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

Monday, February 6, 2017

Witch & Witchcraft Reading Challenge: Wild Magic by Tamora Pierce

“Never break a promise to an animal. They're like babies—they won't understand.” 
- Daine.

"Wild Magic" is the first book of a quartet of books in the Immortals Series by Tamora Pierce.  The story deals with Veralidaine (aka Daine), a thirteen-year-old girl who just survived a raid on her village that left her family dead and her alone.  We first meet her looking for a job.  We quickly learn that she has a way with animals and is a good shot with a bow.   Her human skills leave a little to be desired and she is carrying a dark secret.
In the world around her, we learn that monsters, the immortals, are coming back after being locked away in the lands of the gods.  She and her new friend/boss Onua encounter "Stormwings", which are like an advanced form of a harpy and giant spiders.
Along the way, we learn that while Daine's mother was a hedge-witch she has no magical "gift" herself, but there is something more that normal with the way she can interact with animals.

Daine grows in her power under tutelage from a university trained mage while she is working as assistant horse-mistress to the Queen's Riders.  Here we learn her magic is the rarest, Wild Magic, and there might not be any limits to what she can do.  We do learn of her dark secret (and it pays off) and we see her grow from a shy child to a strong and capable young woman.

I read this book a long time ago, but I don't think I finished it. Given the time I was in grad school and likely busy reading Vygotsky and Dewey too.  Also, I remember the ending different.  I picked up the Full Cast audio book of this and it was very pleased. It was like a mini performance.  Some reviewers mentioned that keeping track of the character voices was tough, but I found it easy to be honest.  I was not going to pick up the next three books, remembering that this one pretty self-contained, but now I am going to.  I also enjoyed having Pierce as one of the narrators. It is nice to hear the definitive pronunciation of some of the names, even if they were sometimes very different than how I had read them!

Using this Story in a Game
There are very, very few monsters in this story. The ones that are here make a huge impression.  This is something that fantasy game masters should take a cue from, that when you are 1st level EVERY monster needs to be a memorable experience.  The Stormwings, which are essential harpies with metal wings, are a serious threat to 13-year-old Daine.
Also, there is the underlying theme of magic can do wonderful things, but it by itself can't fix your problems.
It's the old adage that when your only tool is a hammer everything starts looking like a nail.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 5
Level: Initiate
Witches in this book: Daine, but only because her magic is so very different than everyone else's.
Are they Good Witches or Bad Witches: There are clear lines between good and evil here.
Best RPG to Emulate it: Another easy one. This is very clearly Blue Rose.  Daine is an Adept that has taken all the animal related arcana.
Use in WotWQ: There are a lot of great ideas for games as mentioned above.  The idea of a new, or rather really old and forgotten, type of magic is just too good to pass up.  I also like the idea of new and scary monsters coming into or back into the world as a prelude to something terrible happening.

Thursday, January 19, 2017

New Adventure, Character and Resources

Kinda buried at work this week.
So I'll share some resources and new adventure I am reading.

First up is the adventure.
The Witch of Monte Rosa is from Bill Barsh over at Pacesetter Games.
For 12 bucks you get an old-school like adventure and PDF.  This adventure is for low-level characters using OSRIC or your favorite OSR rule-set.
It is a sanbox adventure designed to be dropped into any campaign and is adaptable to higher levels.  The main focus though is the titular witch and the damage she is causing to nearby life.
There are some new monsters and some new magic items that look like a lot of fun.
The main antagonist is Helena, a "Cauldron Witch".
It would not take much at all to retune this to work with my Witch class.  "Cauldron Witch" becomes a tradition with some alchemy based powers.  Instead of Magic-User spells, give her witch spells.

Here is my take on her.

Helena
9th level Witch, Cauldron Tradition
Chaotic Evil

Strength: 15
Dexterity: 10
Constitution: 13
Intelligence: 18
Wisdom: 10
Charisma: 17

Saves
Death Ray or Poison:  11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs, and Spells: 13

Hit Points: 50
AC: 7 (Leather Armor)
To hit AC 0: 16
Weapon: Staff (1d6+2)

Occult Powers
Familiar:  Cauldron*  (her connection to her cauldron is explained in the adventure)
Lesser: Immune to the Affects of Undead

Spells
Cantrips (6): Black Flame, Ghost Sound, Inflict Minor Wounds, Quick Sleeping, Spark, Summon Vermin
First (3+2): Bewitch, Black Fire, Burning Hands, Cause Fear, Charm Person
Second (3+2): Agony, Biting Blade, Blast Shield, Hold Person, Spell Missile
Third (2+2): Bestow Curse, Danse Macabre, Ghost Ward, Scry
Fourth (2+1):  Arcane Eye, Elemental Armor, Spiritual Dagger
Fifth (1): Death Curse

Certainly a worthy opponent!

What sold me on this adventure was that she was described as a "Witch Queen, long forgotten."
Kinda makes it perfect for my War of the Witch Queens adventures. So perfect in fact I am going to use this as the introduction to the series.


Going to be a blast really!

Here are free resources on witches and witchcraft.



Though if you are like me these are all very familiar sites.

Monday, January 9, 2017

2017 Witches & Witchcraft Reading Challenge

It's 2017 and time for some new challenges. Or maybe an old challenge with new choices.
I am planning on participating in the 2017 Witches & Witchcraft Reading Challenge over at Melissa's Eclectic Bookshelf.



I participated in 2015 and 2016. I did well in 2015 getting 25 witch books read.  Last year I didn't get any since I spent most of my reading time with the history of England.

This year I already had a couple of books lined up so I figured it was a good thing to do. I had a lot of fun in 2015 with this.

This year I think I want to post reviews as soon as I am done reading them rather than waiting till the end of the month.  I also want to post more RPG-related material based on the books I am reading.  Plus anything I can add to my War of the Witch Queens adventures.  I think I will also expand a little what I consider a witch too.

In any case I think this is going to be a lot of fun.

Thursday, September 22, 2016

Witch Wars and Second Campaigns

Again, no gaming for me this weekend. So when I am not working on my current 5e game my mind tends to wander a bit. Lately, I have been thinking a lot about what needs to be done next.

A brief recap though.

I started playing with my kids when my son turned 5, so about 2005 or so.
That adventure was the start of what would become the Dragonslayers campaign. There was no over arching plot and we made a lot up as we went along. The rule system was a modified version of D&D 3.0 with bits of Mutants & Masterminds, BESM d20 and Star Wars thrown in for good measure. Soon my youngest son joined and there was a rotating cast of characters (sometimes joined by their friends) under the vague notion of stopping the threat of evil dragons. Eventually the party decided that they had to stop Tiamat herself. We went through many of the classic adventures and a lot that were completely made up on the day of gaming.

When D&D 4 came out we tried a couple of times to get a game going under that but to no real success. Though those failures lead to what we called the Order of the Platinum Dragon games, or what I have been calling here the Come Endless Darkness game. Like every time I have changed rule systems I usually use the children of the characters I was playing before. This time, we started using AD&D 1st Edition. We played that for a couple of levels, notably for adventures B1 and B2. When D&D 5th Ed came out we switch wholesale over to that with flashbacks using AD&D1 and D&D Basic.

Now I want to try something a little different.

The Second Campaign is (in theory) supposed to run in parallel to the Come Endless Darkness game. Different characters, but the same world and time. One of the elements of this game is that one of the characters that went missing from the CED game will show up here. That game is limited to only 12-14 levels, then for the big finale all the characters would come together in the end. BUT...that might not work so well since I didn't get the Second Campaign started when I should have. Or rather, the CED game had too much momentum and we kept going. In the CED game they are going to deal with the Lolth-Orcus threat, in TSC it will be Dagon and Demongorgon.
Since it is a "Second Campaign" I want to follow the model of the "First Campaign" or Come Endless Darkness and use classic modules. These are the ones I am considering.

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10
Gary Gygax's Necropolis, levels 10+

The only one that I am 100% sold on is Necropolis.

Since these are all AD&D modules (save Necropolis) I might stick to AD&D, but it is far more likely that this will be a combination of Basic/Expert D&D, Astonishing Swordsmen & Sorcerers of Hyperborea, Adventurer Conqueror King, Basic Fantasy RPG, Labyrinth Lord and any other OSR book I have laying around. It is a mix-mash that I often refer to as "Black Box Basic".

The trouble it that it make much more sense for this game to use Castles & Crusades. Converting between C&C and D&D5 is a no brainer really. Super easy. I want to play C&C. I also want to play Black Box.

The only ones I don't have PDFs for.
The campaign after this will be my War of the Witch Queens.
That one will be run under Castles & Crusades and also use a variety of adventures.

The Stealer of Children (LL), level 1
B7 Rahasia (Basic D&D), levels 1-3
The Ruins of Ramat (S&W), levels 1-3
Return of the Warlock (S&W), levels 2-4
The Manor Issue 6 (OSR), low level (roughly 3rd)
Witch of the Tarriswoods (OSR), 3rd level
Saga of the Witch Queen (DCC), 4th level
A3 Wicked Cauldron (C&C), levels 3-5
Night of the Spirits (C&C), levels 4-6
No Salvation for Witches (LotFP), not mentioned, likely levels 5-7
Witches Court Marshes (AD&D_ish), around 7
Fane of the Witch King (3.0/d20), levels 10+
Dark Druids, AD&D1/OSRIC, levels 8-12
The Dancing Hut of Baba Yaga (AD&D_2e), levels 7-20
The Witch Queen's Revenge (Pathfinder), levels 15+
The Witchwar Legacy (Pathfinder), levels 17+
Winter of the Witch (D&D4), Epic levels

One campaign has a variety of rules, but adventures that are for the same system. The other uses one set of rules, but each adventure is for a different system.

One day I'll do something easy.

Monday, September 19, 2016

Monstrous Mondays: Woodwose for Castles & Crusades

A couple of things came together for me this week.  First off I have been going through all my Castles & Crusades material.  My son is getting ready for the game he runs with his group so I have been cleaning my game room, reorganizing my shelves and reading a lot of C&C.

I have been wanting to do something cool with C&C for a very long time.  So I am torn as to whether I am going to use it for my "Second Campaign" or "War of the Witch Queens".  I have a lot of good in-universe reasons to use this for the Second Campaign, but there is SO much of what is native to C&C that make me really want to use it for War of the Witch Queens.
In particular, books like the Haunted Highlands and Codex Celtarum are just full of ideas.

Today I wanted to update a monster I did a while back that was also recently updated on the newbiedm.com blog; the Woodwose.

You can see my version for Basic Era games here:
http://theotherside.timsbrannan.com/2015/03/woodwose-for-basic-era-games.html

Newbie DM's version, based on a 2nd Edition version I knew nothing about here:
https://newbiedm.com/2016/09/12/monster-conversion-woodwose/

Here is a new version for Castles & Crusades.

Note: this is different that the Woodwose class found in the Codex Celtarum.

Woodwose
NO. ENCOUNTERED: 5–30
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 13
ATTACKS: Weapon
SPECIAL: Spell–Like Abilities,  Twilight Vision,  takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1

The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green.  These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall.   They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.

As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures, and their women.  Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler.   They are only brave in packs and rarely venture out of their burrows alone.  Despite their size a woodwose will attack any creature up to and including, ogre-sized, if they have the numbers.  Woodwose fear and avoid elves.

For every 6 woodwose encountered 1 will be a shaman capable of casting spells as a 2nd level druid.  For every 12 one of those 2 shamans will be 3rd level.  At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day.  They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.

Thursday, September 15, 2016

Reviews: Castles & Crusades Adventures

My son is doing some gaming with his own group, so he has been spending a lot of time working on his own stuff.  So I have been reading a lot of Castles & Crusades.

I have to admit, and this is not really an admission since you all know this, but I love this game.
For me, it really hits a nice blend of 1st, 3rd and yes even 5th Edition.  Plus there is lot of material that I have not even been through yet.  The more I read it the more I REALLY want to use this for my War of the Witch Queens  adventures.

But before I do that I want to look at some of these adventures on their own merits.
Review Disclaimer:  I purchased these adventures as part of a Kickstarter add-on some time ago.



The Fantastic Adventure
This is a short adventure, 16 pages, for 4 to 8 characters of 1st to 3rd level. Actually, it is three very short adventures in a general area.  One flows to the next easily and can be run in a couple of sessions. The starting adventure revolves around finding a missing gem and this leads to the PCs saving a deranged golem.  There is also a host of really weird and interesting NPCs that could, if needed, be used as characters.  I know that C&C typically takes its cues from AD&D1, but this adventure felt like something right out of D&D Basic to me.  I mean that in the best way possible; I love D&D Basic.  This would make for a good first adventure to anyone new to C&C, but familiar with other FRPGs.
I often gush at the nostalgia fuel that Castles & Crusades often is for me, but this adventure really does capture a lot of the fun of playing in the late 70s and early 80s. Particularly the early 80s.  It is set in their larger, and somewhat more dangerous, World of Aihrde and can lead up to their other adventures.  Or it can stand alone for a couple nights of rolling dice and having fun.

I1 Into the Unknown: Vakhund
26 pages, for 4-6 characters levels 1 to 2.
Vakhund, Into the Unkown is a short adventure that builds up to some epic events in the later I series from Troll Lords for Castles & Crusades.  It starts out simple enough really. The party has been hired as guards for a caravan. Soon the wealthy merchant is dead and his daughter kidnapped.
Vakhund is interesting since for an adventure that has it's DNA in a game known as "Dungeons & Dragons" there are neither dragons nor dungeons (for the most part) in this adventure.  Typically for low level adventures there is a dungeon to explore. In this one the PCs are thrown right to a plot and it is rather interesting to be honest.

I2 Under Dark & Mistry Ground: Dzeebagd
34 pages, for 4-8 characters levels 2 to 4.
Following up on the events of I1 Vakhund the party finds the missing girl but uncovers a larger plot involving many local factions.  The conceit of the adventure is the party will be drawn in, but as far things go this is not a bad one.
This one is a bit longer than the last adventure and a bit more involved with all the factions.  This adventure can stand alone, but it works best as part of the I trilogy.  Interaction with the NPCs is really what makes this adventure so the game master should read up on all of them and their motivations ahead of time.

I3 Dogs of War: Felsentheim
22 pages, for 4-8 characters levels 3 to 5.
Felsentheim is the epic conclusion to the I series of adventures.   As with the last adventure the GM should be knowledgeable on all the NPCs and factions in this adventure.  Again it can be played on it's own, but works best as the conclusion to the I series.  While the adventure is shorter there is quite a lot of combat in this one.

All together these three books are greater than their parts and make for an interesting set of adventures.

Interestingly enough the entire time I was reading these I kept thinking how well they would work with Astonishing Swordsmen & Sorcerers of Hyperborea.  Not that there is anything here that screams AS&SH to me, but just a feeling that it would work well.  I'll have to try it someday.

Monday, September 12, 2016

Monstrous Mondays: 5E Monster Books

I LOVE Monster books. Always have.  One of the first, if not THE first, book I ever saw for an RPG was the AD&D Monster Manual.  My love for these books has never waned.

So of course, I am going to grab the new Monster books for 5e!


I am rather pleased with both of these, but Tome of Beasts from Kobold Press edges out in terms of things I want to use.  There are just a lot of really great monsters in this book.
Including some I will use in my current Come Endless Darkness game and some for the War of the Witch Queens.

They have their own version of Camazotz which I am dying to use.


I have not compared these stats to the ones I worked up a while back,  But I think I will use these new ones since the players did not kill Camazotz the first time.

There is also a new Witch Queen featured in the book.


She is based, somewhat, and named after the Scottish witch Nicnevin.   I will have to do a conversion of her sometime soon.  Having someone that is the "Daughter of Scáthach" is just too cool to ignore really.

I am not ready for a review of these just yet. But stay tuned.

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Special thanks go out to +Justin Isaac for letting me know about this book and that it featured Camazotz.

Tuesday, September 6, 2016

Review: The Wicked Cauldron

Troll Lords has been putting out some quality products since the 3.x/d20 boom days.  This includes not only their own "house" system, Castles and Crusades but also some 3.x material back in the day.
Well now they are dipping their toes into 5th edition and I could not more pleased.

This past Gen Con I picked up their 5th edition version of their adventure A3 The Wicked Cauldron. I already had the C&C version and I wanted to see how they compared.  Especially since D&D 5 really has a lot of ideas that C&C started with.


The Castles & Crusades version is 24 pages and designed for 3-5 characters of 3rd to 4th level.
The Dungeons & Dragons 5e version is 40 pages (larger font) and for 3-5 characters of 3rd to 5th level.

I am reviewing the print and pdf versions.

The premise is a fairly simple one.  There is a ruined ziggurat in the Barren Woods that is the home to many foul things. It also has a long and evil history and currently is home to one of the fabled Witch Queens.  The PCs must investigate and stop her.

The adventure itself is particularly original, but that doesn't make it less fun.  There is a good balance of overland and dungeon exploring, plenty of new monsters to fight, a threat of an ancient evil.  Given that this module is coded "A3" should give you an indication it is part of a larger series, and it is.  It can be played as part of Troll Lords "A" series that began with "Assault on Blacktooth Ridge" and "Slag Heap" and continues in other Airhde products and adventures.  But it can also be played as a stand-alone adventure.
The adventure is very reminiscent of the old Basic adventures of the early 80s, especially B2 and B4.  In fact, it is almost a perfect mix of these two classic adventures.  So in the nostalgia department, it gets a perfect score from me.

My biggest issue with the PDFs and the Print versions are the maps are fairly small.  I can redo them on my own and larger, but having something I can print out or read easier would be nice.

The 5th edition conversion is good and really, C&C is so close to D&D5 as to almost make the conversion unnecessary, but still I did enjoy looking through both to find the subtle differences.  The most interesting changes were to the Witch Queen herself.

The Witch Queen, Neb–Eprethat, is the central figure in this adventure and stopping her is the main goal.  In the C&C version, she is a Lawful Evil 5th level human cleric/wizard.  In the D&D 5 version, she is a Chaotic Evil 6th level human cleric.   In both cases, she could be better served as a witch.

There is no D&D5 witch class (yet) and I am not ready to publically reveal my C&C witch class.  But I can give her a try in my Basic-era Witch.  Though given that she supposedly worships and honors the "Horned One" she could be a D&D5 Warlock too.  In fact a warlock (as per D&D5) makes a lot of sense.


Neb–Eprethat - Witch Queen 
Chaotic Human Witch (Malefic Tradition), 6th level
The Witch stats

Strength: 11 Death Ray, Poison 11
Dexterity: 14 Magic Wands 12
Constitution: 12 Paralysis, Polymorph or Turn to Stone 11
Intelligence: 16 Dragon Breath 14
Wisdom: 14 Rods, Staffs, Spells 13
Charisma: 18

Hit Points: 20
Alignment: Chaotic
AC: 1
Dagger +4, Multiattack (allows 2 attacks per round)
To hit AC0: 18

Occult Powers
Familiar: Toad (multiple familiars)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (3+2): Bewitch I, Cause Fear, Command, Minor Fighting Prowess, Sleep
Second (2+2): Biting Blade, Enthrall, Evil Eye, Hold Person,
Third (2+2): Bestow Curse, Continual Fire, Fly, Ghost Ward


She joins the ranks of the other Witch Queens that I have been gathering.

Can't wait to run this under my War of the Witch Queens campaign.

Friday, August 12, 2016

RPGaDAY2016: Day 12

What game is your group most likely to play next? Why?

My current group, my kids, love D&D and D&D-like games. They love the old school feel, but prefer new-school mechanics.  So D&D 5 has been perfect so far but it is also very likely we will try some Castles & Crusades next.

My youngest doest care really. As long as he can play his half-elf ranger with an animal companion he is good.  My oldest will play anything, but he likes to play Dragonborn. So if we do C&C I'll need to figure out how to convert the Dragonborn race over.
It would be perfect for my "Second Campaign".

We have also talked about an ACKS/Basic mash-up.
If I do limit my "War of the Witch Queens" campaign to just 13 levels then that is my choice.


http://www.brigadecon.org/rpgaday2016/



Tuesday, July 19, 2016

Plays Well With Others: Dark Albion: Cults of Chaos

The newest supplement for Dark Albion is now out, Dark Albion: Cults of Chaos.  With a name like that how can I possibly say no?

A bit of history, I worked with author Dominique Crouzet quite a bit back in the late 90s and early 2000s.  I know what sort of thing he likes (or at least liked) in this area, so I know I was going to be pre-disposed to like this.  +Kasimir Urbanski is also the author and his contributions were going to be a bit more of a mystery. But I liked Dark Albion so my expectations were pretty good.  Like Dark Albion, this book can be played with any flavor of D&D you like. It is simple enough and light enough on the "crunch" it can actually be played with just about any RPG really.  While reading I Was thinking about it in terms of Pendragon, Cthulhu Britanica and other games.

Dark Albion: Cults of Chaos is the cults and cult-like groups book for the Dark Albion campaign setting/rules.  The book itself is 92 pages (94 with covers). This includes 2 pages of character sheets, a cult sheet and the ogl.  Minus title page and various bits we are looking at 80+ pages of solid content.
The art is all black and white and is a mix of newer art and woodcut designs.  I am rather fond of the woodcuts myself, I love seeing these in books.  I recognize a number of pieces as belonging to Dominique; so he is one of the artists as well as one of the authors.
The first part of the book deals with the cults.  In particular their size, composition, what social class they come from (very important really) and of course their motivations and where their secret lair might be.  Life of the cultist within the cult is also detailed to a degree.  Enough anyway to get you thinking more about them. In particular what they do in the cult, why they might have joined and possible mutations.  That one needs some more explaining.
Some cults are so exposed to the forces of Chaos that their cultist can begin to mutate.  A great idea that I am glad to see here.  Dom and I did something similar for Warlocks back in my 3.0 edition of my Witch book.  So immediately I grabbed on that as something to use.  The idea though has a lot of traction. There are similar ideas in Lamentations of the Flame Princess and I believe Dungeon Crawl Classics.
The next section covers running advnetures involving these cults.  Obviously these cults are not menat to be a one-time adversary. They are meant to be reoccuring antagonists and potentially even the "Big Bads" of your game.  This includes a number of NPCs, mostly normal level humans, that are involved in the their cults.  Don't assume though that "0 Level" = powerless. Nobility wield a lot of power regardless of level, a noble in a cult can be very bad for a party of adventurers.
I might as well acknowledge the inclusion of the "Frog Cults".  I still think "Frogland" is kind of dumb to be honest, but I don't mind these cults at all.  In fact wasn't "Temple of the Frog" the first real adventure played in D&D and certainly one of the first ever published.   The "Keepers of the Frogs" from Blackmoor could certainly fit as a DA cult.


Packed amongst all of this information are also tables of rumors and other information PCs can learn.  I thought of this as the "Scooby Doo" section of the book; the PCs split up and search for clues.

We next get some sample cults and some examples of some cults in various dungeon settings.  These are split up into low, medium and high level.

The appendicies are very interesting and include a section on Elves in Albion.  This section reminded me a bit of a similar direction given in Castles & Crusades Codex Celtarum.  Indeed, one could use both books together to get a large, more detailed picture of the elves/fae/sidhe.  DA tends to be low-fantasty compared to the C&S High(er) Fantasy.  Still in niether case are these "D&D Elves", they still have more incommon with the likes Obereon, Titania and Puck than Tanis or Legolas.

The next appendix details a score cults of various types. All ready to drop in your game.  The last appendix details sorcerery and chaos and the strange things that can happen when they mix.
We end with a cult creation sheet and a character sheet.  The character sheet should be offered for free download, I think people would like it.

All in all a fun book.  There is nothing here we have not seen before in one form or another, but to have it all one place with this particular presentation is great.   I am reminded a bit of the old Witches and Pagans book from White Wolf that covered similar territory. I even pulled out my Mage: The Sorcerers Crusade to see if this would work well enough with it.  It would take some work, but it could be done.


What strikes me most is how easiy it is to integrate this into any game you like.  The crunch that exsists is easily converted. Since a lot of the die rolling deals with tables and their results, conversion is a simple process.

I mentioned in the past that Dark Albion is particularily friendly to +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea. Using a page from DA:CoC one could easily add DA style elves (and of course their cults) into the world of AS&SH.  AS&SH style witches and warlocks seem particularily suited for the the chaos magic of DA.


In the end I thought this was a fun purchase. Glad to have it and glad to mine some ideas from it.

---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".

Wednesday, June 29, 2016

The Dancing Hut of Baba Yaga

Well, it has taken us a year but we finally finished the Dancing Hut of Baba Yaga.

I made some changes to the adventure to have it fit in better with the overall arc of the Dragonslayers in their quest to stop the rise of Tiamat.  I also foreshadowed events of my Come Endless Darkness and War of the Witch Queen campaigns.

In the process of this adventure the characters began roughly at 20th-24th level in 3.x, converted over to 5e and they are leaving the adventure as 1st Ed characters.  In the course of the year they leveled up in the Hut so now everyone is about 29th level.  This is the reason for the switch to 1st ed since I think it handles 20+ levels better than 3e or 5e.   Also in the course of the last year I took bits and pieces from the Dragon Magazine (1st Edition) version of the Hut and something I found for 4th edition.

They fought the Four Horsemen of the Apocalypse.



The last Rainbow Dragon.


The dragon is supposed to be this dragon:


And finally, a re-ensouled, and very, very pissed off Kostchtchie.


For Kostchtchie I used an idea I had read years ago in White Dwarf #15; the Russian Nesting Doll monster.  Though I flipped it and started with a kobold, then a goblin, orc, hobgoblin, ogre, hill giant and then finally Kostchtchie himself.    Freaked the kids out that each time they hit him he got stronger.
Yes, that is one of the old ogre figures from the AD&D action figures line.

I mentioned in my review of this adventure that it is more plot driven than the other S series adventures. Baba Yaga is more of a defined character than say Acererak or Drelnza. In fact, she is presented in much of the same manner as Strahd was in Castle Ravenloft. Though there is the assumption that the PCs won't be so stupid as to attack her. Could the right group do it? Sure, but that is not the fun of this adventure. The fun here is investigating her magical hut and finding things that might be unique in your world. The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms. Others, unfortunately, feel like filler.
It was a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.

Now given the levels the characters are at I will need to start looking into some of the really high level adventures for them.  Though really they should be ready to retire.

I did add Baba Yaga as a fully stated out monster thanks to the Baba Yaga Boss Stats (5E) from 00Games. But thankfully the kids did not piss her off enough to attack her.

Up next...are the Dragonslayers ready to stop the rise of Tiamat?

Tuesday, June 28, 2016

Iggwilv, The Witch Queen of Perrenland

I have been doing some research on Iggwilv for my War of the Witch Queens adventure and as part of my prep for my kids finishing up "The Dancing Hut of Baba Yaga" (more on that tomorrow).

While working on these it occurred to me that what I really wanted was a "Power Score -like" treatise on Iggwilv as she has appeared in all editions of *D&D.  So I went to the source and to see what +Sean McG  had written on the subject.  The more I read and the more I thought about it the more it seemed like a good idea to collaborate with Sean and see what his touch would bring.  Sure enough, he did a bang up job.  You can read his post on Iggwilv today.

For my efforts, I want to do something I have wanted to do forever.  Convert Iggwilv to a Basic-Era style witch.   We know a lot about her and I am basing these stats mostly on her 3.x edition version from Dungeon Magazine #149.   In that she is a Chaotic Evil human Wizard 26 / Arch-mage 4 (30 total levels).  That grants her a lot of spells and powers.
For my version, I toning down her abilities (Int 38, Cha 28...fine for D&D 3.x, not Basic) but granting her the top level of witches I have, 36th level.  Truthfully I would have been happy with anything from 30 to 36, but I have not done a witch this high of level before here.

Iggwilv also has a number of unique spells.  These can be handled by adding them as Witch Rituals.  Which is really appropriate since is was the descriptions of the magic circles in the Demonomicon of Iggwilv from S4 The Lost Caverns of Tsojcanth that got me really thinking about doing a witch class.

Iggwilv, Witch Queen of Perrenland
36th level Witch, Daughter of Baba Yaga Tradition*
Female, Chaotic (Evil)

Strength 10
Intelligence 20
Wisdom 17
Dexterity 21
Constitution 19
Charisma 22

Saving Throws
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2
Dragon Breath 2
Rods, Staffs, Spells 2
+2 to all saves via Tastchti's Mark
+5 to all saves via Ring of Protection
+2 for Wisdom

Hit Points: 66
AC: -10
(leather armor +5, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)

THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers

Lesser: Familiar (Quasit, "Black Comet")
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity

Other Powers
Arcane Diversity: As a Daughter of Baba Yaga, Iggwilv may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned.  These spells must be learned like other magic-users and recorded in her Book of Shadows ("Iggwilv's Nethertome").
This also help's explain why she was hanging out with the Circle of Eight.  She wanted to steal their spells.

Tastchti's Mark:  This magical tattoo on Iggwilv's was inscribed by the Lilitu Tastchti.  Provides a continuous +2 bonus to her saves and armor class as per the Bless spell.

Spells
Cantrips (7): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Summon Vermin
1st (9+3): Bad Luck, Black Fire, Cause Fear, Charm Person, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile, Tasha's Hideous Laughter (Ritual)
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Undead Enslavement, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Insanity, Wave of Mutilation, Binding (Ritual), Exaction (Ritual), Gate (Ritual)
8th (9): Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Iggwilv's Lightning Cage (Ritual), Imprisonment (Ritual)

New Ritual Spells
These ritual spells often require the use of the appropriate magical circle and often the witch's familiar, which acts as a conduit to the magical energies summoned.

Some of these spells appear in the "Demonomicon of Iggwilv". Others in her Book of Shadows "Iggwilv's Nethertome".

Dismissal
Level: Witch Ritual 6
Ritual Requirement: see below
Range: One creature
Duration: Special
This spell forces an extraplanar creature back to its proper plane if it fails a Spells save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
The witch needs her ritual items and a proper magical circle drawn around herself.  She much also cut herself since blood powers the ritual.

Ensnarement
Level: Witch Ritual 8
Ritual Requirement: see below
Range: One creature
Duration: Special
This ritual works much like a Gate spell, save the creature gated in is trapped in a magical circle.  The creature gets a saving throw vs. Spells to avoid the ensnarement.
The witch can then demand a service from the creature for it's release.  When the service is somplete the creature will return to their own plane.
The spell ends when the witch has struck a bargin with the creature or if sunlight touches the magical circle. In both cases the creature will return to their home plane.  If the creature is held indefinitely they will get a new save vs. spells at Midnight.

Exaction
Level: Witch Ritual 7
Ritual Requirement: see below
Range: One creature
Duration: Special
A witch using this spell confronts a creature from another plane and requires of it some duty or quest.
The spell will not affect creatures with alignments greatly opposed to the witch's i.e. good vs. evil, law vs. chaos. Note that a true (absolute) neutral witch is greatly opposed to all other alignments, for the purposes of this spell. A creature which can be affected receives no saving throw, nor will magic resistance protect it. However, this spell does not affect deities or divine beings.
If the creature has received a great favor in the past from a person of the witch's alignment, the witch can name this as a reason for service. This requires that the witch know the personal history of the creature. If no past service is known to the witch, he or she must pledge a valuable gift or favor to the creature in return for its service.
In all cases, the reward promised by the witch must be equivalent to the service required from the creature. The spell then forces the creature to perform the service agreed upon. If the creature fails to perform the mission, it will suffer the penalties of the spells geas and quest simultaneously, until the mission is completed. Creatures cannot be compelled to obey self-destructive or suicidal commands.
When the service demanded from the creature is performed, it is instantly teleported to the witch's location. The witch must then perform the service or grant the reward agreed upon. When the creature's reward is granted, it is immediately sent back to its own plane.
If the witch reneges on the agreement, the creature has two options to choose from. Each is a part of the original spell and does not require magical ability or spell casting from the creature. Should the agreement be broken, the creature can place the witch under exaction. The witch receives no saving throw against this effect.  Otherwise, the creature can attack the witch. Should it choose to do  this, it will be totally unaffected by any spells cast by the witch.
The material components of this spell are, the witch's ritual tools, matter from the home plane of the creature from whom an exaction is required, and knowledge of the creature's nature or past actions; written on a page of parchment which is burned to seal the bargain.

Iggwilv's Lightning Cage
Level: Witch Ritual 8
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 Hour + 1 turn per level
This spell is a variant of the 7th-level wizard spell forcecage, and it is identical to that spell except as follows:
First, the “bars” of force energy which form the cage are electrified. Any creature, whether inside or outside, who makes contact with the electrified bars or touches them with an object composed of metal or other conductive material, must save vs. spells or suffer 10d6+10 hp damage. A successful save reduces this damage by half, but the lightning cage is not dispelled, nor are its electrical effects.
Second, the floor of the lightning cage is composed of a solid “sheet” of force energy equal to a wall of force, but it is charged only on its outside surface.
Third, unlike a forcecage, Iggwilv’s lightning cage cannot be altered to form a solid cube of electrified walls of force.
Finally, the lightning cage does not require the ritual drawing of a square with powdered diamond as is necessary with a forcecage, but it does require a material component. This material component consists of a “wand” of amber (worth 100 gp), tipped with a transparent  gemstone worth at least 1,000 gp.

Baba Yaga and the young Natasha/Iggwilv by Vania Zouravliov
Tasha's Hideous Laughter
Level: Witch Ritual 2
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round per level
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Ritual Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

I am pretty pleased with this to be honest. Certainly not someone I would mess with.

* I considered making her a part of the Malefic Tradition, but wanted her to have the Arcane Diversity.

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.