Wednesday, November 25, 2020
Supernatural, Del Segno al Fine
Monday, November 23, 2020
Monstrous Monday: Wolf-Witch (A Wolfenoot Special)
Happy Wolfenoot Everyone!
What, you don't know about Wolfenoot, the holiday to celebrate all that is cool about the wolf and dogs? Well get yourself over to Wolfenoot.com to find out more then come back here.
Back? Good. Today's monster is based on an idea I have been kicking around ever since I read Pam Keesey's "Women Who Run with the Werewolves" which is a play on Clarissa Pinkola Estés' bestseller "Women Who Run with the Wolves."
I had come up with a couple of ideas here and there including a "mother of werewolves" and a werewolf/hag cross. But nothing I really liked. Until that is I read about "The She-Wolves of Jülich" and their connection to various witch trials that were going on around Germany in the 1500s. Often witches were burned on the suspicion that they would turn into werewolves. This was not the charge in and of itself, the crimes they were accused of were often the inversion of what good women were supposed to be at the time. They were accused of running wild, killing men and boys, eating babies, and killing livestock. Given the living conditions for most women at the time I would have not have been surprised by an occasional expression of homicidal rage.
Georg Kress's woodcut of the She-Wolves of Jülich, Germany, 1591, colored later. |
There is something though compelling, even pagan, about the idea of shedding not just clothes but social mores and standards and running wild. Something that both Estés and Keesy know too well about.
Margaret Brundage, Weird Tales 1933 |
Medium Humanoid (Lycanthrope)
Frequency: Rare
Number Appearing: 2d6+1 (0)
Alignment: Chaotic [Chaotic Neutral]
Movement: 240' (80') [24"]
Human: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 3d8+3* (17 hp)
Attacks: by special weapon, claw/claw, or by magic or special
Damage: 1d4 x2, 1d4+1
Special: Silver or Magic required to hit, Witch spells
Size: Medium
Save: Witch 3
Morale: 8 (10)
Treasure Hoard Class: XX
XP: 75 (OSE), 100 (LL)
By the light of the full moon, the Wolf-Witches gather. For the three nights of the full moon each month the women of the wolf witch covens gather and partake in a ritual that transforms them into wolves, much like a werewolf. They roam the countryside causing havoc and mayhem wherever they can.
The group requires at least one witch of 2nd level to cast the Summon the Spirit of the Wolf Ritual (qv). The majority of the other witches participating will be lower level (2nd or 1st), if the gathering is large (10 or more) then there will be a 3rd level witch with two 2nd level apprentices. The ritual begins after the sun has set and while the moon is rising. The witches dance around a bonfire and when the ritual is complete they transform into wolves. When the sun rises the next morning they will have transformed back into their normal human forms.
Unlike werewolves, wolf-witches are not necessarily evil. They also retain most of their mental faculties so they are able to cast at least one witch spell of 1st level per night. Also unlike werewolves, true wolves will join with the wolf-witches on their midnight, moonlit runs. Wolf-witches also cannot transmit lycanthropy via a bite.
Wolf-witches seek little more than the feeling of freedom being in wolf form gives them, though a little chaos is necessary. They will kill to protect themselves and their coven-pack.
Presented below is the ritual used. I am also experimenting with High and Low rituals for my next book.
New Ritual: Summon the Spirit of the Wolf
Summon the Spirit of the Wolf
Level: Witch Ritual (Low): 1
Ritual Requirement: Two or more witches, one of at least 2nd level. Full moon.
Duration: From Midnight to Sunrise during the Full Moon
Range: All Participants
This ritual is only performed during the three nights of the full moon. The witches gather to cast the ritual but only one witch needs to know the actual spell, the others dance around a bonfire while the highest level witch cast the spell. At midnight all participants will then transform into Wolf-Witches where they will run and hunt until the morning.
At dawn, by the light of the rising sun, the witch will transform back into her normal form. If she is killed then she will remain in wolf form until the sunlight hits her body, thereupon she will transform.
During the "Wolf Moon" or the first full moon of the year (after Yule) there is a chance that anyone watching this secret ritual that they too will be pulled into the magic and become wolves. There is a 5% chance per number of witches present that others will be affected. Those unwilling affected must make a save vs. Spells or be transformed permanently. A Remove Curse will return them to human form, but only if cast before the next full moon (the "Snow Moon").
Friday, November 20, 2020
#FollowFriday: Tasha / Iggwilv on the Web
It is another Follow Friday here and since we are wrapping up Tasha's Week of Everything I thought it might be nice to detail some of the sites on the web and social media that feature Iggwilv, Tasha, and items from her history.
The Web
Tasha from HeroForge |
Greyhawk Online has a wiki full of details.
Likewise, the Forgotten Realms wiki has some entries for her.
Blogs
Iggwilv from HeroForge |
James over at Grognardia gives her an uncharacteristically brief mention in his post about The Lost Caverns of Tsojcanth.
Sean McG has written up an extensive post on the publication history of Iggwilv, which he keeps updated at the Power Score.
Mike Bridges at Greyhawkery also has a few posts.
- Happy Mother's Day...to witch-queen IGGWILV
- Article: The Iggwilv-Graz'zt Affair
- Comments on New D&D Book: Tasha's CoE
And of course, Greyhawk Grognard has some posts. Though he is not as enamored with the adventure as I am.
- Looking at Lost Caverns of Tsojcanth, Part One
- Looking at Lost Caverns of Tsojcanth, Part Two
- From Hommlet to Tharizdun, by way of Tsojcanth
- Iggwilv’s Horn
- Review: Artifact of Evil
- Review: Sea of Death
Baba Yaga from HeroForge |
- Greyhawk Musings
- Oerth - Adventures in Gary"s Gygax's Greyhawk.
- World of GREYHAWK Adventures - AD&D RPG
- Sages of Greyhawk
- The Greyhawk Channel
- Bards of Greyhawk
- Greyhawk Grognard
- Iggwilv, the Baddest Witch (not active for a bit)
MeWe
YouTube
- Like his blog? Well, GreyhawkGrognard is also on YouTube.
Thursday, November 19, 2020
Supernatural: Carry On, Sam and Dean Winchester for NIGHT SHIFT
Wow.
Here we are. I know last week seemed like the "season finale" but tonight is the big "Series Finale".
Let's do this!
I have talked a bit about Supernatural here. Certainly not as much as my fandom might indicate. Supernatural is the one show that everyone in my family all watches together. My wife and kids all sit down to watch it. Doesn't matter what else we watch or what we do, this is the one show we always watch.
Supernatual then was also the test bd for NIGHT SHIFT.
I have been pretty open about what my personal design goals for NIGHT SHIFT have been. I wanted to be able to play ANY modern supernatural urban-fantasy I know. I want a game where I can create any sort of witch I want and have access to magic, demons, and the like. NIGHT SHIFT does all of this.
So when I was playtesting this with my kids there were two characters that were absolutely perfect. Sam and Dean Winchester.
Dean Winchester15th level Veteran, Human
Strength: 16 (+2) s
Dexterity: 18 (+3) P
Constitution: 18 (+3) s
Intelligence: 14 (+1)
Wisdom: 14 (+1)
Charisma: 18 (+3)
HP: 120 (15d8+45)
AC: 6 (varies)
Fate Points: 1d12
Check Bonus (P/S/T): +7/+4/+3
Melee bonus: +8 (+12) Ranged bonus: +9 (+16)
Saves: +5 to all saves
Special Abilities: Combat expertise, Melee combat bonus, Increased damage, improved defense, ranged combat bonus, Supernatural Attacks, Tracking
Skills: Hand to hand combat, Steady hands (Dex), Resistance (Con), Insight (Wis), Charm/Intimidate (Cha)
Languages: English
Equipment: Leather jacket, handguns, cell phones, hunter's equipment, "Baby" 1967 Chevrolet Impala.
Dean is the archetypical hunter and Veteran. He has been described as "the perfect killer" by many including God (aka Chuck).
Sam Winchester9th level Veteran, 1st level Psychic, 5th level Sage, Human
Strength: 15 (+1)
Dexterity: 15 (+1)
Constitution: 16 (+2)
Intelligence: 18 (+3) P
Wisdom: 16 (+2) s
Charisma: 18 (+3) s
HP: 95 (9d8+18 + 1d6+2 + 5d6+10)
AC: 7 (varies)
Fate Points: 1d12
Check Bonus (P/S/T): +7/+4/+3
Melee bonus: +5 (+8) Ranged bonus: +5 (+8)
Saves: +5 to all saves
Special Abilities: Combat expertise, Melee combat bonus, Increased damage, improved defense, ranged combat bonus, Supernatural Attacks, Tracking, Psychic: TK (Cha based), Sage: Survivor skills at level 2, Read Languages, Spells
Skills: Research (Int), Steady hands (Dex), Computers (Int), Insight (Wis), Charm (Cha)
Languages: English, Latin, Greek, Enochian, Sumerian
Equipment: Thick jacket, handgun, cell phones, hunter's equipment, laptop
Sam has had an interesting arc. He starts out as a veteran at a very young age. Because he also has/had some demon blood in him he was telekinetic for a while, but that only manifests when he drinks demon blood. He is also a Sage and has played that role well in the 15 seasons of the show.
It was also stated a few times that he was Rowena's "student" so a couple levels of Witch might have been appropriate, but I think Sage covers it well. I could also see Sammy with a couple of levels of Survivor, but again, the Sage abilities cover that.
Both brothers have high Charisma. They need to be able to talk their way in and out of situations a lot. Plus they have been on the air for 15 years.
Likewise, Dean could have also had a level or two of Sage, due to his Men of Letters status, but really Veteran covers it all.
Regardless where tonight's LAST episode takes us (and it was looking a little dicey two weeks ago!) I know that if I want to continue the story I have these write-ups and NIGHT SHIFT.
Other Supernatural Characters for NIGHT SHIFT
- Wayward Sisters
- Charlie Bradbury (both versions)
- Rowena MacLeod
- and my "special guest stars" Willow & Tara.
Gonna miss these guys. Ok Kansas, play us out.
Wednesday, November 18, 2020
Classic Adventures Revisited: S4 The Lost Caverns of Tsojcanth
One of my all-time favorite adventures is S4 The Lost Caverns of Tsojcanth.
A solid two-level dungeon crawl, filled with new monsters, dangers, and the promise of great treasures. Additionally, there are rumors of an ancient witch/archmage and her battles with demons and even the threat that some of those demons are still around. There is plenty of wilderness area as well. A wide expanse with a gnome community nearby and a raging blue dragon.
With its "Booklet 2" filled with new spells, magic circles, and demons it made me think that a witch class with ritual magic could be something that would work for D&D.
There is so much great stuff in and around this adventure it is hard to know where to begin. So let's start with the adventure itself.
S4 The Lost Caverns of TsojcanthThe adventure, S4 The Lost Caverns of Tsojcanth, was published back in 1982 by TSR. It was written by none other than Gary Gygax himself. It is listed as "S4" and was the last of the labeled "S series" or Special modules. This includes some of the most popular adventures ever written; S1 Tomb of Horrors, S2 White Plume Mountain, and S3 Expedition to the Barrier Peaks.
The adventure itself is comprised of two 32 page booklets. The first book is the adventure itself, which I will get into detail in a bit. The second booklet covers all sorts of new magic, monsters, and more.
Book 1: The Adventure
The adventure is of the classic sort; the rumor of treasure and a vague threat coming from an area of the map known as Iggwilv's Horn. The adventure is designed for characters level 6 to 10. I have found over the last 40 years that it can be adapted to a variety of levels, though higher levels are better. Though the original tournament adventure featured slightly lower levels. Likely due to the addition of the wilderness adventure.
The wilderness adventure is actually well put together and not the older crazy random monster encounters. The encounters make sense for the area. Among the encounters are the Hermit, and I could not help make this the same hermit from Keep on the Borderlands (also a Gygax creation) and the Blue Dragon. The Blue Dragon, in particular, became so much a hit the first time I ran this that in future runnings of this I changed the dragon to Korbundar from CM2 Death's Ride to have a reoccurring villain. A lot of adventure is packed into 12 pages.
The second part of the adventure covers the Lost Caverns themselves, which includes the Lesser and Greater caverns. This features a large variety of new monsters, some living here, some just wandering around. Even encounters such as "The Garden of One Thousand Earthly Delights" have a good (enough) reason to be there.
The final encounter is in the center of the Greater Caverns and it is not for Iggwilv's Treasure, but rather against Iggwilv's Treasure; the vampire Drelnza. She is a bit more powerful than your average vampire and she has magic to help her out. Eventually, she will succumb to heroes and the treasure will be found including the infamous Demonomicon of Iggwilv, Daoud's Wonderous Lanthorn, and the Prison of Zagig.
Book 2: Monsters and Magic
This second booklet, as I have mentioned, grabbed my attention as much as the first, if not more. Listed inside were new monsters, only some appeared in the adventure, including new demons and demon lords. There were the mysterious Xag-ya and Xeg-yi, the Derro and the awkwardly named (for the early 80s) Valley Elf. All these creatures would later be reprinted in the Monster Manual II for 1st Edition. This is fitting since the original tournament adventure introduced monsters that would become part of the first Monster Manual. There are some magic items including some wonderful artifacts mentioned above. Of these The Demonomicon of Iggwilv capture not just my imagination, but that of hundreds of others. The Demonomicon became a feature in Dragon Magazine and even a 4e book of the same name. Iggwilv went from a "long-dead archmage" to "The Mother of Witches" and the premiere demonologist in D&D. This little booklet also contains plenty of new spells.
This was classic AD&D at the end of its 1st Golden Age.
The adventure is extremely playable and I have adapted it over the years for AD&D 2nd ed, D&D 3rd, and 5th Editions as well.
If you want to play it for 5th Edition D&D then the team over at Classic Modules Today has made a 5e conversion.
There are also maps you can print out with DM's notes.
And other realistic maps also for printing.
The Sequels
The first true sequel to this adventure was WG4 The Forgotten Temple of Tharizdun (though no WG1-3 were made*). This was published the same year and dealt with a Temple of Tharizdun. It was designed to be played right after S4 and used the same wilderness map. The adventure fits in well enough. I justified in my games by saying that Iggwilv, like Tsojcanth before her, chose this area due to its arcane and eldritch properties. The adventure also has a wealth of information on the World of Greyhawk and Tharizdun. All of these will be explored later in Gary Gygax's novel series about Gord the Rogue.
S4 and WG4 would also get a review in White Dwarf #44 and both get 9/10 from Jim Bambra. He calls them the last of the Golden Age adventures.
*The rumor is that WG1 was Village of Hommlet, WG2 Temple of Elemental Evil and WG3 was The Lost Caverns of Tsojcanth, or Tsojconth in the original.
Another sequel of sorts was The Dancing Hut of Baba Yaga. Published much later in 1995 for 2nd Ed AD&D and written by Lisa Smedman, this adventure was labeled "S5" but it never appears in any of the classic reprints of the S Series adventures. While the connection is little more than any of the other "S" series, there is the connection of Iggwilv, then Tasha as the adopted daughter of Baba Yaga. Lisa Smedman would also work on Ravenloft and ShadowRun. Some Ravenloft monsters make their way into this adventure.
Yet again another sequel, this time for 3.5 D&D, was published in 2007. Iggwilv's Legacy was published in Dungeon Magazine in October 2007 and appeared for free on Wizard's of the Coast website well into the 4e era. Sadly no longer available, it added another level to the caverns to explore, The Hollow of the Horn, the areas left behind by Tsojancth himself with the implication that even Iggwilv was afraid of these areas. The adventure and the additions were converted and updated to 3rd Edition. I ran this version for my family at their first Gen Con in 2009. Here we meet the half-demon archmage Tsojcanth and his vile witch mother Vilhara.
The Reprints
As part of the much-loved S-series, the Lost Caverns of Tsojanth has been reprinted twice. Both times bundled with the other three S-series adventures.
The first reprint was called Realms of Horror and it was all the S-series adventures combined into a loosely tied together "Super Module" that was all the rage in the late 80s. All the maps were reprinted in a small booklet and personally, I found them harder to read.
The second reprint was the more faithful reprint from Wizards of the Coast, Dungeons of Dread, in 2013.
The Original Tournament Adventure
The original tournament adventure, the Lost Caverns of Tsojconth (note the spelling) appeared at the Wintercon V game convention in 1976. This would have been akin to a playtest version of AD&D. Also Iggwilv is described as being dead, and male.
While the adventure does not feature the wilderness areas, the caverns seem to have a more mystical bent to them, with the center "nexus" described as the connection point between worlds to help explain all the new and weird monsters in it. It would make sense, to be honest, and help explain why Tsojcanth and later Iggwilv possessed it.
Paleologos at the OSR Grimoire talks a lot about the original Lost Caverns of Tsojconth.Playing in Hyperborea
Normally at this point in my Revisted posts I would talk about using this adventure with other games. But instead, I think I just want to focus purely on Astonishing Swordsmen & Sorcerers of Hyperborea.
A while back I posted about HS4 The Lost Caverns of Acheron, a Hyborian Age reskinning of S4 from the Hyborian Age site dedicated to the d20 Conan RPG. They have a lot of adventures including some reskinned ones on their Adventures in the Hyborian Age page. But it is S4 that interests me today.
Combining this idea with the Holmes flavored Tsojconth above you could have a perfect game for AS&SH. The idea came to me while reading Eric Fabiaschi's Swords & Stitchery blog. He even pointed to me that he had done exactly this.
The pulp sensibilities of Gygax's adventures comes through in S4 with vampires in lost temples, ancient eldritch forces, and strange creatures from beyond. Pairing this with AS&SH and the Lost Caverns of Acheron turns it up to 11 as it were.
With its history of magic, archmages, witch queens, vampires, and demons it is no wonder that this is one of my favorite adventures. Like B1, it is one I like to come back to again and again.
Tuesday, November 17, 2020
Tasha's Cauldron of Everything
Today is the day I was waiting for. The release of Tasha's Cauldron of Everything. I just picked it up about an hour ago so I have not had a chance to get into it in detail, but here are some initial thoughts. I am also going to talk about it from the point of view of an Old School Gamer and how well does it mesh with the established history of Iggwilv.
The Book
The book itself is 192 pages, full color. Both covers retail at $49.95.
The big update here is the various classes and subclasses. We get a new(ish) class, The Artificer, bringing the total to 13 classes for D&D. The artificer gets the subclasses Alchemist, Armorer, Artillerist and Battle Smith.
Each of the 12 standard classes also gets one or more new subclasses. Also, many of the spellcasting classes get new spells, detailed later. There are a lot here, among the one I like the best are Cleric Twilight Domain, Druid Circle of Stars, Fighter Rune Knights and Psi Warrior, this is in addition to all sorts of maneuvers the fighter can get for the Battle Master. The Ranger gets the Fey Wanderer, the Rogue gets the likely new favorite. The Wizard gets another Bladesinger (not sure how different this one is) and one I am looking forward to trying the Order of the Scribe. There are a lot more, but those are the ones I want to try.
One of the new ideas is Group Patrons.
These are essentially people, things or organizations that fund your characters' adventuring career. This is something that was kinda done ad-hoc or less explicitly. This entire section can be used AS IS in any version of D&D with no changes.
A book about/by/from Tasha would not be complete without new Magic. In this case some new spells and magic items. We get some explicit spells for traveling to other D&D worlds, as befitting Tasha.
Some old familiar items back their 5e comeback including Baba Yaga's Mortar and Pestle, the Crook of Rao, The Mighty Servant of Leuk-O, and the Demonomicon of Iggwilv. There are also rules on personalizing spells and some magical tattoos.
The is also a section on DM's Tools. This can also be adopted by players of any version of the game. There is some advice on Session Zero which includes how did the party come together, a useful bit in light of the new Patron rules. A bit on social contracts as well as hard and soft limits.
Something sort of new is the idea of Sidekicks. These are "semi" or NPC classes that go along with the party or adventurer. These are a restating of the 3.x Edition NPC classes from the Unearthed Arcana' Warrior, Expert, and Spellcaster. Substitute Fighter, Thief, and Magic-User if your version is older and you can do the exact same thing.
There is a section on parleying with monsters, something I have seen used since the Moldvay Basic set. Environmental hazards of supernatural, natural, and magical regions.
And the puzzles. Again easily used as-is for any versions of the game.
So like it says on the tin, a little bit of everything.
I was talking with my friend Greg just a bit ago and not only did we just miss each other at our FLGS, he said the book has a solid Unearthed Arcana feel to it. I have to agree.
Is it Tasha?
Iggwilv is a storied character in D&D lore. But in truth what we know about her is very, very limited. For 1st Edition AD&D we know her from the modules S4 The Lost Caverns of Tsojanth and WG4 The Forgotten Temple of Tharizdun. Most other details come to us from 2nd ed and beyond. Maybe the most we learn from her is actually from 3.x era. So to make the claim "is this Gary's Tasha/Iggwilv" is a fallacious one; there never was a Gary's Tasha. "She" was, in fact, a "He" in the first drafts of the "Lost Caverns of Tsojconth."
There are little sidebars and enough information here to make a few things clear. This is Tasha before she became Iggwilv. So I am placing it at or around CY 395 to CY 406 (Current year is CY 597 or so). This Tasha has wit and charm and maybe a little bit of a caustic or salty sense of humor. She is not really interested in killing Mordenkainen (nor really do I think she ever was) but she does want to take him down a peg or two.
She acknowledges she was Hura (Hura appears in Ket around CY 297) and plenty of references to Baba Yaga. This is very much the remembrances of a powerful spell caster on what would be considered her "University Years."
Is it Tasha? Yes. This is the person that would later go on to become the ruthless and amoral Witch Queen Iggwilv. Spend some time as a prisoner of a Demon Prince, especially one as depraved as Graz'zt, and see if that doesn't change you a little.
The art really gives you the feeling of "brilliant university girl trying to show her teachers she is smarter than they are" vibe.
Old School Content
I mentioned in a few places that there is a lot here that old-school D&D players can use and that is true.
A lot of it can be used right out of the book as-is. The classes would need some work, but as many in the old school community are so quick to point out that the differences are largely one of role-playing. Ok, here are some role-playing ideas.
Some things, like the fighter maneuvers, feel like they could be right at home in BECMI. The tattoos, something I have used here before, can be easily translated.
Was it worth the wait? Yeah, I say it was. Looking forward to trying some of the ideas here.
Things it Didn't Cover that I Wish it Had
Or. I just have not found them yet.
I would have liked to know more about Tasha's face tattoo and why Iggwilv no longer has it. Related when did Tasha's stop calling herself that and instead became Iggwilv. We do learn that her tattoo is an Eldritch Claw tattoo.
Given her timeline, I am sure it had a lot to do with her summoning of Graz'zt and her imprisonment in the Abyss. Also likely around the time she fled Greyhawk with the Tome of Zyx.
Definitely, a lot to use in this book.
Monday, November 16, 2020
Monstrous Monday: Daughters of Iggwilv
Today's monster comes from a variety of sources. First, there is Iggwilv-Louhi connection that I talked about it in the Finish Mythos. Louhi, despite being an old witch is said to have lovely maiden daughters that the heroes often seek out. By extension shouldn't Iggwilv have some daughters too?
If we go with "yes" (and I always go with yes) then there are two issues, what are they like and who is the father. Let's go with the father question first. Among the candidates of "people" she has been involved with include the Demon Prince Fraz-Urb'luu, the half-demon Arch-Mage Tsojcanth, the wizard Zagig Yragerne, even Mordenkainen himself is a possibility and of course the Demon Prince Graz'zt.
We know all about Iggwilv's love affair with Graz'zt. We know from other sources, chiefly the Gygax Greyhawk novels, that Iuz is the offspring of Iggwilv and Graz'zt. Or maybe not. In the World of Greyhawk Fantasy Game Setting entry for Iuz it is suggested that he is "some by-blow of Orcus." I personally liked the idea that Orcus had mortal agents in the world. While this idea was later dropped it became an element of the Forgotten Realms, where I think it works out a little better. But it still is a tantalizing idea.
While Louhi might have daughters known as "the Maidens of Pohjola" I am not expecting Iggwilv's daughters to be so innocent. Her only other daughter, Drelnza, was a vampire, described as a "false Disney Princess" (she is not the damsel in distress, she is the monster), and most certainly not the offspring of Graz'zt. Going back to the Louhi/Lovitar connection for a bit, Lovitar is known as the mother of the Nine Diseases. Nine is a good number.
I think I have something.When Iggwilv was defeated by Graz'zt the former master was now the slave. Graz'zt had intended to keep the fallen Witch Queen in the Abyss to have her suffer an eternity of imprisonment as she had kept him. Iggwilv however was more clever than the Demon Prince knew and soon she went from prisoner to consort, to confidant to his main advisor. While she was rising in the ranks of Graz'zt courts she was "traded" to the Demon Prince Orcus over a loss Graz'zt had suffered at the hands of the Demon Prince of undead.
Taken from Azzagrat in chains she arrived in Thanatos at the feet of the Lord of Undead to serve a tredecim (13 years) of service between CY 503 and CY 516.
Enraged, Iggwilv plotted revenge on both Graz'zt and Orcus. Her carefully constructed lies and seductions learned from Fraz-Urb'luu that were so effective on Graz'zt held no sway on Orcus. Save for the occasional bit of violence Orcus showed no interest in the Witch Queen other than to deprive Graz'zt of her. Within that century though Iggwilv gave birth to nine daughters that she was able to keep secret from both Orcus and Graz'zt. These nine daughters were all of the same fierce, dark beauty as their mother, but had the taint of undeath like their father. In secret, Iggwilv taught her daughters the ways of witchcraft and fashioned Abyssal weapons for each of them. Once they were grown their curse of undeath took hold and they became something akin to vampires. Iggwilv sent them into the world to cause as much havoc and chaos as they could and, most importantly act against the designs and will of both Graz'zt and Orcus.
Noidan Tytär
Medium Undead (Demonic)
Frequency: Unique (only 9 are known to exist)
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
Fly: 180' (60') [18"]
Armor Class: -4 [20]
Hit Dice: 14d8+42**** (105 hp)
Attacks: by special weapon, claw/claw, or by magic or special
Damage: 1d10+6, 1d4+4 x2, special
Special: Magic required to hit (+2 or better), Vampire abilities, Witch spells, Undead
Size: Medium
Save: Monster 14
Morale: 12
Treasure Hoard Class: Special, see below
XP: 5,150
The Noidan Tytär, or Daughters of the Witch, are a unique group of undead demonically spawned creatures. These creatures, as beautiful as they are powerful, evil and deadly, are thankfully very, very rare. In fact, only nine are known to exist. Thankfully they also never work together by order of their mother the Witch Queen.
Each of the Noidan Tytär is a skilled fighter and possesses both superior arms and armor. Typically magical plate mail of etherealness +2, and a bastard vorpal sword +2 that they wield with one hand due to their preternatural strength.
In addition to their fighting ability, the Noidan Tytär are also undead akin to vampires. Magic is required to hit them and they are immune to charm, hold and sleep magic as well as any mind-affecting magics. Unlike vampires, they do not require blood to survive but drain the life energy (Constitution points) at the rate of 2 points per touch. They can go long periods without feeding but it will cause them to go into a deep stupor until a victim can be found. They can not enter a personal dwelling or holy/blessed land like a vampire and holy items can keep them at bay and cause damage. They are however immune to the effects of garlic. A stake through the heart will destroy them, but if the stake is removed they will reform in one round. They can become gaseous, but cannot assume the shapes of animals. They can fly as per the spell.
They can be Turned as Special (14 HD) by a cleric of high enough level. Any result of a D only discorporates them until the next new moon. The only way to truly destroy them is stake them, remove their head, and burn both the body and head in separate pyres. An exorcism or cleanse spell must then be used to force their spirits back to the Abyss.
Additionally, each Noidan Tytär can cast spells as a 7th level witch of the Mara Tradition.
The Noidan Tytär are often used as mercenaries for powerful chaotic rulers, demon lords, and evil cults. Secretly they work to undo the efforts of Graz'zt and Orcus.