Oh I am quite excited about this one!
Paul Wade-Williams is giving us a followup to his fantastic Leagues of Adventure with Leagues of Gothic Horror!
https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror/description
Already it has blown past it's initial goal and moving on into stretch goals.
It is for the Ubiquity system, which I'll be talking more about next week.
Frankly I think it looks fantastic and I can't wait to add it to my table. I am planning on using it with some Ubiquity games I own AND I want to see how it works with Ghosts of Albion.
Friday, July 3, 2015
Thursday, July 2, 2015
The Witches of the Witches' Nest
I get a lot of spam from people telling me about "real magic" and people that can cast spells for me.
Since I have been working on a group of evil/non-good witches I figured make the best of the resources handed to me. These characters have pretty much begged themselves into existence.
The names come from these posts:
They are going to be part of my "War of the Witch Queens" adventure path/campagin.
Now I am generally very fond of all the other "OSR" witches, so I would like to present each one below in the most positive light possible. Designing the characters to take advantage of each of the class features in turn.
In each case their prime ability for being a witch or spellcasting is indicated with an asterisk*.
The Witches' Nest, or more simply, The Nest, is a collection evil witches that operate outside of normal lawful society.
They are not above a little thieving of arcane literature, but mostly they will pass off others ideas as their own. They are con artists, but each one it a powerful witch it their own right. Their leader is a self-styled "doctor" Logan Zabaza. Ozigididon is his second in command and in charge of "spiritual" aspects of their cult. Each witch comes from a different tradition, but all serve the same goals and patron; they are all followers of Mammon.
A typical ruse will be to offer the party help, say magical or healing, to determine what they have and then steal anything that they can. The prefer magical books over magic items, and magical items over gold. They will still steal gold if that is all that the party has.
Dr. Logan Zabaza
Male Witch, Malefic Tradition 13th level (The Witch)
Chaotic
Logan Zabaza is the defacto leader of the Nest only because he keeps the others in line with fear and intimidation. He appears as a middle aged man with long black hair and olive complexion. He prides himself on his looks and always dresses in the highest fashion for the occasion. He carries a cane that contains his boline knife. He also uses this cane as his focusing implement.
Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 14
Wisdom: 16
Charisma: 15*
Hit Points: 30
AC: 6 (talisman of protection)
Occult Powers
Familiar: Raven
7th level: Evil's Touch
13th level: Devil's Tongue
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Palm
First: Cause Fear, Fey Sight, Ghostly Slashing, Increase Sex Appeal , Sleep
Second: Agony, Blast Shield, Death Armor, Evil Eye
Third: Feral Spirit,Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Very goodPhantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh: Wave of Mutilation
High Priestess Ozigididon
Female Witch, Gypsy Tradition, 13th level (Spellcraft & Swordplay: Eldritch Witchery)
Chaotic Evil
Ozigididon was a gypsy priestess until she threw in with Zabaza. She had been thrown out of her own family due to the darker aspects of magic she prefered and is now making an living as the "spiritual leader" of the Nest.
Abilities
Strength: 9
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdom: 15*
Charisma: 11
Hit Points: 35
Alignment: Chaotic Evil
AC: 5 (Ring of Protection +1)
Occult Powers
Familiar: Ancestral Spirit (follower of Mammon)
7th level: Prophesy
13th level: Evil Eye
Spells
First: Bless Growth, Charm Person, Light, Minor Curse, Read Magic, Silver Tongue, Spirit Dart
Second: Augury, Detect Invisible, Discord, Knock, Levitate, Magic Broom
Third: Bestow Curse, Bewitch III, Liar's Curse, Mind Rash, Slow, Wizard Lock
Fourth: Cloudburst, Elemental Armor, Instant Karma, Masque
Fifth: Break Enchantment, Death Curse, Endless Sleep
Coven: Death Blade, Greater Scry
Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment
Drodinaka
Female Witch 11th level, Chthonic Tradition (ACKS Players Companion, +Alexander Macris & +Tavis Allison)
Chaotic
Template: Dark Oracle
Drodinaka is a young, attractive woman with long blond hair. She and Drodu pretend to be sisters since they have similar features. She often pretends she is an acolyte of some benevolent but unnamed faith. She often acts as Ozigididon's second in command.
Abilities
Strength: 11
Dexterity: 12
Constitution: 10
Intelligence: 12
Wisdom: 15*
Charisma: 12*
Hit Points: 28
AC: 4 (Ring of Protection AC 4)
Attack: 7+
Proficiencies: Seduction, Black Lore of Zahar, Prophecy, Performance (Storytelling)
Powers
1st level: Divine spellcasting
3rd level: Brew Potions
5th level: Magic Aura proficiency, Spell research
7th level: Charm Person (1/day), Scribe scrolls
9th level: Create magic items
11th level: craft magical constructs
Spells
First: Detect Undead, Cause fear, cure light wounds, detect magic, light, protection from good, read languages
Second: Spiritual Weapon, augury, bane, choking grip, enthrall, hold person, sleep
Third: Necromantic potence, Alter self, Bestow curse, cause disease, charm person, ESP, Mirror Image
Fourth: animate dead, clairvoyance, chimerical force, dispel magic, fly, nondetection
Fifth: command person, magic carpet, polymorph other, scry, true seeing
Magic Items
Ring of Protection AC 4, Dagger +1
Drogu Dudu
Female Warlock 9th level (Death Lady) (Astonishing Swordsmen & Sorcerers of Hyperborea, +Jeff Talanian)
Chaotic Evil
Drogu is a little older than her "sister" Drodinaka, but like her she is attractive and has long blonde hair. She dresses the part of a warrior woman from the north but is in reality a stone cold spellcasting killer. Drogu is the Nest's muscle.
Race: Hyperborean
Secondary Skill: Hunter
Abilities
Strength: 13*
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12**
Charisma: 11
Casting Ability: 9
Fighting Ability: 9+1, Attacks 3/2
Hit Points: 28
Alignment: Chaotic Evil
AC: 5 (leather armor)
Powers
1st level: Read Magic,
Mastery: Sword
4th level: Mastery: Morning Star
8th level: Mastery: Crossbow
9th level: Stronghold (2 apprentice warlocks)
Spells
First: Black hand, Chill touch, shocking grasp
Second: Danse Macabre, Forest of bones, scythe of the reaper
Third: Exploding skull, infrared vision
Magic Items
Ring of Protection +1, Leather Armor +3, Sword +1/+3 vs. Paladins
Dr. Ewan Brave
Male Witch 8th level "Secret Keeper" (Complete B/X Adventurer, +Jonathan Becker)
Chaotic
"Dr. Ewan Brave" is the newest member of the Nest. He has been responsible for finding new and valuable occult tomes. He keeps back the most powerful for himself.
Abilities
Strength: 11
Dexterity: 12
Constitution: 13
Intelligence: 16*
Wisdom: 13*
Charisma: 11
Hit Points: 24 (d4)
Alignment: Chaotic
AC: 4 (Ring of Protection +1)
Languages: Common, Elven, Dragon
Special Abilities
1st: Book of Shadows, bind wounds (heal 1d4)
6th: Brew Potions
Spells
Maximum Spell Level: 3rd
Number of Spells known: 24
1st Level (6): Detect Magic, Foretell, Hex, Read Languages, Speak with Animals, Witch Scribe
2nd Level (9): Cause Fear, Disguise, Eldritch Flame, ESP, Familiar Spirit, Hold Person, Levitate, Locate Object, Remove Fear
3rd Level (9): Bestow Curse, Confusion, Haste, Hoodoo, Object Read, Speak with Dead, Spectral Knowledge, Wizard Lock
Lord Wakaman
Male Half-orc Witch 7th level/Thief 7th level (Adventures Dark & Deep, The Witch, +Joseph Bloch)
Chaotic Evil
"Lord" Wakaman as he is known to most began life living on the streets of the city, a bastard child of an orc thief and an underage unwed mother. His cunning and wits kept him alive when other children would have died.
Abilities
Strength: 12
Intelligence: 13
Wisdom: 16*
Dexterity: 16 (-1 initiative adj. -2 to AC)
Constitution: 13
Charisma: (12)
Special Abilities (witch class)
Magic bonus
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar: Crow
Charisma degradation
Special Abilities (thief class)
Back Stab
Pick Pockets: 55%
Open Locks: 62%
Find and Remove Traps: 55%
Move Silently: 55%
Hide in Shadows: 43%
Listening at Doors: 30%
Climb Walls: 99%
Read Languages: 25%
Thieves' Cant
Special Abilities (race)
Infravision 60'
Languages: Common, Orc, Gnome, Elven
HP: 26
AC: 6 (Bracers)
Spells
First: Affect normal fires, charm person or mammal, control face, direct gaze, push, witch shot
Second: Change self, command, fascinate, misfortune, trip
Third: Bestow curse, fear, hand of glory
Fourth: fiery breath, ill luck
Fifth: improved pass without a trace
Since I have been working on a group of evil/non-good witches I figured make the best of the resources handed to me. These characters have pretty much begged themselves into existence.
The names come from these posts:
- http://theotherside.timsbrannan.com/2014/06/i-get-best-spam.html
- http://theotherside.timsbrannan.com/2013/11/spamming-hyperborea.html
- Plus some other unpublished spam that I get fairly frequently
They are going to be part of my "War of the Witch Queens" adventure path/campagin.
- http://theotherside.timsbrannan.com/2015/06/witch-adventures.html
- http://theotherside.timsbrannan.com/2015/06/saga-of-witch-queen.html
Now I am generally very fond of all the other "OSR" witches, so I would like to present each one below in the most positive light possible. Designing the characters to take advantage of each of the class features in turn.
In each case their prime ability for being a witch or spellcasting is indicated with an asterisk*.
The Witches' Nest
The Witches' Nest, or more simply, The Nest, is a collection evil witches that operate outside of normal lawful society.
They are not above a little thieving of arcane literature, but mostly they will pass off others ideas as their own. They are con artists, but each one it a powerful witch it their own right. Their leader is a self-styled "doctor" Logan Zabaza. Ozigididon is his second in command and in charge of "spiritual" aspects of their cult. Each witch comes from a different tradition, but all serve the same goals and patron; they are all followers of Mammon.
A typical ruse will be to offer the party help, say magical or healing, to determine what they have and then steal anything that they can. The prefer magical books over magic items, and magical items over gold. They will still steal gold if that is all that the party has.
Dr. Logan Zabaza
Male Witch, Malefic Tradition 13th level (The Witch)
Chaotic
Logan Zabaza is the defacto leader of the Nest only because he keeps the others in line with fear and intimidation. He appears as a middle aged man with long black hair and olive complexion. He prides himself on his looks and always dresses in the highest fashion for the occasion. He carries a cane that contains his boline knife. He also uses this cane as his focusing implement.
Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 14
Wisdom: 16
Charisma: 15*
Hit Points: 30
AC: 6 (talisman of protection)
Occult Powers
Familiar: Raven
7th level: Evil's Touch
13th level: Devil's Tongue
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Palm
First: Cause Fear, Fey Sight, Ghostly Slashing, Increase Sex Appeal , Sleep
Second: Agony, Blast Shield, Death Armor, Evil Eye
Third: Feral Spirit,Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Very goodPhantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh: Wave of Mutilation
High Priestess Ozigididon
Female Witch, Gypsy Tradition, 13th level (Spellcraft & Swordplay: Eldritch Witchery)
Chaotic Evil
Ozigididon was a gypsy priestess until she threw in with Zabaza. She had been thrown out of her own family due to the darker aspects of magic she prefered and is now making an living as the "spiritual leader" of the Nest.
Abilities
Strength: 9
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdom: 15*
Charisma: 11
Hit Points: 35
Alignment: Chaotic Evil
AC: 5 (Ring of Protection +1)
Occult Powers
Familiar: Ancestral Spirit (follower of Mammon)
7th level: Prophesy
13th level: Evil Eye
Spells
First: Bless Growth, Charm Person, Light, Minor Curse, Read Magic, Silver Tongue, Spirit Dart
Second: Augury, Detect Invisible, Discord, Knock, Levitate, Magic Broom
Third: Bestow Curse, Bewitch III, Liar's Curse, Mind Rash, Slow, Wizard Lock
Fourth: Cloudburst, Elemental Armor, Instant Karma, Masque
Fifth: Break Enchantment, Death Curse, Endless Sleep
Coven: Death Blade, Greater Scry
Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment
Drodinaka
Female Witch 11th level, Chthonic Tradition (ACKS Players Companion, +Alexander Macris & +Tavis Allison)
Chaotic
Template: Dark Oracle
Drodinaka is a young, attractive woman with long blond hair. She and Drodu pretend to be sisters since they have similar features. She often pretends she is an acolyte of some benevolent but unnamed faith. She often acts as Ozigididon's second in command.
Abilities
Strength: 11
Dexterity: 12
Constitution: 10
Intelligence: 12
Wisdom: 15*
Charisma: 12*
Hit Points: 28
AC: 4 (Ring of Protection AC 4)
Attack: 7+
Proficiencies: Seduction, Black Lore of Zahar, Prophecy, Performance (Storytelling)
Powers
1st level: Divine spellcasting
3rd level: Brew Potions
5th level: Magic Aura proficiency, Spell research
7th level: Charm Person (1/day), Scribe scrolls
9th level: Create magic items
11th level: craft magical constructs
Spells
First: Detect Undead, Cause fear, cure light wounds, detect magic, light, protection from good, read languages
Second: Spiritual Weapon, augury, bane, choking grip, enthrall, hold person, sleep
Third: Necromantic potence, Alter self, Bestow curse, cause disease, charm person, ESP, Mirror Image
Fourth: animate dead, clairvoyance, chimerical force, dispel magic, fly, nondetection
Fifth: command person, magic carpet, polymorph other, scry, true seeing
Magic Items
Ring of Protection AC 4, Dagger +1
Drogu Dudu
Female Warlock 9th level (Death Lady) (Astonishing Swordsmen & Sorcerers of Hyperborea, +Jeff Talanian)
Chaotic Evil
Drogu is a little older than her "sister" Drodinaka, but like her she is attractive and has long blonde hair. She dresses the part of a warrior woman from the north but is in reality a stone cold spellcasting killer. Drogu is the Nest's muscle.
Race: Hyperborean
Secondary Skill: Hunter
Abilities
Strength: 13*
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12**
Charisma: 11
Casting Ability: 9
Fighting Ability: 9+1, Attacks 3/2
Hit Points: 28
Alignment: Chaotic Evil
AC: 5 (leather armor)
Powers
1st level: Read Magic,
Mastery: Sword
4th level: Mastery: Morning Star
8th level: Mastery: Crossbow
9th level: Stronghold (2 apprentice warlocks)
Spells
First: Black hand, Chill touch, shocking grasp
Second: Danse Macabre, Forest of bones, scythe of the reaper
Third: Exploding skull, infrared vision
Magic Items
Ring of Protection +1, Leather Armor +3, Sword +1/+3 vs. Paladins
Dr. Ewan Brave
Male Witch 8th level "Secret Keeper" (Complete B/X Adventurer, +Jonathan Becker)
Chaotic
"Dr. Ewan Brave" is the newest member of the Nest. He has been responsible for finding new and valuable occult tomes. He keeps back the most powerful for himself.
Abilities
Strength: 11
Dexterity: 12
Constitution: 13
Intelligence: 16*
Wisdom: 13*
Charisma: 11
Hit Points: 24 (d4)
Alignment: Chaotic
AC: 4 (Ring of Protection +1)
Languages: Common, Elven, Dragon
Special Abilities
1st: Book of Shadows, bind wounds (heal 1d4)
6th: Brew Potions
Spells
Maximum Spell Level: 3rd
Number of Spells known: 24
1st Level (6): Detect Magic, Foretell, Hex, Read Languages, Speak with Animals, Witch Scribe
2nd Level (9): Cause Fear, Disguise, Eldritch Flame, ESP, Familiar Spirit, Hold Person, Levitate, Locate Object, Remove Fear
3rd Level (9): Bestow Curse, Confusion, Haste, Hoodoo, Object Read, Speak with Dead, Spectral Knowledge, Wizard Lock
Lord Wakaman
Male Half-orc Witch 7th level/Thief 7th level (Adventures Dark & Deep, The Witch, +Joseph Bloch)
Chaotic Evil
"Lord" Wakaman as he is known to most began life living on the streets of the city, a bastard child of an orc thief and an underage unwed mother. His cunning and wits kept him alive when other children would have died.
Abilities
Strength: 12
Intelligence: 13
Wisdom: 16*
Dexterity: 16 (-1 initiative adj. -2 to AC)
Constitution: 13
Charisma: (12)
Special Abilities (witch class)
Magic bonus
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar: Crow
Charisma degradation
Special Abilities (thief class)
Back Stab
Pick Pockets: 55%
Open Locks: 62%
Find and Remove Traps: 55%
Move Silently: 55%
Hide in Shadows: 43%
Listening at Doors: 30%
Climb Walls: 99%
Read Languages: 25%
Thieves' Cant
Special Abilities (race)
Infravision 60'
Languages: Common, Orc, Gnome, Elven
HP: 26
AC: 6 (Bracers)
Spells
First: Affect normal fires, charm person or mammal, control face, direct gaze, push, witch shot
Second: Change self, command, fascinate, misfortune, trip
Third: Bestow curse, fear, hand of glory
Fourth: fiery breath, ill luck
Fifth: improved pass without a trace
Wednesday, July 1, 2015
Baba Yaga
Been doing a lot of research on Baba Yaga lately. Not only is she part of this crazy idea I have for a bunch of linked witch adventures, she has been a key, if background, figure in my games for years.
S5 The Dancing Hut of Baba Yaga
This is the official/unofficial continuation of the famous S series. I picked this one up because it was about Baba Yaga and my kids have gone through all the S modules now.
This module is for 2nd Ed AD&D and from the earlier days of that system. I "feels" like a late 80s adventure instead of a mid 90s one (1995). I think in part this has to do with it's origins and that the Roger Moore Dragon magazine (March 1984) article about Baba Yaga's hut was still on people's minds at the time.
This adventure 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 wont 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.
Each level of the hut is designed for different level of characters. 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 is a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.
4 out of 5 Stars
Folkloric - Baba Yaga, the First Setting in Rassiya
This 67 page book (minus covers, OGL and table of contents) is simply packed full of material for playing Baba Yaga. First we have some background on the witch herself including stats. We are also treated to a number of NPCs that have entered the witch's stories over the years. The book is written for D&D 3.0 edition, but the stats are so few that it could be easily used with any edition, or any game really. And you will want too because there is a lot here. This is book has guides to her hut, the lands that surround it, what happens to those lands and those that come into them. There is even tips on role-playing the witch.
This really is an indispensable guide.
5 out of 5 Stars
Baba Yaga: Queen of the Wicked Fens
For 4th Edition D&D. Good little Baba Yaga workup for any level/tier of play.
Lots of attention to the myths of Baba Yaga were paid attention to, but their could have been more.
The art is only ok, and I would have liked to have seen more of the magic items and stories surrounding her.
3 out of 5 Stars
LFNE Goodie Bags #2: Baba Yaga's Children
A supplement for the Little Fears Nightmare Edition game. Little Fears has always been one of the games people talk about more than play in my opinion. Though that could just be my experience about not getting to play it as much as I like. This book is 15 pages, but only about 9 of it is content. Don't get me wrong, the art is great and really sets a good tone. Baba Yaga's children are a "Creeper" or a child turned into a monster. The monster in question of course is Baba Yaga.
I love the idea for LFNE, but I REALLY want to try this out in D&D and other games too. The rules of Little Fears are easy enough that conversion is really a breeze.
4 out of 5 stars
Baba Yaga's Hut
This is not an adventure or a book but a papercraft model. One of the first I have gotten from Fat Dragon.
This was an easy-ish little model to build and it really looks quite nice. I love being able to display this with the minis while we are playing. When we are done with our Baba Yaga adventures then this is going on my shelf with my little witch minis.
5 out of 5 stars
Seven Leagues roleplaying game of Faerie
A lot of games take on faerie tales. A lot of games deal with the lands of faerie too. But this is one of the very, very few games that takes place in and about the land of faerie. Seven Leagues is a simple game (mechanics wise) for playing in all sorts of faerie tale situations. I say it is simple, only because the mechanics are. Roll a d12, add or minus appropriate modifiers and get a 13 or better for a success.
There are a few attributes, called Virtures (Hand, Heart and Head) and the rest are like qualities or Charms (in this game), "Strong as a horse", "Tough hide", "can't be hit" and so on. You can play an ogre, a sprite, a magical tree or even a talking animal. You also take a negative "Taboo". Your high concept or class as it were is called an Aspect.
Browsing through this beautiful 126 page pdf I saw influences from Greek myth, Grimm Fairy Tales, folklore from all over Europe and elements they all have in common.
There is a heavy role-playing and story-telling element to this I really like. You are encouraged, by way of your character creation, to get invested in your character.
Honestly this is a great game to teach kids or use it as a primer on how to run a Faerie-based game for any other system.
For the price it is a steal.
5 out of 5 stars
Lost Treasures: Curiosities from the Dancing Hut
This was written for the Fortune's Fool RPG, but is written in such a way that it can be easily adapted to any game. This gave me some great ideas for using the D&D version of Baba Yaga's hut. Plus I also want to check out the Fortune's Fool game as well.
4 out of 5 Stars
S5 The Dancing Hut of Baba Yaga
This is the official/unofficial continuation of the famous S series. I picked this one up because it was about Baba Yaga and my kids have gone through all the S modules now.
This module is for 2nd Ed AD&D and from the earlier days of that system. I "feels" like a late 80s adventure instead of a mid 90s one (1995). I think in part this has to do with it's origins and that the Roger Moore Dragon magazine (March 1984) article about Baba Yaga's hut was still on people's minds at the time.
This adventure 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 wont 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.
Each level of the hut is designed for different level of characters. 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 is a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.
4 out of 5 Stars
Folkloric - Baba Yaga, the First Setting in Rassiya
This 67 page book (minus covers, OGL and table of contents) is simply packed full of material for playing Baba Yaga. First we have some background on the witch herself including stats. We are also treated to a number of NPCs that have entered the witch's stories over the years. The book is written for D&D 3.0 edition, but the stats are so few that it could be easily used with any edition, or any game really. And you will want too because there is a lot here. This is book has guides to her hut, the lands that surround it, what happens to those lands and those that come into them. There is even tips on role-playing the witch.
This really is an indispensable guide.
5 out of 5 Stars
Baba Yaga: Queen of the Wicked Fens
For 4th Edition D&D. Good little Baba Yaga workup for any level/tier of play.
Lots of attention to the myths of Baba Yaga were paid attention to, but their could have been more.
The art is only ok, and I would have liked to have seen more of the magic items and stories surrounding her.
3 out of 5 Stars
LFNE Goodie Bags #2: Baba Yaga's Children
A supplement for the Little Fears Nightmare Edition game. Little Fears has always been one of the games people talk about more than play in my opinion. Though that could just be my experience about not getting to play it as much as I like. This book is 15 pages, but only about 9 of it is content. Don't get me wrong, the art is great and really sets a good tone. Baba Yaga's children are a "Creeper" or a child turned into a monster. The monster in question of course is Baba Yaga.
I love the idea for LFNE, but I REALLY want to try this out in D&D and other games too. The rules of Little Fears are easy enough that conversion is really a breeze.
4 out of 5 stars
Baba Yaga's Hut
This is not an adventure or a book but a papercraft model. One of the first I have gotten from Fat Dragon.
This was an easy-ish little model to build and it really looks quite nice. I love being able to display this with the minis while we are playing. When we are done with our Baba Yaga adventures then this is going on my shelf with my little witch minis.
5 out of 5 stars
Seven Leagues roleplaying game of Faerie
A lot of games take on faerie tales. A lot of games deal with the lands of faerie too. But this is one of the very, very few games that takes place in and about the land of faerie. Seven Leagues is a simple game (mechanics wise) for playing in all sorts of faerie tale situations. I say it is simple, only because the mechanics are. Roll a d12, add or minus appropriate modifiers and get a 13 or better for a success.
There are a few attributes, called Virtures (Hand, Heart and Head) and the rest are like qualities or Charms (in this game), "Strong as a horse", "Tough hide", "can't be hit" and so on. You can play an ogre, a sprite, a magical tree or even a talking animal. You also take a negative "Taboo". Your high concept or class as it were is called an Aspect.
Browsing through this beautiful 126 page pdf I saw influences from Greek myth, Grimm Fairy Tales, folklore from all over Europe and elements they all have in common.
There is a heavy role-playing and story-telling element to this I really like. You are encouraged, by way of your character creation, to get invested in your character.
Honestly this is a great game to teach kids or use it as a primer on how to run a Faerie-based game for any other system.
For the price it is a steal.
5 out of 5 stars
Lost Treasures: Curiosities from the Dancing Hut
This was written for the Fortune's Fool RPG, but is written in such a way that it can be easily adapted to any game. This gave me some great ideas for using the D&D version of Baba Yaga's hut. Plus I also want to check out the Fortune's Fool game as well.
4 out of 5 Stars
Tuesday, June 30, 2015
Why I Love RPGS: C. J. Carella's WitchCraft RPG
Note: This is part of the Dyvers Project on RPGs. We are supposed to talk about RPGS we love and why we love them. This is my second part.
RPGS I Love: C. J. Carella's WitchCraft RPG
WitchCraft is, hands down, my favorite game. Period. Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979. Everything I ever wanted in a game was right there.
Everything.
WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it. Granted a lot was going on in 1999/2000 both gamingwise and personal that may have added to the this effect, it was an effect all the same.
Back in 1999 I was really burned out on D&D. I was working on my own Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft. At first I balked. I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and the my FLGS was on the way, so I popped in and picked up a copy. This must have been the early spring of 2000.
I can recall sitting in my office reading this book over and over. Everything was so new again, so different. This was the world I had been trying, in vain, to create for D&D but never could. The characters in this book were also all witches, something that pleased me to no end, it was more than just that. Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a game book. I have it hanging in my game room now.
WitchCraft uses what is now called the "Classic" Unisystem system. So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks. Skills and attributes can be mixed and matched to suit a particular need.
WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned and you have to learn easier skills before the harder ones first. In D&D for example it is possible to learn Fireball and never have learned Produce Flame. In WitchCraft you could not do that. WitchCraft though is not about throwing around "vulgar magics". WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond. WitchCraft takes nearly everything from horror and puts all together and makes it work.
The Eden Studios version was the Second Edition, I was later to find out. The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate universe. I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.
The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games. The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill. But WitchCraft is different. There is a Rekoning coming, everyone feels it, but no one knows what it is. Characters then take on the roles of various magic using humans, supernatuals or even mundane humans and they fight the threats. Another conceit of the game (and one I use a lot) is that supernatural occurances are greater now than ever before. Something's coming. (dogs and cats living together, mass hysteria).
It is most often compared to World of Darkness, but there are things WitchCraft does that I just like better. Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy. There is a war certainly, but nothing so cut and dry. Unlike new Mage there are rarely clean divisions between the factions. Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it. There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given. It feels very organic.
In my opinion C. J. Carella may be one of the best game designers out there. WitchCraft is a magnum opus that few achieve. I took that game and I ran with it. For 2000 - 2003 it was my game of choice above and beyond anything. The Buffy RPG, built on the Cinematic Unisystem took over till I wrote Ghosts of Albion, which also use the Cinematic Unisystem. I mix and match the systems as I need, but WitchCraft is still my favorite.
WitchCraft in fact is what got me into professional game design.
Back in the Spring/Summer of 2001 I started up a new game. I had just purchased the WitchCraft RPG book about 16 months prior and I was looking for something new. That something came to me in the guise of Willow and Tara. I had been watching Buffy for a bit and I really enjoyed the character of Willow. When she got together with fellow witch Tara I thought they were perfect. I had become very involved in the online Willow/Tara fandom so I created a game, focusing on just them.
The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story). Plus it gave me something to try out in a modern setting, something I have not done since my days with the Chill RPG.
The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional pottrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?
In the end I decided to play it a little loose, but I love where their stats ended up. In many ways this is who Willow and Tara are to me, not the characters on TV or comics, but the ones that were my characters since that day back in May 2001 that I decided they needed their own chance to shine.
After this I went on to work on the Buffy the Vampire Slayer RPG. It should be no suprise then that the Willow and Tara stats that appear there are not that much different than my own. I can be quite vocal in play tests. That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.
WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing. If it were not for WitchCraft then we would not have had Buffy, Angel or Army of Darkness. Conspiracy X would have remained in the it's original system. There would be no Terra Primate or All Flesh Must Be Eaten and certainly there would be no Ghosts of Albion. The game means that much to me.
But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748
Download it. If you have never played anything else other than D&D then you OWE it yourself to try this game out.
My thing is I wish it was more popular than it is. I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be in my top 3 or 2 choices.
RPGS I Love: C. J. Carella's WitchCraft RPG
WitchCraft is, hands down, my favorite game. Period. Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979. Everything I ever wanted in a game was right there.
Everything.
WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it. Granted a lot was going on in 1999/2000 both gamingwise and personal that may have added to the this effect, it was an effect all the same.
Back in 1999 I was really burned out on D&D. I was working on my own Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft. At first I balked. I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and the my FLGS was on the way, so I popped in and picked up a copy. This must have been the early spring of 2000.
I can recall sitting in my office reading this book over and over. Everything was so new again, so different. This was the world I had been trying, in vain, to create for D&D but never could. The characters in this book were also all witches, something that pleased me to no end, it was more than just that. Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a game book. I have it hanging in my game room now.
WitchCraft uses what is now called the "Classic" Unisystem system. So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks. Skills and attributes can be mixed and matched to suit a particular need.
WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned and you have to learn easier skills before the harder ones first. In D&D for example it is possible to learn Fireball and never have learned Produce Flame. In WitchCraft you could not do that. WitchCraft though is not about throwing around "vulgar magics". WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond. WitchCraft takes nearly everything from horror and puts all together and makes it work.
The Eden Studios version was the Second Edition, I was later to find out. The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate universe. I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.
The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games. The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill. But WitchCraft is different. There is a Rekoning coming, everyone feels it, but no one knows what it is. Characters then take on the roles of various magic using humans, supernatuals or even mundane humans and they fight the threats. Another conceit of the game (and one I use a lot) is that supernatural occurances are greater now than ever before. Something's coming. (dogs and cats living together, mass hysteria).
It is most often compared to World of Darkness, but there are things WitchCraft does that I just like better. Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy. There is a war certainly, but nothing so cut and dry. Unlike new Mage there are rarely clean divisions between the factions. Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it. There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given. It feels very organic.
In my opinion C. J. Carella may be one of the best game designers out there. WitchCraft is a magnum opus that few achieve. I took that game and I ran with it. For 2000 - 2003 it was my game of choice above and beyond anything. The Buffy RPG, built on the Cinematic Unisystem took over till I wrote Ghosts of Albion, which also use the Cinematic Unisystem. I mix and match the systems as I need, but WitchCraft is still my favorite.
WitchCraft in fact is what got me into professional game design.
Back in the Spring/Summer of 2001 I started up a new game. I had just purchased the WitchCraft RPG book about 16 months prior and I was looking for something new. That something came to me in the guise of Willow and Tara. I had been watching Buffy for a bit and I really enjoyed the character of Willow. When she got together with fellow witch Tara I thought they were perfect. I had become very involved in the online Willow/Tara fandom so I created a game, focusing on just them.
The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story). Plus it gave me something to try out in a modern setting, something I have not done since my days with the Chill RPG.
The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional pottrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?
In the end I decided to play it a little loose, but I love where their stats ended up. In many ways this is who Willow and Tara are to me, not the characters on TV or comics, but the ones that were my characters since that day back in May 2001 that I decided they needed their own chance to shine.
After this I went on to work on the Buffy the Vampire Slayer RPG. It should be no suprise then that the Willow and Tara stats that appear there are not that much different than my own. I can be quite vocal in play tests. That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.
WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing. If it were not for WitchCraft then we would not have had Buffy, Angel or Army of Darkness. Conspiracy X would have remained in the it's original system. There would be no Terra Primate or All Flesh Must Be Eaten and certainly there would be no Ghosts of Albion. The game means that much to me.
But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748
Download it. If you have never played anything else other than D&D then you OWE it yourself to try this game out.
My thing is I wish it was more popular than it is. I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be in my top 3 or 2 choices.
Winding your way down on Baker Street
Mail Call today!
Look what I got.
+Bryce Whitacre's Victorian RPG Baker Street is out to backers of the Kickstarter.
It looks great and I can't wait to try it out.
Hope to have a review up soon!
Look what I got.
+Bryce Whitacre's Victorian RPG Baker Street is out to backers of the Kickstarter.
It looks great and I can't wait to try it out.
Hope to have a review up soon!
Witches & Witchcraft Reading Challenge: June Reviews
Here are the reviews for May for the Witches & Witchcraft Reading Challenge.
Lots of books this month!
Harry Potter and the Deathly Hallows
All things must end...I started my reread of the Harry Potter series with much enthusiasm and I was rewarded every step of the way. But I was dreading this one. Not because of the deaths or the loss, but because this was the end, no more Harry, no more Hogwarts, no more of the world that enchanted me and millions of others.
J.K. Rolwing is a genius. Pure and simple. While I thought some of her later books could have had a deft hand at editing I find in the end I would not want one line changed. The best thing about this book, and the last one, is you really, really get a feeling of how and why Ron and Hermione got together and why Harry and Ginny are together. The movies, as fantastic as they are, glossed over this subtle storytelling.
Every fan of fantasy needs to read these books.
Witch Count: Hundreds
Witches with the Enemy: A Novel of the Mist-Torn Witches by Barb Hendee
Book 3 of the Mist-Torn Witches series sees Céline and Amelie Fawe heading back into the land of their birth, Shetâna, to do a job for Prince Damek who once tried to have them killed.
Like the previous two books this one involves a mysterious murder, but the murders keep happening and it is soon obvious that no one is what they appear to be at all. This one grabs you from the beginning.
Hendee is great at character development and it was nice to see Céline get some much needed growth and the spotlight for a while. The previous book featured a lot of growth for Amelie. I also like that the witches may have made a terrible new enemy by the end of the book.
The potential for this series really is unlimited. I would like to see some new powers or new nuances to their powers for the sisters, but I also see no end of their troubles.
I think what I like the most about this series is that both the two main female characters and the two main male characters are allowed to be strong when they can. That is, one character or gender does not show strength at the expense of the others. They all have the potential to work as a greater team but finding their roles is the trick. In any case there is plenty of more room for future character growth and that is exactly what I want in my series reading.
While these books are set in a fantasy realm of magic, witches, ghosts and even vampires these are solidly murder mysteries. Can't wait for Book 4!
Witch Count: 3-5 (including hedge witches)
Baba Yaga and Vasilisa the Brave
The classical Russian tale of Baba Yaga and the brave young girl Vasilisa. I actually read a couple of different versions of this tale over the month, but since they only differed by a detail here or there I am counting this as one.
Witch Count: 1
The Winter Witch by Paula Brackston
This one has all the elements I like. Welsh countryside, ancient witchcraft, new you witch coming into her power. It just didn't grab me like I thought it would. Now by the end of the book things had gotten better. I liked the character Morgana and I liked how her magic worked. The author is quite good really, I just found the pace a bit slow for my liking. I think if I had not just come down from my Harry Potter fueled high I might have enjoyed this one a lot more.
Witch Count: 3
Books read: 18
Current Level: Crone, Read 16 – 20 Witchy Books
Lots of books this month!
Harry Potter and the Deathly Hallows
All things must end...I started my reread of the Harry Potter series with much enthusiasm and I was rewarded every step of the way. But I was dreading this one. Not because of the deaths or the loss, but because this was the end, no more Harry, no more Hogwarts, no more of the world that enchanted me and millions of others.
J.K. Rolwing is a genius. Pure and simple. While I thought some of her later books could have had a deft hand at editing I find in the end I would not want one line changed. The best thing about this book, and the last one, is you really, really get a feeling of how and why Ron and Hermione got together and why Harry and Ginny are together. The movies, as fantastic as they are, glossed over this subtle storytelling.
Every fan of fantasy needs to read these books.
Witch Count: Hundreds
Witches with the Enemy: A Novel of the Mist-Torn Witches by Barb Hendee
Book 3 of the Mist-Torn Witches series sees Céline and Amelie Fawe heading back into the land of their birth, Shetâna, to do a job for Prince Damek who once tried to have them killed.
Like the previous two books this one involves a mysterious murder, but the murders keep happening and it is soon obvious that no one is what they appear to be at all. This one grabs you from the beginning.
Hendee is great at character development and it was nice to see Céline get some much needed growth and the spotlight for a while. The previous book featured a lot of growth for Amelie. I also like that the witches may have made a terrible new enemy by the end of the book.
The potential for this series really is unlimited. I would like to see some new powers or new nuances to their powers for the sisters, but I also see no end of their troubles.
I think what I like the most about this series is that both the two main female characters and the two main male characters are allowed to be strong when they can. That is, one character or gender does not show strength at the expense of the others. They all have the potential to work as a greater team but finding their roles is the trick. In any case there is plenty of more room for future character growth and that is exactly what I want in my series reading.
While these books are set in a fantasy realm of magic, witches, ghosts and even vampires these are solidly murder mysteries. Can't wait for Book 4!
Witch Count: 3-5 (including hedge witches)
Baba Yaga and Vasilisa the Brave
The classical Russian tale of Baba Yaga and the brave young girl Vasilisa. I actually read a couple of different versions of this tale over the month, but since they only differed by a detail here or there I am counting this as one.
Witch Count: 1
The Winter Witch by Paula Brackston
This one has all the elements I like. Welsh countryside, ancient witchcraft, new you witch coming into her power. It just didn't grab me like I thought it would. Now by the end of the book things had gotten better. I liked the character Morgana and I liked how her magic worked. The author is quite good really, I just found the pace a bit slow for my liking. I think if I had not just come down from my Harry Potter fueled high I might have enjoyed this one a lot more.
Witch Count: 3
Books read: 18
Current Level: Crone, Read 16 – 20 Witchy Books
Monday, June 29, 2015
New Tradition: Daughters of Baba Yaga
This tradition is based on my Family Tradition found in my Basic Era Witch book and on the Daughter of Baba Yaga Prestige class.
One such Daughter was Elena the Fair.
Section 15: Daughters of Baba Yaga, Copyright 2015, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
New Tradition: Daughters of Baba Yaga
There is an ancient tradition among young witches to seek out the Great Crone Baba Yaga to learn arcane secrets known to no one else. The vast majority of witches never find her mysterious hut. Those that do are often killed and eaten for their impropriety and presumption. But a few, a very few, find the ancient hag and she sees something of worth or value in the witch. These witches go on become quite powerful in their own right. They are known as the Daughters of Baba Yaga.
Daughters of Baba Yaga must join this tradition as young girls. Baba Yaga molds their learning and provides the access to her great lore of spells and arcane knowledge. In many ways Baba Yaga is their Patron.
Role: These witches often become some of the smartest, cleverest and dangerous witches in the land.
Joining this Tradition: Only young girls may join. Typically they are very clever (Intelligence of 14 or higher) and often have some form of family tragedy, such as mother who died while she was young.
Daughters of Baba Yaga will meet when they are together in their fosterage, but rarely afterwards. They do recognize each other on sight regardless when they were fostered. There is something about the aura of someone that was taught magic under the cruel Baba Yaga.
Daughters for the most part are neutral, with some gravitating towards chaotic
Leaving this Tradition: There is no leaving this Tradition. Once you have been tutored by the Crone you can not give that back.
Arcane Diversity: Starting at 2nd level, the Daughters of Baba Yaga can learn any one 1st level Wizard/Magic User spell that is not on witch spell list. This spell is treated as if it were one of her witch ritual spells. Every other level after this the witch may learn a 2nd level spell at 4th level, a 3rd at 6th level and so on till 8th level spells are learned (16th level witch).
These spells are cast as rituals and will require ritual implements but do not require other witches.
Occult Powers
Minor: 1st Level: Familiar. The daughter will gain a familiar that appears to be normal, if somewhat "worn" animal. Common familiar's have been a tiny mouse, a scrawny cat, a brow beaten dog, even a thin cow in one case. Particularily evil Daughters may be granted a demonling.
Lesser: 7th Level: Kitchen Witchery. The Daughter of Baba Yaga can brew simple potions based on any spell she can cast. The spells can be kept fresh in potion form for a number of days equal to her level. Spells that affect the self must be drunk or rubbed onto the skin. Spells that affect others must be splashed, rubbed or forced to drink.
Medial: 13th Level: Detect Bloodline. At 13th level, the witch is granted the ability to detect bloodlines of all types, and able to track the target’s history one generation per level. Essentially, this ability allows the witch to practically smell if someone is related or not, by supernaturally detecting tiny familial features within people. This can include royalty, inherited (but not contagious) lycanthropy and the creature’s true race. This ability might also provide a bonus against those trying to disguise themselves (say, a half-elf posing as a human, or someone disguising themselves as royalty).
The witch must be within 10 feet of a person to detect their bloodline. The Daughter of Baba Yaga can also detect undead with this ability.
The Witch also gains an insight into the target’s personality. For each round assessing the target’s bloodline, the Daughter of Baba Yaga can determine one of the following: One aspect of the character’s alignment (chaotic, lawful, or neutral), hit dice, age or personality.
For each round studying the character’s personality, the Daughter of Baba Yaga gains a +1 bonus to sense motive checks against the target.
The Daughter of Baba Yaga cannot examine the target’s personality whose level/hit dice are greater than her witch level.
Greater: 19th Level: Curse. The Daughter of Baba Yaga can place a powerful Curse on not just a single creature, but an entire bloodline. She can only do this once per day (for a single creature) or once per month on an entire family. The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.
A Daughter of Baba Yaga may release a person from a curse placed by another Daughter without the use of spells. The witch will know how to remove the curse intuitively.
Note: Some good witches prefer to give a Boon instead of a curse.
Major: 25th Level: Shape Change. Once per day, the witch may change her shape to any type of natural animal indigenous to her area, as per the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her animal and human forms. Once the form is chosen though, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and fox, but cannot go between fox, human and bird. Once the duration has expired, the witch reverts back to human form.
Superior: 31st Level: Longevity. The witch stops aging. Her appearance will continue to age but her body and mind will stay the same age she was when she reached this level. She is also no longer affected by magical aging. She can still be killed by normal means.
Special Restrictions: Only women may join this tradition. Once joining the new witch must take an Oath of Fosterage. The Oath of Fosterage must be taken when Baba Yaga first considers to take on the potential daughter. Baba Yaga will often demand some sort task or quest from the witch. The task will be one that is difficult and require cleverness to complete. For example asking her to fetch water from a well but only give her a sieve to collect the water.
Once the Oath is made the Daughter cannot attack or harm in any way any other Daughter or Baba Yaga despite their alignment. All Daughters, despite when they were fostered will know each other on sight.
Equipment: None required.
The ritual tool of the Daughter is a mortar and pestle, to honor their "Grandmother". It is used much like a wand or athame is. They are also most likely to use a besom (broom) in place of a staff.
Preferred/Barred Covens: None. Daughters are typically solitaries.
Relationship to the Goddess/Patron: For all purposes the Patron of these witch is Baba Yaga herself.
Source/Views of Magic: Magic comes from wrestling the secrets of the world from those that keep them. These secrets often come from primordial spirits of nature, demon lords, heralds of the heavens and nearly forgotten fae.
Wealth: Daughters are all typically rather poor. They start with half the amount of gold typical for a 1st level witch.
One such Daughter was Elena the Fair.
Section 15: Daughters of Baba Yaga, Copyright 2015, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
New Tradition: Daughters of Baba Yaga
There is an ancient tradition among young witches to seek out the Great Crone Baba Yaga to learn arcane secrets known to no one else. The vast majority of witches never find her mysterious hut. Those that do are often killed and eaten for their impropriety and presumption. But a few, a very few, find the ancient hag and she sees something of worth or value in the witch. These witches go on become quite powerful in their own right. They are known as the Daughters of Baba Yaga.
Role: These witches often become some of the smartest, cleverest and dangerous witches in the land.
Joining this Tradition: Only young girls may join. Typically they are very clever (Intelligence of 14 or higher) and often have some form of family tragedy, such as mother who died while she was young.
Daughters of Baba Yaga will meet when they are together in their fosterage, but rarely afterwards. They do recognize each other on sight regardless when they were fostered. There is something about the aura of someone that was taught magic under the cruel Baba Yaga.
Daughters for the most part are neutral, with some gravitating towards chaotic
Leaving this Tradition: There is no leaving this Tradition. Once you have been tutored by the Crone you can not give that back.
Arcane Diversity: Starting at 2nd level, the Daughters of Baba Yaga can learn any one 1st level Wizard/Magic User spell that is not on witch spell list. This spell is treated as if it were one of her witch ritual spells. Every other level after this the witch may learn a 2nd level spell at 4th level, a 3rd at 6th level and so on till 8th level spells are learned (16th level witch).
These spells are cast as rituals and will require ritual implements but do not require other witches.
Occult Powers
Minor: 1st Level: Familiar. The daughter will gain a familiar that appears to be normal, if somewhat "worn" animal. Common familiar's have been a tiny mouse, a scrawny cat, a brow beaten dog, even a thin cow in one case. Particularily evil Daughters may be granted a demonling.
Lesser: 7th Level: Kitchen Witchery. The Daughter of Baba Yaga can brew simple potions based on any spell she can cast. The spells can be kept fresh in potion form for a number of days equal to her level. Spells that affect the self must be drunk or rubbed onto the skin. Spells that affect others must be splashed, rubbed or forced to drink.
Medial: 13th Level: Detect Bloodline. At 13th level, the witch is granted the ability to detect bloodlines of all types, and able to track the target’s history one generation per level. Essentially, this ability allows the witch to practically smell if someone is related or not, by supernaturally detecting tiny familial features within people. This can include royalty, inherited (but not contagious) lycanthropy and the creature’s true race. This ability might also provide a bonus against those trying to disguise themselves (say, a half-elf posing as a human, or someone disguising themselves as royalty).
The witch must be within 10 feet of a person to detect their bloodline. The Daughter of Baba Yaga can also detect undead with this ability.
The Witch also gains an insight into the target’s personality. For each round assessing the target’s bloodline, the Daughter of Baba Yaga can determine one of the following: One aspect of the character’s alignment (chaotic, lawful, or neutral), hit dice, age or personality.
For each round studying the character’s personality, the Daughter of Baba Yaga gains a +1 bonus to sense motive checks against the target.
The Daughter of Baba Yaga cannot examine the target’s personality whose level/hit dice are greater than her witch level.
Greater: 19th Level: Curse. The Daughter of Baba Yaga can place a powerful Curse on not just a single creature, but an entire bloodline. She can only do this once per day (for a single creature) or once per month on an entire family. The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.
A Daughter of Baba Yaga may release a person from a curse placed by another Daughter without the use of spells. The witch will know how to remove the curse intuitively.
Note: Some good witches prefer to give a Boon instead of a curse.
Major: 25th Level: Shape Change. Once per day, the witch may change her shape to any type of natural animal indigenous to her area, as per the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her animal and human forms. Once the form is chosen though, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and fox, but cannot go between fox, human and bird. Once the duration has expired, the witch reverts back to human form.
Superior: 31st Level: Longevity. The witch stops aging. Her appearance will continue to age but her body and mind will stay the same age she was when she reached this level. She is also no longer affected by magical aging. She can still be killed by normal means.
Special Restrictions: Only women may join this tradition. Once joining the new witch must take an Oath of Fosterage. The Oath of Fosterage must be taken when Baba Yaga first considers to take on the potential daughter. Baba Yaga will often demand some sort task or quest from the witch. The task will be one that is difficult and require cleverness to complete. For example asking her to fetch water from a well but only give her a sieve to collect the water.
Once the Oath is made the Daughter cannot attack or harm in any way any other Daughter or Baba Yaga despite their alignment. All Daughters, despite when they were fostered will know each other on sight.
Equipment: None required.
The ritual tool of the Daughter is a mortar and pestle, to honor their "Grandmother". It is used much like a wand or athame is. They are also most likely to use a besom (broom) in place of a staff.
Preferred/Barred Covens: None. Daughters are typically solitaries.
Relationship to the Goddess/Patron: For all purposes the Patron of these witch is Baba Yaga herself.
Source/Views of Magic: Magic comes from wrestling the secrets of the world from those that keep them. These secrets often come from primordial spirits of nature, demon lords, heralds of the heavens and nearly forgotten fae.
Wealth: Daughters are all typically rather poor. They start with half the amount of gold typical for a 1st level witch.
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