Well, it has taken us a year but we finally finished the Dancing Hut of Baba Yaga.
I made some changes to the adventure to have it fit in better with the overall arc of the Dragonslayers in their quest to stop the rise of Tiamat. I also foreshadowed events of my Come Endless Darkness and War of the Witch Queen campaigns.
In the process of this adventure the characters began roughly at 20th-24th level in 3.x, converted over to 5e and they are leaving the adventure as 1st Ed characters. In the course of the year they leveled up in the Hut so now everyone is about 29th level. This is the reason for the switch to 1st ed since I think it handles 20+ levels better than 3e or 5e. Also in the course of the last year I took bits and pieces from the Dragon Magazine (1st Edition) version of the Hut and something I found for 4th edition.
They fought the Four Horsemen of the Apocalypse.
The last Rainbow Dragon.
The dragon is supposed to be this dragon:
And finally, a re-ensouled, and very, very pissed off Kostchtchie.
For Kostchtchie I used an idea I had read years ago in White Dwarf #15; the Russian Nesting Doll monster. Though I flipped it and started with a kobold, then a goblin, orc, hobgoblin, ogre, hill giant and then finally Kostchtchie himself. Freaked the kids out that each time they hit him he got stronger.
Yes, that is one of the old ogre figures from the AD&D action figures line.
I mentioned in my review of this adventure that it is more plot driven than the other S series adventures. Baba Yaga is more of a defined character than say Acererak or Drelnza. In fact, she is presented in much of the same manner as Strahd was in Castle Ravenloft. Though there is the assumption that the PCs won't be so stupid as to attack her. Could the right group do it? Sure, but that is not the fun of this adventure. The fun here is investigating her magical hut and finding things that might be unique in your world. The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms. Others, unfortunately, feel like filler.
It was a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.
Now given the levels the characters are at I will need to start looking into some of the really high level adventures for them. Though really they should be ready to retire.
I did add Baba Yaga as a fully stated out monster thanks to the Baba Yaga Boss Stats (5E) from 00Games. But thankfully the kids did not piss her off enough to attack her.
Up next...are the Dragonslayers ready to stop the rise of Tiamat?
Wednesday, June 29, 2016
Tuesday, June 28, 2016
Iggwilv, The Witch Queen of Perrenland
I have been doing some research on Iggwilv for my War of the Witch Queens adventure and as part of my prep for my kids finishing up "The Dancing Hut of Baba Yaga" (more on that tomorrow).
While working on these it occurred to me that what I really wanted was a "Power Score -like" treatise on Iggwilv as she has appeared in all editions of *D&D. So I went to the source and to see what +Sean McG had written on the subject. The more I read and the more I thought about it the more it seemed like a good idea to collaborate with Sean and see what his touch would bring. Sure enough, he did a bang up job. You can read his post on Iggwilv today.
For my efforts, I want to do something I have wanted to do forever. Convert Iggwilv to a Basic-Era style witch. We know a lot about her and I am basing these stats mostly on her 3.x edition version from Dungeon Magazine #149. In that she is a Chaotic Evil human Wizard 26 / Arch-mage 4 (30 total levels). That grants her a lot of spells and powers.
For my version, I toning down her abilities (Int 38, Cha 28...fine for D&D 3.x, not Basic) but granting her the top level of witches I have, 36th level. Truthfully I would have been happy with anything from 30 to 36, but I have not done a witch this high of level before here.
Iggwilv also has a number of unique spells. These can be handled by adding them as Witch Rituals. Which is really appropriate since is was the descriptions of the magic circles in the Demonomicon of Iggwilv from S4 The Lost Caverns of Tsojcanth that got me really thinking about doing a witch class.
Iggwilv, Witch Queen of Perrenland
36th level Witch, Daughter of Baba Yaga Tradition*
Female, Chaotic (Evil)
Strength 10
Intelligence 20
Wisdom 17
Dexterity 21
Constitution 19
Charisma 22
Saving Throws
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2
Dragon Breath 2
Rods, Staffs, Spells 2
+2 to all saves via Tastchti's Mark
+5 to all saves via Ring of Protection
+2 for Wisdom
Hit Points: 66
AC: -10
(leather armor +5, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)
THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)
Occult Powers
Lesser: Familiar (Quasit, "Black Comet")
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity
Other Powers
Arcane Diversity: As a Daughter of Baba Yaga, Iggwilv may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned. These spells must be learned like other magic-users and recorded in her Book of Shadows ("Iggwilv's Nethertome").
This also help's explain why she was hanging out with the Circle of Eight. She wanted to steal their spells.
Tastchti's Mark: This magical tattoo on Iggwilv's was inscribed by the Lilitu Tastchti. Provides a continuous +2 bonus to her saves and armor class as per the Bless spell.
Spells
Cantrips (7): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Summon Vermin
1st (9+3): Bad Luck, Black Fire, Cause Fear, Charm Person, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile, Tasha's Hideous Laughter (Ritual)
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Undead Enslavement, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Insanity, Wave of Mutilation, Binding (Ritual), Exaction (Ritual), Gate (Ritual)
8th (9): Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Iggwilv's Lightning Cage (Ritual), Imprisonment (Ritual)
New Ritual Spells
These ritual spells often require the use of the appropriate magical circle and often the witch's familiar, which acts as a conduit to the magical energies summoned.
Some of these spells appear in the "Demonomicon of Iggwilv". Others in her Book of Shadows "Iggwilv's Nethertome".
Dismissal
Level: Witch Ritual 6
Ritual Requirement: see below
Range: One creature
Duration: Special
This spell forces an extraplanar creature back to its proper plane if it fails a Spells save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
The witch needs her ritual items and a proper magical circle drawn around herself. She much also cut herself since blood powers the ritual.
Ensnarement
Level: Witch Ritual 8
Ritual Requirement: see below
Range: One creature
Duration: Special
This ritual works much like a Gate spell, save the creature gated in is trapped in a magical circle. The creature gets a saving throw vs. Spells to avoid the ensnarement.
The witch can then demand a service from the creature for it's release. When the service is somplete the creature will return to their own plane.
The spell ends when the witch has struck a bargin with the creature or if sunlight touches the magical circle. In both cases the creature will return to their home plane. If the creature is held indefinitely they will get a new save vs. spells at Midnight.
Exaction
Level: Witch Ritual 7
Ritual Requirement: see below
Range: One creature
Duration: Special
A witch using this spell confronts a creature from another plane and requires of it some duty or quest.
The spell will not affect creatures with alignments greatly opposed to the witch's i.e. good vs. evil, law vs. chaos. Note that a true (absolute) neutral witch is greatly opposed to all other alignments, for the purposes of this spell. A creature which can be affected receives no saving throw, nor will magic resistance protect it. However, this spell does not affect deities or divine beings.
If the creature has received a great favor in the past from a person of the witch's alignment, the witch can name this as a reason for service. This requires that the witch know the personal history of the creature. If no past service is known to the witch, he or she must pledge a valuable gift or favor to the creature in return for its service.
In all cases, the reward promised by the witch must be equivalent to the service required from the creature. The spell then forces the creature to perform the service agreed upon. If the creature fails to perform the mission, it will suffer the penalties of the spells geas and quest simultaneously, until the mission is completed. Creatures cannot be compelled to obey self-destructive or suicidal commands.
When the service demanded from the creature is performed, it is instantly teleported to the witch's location. The witch must then perform the service or grant the reward agreed upon. When the creature's reward is granted, it is immediately sent back to its own plane.
If the witch reneges on the agreement, the creature has two options to choose from. Each is a part of the original spell and does not require magical ability or spell casting from the creature. Should the agreement be broken, the creature can place the witch under exaction. The witch receives no saving throw against this effect. Otherwise, the creature can attack the witch. Should it choose to do this, it will be totally unaffected by any spells cast by the witch.
The material components of this spell are, the witch's ritual tools, matter from the home plane of the creature from whom an exaction is required, and knowledge of the creature's nature or past actions; written on a page of parchment which is burned to seal the bargain.
Iggwilv's Lightning Cage
Level: Witch Ritual 8
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 Hour + 1 turn per level
This spell is a variant of the 7th-level wizard spell forcecage, and it is identical to that spell except as follows:
First, the “bars” of force energy which form the cage are electrified. Any creature, whether inside or outside, who makes contact with the electrified bars or touches them with an object composed of metal or other conductive material, must save vs. spells or suffer 10d6+10 hp damage. A successful save reduces this damage by half, but the lightning cage is not dispelled, nor are its electrical effects.
Second, the floor of the lightning cage is composed of a solid “sheet” of force energy equal to a wall of force, but it is charged only on its outside surface.
Third, unlike a forcecage, Iggwilv’s lightning cage cannot be altered to form a solid cube of electrified walls of force.
Finally, the lightning cage does not require the ritual drawing of a square with powdered diamond as is necessary with a forcecage, but it does require a material component. This material component consists of a “wand” of amber (worth 100 gp), tipped with a transparent gemstone worth at least 1,000 gp.
Tasha's Hideous Laughter
Level: Witch Ritual 2
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round per level
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Ritual Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.
I am pretty pleased with this to be honest. Certainly not someone I would mess with.
* I considered making her a part of the Malefic Tradition, but wanted her to have the Arcane Diversity.
While working on these it occurred to me that what I really wanted was a "Power Score -like" treatise on Iggwilv as she has appeared in all editions of *D&D. So I went to the source and to see what +Sean McG had written on the subject. The more I read and the more I thought about it the more it seemed like a good idea to collaborate with Sean and see what his touch would bring. Sure enough, he did a bang up job. You can read his post on Iggwilv today.
For my efforts, I want to do something I have wanted to do forever. Convert Iggwilv to a Basic-Era style witch. We know a lot about her and I am basing these stats mostly on her 3.x edition version from Dungeon Magazine #149. In that she is a Chaotic Evil human Wizard 26 / Arch-mage 4 (30 total levels). That grants her a lot of spells and powers.
For my version, I toning down her abilities (Int 38, Cha 28...fine for D&D 3.x, not Basic) but granting her the top level of witches I have, 36th level. Truthfully I would have been happy with anything from 30 to 36, but I have not done a witch this high of level before here.
Iggwilv also has a number of unique spells. These can be handled by adding them as Witch Rituals. Which is really appropriate since is was the descriptions of the magic circles in the Demonomicon of Iggwilv from S4 The Lost Caverns of Tsojcanth that got me really thinking about doing a witch class.
36th level Witch, Daughter of Baba Yaga Tradition*
Female, Chaotic (Evil)
Strength 10
Intelligence 20
Wisdom 17
Dexterity 21
Constitution 19
Charisma 22
Saving Throws
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2
Dragon Breath 2
Rods, Staffs, Spells 2
+2 to all saves via Tastchti's Mark
+5 to all saves via Ring of Protection
+2 for Wisdom
Hit Points: 66
AC: -10
(leather armor +5, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)
THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)
Occult Powers
Lesser: Familiar (Quasit, "Black Comet")
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity
Other Powers
Arcane Diversity: As a Daughter of Baba Yaga, Iggwilv may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned. These spells must be learned like other magic-users and recorded in her Book of Shadows ("Iggwilv's Nethertome").
This also help's explain why she was hanging out with the Circle of Eight. She wanted to steal their spells.
Tastchti's Mark: This magical tattoo on Iggwilv's was inscribed by the Lilitu Tastchti. Provides a continuous +2 bonus to her saves and armor class as per the Bless spell.
Spells
Cantrips (7): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Summon Vermin
1st (9+3): Bad Luck, Black Fire, Cause Fear, Charm Person, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile, Tasha's Hideous Laughter (Ritual)
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Undead Enslavement, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Insanity, Wave of Mutilation, Binding (Ritual), Exaction (Ritual), Gate (Ritual)
8th (9): Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Iggwilv's Lightning Cage (Ritual), Imprisonment (Ritual)
New Ritual Spells
These ritual spells often require the use of the appropriate magical circle and often the witch's familiar, which acts as a conduit to the magical energies summoned.
Some of these spells appear in the "Demonomicon of Iggwilv". Others in her Book of Shadows "Iggwilv's Nethertome".
Dismissal
Level: Witch Ritual 6
Ritual Requirement: see below
Range: One creature
Duration: Special
This spell forces an extraplanar creature back to its proper plane if it fails a Spells save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
The witch needs her ritual items and a proper magical circle drawn around herself. She much also cut herself since blood powers the ritual.
Ensnarement
Level: Witch Ritual 8
Ritual Requirement: see below
Range: One creature
Duration: Special
This ritual works much like a Gate spell, save the creature gated in is trapped in a magical circle. The creature gets a saving throw vs. Spells to avoid the ensnarement.
The witch can then demand a service from the creature for it's release. When the service is somplete the creature will return to their own plane.
The spell ends when the witch has struck a bargin with the creature or if sunlight touches the magical circle. In both cases the creature will return to their home plane. If the creature is held indefinitely they will get a new save vs. spells at Midnight.
Exaction
Level: Witch Ritual 7
Ritual Requirement: see below
Range: One creature
Duration: Special
A witch using this spell confronts a creature from another plane and requires of it some duty or quest.
The spell will not affect creatures with alignments greatly opposed to the witch's i.e. good vs. evil, law vs. chaos. Note that a true (absolute) neutral witch is greatly opposed to all other alignments, for the purposes of this spell. A creature which can be affected receives no saving throw, nor will magic resistance protect it. However, this spell does not affect deities or divine beings.
If the creature has received a great favor in the past from a person of the witch's alignment, the witch can name this as a reason for service. This requires that the witch know the personal history of the creature. If no past service is known to the witch, he or she must pledge a valuable gift or favor to the creature in return for its service.
In all cases, the reward promised by the witch must be equivalent to the service required from the creature. The spell then forces the creature to perform the service agreed upon. If the creature fails to perform the mission, it will suffer the penalties of the spells geas and quest simultaneously, until the mission is completed. Creatures cannot be compelled to obey self-destructive or suicidal commands.
When the service demanded from the creature is performed, it is instantly teleported to the witch's location. The witch must then perform the service or grant the reward agreed upon. When the creature's reward is granted, it is immediately sent back to its own plane.
If the witch reneges on the agreement, the creature has two options to choose from. Each is a part of the original spell and does not require magical ability or spell casting from the creature. Should the agreement be broken, the creature can place the witch under exaction. The witch receives no saving throw against this effect. Otherwise, the creature can attack the witch. Should it choose to do this, it will be totally unaffected by any spells cast by the witch.
The material components of this spell are, the witch's ritual tools, matter from the home plane of the creature from whom an exaction is required, and knowledge of the creature's nature or past actions; written on a page of parchment which is burned to seal the bargain.
Iggwilv's Lightning Cage
Level: Witch Ritual 8
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 Hour + 1 turn per level
This spell is a variant of the 7th-level wizard spell forcecage, and it is identical to that spell except as follows:
First, the “bars” of force energy which form the cage are electrified. Any creature, whether inside or outside, who makes contact with the electrified bars or touches them with an object composed of metal or other conductive material, must save vs. spells or suffer 10d6+10 hp damage. A successful save reduces this damage by half, but the lightning cage is not dispelled, nor are its electrical effects.
Second, the floor of the lightning cage is composed of a solid “sheet” of force energy equal to a wall of force, but it is charged only on its outside surface.
Third, unlike a forcecage, Iggwilv’s lightning cage cannot be altered to form a solid cube of electrified walls of force.
Finally, the lightning cage does not require the ritual drawing of a square with powdered diamond as is necessary with a forcecage, but it does require a material component. This material component consists of a “wand” of amber (worth 100 gp), tipped with a transparent gemstone worth at least 1,000 gp.
Baba Yaga and the young Natasha/Iggwilv by Vania Zouravliov |
Level: Witch Ritual 2
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round per level
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Ritual Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.
I am pretty pleased with this to be honest. Certainly not someone I would mess with.
* I considered making her a part of the Malefic Tradition, but wanted her to have the Arcane Diversity.
Monday, June 27, 2016
Monstrous Monday: Beasties from Night Owl Workshop
I like my Monstrous Mondays to be flexible. Sometimes a monster, other times something monster related or in this case a review.
Now I have gone on the record, many, many times, talking about how much I love monster books. My first glimpse into D&D was way back in 1978-79 when I first saw and read the Monster Manual. Very few books have come close to that feeling of unlimited potential. So when a new monster book comes out, I have to take a look and usually grab it.
Beasties from Night Owl Workshop has something of a pedigree in my mind. The art and text are from none other than +Thomas Denmark. He is responsible for some of my favorite art during the d20 boom, in particular Citizen Games "Way of the Witch".
Beasties is an 84 page, digest sized, black and white interior book of new monsters. According to the sales text on DriveThru the book contains:
27 Monsters
6 NPC's
37 Drawings!
5 Maps
1 "Megadungeon" sample.
It certainly punches above its weight class in terms of monsters and content. All the art is by Denmark himself, as is the text with additional text by Terry Olsen.
The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy. There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, Guardians and Warriors of the Red Planet.
Monsters are typically presents with stats and description on one page and the art on the next.
Many of the monsters have a distinct "old school" or even pulpy feel about them. Indeed, I certainly can see many of these working great with WotRP above.
There are a lot of new undead monsters to add some interesting challenges to your players too.
I love the "Flying Locust Citadel" to be honest. There are just not enough flying mega-dungeons in D&D as far as I am concerned.
Plus the entire work is released as "Open" under the OGL so that is a nice touch.
Bookmarks in the PDF would have been nice as well as a table of contents. All in all a good book for the price.
Sinderan Witches
Of course, these two caught my attention right away. I'd love to hear more about "Sinder's ancient past" and how these two groups of witches came to be. I'd also love to hear how the "Sinderan Light Witch" became the evil, youth stealing witch and the "Sinderean Shadow Witch" became the good protectors of the innocent. I could build an entire tradition out of these two.
Now I have gone on the record, many, many times, talking about how much I love monster books. My first glimpse into D&D was way back in 1978-79 when I first saw and read the Monster Manual. Very few books have come close to that feeling of unlimited potential. So when a new monster book comes out, I have to take a look and usually grab it.
Beasties from Night Owl Workshop has something of a pedigree in my mind. The art and text are from none other than +Thomas Denmark. He is responsible for some of my favorite art during the d20 boom, in particular Citizen Games "Way of the Witch".
Beasties is an 84 page, digest sized, black and white interior book of new monsters. According to the sales text on DriveThru the book contains:
27 Monsters
6 NPC's
37 Drawings!
5 Maps
1 "Megadungeon" sample.
It certainly punches above its weight class in terms of monsters and content. All the art is by Denmark himself, as is the text with additional text by Terry Olsen.
The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy. There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, Guardians and Warriors of the Red Planet.
Monsters are typically presents with stats and description on one page and the art on the next.
Many of the monsters have a distinct "old school" or even pulpy feel about them. Indeed, I certainly can see many of these working great with WotRP above.
There are a lot of new undead monsters to add some interesting challenges to your players too.
I love the "Flying Locust Citadel" to be honest. There are just not enough flying mega-dungeons in D&D as far as I am concerned.
Plus the entire work is released as "Open" under the OGL so that is a nice touch.
Bookmarks in the PDF would have been nice as well as a table of contents. All in all a good book for the price.
Sinderan Witches
Of course, these two caught my attention right away. I'd love to hear more about "Sinder's ancient past" and how these two groups of witches came to be. I'd also love to hear how the "Sinderan Light Witch" became the evil, youth stealing witch and the "Sinderean Shadow Witch" became the good protectors of the innocent. I could build an entire tradition out of these two.
Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!
Friday, June 24, 2016
Kickstart Your Weekend: Mutant Crawl Classics
Just a quick one today. Very busy at work.
This one might not need my help, but I want to share the word of the new Goodman Games Kickstarter: Mutant Crawl Classics.
I think I might like this better than Dungeon Crawl Classics to be honest. I have a soft spot in my heart for Gamma World and the type of gonzo play I associate with DCC works better in this world in my mind.
So check it out!!
This one might not need my help, but I want to share the word of the new Goodman Games Kickstarter: Mutant Crawl Classics.
I think I might like this better than Dungeon Crawl Classics to be honest. I have a soft spot in my heart for Gamma World and the type of gonzo play I associate with DCC works better in this world in my mind.
So check it out!!
Thursday, June 23, 2016
Teela Silvermoon, Faerie Witch
While working on my Faerie Witch post (and truthfully working on some ideas for "War of the Witch Queens") I went back to my archives.
One of my favorite witch books is from the Mayfair Games "Role Aids" book Witches.
I thought it might be fun to try to "update" one of the sample NPC to my Basic Witch book. For this I want to choose "Teela Silvermoon" since she is also a Faerie Tradition witch.
The first issue off the bat is that my Witch book is for Basic-era games and it assumes that all witches are human. There is an "Advanced" appendix to allow demi-human races so I am going to have to go with that.
Now I have used Teela before in my games. Not often, but enough to have at least some more backstory. In my games she is mostly the same save that she is also in love with a human ranger that patrols her woods. She loves him, but is sad because she knows that she will out-live him.
I also have a druid circle nearby that she interacts with.
Like all elven witches Teela believes that witchcraft was created by the elves. She has no tolerance for those who despoil her woods and less so for the ones that use magic to do it.
As with other builds I swapped her Intelligence and Charisma.
Teela Silvermoon
Elf Female, Chaotic Neutral
13th level Witch, Faerie Tradition
Strength: 11
Dexterity: 13
Constitution: 13
Intelligence: 14
Wisdom: 10
Charisma: 15
Saves
Death Ray or Poison: 9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11
To hit AC 0: 16 (15 with dagger)
Hit Points: 30
AC: 10
Occult Powers
Familiar: Hawk ("Farseer") (Improved vision)
7th level: Speak to Plants and Animals
13th level: Fey Shape
Spells
Cantrips: Alarm Ward, Chill, Daze, Detect Curse, Object Reading
First: Analgesia, Cause Fear, Sleep, Silver Tongue
Second: Broca's Curse of Babel, Enthrall, Invisibility, Phantasmal Spirit, Mind Obscure
Third: Aphasia, Locate Thief, Lethe's Curse
Fourth: Charm Monster, Polymorph, Spiritual Dagger
Fifth: Dream, Greater Command
Sixth: Mislead, Moonbow
Seventh: Widdershins Dance
Items
Cloak and Boots of Elvenkind, Dagger +1,
Looks good to me! Can't wait to bring her back into my games.
One of my favorite witch books is from the Mayfair Games "Role Aids" book Witches.
I thought it might be fun to try to "update" one of the sample NPC to my Basic Witch book. For this I want to choose "Teela Silvermoon" since she is also a Faerie Tradition witch.
The first issue off the bat is that my Witch book is for Basic-era games and it assumes that all witches are human. There is an "Advanced" appendix to allow demi-human races so I am going to have to go with that.
Now I have used Teela before in my games. Not often, but enough to have at least some more backstory. In my games she is mostly the same save that she is also in love with a human ranger that patrols her woods. She loves him, but is sad because she knows that she will out-live him.
I also have a druid circle nearby that she interacts with.
Like all elven witches Teela believes that witchcraft was created by the elves. She has no tolerance for those who despoil her woods and less so for the ones that use magic to do it.
As with other builds I swapped her Intelligence and Charisma.
Teela Silvermoon
Elf Female, Chaotic Neutral
13th level Witch, Faerie Tradition
Strength: 11
Dexterity: 13
Constitution: 13
Intelligence: 14
Wisdom: 10
Charisma: 15
BG:Vidaniel by Smilika |
Death Ray or Poison: 9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11
To hit AC 0: 16 (15 with dagger)
Hit Points: 30
AC: 10
Occult Powers
Familiar: Hawk ("Farseer") (Improved vision)
7th level: Speak to Plants and Animals
13th level: Fey Shape
Spells
Cantrips: Alarm Ward, Chill, Daze, Detect Curse, Object Reading
First: Analgesia, Cause Fear, Sleep, Silver Tongue
Second: Broca's Curse of Babel, Enthrall, Invisibility, Phantasmal Spirit, Mind Obscure
Third: Aphasia, Locate Thief, Lethe's Curse
Fourth: Charm Monster, Polymorph, Spiritual Dagger
Fifth: Dream, Greater Command
Sixth: Mislead, Moonbow
Seventh: Widdershins Dance
Items
Cloak and Boots of Elvenkind, Dagger +1,
Looks good to me! Can't wait to bring her back into my games.
Wednesday, June 22, 2016
Class Struggles: The Faerie Witch
Still celebrating Mid-summer and all things faerie this week. What better than to talk about the faerie witch for this weeks' Class Struggles.
The faerie witch is one of the easiest witches to use in a game because they most often fit the stereotype of the lone witch living in the woods. It is a pervasive and well-established archetype of the witch.
The earliest witch classes did not split the class into traditions or covens, that is something that came later on, so it is hard to judge the merits of those classes as a faerie witch. Certainly the Compleat Spellcaster Witch and the Dragon magazine witches had spells that would have made it possible to make a faerie witch, they were not overtly so.
I suppose I should really define what I mean by a faerie witch before I move on. These are witches that are typically solitary, typically live in the woods alone, converse with various natural and supernatural animals. They have practices that are similar to the druid, but certainly a reverence for nature. Often above and beyond their reverence for mortal lives. They don't all have to be faerie-blooded or even elven, but sometimes they are. The faerie witch also covers various hags and other witch-like creatures found living in natural environments. To give you an idea of what I consider to be faeries witches here is a list of the characters I have built using the faerie witch tradition for various games:
The faerie witch was one of the first "Traditions" I ever wrote for the witch class along with the "Craft of the Wise", "Malefic" and "Tempenstarii" witches. If you want a rough idea of what I was doing have a look at my Castles & Crusades version of the witch that included the faerie tradition.
So where did this come from?
There is a real-life witchcraft tradition known as "Fairy Wicca", but it would be a lie to say that is where this all came from for me. Sure I read up on it a lot later on, but it wasn't what I was looking for. This also me to the "Feri Tradition" as well. Looking back over my own notes over the last few days I can't tell where it came from originally except that I have a note on the back of a print out from my school's mainframe and the date on it is 1989. The note just lists the Craft of the Wise, Faerie, Malefic and Tempenstarii traditions. Later, in a different color ink, I added Amazon, Veneficia and Voodoo. But I know where those came from and that puts it closer to 1992. On a side note it was interesting to delve into these paper archives. I could see the progression of technology as I flipped the pages. Mainframe printouts on white and green paper, my Tandy printer, moving on to a color Panasonic dot-matrix printer and then to the first HP Ink-jet that was the version complete version of my witch class.
Mayfair Witches
Around the same time, Mayfair rolled out it's Witches book by Nigel D. Findley for the Role-Aids line. This book was great and because of that I avoided it for years! It was published in 1990 and I saw it was doing something similar to me so I put it down. I was deep into writing then and did not want to have my own class influenced. I really didn't need to worry. The "traditions" (which is a common word used to describe different kinds of witches) in this book were set up very differently than what I did. In fact the relationship they had was more like Class and Sub-classes of the D&D 2nd edition type. Mine had different powers, this one had different spells. The spells really make it though and something I would like to try doing sometime.
The Mayfiar Faerie Witches (not to be confused with these witches) were more of a guardian of the forrests and friend to animals type. Strong and fierce. They were more Angelina Jolie "Maleficent" than the original Disney one.
The Witch & Eldritch Witchery
My faerie witch appeared in my 2nd edition and 3rd edition netbooks. Their newest incarnations can be found in my "old school" books The Witch and Eldritch Witchery. It is notable here because it is one of the very few traditions to appear in both books. These witches have what I consider to be typical powers; summon familiars, talk to animals, lay devastating curses...you know the normal. But also something that I have added to other versions in the past, assume a fey shape. For evil faerie witches this would be a hag shape. I have even toyed with the idea that hags might not be a separate race at all, but rather transformed witches.
ACKS
The witches in Adventurer Conqueror King System's Player's Companion also are divided by tradition and features a "Fairy Tradition" known as a "Sylvan Witch". This tradition (and all the ACKS Witch traditions) have a collection of bonus spells and powers. I rather like these to be honest. It makes for an interesting middle point between my witches and the Mayfair witches.
D&D 4
Dungeons & Dragons 4th edition actually had two pretty good "faerie" witches; the fey-pact Warlock introduced in the Player's Handbook and the witch sub-class in Heroes of the Feywild. The fey-pact warlock certainly represents the dealing with the powers of the fae in a darker, more sinister way. The witch of Heroes of the Feywild is really more of "Sub-class" of the wizard (something similar to 2nd ed with the witch kit) with a lot of powers and spells that give the witch flavor.
On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use. In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.
The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line.
The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.
What sets this witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic key-word. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.
There is something of an iconic character here in the witch Rowena (pictured above). I'd like to find out more about her and maybe stat her up.
D&D 5
D&D 5 does not have a Faerie Witch or even a witch per se. It does have a Warlock that takes the best properties of the 3.5 and 4e warlocks and makes something that I can use. The warlock does have a Fae patron which has a lot of flavor to it. A Fae-Warlock taking the Pact of the Tome makes for a pretty good witch-like character for me to be honest. In fact, that is the character I am playing now in my D&D5 game and it is very witch-like in play.
I am sure there are others out there. The archetype is just too pervasive not to be.
Hope you are enjoying this Mid-Summer and Full Moon. Very witchy that.
The faerie witch is one of the easiest witches to use in a game because they most often fit the stereotype of the lone witch living in the woods. It is a pervasive and well-established archetype of the witch.
The earliest witch classes did not split the class into traditions or covens, that is something that came later on, so it is hard to judge the merits of those classes as a faerie witch. Certainly the Compleat Spellcaster Witch and the Dragon magazine witches had spells that would have made it possible to make a faerie witch, they were not overtly so.
I suppose I should really define what I mean by a faerie witch before I move on. These are witches that are typically solitary, typically live in the woods alone, converse with various natural and supernatural animals. They have practices that are similar to the druid, but certainly a reverence for nature. Often above and beyond their reverence for mortal lives. They don't all have to be faerie-blooded or even elven, but sometimes they are. The faerie witch also covers various hags and other witch-like creatures found living in natural environments. To give you an idea of what I consider to be faeries witches here is a list of the characters I have built using the faerie witch tradition for various games:
The faerie witch was one of the first "Traditions" I ever wrote for the witch class along with the "Craft of the Wise", "Malefic" and "Tempenstarii" witches. If you want a rough idea of what I was doing have a look at my Castles & Crusades version of the witch that included the faerie tradition.
So where did this come from?
There is a real-life witchcraft tradition known as "Fairy Wicca", but it would be a lie to say that is where this all came from for me. Sure I read up on it a lot later on, but it wasn't what I was looking for. This also me to the "Feri Tradition" as well. Looking back over my own notes over the last few days I can't tell where it came from originally except that I have a note on the back of a print out from my school's mainframe and the date on it is 1989. The note just lists the Craft of the Wise, Faerie, Malefic and Tempenstarii traditions. Later, in a different color ink, I added Amazon, Veneficia and Voodoo. But I know where those came from and that puts it closer to 1992. On a side note it was interesting to delve into these paper archives. I could see the progression of technology as I flipped the pages. Mainframe printouts on white and green paper, my Tandy printer, moving on to a color Panasonic dot-matrix printer and then to the first HP Ink-jet that was the version complete version of my witch class.
Mayfair Witches
Around the same time, Mayfair rolled out it's Witches book by Nigel D. Findley for the Role-Aids line. This book was great and because of that I avoided it for years! It was published in 1990 and I saw it was doing something similar to me so I put it down. I was deep into writing then and did not want to have my own class influenced. I really didn't need to worry. The "traditions" (which is a common word used to describe different kinds of witches) in this book were set up very differently than what I did. In fact the relationship they had was more like Class and Sub-classes of the D&D 2nd edition type. Mine had different powers, this one had different spells. The spells really make it though and something I would like to try doing sometime.
The Mayfiar Faerie Witches (not to be confused with these witches) were more of a guardian of the forrests and friend to animals type. Strong and fierce. They were more Angelina Jolie "Maleficent" than the original Disney one.
The Witch & Eldritch Witchery
My faerie witch appeared in my 2nd edition and 3rd edition netbooks. Their newest incarnations can be found in my "old school" books The Witch and Eldritch Witchery. It is notable here because it is one of the very few traditions to appear in both books. These witches have what I consider to be typical powers; summon familiars, talk to animals, lay devastating curses...you know the normal. But also something that I have added to other versions in the past, assume a fey shape. For evil faerie witches this would be a hag shape. I have even toyed with the idea that hags might not be a separate race at all, but rather transformed witches.
ACKS
The witches in Adventurer Conqueror King System's Player's Companion also are divided by tradition and features a "Fairy Tradition" known as a "Sylvan Witch". This tradition (and all the ACKS Witch traditions) have a collection of bonus spells and powers. I rather like these to be honest. It makes for an interesting middle point between my witches and the Mayfair witches.
D&D 4
Dungeons & Dragons 4th edition actually had two pretty good "faerie" witches; the fey-pact Warlock introduced in the Player's Handbook and the witch sub-class in Heroes of the Feywild. The fey-pact warlock certainly represents the dealing with the powers of the fae in a darker, more sinister way. The witch of Heroes of the Feywild is really more of "Sub-class" of the wizard (something similar to 2nd ed with the witch kit) with a lot of powers and spells that give the witch flavor.
On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use. In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.
The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line.
The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.
What sets this witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic key-word. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.
There is something of an iconic character here in the witch Rowena (pictured above). I'd like to find out more about her and maybe stat her up.
D&D 5
D&D 5 does not have a Faerie Witch or even a witch per se. It does have a Warlock that takes the best properties of the 3.5 and 4e warlocks and makes something that I can use. The warlock does have a Fae patron which has a lot of flavor to it. A Fae-Warlock taking the Pact of the Tome makes for a pretty good witch-like character for me to be honest. In fact, that is the character I am playing now in my D&D5 game and it is very witch-like in play.
I am sure there are others out there. The archetype is just too pervasive not to be.
Hope you are enjoying this Mid-Summer and Full Moon. Very witchy that.
Tuesday, June 21, 2016
They Keep Killing Aleena, Back to Basic Part 3
This last weekend the kids finished up their foray into the Moat House near the Villiage of Hommlet.
Secrets were uncovered, but more mystery was also discovered. Lareth the Beautiful, Dark Hope of Chaos was killed. He did manage to break his Staff of Striking releasing the last 38 charges in a final strike that left everyone unconscious until the ranger Elmo arrived to return them to the Inn of the Welcome Wench.
Bargle, however, managed to escape, taking Cynder with him.
He also killed the cleric, Aleena.
When the characters woke up they were back in the present days with their memories intact.
Next up is a bit of break for these characters, but I hear there are some troubles nearby with some giants.
Secrets were uncovered, but more mystery was also discovered. Lareth the Beautiful, Dark Hope of Chaos was killed. He did manage to break his Staff of Striking releasing the last 38 charges in a final strike that left everyone unconscious until the ranger Elmo arrived to return them to the Inn of the Welcome Wench.
Bargle, however, managed to escape, taking Cynder with him.
He also killed the cleric, Aleena.
When the characters woke up they were back in the present days with their memories intact.
Next up is a bit of break for these characters, but I hear there are some troubles nearby with some giants.
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