Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Thursday, October 13, 2022

100 Days of Halloween: Dungeon Crawl Classics Witch Queen Adventures

Dungeon Crawl Classics: Saga of the Witch Queen
Up first is an update and an important one at that. It was while I was reviewing this adventure in 2015 that I thought that the War of the Witch Queens came to me. I figure I should revisit it now.

Dungeon Crawl Classics: Saga of the Witch Queen

PDF from DriveThruRPG. 84 pages. Monochrome cover and black & white interior art.

This is a meaty module.  84 pages, covers, maps, and OGL still leave a lot of pages for content.

First off, if you are not familiar with Dungeon Crawl Classics modules they are meant to emulate a certain feel of early 80s play.  They went on to create the game Dungeon Crawl Classics, but the adventures are still largely OSR compatible. Actually, I didn't see a single thing in this adventure that screamed ts should be used for one system or the other, though on the cover they claim "1e." That is good enough.

This adventure is actually 3 adventures in one.  Legacy of the Savage Kings, The Lost Passage of the Drow, and War of the Witch Queen (which I will discuss later).  Each one is a different part of the Witch Queen's plan.

Reading through this adventure is one part excitement for the new and one part excitement for the nostalgia.  For the new, I wanted to learn more about Kyleth (the eponymous Witch Queen and not to be confused with Keyleth) and the tome Ars Maleficus.  The nostalgia comes from many little easter eggs throughout the pages that call back to adventures of the TSR days.  I am convinced the Mad Hermit here is the same as the one in the Keep on the Borderland for example.  There are also hints of influences from Vault of the Drow, Ravenloft, and even the rest of the GDQ series.  In fact, the second adventure, "The Lost Passage of the Drow" could be slotted into the D series and no one would be the wiser.   Replace Baba Yazoth with the proper Baba Yaga and have one of the many adventures she features in as a side trek.

There are a number of named characters that would work well as witches, Maeve, Baba Yazoth, and of course Kyleth herself.   While using the title of "Witch Queen" Kyleth is only an 8th-level Magic-user.  Make her a 9th or 10th-level witch and then you have something really scary.

Does it work with The Witch? Yes, absolutely.  There is a number of great items and story points in this adventure for any witch character.  In fact, I would say that any good witch would want to see Kyleth taken out on general principle.  Plus there are a number of encounters and NPCs that would benefit from the rules in the Witch.  Night Hags get more spell-casting powers for example and the medusa can also have some levels of the witch class.

Of course, there is the issue of Kyleth being one of The Thirteen. The Thirteen most evil wizards, witches, and necromancers in the world.  She was the newest member, who are the other 12, and what are their plans?  Is anyone up for an adventure against the Legion of Doom?  I might have to come back to this idea. I can see witches, vivamancers, blood mages, evil wizards, and necromancers as part of this evil cabal. Each provides something different.


About the physical book. The book is 80 pages and printed on very heavy paper.  It is softcover, but the binding looks good. With the heavy paper and glossy cover, I expect this to hold up to wear and tear.  The cover is bound on, so no taking it off to use as a GM screen with maps.  I am glad I have this as a PDF too to print out the maps and the handouts.  I am really, really happy with this module.

UPDATE: Of course, I took this idea and ran with it making Kyleth one of the many Witch Queens that is gathering at the Tredecim. Kyleth was my first choice as the murderess of the Witch Queen, but I quickly dropped that idea. If Kyleth had kill the High Queen then her ambitions would be greater. No Kyleth is an opportunist. She sees the tide turning and decides now is her time to strike. 

Dungeon Crawl Classics #17.5: War of the Witch Queen
Dungeon Crawl Classics #17.5: War of the Witch Queen

PDF. 28 pages. Color cover, black & white interior art. 

This is the precursor to the larger Saga of the Witch Queen. I grabbed it to have a complete collection and to see if there were any differences between this and the newer version. I would still love to get my hands on a printed copy.

This adventure is designed for D&D 3.5/d20 OGC.  This means converting it to Pathfinder is really a non-issue. More to the point we can convert Kyleth from an 8th-level Sorcer to an 8th-level witch.

The main differences here between this adventure and the counterpart Saga adventure, War of the Witch Queen is that this is for D&D 3.5e and Saga is for AD&D 1e. They are the same adventures with very minor tweaks.  

Both send the PCs on a quest to stop and kill Kyleth the self-styled Witch Queen. It is a straightforward dungeon crawl. This is not a weakness, but rather its strength. 

The obvious question is do you need this one if you have Saga of the Witch Queen? I say yes since the systems are different (but can be converted). 

Lady Kyleth the Witch Queen


Use in War of the Witch Queens

Well...yeah. In fact, many of the reasons I wanted to do a War of the Witch Queens can be found here. The other obviously was my love for all these witches.

Kyleth is fun because she can be so unapologetically evil. Even if I was not doing this campaign she would be a great reoccurring antagonist.

Lady Kyleth Witch Queen



The Other Side - 100 Days of Halloween



Wednesday, October 12, 2022

100 Days of Halloween: The Witch Queen of Cair Urnahc

The Witch Queen of Cair Urnahc

Another witch Queen tonight and this time she comes in Pathfinder 1e and D&D 5e versions.  So let's jump right in.

The Witch Queen of Cair Urnahc

For Pathfinder 1st Edition and D&D 5th Edition.

This adventure series was Kickstarted back in 2020.  I am grabbing the versions found on DriveThruRPG. It looks like the PDFs were sent out as soon as the Kickstarter finished from what I can tell.

I will be reviewing both versions and pointing out where the differences lie.

PDF. 84 pages. Color covers and interior art. Levels 3 to 6.

Before I get into the adventure itself I do want to say something about Page 3 which covers the basics of how "Zan's Adventures" work and the layout.  I know there is no reason at all that people need to conform to a "book" layout, especially since many people will read this on some sort of device. The adventures do not follow a book layout per se, but they do add a few things. For starters, color is used more to denote different sorts of outcomes or text. This is great, unless you have some sort of Red-Green color blindness. Rare yes, but these are the things I look for.

But there are some very strong benefits here as well. For example, the NPCs, including the Witch Queen herself, are well-defined in easy-to-read blocks to aid the DM/GM while running the adventure.  Same with the locations. 

The areas are defined as our three main antagonists. It is possible that one or more are freed from their tombs to enact their evil plans. Well we have character sheets in the back for those. Also, there are other NPCs and a ton of monsters to interact with.  Now given that one of the encounters is not 1 but 2 Death Knights, I think this one should be scaled up a bit. When I run it I might use just one Death Knight with skeletal minions.

There is a whole section of possible outcomes and endings. The adventure is not quite a free-form sandbox, your locations are limited, but how the players investigate them are up to them.

The biggest differences in these two come from the NPC and Monster statblocks and how the various skill checks work. All in line with the rules of Pathfinder and D&D.

The end has maps you can print out. There is also an additional product, Map Pack for the Witch Queen of Cair Urnahc for VTTs and Roll20 in particular.  I also find these are good to print. For an extra $2.00 it is worth it to me.

There is an OGL at the end, but the author might want to swap out "DM" in their text for "GM" for OGL compliance.

All in all not a bad adventure. Pretty straight forward to be honest. There are some new monsters so that is fun. I would have liked to see some unique treasure if nothing else the Spellbook of Witch Queen Morfa.

Use in War of the Witch Queens

Evil witch queen coming back from the dead? I wonder how that could happen in my world?  Hmm...

Yes, this is a good candidate for a War of the Witch Queen adventure.It practically is begging me to use it. Since there is no POD version (yet) I can print this out and then do the 5e material on one side and the Pathfinder on the other. But that is also moot since I am going to convert the whole thing over to Old School Essentials anyway.

A note about that.  Whether by design or by happenstance (I am going with design) the game-specific material is usually confined to a single page. So doing a conversion is largely a matter of writing up (or copying) a stat block or converting a DC for a skill check into an ability check. THIS also makes the layout and design more useful to me. 

So yeah, I am rather pleased with this.


The Other Side - 100 Days of Halloween


Tuesday, October 11, 2022

100 Days of Halloween: Curse of the Web Witch & Return of the Warlock

Two adventures tonight for me to consider for my War of the Witch Queens and both are from Creation's Edge Games.

Return of the Warlock
Return of the Warlock

PDF. 10 (14 with maps) pages. Color cover. Black & White interior art.
For 4-6 adventurers of levels 2nd to 4th.

A skull taken as a trophy has the trapped spirit of our warlock here, one Kalis Magefire. He has escaped and has taken hostages demanding to fight the heroes that killed him. Too bad those heroes have been dead for years.

The adventure sounds simple enough. The warlock's spirit has taken control over the hall built dedicated to the heroes that defeated him. He know wants to fight those heroes. Failing that you all will do.

Sneak in, defeat the warlock, save the hostages. 

The strength in this adventure will be how easy it can be adapted to nearly any setting or set-up. 

I would recommend that the "heroes" used here be from your own campaign. If you (like most of my fellow graybeards) are now playing with a different group the name drops might not have the same resonance, but it will still be fun.


Curse of the Web Witch
Curse of the Web Witch

PDF. 10 (14 with maps) pages. Color cover. Black & White interior art.
For 4-6 adventurers of levels 2nd to 4th.

Another mini-adventure that could be run in the afternoon. A cursed artifact from a forgotten god has transformed a priestess into a horrible monster, a web witch!

The PCs have to track her down (not too hard) and destroy the artifact.

This one has a few new monsters including the Web Witch.  All in all quite a fun little romp.

The web witch here is fun and I like the stats, but I think I would rather use the web witches I made a few years before this one.

Again, like the Return of the Warlock this one can be easily adapted to any world. In fact, it is recommended you do so. 

About Dungeons of Dazegoneby

Both of these adventures are part of their "Dungeons of Dazegoneby" line of adventures. Here is what the author Matt Kline has to say about that:

I can remember a time in my distant past when I could head to the local mall walk into one of the two bookstores they had at the time, plunk down around five dollars, and walk out with a brand new Dungeons & Dragons module. Our Dungeons of Dazegoneby line is a tribute to old-school gaming, paying homage to a time filled with graph paper maps, wandering monster tables, hand-drawn character sheets, and lazy afternoons filled with adventure and wonder. We hope you enjoy playing these products as much as we enjoyed making them.

Damn. I could have written that myself! So yeah I get what they are doing here and I am happy they are doing it.  The maps from Dyson Logos really help.

Use in my War of the Witch Queens

Return of the Warlock is an easy one to fit in. The Witch Queen dies and the Warlock breaks free.  The Curse of the Web Witch will need a bit more work, but just a little. With the obvious spider theme here it might a fun one to do with a bunch of new characters, but the same players, after they do the GDQ series. Have this as an artifact of Lolth.

The Other Side - 100 Days of Halloween

Monday, October 10, 2022

100 Days of Halloween: The Witch of Wydfield

Witch of Wydfield
A while back I downloaded the adventure The Witch of Wydfield by Brave Halfling Publishing.  It is a fun adventure and is designed for 0-level characters for Dungeon Crawl Classics. I used it as a "Session 0" with new B/X characters for the War of the Witch Queens.

I'd love to put up a review of the adventure itself, but it is no longer available from DriveThruRPG. It is however still available if you download the Map Bundle.

The Witch of Wydfield (Adventure)

PDF. 10 pages, color cover, black & white interior. 

By John Adams & Colin Chapman. Art by Steve Zieser & Mark Allen.

This is a Level 0 Adventure for the Dungeon Crawl Classics RPG, something they call "the funnel" it is a great idea but I used it for B/X, handing out copies of the Moldvay Basic red book to all the players.

The adventure is pretty strait forward. It is a classic Hammer Horror-style Witch Hunt. Honestly, put on Rush's Witch Hunt or The Necromancer and you have the vibe perfectly.

There is one location, the witch's cabin. The monsters are her minions. We ran it all on cold winter's afternoon and evening.  Kill the witch, save the girl, and collect the treasure.

The adventure is gritty DCC RPG which is a great start for me and this campaign.

The Witch of Wydfield (Map)

My family loves terrain, minis, and maps. So the map for this was a big incentive for them to play. I spent a Christmas afternoon printing out the maps and gluing them to cardboard. I did the outside on one side  (with flaps for secret areas) and the witch's lair on the other. Worked so fantastic that I really want to use it for something else now.

We augmented it all with some terrain my youngest 3D printed and some trees and other materials we bought from Michael's craft store. 

Witch of Woodfield

Note: If you buy the Map and Adventure bundle you do not need to buy the map alone. But the Map and Adventure bundle is the only way to get the adventure now. 


War of the Witch Queens

This was the first adventure I used for my War of the Witch Queens campaign. I knew the campaign was going to use some flavor of Basic D&D rules. 

Since this is a DCC adventure for 0-level characters I had everyone roll up three characters.  All very simple. I used the classic Moldvay Basic rules and had everyone choose Cleric, Fighter, Magic-User, or Thief at 0 level.  Once everyone got to 1st level I had them specialize into an OSE Advanced Class. My goal was to say "yes" first and then direct them to something that works.

I had everyone roll 2d6+3 for stats. Yes, that made them all rather low on their abilities, but they are also just starting. I then had them roll another 1d6 per ability (arrange as wanted) when they got to the 1st level.  This did make their abilities a touch higher than average.  I am ok with that. 

Since they were super low-level and below-average at that point I said they are all refugees from another village destroyed by terrible weather. This was of course the first "attack" of the evil witches with the Witch Queen now dead.  No queen means the more evil elements of the witchcraft world are running free.  The witch of this adventure is another such witch.

Also, I had Yulina's dying words be "the Queen is dead."  Dela the girl they saved also said this as they gave her back to her parents in the village. The phrase has come up a few more times since this adventure. 

I had plenty of copies of Moldvay Basic so everyone had one.  I used my Old-School Essentials book and my GM1a Game Master's Screen from New Big Dragon Games Unlimited.  Since one of my goals is to use as many different kinds of OSR products as I can, I think I am off to a good start. Everyone had so much fun.

The Other Side - 100 Days of Halloween

Sunday, October 9, 2022

100 Days of Halloween: DL15 Mists of Krynn

DL15 Mists of Krynn
When I talk about witches and D&D one of the last places that usually comes to mind is Krynn and Dragonlance. BUT believe it or not, there are some strong connections between my witches and the first Dragonlance Trilogy.  Usually this can be summarized with me thinking that "this could use some more witches" where the "this" is the trilogy.  Witches are mentioned in the first book but that was only a tease.

So. How does DL15 Mists of Krynn fit into all of this? Glad you asked.

DL15 Mists of Krynn

PDF. 128 pages. Color covers and maps. Black & white interior. 

This book contains 12 mini-adventures (pages 2 to 100), nine discussions on various creatures and races unique to Krynn with adventure hooks or lairs, and eight NPCs. I printed the monster section out and stuck it into my Dragonlance Monstrous Compendium binder.

I am going to be upfront here and say this is not a review of the entire book, but rather just of the mini adventure The Tanglewood Keep, and I'll briefly touch on one of the NPCs, Ladonna.

The Tanglewood Keep

This adventure is a basic MacGuffin hunt, but it has some nice features about it. First off it was written by a friend of the Other Side Vince Garcia. I have featured his Quest of the Ancients RPG many times here.  Secondly, while the adventure is simple, that is its greatest strength. It is not really about the quest to find a stone, it is about getting the PCs from their home world (Greyhawk or now the Realms) to Krynn via the magic mirror in the adventure.

The characters are introduced to kender, tinker gnomes, and draconians in short order. They get the full Dragonlance introduction before the mud on their boots from their home world is even dry.  

I ran this one for my family at home and at Gen Con 2021 and in no short order they all wanted to kill poor Twil Topknot! It was a fun adventure and I am glad I got to do it.

Twil Topknot

The book itself does have an "Adventure Path" feel about it with adventures to take the characters from the 1st to 15th level. Tanglewood Keep is for adventurers of 1st to 3rd level. If you want to play in Krynn and don't want to do the War of the Lance, or do what I did and have it as a "background noise," then this is a good choice.

This adventure also introduces us to the magic-user cough*witch*cough Stevie. I'll get to her later.

Ladonna

I admire the layout of this book. Everything is rather modular with the monster/race bits fitting on a front and back page (reading the PDF) and the NPCs fitting one per page. It makes printing this out rather convenient.

Ladonna is another entry from Vince. She is a 17th-level black robe (aka evil) wizardess. But you would be forgiven if you read her entry and didn't think she was a witch. I mention her here since, well she is witchy and from Vince Carcia.

Stevie aka Sarana

In the adventure, we meet Stevie. She is a 12th-level white-robed Grey Elf wizard. Given the adventure is for characters levels 1 to 3 there is no way the PCs are going to mess with her. Her description is pretty much Krynn's Stevie Nicks. I mean she is better qualified to go get her rock than the characters are. So is Twill for that matter. But none of that is important really. What is important is the fact she is here. 

Stevie also has a not-too-coincidental resemblance to another Garcia character, this time it is Sarana from his Quest of the Ancients.  

For my run of this, I combined Stevie (grey-elf) and Sarana (human) into one character, Sarana (half-elf). Seriously if I had pulled out a witch-like character named Stevie in front of my family they never would have taken her seriously. They know who I am.  Much like the PCs, Sarana is trapped here from her own world. Unlike the PCs she has decided to remain.

War of the Witch Queens hook

At the end of the adventure Sarana/Stevie tells the group she fears the Queen is dead.

Sarana aka Stevie

Honestly. If I never get to the other adventures these NPCs, the little adventure, and the monster pages has all made this a great choice for me. 

The Other Side - 100 Days of Halloween

Saturday, October 8, 2022

100 Days of Halloween: Reign of Winter

Reign of Winter: Snows of Summer
When Pathfinder wanted to introduce us to their witch class they did so with a lot of pomp, circumstance, and many great adventures. The Magnum Opus of this has to be their Adventure Path: Reign of Winter.

Once again we are taken to Irrisen and to the court of Witch Queen Elvanna. Only now her reign is at an end and she won't go quietly.  The PCs have to intervene.

Reign of Winter Adventure Path

Six adventure books, print (oop), and PDF. Full-color covers and interior art. Each book 100 pages.

First a bit about the adventure paths. Paizo created their adventure path idea largely as a means to to support  D&D 3.5 and then their Pathfinder Core RPGs. They were a direct competition the D&D Adventure League (in format anyway).  While D&D has moved on to larger hardcover adventures for 5e now, Pathfinder was still doing the Adventure paths in six or so various softcover adventures for characters 1 to 20.  

Land of Ice and Snow

Reign of Winter dealt with the Witch Queen Elvanna, daughter of Baba Yaga, and her machinations to keep control of Irrisen now that her reign of 100 years is over. There is involvement with Baba Yaga, her dancing hut, the Demon Lord Kostchtchie, The Mad Monk Rasputin, AND none other than THE Anastasia Nikolaevna Romanova.  Now I have been a fan of Baba Yaga for decades, but I also am a huge fan of the whole mystery of Anastasia Romanova and whether she could have still been alive.  So all of this and add world hopping on top of it all?  Yeah! Sign me up!

While I have all of the adventures and supplementary materials in PDF, I am missing a couple of the physical books.  I did grab as many of the minis as I could.

Each adventure has an overview outline of the major events to help explain what will happen. Lots of new monsters, NPCs, great-looking maps, and more. I will say this, Paizo goes all out on these.

Each Adventure path module is released every month, so a half of a year from start to finish.

Adventure 1 (of 6): Snows of Summer

The PCs start at 1st level and should end the adventure at or around 4th level. This is the adventure that introduces them to Irrisen.  The hook is winter is moving southwards and encompassing more lands.  It is here that we learn that the Great Witch Baba Yaga has been captured and imprisoned. 

Adventure 2 (of 6): The Shackled Hut

Here the PCs must find Baba Yaga's famous hut and use it to find her. But there is an entire city filled with monsters between them and the hut. And then they have to deal with the Winter Witches. This adventure is for PCs 4th to 7th level.

Adventure 3 (of 6): Maiden, Mother, Crone

The PCs are transported around the world. They end up in another frozen wasteland of Iobaria on the far-off continent of Casmaron. Here they find three magically linked dungeons and the secrets of the Demon Lord Kostchtchie the Deathless.  
A note about Kostchtchie. Back in the late days of TSR the notion came about that Orcus was once a human. I always hated that notion. Now we get the same thing here with Kostchtchie and I like it. It works so much better for him than for Orcus.

This adventure is for PCs levels 7 to 10.

Adventure 4 (of 6): The Frozen Stars

In a true world-hopping adventure the PCs will take the Hut to Triaxus, the seventh world in Golarion’s solar system, now in the midst of its decades-long winter (of course!). Here the gain useful information on the whereabouts of Baba Yaga.

This adventure is for PCs levels 10 to 13.

Adventure 5 (of 6): Rasputin Must Die!

Now THIS is an adventure! You have to go to Baba Yaga's home world of Earth in 1918 to retrieve her and stop her captor the Mad Monk Grigori Rasputin himself. The PCs have to face him, his minions and 20th-century tech of WWI. 

I have to admit for a lot of reasons this one might be my favorite out of all six. 

This adventure is for PCs levels 13 to 15.

Adventure 6 (of 6): The Witch Queen’s Revenge

The PCs have found Baba Yaga but she is trapped in a matryoshka doll. They have to free her AND still defeat Queen Elvanna and put a new Witch Queen on the throne.

This adventure is for PCs levels 15 to 17. Leaving the last three levels for something else I guess. 

Adventure 7? Witchwar Legacy

Interestingly enough the adventure I reviewed a couple of nights ago, The Witchwar Legacy, is for characters level 17 and up. It also features contact with the Witch Queen Elvanna of Irrisen.  In fact it reads like a rough draft to this adventure. It was written by Greg A. Vaughn who wrote the Witch Queen's Revenge.  If I used this then it would need to be the new Queen of Irrisen or Baba Yaga that sends them on their way.  I am safe in saying "new Queen" because if the PCs don't defeat Elvanna in Adventure 6 they will surely be dead.

Personally, I like this plan. Given that I have an overabundance of Winter Witches I could run this independently of my War of the Witch Queens.

The Witch Queen’s Revenge

Maybe I'll convert the whole thing to Pathfinder 2 or D&D 5/One D&D someday and run that. There is just too much fun stuff here NOT to use.


The Other Side - 100 Days of Halloween

 

Friday, October 7, 2022

100 Days of Halloween: Winter of the Witch

My search for my Winter Witch for War of the Witch Queens continues. Today's candidate comes in two flavors 4e and 5e. She gets a few extra bonuses as well.

As always I will be following my rules for these reviews.

Dungeon #162 (4e) - Winter of the Witch

PDF. 111 pages, color covers and interior art.

I am not reviewing the entire issue of Dungeon here, though I will briefly talk about the other contents. Robert J. Schwalb has two adventures here. A Scales of War Adventure Path adventure and “Depths of Madness” from the Madness trilogy. Schwalb does great work and I am sure these are both top-notch. 

Winter of the Witch is by Stephen Radney-MacFarland with illustrations by Dave Allsop, Eric Deschamps, Izzy, William O'Connor, Wayne Reynolds, Amelia Stoner, Sam Wood, and cartography by Jason A. Engle, and Sean Macdonald. 

This adventure calls the characters back to Winterhaven to the Keep on the Shadowfell. The plot is similar to what we would later see with the Night King and Winterfell in Game of Thrones. (But this was published in 2009.) Koliada is marching south with her army of Undead and winter follows after her. This could easily be tied in with the HPE series of adventures from 4e if you could find a way to slot them in. All the right elements are here it is a matter of working it out. OR it would make for a great epic-level adventure for some other D&DF 4 campaign. It is set for levels 21-30.

Personally, the adventure is fine, but the true star here is Koliada the Winter Witch. She is so much fun that I have used her in BECMI D&D and made my own D&D 5 stats for her. I also thought she might make a great Dark Lord if part of Pathfinder's Irrisen got sucked into Ravenloft as Ikkesen.  She is a standout character and one I love to keep coming back to.  The fantastic Wayne Reynolds art doesn't hurt either.

The adventure is a tight 34 pages.

Winter of the Witch (5e)
Winter of the Witch (5e)

PDF. 32 pages. No art.

This conversion is from Michael "solomani" Mifsud making use of the WotC fan license to convert older products. This is a conversion of the Monsters (and just the monsters) from the Winter of the Witch adventure from Dungeon 162.

Monster stats are limited to one per page to make printing easy with the notable exceptions of our white dragon Kurikveaeri and Koliada herself.  His stats don't match mine save where we both drew from the original, but he has a some good ideas here to be sure.

The product doesn't not try to convert the whole adventure. It also doesn't claim to try to convert it all either, this is just the monsters.  For just under $2 that's not bad, but I would have liked some more. Still this is a lot of work and plenty to get me going.

--

For use in War of the Witch Queens

I can use this adventure largely as is, I would drop the Orcus involvement altogether. She is interesting enough on her own.

Why is Koliada invading now? Simple the High Witch Queen, whom even she feared, is now dead and she thinks there is no one to stop her. Even the PCs should have time trying to stop her to be honest. Regardless of how I use her, she is too interesting to NOT use.

Koliada, the Winter Witch


Thursday, October 6, 2022

100 Days of Halloween: The Witchwar Legacy

The Witchwar Legacy
Switching worlds, editions, and even systems now.  

This adventure was released in 2010 and is a prelude to their Reign of Winter adventure path released in 2013.

I am not entirely sure to be honest, but I think this is the adventure that prompted Paizo to make the Reign of Winter adventure path. 

The Witchwar Legacy

PDF and Print 32 pages. Color covers and interior art.

This adventure is for characters level 17 and essentially is a MacGuffin hunt for the Torc of Kostchtchie. The characters can choose to aid Elvanna, the Witch Queen of Irrisen gain the Torc or the demon-lord Kostchtchie. 

It is a short adventure, essentially a single location with a lot of monsters and NPCs.

It is a quick one, to be honest for such a high-level adventure. If it wasn't so high level it would be a great introduction to the Reign of Winter series. 

I feel like it could be run in the afternoon, but I also think I would like to adjust the threats to make it a little lower level. I would also tweak it a bit to fit the Reign of Winter series. 

My Snow/Ice/Winter Witch?

Elvanna is fantastic, but she never shows up here. She is a good witch...well an evil witch, but she is great at that. The Reign of Winter also features Elvanna but in a different sort of role and she dies in the end...or at least could die. Plus she is so wrapped up in everything I would have to change the Reign of Winter to work for War of the Witch Queens.

Still, she is rather great and I really want to use her. BUT I am also covering the "Reign of Winter" campaign in a couple of days and that, well, changes things. Tune back in for that.

The Other Side - 100 Days of Halloween

Wednesday, October 5, 2022

100 Days of Halloween: FIGHTING FANTASY - Caverns of the Snow Witch

Snow Witch
Last night I covered an adventure that mentions the Ice Queen, but no more details than a mention. This works fine for me since I have a plethora of choices. Here is the first one I considered, but not my only one.

FIGHTING FANTASY - Caverns of the Snow Witch

PDF and Print. 45 pages. Color covers, black & white interiors.

This adventure has a solid pedigree.  It is based on Ian Livingstone's Fighting Fantasy books from 1984.  This adventure is for the d20 system / D&D 3.0 system published in 2003. So nearly 20 apart, here I am nearly 20 years after that reviewing it. 

This adventure covers the same plot and situations from the Fighting Fantasy "choose your own adventure" book.  

The adventure is designed for one character or a small group of adventures.  Reading through it does follow the same plot lines as the Fighting Fantasy book. 

This adventure also features the Luck saves from the original book. It has some changes to the d20 ruleset. There are a few new monsters (including a Yeti!), some new spells, campaign notes, and some new NPCs.

There are a lot of location-based adventures, essentially a collection of encounters the PCs jump from one to the next. The advantage here is that it is easy to convert from d20 to what I am planning to use it with, Old-School Adventures.  

The Snow Witch in this adventure is a sorcerer/vampire which works great for d20/3.0. For my adventures, I would make her a proper witch. 

The adventure is fine, but I think I might be viewing it through what my "Nostalgia Goggles."  Am I reading a good adventure or am I reading something because it was enjoyable to me in the 1980s?

I guess in the end it doesn't matter, as long as I am having fun with it. 

Is She My Snow/Ice Witch?

Well, I guess I should really ask do I just need one? I have a few more choices but this one has some serious old-school street cred. My other Snow/Ice/Winter witches though are a little more interesting.

Still, this is a fun adventure and one I am looking forward to using.

The Other Side - 100 Days of Halloween

 

Tuesday, October 4, 2022

100 Days of Halloween: A Witch's Desire - Adventure for Old-School Essentials

A Witch's Desire - Adventure for Old-School Essentials
Honestly, I could not pass this one up. It is a low-level adventure featuring a witch, it is quick and it is for Old-School Essentials.  So yeah, I had to grab it.  But how does it play?  Let's look into it.

As always I will be following my rules for these reviews.

A Witch's Desire - Adventure for Old-School Essentials

PDF and PoD. 27 pages. Color covers and interior art.

The designed levels for this are 1 to 3, but I find that it works well as an "interlude" adventure, that is as the characters are moving from one major adventure to the other.  Not to say that this can't be a major adventure, it can. But for me, I wanted to feel more like the characters "wandered into a dream" sort of deal. 

To start with, and what helps fuel this notion of an interlude, are some rules for travel.  While the PCs are moving from their last adventure to this one using these rules helps give this one it's own feel. Yes they can be used elsewhere and adapted. Adding to this is the section after the travel and before the adventure proper, and that is the influence the witch has on the lands near her. I have been using something similar for my War of the Witch Queens based on the old superstition of Hex Signs, but the rules here are more explicit in their application.

 The adventure is a "straightforward" mission to get some water for the Witch of the Wilds they meet at the start of the adventure. I say "straightforward" because obviously, it isn't.  They are plenty of hazards along the way and foes to fight. The adventure is scaleable so that is also quite good. 

There are no stats for the witch herself, nor should there be. The PCs should not be fighting her.

This adventure is set in the Forever Winter setting. Honestly a name like screams to be used.  Also, there is mention of the Ice Queen and her rivalry with the Witch of the Wilds.  The Ice Queen is not mentioned much here save for a sidebar, but the potential is great.  So great in fact that I have an idea of how to work the Ice Queen (also a witch in my world naturally) into my War of the Witch Queens.  I'll discuss her tomorrow. It is likely that their A Wintry Death adventures could be used in conjunction with this one, but I am pretty pleased with it as is to be honest.

While the art is wonderful for this it does make you think the Witch of the Wild could be something of an evil-ish character, certainly otherworldly.  While reading through this I kept asking myself, what if this witch was good and just really needed the character's help?

Suddenly all I could think of was Ginny Di's character Morelia the Wood Witch.  She would need the water for her potions obviously. Changes the whole tenor of the adventure.   Not that I have any problems coming up with witches. It would also change the nature of the relationship between the Witch of the Wilds and the Ice Queen. They are still rivals, but now it is different.

Witch of the Wilds VS Morelia the Wood Witch

Note: I just noticed that Morelia's familiar Crimini is a cat with white fur and gold eyes. Much like the art for the Witch of the Wilds. Maybe Morelia polymorphs Crimini to act as the scary Witch of the Wild? She then hides in the background so that the PCs she is hiring don't know she really is about as dangerous as a bunny. A lot like Balok in the classic Trek episode "The Corbomite Maneuver."  Instead of tranya she offers them tea of course. Yeah, I like this idea. 

In either case, the Witch of this adventure would need to be a potential ally for the characters in my game.  I can't actually see Morelia getting mad with them anyway. And I really want to use Morelia. I just don't think I can pull off the voice Ginny Di uses for her!

In any case a fun adventure with a lot of ideas for use in my home campaign. The PDF version comes with separate maps. The PDF also features layers so you can turn on the background image for readability. That's worth an extra star in my book to be honest. 

Monday, October 3, 2022

100 Days of Halloween: When Comes the Witching Hour

When Comes the Witching Hour
Another adventure from casl Entertainment featuring the "Witch Queen" which may or may not be Iggwilv. 

When Comes the Witching Hour

PDF and Print. 80 Pages. Color covers. Black & White art.

This adventure is designed for levels 9 to 12 for the OSRIC game, which is the clone of AD&D 1st Edition.

I grabbed this adventure back in February after reviewing The Witch-Queen's Lament, a later, but lower-level adventure.

There is a nudge-nudge-wink-wink commentary on how to fit this adventure into the World of Greyhawk. But it is also fully usable in any world. 

The adventure is overtly the search for a missing princess. What makes this different is the missing princess is likely in the Dungeons of the Mad Archmage and might have something to do with the Queen of Witches.

Now. Before I get too much further let me point out what this adventure can do. Obviously, there are the fans of the World of Greayhawk who can use this to expand on their game worlds. You can grab nearly any other version of the Castle or Dungeons of the Mad Arch Mage.  It is really a nice piece that could fit into a lot of campaigns. 

The adventure is a wonderful romp through some of the storied locations of the World of Greyhawk, if in a thinly veiled manner. Also, anything that involves Iggwilv or the Witch Queen is a must-buy in my mind.

The adventure covers the first half of the book. The last half has new monsters including many unique demons, new magic items, pre-gen characters, and finally the maps. Note. The print version maps are a little difficult to read. I have the PDF so I printed them out.

One other nitpick. There are no page numbers printed on each page. 

When Come the Witching Hour

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For Use in War of the Witch Queens

This one is so on brand for my War of the Witch Queens that I am shocked how well it works for me. It covers several bases for me. For starters, it is OSRIC thus satisfying my need to involve all sorts of OSR rule sets. It is set in Greyhawk which satisfies my desire to involve many of the game worlds as I can. And most of all it features the machinations of not just "A" Witch Queen, but "THE" Witch Queen. I mean really. If I have any complaints about this adventure it is I didn't write it myself.

For Use in NIGHT SHIFT

While I love to use some of these adventures for NIGHT SHIFT not everything will fit. This is a perfect example, while I love the idea of this adventure it would not be good for NIGHT SHIFT. This adventure is too deeply tied to the World of D&D and especially Greyhawk.

The Other Side - 100 Days of Halloween

Sunday, October 2, 2022

100 Days of Halloween: The Coven

The Coven
Tonight I am starting my deep dive into a bunch of witch-related adventures, many of which I would like to use with my War of the Witch Queens campaign.

The adventures will come from the various versions of D&D and the retro-clones in the OSR. They all have or feature witches in them.  Sometimes these witches are the antagonists, other times they are allies or even friends. The point is to show this rise in witch-related activity.  The players would see this rise but only later learn the reason is that the High Witch Queen had been murdered and now the witches are running wild.

As always I will be following my rules for these reviews.

The Coven

PDF. 45 pages. Black & White cover and B&W and color interior art.

This is a 0-level or 1st-level "adventure". In fact the adventure covers creating a coven of new "witches" (1st level magic-users).  There are a lot of random tables to help generate these characters including their background, patrons, enemies, and more for these witches. You also generate the lands and homes of these witches and their enemies.

This book is designed for Lamentations of the Flame Princess, but that is close enough to B/X that you can use that or OSE instead. 

I say "adventure" in quotes because there is not an adventure here. There is a setup for future adventures and there are plenty of ideas here to create your own. But no "going to point A to point B and kill monster X."

What it might lack (and I don't think it is lacking) in structure it makes up for in style and detail.

For Use in War of the Witch Queens

I would use this as a session zero for a future run of WotWQ (right now my characters are around 3rd level) but this would be a fun start.

Instead on 1st level magic-users I would use my witches, with a random table to also help choose their tradition.  

For Use in NIGHT SHIFT

So this is set up for LotFP, but with some tooling, I could make it work for a modern-age NIGHT SHIFT game. Certainly something for Ordinary World or even Generation HEX.


The Other Side - 100 Days of Halloween


Saturday, October 1, 2022

100 Days of Halloween: Octhorrorfest and Lost Classes: The Arnesonian Classes

Octhorrorfest
It is the first of October! It is the month of Halloween finally.  I am going to start this auspicious night with a treat from last year, Appendix N's Octhorrorfest, and some more.  For this month I am going to focus largely on D&D in general and material for my War of the Witch Queens in particular.

As always I will be following my rules for these reviews.

Octhorrorfest!

PDF. 50 pages. Color covers. Black & white interior art.

This book is designed for Old-School Essentials, so that is already a plus in my mind.

It is filled with some wonderful art that is both creepy and evocative. 

We begin with an introduction from author R.J. Thompson about Halloween, and all the things that make Halloween great.  

There is a bit on Samhain (with correct pronunciation) and All Hallows with ideas of how to add them to your game. This includes what classes can do and the effects on magic. 

There are new classes and since this is OSE there are race-as-classes.  The classes include The Jack-o-Kin racial class and race for Advanced OSE. A jack-o-lantern race is a really interesting idea. Maybe not one I would play myself, but I am sure I would use it as an NPC race.

The next class is the Witch. Ah. Now we are talking. The class is a Wisdom-based spellcaster. They are fairly close to the Cleric class. There are a lot of interesting features to this class like healing, cure poison, and my favorite the Dying Curse. 

There is also a Witch Hunter class. A fighter type that also can turn undead and detect evil.  Essentially like a less devout paladin.

Magic of Hallows covers the spells for the witch. There are some ones that are familiar from OSE or SRD sources and four new spells.  This section also covers Ritual Spell Casting which is adapted from the old d20 Relics & Rituals converted to OSE. It is rather good to be honest.  There are 11 "new" spells. They are familiar spells but re-presented as ritual spells.

There is a section on Curing Vampirism, Demons and Exorcism.  Another section on Turning the creatures of the Outer Dark (like Undead Turning). 

Up next, around page 40, we get some movie monsters. 

Since this Appendix N Entertainment, we get an Appendix N with new readings, music, and film. 

In its 50 pages we get a lot of fun material. Well worth the price.

Lost Classes: The Arnesonian Classes
Lost Classes: The Arnesonian Classes

PDF. 30 pages. Black & white covers and interior art.

This one is not really a "Halloween" issue, but given I am doing Octhorrorfest I figure I would add this one is as well. Plus, it is for Old-School Essentials so that is reason enough.

Plus I think today is the last day of Dave Arneson week, so there is that.

This book covers what is called the Arnesonian Classes. This includes the Merchant and the Sage, as standard classes.  We also get the Beastfolk. This includes Chimpanzee Folk and Duck Folk.  We get both Basic race-as-class versions and Advanced races.

I have to admit I want to make a Chimpanzee Sage. I think that would be rather fun.

This little book is a great addition to OSE.

Both books are great fun.


The Other Side - 100 Days of Halloween



Friday, September 30, 2022

100 Days of Halloween: BaF - The Muse

The Muse
Keeping with the OSR books tonight.  This one is a bit special.  First, it is produced by Basic Witch Games which is just a great name.  Secondly, the game is produced by a couple of friends of mine, Miranda Hunt and her wife Caitlin Hliwa doing the art. Thirdly I contributed a few spells for this book.

So...that makes reviewing this a little more difficult. So in addition to following my rules I am also going to be especially careful here.  I am not going to review the spells for example.

BaF - The Muse

PDF. 8 pages. Color cover. Black & white internal art.

BaF is short for "Basic as Fuck" a philosophy and a game design ethic. These classes (of which the Muse is the first) are designed for B/X D&D or OSE. 

This class, the Muse, is a magic-using class that alters emotions and enchants their companions. This is a Charisma base class and it cast spells in a similar manner to the witch classes. 

The XP charts follow the same format as Old School Essentials. The muse is similar in advancement to the Cleric and Magic-users. The Muse casts spells up to the 5th level. 

While I don't feel it would be right to review the spells there is a good number here and many that are original.  

There is also a new magic weapon featured.

The class is really fun and I can see a lot of uses for it as a great support character (like the Cleric) and some magic firepower (like the Magic-user).


The Other Side - 100 Days of Halloween


Thursday, September 29, 2022

100 Days of Halloween: Jeremy Reaban OSR Classes

OSR Witch
Reviewing Twilight Fables the other day has put me more into the mood for more OSR material. So Given I am spending my 100 Days of Halloween talking about witches, lets go with some other OSR witch material.

As always I will be following my rules for these reviews.

Jeremy Reaban has published a good number of OSR Classes.  While they say OSR on the cover they do have advancement tables for "Original," "First Edition," and "Basic/Expert" editions.  So they are really quite flexible.  I do note that the "Basic/Expert" table does go to level 20, so great for Labyrinth Lord and Basic Fantasy, but you will need to cut off at 14th level for Old School Essentials. Keep in mind these classes all predate OSE in publication.

All his classes, and indeed all his publications, are Pay What You Want.  I like that. Given he is buying art for all of these at least pay him a couple of bucks.

Here are his classes that I think work well with the witch concept. 

PC13 - The OSR Witch

PDF. 15 pages. Color cover.

Covers the basics of the class including requirements, alignment, and all the other expected details.  There is a section on the special abilities of the class, in this case abilities all witches get.  Each witch also gets a "Focus" or what I have called a "Tradition" but could be read as archetype or even sub-class.  These include Black Witch, Fire Witch, Frost Witch, Light Witch, Mind Witch, Storm Witch, Wander Witch, Water Witch, White Witch, Weather Witch, and Wood Witch for a total of 11 (two more would have been great). Each gets some powers and a selection of spells unique to that Focus.

This is followed by the advancement tables. Witches get bonus spells for high Charisma. And the selection of spell common to all witches.  

There are 9 NPC witches of various levels and alignments. 

There are some design notes that talk about the lack of an official witch class and how most of the OSR ones are all done by "one guy" (no idea who that could be). 

We end with the OGL statement.

All in all a really fun class. If this one works for you then by all means go with it.  There are a lot of great ideas here. 

PC11 - The OSR Warlock

PDF. 14 pages. Black & White cover.

This is the "new" warlock from Reaban. I'll get to the "old" one in a bit.

Essentially this is a conversion of the 5.1 SRD warlock and I am totally happy with that.  You get a Pact boon and a bunch of Eldritch Invocations.

Listed are various Patrons the warlock can take. We get the Fiend, the Great Nature Spirit (this one is new), Faerie Queen (or King), the Great Old One, Elemental Prince, and the Celestial. Each gives the warlock powers and a collection of spells. 

This is followed by the advancement tables (with level titles!). Warlocks get bonus damage on their Eldritch Blast for high Charisma. And the selection of spells common to all warlocks.  

There are 7 NPC warlocks and some design notes. The design notes in particular discuss why this is the second Warlock Reaban has done and how the old warlock is now the Kineticist.

PC1 - The OSR Kineticist

PDF. 8 pages. Color cover.

This was the first OSR class done by Reaban and was originally called The Warlock. This class is a bit different. It is like a sorcerer in that has innate magic, but this is not due to bloodline. It has some blasty-like warlock powers, and some others making the class fairly unique. 

There are the advancement tables (with level titles!). Kineticist get bonus damage on their Arcane Bolts for high Charisma.

It is a new idea and I really like it. This one is so early that there are no NPCs. 

PC2 - The OSR Exorcist

PDF. 6 pages. Black & White cover.

Ah. Now here is a class that is not all that witchy, but one that is likely to come up in any game where there are a lot of witches and demons.  I have also played around with an exorcist class in the past and this one works so well for me I really don't think I need to do one now. 

Exorcists are a bit warrior, bit cleric. 

There are the advancement tables (with level titles!) but no NPCs yet in this one.

The class does exactly what is should do and does it well.

PC3 - The OSR Witch Hunter
PC3 - The OSR Witch Hunter

PDF. 7 pages. Color cover.

Can't have witches and not expect a few witch hunters. Like many of the "witch hunter" classes you can find this one is not limited to hunting witches alone but any supernatural evil. Like the Exorcist this one is a combination of fighter and cleric, though more leaning on the fighter side (they are considered a sub-class of the fighter).  They get a number of abilities to allow it to hunt down their prey and vanquish them.  

The witch hunter also gets a Bard-like Lore ability and the ability to read magic. They can even turn undead at 3rd level. 

There are the advancement tables (with level titles) for First Edition, Original Edition, Basic/Expert Edition, and Cyclopedic Edition (to 36th level).

PC8 - The OSR Amazon Warrior

PDF. 9 pages. Color cover.

This might be stretching my "witch" idea, but I did do a book, the Cult of Diana: The Amazon Witch, and I like to use this book with that one.

This one gives us the Amazon Warrior class. It is a fighter, but with a more athletic bend to it. The have to have minimum scores of 15 in Strength, Dexerity, AND Constitution.  The Amazon Warrior can't use magic items unless that magic item is a weapon and provided to them by a god. 

There are the advancement tables (with level titles) for First Edition, Original Edition, Basic/Expert Edition, and Cyclopedic Edition (to 36th level).

There are 10 NPCs including a Red Martian (nice!), Zenia, and "Crimson Sonia" who is 25th level. 

There is also a section on the daughters of the gods and how they can generate ability scores. There are also role-playing notes on the children of gods.

All in all a really fun additional class.

PC10 - The OSR Beguiler

PDF. 15 pages. Color cover.

A related class, this one has also been called the houri, the courtesan, the temptress, or the hetaera. It is a Charisma based class that uses charms. She is also a poisoner along with her other skills, so in many ways she is closer in nature to the thief or assassin. 

There are the advancement tables (with level titles) for First Edition, Original Edition, and Basic/Expert Edition. 

This one also has some new magic items. There are 19 NPCs. 

PC17 - The OSR Enchantress

PC17 - The OSR Enchantress
PDF. 15 pages. Color cover.

This class is another spellcasting class, this time ismanipulates the emotions of others.  This class is a magic-user sub-class. 

There are the advancement tables (with level titles) for First Edition, Original Edition, and Basic/Expert Edition. There is also spell advancement to the 7th level.

The best part of this class, at least for me, are the new spells. There 33 in total. Some come from the d20 SRD, but that is fine. They work great here.

There are only 2 new NPCs here.

And finally there are two new Witch Focuses for the Witch Class; a Desire Witch and a Dream Witch.

Works great for me to be honest.

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Lots of great classes here and I didn't even review them all.