Showing posts with label WotWQ. Show all posts
Showing posts with label WotWQ. Show all posts

Thursday, June 12, 2025

War of the Witch Queens, Wasted Lands Edition

 I have put my massive War of the Witch Queens on pause for a little bit to focus on my 1st Edition Forgotten Realms game. It is fine, since I am using it to build up some of the myths and legends that War of the Witch Queens will rely on. While my current War of the Witch Queens uses Old School Essentials, I have been enjoying it a lot, but...I am running into some issues. Well. Issues of my own creation.

Wasted Lands of the Witch Queens

Limitation #1: Level Caps and Limits

Limits on levels. I love OSE, but one of its selling points/strengths is its limiting issue for me. Sure, 14 levels is a lot, but I am running into ideas that I want to run for characters of 15+ level. 17th level comes up a lot for me. This is also one of the reasons why I dropped Hyperborea early on for this reason too. 

This campaign isn’t just a dungeon crawl or hex-crawl, it's a mythic saga that spans worlds, timelines, and divine destinies. Characters in this game aren't just heroes; they are on the path to becoming legends, saints, or even immortals. And I keep finding myself writing material that expects 15th level and beyond. More and more often, 17th-level content crops up in my outlines. That’s not a comfortable fit for OSE without some heavy modification.

Not to mention level limits on any demi-human species. Of course Hyperborea had not demi-humans at all. 

Limitation #2: Multi-Classing

I love OSE. But one place it really falls down is Multi-classing. Yes, there are some rules, but the elegance of the system is lost when you try to do it. It's not my strongest reason, but it is a reason all the same. 

Limitation #3: Multiversal Storytelling

I want to explore various worlds and settings. OSE can do this, it can even do it well, but I want to go a little beyond the norm. 

OSE can absolutely be used to tell stories that span worlds. In fact, it does it better than many modern systems, since its rules are modular and light. But for War of the Witch Queens, I want to go beyond the norm. I’m not just talking about visiting the elemental planes or spending a session in Ravenloft. I’m talking about fully developed worlds with unique metaphysics, rules of magic, and mythic gravity, all of them linked by a larger cosmological mystery, the Witch Queens, their empowered thrones, and the shadow of The One Who Remains.

OSE can be made to do this. But I need a system that does this out of the box.

Solution: Wasted Lands

When I was participating in the 2025 Character Creation Challenge, I was reminded of how flexible Wasted Lands/O.G.R.E.S. really is.  

Wasted Lands is mythic fantasy turned up to eleven. It was designed for heroes who become gods, for magics that shape and warp reality itself, and for worlds so ancient they crumble under the weight of memory. The core assumption of Wasted Lands is that the characters matter in a way that changes the cosmos, which aligns exactly with my vision for War of the Witch Queens.

Why Wasted Lands Works for War of the Witch Queens

No Arbitrary Level Caps

Characters in Wasted Lands are meant to grow in power until they ascend to the ranks of the divine. There’s no artificial ceiling to limit storytelling or advancement. If I want characters to bind a dying god to a black star, I don’t need to “homebrew” Epic Levels; I just use the Divine/Heroic Touchstone system as written.

Built-In Mythic Scope

Wasted Lands expects multiversal and mythological play. Characters can literally change the nature of reality. That’s not just compatible with War of the Witch Queens; that’s the point of the entire campaign.

Flexible Mechanics for Multiple Worlds

O.G.R.E.S. is modular, allowing me to shift between gritty sword-and-sorcery realism, dreamlike metaphysics, or high-magic cosmic horror as needed. That’s ideal when a single session might take place in ancient Atlantis, the post-apocalyptic future, or a faerie world frozen in regret.

Ties to Night Shift and Thirteen Parsecs

Since Wasted Lands is cross-compatible with Night Shift (another system I use for witchy, modern supernatural tales), I can link stories and characters across eras and genres. My witches don’t just belong in this kind of cosmology; they thrive in it.

While the Wasted Lands mythology will certainly be in play here, I may or may not set any of these adventures in the time of The Dreaming Age or even the Earth of the Dreaming Age. I'll use this more as my Rosetta Stone to translate between all the various games I'll be using.

So What Happens Next?

While I’m still using my Forgotten Realms game to build some of the core myths behind War of the Witch Queens, I’ll be shifting the main campaign engine to Wasted Lands going forward. I may still post some OSE conversions or support for it, especially early-level material, but to experience War of the Witch Queens the way I envision it, it will live and breathe in the mythic realms of the Wasted Lands.

This also gives me an instant hook into my multiversal threat, The One Who Remains. I will already be featuring this threat in my Forgotten Realms game, and absolutely for War of the Witch Queen.  

The Witch Queens of the Wasted Lands
The Witch Queens of the Wasted Lands

One of my conceits of the War of the Witch Queens was to "adopt" all sorts of witches from various games, settings, and the like, and bring them into this campaign. Given the Sword & Sorcery roots of Wasted Lands, I wanted to grab some witches from various S&S games. Some of these are familiar to you all here since I have already mentioned them in conjunction with War of the Witch Queens before: Methyn Sarr, Miriam, and newcomer, Tamsin Shalles. I will feature their native games tomorrow. 

Each of these characters is found on different worlds in vastly different times. But the wonderful thing about Wasted Lands: The Dreaming Age is that versions of these characters can exist at the same time and place. Wasted Lands, Barbarians of Lemuria, Hyperborea, and Sword & Sorcery Codex all share enough of the same DNA to be cousins. I will say this: anyone playing one of these games can get a lot out of playing, or at least owning and reading, the other three.

I am also going with a pure D&D feel to these, so humans are humans and not the proto-humans of the Dreaming Age. I have already done Wasted Lands stats for Larina, AradiaDarlessaKersy the Sea WitchSkyllaTanith Winters, and for two of Grenda's Forgotten Realms witches, Rhiannon and Briana Highstar. And of course, the current Big Bad of the War of the Witch Queens, Kelek the Cruel.

Note: The sorcerer of Wasted Lands is mechanically the same as NIGHT SHIFT's witch. But I am going to call them witches here. Also, since I am moving away from Hyperborea and OSE for this, I can go beyond their level limits of 12 and 14, respectively. 

Each also has a homeland in the Wasted Lands that is the closest analogue to their lands in their original games.

Methyn Sarr, Witch Queen of the Fire Coast
From Barbarians of Lemuria

I have mentioned Methyn Sarr here before; she is a great character and one of my favorite things about Barbarians of Lemuria. 

Methyn Sarr, Witch Queen of the Fire Coast
Methyn Sarr
Class: Sorceress (Witch) / Necromancer
Level: 10 / 5
Species: Human
Alignment: Dark Evil
Background: Cult
Homeland: Lemuria (West coast)

Abilities
Strength: 10 (0) 
Agility: 12 (0) 
Toughness: 10 (0) 
Intelligence: 17 (+2) N
Wits: 16 (+2) N
Persona: 18 (+3) A

Fate Points: 1d12
Defense Value: 4 (Battle Harness)
Vitality: 55
Degeneracy: 11
Corruption: 2 (Eyes turned yellow, Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +5
Saves: +3 to Spells and Magical effects (Sorcerer)

Sorcerer Abilities
Arcana, Arcane Powers: Beguile Person, Enhanced Senses, Succubus, Psychic Power: Pyrokinesis 

Necromancer Abilities
Channel the Dead (43%), See Dead People, Summon the Dead (65%), Command Spirits, Protection from Spirits, Death Knell, Suggestion (Spirits), Protection from Undead, Taste the Grave

Sorceress Spells
First Level: Arcane Darts, Command, Drain Vitality, Mystical Senses
Second Level: Defile, Eternal Flame, Invoke Fear, Subtle Influence
Third Level: Concussive Blast, Dark Lightning, Globe of Darkness
Fourth Level: Beguile Monster, Kiss of the Succubus, Protection against the Deeper Dark
Fifth Level: Dominate Other, Shadow Armor

Heroic/Divine Touchstones 
1st Level: Unique Mode of Defense (Battle Harness) 
2nd Level: Additional Vitality Points
3rd Level: Charm Creatures
4th Level: Magical Recovery
5th Level: Great Power (Fire)

Heroic (Divine) Archetype: Magic, Evil

Gear
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood), Battle Harness, crown

I gave her levels of Necromancer in this version to replicate her levels of "Druid of Zaggarth" from Barbarians of Lemuria. I figure she gets a Heroic/Divine Touchstone every 3 character levels. 

Miriam, Witch-Queen of Yithorium
From Hyperborea

Miriam is the name I have given to the Witch-Queen of Yithorium from the Hyperborea RPG. Though she is seriously viewed through the lens of Greyhawk. She is rather great, and I love using her. I have also decided that her loyal Cowan is a mighty warrior (10th level) named Zavoda

Miriam, Witch-Queen of Yithorium
Miriam, Witch-Queen of Yithorium
Class: Sorceress (Witch)
Level: 15
Species: Human
Alignment: Dark Evil
Background: Scholar
Homeland: Hyperborea (Near the Blood Sea)

Abilities
Strength: 12 (0) 
Agility: 12 (0) 
Toughness: 13 (+1) 
Intelligence: 18 (+3) A
Wits: 16 (+2) N
Persona: 18 (+3) N

Fate Points: 1d12
Defense Value: 9
Vitality: 68
Degeneracy: 6
Corruption: 1 (Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +8
Saves: +4 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (5): Astral Projection, Succubus, Psychic Power: ESP, Beguile, Shadow Walking

Sorceress Spells
First Level: Beast Speech, Command, Chill Ray, Night Vision, Drain Vitality
Second Level: Invoke Fear, Animal Summoning, Subtle Influence, Defile, See Invisible
Third Level: Dark Lightning, Curse, Clairvoyance, Globe of Darkness
Fourth Level: Black Tentacles, Protection against the Deeper Dark, Forbearance of Dimensional Travel, Kiss of the Succubus
Fifth Level: Banishment, Create Soul Vessel, Dominate Other, Shadow Armor
Sixth Level: Destroy Undead, Shadow Duplicate, Uluation of the Deeper Dark
Seventh Level: Wave of Mutilation, Widdershins Dance
Eighth Level: Gaze of the Abyss

Heroic/Divine Touchstones
1st Level: Sense the Presence of the Deeper Dark
2nd Level: Luck Benefit
3rd Level: Spirit Guide
4th Level: Magical Recovery
5th Level: Glamour

Heroic (Divine) Archetype: Magic, Evil, Deeper Dark

Gear
Leather Armor, dagger, crown

Miriam has evolved some since I first stated her up. She has been moving to a witch of the Old Ones for some time now. In the Wasted Lands she would likely be that witch trying to bring the Old Ones back. 

Tamsin Shalles
From Sword & Sorcery Codex

Tamsin is a new one for me. I have been playing around with the Sword & Sorcery Codex (see tomorrow), and it is a great system and has a lot to offer in terms of feel and style. It can do about 80% of what I want. She is not as powerful as the other two, not yet anyway. 

Tamsin Shalles
Tamsin Shalles
Class: Sorceress (Witch) / Renegade
Level: 5 / 2
Species: Human
Alignment: Dark Evil
Background: Barbarian
Homeland: Fennokarelia

Abilities
Strength: 11 (0) 
Agility: 13 (+1) N
Toughness: 13 (+1) 
Intelligence: 16 (+2) N
Wits: 14 (+1) 
Persona: 16 (+2) A

Fate Points: 1d8
Defense Value: 8
Vitality: 30
Degeneracy: 2
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +x
Saves: +2 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (2): Beguile Person, Succubus

Renegade Abilities
Improved Defense, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-2), Perception, Vital Strike x2

Stealth Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Sneak: 30%

Sorceress Spells
First Level: Summon Familiar (Imp), Mystical Senses, Armor of Earth
Second Level: Vampiric Augmentation, Eternal Flame
Third Level: Oily Cloud of the Deeper Dark

Heroic/Divine Touchstones
1st Level: Psychic Power: Glamour
2nd Level: Additional use of Beguile

Heroic (Divine) Archetype: Magic, Summoning

Gear
Dagger

She isn't quite there yet, but her specialty will be demon summoning and control. Right now, she relies on her charms (natural and supernatural) along with her renegade skills to cheat and con her way through most situations. 

I gave each of them the Beguile and Succubus powers to cover the levels of "Temptress" both Tamsin and Methyn have, and I assume Miriam would have. Beguile to well...beguile, and succubus to cause the up close damage.

These women are all evil and up to no good and I can't help but love them all. If they could put aside their mutual hate, they could team up and be a force to be reckoned with.

I kinda want a mini-series of War of the Witch Queens now to just cover these three and their drama. They are not responsible for the death of the High Witch Queen, but they are all vying for her throne. 

Doing these reminds me how much fun Wasted Lands really is. 

Monday, July 22, 2024

Adventure Week: Faerie Tales (Quest of the Ancients)

Quest of the Ancients: Faerie Tales
I wrapped up two big projects last week and turned in my final draft of my materials for Thirteen Parsecs. So my schedule is back to being open. This week I am going to focus on a few adventures I have recently acquired and how I might use them.  Today is a rather special one.

Quest of the Ancients: Faerie Tales

Today's adventure was a bit of a surprise. I have been playing around with Quest of the Ancients recently, I was talking with QotA creator Vince Garcia and I bought a new core rules book from him for my son to use. I also picked up one of the last pieces for my collection, the adventure anthology Faerie Tales

I have to admit I had not had any plans for it until I began to read through it. Now I am really happy to have it.

The anthology consists of three small adventures and three longer ones.

Black Shuck (1st to 3rd level) is a "pocket" adventure featuring the black dog of English folklore and myth. It is a smaller adventure and one that can easily be dropped in anywhere. The PCs must get across a swamp (or a wet moor as I plan to use it) and avoid the demonic hound.

Dreamspinner's Art Gallery (Any level) introduces the party to one Islay's (the realm of QotA) powerful witches. She is a 15th level artistic witch and the adventure has a lot of flexibility to use as the starting point for plenty of other adventures. 

Hot Sands (3rd to 5th level) is our last pocket adventure and takes place in a desert. 

The Witch's Tower (1st to 4th level) deals with the return of witch that had been bound to her tower. The first of the three longer adventures.

The Star Splinter (4th to 5th level) is the second of the three longer adventures dealing with an ancient meteor. 

Belshazzar's Music Show (Any level) deals with a travelling music show that is more than meets the eye.

Every adventure comes with detailed NPCs and new monsters.  There is even a three-page writer's guideline in the back for people who want to write for QotA.

The adventures are not Earth-shaking, but they are fun and I am happy to have them. Converting them to say OSR-style D&D is such a non-issue that at one point, I forgot I was reading something designed for a different game. There are charts in back to help with this.

Quest of the Ancients

How I Plan to Use These

I have been thinking a lot about adventures lately. I have a few I want to get done for various projects/publishers, and a few I want to run.

War of the Witch Queens

A lot of these are perfect for my War of the Witch Queens. I feel like I need to include something from Vince in that campaign. I did a little with DL15 Mists of Krynn, but these are a better fit. In particualr I want to include Dreamspinner's Art Gallery and The Witch's Tower as a single adventure arc.  Black Shuck could fit in there are well. 

Deserts of Desolation & Death

My Deserts of Desolation & Death, the second act of the Second Campaign, is one I have been thinking about a lot lately. Hot Sands helps me fill in some gaps.

I am sure I can find homes for the other adventures as well. 

Tuesday, July 9, 2024

Mail Call: More Mayhem from Dark Wizard Games

 Nice little surprise in the mail today.  Two new adventures from Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games.

Adventures from Dark Wizards Games

Again there are 5e versions (for my kids) and classic OSR versions for me.

The OSR maps are in classic blue and the 5e are in full color.

Seven Golden Demons

Slime Pits of the Sewer Witch

Legend of the Seven Golden Demons is his highest-level adventure to date at levels 14-18.  This will stretch my ability to use these for OSE-Advanced, but I am sure I can do it.

Maximum Mayhem Adventures

Slime Pits of the Sewer Witch is a low-level mini-adventure that honestly looks like a lot of fun. Normally I would put this one in with the others in my Maximum Mayhem box to run as a gonzo campaign. But my box is getting full, and I can add it to my War of the Witch Queens adventures instead. 

War of the Witch Queens

 Right now I have WAY too many adventures to run, so I should maybe be more selective on what I get.

Friday, April 19, 2024

#AtoZChallenge2024: Q is for Queens

 I have an inordinate amount of Queens in my games. I am going to talk about two groups in particular, the Vampire Queens and the Witch Queens.

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

Both groups are near and dear to my heart and make up a lot of my game worlds' backgrounds.

The Vampire Queens

The vampire queens have a special connection to my early days of gaming. They are:

I have been using vampire queens in my adventures for as long as I can remember. I recall reading lurid tales of Erzsébet Báthory and watching movies like "Daughters of Darkness" and "Countess Dracula." I had worked on a very early vampire queen, who was going to be called "Miriam" thanks to "The Hunger" for my Ravenloft games (see tomorrow), but I kept coming up with so many ideas. Miriam is still out there, even if many of her aspects are now part of Darlessa. The non-vampire parts of Miriam survived as my Witch Queen Miriam

In truth I kind of use them all interchangeably, with some emphasis on Darlessa. As they have all evolved in my games, I am slowly sifting out which traits belong to which queen. 

Interestingly enough, both Darlessa and Xaltana are also both Witch Queens. Xaltana combines Iggwilv (a witch queen) and Drelzna her vampire daughter.  

The Witch Queens

While the Vampire Queens are here to challenge the characters as adversaries, the Witch Queens play a much different and far more wide-reaching role. 

This began as an idea of me finding and then stating up every witch ever mentioned in the pages of a D&D or related game. The premise here was that every 13 years the witches of these worlds would meet in one place to discuss what they are up to in their worlds and plan to generally stay out of each other's way. The gathering, known as the Tredecim, became a big part of my games. At the Tredecim, the 13 ruling witches then choose a new High Witch Queen to serve over the next 13 years.  In my campaign, War of the Witch Queens, the then-current High Witch Queen is murdered before a new one can be chosen. This sends the witches into war against each other, but due to their pacts with Baba Yaga, they can't outright fight each other. So, all their worlds get dragged into the conflict.  This includes the characters.

The characters learn first that a once-in-a-century storm has destroyed their home, and they are refugees helping move their fellow town folk to a new home in East Haven. While their first obvious goal is to stop all the weird happenings going on in their own world, they discover these events are playing out across the worlds. To stop it, they need to stop the all-powerful Witch Queens, but to do that, they will need to discover who murdered the High Queen, how, and why.

Since I started working on this and developing it more and more, I have gone over 13 Witch Queens and my planned 13 Adventures. I am using Basic B/X D&D as my rules of choice here, which limits the levels characters can achieve to 14. 

I am running it with my family now, but I'd also like to run it for a dedicated group someday.  I think for that I would take all the adventures I am using for it and edit them all a bit. 

If I keep the levels 1-14 then the obvious choice is D&D Basic B/X.  If I expand it all to level 20 then my choice will be Castles & Crusades.

Either way, I have a lot to look forward to!

Tomorrow is R Day, and I am going with the campaign setting I ran for all of the AD&D 2nd Edition era, Ravenloft.

OH? Like the art of my Witch Queens up there? The artist is Brian Brinlee and he has a Kickstarter of his new art book going on now! Check it out.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Tuesday, April 9, 2024

Mail Call: Black Magic Ritual Kit (1974)

 Well, I finally picked up another "Holy Grail" item. It makes me glad I didn't spend a lot at Gary Con.

This is the "companion" game (I am not sure that is what this really is) to the Witchcraft Ritual Kit (1974) I talked about back in 2020. Both are from Avalon Hill.

Black Magic Ritual Kit (1974)

Let me just start off with this. Man, the '70s were weird. 

This "game" has a board that looks like an altar set up from an occult bookstore's own manual of rituals. There are a lot of pieces here with various names of demons and angels on it. There is a "Rule book" and a "Manual of Interpretation," just like the Witchcraft Ritual Kit. It is also written by the same "Dr. Brooke Hayward Jennings," whom I still have found nothing of.

Manuals of Interpretation for Black Magic and Witchcraft

What I said about the Witchcraft Kit holds true here, too. It's 1974. The biggest movie in the world right now is "The Exorcist." Time Magazine is talking about the Occult Revival and the Return of Satan. An maybe, just maybe, Avalon Hill knows about a game featuring fantasy magic and wizards coming up. Well, they do know about it; they rejected it just a bit back.  Hippies have not yet become the Yuppies and they are searching for "alternative experiences."  What is a game company known for its war games and battle simulations to do?

Knock together some vaguely occult-looking games, put them into their standard "bookcase games" box, and slap some softcore porny covers on them. Next step...profit! 

Maybe. I don't think these games ever sold very well. There are so few of them on the aftermarket and the ones I do find are really expensive. I got this one from eBay from someone who I don't think knew what they had (based on their other sales), but I was bidding against someone who did know. Thankfully, the amount I set aside for this was much less than my final bid.

I got it just over the weekend.

What treasures are to be found here?

Black Magic Ritual Kit
I love it for the cover alone!

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

Black Magic Ritual Kit box contents

AND, as a special bonus (and one of the main reasons I like buying these used games), someone included their own spell!

Black Magic Ritual Kit box contents New Spell!

It has the same production values as the Witchcraft Ritual Kit and the same head-scratching "What do I even do with this?"

Witchcraft and Black Magic kits
"Hey babe, come back to my pad, and I'll show you some magic."

Witchcraft and Black Magic kits

You've got to love the covers, though. It makes me wonder what Avalon Hill product 712 was. (ETA doesn't look like there was one.)

According to BoardGameGeek, quoting the company history, "Top management decided to leave the realm of games and produce a couple of do-it-yourself kits entitled BLACK MAGIC & WITCHCRAFT." These were both advertised for a short while as a "Leisure Time Game." Neither come with, or need, dice (an Avalon Hill staple) and candles and incense are not included.

Both of these "games" are very strange, and I am not sure what events led to their publication, except for the ones I have outlined in speculation above. Neither game appears in the catalog included in the box.

Avalon Hill catalog

Long-time readers know of a condition called "Traveller Envy," where I am constantly looking for board games to supplement my D&D experience, particularly my campaign "War of the Witch Queens." This is certainly why I bought it, but I am still stumped on how to add it. 

I mean, the demons all seem to be taken from The Lesser Key of Solomon, so I have that working in my favor since so many other games do the same thing. 

Honestly, just reading through it all is fun. It also gives me some ideas for my 1976 and 1979 campaigns. Though in different ways.

In any case, it is a wonderful curiosity from the 1970s Occult Revival and is sure to confuse anyone who tries to clean out my collection after I am gone!

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 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, July 26, 2023

Alcastra and The Illhiedrin Book

Alcastra the Fairspoken
I have not been talking much about the various Judges Guild books in a while because of how racist current stewards Bob Bledsaw II and III have been. Really put a sad blemish on what I had always enjoyed as a "local" company.

But that also, unfortunately, did Bob Bledsaw the First and all the other fine authors (like Daniel Hauffe and Jennell Jaquays) a huge disservice.  So I want to revisit some of the Judges Guild books of my youth and see how they could play into my current games. In particular, my War of the Witch Queens or my 1979 Campaign.

Since I always look for witches, I will start with Alcastra and The Illhiedrin Book. 

I don't have the cover as the top image. The reason is simple, when this post gets shared on social media, whatever image is first is used as a thumbnail, and the cover was suggestive by 1981 standards and likely to get me into Facebook jail by 2023 standards.  Shame, really. It is one of the more recognizable covers. 

The adventure is a rare example of an Advanced Dungeons & Dragons adventure from Judges Guild (not just a Dungeons & Dragons one) and a low-level adventure at that.

Like many older adventures, much detail is given to Alcastra's tower and its occupants, but only a little on the spell-caster herself.  In fact, this is all we really know about her:

Alcastra the Fairspoken

This is a pity.  Though it is interesting (to me anyway) that her class is "Wizard" and not "Magic-user," as expected. 

The Illhiedrin Book
Why is she naked on the cover? I am going with it is hot where she is at.

Of course, I would instead use her as a witch. Given her general appearance, I am tempted to make her into an Egyptian witch of the Classical Tradition. For this, I will use my syncretized Greco-Egyptian Gods and use my Classical Witch Tradition book. I would swap out some of the Classical Witch spells for some others, likely from my Witch book for Basic-era games though I should also look into some of my other books.

Alcastra the Fairspoken
Alcastra the Fairspoken
13th level human Witch, Classical Tradition (Greco-Egyptian)

Strength: 11
Dexterity: 13
Constitution: 10
Intelligence: 15
Wisdom: 14
Charisma: 18

Saves
Breath Attacks: 12
Poison or Death: 9
Petrify or Paralysis: 9
Wands: 10
Spells and Spell-like device: 11

Hit Points: 33
Alignment: Chaotic Good
AC: 3 (Bracers of defense)
To hit AC 0: 16

Occult Powers
Familiar: Hawk (+1 to Wisdom and Dexterity checks)
Lesser: Gift of Prophecy
Minor: Drawing Down the Moon

Spells
First: Cause Fear, Charm Person, Read Languages, Sleep
Second:  ESP, Hold Person, Invisibility, Spell Missile
Third: Dispel Magic, Scry, Spark of Insight
Fourth: Fate, Polymorph Other, Witch Power
Fifth: Flame Strike, Teleport
Sixth: Anit-Magic Shell, Bones of the Earth
Seventh: Sirocco

Equipment
Bracers of Defence
Dagger +2
Staff of Ra. Acts as a Staff of Striking and can cast the following spells:
  3/day: Color Spray, Light
  1/day: Flame Strike, Fury of the Sun, Sun Blessing

--

Witches

A good build to be honest. She also has two apprentices, Mirranscheim (human) and Rhall (half-elf), both 3rd level.  The only stats we get for them are their Charisma scores. I am tempted to make Rhall a desert elf. Just to give her a more interesting background. But in my game, desert elves don't have anything to do with humans if they can avoid them. Rhall could be an outcast. 

I might detail them since they could accompany the party on this adventure.  To make sure their mistress' plan is carried out.  Not sure if they run around naked as well. Let's say no.

MirranscheimRhall
Mirranscheim and Rhall

The adventure itself is pretty basic. It could be built up by making "The Creature" a bit tougher.