Showing posts with label Witchcraft Wednesday. Show all posts
Showing posts with label Witchcraft Wednesday. Show all posts

Wednesday, September 11, 2024

Witchy Wednesday: Richard Pace's Coven

 A really fun one today. Came in a little late for my "Mail Call Tuesday" post, so instead I celebrate it on day we have in common, a witchy Wednesday.

COVEN: A Book of 100 Witches

The book features Richard Pace's art of 100 witches he did for Witchtober 2022 and 2023 and all the Witchy Wednesdays he did for 2023.

I can't really show you all the art he has here, but it is great and I love all his smiling witches.

COVEN: A Book of 100 Witches

The art is all in Black & white, but only seems to enhance the witchy, and October, feel of the collection.

You can find Richard online and more about his Coven book, with some sample art.  I am really pleased to have this!

Links




Wednesday, August 14, 2024

#RPGaDay2024 Compelling Characters

What makes for a Compelling character? What makes one for me and say not for you?

I'll talk about an NPC on the 22nd, so today I'll feature PCs.  As it turns out, I also just got some new art for a couple of my PCs Sinéad and Larina from artist Mondhut.

Sinéad
Sinéad Moonshadow

Larina
Larina Nix

I should think that these two don't really need introductions at this point. But briefly, Larina is my witch character I stat up in every game I play to see if I can make a witch in that game.  Sinéad is a sorcerer/bard that I am currently using in my exploration of the Forgotten Realms. Sinéad was also the character I used when I did my "perfect" run of Baldur's Gate.

What I had not realized until I started this post is that at no point in my histories of these character have they ever met.

Larina has had dealings with all my major characters over the years, being a near immortal witch will do that. Sinéad has interacted with Taryn, Larina's daughter, quite a bit. In fact when Sinéad was trapped in the Feywild she and Taryn met and decided that they must be sisters (both are half-elves). 

But Sinéad and Larina have never actually met.

They are compelling, to me, because I keep finding ways to use them. I also have my Johan character and he is every bit as compelling, but he is 100% a PC, so a lot of what happens to him (all the Johans) is largely due to the game he is in at the time. Larina and Sinéad bonuce a lot now as PCs, NPCs, and GMPCs. 

Check out Mondhut's Instagram if you can.

--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024




Wednesday, July 10, 2024

Larina Nix and Malcear for Quest of the Ancients

 The other night my oldest son Liam and I were going to continue our AD&D 2nd Ed game in the Forgotten Realms. I got to talking about about some of the NPCs of the Realms and mentioned the strangest one I knew was Raven of Raven's Bluff.  Which got me on the topic of Quest of the Ancients in general and what a Fantasy Heartbreaker was. He asked if I had stated up Larina for it already, and too my utter shock I saw I had not.

Instead of playing some AD&D 2nd Ed, we rolled up characters for Quest of the Ancients. I built Larina and he did his human/demon-hybrid assassin Malcear. 

Quest of the Ancients


I do want to extend my public thanks to Vince Garcia. I told my wife there was a game developer out there who was as obsessed with witches and Stevie Nicks as me, and she didn't believe it.

Larina Nix
Larina Nix
13th level Human Witch
Female

Armor rating: 0 / 0
Tactical move: 10'
Stamina points: 36
Body points: 10

Stats
St 9 (Dmg. +0, L/N/H/VH Load 18/45/63/90, Max lift 180)
Ag 12 (AR att +0)
Cn 12 (Rest 7, Stamina/Body recovery 1/1)
IQ 20 (memorization time 1)
Ch 19 (Reaction +15%)
Ap 18
Lk 7

Attack 1
Combat phase: 4
Dmg: 1D4+1 (dagger) or by spell
Ethics: I
Size: 5'4", 125#

Witch Abilities
A: Create Focus (wand)
B: Additional Combat Skill Slot (2 for 4 total)
C: Create Potions and Elixirs
D: Form Coven

Skills (200 pts)
Language: 50 (read/write 10)
Courtliness: 15%
Danger Sense: 4%
Herbalism: 60%
Music: 10%
Nature Lore: 10%

Spells

Rank 1: Beguile, Control Fire, Disenchantment, Evil Eye, Magic Dart, Read Magic Script, Skull of Flame, Slumber, Trick, Whisper, Witch Warrior
Rank 2: Cure Wounds, Enchant Bracers, Fire Darts, Jack-o-lantern, Moon Sigils, Witch Wand, Witch Wind
Rank 3: Babble, Charm, Charm, Electric Arc, Energy Blast, Hand of Glory, Sheet Lightning, Starburst, Witch Mark
Rank 4: Bat Swarm, Death's Eye, Hex, Shooting Stars, Time Vision, Witch's Eye
Rank 5: Candle Magic, Cauldron of Magic, Moon Web, Witchfire
Rank 6: Aura of Fear, Enflame, Pentagram of Protection, Starfire
Rank 7: Ethereal Whirlwind, Witch Ward


Malcear
1st level Human (demonic) Assassin
Male

Armor rating: 1 / 1
Tactical move: 10'
Stamina points: 36
Body points: 10

Stats
St 17 (Dmg. +1, L/N/H/VH Load 34/85/119/170, Max lift 340)
Ag 20 (AR att -5)
Cn 15 (Rest 6, Stamina/Body recovery 1/1)
IQ 15 
Ch 12 (Reaction +0%)
Ap 13
Lk 10

Attack 1
Combat phase: 1
Dmg: 1D6+1 x (short sword) 
Ethics: I
Size: 5'8", 175#

Assassin Abilities
Disguise: 40%
Information Gathering: 37%
Stealth: 45%
Climb: 67%
Concealment: 40%
Detrap: 40%
Lock Pick: 40%

Skills (150 pts)
Blindsight: 30 pts
Danger Sense: 24%

Larina and Malcear in Islay

--

Ok. Not bad. The system was not really enough to keep Liam's attention, so we did not try to play it. I am thinking I have extracted pretty much everything out of this game I can get. I think this one is moving to the lower shelves now.

Unlike some other games I have tried out over the last couple of years, I do not recommend this one as a D&D 5 replacement. 

Wednesday, May 1, 2024

The Enchanted World: The Secret Arts

The Enchanted World: The Secret Arts
 I was going to do this one last night, but since my A to Z was still going strong I thought today would be better. Plus, it helps me transition from last month's topic.

Magic is discussed a lot in the Enchanted World series and 1987's The Secret Arts is no different. Maybe because it is one of the last (second to last, really) entries, it does feel a little different.

The Secret Arts 

by Editors of Time-LIFE Books, 1987 (144 pages)
ISBN 0809452855, 0809452863  (US Editions)

Unlike the previous editions, this one is divided into seven chapters, each dedicated to a type of magical practice. 

Chapter One: The Power of the Word 

Magic scrolls, books and words are the tools of trade of these magic-users. We start with the papyri of Ancient Egypt, dedicated to the God Thoth the inventor of writing. We read tales of the mage Nefrekeptah and the lengths he went to gain the Book of Thoth. Even creating souless, deathless makins to travel under the Nile to dig up the vault where the book was held. Though all his efforts only lead to his ruin. In this early tale of magic, we learn there are "things man was not meant to know."

Chapter One: The Power of the Word

Our journey takes us to Renaissance Europe to Heinrich Cornelius Agrippa von Nettesheim, better known more simply as Agrippa. His challenges were no less than Nefrekeptah's and the secrets he sought were too dangerous for him to take on other students. These tales are repeated throughout history as more would be mages sought out more powerful magic words.

Chapter Two: Decoding Destiny 

This chapter covers divination is all it varied means. Casting lots, shapes in smoke, palmistry, the entrails of animals, and the drug or poison-induced trances of oracles. One thing these all have in common, is the future was truly unknown and unknowable. 

Chapter Two: Decoding Destiny

We get into a bit of history about the Tarot and various "magic squares" where magic gives way to math. Which is pretty close to real magic. This leads us to the Number 13 and all its magical conontations. 

Chapter Three: Arcane Harmonies 

In the first book, Wizards and Witches,  we are introduced to the power wizard and singer Väinämöinen. He returns for this chapter on the magic of music. We see how old Väinämöinen makes his magical harp from the jaw bone of a giant pike. 

Chapter Three: Arcane Harmonies

We see magic in other instruments, like the pipes of Pan and all sorts of harps. The lute of Celtic magicians/musicians. And we hear again about the violin-playing prowess of the Devil himself. Even the horns of ancient armies and the bells of churches are considered to be a type of magic. Each being used to ward off evil. Bells were used quite a bit, from the church bells to even small bells that were used to by the superstitious to ward off evil spirits, demons and faeries. 

Chapter Four: The Witch's Kitchen 

No mighty armies. No ancient wise wizards. This is the simple homespun magic of the Kitchen Witch. The symbolism of the witch over cauldron is almost as common as the witch on her broom. But not just witches stirred the cauldron, this is an image that goes back to Celtic myth and even before. What sorts of brew come out of those cauldrons? I suppose this is often why the ancient words for "Witch" and "Poisoner" were often confused. However, some of those potions did have a magic of sorts. 

Chapter Four: The Witch's Kitchen

It is often believed that many of the balms, potions, poultices, and ointments had a mild (or strong in some cases) psychotropic effect. Could images of faeries, demons, ghosts and the like be more akin to an LSD trip? Seems likely. 

Chapter Five: Lapidary Lore 

The power of stones and crystals is so pervasive that even Dr. Jung talked about it as a universal symbol. Stones harder than diamonds, metals with associations to the various heavenly bodies, and healing stones were common everywhere. Not to mention all the attention given by alchemists to transmute a base metal to gold, considered to be pure and nearly divine. This transmutation was symbolic, if it could be done then the transmutation of our "base metal" to something "divine" could also be achieved. 

Chapter Five: Lapidary Lore


Chapter Six: Mirrors and Metals 

Continuing the themes of metals, this one deals more with reflective surfaces. Though there is a good bit on how swords could, via the metal worked by the blacksmith, take on personalities of their own.

Chapter Six: Mirrors and Metals

Chapter Seven: A Magician's Arsenal 

Less weapons, and more tools of the trade. Books, herbs, and stones have been mentioned already. This includes how magic wands are made, or divining rods, or fetishes. Magical staffs held by kings and wizards alike are mentioned.

Chapter Seven: A Magician's Arsenal

This one has a lot going on in it. There is a feel of "this is the end of the series and we have all this stuff left over" but it is still fun read. I enjoyed the bit on magical swords gaining personality and had never really thought about where that idea came from in myths. 

Next time: We celebrate My Mom for Mother's Day and what she has contributed to my blog!

Wednesday, February 21, 2024

Witchcraft Wednesday: New Witch Sheet

 I am not exactly sure why I didn't do this one already.

Witch Character Sheet

I was working on something else and needed an AD&D (Dragon #114) witch for it.  It then dawned on me that I didn't have a proper AD&D character sheet for a witch.  Well. I fixed that today.

Witch Character Sheet

I edited an existing PDF and ran some off on my printer. Proper Goldenrod, of course, but also salmon and blue since they came in those colors as well (NPC and permanent character records, respectively) and, because I can, some in purple. All my important witches have sheets in purple!

They are not perfect by any means. Just a quick edit job in Affinity Publisher, but I really like them. 

Wednesday, January 31, 2024

Character Creation Challenge: Aradia for Wasted Lands

 All month long, I have been giving you D&D characters of various editions I have converted over to the O.G.R.E.S.-powered Wasted Lands. Today, I am really putting my money where my mouth is and creating a new Witch Queen character native to the Wasted Lands' Dreaming Age. 

So I have presented several Witch Queens for my War of the Witch Queens campaign. The conceit is that every D&D-like world has a Witch Queen. I have presented several here and even converted a couple to Wasted Lands. But today's Queen began in the Wasted Lands and rose to power here. Will she be remembered later on? Obtain some level of divinity? Likely. The Witch Queen I am giving you today is Aradia, Queen of the Witches.

Aradia, Queen of Witches

Aradia is an interesting figure. "Aradia, or the Gospel of the Witches," was a book by American folklorist Charles Godfrey Leland. It makes the claim that Aradia was a historical figure from pagan Tuscany.  It is a similar idea that Margaret Murray's "The Witch-cult in Western Europe" would later adapt and adopt.

As fun as these ideas are, they don't hold up to the most basic academic scrutiny. Still, I like using them in my games, especially NIGHT SHIFT.  

Aradia is also great for Wasted Lands. 

Aradia, Queen of Witches

Aradia is described as the Daughter of the Roman Diana, who has many differences from her Greek counterpart, Artemis. Her father is Lucifer, who is described as a "Sun God" and is either Diana's son or brother. She seduces him and gives birth to their daughter, Aradia. In Leland's book, it is Diana, who is the Queen of Witches, and Aradia, who is akin to a witch Messiah. 

If we return to the Wasted Lands, Diana can be a Warrior/Sorceress from Minoa, and Lucifer would be a Warrior from Ashurii. Aradia learned her magic from mystics in Athenea and learned masters from Atlantis and Mu. She learned folk magic and the secret languages of plants and trees. She has traveled the world, learning magical practices. Her purpose is/was to spread beneficial magic, un-tainted by the Old Ones, to humanity. 

Aradia, then in the Wasted Lands, is the source of Witchcraft. 

Aradia, Queen of Witches
Aradia, Queen of Witches

Class: Sorceress (Witch)
Level: 20
Species: Human
Alignment: Twilight Good
Background: Sorcerous

Abilities
Strength: 10 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 17 (+2) N
Wits: 18 (+3) N 
Persona: 20 (+4) A

Fate Points: 1d12
Defense Value: 4
Vitality: 114
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+3/+2
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +5
Saves: +7 to Spells and Magical effects (Sorcerer), +2 to Wits saves (Sorcerous Background)

Sorcerous Background
Enhanced Sorcery +10%, Mystical Senses, Bonus Arcane Power: Precognition

Sorceress Abilities
Arcana, Arcane Powers (7): Empathy, Enhanced Senses, Beguile, Detect Thoughts, Teleknesis, Telepathic Transmission, Astral Projection

Sorceress Spells
First Level: Armor of Earth, Bless, Command, Glamour, Predict Weather, Sleep
Second Level: Animal Summoning, Conjure Flame, Invisibility, Lesser Renewal, Subtle Influence
Third Level: Clairvoyance, Cure Disease, Curse, Fly, Speaking Corpse
Fourth Level: Befuddlement, Conjure Fire, Plant Speech, Metamorphosis, Plant Speech
Fifth Level: Banishment, Cornucopia, Restore Life, Shadow Armor
Sixth Level: Dispel Evil, Evoke Weather, Invisible Servant, Reincarnation
Seventh Level: Ball of Sunshine, Call the Restless Soul, Wave of Mutilation, Widdershins Dance
Eighth Level: Mind Shield, Prophesy, Wail of the Banshee
Ninth Level: Breath of the Goddess, Feedback Barrier, Sleeping Village

Heroic/Divine Touchstones 
1st Level: Plus 10% to Spell Casting
2nd Level: Additional Spell: Damage Undead
3rd Level: Familiar: Raven
4th Level: Magical Recovery
5th Level: Grant Spellcasting
6th Level: Immunity to Spells/Magic
7th Level: Cult
*7th Level: Cease to Age
8th Level: Bestow Blessing
9th Level: Heal Corruption

Heroic (Divine) Archetype: Magic

Gear
Staff, Dagger

Aradia in the Wasted Lands

This is the start of Aradia she was the first mortal witch, and her actions are the beginnings of witchcraft in the world. She will be remembered after the Dreaming Age end, and the Age of Humans begin. Later, scholars will claim to know of her, but those memories are something deeper and much older.

Aradia in NIGHT SHIFT

This is the Aradia that Leland wrote about and the one Murry wished was true. She is still a force in the modern world, especially when it comes to witches, whom she sees as her progeny. 

Aradia in Thirteen Parsecs

Will Aradia make it beyond the Earth and out into the Solar Frontier? Who is to say, but the Sisters of the Aquarian Order would argue that she is still a force to be reckoned with in their lives.

Aradia in Dungeons & Dragons

In my OSR/BX/D&D games she would be a Classical Witch, but she would also be a Witch Queen Patron to various Warlocks. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Wednesday, January 24, 2024

Character Creation Challenge: Darlessa for Wasted Lands

I meant to do this character earlier and kinda forgot. Well, today is the day I fix that. When it comes right down to it, no character really represents my shift from D&D to Wasted Lands quite as well as Darlessa the Vampire Queen.

Of course, everyone here knows Darlessa. She has been featured here many times and I already did her witch stats for Swords & Wizardry and her vampire stats for Basic-era D&D. She is also the central antagonist of my Dungeon23 Tomb of the Vampire Queen. She is responsible for the death of my first character, Johan, and ultimately, the cause for him to be elevated to a Saint. She even has (or had) her own Dark Domain, Arevenir.

Darlessa the Vampire Queen character sheets

I am using the Night Companion again for her so I can get the rules for making her a vampire. She has always been a witch, but a good case could be made for her to be a Spirit Rider, too. Maybe I'll give her a level in that later on, but today, I wanted to compare apples to apples: my OSR witches vs a NIGHT SHIFT witch.

Darlessa the Vampire Queen
Darlessa, the Vampire Queen

Class: Witch (Persona)
Level: 13
Species: Human Vampire
Alignment: Dark Evil
Background: Sorcerous

Abilities
Strength: 18 (+3) (+2 from Vampire)
Agility: 18 (+3) (+2 from Vampire)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d10
Defense Value: -5
Vitality: 75
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) +2 (touchstones) 
Ranged Bonus: +2 (base) +1 (touchstones)
Spell Attack: +7 (witch) +1 (touchstones)
Saves: +7 to Spells and Magical effects (Sorcerer & Scholar), +3 to Wits (vampire) +1 to All (touchstones)

Witch Abilities
Arcana, Arcane Powers (5): Succubus (6d6), Shadow Walking, Telekinesis, Beguile, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Black Flames, Chill Ray, Glamour, Object Reading, Armor of Earth
Second Level: Conjure Flame, ESP, Invoke Fear, See Invisible
Third Level: Clairvoyance, Create Zombies & Skeletons, Curse, Fly
Fourth Level: All-Seeing Invisible Eye, Black Tentacles, Improved Invisibility, Kiss of the Succubus
Fifth Level: Commune with Deeper Dark, Create Undead, Shadow Armor
Sixth Level: Instant Death, Zone of Death
Seventh Level: Wave of Mutilation

Heroic/Divine Touchstones 
1st Level: Additional Spell: Armor of Earth
2nd Level: +1 to Melee attacks
3rd Level: Spirit Guide: Undead Raven, "Lucifer"
4th Level: Favored Enemy: Lawful (Light) Good Clerics
5th Level: +1 to all attack rolls, defense rolls, spells, and saves
6th Level: Glamour at Will

Heroic (Divine) Archetype: Power

Gear
Dagger

Wasted Lands Vampires

Ok! This Darlessa is much more powerful than previous versions. This is due largely to proper rules on how to make a character a vampire and how that adds to the character's power. But also Witches in NIGHT SHIFT and the Wasted Lands are a bit more powerful. Lets not forget those divine/heroic touchstones. Those add a LOT of power to the character. This is a version of Darlessa that should properly terrify a group of characters. 

Vampires in the Wasted Lands are also more akin to Akivasha of Robert E. Howard's tale The Hour of the Dragon than they are of Stoker's Dracula. Indeed, Darlessa is cut from the same cloth as Akivasha. Well same cloth, but dyed in the same dyes as various Hammer Horror vampires. 

But in native Wasted Lands, the world envisioned by Elf Lair Games' Jason Vey, vampires are more dangerous and closely tied to the powers of the Deeper Dark. This works fine for me since I have always seen Darlessa as shedding bits of her soul for power to whatever demon would grant it to her. Now, for a pure Wasted Lands game and for the publication of the Tomb of the Vampire Queen, I might go with a different name and slightly changed background. But it will be Darlessa all the same really. 

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

Character Creation Challenge

Wednesday, January 17, 2024

Character Creation Challenge: Kersy the Sea Witch for Wasted Lands

 Both the Wasted Lands and the "I" of D&D BECMI offer paths to godhood and/or immortality.  While the Immortal rules have some, well, issues they are still a fascinating glimpse into one possible end game for D&D characters.

The path to immortality is better defined in the pages of the Wasted Lands, but no less complicated for the character (the player has an easier time understanding). Indeed, there are very, very few characters that can make it to immortality. One of my own immortal characters, Johan I, got his forever-ever-after as a Saint. 

But I do have another immortal character, one that "went through the hoops" in BECMI to get there. Granted, not a Player Character but rather an NPC.  The Witch Kersy.

Kersy's character sheets

When my characters meet Kersy for the first (and likely last) time she is already an Immortal. She is from the adventure, M1 Into the Maelstrom, so I guess that makes her Bruce Heard's character, but even he admits she is just a thinly veiled version of Circe. That's where I come in. 

Kersy's Background

In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th-level magic User, and she is the ruler of the Island of Turkeys.  If you think she sounds a lot like Circe and her Island of Pigs, then you are correct.  But.  Doing some deeper research into Kersy gives me a stranger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of the would-be immortal Koryis's own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy.

At least, that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.

She is also described as having "milky-white skin" (boring!), but I have been looking for an excuse to use Vanessa Williams as a witch since 1997. 

Back in 2020 I got her stated up as a 31st level Witch, just on the cusp of her own immortality.

Today I am going to try her out as a starting witch with Immortality very, very far away. Now, in canon Kersy likely started out "life" as a 31st level witch or whatever it was that Koryis was. But here I recast her as a lower level witch and working her way back up to power. She has no idea who or what she is save she is drawn to the sea and to Koryis, whom she both hates and loves. 

Once again, I can only see a young Vanessa Williams as Kersy. Halle Bailey (from the live-action Little Mermaid) would also be great.

Kersey, the Sea Witch
Kersy, the Sea Witch

Class: Sorceress (Witch)
Level: 14
Species: Human
Alignment: Twilight
Background: Sorcerous

Abilities
Strength: 12 (+0) 
Agility: 16 (+2) 
Toughness: 14 (+1) 
Intelligence: 18 (+3) N
Wits: 17 (+2) N
Persona: 18 (+3) A

Fate Points: 1d10
Defense Value: 1
Vitality: 60
Degeneracy: 1
Corruption: 1

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +7
Saves: +7 (+8) to Spells and Magical effects (Sorcerer), +1 to all saves

Sorcerers Abilities
Arcana, Arcane Powers (5): Beguile, Detect Thoughts, Enhanced Senses, Pre-Cognition, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Beast Speech, Command, Predict Weather, Sleep
Second Level: Beguile Person, ESP, Invoke Fear, Paralyze Person
Third Level: Breathe Water, Cure Disease, Curse, Dispel Magic
Fourth Level: Befuddlement, Control Temperature, Illusory Landscape, Metamorphose Other
Fifth Level: Comand Winds, Dominate Other, Summon Elemental
Sixth Level: Evoke Weather, Invisible Servant, Part the Seas
Seventh Level: Mass Metamorphosis, Widdershins Dance

Heroic/Divine Touchstones 
1st Level: 1st Level Spell: Glamour
2nd Level: Control Water, Minor
3rd Level: Mode of Movement: Water Walk
4th Level: Magical Recovery
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Spell damage
7th Level: Increased Glamour

Heroic (Divine) Archetype: Magic, Witchcraft

Gear
Wand, Bracers of Defence

Wasted Lands as D&D BECMI

If I were to ever run a pure BECMI game again, I would use Wasted Lands as part of it. Much like Hyperborea yesterday, BECMI and Wasted Lands feel right together.

Kersy, here in this version, makes for a great Sea Witch and growing in her power on her track to immortality. For these reasons I gave her a Heroic/Divine touchstone every other level. 

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

Character Creation Challenge

Wednesday, October 25, 2023

Review: The Last Sabbath RPG

The Last Sabbath RPG
 It's Halloween, and of course, I am always looking to add more spooky games to my collection. If they are witch-themed, then all the better.  Today, I am reviewing the Last Sabbath RPG.  I featured the Kickstarter last year and received my books this past summer.  It is a gorgeous piece of work, but is it a good RPG? Let's find out.

Last Sabbath RPG

Design by Atropo Kelevra and Valentino Sergi. Art and illustrations by Loputyn (Jessica Cioffi). The game was based on Loputyn's artistic vision. Paperback, saddle stitched book. Black & white (with red foil covers). 48 pages.

This is the English translation of the original Italian RPG. 

Last Sabbath is a Masterless, Journalling RPG for 1 to 7 players. Masterless in that no one player is the game master and journalling since the players will write down what their characters (all witches) will do in each scene.

Now, I am not overly familiar with playing Journalling RPGs, but I know what they are in concept. 

In this game, the players all play new witches who have gathered together in a Coven. Why? Well, that is what everyone will find out together. I say up yo seven people since that seems to work well with the structure of the game, but 4 might be more wieldy. It can also be done as a solo RPG experience.

The game offers many aids to move the players (and the characters) along. If this is the Coven's first time playing or this is a solo effort, then the authors suggest using the Scene Prompts instead of the divination techniques. That is a good idea, but the divination techniques add a bit of randomness to the game that I quite like.  So, at this point, what is required of the players are these rules, notebooks to journal in, a d6, and maybe some divination tools. More on those later. While a fancy journal would be a nice touch here, a regular notebook is also good. Since you will be sacrificing memories here as part of game play it is somewhat cathartic to write them down and then tear out the page.

The game setting is whatever you want it to be. That and the nature of the witches involved are entirely up to the players. 

Safety tools are recommended because this game encourages you to push the boundaries. It is all part of the idea that magic is both a gift and a curse. Bad things are going to happen to your character. 

Last Sabbath RPG

Game Play

The game is divided into Seven Scenes. The Call, Initiation, Danger, Investigation, Revelation, Threat, and Epilogue.  Each scene is then divided into 3, 5, or 7 turns (players' choice). When all players have done their Turn, you move on to the next one.

At the end of every scene, one of the Records (what the player wrote down) becomes a Memory. Memories can be sacrificed for Power to fuel their magic. But removing the wrong memory can cause a witch to forget why she is part of the coven. 

Turns are covered with some examples of a 3-round game plane for a Scene. 

Guidelines for play follow. Witches can ask one question of a fellow witch once per turn or answer a question on their turn. If a Power is used, then the affected witch must respond to that power on their turn. 

Power

Without magic, the characters are just people sitting in a circle. And while that would be a fine game, not one I would review here. Power is what makes witches witches.  Power comes in the forms of a Charm, Spell, or an Incantation, each with great effects and greater costs. Some incantations, for example, can cost the witch her life. So yeah, power comes at a cost. Some examples of powers are given, including origin and types. But the details are left to the players to figure out. 

Divination 

This just gives us a brief idea on how they are to be used. Details are given later with the various types of divination tools.

The Scenes

Half-way through the book we reach the Scenes, or how the game progresses. Anything can happen in a scene including the death of a witch. Players should not worry about that since they can introduce a new witch in the next scene.   Each scene is given some guidelines in the form of leading questions and some prompts. For example, for Scene 1: The Call, one of the prompts is "A call for help is heard in your mind" (paraphrasing). Witches can choose or they can roll a d6. 

All the scenes are handled in similar fashions, with Scene 7: Epilogue as the adventure conclusion. 

Divination Tools

This section covers various divination tools which are broken down by tool with examples for each scene. These include Tarot, Rune stones, Mikado, and Tea Leaves.

Tarot is likely going to be the goto, but there is a certain charm to the Tea Leaves, especially if you have plenty of tea on hand while playing.

Last Sabbath - Grimoire

by Atropo Kelevra and Valentino Sergi. Black & white art with red. 36 pages.

This is a Kickstarter add on for the Last Sabbath RPG. It has additional thematic prompts for the LAst Sabbath RPG. At first I was curious why it was not added to main RPG. But reading through I see why, the prompts are great but should be used sparingly since they could force the game into a direction not set by the players. They are perfect when the players might want some advice on what to do nest, or even for a second play through.

The art of this book is not from Loputyn, though it is good in its own right.

Last Sabbath RPG

Thoughts on this Game

My experience with games like this are a little limited. But this looks like fun and would work great in the hands of the right group. I see this as a good way to spend a rainy afternoon with some like mind friends over pots of hot tea. Save the Dr. Pepper and Doritos for D&D night. This is for orange zest scones and black tea. 

If you are the type that wants really crunchy rules, then I would say this not the game for you. But I recommend you at least check out something like it. 

Thoughts on the Art

The art is striking, evocative and perfect for the feel of this game. This is expected since the game grew out of the artistic vision of Loputyn (Jessica Cioffi). The art might be considered risqué to American audiences, but for European ones, I am sure this is just slightly above comic book fare. 

Art of Last Sabbath

Use as a Session 0

Back when I first talked about this game, I mentioned it as a possible Session 0 for my War of the Witch Queens. I am more convinced about that than ever. 

In fact, I can see this game being interspersed with War of the Witch Queens adventures. Since the overall arc of that campaign is to discover who murdered the High Queen of Witches. 

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

I have some major NPCs (all posted with stats) that enter into the tale/campaign. For my play test of this I took them and put them all through a couple of scenes of this game to figure out what their motivations will be. It was quite fun, to be honest.

I can also see it working as a Session 0 for a NIGHT SHIFT game consisting mostly of witches. 

While I have the Smith-Waite Tarot deck pictured above, the perfect deck for this will be released next month: the Loputyn Oracle. It is published by Llewellyn Publications, pretty much THE publisher for all things mystical and witchy. Though it only has 32 cards, it should be fine for this game to be sure.

There is a lot of things I can use this game for, and I am looking forward to trying them all.  Now. time to put the kettle on.

Links

Where to buy

Creative Team

Wednesday, August 23, 2023

#RPGaDay2023 COOLEST looking RPG product / book

 In addition to August being #RPGaDay2023 it is also #30yearsofMage. I knew Mage was going to come into this at some point and today is that day!

Mage the Ascension, especially in it's 20th Anniversary Edition format is one of the coolest-looking RPGs ever.

From its leather cover, to full-color art, to the ribbon bookmark (I am a sucker for a ribbon bookmark) and gilded edges it is one hell of an attractive book.

Mage Leather cover

Mage color art

Mage color art and ribbon

Mage color art

Mage color art

Mage guilded pages

Not to be ignored is one of my personal favorite versions of Mage, Mage for the Victorian Era.

Victorian Age Mage

Victorian Age Mage

Victorian Age Mage

Additionally, all the Mage books I own (all Mage: The Ascension, I unloaded Mage: The Awakening years ago) are not just fantastic to look at, they are great games too.

Mage: the Ascension

I do wish I could play it more often. 


RPGaDay2023


Wednesday, August 2, 2023

Mail Call: More Witches!

 Yeah...I am obsessed. Mail call today, and it was full of some great witch books.

Up first, another witch-centric RPG I backed on Kickstarter, Last Sabbath.

Last Sabbath RPG

Last Sabbath RPG

Last Sabbath RPG

Last Sabbath RPG Art, bookmark and pin
Last Sabbath RPG Art, bookmark and pin

The game looks phenomenal, and I want to try it out really soon.

And one I have been waiting 20+ years for.

The Bewitching Hour

Ashley Poston has a novel out about 17-year-old Tara, one of my all-time favorite witches. 

This is her pre-Sunnydale days, and I can't wait to jump into this.  And because I had a credit lying around, I picked it up on Audible as well.

The Bewitching Hour Audiobook

While I am sure the narrator will be great, it would have been nice to get Amber Benson to do it.

--

So yeah I *know* I am obsessed, and I know I catch some grief for it online, but you know what? 

I don't actually care.

This is my little corner of the Internet, and I get to do what I love here. And if that gets me 10 fans or 10,000*, then fantastic! Plenty of other sites out there that leave me scratching my head asking "who would even find that fun??" but hey, their sites, their rules. 

To quote Steve Martin, "The most amazing thing to me is, I get paid for doing this!"


(*It is less than 10,000, but a lot more than 10!)