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

Thursday, June 23, 2016

Teela Silvermoon, Faerie Witch

While working on my Faerie Witch post (and truthfully working on some ideas for "War of the Witch Queens") I went back to my archives.

One of my favorite witch books is from the Mayfair Games "Role Aids" book Witches.

I thought it might be fun to try to "update" one of the sample NPC to my Basic Witch book.  For this I want to choose "Teela Silvermoon" since she is also a Faerie Tradition witch.

The first issue off the bat is that my Witch book is for Basic-era games and it assumes that all witches are human.  There is an "Advanced" appendix to allow demi-human races so I am going to have to go with that.

Now I have used Teela before in my games. Not often, but enough to have at least some more backstory.  In my games she is mostly the same save that she is also in love with a human ranger that patrols her woods.  She loves him, but is sad because she knows that she will out-live him.
I also have a druid circle nearby that she interacts with.

Like all elven witches Teela believes that witchcraft was created by the elves. She has no tolerance for those who despoil her woods and less so for the ones that use magic to do it.

As with other builds I swapped her Intelligence and Charisma.

Teela Silvermoon
Elf Female, Chaotic Neutral
13th level Witch, Faerie Tradition

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

BG:Vidaniel by Smilika
Saves
Death Ray or Poison:  9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

To hit AC 0: 16 (15 with dagger)
Hit Points: 30
AC: 10

Occult Powers
Familiar:  Hawk ("Farseer") (Improved vision)
7th level:  Speak to Plants and Animals
13th level: Fey Shape

Spells 
Cantrips: Alarm Ward, Chill, Daze, Detect Curse, Object Reading
First: Analgesia, Cause Fear, Sleep, Silver Tongue
Second: Broca's Curse of Babel, Enthrall, Invisibility, Phantasmal Spirit, Mind Obscure
Third: Aphasia, Locate Thief, Lethe's Curse
Fourth: Charm Monster, Polymorph, Spiritual Dagger
Fifth: Dream, Greater Command
Sixth: Mislead, Moonbow
Seventh:  Widdershins Dance

Items
Cloak and Boots of Elvenkind, Dagger +1,

Looks good to me! Can't wait to bring her back into my games.

Thursday, June 9, 2016

The Witch Queens Gather...In my Game Room!

Last week it was my pleasure to share some new art I had commissioned.


Well, today my (slightly) early birthday present has arrived.


It's huge, 20" x 30"!  And it is going to look great on my wall.


+Jacob Blackmon did a FANTASTIC job.

It will join some of the other witches I have collected over the years.





I know I should take better pics, but I was in a rush this morning before work.

They say art inspires, well looking at this art this is what popped into my head.

"Outside of the Goblinwood, in the shadows of the Broken Mountains lies the village of West Haven.  Every 13 years on the Summer Solstice the witches of the world gather here to discuss plans, share secrets and keep informed of matters in the world.  Ancient pacts and rituals prevent the witches from harming or to cause to harm each other.

On the night before Midsummer's Eve someone killed Elena the Fair, Witch Queen of Summer.

Now chaos reigns as the witches prepare to go to war with each other.  Old alliances are destroyed and new pacts are formed.  Winter has come early and if a new Witch Queen of Summer is not found and the old one avenged the world will plunge into everlasting winter."

Yeah. I'd play the hell out of that game.

Thursday, June 2, 2016

The Witch Queens Gather...

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

Larina, Feiya & Iggwilv

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

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

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

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

Monday, April 11, 2016

A to Z of Adventure! I is for Intermediate

I is for Intermediate.

The Intermediate adventures for experienced adventures but not quite what we call "name" level (9th and above).  This is also what many call the prime adventuring levels.  Also many of these were ranked in the 30 greatest adventures of all time.

While not linked in any particular way, they do sometimes have links to other I modules.  I3, 4 and 5 are a mini-campaign. I6 and I10 are sequels.

I1 Dwellers of the Forbidden City was ranked as the 13th greatest adventure of all time.  Ravenloft I6 was ranked at #2.  I3, 4 and 5, aka the Desert of Desolation series were ranked collectively as the 6th greatest adventure.

Now I have spoken about Ravenloft so many times that I really don't think I need to do it again here.  The same goes for it's sequel I10 The House on Gryphon Hill.

I had started Egg of the Phoenix many years ago. In fact it was the last adventure my long time High School DM ever took me through.  After that I was in college and he was doing other things.  I would like to run that one too, just because of unfinished business.

A lot of these adventures make up what I am calling my "Second Campaign". Dwellers of the Forbidden City and the Desert of Desolation will make up a good bulk of that series for me.   I just really need to find a new copy of Day of Al'Ackbar.  I lost mine years ago.


Code Title Levels Author(s) Pub. Year
I1 Dwellers of the Forbidden City 4–7 David Cook 1981
I2 Tomb of the Lizard King 5-7 Mark Acres 1982
I3 Pharaoh 5–7 Tracy & Laura Hickman 1982
I4 Oasis of the White Palm 6–8 Philip Meyers & Tracy Hickman 1983
I5 Lost Tomb of Martek 7–9 Tracy Hickman 1983
I6 Ravenloft 5–7 Tracy & Laura Hickman 1983
I7 Baltron's Beacon 4-8 Philip Meyers 1985
I8 Ravager of Time 8–10 Graeme Morris & Jim Bambra 1986
I9 Day of Al'Akbar 8–10 Allen Hammack 1986
I10 Ravenloft II: The House on Gryphon Hill 8–10 Tracy & Laura Hickman 1986
I11 Needle 8–10 Frank Mentzer 1987
I12 Egg of the Phoenix 5-9 Frank Mentzer and Jennel Jaquays 1987
I13 Adventure Pack I All Deborah Christian (ed.) 1987
I14 Swords of the Iron Legion 1–15+ Skip Williams (ed.) 1988

I am really considering running I10: Ravenloft II for my kids using the new 5th Edition Ravenloft/Curse of Strahd book.  I just need to figure out a good place to slot it in.  It would have to go before the GDQ series.

Ravager of Time is an interesting one really.  It was written in the UK, but is not part of the UK series of adventure modules.  Also the main antagonist, Nuala, is a witch in all but name.

So here is Nuala, converted to a Basic Era Witch.  This might be a good adventure to add to my War of the Witch Queens.

Nuala
14th level Witch, Mara Tradition

Strength: 15
Dexterity: 16
Constitution: 16
Intelligence: 16
Wisdom: 9
Charisma: 17

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

Hit Points: 55
Alignment: Neutral Evil (Chaotic)
AC: 0 (Scale Mail Armor +3)*
(thanks to the Life Bane she can wear armor and attack as if she had "Minor Fighting Prowess" cast on her at all times.)

Short Sword +3
Dagger of Venom

To hit AC 0: 13 (sword), 14 (dagger)

Occult Powers
Familiar:  Imp "Jarzizt"
Herb use
Lesser: Dream Invasion
Minor: Nightmare Shape

Spells
Cantrips: (6) Alarm Ward, Black Flame, Chill, Ghost Sounds, Inflict Minor Wounds, Object Reading
First: (5+2) Burning Hands, Chill Touch, Command, Ghostly Slashing, Protect Familiar, Shatter the Hourglass, Spirit Dart
Second: (4+2) Detect Thoughts, Invisibility, Spell Missile, Suggestion, Whispering Winds, Youthful
Third: (4+1) Dispel Magic (x2), Life Blood, Mirror Image, Witch Wail
Fourth:  (3+1) Analyze Magic, Magic Circle against Good 10', Moonlit Way, Phantom Lacerations
Fifth: (3) Animate Dead, Shriek, Steal Youth
Sixth: (2) Break the Spirit, Restore Youth (Healing)
Seventh: (2) Call the Restless Soul, Wave of Mutilation

Not too bad really.

Thursday, March 31, 2016

Koliada, The Winter Witch for D&D BECMI

Yesterday I wrote about Koliada the Winter Witch for D&D 5th Edition.  While I really enjoyed how she worked out I could not help but think how she might fare under the 36 levels of the Basic-era D&D BECMI.

I felt from the start of D&D 4 that is shared certain characteristics with BECMI.  Both go to really high levels (30 for 4e and 36 for BECMI) and both have immortality as a possible option for characters at their highest levels.
Early on, and I am not sure if I posted this or not. I remarked on how 4e characters start out fairly powerful. I said, at the time, that really a 1st level 4e character is closer in power to a 5th or 6th level classic character.  I have been wanting to put that idea to use (and I'll talk about this next month in fact), but I thought I would give it a go here first.

In D&D4 Koliada is a 26th level character.  Let's work under the assumption that the translation for D&D4 to BECMI is to add four levels.  So Koliada would be a 30th level Basic/BECMI D&D character.  But what kind?
In 4e she is called a "Solo Skirmisher".  When I translated her to D&D5 I opted for a Warlock with the Magic Initiate feat to give her some Sorcerer spells too.  BECMI is not as flexible in terms of class customization.  Magic-User is a choice.  But, and this should be no surprise, I am opting for Witch as her character class.

My 5e conversion made it pretty obvious that she is a Fey Pact. In my Witch book this would translate as a Faerie Tradition.  Though I think there is now ample evidence to me that there must be something like a Winter Witch Tradition too.   Not ready to debut that just yet though.
Also, in complete dumb luck, a 30th level witch in my Basic Witch book has the level title of "Winter Court Witch".  Witch it is then!

Now I Would have LOVED to convert this for Astonishing Swordsmen & Sorcerers of Hyperborea. After all what can be more Hyperborean than an evil winter witch?  But the level caps would not give me the conversion I wanted.  Sure I could do a 13th level Koliada, but that would not give me a decent basis of comparison.  So instead I am going with the D&D Rules Cyclopedia.
I also went to the 4e book, Player's Option: Heroes of the Feywild for ideas on their witches and on the Feywild.


Koliada, The Winter Witch
30th level Witch (Faerie Tradition)
Female, Chaotic

Strength 16
Intelligence 17
Wisdom 15
Dexterity 20
Constitution 19
Charisma 20

Saving Throws
Death Ray/Poison 3
Magic Wands 4
Paralysis, Polymorph 3
Dragon Breath 6
Rods, Staffs, Spells 5

Hit Points: 80
AC: -3
(leather armor +4, Ring of Protection +3, Dex 20 -4)

THAC0: 8
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers
Familiar: Iceling*
(like a frozen sprite. From Dungeon 162)
Lesser: Speak to Animals (not plants as well)
Minor: Fae Shape
Medial: Curse
Major: Shape Change

Spells
Cantrips (6): Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
1st (9+3): Bewitch I, Black Fire, Cause Fear, Charm Person, Chill Touch, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Light/Darkness, Minor Fighting Prowess, Silver Tongue
2nd (8+3): Bewitch II, Defoliate, Discord, Enthrall, Freezing Gaze, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile, Whispering Wind
3rd (8+2): Arctic Grasp, Bestow Curse, Bewitch III, Dispel Magic, Feral Spirit, Improved Faerie Fire, Lifeblood, Spirit of Hyperborea (Spirit of Avalon), Toad Mind, Witch Wail
4th (7+2): Analyze Magic, Bewitch IV, Charm Monster, Elemental Armor (Ice), Fluid Mastery, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Withering Touch
5th (7): Bewitch V, Blade Dance, Death Curse, Dreadful Bloodletting, Hold Monster, Nightmare, Waves of Fatigue
6th (7): Bewitch VI, Death Blade, Evaporate Fluids, Eye Bite, Mass Agony, Mislead, True Seeing
7th (6): Bewitch VII, Death Aura, Greater Arcane Eye, Greater Blindness, Insanity, Wave of Mutilation
8th (6): Bewitch VIII, Destroy Life, Greater Mislead, Mystic Barrier, Wail of the Banshee, Imprisonment (Ritual)

Note: Koliada's spells will manifest with some wintery, cold, or icy aspect.  So Black Fire is cold, Defoliate will cause a freezing wind to blow and kill plants, Elemental Armor will be ice and so on.

She has a lot more spells here than either the 5e or 4e version.  But both 4e and 5e have a number of "at will" powers or other powers/spells that can be regained.  BECMI characters have to wait till the next day for their spells to return.  So she also has some spells that have similar effects to other spells.

I also think I need a Winter Witch tradition and some more cold based spells.

Books used in the conversion process.

Wednesday, March 30, 2016

Koliada, The Winter Witch for D&D 5

Back in June of 2009 D&D 4th edition was still on the shelves and Dungeon #162 was available for download.  Inside was an Epic level adventure by Stephen Radney-MacFarland called "Winter of the Witch". It featured the machinations of the so-called Winter Witch, the minor Archfey Koliada and her plans to freeze the world.    From the adventure:

"In this epic adventure, the Winter Witch—a legendary archfey—has launched a campaign to send eternal winter cascading over large portions of the world. After a summons to Winterhaven, the characters find a land locked in ice, and an old ally in need of aid. A trek to find a artifact known as the Sun’s Sliver ensues, the only force potent enough to defeat the Winter Witch and banish her from the mortal world once more. An adventure for 22nd-level PCs."

While not totally an original plot, it was still fun, well executed and had a lot things going for it.  But mostly it had Koliada who grabbed my attention from the start.  It also started me thinking about witches of winter.  In particular, why are there so many. Louhi, Elsa and the Snow Queen), Jadis, all the Jadwiga winter witches from Pathfinder and so on.  Notably almost all of these are also royalty, if not outright queens.

This also got me thinking about the War of the Witch Queens campaign I want to do next.  So good job +Stephen Radney-MacFarland! Your character from 7 years ago has inspired me quite a lot.

Recently I have been thinking about D&D 4e conversions.  Both to 5e and to BECMI specifically.  5e, because it is the D&D of the day now and D&D 5 makes a lot of allusions to past versions.  For example the Prince of Frost, Koliada's father/brother/lover/patron appears both in the Dungeon #162 adventure and as a potential Warlock patron in D&D5.

For D&D 4 to 5 conversions (and I'll talk about BECMI ones later)  I opt not to use a 1 to 1 correspondence.  Instead, I convert on a 2/3's basis;  Take the D&D4 character and times it's level by 2/3rds.   WotC still has her stats up, she is a 26th level solo skirmisher.  A lot about her though says Warlock, in particular a fey-pact Warlock Hexblade from the 4e era.

Conversion in this case is going to be more concept driven than finding correspondences with powers.  In fact for a 26th level warlock she is missing a number of spells and powers.  To be fair, the adventure never says that is what she is; just my translation.

So in 5e terms what is she?  Well. I think I made a solid case for her to be a warlock. Her powers come from her patron, the Prince of Frost (Fey Patron). She has a magical sword she can summon (Pact of the Blade) and she has a number of ice based powers.  Now she could use some more oomph, she is the main antagonist afterall, so I buffed her up with some feats.  Let's have a look.
26th level in D&D4 translates, roughly to 17.3333 level, or 17th level in D&D5. She also has some really high ability scores too. I am scaling those back a bit as well.

Koliada, The Winter Witch
Warlock 17, Eladrin Female, CE
Background: Noble

Strength 16 (+3)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 17 (+3)
Wisdom 15 (+2)*
Charisma 20 (+5)*

Proficiency Bonus: +6
Proficient skills: Arcana, History, Intimidation, Persuasion
Saves: Wisdom, Charisma

AC: 24 (studded leather +4, Ring of Protection +3)
HP: 165 (HD d8)
Speed: 30'

Sword of Blackice, "Rimefang" +11, 2d8

Fey Patron Warlock, Pact of the Blade
Patron: Prince of Frost

Feats: Elemental Adept (cold), Magic Initiate (Sorcerer), Keen Mind, Spell Sniper

Powers: Fey Presence, Misty Step, Beguiling Defenses, Dark Delirium

Invocations: Agonizing Blast, Eldritch Sight, One with the Shadows, Thirsting Blade, Sign of Ill Omen, Lifedrinker, Witch Sight

Spells Known
Cantrips: Eldritch Blast, Chill Touch, Blade Ward, Mage Hand, Ray of Frost (MI), True Strike (MI), Ice Bolt (SS)
1st level: Faerie Fire, Sleep, Fog Cloud (MI)
2nd level: Calm Emotion, Phantasmal Force
3rd level: Blink, Fear
4th level: Dominate Beast, Greater Invisibility
5th level (current casting): Dominate Person, Hold Monster, Scrying, Seeming
6th level: Conjure Fey
7th level: Finger of Death
8th level: Power Word Stun
9th level: Power Word Kill

Languages: Common, Sylvan, Draconic, Primodial, Abyssal

All in all, a nice build.

I am ignoring her Unique Kill quality about only being killed via a bolt of sunlight from the artifact Sun's Sliver. 

Have to try her out now against my players!

Tuesday, November 10, 2015

Oh! What a Lovely War

Picked up a new book from Troll Lords over the weekend to add to my Castles & Crusades collections. The Book of Familiars is a great book and one I have reviewed in the past.

Makes me wish I had a regular C&C game going.  I added it to a bunch of my other "witch" themed books.

Collecting all my books, games and adventures for the War of the Witch Queens and I am working out a time and a place to set it.  With the release of Dark Albion it occurs to me again that Medieval England would be the best place to start.    I was digging through some of the material I had written for the WitchCraft RPG many years ago under the project title "WitchCraft: The Burning Times" and found just a treasure trove of notes and ideas. But mostly it was essential in putting down a good time for all this.

I am going to opt for the early 17th Century.  While I certainly would have loved to have had Queen Elizabeth in the mix, King James is a better choice.

King James, 1567 - 1625
Gunpowder Plot, 1605
Death of John Dee, 1608  (though I could also stick in Ella Dee)
Pendle witches, 1612
and for reference, Salem, MA Witch Trails, 1693

Though with the inclusion of Baba Yaga and Lamia (Keats and Waterhouse can't be wrong) I will have to expand it to the rest of the world.

It is looking more and more like I am going to have to go with Castles & Crusades for War of the Witch Queens and not Astonishing Swordsmen & Sorcerers of Hyperborea like I originally wanted.

Tuesday, November 3, 2015

Demon Hunter Class for AA (and C&C)


Just in time for Halloween (but I just found it now) Jason Vey has put out a new Demon Hunter class for his SIEGE Engine Amazing Adventures RPG.

http://bit.ly/aafreeclass

While designed for the Pulp-era adventures of Amazing Adventures this class also would work fantastic with Castles and Crusades.

The class is much more "Buffy" than it is "Solomon Kane" but you could do either with it.  Mostly though it reminds me of John Gregory, the Spook, from the "Last Apprentice" book series.

It compares well to the Paladin really, except it doesn't have healing, spells or a special mount. It does have supernatural senses and a special weapon.

Just another reminder that I need to play more Castles & Crusades.

Tuesday, October 20, 2015

Witch Families

Want to share something I have been working on here and there.  Not all of it is ready for prime time yet.

In my world witchcraft tends to run in families, mostly along the female line, but not exclusively so.  I also have a Tradition of witchcraft known as a Family Tradition.  I thought it might be nice to detail some of the families in my games.


The hardest part about dealing with Family Tradition witches and the rest of world is alignment.  By their nature they tend to be cohesive, large units that work for their own common good.  So it would not be too far out to say they are "Lawful" or even "Good".  But they also tend to disregard laws they feel do not apply to them, so "Chaotic" or even "Evil" would work.  At best they are amoral or have a different set of morality. They are loving to their own members, but can also be cruel and even kill member that don't live up to certain standards.  What I am looking for here is a set of complicated relationships that are not easily defined on an alignment axis.  Groups that can be ally in one moment and an enemy later.

To start I have three major witch families with a fourth as a mystery.

Winters
The Winter family is very, very old. So old in fact that many people believe that the season was named for them. As their name implies their magic comes from the use and application of cold.
In this family only the women can become witches.  Once a girl in the family turns 13 her hair will turn white and this is the sign that she must travel north to train with the ancient Grandmother Winters.  The girls return to the family a year and a day later with the basic knowledge of their family witchcraft.  Once returned they will continue their training with other women in their family.  Each year they all congregate at a location determined by Grandmother Winters, usually one of the larger homes of the family.  The family gathers to begin their celebrations on the Winter Solstice, the height of their power.
The family is common in the northern, colder climes.  They own lots of land, but their homes tend to be more primitive than the local homes. Longhouses are most common. Women are almost exclusively witches, with the occasional priest or even wizard.  Men tend be barbarians, warriors or occasional bard.  They are masters of survival in the cold.   Witches gain the Chill Touch spell for free.
Dark Secrets: The Winters Clan often are associated with darker, colder gods like Chernobog.  Their men are often accused of lycanthropy, mostly as werewolves.
Clan leader: Grandmother Winters
Current PC: Tanith Winters

Mont Blanc
The Mont Blanc family is also very old.  The claim is they came down from a mountain that had been blessed (or cursed) by their gods. The Mont Blanc family on the surface is a rich, philanthropic  family.  They have married into royal families across the lands and many heads of state can claim at least partial relationship to the Mont Blancs.  Not all members have the power of witchcraft, but there is a core family of the "purest blood" that all members are powerful witches, male and female alike.
Theirs in an ancient form of witchcraft passed down through the generations.
What isn't in doubt about the family is that they are rich beyond most kings and queens and likely more powerful.  The current family patriarch is Pierce Mont Blanc, an 80-year-old witch of great power and formidable personality. Though the power is shifting to the young twins Kimbra & Kelleigh.  Their gathering time is Walpurgis Night, the eve of May.
Dark Secrets: The family is the center of dozens of rumors, each darker than the last.  They are believed to worship, even consort with demons.  It is also rumored that they also possess the largest collection of occult books and artifacts in the world.  It is claimed, in more hushed tones, that the family practices selective breeding in their own ranks. Marrying young women off to older men for their fortunes if they have no ability for the craft, or inbreeding those that do show signs to concentrate the power their blood.
Clan leader: Pierce Mont Blanc
Current PCs: Kimbra & Kelleigh, and Katherine Mont Blanc

Caliban
The Caliban family is cursed, so it is said.  They believe to have come from a near human monster that spawned a race of witches known as the Witchbreed.  Unlike the Mont Blancs and the Winters, the Caliban have no lands and no wealth to call they're own.  What they lack in wealth though they make up for in numbers.
While many of the members of the Caliban family can be monsters to look at, each is also well spoken, eloquent and highly intelligent.  They are often accused of being monsters, and some have embraced that role. Some though instead prefer to remain outside of society and away from those that would do them harm.
They appear to be leaderless, but there is a rumor of an ancient hag named Sycorax that rules over them and can call them to her. It is believed they all gather together on Mid-Summer's eve.
Clan leader: Sycorax, mother of Caliban and all his offspring.

There are other, lesser families, in my world as well.
There is a rumor of a fourth large clan, the Gwyddonod, but they were destroyed by the other three.

Monday, October 12, 2015

A Week with Venger Satanis: Liberation of the Demon Slayer

It's the month of Halloween!  Though I understand many people still call it "October".  Fine. Whatever.

I thought this month I would spend some quality time with products that fit the theme of Halloween.  While putting together my list I realized I had a bunch of products from Kortthalis Publishing and +Venger Satanis.  I thought, what the hell, lets make a week of it.

Venger has had an interesting time in the RPG biz.  I remember talking to him shortly after he was banned from RPG.net and we discussed our respective horror games.  He has had a nice rise recently as an OSR publisher and has a few nice titles under his belt.

Lately he has been promoting something he calls O5R, which I have to admit it very clever, or products that can be played with either old-school games and their clones or with the newest 5th edition game.  It is a solid strategy really.  I have demonstrated time and again to myself at least that you can freely mix the two in terms of adventures.  I would imagine that goes even further.

Today though I want to start with one of his first OSR books.

Liberation of the Demon Slayer
I first picked this up near when it was released.  Since then I have considered it a potential entry in my War of the Witch Queens adventure path.

The adventure is six levels and 70 pages.  VS suggests using 3 0-level characters per player and let everything work out, or a large party of 1st level characters.   Nothing is mentioned on how many players, but I am guessing 6 to 8.

There is some background given about the world this adventure lives in.  They are all optional, but it does set the mood for the rest of the book.   I found the bits about Snake-men and elves to be interesting.  The adventure is steeped in a lot of Lovecraftian tropes and we are introduced to some of the "Old Ones" here, albeit with different names.

If you, like me, love eldritch abominations and dark magic then this the adventure for you. The adventure itself "sounds" simple enough. Retrieve a demon killing sword from the caves to stop the demons attack your village. Easy peasy. Trouble is that the author grew up when dungeons-as-meat-grinders were a thing and everyone was afraid the big bad devil was going to get you. This adventure though is closer in tone and danger to the Hanging Coffins of the Vampire Queen than it is to most Lamentations of the Flame Princess products. With the right DM this could be a great and dangerous adventure where the party could live. Sure they could all easily die too. One can read this and imagine that all of the author's games are a bit like it.

Actually I have known the author for a number of years and yeah this is exactly the kind of things I expect in his games. I think the difference here with this adventure and some of his earlier material is there is a maturity here to accept the absurd. This adventure can be played straight or with a dash of dark humor. Think of it as a horror movie, even the scariest have a touch of humor to them; it sets you up for the bigger punch later down the road.

The adventure proper gets going about page 17.  We are treated to rumors, some background, wandering monsters and some maps of the first level.  The maps have been drawn by +Dyson Logos , so you know that these will be interesting.  The feel of the first 4-5 pages of the adventure is really one of pure old-school nostalgia.   The first level is a bit of meat grinder, by design, and there are a lot things going on here that would make the hard-core Gygazian adventure fan happy.  Going back a bit it becomes obvious that the "optional" information above is still rather important since it colors the actions of many of the inhabitants in this dungeon.

As you descend into the dungeon things get weirder and more deadly.  I mean really, really deadly.  Devil lords, liches, vampires, freaking lasers and a nuclear warhead.  Yeah, VS really cut his teeth on the 70s and 80s era gaming.

I want to take a moment to talk about the art. Yes there is a lot gore, nudity and phantasmagorical horror here.   It comes off though more as "Heavy Metal" than say "Hustler".  All I can really say is that it fits the aesthetic of the book.   In truth I had more of an issue with the sci-fi elements (even though there were very good reasons for them to be there) than I had with the nudity.

The demon-slaying sword Kalthalax is an interesting weapon. One that would have a good home in my regular games to be honest and one that is enough of a hook to make me want to find a way to work this adventure in.   Maybe I can make Clavenus a witch instead of a wizard.

In any case there is a lot of fun to be had with this adventure; if you don't mind the occasional casualty.  I think what helps here is while the adventure is a meat grinder, it is done just to rid the party of the weak.  They are expected to survive and tell people the tales of their great adventure.

While VS takes the care to make sure this works with nearly any old-school game (and in the future he fits 5e into that as well), I can't help but think how well this would work with Astonishing Swordsmen & Sorcerers of Hyperborea.  The background is similar and the elves in Demon Slayer would be a nice addition to AS&SH, which does not have any elves.  Indeed, elves would seem like souless, demon-like monsters compared to humans. At least to humans that have never seen an elf before.   There is a mix of demons, devils and Lovecraftian beasts/gods that somehow feels right for that world. Mixing in AS&SH to this would give you something very, very close to playing akin to Michael Moorcock's world.

Curiously enough in my own games I do have an epic weapon for killing demons. In my current world state this sword is lost and a quest is needed to recover it. Maybe this is what I need. If so then the value of this adventure just increased ten-fold for me. I am going to have to spend some quality time with it and a pencil to see if it can be recrafted into something that fits my world a little better.

However YOU decided to use this adventure I am sure it will be fun.  Maybe deadly fun, but certainly fun.

Tuesday, September 15, 2015

Assembling the troops...

I'll get back to gods in a bit, but I am assembling all the pieces I need for the War of the Witch Queens.


Some OSR monster books, some rules, a bunch of different adventures. Yes that is a 4e book in the mix too.

Still working out details and having a lot of fun.  If I decide to go to a maximum of 13th level then I am sticking with Astonishing Swordsmen & Sorcerers of Hyperborea.  If I think it will go higher than that, all the way to 20th level then I want to use Castles & Crusades.

Sunday, September 13, 2015

Dark Albion, ad initium

Good weekend for gaming purchases.  I picked some finds at Half-Price books (that I may talk about later) and this was waiting for me when I got home.


I opted for the alternate cover of Dark Albion.  It looked a little cooler on my shelf I thought,


Looks great next to my copy of Fantastic Heroes & Witchery.



Wednesday, September 9, 2015

Class Struggles: The Dark Druid

I am have a great time here planning out my "War of the Witch Queens" adventures.  My 5th Ed game is running like a well oiled machine and there is nothing I need to plan for it for many more months (I need a high level adventure to cap it off).

This week I finally got a copy of an adventure I have been wanting forever; Dark Druids by Robert J. Kuntz.  It is a real treat and worth the wait and money I paid for it.

I had been researching Irish myths and legends and read about how Liath, Bodhmall, and Finn defeated an enemy known as the Dark Druid. It was quite a fascinating tale and I loved the idea of an evil druid.
I want to talk today about the Dark Druid class, but first a little background.
Many years ago I wrote an adventure for the Buffy RPG called The Dark Druid. Actually it was the first ever published Buffy adventure.   The adventure was a Willow and Tara focused adventure dealing with their past lives, Liath and Bodhmall, Finn MacCool and the Dark Druid "Fer Dorich".

The idea was compelling enough that Irish author Brian O'Sullivan took the same characters and same myths and put his own spin on them in his books the Fionn MacCumhail series.   Like I did he has Liath and Bodhmall as lovers and he even has a Dark Druid, a "Tainted One".  I bring this up because HIS Dark Druid is much cooler than mine.  Mine is simply evil.  His is a perversion of nature.  In gamer circles we might want to describe this in terms of undeath or even Cthulhoid like nastiness.   O'Sullivan is better than that.  His Tainted One radiates a level of "wrongness" that it is noticed my Ban-drui Bodhmall from miles away and even puts fear into the legendarily fearless Liath.
(BTW get his books. They are great!)

Back to my Dark Druid for a bit. The adventure was designed to be a modern tale (thus the Buffy) system.  Part 2 took place in Victorian times as Ghosts of Albion: Blight.  The main enemy was an unnamed necromancer that is imprisoned in a faerie ring.  In publishing it was the necromancer, Lord of Dragons from Ghosts of Albion: Embers.  In my personal games it was the same Dark Druid.
Part 3 was supposed to take place back in Mythic Éire and deal with Liath, Bodhmall, and Finn defeating the Dark Druid for the first time.  Three parts separated by time.   Part 3 was going to be called "All Souls Night" (after the Loreena McKennitt song).   It would have been for *D&D-ish and included the new classes the Dark Druid and the Green Knight.  I did write bits of of it for 3.0 and the Dark Druid and Green Knight live on as Prestige Classes (but I am not going to talk about those today).
I was going to release it, but now I don't have too.
Brian Young gave us the wonderful Codex Celtarum and the adventure Night of the Spirits for Castles & Crusades.  Night of the Spirits does pretty EVERYTHING I wanted to do with All Souls Night.  It even has a Dark Druid.

Dark Druids is a similar adventure. I am not reviewing the adventure yet, but I do want to talk about the class it offers; The Dark Druid.

The class is like the Druid of AD&D source; only this time OSRIC.  It can be any evil alignment or Chaotic Neutral.  This has some logic to it.  The book includes the Dark Druid class and two different sects of Dark Druids.  Dark Druids eschew hierarchies  so there are no "high priests" but many that might claim that title. There are "Dread Hierophants", but that really can be more about power than actual religious hierarchies.   Advancement wise they are like Druids. The only thing I didn't care for was that the Dark Druids are controlled by a demon.  I would think that they are controlled by something older and more evil.  An Eodemon or Urdemon or even some other horror from beyond; something outside of reality.  The book also comes with 42 new spells.  I did not see an OGL statement with any of this.
Given all this The Dark Druid would also make for a great class in Astonishing Swordsmen & Sorcerers of Hyperborea.

I would avoid giving the Dark Druid too many necromantic spells. Sure he can have some, but that is not their role.  Some of the vivimancer spells from the Complete Vivimancer are a good choice.  Obviously there are some good witch spells as well.

There is a lot of potential for a class concept like this.

Tuesday, September 1, 2015

Dark Albion meets Mythic Éire

The talk around the ole' Other Side water cooler is still Dark Albion.  No surprises really.

I love the idea of playing in England/Albion. Especially with some dark magic thrown in for good measure.  If I can tie it in with my War of the Witch Queens idea so much the better.


So I was looking over all my Castles & Crusades stuff over the weekend.  Lamenting that I don't get to play it as often as I would like.  I dearly love Astonishing Swordsmen & Sorcerers of Hyperborea, it has such a cool vibe to it. But I also enjoy Castles & Crusades.   Rumor has it that C&C began as a campaign on Earth. Aihrde is phonetically the same as Erde which is German for Earth.  That being said I also have a couple of adventures I consider to be "must haves" for my next games, Night of the Spirits and A Druid's Lament.
Another strong selling point for C&C is the Codex Celtarum.
I reviewed it a while back and it is still one of my favorite gaming books ever.  There is so much I could use here. Plus the ties with the Faerie world is a must-have in my mind.

Which brings me in a round about way to what are these Witch Queens warring about anyway?  At first I thought maybe it was for control.  But could it be more?  I am hesitant to detail it too much.  I still have a current D&D5 game I need to finish.  Plus I want to keep it a little loose for now. Maybe even a bit "story gamey".  Yes I am that much of jerk to take one of Pundits products and make it into a story game centerpiece.   Well...not really. It's still OSR.

Éire is a idea I have been playing around with since forever I feel. A mythic Ireland, a land of adventure.  The Celtic themed games I usually enjoy tend to skew a bit to the older and colder themes found in AS&SH.

Regardless of which way it goes I do know that there will be an Ã‰ire to go with Albion and I am going to have a great time doing it.


Thursday, August 27, 2015

PWWO: Dark Albion and War of the Witch Queens

I mentioned previously Dark Albion and Fantastic Heroes & Witchery by their very natures are compatible with a wide variety of games and game supplements.  So doing a "Plays Well With Others" sort of post seems a bit redundant.  But that doesn't mean I can't try something a little more different.

 

One thing I always wanted to do was run a dark age WitchCraft RPG game.  Set in the 1600s it would deal with rival factions of the Gifted fighting each other while Europe descends into the Burning Times.  It struck me how close that idea was some things I was also planning in my War of the Witch Queens adventures.

Reading over Dark Albion I kept thinking that while the Rose War is cool and all but later periods are much more fun.  Setting it in the later later ages, say the Elizabethan or even during the time of King James I, gives another backdrop. During Elizabeth England was very stable, but during James that is gone. 

Take some of the ideas from Dark Albion but advance them to 1580 or so during the reign of King James.  This is also the height of the witch craze in Europe.  This allows me to use William Shakespeare and John Dee.  I might make Dee an Occultist.  Seems right.  Plus I can take the occultist class and make it into a passable Occult Poet.

Another point of commonality is Astonishing Swordsmen & Sorcerers of Hyperborea. I wanted to use it as a game system for both Dark Albion and my witch adventures.  I think it would work out well.  I need to find locales in "Dark" Europe for all of these adventures.

It would be one of the ultimate tests of the whole OSR ideal. Can products written for different games and different times all work together?

System: Astonishing Swordsmen & Sorcerers of Hyperborea and Fantastic Heroes & Witchery (to smooth out the rough edges)
Setting: Dark Albion
Adventures:
A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Fane of the Witch King (3.0/d20)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Saga of the Witch Queen (DCC)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The Manor Issue 6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)

I might thin this list a bit since I am only dealing with levels 1-13 or so.

Thursday, July 2, 2015

The Witches of the Witches' Nest

I get a lot of spam from people telling me about "real magic" and people that can cast spells for me.

Since I have been working on a group of evil/non-good witches I figured make the best of the resources handed to me. These characters have pretty much begged themselves into existence.

The names come from these posts:
And the idea of the Witches' Nest from this post:
They are going to be part of my "War of the Witch Queens" adventure path/campagin.
I haven't quite decided on the rule system, so here is a stab at using most of them.

Now I am generally very fond of all the other "OSR" witches, so I would like to present each one below in the most positive light possible. Designing the characters to take advantage of each of the class features in turn.
In each case their prime ability for being a witch or spellcasting is indicated with an asterisk*.


The Witches' Nest

The Witches' Nest, or more simply, The Nest, is a collection evil witches that operate outside of normal lawful society.
They are not above a little thieving of arcane literature, but mostly they will pass off others ideas as their own.  They are con artists, but each one it a powerful witch it their own right.  Their leader is a self-styled "doctor" Logan Zabaza.  Ozigididon is his second in command and in charge of "spiritual" aspects of their cult.    Each witch comes from a different tradition, but all serve the same goals and patron; they are all followers of Mammon.
A typical ruse will be to offer the party help, say magical or healing, to determine what they have and then steal anything that they can.  The prefer magical books over magic items, and magical items over gold. They will still steal gold if that is all that the party has.

Dr. Logan Zabaza
Male Witch, Malefic Tradition 13th level (The Witch)
Chaotic
Logan Zabaza is the defacto leader of the Nest only because he keeps the others in line with fear and intimidation.  He appears as a middle aged man with long black hair and olive complexion.  He prides himself on his looks and always dresses in the highest fashion for the occasion.  He carries a cane that contains his boline knife. He also uses this cane as his focusing implement.

Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 14
Wisdom: 16
Charisma: 15*

Hit Points: 30
AC: 6 (talisman of protection)

Occult Powers
Familiar: Raven
7th level:  Evil's Touch
13th level: Devil's Tongue

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Palm
First: Cause Fear, Fey Sight, Ghostly Slashing, Increase Sex Appeal , Sleep
Second: Agony, Blast Shield, Death Armor, Evil Eye
Third: Feral Spirit,Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Very goodPhantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation


High Priestess Ozigididon
Female Witch, Gypsy Tradition, 13th level (Spellcraft & Swordplay: Eldritch Witchery)
Chaotic Evil
Ozigididon was a gypsy priestess until she threw in with Zabaza.  She had been thrown out of her own family due to the darker aspects of magic she prefered and is now making an living as the "spiritual leader" of the Nest.

Abilities
Strength: 9
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdom: 15*
Charisma: 11

Hit Points:  35
Alignment: Chaotic Evil
AC: 5 (Ring of Protection +1)

Occult Powers
Familiar: Ancestral Spirit (follower of Mammon)
7th level: Prophesy
13th level: Evil Eye

Spells
First: Bless Growth, Charm Person, Light, Minor Curse, Read Magic, Silver Tongue, Spirit Dart
Second: Augury, Detect Invisible, Discord, Knock, Levitate, Magic Broom
Third: Bestow Curse, Bewitch III, Liar's Curse, Mind Rash, Slow, Wizard Lock
Fourth: Cloudburst, Elemental Armor, Instant Karma, Masque
Fifth: Break Enchantment, Death Curse, Endless Sleep
Coven: Death Blade, Greater Scry

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment


Drodinaka
Female Witch 11th level, Chthonic Tradition (ACKS Players Companion, +Alexander Macris & +Tavis Allison)
Chaotic
Template: Dark Oracle

Drodinaka is a young, attractive woman with long blond hair.  She and Drodu pretend to be sisters since they have similar features.  She often pretends she is an acolyte of some benevolent but unnamed faith.  She often acts as Ozigididon's second in command.

Abilities
Strength: 11
Dexterity: 12
Constitution: 10
Intelligence: 12
Wisdom: 15*
Charisma: 12*

Hit Points:  28
AC: 4 (Ring of Protection AC 4)
Attack: 7+

Proficiencies: Seduction, Black Lore of Zahar, Prophecy, Performance (Storytelling)

Powers
1st level: Divine spellcasting
3rd level: Brew Potions
5th level: Magic Aura proficiency, Spell research
7th level: Charm Person (1/day), Scribe scrolls
9th level: Create magic items
11th level: craft magical constructs

Spells
First: Detect Undead, Cause fear, cure light wounds, detect magic, light, protection from good, read languages
Second: Spiritual Weapon, augury, bane, choking grip, enthrall, hold person, sleep
Third: Necromantic potence, Alter self, Bestow curse, cause disease, charm person, ESP, Mirror Image
Fourth: animate dead, clairvoyance, chimerical force, dispel magic, fly, nondetection
Fifth: command person, magic carpet, polymorph other, scry, true seeing

Magic Items
Ring of Protection AC 4, Dagger +1


Drogu Dudu
Female Warlock 9th level (Death Lady) (Astonishing Swordsmen & Sorcerers of Hyperborea+Jeff Talanian)
Chaotic Evil
Drogu is a little older than her "sister" Drodinaka, but like her she is attractive and has long blonde hair. She dresses the part of a warrior woman from the north but is in reality a stone cold spellcasting killer.  Drogu is the Nest's muscle.

Race: Hyperborean
Secondary Skill: Hunter

Abilities
Strength: 13*
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12**
Charisma: 11

Casting Ability: 9
Fighting Ability: 9+1,  Attacks 3/2

Hit Points:  28
Alignment: Chaotic Evil
AC: 5 (leather armor)

Powers
1st level: Read Magic,
Mastery: Sword
4th level: Mastery: Morning Star
8th level: Mastery: Crossbow
9th level: Stronghold (2 apprentice warlocks)

Spells 
First: Black hand, Chill touch, shocking grasp
Second: Danse Macabre, Forest of bones, scythe of the reaper
Third: Exploding skull, infrared vision

Magic Items
Ring of Protection +1, Leather Armor +3, Sword +1/+3 vs. Paladins


Dr.  Ewan Brave
Male Witch 8th level "Secret Keeper" (Complete B/X Adventurer+Jonathan Becker)
Chaotic
"Dr. Ewan Brave" is the newest member of the Nest.  He has been responsible for finding new and valuable occult tomes.  He keeps back the most powerful for himself.

Abilities
Strength: 11
Dexterity: 12
Constitution: 13
Intelligence: 16*
Wisdom: 13*
Charisma: 11

Hit Points:  24 (d4)
Alignment: Chaotic
AC: 4 (Ring of Protection +1)

Languages: Common, Elven, Dragon

Special Abilities
1st: Book of Shadows, bind wounds (heal 1d4)
6th: Brew Potions

Spells
Maximum Spell Level: 3rd
Number of Spells known: 24
1st Level (6):  Detect Magic, Foretell, Hex, Read Languages, Speak with Animals, Witch Scribe
2nd Level (9): Cause Fear, Disguise, Eldritch Flame, ESP, Familiar Spirit, Hold Person, Levitate, Locate Object, Remove Fear
3rd Level (9):  Bestow Curse, Confusion, Haste, Hoodoo, Object Read, Speak with Dead, Spectral Knowledge, Wizard Lock


Lord Wakaman 
Male Half-orc Witch 7th level/Thief 7th level  (Adventures Dark & DeepThe Witch+Joseph Bloch
Chaotic Evil

"Lord" Wakaman as he is known to most began life living on the streets of the city, a bastard child of an orc thief and an  underage unwed mother.  His cunning and wits kept him alive when other children would have died.

Abilities
Strength: 12
Intelligence: 13
Wisdom: 16*
Dexterity: 16 (-1 initiative adj.  -2 to AC)
Constitution: 13
Charisma: (12)

Special Abilities (witch class)
Magic bonus
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar: Crow
Charisma degradation

Special Abilities (thief class)
Back Stab
Pick Pockets: 55%
Open Locks: 62%
Find and Remove Traps: 55%
Move Silently: 55%
Hide in Shadows: 43%
Listening at Doors: 30%
Climb Walls: 99%
Read Languages: 25%
Thieves' Cant

Special Abilities (race)
Infravision 60'
Languages: Common, Orc, Gnome, Elven

HP: 26
AC: 6 (Bracers)

Spells
First: Affect normal fires, charm person or mammal, control face, direct gaze, push, witch shot
Second: Change self, command, fascinate, misfortune, trip
Third: Bestow curse, fear, hand of glory
Fourth: fiery breath, ill luck
Fifth: improved pass without a trace

Friday, June 19, 2015

The Witch Queen of Summer

Note: I am also submitting this as my entry to the RPG Blog Carnival.  Since the topic of June is Summer, this is a perfect post for me.

I have been reading a lot of adventures of late.  Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!).  So here is what I have so far.

A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)

So a lot really to work with.

One of the things I noticed right away that there are LOT of Witch Queens associated with winter.   I have talked about Witch Queens many times before.  I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.

Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.

Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure.   Among other things it also featured two daughters.  Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.

Of course there are tales of Elena the Fair from Russian folk tales.  I see no reason why those tales can't be true and she still became the Witch Queen of Summer.

Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level

Strength: 11 Death Ray, Poison 5
Dexterity: 16 Magic Wands 6
Constitution: 10 Paralysis, Polymorph or Turn to Stone 5
Intelligence: 17 Dragon Breath 8
Wisdom: 17 Rods, Staffs, Spells 7
Charisma: 18

Hit Points: 50
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)

Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4):  Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier

As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands.  This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.

She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.