"You can find a witch just by figuring out who is drinking the most tea in the village."
- Halfling saying
I read a lot of books on witches. An inordinate amount really. The one thing that has seemed to have entered into the cultural zeitgeist of most modern witch authors is that witches, in general, are addicted to tea. Good, bad, or somewhere in between these seems to be the brew of choice for many witches.
Any witch with the ability to Brew Potions (either as a class ability or feat) can also Brew Tea.
Often the materials needed for brewing tea are much less expensive than what a witch might need for a full alchemical workshop. Even witches with no interests in alchemy as a science can and will brew tea.
Equipment
The tea brewing witch needs the following to brew any sort of tea; magical or mundane.
Full Tea set. This includes
- Teapot, porcelain or silver, never copper.
- Pot, kettle, or small cauldron to boil water, this should be copper
- silver tea infuser
- cups, saucers, plates, spoons for 4-6
- urn for sugar
- small pitcher for cream or milk
- serving plate for cakes or cookies
- silver tea service tray
- Tea leaves of the appropriate type
This will typically run 100-150 gp for a quality set.
Many witches also prefer a small portable tripod to suspend their copper cauldron over a flame.
Depending on the tea the boiling water is either taken to the pot or the pot taken to the boiling water.
Types of Tea
The ingredients can vary from traditions, covens and even individual witches but all teas begin with tea and intent. The teas vary also between black, green, white, herbal or more exotic choices. Aromatics such a rose hips may also be added. The make the tea the witch brews the tea as she would mundane tea, but adds her intent and her magic to change the tea to the direction she wishes. Once complete the tea must be drunk to get the intended results.
Awareness
Almost always a black or ginger tea. This tea will provide a +1 to any Wisdom-based roll (saves, skills or checks) for 1 hour after drinking. Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it. The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level. This tea may only be drank once per two days.
Calming
Made with an herbal tea, this tea will remove the effects of a fear spell or similar condition. It will also contract the effects of a haste spell or potion and that of an Energizing or Envigorating tea.
Contemplative
Made with a green tea this brew will remove the effects of a charm spell or other similar magic.
Note: the Witch must be 5th level to brew this tea.
Energizing
Almost always a black tea. This tea will provide a +1 to any Strength-based roll (saves, skills or checks) for 1 hour after drinking. Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it. The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level. This tea may only be drank once per two days.
Envigorating
Almost always a black tea. This tea will provide a +1 to any Constitution-based roll (saves, skills or checks) for 1 hour after drinking. Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it. The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level. This tea may only be drank once per two days.
Fortune Telling
This is one of the more common tea rituals performed. Once the rea is drunk the witch looks into the cup to see what message the tea leaves can give her. This will function as a Divination spell where one question is asked, "What does the future hold?"
Note: A witch needs to be 5th level of higher to complete this ritual.
Friendship
This tea makes the participants more inclined towards each other. Not a charm, but a sense of companionship and friendship. Everyone is treated as if they had a +1 to Charisma rolls with respect to each other.
Healing
This tea usually begins as a simple black or green tea. The recipient is healed of 1d4 hp of damage.
Kitchen Witchery
Sometimes called "utility tea" this helps the witch in preparation of other potions or crafting magics. The witch may add +1 or +5% to her rolls for success.
Quiet
This tea relaxes the witch so she is not disturbed by outside noises. She has great concentration and can get a full 8 hours of sleep in 6 hours (or 6 hours in 4.5) but will always be surprised if attacked in this period (8 or 6 hours).
Third Eye Tea
This opens the witch's third eye and allows her to be better at scrying. Giving her a +1 or +5% to any roll she needs.
Witch's Tea
No special powers. It just tastes really, really good.
Teas can be combined with incense and other potions for added effects. Mixing teas though will result in an inert, and even worse, a foul-tasting liquid.
Cake and Tea Ritual
Level: Witch Ritual 1
Ritual Requirement: At least 2 witches, full tea set, cakes and tea
Range: All Participants
Duration: 24 Hours
This ritual is often performed at the end of the proper worship ceremonies of a coven, but it can also be performed as a means of two unfamiliar witches to break the ground towards friendship. Once complete the witches in the ritual will gain a +1 to all rolls for the next hour and will act as if they had a +1 to Charisma-based roll for the next 24. The witches also may not harm each other in any fashion or loose all benefits from this ritual.
Material Components: Cakes or cookies and the tea to be served.
Monday, September 25, 2017
Saturday, September 23, 2017
Nibiru: The Crossing Star
If you are reading this then you know we survived.
Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu. Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).
Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.
With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction. Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.
Witches and warlocks can forge a pact with Nibiru for more magics.
Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away. The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.
Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away. Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock. Missle weapons and spells are also ineffectual in area. Such is the concentration required that the warlock cannot move during the duration of the spell.
Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock. The creature is pulled and immobilized for 1 round. After this it may attack normally.
Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock. Magical weapons are also likewise deflected.
Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu. Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).
Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.
With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction. Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.
Witches and warlocks can forge a pact with Nibiru for more magics.
Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away. The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.
Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away. Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock. Missle weapons and spells are also ineffectual in area. Such is the concentration required that the warlock cannot move during the duration of the spell.
Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock. The creature is pulled and immobilized for 1 round. After this it may attack normally.
Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock. Magical weapons are also likewise deflected.
Friday, September 22, 2017
Kickstart Your Weekend: Adventures at End of the World Collection
Well according to the latest Doomsday theory tomorrow is the end of the World. Again.
But hey don't let that stop you! There are some great Kickstarters to be had.
Up first is another one from mad wizard +Mark Taormino.
Dark Wizard Games: Double Mayhem Adventures
https://www.kickstarter.com/projects/marktaormino/dark-wizard-games-double-mayhem-adventures
This one updates Hanging Coffins of the Vampire Queen and Secret Machines of the the Star Spawn. With new art and editing. There is also the chance to get updates of other modules.
Burial Plots for the Cryptworld Game
https://www.kickstarter.com/projects/1895361773/burial-plots
This book has five new adventures for the Cryptworld game. +Dan P does some really great things with Cryptworld. I wish I had the time to play it more to be honest.
Baker Street: Strange Cases and Hood: Beyond the Forest
https://www.kickstarter.com/projects/fearlightgames/baker-street-strange-cases-and-hood-beyond-the-for/
A new casebook for Baker Street and adventures for Hood: Swashbuckling Adventures in Sherwood. Adventures Beyond the Forest. +Bryce Whitacre has done a great job and Baker Street is a lot of fun. I have not played Hood, but if it is half as fun as it sounds then we are in good shape.
And what is the end of the world without demons?
Hell Awaits... Wave 1
https://www.kickstarter.com/projects/552604905/hell-awaits-wave-1
Some more demons based on old woodcuts. Pretty cool if you ask me.
So go out and spend your money! We could all be dead tomorrow! ;)
But hey don't let that stop you! There are some great Kickstarters to be had.
Up first is another one from mad wizard +Mark Taormino.
Dark Wizard Games: Double Mayhem Adventures
https://www.kickstarter.com/projects/marktaormino/dark-wizard-games-double-mayhem-adventures
This one updates Hanging Coffins of the Vampire Queen and Secret Machines of the the Star Spawn. With new art and editing. There is also the chance to get updates of other modules.
Burial Plots for the Cryptworld Game
https://www.kickstarter.com/projects/1895361773/burial-plots
This book has five new adventures for the Cryptworld game. +Dan P does some really great things with Cryptworld. I wish I had the time to play it more to be honest.
Baker Street: Strange Cases and Hood: Beyond the Forest
https://www.kickstarter.com/projects/fearlightgames/baker-street-strange-cases-and-hood-beyond-the-for/
A new casebook for Baker Street and adventures for Hood: Swashbuckling Adventures in Sherwood. Adventures Beyond the Forest. +Bryce Whitacre has done a great job and Baker Street is a lot of fun. I have not played Hood, but if it is half as fun as it sounds then we are in good shape.
And what is the end of the world without demons?
Hell Awaits... Wave 1
https://www.kickstarter.com/projects/552604905/hell-awaits-wave-1
Some more demons based on old woodcuts. Pretty cool if you ask me.
So go out and spend your money! We could all be dead tomorrow! ;)
Thursday, September 21, 2017
This Old Dragon: Issue #81
Today I set the Wayback Machine to my Freshman year in High School. I was just getting over an 18-week long bout with a brutal combination of chicken-pox and pneumonia, both for the second time. No joke, I dropped to something like 80 pounds and was in the hospital on IVs. Don't even remember how I got there. But by January I was getting better enough to go back to school. 1984 was a big year for me in terms of geeking and gaming. I had just finished reading all the Lords of the Rings books and was watching a lot of Doctor Who. For me, everything was either Doctor Who or George Orwell jokes as we go to January of 1984 for Issue #81 of This Old Dragon!
This issue is in not too bad of shape really. The cover is missing, which is a shame because it is one of my favorites interestingly enough. A furry ice dragon (I am going with a dragon) and an adventurer on a wooly mammoth? What's not to love really. I also hold this issue up as a typical issue of the time "Before" my time buying Dragons. It is not one I ever saw in the stores (that I can recall 35+ years later) but it one that I saw other people carry around.
Kim Mohan's Editorial covers how they will no longer be printing the adventures that won the adventure design contest some time back. This is too bad, but I easily see why. I think this might also have lead to a later decision to create "Dungeon" magazine, but I have nothing to back that up. It is just taking too many resources to get the adventures to a publishable state. The last adventure is printed and will be talked about later. Thinking back to some of the adventures I wrote back then I cringe to think about what they would have gotten. I hope I can find the adventure contest rules in an earlier issue. I wonder what the submission requirements were and whether they took printed manuscripts or if they accepted floppy disks in the mail yet.
Letters cover more requests for back issues, reprints, and even the runner-up adventures. Others complaining about how the magazine has changed for the worse over the last year. I swear some people are never happy.
Our first article is a good one. One of my old DMs had kept a copy of it to use all the time. Much to my chagrin. Taking the sting out of poison by Chris Landsea was another attempt to classify poison. Personally, I never had an issue with what was in the DMG and thought it was good enough. But I also only ever played one assassin ever my entire gaming career, so it also did not come up a lot for me. But it also covered Holy and Unholy Waters, something I used a lot, so that was kinda cool.
Another ad for my FLGS. They still have the same number! Well, the area codes have changed on them twice since this add. It went from 312 to 708 to now 847. Plus another ad for the Witch Hunt game. Seeing these again makes wish I had not sold the game back in a Games Plus auction now.
The fiction piece comes early. In the Cleft of Queens by Esther M. Leiper. Looks like it is about some dragons.
On page 24 we get The Forum: a new feature. The introduction of the Forum.
Ok. Up next we have The Ecology of the Basilisk by Ed Greenwood which is a fine article in it's own right, but reading has gotten me thinking. In fact, my thoughts might be considered heresy in some parts and even I would not have considered them two years ago. But I am beginning to think that Ed Greenwood has contributed more to Dragon than Gary Gygax did. I am not talking about *D&D in general, just Dragon Magazine.
A big two-page ad on the new Advanced Dungeons & Dragons miniatures line, followed by an article on minis.
Pete Mohney is next with Chariots for characters: Adapting ancient vehicles for AD&D play. I always had this plan to play a Classical Greek/Roman/Egyptian game completely based on the classic myths. I wanted a copy of this article because how can you not have chariots in a classic game. I still might do that one day. I mini-series of just mythology themed games where the Gods meddle directly in the affairs of humans.
Now here is an oddity. Presented in the middle of the magazine is an AD&D character build for Cú Chulainn by Roger Moore. This is prior to the introduction of the UA Barbarian, which he would have been perfect for, so he is 22nd level Ranger/12th level Illusionist with some Bard ability.
It's not a bad build really, but someone like Cú Chulainn is hard to build since he was essentially a superhero of the Red Branch myths of Northern Ireland. It's interesting though that the only reason he has an Illusionist class at 12th level was so he could the powers of his berserker rage, called a "Warp spasm" or RÃastrad in the myths. But if you read over these stats he is very much the prototype of the barbarian class we will later see. I also did some stats for Cú Chulainn for the Ghosts of Albion game.
Up next is The Ruins of Andril designed by Ian Melluish. This is a high-level adventure, levels 8-11, for 4-8 characters. It is an investigation of an old "Egyptian" ruin. I have flipped through it and looks fun. Part of me wants to run it if for no other reason than for its historic place in Dragon history. It's a long one, for Dragon, at 16 pages.
Michael Dobson's Living in a Material World covers almost everything you need to know about material components for your AD&D or any other FRPG. Now I love material components. If you are playing in an Old School D&D game I am running then your spellcaster better have their proper material components or they can't cast the spell. Thought I do make most components easy to find or buy AND I allow substitutions. Don't have that pinch of sulfur for your fire based spell? Try a pinch of dirt see what happens! This article is a long one, 10 pages, and covers a variety of materials and their uses. Well worth visiting again.
Off the Shelf, a few pages later, covers the latest books of the start of 1984.
Lewis Pulsipher is back with Get out of the Medieval Rut in The Role of Books. Again this might be the issue that got me interested in the idea of running a classical game. Lew covers books detailing ancient Rome, ancient Egypt and Greece (well Athens in particular). I have some similar books on my too be read pile. Now to figure out which system to use.
Ken Rolston reviews some new gaming titles in Gaming without Heroes. Or Horror Role-playing titles. Featured in this review are the infamous Shadows of Yog-Sothoth for the Call of Cthulhu game and the Ravenloft module. Of the two Rolston has high praise for Ravenloft, but feels that SoY-S does a better job of conveying fear, terror, and dread.
Lots of ads. Convention Calendar. Dragonmirth.
What's New with Phil and Dixie has Dixie's Dragon Notebook. Wormy and SnarfQuest introduces a revolver to an AD&D world. Wackiness ensues.
Really a fun issue with so much I want to use in a game still.
If nothing else it has renewed my desire to run a sandbox like adventure int he Classic world.
Want to see what I thought of White Dwarf from the same month? Check out White Dwarf Wednesday #49.
This issue is in not too bad of shape really. The cover is missing, which is a shame because it is one of my favorites interestingly enough. A furry ice dragon (I am going with a dragon) and an adventurer on a wooly mammoth? What's not to love really. I also hold this issue up as a typical issue of the time "Before" my time buying Dragons. It is not one I ever saw in the stores (that I can recall 35+ years later) but it one that I saw other people carry around.
Kim Mohan's Editorial covers how they will no longer be printing the adventures that won the adventure design contest some time back. This is too bad, but I easily see why. I think this might also have lead to a later decision to create "Dungeon" magazine, but I have nothing to back that up. It is just taking too many resources to get the adventures to a publishable state. The last adventure is printed and will be talked about later. Thinking back to some of the adventures I wrote back then I cringe to think about what they would have gotten. I hope I can find the adventure contest rules in an earlier issue. I wonder what the submission requirements were and whether they took printed manuscripts or if they accepted floppy disks in the mail yet.
Letters cover more requests for back issues, reprints, and even the runner-up adventures. Others complaining about how the magazine has changed for the worse over the last year. I swear some people are never happy.
Our first article is a good one. One of my old DMs had kept a copy of it to use all the time. Much to my chagrin. Taking the sting out of poison by Chris Landsea was another attempt to classify poison. Personally, I never had an issue with what was in the DMG and thought it was good enough. But I also only ever played one assassin ever my entire gaming career, so it also did not come up a lot for me. But it also covered Holy and Unholy Waters, something I used a lot, so that was kinda cool.
Another ad for my FLGS. They still have the same number! Well, the area codes have changed on them twice since this add. It went from 312 to 708 to now 847. Plus another ad for the Witch Hunt game. Seeing these again makes wish I had not sold the game back in a Games Plus auction now.
The fiction piece comes early. In the Cleft of Queens by Esther M. Leiper. Looks like it is about some dragons.
On page 24 we get The Forum: a new feature. The introduction of the Forum.
Ok. Up next we have The Ecology of the Basilisk by Ed Greenwood which is a fine article in it's own right, but reading has gotten me thinking. In fact, my thoughts might be considered heresy in some parts and even I would not have considered them two years ago. But I am beginning to think that Ed Greenwood has contributed more to Dragon than Gary Gygax did. I am not talking about *D&D in general, just Dragon Magazine.
A big two-page ad on the new Advanced Dungeons & Dragons miniatures line, followed by an article on minis.
Pete Mohney is next with Chariots for characters: Adapting ancient vehicles for AD&D play. I always had this plan to play a Classical Greek/Roman/Egyptian game completely based on the classic myths. I wanted a copy of this article because how can you not have chariots in a classic game. I still might do that one day. I mini-series of just mythology themed games where the Gods meddle directly in the affairs of humans.
Now here is an oddity. Presented in the middle of the magazine is an AD&D character build for Cú Chulainn by Roger Moore. This is prior to the introduction of the UA Barbarian, which he would have been perfect for, so he is 22nd level Ranger/12th level Illusionist with some Bard ability.
It's not a bad build really, but someone like Cú Chulainn is hard to build since he was essentially a superhero of the Red Branch myths of Northern Ireland. It's interesting though that the only reason he has an Illusionist class at 12th level was so he could the powers of his berserker rage, called a "Warp spasm" or RÃastrad in the myths. But if you read over these stats he is very much the prototype of the barbarian class we will later see. I also did some stats for Cú Chulainn for the Ghosts of Albion game.
Up next is The Ruins of Andril designed by Ian Melluish. This is a high-level adventure, levels 8-11, for 4-8 characters. It is an investigation of an old "Egyptian" ruin. I have flipped through it and looks fun. Part of me wants to run it if for no other reason than for its historic place in Dragon history. It's a long one, for Dragon, at 16 pages.
Michael Dobson's Living in a Material World covers almost everything you need to know about material components for your AD&D or any other FRPG. Now I love material components. If you are playing in an Old School D&D game I am running then your spellcaster better have their proper material components or they can't cast the spell. Thought I do make most components easy to find or buy AND I allow substitutions. Don't have that pinch of sulfur for your fire based spell? Try a pinch of dirt see what happens! This article is a long one, 10 pages, and covers a variety of materials and their uses. Well worth visiting again.
Off the Shelf, a few pages later, covers the latest books of the start of 1984.
Lewis Pulsipher is back with Get out of the Medieval Rut in The Role of Books. Again this might be the issue that got me interested in the idea of running a classical game. Lew covers books detailing ancient Rome, ancient Egypt and Greece (well Athens in particular). I have some similar books on my too be read pile. Now to figure out which system to use.
Ken Rolston reviews some new gaming titles in Gaming without Heroes. Or Horror Role-playing titles. Featured in this review are the infamous Shadows of Yog-Sothoth for the Call of Cthulhu game and the Ravenloft module. Of the two Rolston has high praise for Ravenloft, but feels that SoY-S does a better job of conveying fear, terror, and dread.
Lots of ads. Convention Calendar. Dragonmirth.
What's New with Phil and Dixie has Dixie's Dragon Notebook. Wormy and SnarfQuest introduces a revolver to an AD&D world. Wackiness ensues.
Really a fun issue with so much I want to use in a game still.
If nothing else it has renewed my desire to run a sandbox like adventure int he Classic world.
Want to see what I thought of White Dwarf from the same month? Check out White Dwarf Wednesday #49.
Wednesday, September 20, 2017
Class Struggles: AS&SH 2 Warlocks and Witch Lords
The new Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition from +Jeff Talanian is out. It's going to take me a bit to go through it all. But so far I am enjoying the hell out of it.
One thing that the 1st Edition had that the new 2nd Edition has expanded on is the Warlock class.
The book tells us:
Yesterday I worked up the character Grimalkin as a warlock that has chosen witch magic as her type of Sorcery. There is something interesting here. Something pretty cool.
Witch Lords
Warlocks the choose witchcraft as their sorcery see (Vol. II, p. 148: Table 68) are known as Witch Lords. These warlocks are often found protecting the covens of more powerful witches or ruling over covens of less powerful ones.
Using the Grand Coven idea from my Warlock for Swords & Wizardry you can use Witch Lords as the leaders of Grand Covens in the Hyperborean world. Instead of the usual compliment, a 9th level Warlock can gather, they may opt to form a Grand Coven.
The troop gathered include these 0th-level fighters of 1d8 hp each (known as cowans).
* 15 longbowmen (studded armor, longbows, short swords)
* 5 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses)
* 20 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords)
* 15 halberdiers/pikemen
They also gather the following coven
* 9 initiate witches of 0 level
* 3 witches of 1st level
* 1 witch of 2nd or 3rd level
A 9th level witch and a 9th level Witch Lord that gather together can create a cult stronghold to house all these members.
Once again, AS&SH is firing up my imagination for a game.
One thing that the 1st Edition had that the new 2nd Edition has expanded on is the Warlock class.
The book tells us:
Some warlocks practice the sorcery of cryomancers and may be referred to as ice lords; others practice the sorcery of pyromancers and may be referred to as fire lords. Perhaps the most feared and reviled of warlocks are those who practice the black arts of necromancy (death soldiers)...Pretty cool really. And it got me thinking.
Yesterday I worked up the character Grimalkin as a warlock that has chosen witch magic as her type of Sorcery. There is something interesting here. Something pretty cool.
Witch Lords
Warlocks the choose witchcraft as their sorcery see (Vol. II, p. 148: Table 68) are known as Witch Lords. These warlocks are often found protecting the covens of more powerful witches or ruling over covens of less powerful ones.
Curse of the Witch Lord by tmza |
The troop gathered include these 0th-level fighters of 1d8 hp each (known as cowans).
* 15 longbowmen (studded armor, longbows, short swords)
* 5 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses)
* 20 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords)
* 15 halberdiers/pikemen
They also gather the following coven
* 9 initiate witches of 0 level
* 3 witches of 1st level
* 1 witch of 2nd or 3rd level
A 9th level witch and a 9th level Witch Lord that gather together can create a cult stronghold to house all these members.
Once again, AS&SH is firing up my imagination for a game.
Tuesday, September 19, 2017
The Witches of the Last Apprentice: AS&SH 2nd Ed.
When I was reading the Last Apprentice books a couple years back I thought that they would work well with Astonishing Swordsmen & Sorcerers of Hyperborea. The vaguely weird fantasy and human-centric worlds I felt worked well with each other. Plus it seems to me that both works drew on the same original works. At least that is the feeling I got.
I finished the recent book, I am Grimalkin, just about the same time my copy of Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition came in the email. It seemed to me that these two works are destined to remain together in my world.
Flipping through the new book get me into the mood to try out a few of the new classes and see what I could create. Plus I have to admit that if you took the picture of the man on page vi with the sharpened teeth and fingers on his necklace and made it into a woman she very well could have been Grimalkin herself.
The races of AS&SH are very compelling as well and work with this world.
Alice Deane
Alice is one of the first witches we encounter in Delaney's Spook series. Though we don't know she is a witch at first (but we suspect it) nor do we know how really powerful she is and will become. I am starting with her because she is the easiest to categorize. She is a witch. The biggest issue with Alice is for someone so young she is already REALLY powerful. I made some compromises but am happy with this.
Alice Deane
Witch of the Dean and Malkin clans
Female Witch 5th level
Neutral
Race: Kelt
Secondary Skill: Scribe
Abilities
Strength: 10
Dexterity: 10
Constitution: 16
Intelligence: 17
Wisdom: 15
Charisma: 14
Casting Ability: 5
Fighting Ability: 2
Hit Points: 13
AC: 9
Saving Throw: 14 (+2 Transformation, +2 Sorcery)
Powers
1st level: Brew Potions, Read Magic, Read Scrolls, Scribe Scrolls, Witch Spells, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
Spells
First: (4) Alter Self, Decipher Language, Light, Scare
Second: (3) Darkness, Hold Person, Perceive Heartbeat
Third: (2) Black Cloud, Wind Wall
Grimalkin
One of the first I did when working on my Pathfinder and D&D 5 stats for Grimalkin was to think about what might be the best multiclass or dual class option to make a "Witch Assassin". Well AS&SH doesn't do multiclass or dual-class. Instead they rules have several subclasses that serve the same purpose. I opted to use a Warlock class for her in this case. I also opted to cheat a little and limit her Warlock spells just to the Witch spell list. There is a precedent for this with the Warlock taking spells from the Magician, Cryomancer, Necromancer or Pyromancer lists.
Grimalkin
Witch Assassin of the Malkin clan
Female Warlock 10th level
Chaotic Evil
Race: Kimmeri-Kelt (with some Amazon somewhere in there)
Secondary Skill: Weaponsmith
Abilities
Strength: 17
Dexterity: 18
Constitution: 14
Intelligence: 17
Wisdom: 15
Charisma: 14
Casting Ability: 10
Fighting Ability: 10
Hit Points: 54
AC: 5 (Leather)
Saving Throw: 12 (+2 Transformation, +2 Sorcery)
Powers
Magic Item use, Read magic, Read scrolls, Scribe Scrolls, Sorcerery (Witch spells), Weapon Mastery, Stronghold
Spells
First: (4) Charm, Detect Magic, Scare, Sleep
Second: (4) Darkness, Find Traps, Obscure, Detect Invisible
Third: (3) Black Cloud, Delay Poison, Slow
Sword (3/2 attacks) +3 to hit, 1d8 +3 damage
Dagger (3/2 attacks) +3 to hit, 1d4 +3 damage
Thorne Malkin
Thorne is the apprentice of Grimalkin. She got the job at age 10 when she snuck up to the witch and kicked her in the shins. Grimalkin normally would have killed the girl for her impertinence, but instead saw something in her that reminded her of herself. Thorne has been the apprentice of Grimalkin for the last five years.
For Thorne I am opting for the Legerdemainist class. This class is a subclass of the Thief with magical ability. I figure anyone that can sneak up on the legendary Witch Assassin it would have to be a thief of some sort.
Thorne Malkin
Apprentice Witch Assassin
Female Legerdemainist 4th level
Chaotic Evil
Race: Kelt
Secondary Skill: Weaponsmith
Abilities
Strength: 15
Dexterity: 16
Constitution: 14
Intelligence: 15
Wisdom: 13
Charisma: 15
Casting Ability: 4
Fighting Ability: 3
Hit Points: 54
AC: 5 (Leather)
Saving Throw: 14 (+2 Avoidance, +2 Sorcery)
Powers
Backstab, Agile +1 AC, Discern Noise, Hide, Manipulate Traps, Move Silently, Open Locks, Pick Pockets
Spells
First: (2) Charm, Scare
Second: (1) Darkness
Sword +1 to hit, 1d8 +1 damage
Dagger +1 to hit, 1d4 +1 damage
I think I like the Warlock better for a Witch Assassin over the Ledgerdemaist. But in the case for Thorne I think it still works great.
Can't wait to try this system some more.
I finished the recent book, I am Grimalkin, just about the same time my copy of Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition came in the email. It seemed to me that these two works are destined to remain together in my world.
Flipping through the new book get me into the mood to try out a few of the new classes and see what I could create. Plus I have to admit that if you took the picture of the man on page vi with the sharpened teeth and fingers on his necklace and made it into a woman she very well could have been Grimalkin herself.
The races of AS&SH are very compelling as well and work with this world.
Alice Deane
Alice is one of the first witches we encounter in Delaney's Spook series. Though we don't know she is a witch at first (but we suspect it) nor do we know how really powerful she is and will become. I am starting with her because she is the easiest to categorize. She is a witch. The biggest issue with Alice is for someone so young she is already REALLY powerful. I made some compromises but am happy with this.
Alice Deane
Witch of the Dean and Malkin clans
Female Witch 5th level
Neutral
Race: Kelt
Secondary Skill: Scribe
Abilities
Strength: 10
Dexterity: 10
Constitution: 16
Intelligence: 17
Wisdom: 15
Charisma: 14
Casting Ability: 5
Fighting Ability: 2
Hit Points: 13
AC: 9
Saving Throw: 14 (+2 Transformation, +2 Sorcery)
Powers
1st level: Brew Potions, Read Magic, Read Scrolls, Scribe Scrolls, Witch Spells, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
Spells
First: (4) Alter Self, Decipher Language, Light, Scare
Second: (3) Darkness, Hold Person, Perceive Heartbeat
Third: (2) Black Cloud, Wind Wall
Grimalkin
One of the first I did when working on my Pathfinder and D&D 5 stats for Grimalkin was to think about what might be the best multiclass or dual class option to make a "Witch Assassin". Well AS&SH doesn't do multiclass or dual-class. Instead they rules have several subclasses that serve the same purpose. I opted to use a Warlock class for her in this case. I also opted to cheat a little and limit her Warlock spells just to the Witch spell list. There is a precedent for this with the Warlock taking spells from the Magician, Cryomancer, Necromancer or Pyromancer lists.
Grimalkin
Witch Assassin of the Malkin clan
Female Warlock 10th level
Chaotic Evil
Race: Kimmeri-Kelt (with some Amazon somewhere in there)
Secondary Skill: Weaponsmith
Abilities
Strength: 17
Dexterity: 18
Constitution: 14
Intelligence: 17
Wisdom: 15
Charisma: 14
Casting Ability: 10
Fighting Ability: 10
Hit Points: 54
AC: 5 (Leather)
Saving Throw: 12 (+2 Transformation, +2 Sorcery)
Powers
Magic Item use, Read magic, Read scrolls, Scribe Scrolls, Sorcerery (Witch spells), Weapon Mastery, Stronghold
Spells
First: (4) Charm, Detect Magic, Scare, Sleep
Second: (4) Darkness, Find Traps, Obscure, Detect Invisible
Third: (3) Black Cloud, Delay Poison, Slow
Sword (3/2 attacks) +3 to hit, 1d8 +3 damage
Dagger (3/2 attacks) +3 to hit, 1d4 +3 damage
Thorne Malkin
Thorne is the apprentice of Grimalkin. She got the job at age 10 when she snuck up to the witch and kicked her in the shins. Grimalkin normally would have killed the girl for her impertinence, but instead saw something in her that reminded her of herself. Thorne has been the apprentice of Grimalkin for the last five years.
For Thorne I am opting for the Legerdemainist class. This class is a subclass of the Thief with magical ability. I figure anyone that can sneak up on the legendary Witch Assassin it would have to be a thief of some sort.
Thorne Malkin
Apprentice Witch Assassin
Female Legerdemainist 4th level
Chaotic Evil
Race: Kelt
Secondary Skill: Weaponsmith
Abilities
Strength: 15
Dexterity: 16
Constitution: 14
Intelligence: 15
Wisdom: 13
Charisma: 15
Casting Ability: 4
Fighting Ability: 3
Hit Points: 54
AC: 5 (Leather)
Saving Throw: 14 (+2 Avoidance, +2 Sorcery)
Powers
Backstab, Agile +1 AC, Discern Noise, Hide, Manipulate Traps, Move Silently, Open Locks, Pick Pockets
Spells
First: (2) Charm, Scare
Second: (1) Darkness
Sword +1 to hit, 1d8 +1 damage
Dagger +1 to hit, 1d4 +1 damage
I think I like the Warlock better for a Witch Assassin over the Ledgerdemaist. But in the case for Thorne I think it still works great.
Can't wait to try this system some more.
Monday, September 18, 2017
Witch & Witchcraft Reading Challenge: Grimalkin the Witch Assassin
"I am Grimalkin, the Witch Assassin. I am the mother of Death. She follows behind me leaving bloody footprints in the grass."
Also known as "Spook's: I Am Grimalkin" by Joseph Delaney.
I decided to go back to the Last Apprentice/The Spook series since it had been a while since I had read the last book. This one dealt nearly exclusively with Grimalkin, the witch assassin of the Malkin clan of witches. We last saw her leaving Tom Ward and the Spook, John Gregory, after they had trapped and beheaded the Fiend. Grimalkin is now on the run from her sister witches with the Fiends head in a bag. If they capture her they will bring back the Fiend.
I rather enjoyed this one. It was a fast read since it was full of action Also the character of Grimalkin is a fascinating one. We learn why she hates the Fiend so much despite being a malevolent witch herself. We learn why she became a witch-assassin too and some of her early training.
We also learn a lot more about all these witches. For example, Grimalkin has an apprentice of her own, Thorn, a girl she is training to be the next witch assassin. Grimalkin cares quite a lot for this girl and takes pride in her accomplishments much like a mother would. She also cares for Alice Dean and Agnes Sowerbutts, two other witches we have seen in the past. Even when acting evil, these witches are very, very human. Which really puts the past books and especially John Gregory's behavior in some very dark light. In the end, I was asking who was truly the evil one here?
The book has a great build up but the final battle at the end is over too soon in my mind.
You can find all of Joseph Delaney's Spook's series and books here: http://www.spooksbooks.com/
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 21
Level: Crone!
Witches in this book: 4 featured, hundreds implied.
Are they Good Witches or Bad Witches: They are supposed to be evil witches, but a lot in this made me rethink that.
Best RPG to Emulate it: Nearly any D&D game would work great.
Use in WotWQ: Grimalkin is such a great character. I would LOVE to use her or someone like her in my War of the Witch Queens game.
A while back after I finished Rage of the Fallen I worked up Grimalkin for Pathfinder. I thought it was great, it captured the character well I thought. For this book I wanted to give her a try for the Dungeons & Dragons 5th edition game.
The D&D5 game does not have witches (yet) but they do have Warlocks, and for this character that works out well to be honest. She has a "Fiend Pact" which I felt was appropriate given her background in the books. I went with the variant human so I could give her a dual wielding feat.
I suppose I could have made her Warlock/Ranger as some sort of hunter too, but I liked the idea of giving her the Rogue (Assassin) class. Maybe I'll try that out with another system.
Grimalkin, the Witch/Assassin for D&D 5th Edition.
Also known as "Spook's: I Am Grimalkin" by Joseph Delaney.
I decided to go back to the Last Apprentice/The Spook series since it had been a while since I had read the last book. This one dealt nearly exclusively with Grimalkin, the witch assassin of the Malkin clan of witches. We last saw her leaving Tom Ward and the Spook, John Gregory, after they had trapped and beheaded the Fiend. Grimalkin is now on the run from her sister witches with the Fiends head in a bag. If they capture her they will bring back the Fiend.
I rather enjoyed this one. It was a fast read since it was full of action Also the character of Grimalkin is a fascinating one. We learn why she hates the Fiend so much despite being a malevolent witch herself. We learn why she became a witch-assassin too and some of her early training.
We also learn a lot more about all these witches. For example, Grimalkin has an apprentice of her own, Thorn, a girl she is training to be the next witch assassin. Grimalkin cares quite a lot for this girl and takes pride in her accomplishments much like a mother would. She also cares for Alice Dean and Agnes Sowerbutts, two other witches we have seen in the past. Even when acting evil, these witches are very, very human. Which really puts the past books and especially John Gregory's behavior in some very dark light. In the end, I was asking who was truly the evil one here?
The book has a great build up but the final battle at the end is over too soon in my mind.
You can find all of Joseph Delaney's Spook's series and books here: http://www.spooksbooks.com/
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 21
Level: Crone!
Witches in this book: 4 featured, hundreds implied.
Are they Good Witches or Bad Witches: They are supposed to be evil witches, but a lot in this made me rethink that.
Best RPG to Emulate it: Nearly any D&D game would work great.
Use in WotWQ: Grimalkin is such a great character. I would LOVE to use her or someone like her in my War of the Witch Queens game.
A while back after I finished Rage of the Fallen I worked up Grimalkin for Pathfinder. I thought it was great, it captured the character well I thought. For this book I wanted to give her a try for the Dungeons & Dragons 5th edition game.
The D&D5 game does not have witches (yet) but they do have Warlocks, and for this character that works out well to be honest. She has a "Fiend Pact" which I felt was appropriate given her background in the books. I went with the variant human so I could give her a dual wielding feat.
I suppose I could have made her Warlock/Ranger as some sort of hunter too, but I liked the idea of giving her the Rogue (Assassin) class. Maybe I'll try that out with another system.
Grimalkin, the Witch/Assassin for D&D 5th Edition.
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