"The D&D and AD&D games are actually different games." p.74, The Book of Marvelous Magic.
This was not the first time I had read this, and by 1985 I had moved away from the D&D game to AD&D, it was still interesting to read this. Back then we freely mixed the two systems without so much as a care.
So it was with some confusion then that when I picked up AC4 The Book of Marvelous Magic that is proudly stated it was for the D&D AND AD&D games. This was only emphasized more with the very first magic item listed, the Alternate World Gate. AD&D was treated on the same level as Gamma World, Star Frontiers, and Boot Hill.
Confusion of compatibility issues aside, The Book of Marvelous Magic became one of my favorite and most frustrating D&D accessories. Favorite because at this time I was serious into working on my witch class for AD&D/D&D and I was looking for guidelines on how magic items should be created. I didn't find that here, but I did find a lot of inspiration. Also, there were a lot of magic items in this book that later would become rather important in my own games for the next 2-3 years.
Frustrating because I never could get my gaming groups to embrace this book like I did. I think it something to do with the punny names of the some of the items. I now know that this was just something that was going on at the TSR offices back then (see I6 Ravenloft), but it made it difficult to take the book seriously at times.
The authors are listed as Frank Mentzer with Gary Gygax, but I think we all knew at the time that Mentzer did the lions-share of work on this. The book covers the same span of characters (and same span of publication) of the Mentzer penned Basic, Expert and Companion Rules. Living in my small town in Illinois I think this might have been the first reference I saw to the Companion ruleset. Reading this book I am thinking that the Companion rules had just been written and the Master Rules had not. There are no references to the Master Rules and in places, the rules seem to put 36 at the top of the character achievement and in others, it was 26.
So what does this book have? Well, there are over 500 new (at the time) magic items spanning 76 pages of text. The cover art is from none other than Clyde "I'll have the thigh" Caldwell and really grabbed my attention. Not like that (though I was 15 at the time) but because she looked like a bad ass witch.
She even has a broom in the corner over there. How could I NOT buy this book??
The magic items are divided by type, so for example under Armband there are five listed magical Armbands. When a magic item needs to be listed, such a Bag of Holding, it is listed with a "see D&D Basic Set".
The book did raise the question in our groups of who was creating all these magic items? That was never fully answered here or really anywhere for a couple more decades. We opted that most of these were in fact fairly unique items. So there were not a lot of "Buttons of Blasting" out there, but maybe one or two at best.
There are a few magic items here that I still have not seen in other (future) versions of D&D, so it is worth it just for those. It is also a great insight to the mid 80s D&D, a time when TSR was on top of the world, right before the big shakeup. Also at the time I enjoyed tthis book, but largely ignored Mentzer's magnum-opus BEMCI D&D. Reviewing both now as an adult I see I did all these books a large disservice.
What is in these books that gamers of today can use? Well in truth, LOTS.
Really. The book might as well say "Compatible with 5th Edition D&D" on the cover. Hell. Change the trade dress and you could almost republish it as is with little editing. Yeah remove references to Basic, Expert and Companion. Change some of the spell casting descriptions, but otherwise this is still a gem today as it was 30 years ago.
Time to re-introduce the Collar of Stiffness to my games!
Tuesday, July 5, 2016
Monday, July 4, 2016
2016 ENnie Nominations are In!
The 2016 ENniesAward Nominations are in!
And it is my pleasure and honor to report that The Other Side is once again nominated for Best Blog!
http://www.ennie-awards.com/blog/2016-ennie-award-nominees-and-spotlight-winners/
I am so excited by this. Really. A chance to be voted on by my peers is a great opportunity.
I am really looking forward to the next month and will do my best to provide content worthy of this.
And it is my pleasure and honor to report that The Other Side is once again nominated for Best Blog!
http://www.ennie-awards.com/blog/2016-ennie-award-nominees-and-spotlight-winners/
I am so excited by this. Really. A chance to be voted on by my peers is a great opportunity.
I am really looking forward to the next month and will do my best to provide content worthy of this.
Thursday, June 30, 2016
The search for Q2
In August I will start the boys on the GDQ series. Reading through all the material I can't help but wish there was something...more to the ending.
Back in April I mentioned that Q1 seemed lonely because it was all by itself and it does have quite a different feel to it than the G and D adventures. I mused at the time a "Q2" would be a good addition. I think I even talked a bit about a drow civil war.
I have been thinking a lot about what a Module Q2 might look like or be. Since I am also strapped for time I thought a pre-made, published adventure might be my best bet. I want it also to be something that challenges the characters and players. Q1 was designed for characters levels 10-14. So I want something near to that.
Plus to make the "Q" in "Q2" mean something I wanted to stick to "Queen" adventures. BUT not ones that I might want to put into my "War of the Witch Queens" adventures.
So who are the contestants in my Q2 pageant?
First up is +Mark Taormino's Hanging Coffins of the Vampire Queen. This adventure has a lot going for it. There is the Queen connection, it's high level and there is a vampire realm briefly described in Q1 that would work for this. Also, I wanted more vampires in the end of the adventure too.
On the con side the module is a slaughter house. Making it work with Q1 would take some work. There is also so much going in this adventure that it really could be used on it's own. I also like the idea of making this part of the old Palace of the Vampire Queen adventtures too.
+Monte Cook's Queen of Lies is another really good choice. It's a good adventure (having been reprinted three different times), it fits the theme REALLY well, it is about the right level, has that Drow civil war thing going on and calling it "Q2 Queen of Lies" really, really appeals to me. (Side note I had a rather infamous NPC back in the late 80s whose nickname was "Queen of Lies"). The basic plot though really takes the characters away from the big arc I have going on, but not so much I can't work with it. It is for D&D 3.0, but I can make that work no problem.
+Wolfgang Baur and Gwendolyn F. M. Kestrel's Expedition to the Demonweb Pits for 3.5 is an honest to goodness sequel (of sorts) to Q1. It also has a lot going for it. The issue I have is that Lolth is assumed to be alive when the module starts and there is no way I can guarantee that. Yes it is unlikely she will get killed in Q1, but it is possible. Again this one is big. I mean huge really. There is so much going on here that it is also it's own campaign. Lots of good ideas to mine here though.
P2 Demon Queen's Enclave is for 4e, but it has the whole Drow and demon thing going for it too. Also it was written in part by +Mike Mearls and +Robert Schwalb so I know it has potential. It also ties in the whole thing nicely with Orcus.
First (Fantasy) World Problems I know.
---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Back in April I mentioned that Q1 seemed lonely because it was all by itself and it does have quite a different feel to it than the G and D adventures. I mused at the time a "Q2" would be a good addition. I think I even talked a bit about a drow civil war.
I have been thinking a lot about what a Module Q2 might look like or be. Since I am also strapped for time I thought a pre-made, published adventure might be my best bet. I want it also to be something that challenges the characters and players. Q1 was designed for characters levels 10-14. So I want something near to that.
Plus to make the "Q" in "Q2" mean something I wanted to stick to "Queen" adventures. BUT not ones that I might want to put into my "War of the Witch Queens" adventures.
So who are the contestants in my Q2 pageant?
First up is +Mark Taormino's Hanging Coffins of the Vampire Queen. This adventure has a lot going for it. There is the Queen connection, it's high level and there is a vampire realm briefly described in Q1 that would work for this. Also, I wanted more vampires in the end of the adventure too.
On the con side the module is a slaughter house. Making it work with Q1 would take some work. There is also so much going in this adventure that it really could be used on it's own. I also like the idea of making this part of the old Palace of the Vampire Queen adventtures too.
+Monte Cook's Queen of Lies is another really good choice. It's a good adventure (having been reprinted three different times), it fits the theme REALLY well, it is about the right level, has that Drow civil war thing going on and calling it "Q2 Queen of Lies" really, really appeals to me. (Side note I had a rather infamous NPC back in the late 80s whose nickname was "Queen of Lies"). The basic plot though really takes the characters away from the big arc I have going on, but not so much I can't work with it. It is for D&D 3.0, but I can make that work no problem.
+Wolfgang Baur and Gwendolyn F. M. Kestrel's Expedition to the Demonweb Pits for 3.5 is an honest to goodness sequel (of sorts) to Q1. It also has a lot going for it. The issue I have is that Lolth is assumed to be alive when the module starts and there is no way I can guarantee that. Yes it is unlikely she will get killed in Q1, but it is possible. Again this one is big. I mean huge really. There is so much going on here that it is also it's own campaign. Lots of good ideas to mine here though.
P2 Demon Queen's Enclave is for 4e, but it has the whole Drow and demon thing going for it too. Also it was written in part by +Mike Mearls and +Robert Schwalb so I know it has potential. It also ties in the whole thing nicely with Orcus.
First (Fantasy) World Problems I know.
---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".
Wednesday, June 29, 2016
The Dancing Hut of Baba Yaga
Well, it has taken us a year but we finally finished the Dancing Hut of Baba Yaga.
I made some changes to the adventure to have it fit in better with the overall arc of the Dragonslayers in their quest to stop the rise of Tiamat. I also foreshadowed events of my Come Endless Darkness and War of the Witch Queen campaigns.
In the process of this adventure the characters began roughly at 20th-24th level in 3.x, converted over to 5e and they are leaving the adventure as 1st Ed characters. In the course of the year they leveled up in the Hut so now everyone is about 29th level. This is the reason for the switch to 1st ed since I think it handles 20+ levels better than 3e or 5e. Also in the course of the last year I took bits and pieces from the Dragon Magazine (1st Edition) version of the Hut and something I found for 4th edition.
They fought the Four Horsemen of the Apocalypse.
The last Rainbow Dragon.
The dragon is supposed to be this dragon:
And finally, a re-ensouled, and very, very pissed off Kostchtchie.
For Kostchtchie I used an idea I had read years ago in White Dwarf #15; the Russian Nesting Doll monster. Though I flipped it and started with a kobold, then a goblin, orc, hobgoblin, ogre, hill giant and then finally Kostchtchie himself. Freaked the kids out that each time they hit him he got stronger.
Yes, that is one of the old ogre figures from the AD&D action figures line.
I mentioned in my review of this adventure that it is more plot driven than the other S series adventures. Baba Yaga is more of a defined character than say Acererak or Drelnza. In fact, she is presented in much of the same manner as Strahd was in Castle Ravenloft. Though there is the assumption that the PCs won't be so stupid as to attack her. Could the right group do it? Sure, but that is not the fun of this adventure. The fun here is investigating her magical hut and finding things that might be unique in your world. The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms. Others, unfortunately, feel like filler.
It was a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.
Now given the levels the characters are at I will need to start looking into some of the really high level adventures for them. Though really they should be ready to retire.
I did add Baba Yaga as a fully stated out monster thanks to the Baba Yaga Boss Stats (5E) from 00Games. But thankfully the kids did not piss her off enough to attack her.
Up next...are the Dragonslayers ready to stop the rise of Tiamat?
I made some changes to the adventure to have it fit in better with the overall arc of the Dragonslayers in their quest to stop the rise of Tiamat. I also foreshadowed events of my Come Endless Darkness and War of the Witch Queen campaigns.
In the process of this adventure the characters began roughly at 20th-24th level in 3.x, converted over to 5e and they are leaving the adventure as 1st Ed characters. In the course of the year they leveled up in the Hut so now everyone is about 29th level. This is the reason for the switch to 1st ed since I think it handles 20+ levels better than 3e or 5e. Also in the course of the last year I took bits and pieces from the Dragon Magazine (1st Edition) version of the Hut and something I found for 4th edition.
They fought the Four Horsemen of the Apocalypse.
The last Rainbow Dragon.
The dragon is supposed to be this dragon:
And finally, a re-ensouled, and very, very pissed off Kostchtchie.
For Kostchtchie I used an idea I had read years ago in White Dwarf #15; the Russian Nesting Doll monster. Though I flipped it and started with a kobold, then a goblin, orc, hobgoblin, ogre, hill giant and then finally Kostchtchie himself. Freaked the kids out that each time they hit him he got stronger.
Yes, that is one of the old ogre figures from the AD&D action figures line.
I mentioned in my review of this adventure that it is more plot driven than the other S series adventures. Baba Yaga is more of a defined character than say Acererak or Drelnza. In fact, she is presented in much of the same manner as Strahd was in Castle Ravenloft. Though there is the assumption that the PCs won't be so stupid as to attack her. Could the right group do it? Sure, but that is not the fun of this adventure. The fun here is investigating her magical hut and finding things that might be unique in your world. The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms. Others, unfortunately, feel like filler.
It was a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.
Now given the levels the characters are at I will need to start looking into some of the really high level adventures for them. Though really they should be ready to retire.
I did add Baba Yaga as a fully stated out monster thanks to the Baba Yaga Boss Stats (5E) from 00Games. But thankfully the kids did not piss her off enough to attack her.
Up next...are the Dragonslayers ready to stop the rise of Tiamat?
Tuesday, June 28, 2016
Iggwilv, The Witch Queen of Perrenland
I have been doing some research on Iggwilv for my War of the Witch Queens adventure and as part of my prep for my kids finishing up "The Dancing Hut of Baba Yaga" (more on that tomorrow).
While working on these it occurred to me that what I really wanted was a "Power Score -like" treatise on Iggwilv as she has appeared in all editions of *D&D. So I went to the source and to see what +Sean McG had written on the subject. The more I read and the more I thought about it the more it seemed like a good idea to collaborate with Sean and see what his touch would bring. Sure enough, he did a bang up job. You can read his post on Iggwilv today.
For my efforts, I want to do something I have wanted to do forever. Convert Iggwilv to a Basic-Era style witch. We know a lot about her and I am basing these stats mostly on her 3.x edition version from Dungeon Magazine #149. In that she is a Chaotic Evil human Wizard 26 / Arch-mage 4 (30 total levels). That grants her a lot of spells and powers.
For my version, I toning down her abilities (Int 38, Cha 28...fine for D&D 3.x, not Basic) but granting her the top level of witches I have, 36th level. Truthfully I would have been happy with anything from 30 to 36, but I have not done a witch this high of level before here.
Iggwilv also has a number of unique spells. These can be handled by adding them as Witch Rituals. Which is really appropriate since is was the descriptions of the magic circles in the Demonomicon of Iggwilv from S4 The Lost Caverns of Tsojcanth that got me really thinking about doing a witch class.
Iggwilv, Witch Queen of Perrenland
36th level Witch, Daughter of Baba Yaga Tradition*
Female, Chaotic (Evil)
Strength 10
Intelligence 20
Wisdom 17
Dexterity 21
Constitution 19
Charisma 22
Saving Throws
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2
Dragon Breath 2
Rods, Staffs, Spells 2
+2 to all saves via Tastchti's Mark
+5 to all saves via Ring of Protection
+2 for Wisdom
Hit Points: 66
AC: -10
(leather armor +5, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)
THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)
Occult Powers
Lesser: Familiar (Quasit, "Black Comet")
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity
Other Powers
Arcane Diversity: As a Daughter of Baba Yaga, Iggwilv may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned. These spells must be learned like other magic-users and recorded in her Book of Shadows ("Iggwilv's Nethertome").
This also help's explain why she was hanging out with the Circle of Eight. She wanted to steal their spells.
Tastchti's Mark: This magical tattoo on Iggwilv's was inscribed by the Lilitu Tastchti. Provides a continuous +2 bonus to her saves and armor class as per the Bless spell.
Spells
Cantrips (7): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Summon Vermin
1st (9+3): Bad Luck, Black Fire, Cause Fear, Charm Person, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile, Tasha's Hideous Laughter (Ritual)
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Undead Enslavement, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Insanity, Wave of Mutilation, Binding (Ritual), Exaction (Ritual), Gate (Ritual)
8th (9): Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Iggwilv's Lightning Cage (Ritual), Imprisonment (Ritual)
New Ritual Spells
These ritual spells often require the use of the appropriate magical circle and often the witch's familiar, which acts as a conduit to the magical energies summoned.
Some of these spells appear in the "Demonomicon of Iggwilv". Others in her Book of Shadows "Iggwilv's Nethertome".
Dismissal
Level: Witch Ritual 6
Ritual Requirement: see below
Range: One creature
Duration: Special
This spell forces an extraplanar creature back to its proper plane if it fails a Spells save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
The witch needs her ritual items and a proper magical circle drawn around herself. She much also cut herself since blood powers the ritual.
Ensnarement
Level: Witch Ritual 8
Ritual Requirement: see below
Range: One creature
Duration: Special
This ritual works much like a Gate spell, save the creature gated in is trapped in a magical circle. The creature gets a saving throw vs. Spells to avoid the ensnarement.
The witch can then demand a service from the creature for it's release. When the service is somplete the creature will return to their own plane.
The spell ends when the witch has struck a bargin with the creature or if sunlight touches the magical circle. In both cases the creature will return to their home plane. If the creature is held indefinitely they will get a new save vs. spells at Midnight.
Exaction
Level: Witch Ritual 7
Ritual Requirement: see below
Range: One creature
Duration: Special
A witch using this spell confronts a creature from another plane and requires of it some duty or quest.
The spell will not affect creatures with alignments greatly opposed to the witch's i.e. good vs. evil, law vs. chaos. Note that a true (absolute) neutral witch is greatly opposed to all other alignments, for the purposes of this spell. A creature which can be affected receives no saving throw, nor will magic resistance protect it. However, this spell does not affect deities or divine beings.
If the creature has received a great favor in the past from a person of the witch's alignment, the witch can name this as a reason for service. This requires that the witch know the personal history of the creature. If no past service is known to the witch, he or she must pledge a valuable gift or favor to the creature in return for its service.
In all cases, the reward promised by the witch must be equivalent to the service required from the creature. The spell then forces the creature to perform the service agreed upon. If the creature fails to perform the mission, it will suffer the penalties of the spells geas and quest simultaneously, until the mission is completed. Creatures cannot be compelled to obey self-destructive or suicidal commands.
When the service demanded from the creature is performed, it is instantly teleported to the witch's location. The witch must then perform the service or grant the reward agreed upon. When the creature's reward is granted, it is immediately sent back to its own plane.
If the witch reneges on the agreement, the creature has two options to choose from. Each is a part of the original spell and does not require magical ability or spell casting from the creature. Should the agreement be broken, the creature can place the witch under exaction. The witch receives no saving throw against this effect. Otherwise, the creature can attack the witch. Should it choose to do this, it will be totally unaffected by any spells cast by the witch.
The material components of this spell are, the witch's ritual tools, matter from the home plane of the creature from whom an exaction is required, and knowledge of the creature's nature or past actions; written on a page of parchment which is burned to seal the bargain.
Iggwilv's Lightning Cage
Level: Witch Ritual 8
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 Hour + 1 turn per level
This spell is a variant of the 7th-level wizard spell forcecage, and it is identical to that spell except as follows:
First, the “bars” of force energy which form the cage are electrified. Any creature, whether inside or outside, who makes contact with the electrified bars or touches them with an object composed of metal or other conductive material, must save vs. spells or suffer 10d6+10 hp damage. A successful save reduces this damage by half, but the lightning cage is not dispelled, nor are its electrical effects.
Second, the floor of the lightning cage is composed of a solid “sheet” of force energy equal to a wall of force, but it is charged only on its outside surface.
Third, unlike a forcecage, Iggwilv’s lightning cage cannot be altered to form a solid cube of electrified walls of force.
Finally, the lightning cage does not require the ritual drawing of a square with powdered diamond as is necessary with a forcecage, but it does require a material component. This material component consists of a “wand” of amber (worth 100 gp), tipped with a transparent gemstone worth at least 1,000 gp.
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!!
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