somewhere.  Maybe see what she is like with another system. Both are 14th level and have a similar range of abilities.

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.