Friday, January 6, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 6

Level 1, Room 6: Giant Rats

Ten feet ahead from the bottom of the stairs (across from Room 5), there is another small room (inset 5 feet, 20 x 20 feet, no door, same as Room 5).

Inside this room are two giant rats.

Giant Rat
The Dictionnaire Infernal, 1863

They are hungry and will attack on sight. They are already aware of the party (their hearing is keen) and cannot be surprised.

Their treasure consists of a few copper cups (1d4+2) they have found worth 1d6 CP each.

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For monster stats, I will defer to whatever game you are using with this, though giant rats have the least amount of differences of all the monsters in all editions of D&D.

The notion here is to ease the players (and characters) into this dungeon and figure out why something is where it is. Rats are easy. They are everywhere.

Thursday, January 5, 2023

Character Creation Challenge: Katherine Montblanc for NIGHT SHIFT

Moving on to one of my older witches, one of the first I did for Swords & Wizardry.

The Witch: Aiséiligh Tradition for NIGHT SHIFT

 The Aiséiligh, or "reclaiming" tradition, is pretty much my "Social Justice Witch" book. I never come out and say that, but that is what they are and what I was thinking when I wrote it.

While they are not 100% living up to their potential in Swords & Wizardry, they could shine in NIGHT SHIFT.  Especially in the "Nocturnumverse" and "Ordinary World" Night World settings. 

The Aiséiligh

These witches also have a strong connection to NIGHT SHIFT.  When I worked for Eden Studios and worked on the WitchCraftRPG line, I had a group of Wicce known as the Daughters of the Flame. I am sure if you are a long-time reader, you have seen them here before. The Daughters of the Flame were a coven dedicated to the Goddess Brigit. They started in my old AD&D 2nd Ed Witch netbook and were modernized for WitchCraft.

Well, when Eden opted not to produce more Unisystem books, I took those notes and let them stew on my hard drives.

The Daughters of the Flame were brought back as part of a new Tradition, the Aiséiligh. You can still be a member of the Daughters coven, but now there were other covens too.

The same notes would later go on become NIGHT SHIFT and my two Night Worlds, "Generation HEX" and "Ordinary World."

There was a quote I scribbled down in my notes back then.  It was for the Daughters, but it now applies to the Aiséiligh and explains what they do well. 

"The world is in peril.  The forces of evil in the guise of law and weal threaten all lands.
The people of good conscience scream out for champions.
The Witches of the Aiséiligh Tradition hear those cries and are charged by the Goddess to be Her hands and Her mortal representatives on this plane.

And the Goddess is angry."

In NIGHT SHIFT these are your activist witches. They are part of the movements for social justice. They are the ones volunteering at the Sanctuary houses to help others. These are the ones fighting for more LGBTQI+ representation. They are the ones making noise. That is not everyone's cup of tea, but for some it is exactly what they want. 

Arcane Powers from Occult Powers

The Aiséiligh are somewhat unique among my witches since they do not receive familiars by default. Instead, they are said to hear the voice of their Goddess directly. In the case of the Daughters of the Flame they look into the flames to get their insight and learn spells.  This has given them the somewhat joking nickname of "Campfire Girls."

Level 1: Healing Touch. The Aiséiligh witch can heal by touch. Once per day she can heal a 1d4+Level+Cha mod in HP.  She can parse this out to multiple uses, but not exceed that maximum. 

Level 4: Protection. Once per day, the witch can invoke Protection from Evil, 10'. This lasts for rounds equal to half her level.  

Level 7: Immune to Fear. The Aiséiligh witch is so focused in purpose she becomes immune to the effects of fear, either mundane or magical.

Level 10: Psychic Power. The witch can choose a psychic power.

Level 13: Mantle of the Goddess. Greater protection as described in the Aiséiligh tradition book.

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Katherine "Kat" Montblanc
Katherine "Kat" Montblanc
10th Level Aiséiligh Witch

Strength: 14 (+1)
Dexterity: 13 (+1)
Constitution: 13 (+1) 
Intelligence: 16 (+1) S
Wisdom: 14 (+1) S
Charisma: 17 (+2) P

HP: 38
Alignment: Light
AC: 9
Attack: +

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +1 Ranged bonus: +1
Saves: +3 against spells and magical effects

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane (Occult) Powers
Healing Touch, Protection, Immune to Fear, Psychic Power (Bio-Feedback)

Skills
Knowledge (medicine), Insight

Background
Trust-fund rebel

Spells
First Level(4): Burning Hands, Feel My Pain, Sanctuary, Sleep
Second Level(4): Augury, Calm Emotions, Evil Eye, Mind Obscure 
Third Level(3): Clairvoyance, Remove Disease, Witch Wail
Fourth Level(3): Discern Lies, Instant Karma, Remove Curse 
Fifth Level(2): Dispel Evil, Primal Scream

Katherine "Kat" Montblanc is one of the more notorious rebels in the Montblanc family. She wants nothing to do with her family at all except for when she can rub their nose in her defiance. An aspect of her personality she admits is a character flaw. She works as a social worker in her family's hospital but only accepts the salary paid to her by The Sanctuary, where she also does volunteer work.  She specializes in trauma inflicted by other supernatural types, though she will go on to say that some of the worst monsters out there are humans.

Kat does not get along with, nor trust, Katia Crane. The feelings are mutual. 


You can get NIGHT SHIFT in print and pdf.  You can get my Aiséiligh Witch book pdf here.

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Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 5

Level 1, Room 5: Empty Room

Ten feet ahead and to the right, there is an open doorway.

It is difficult to say what this room was for. It is now completely empty. The carvings on the walls appear dwarvish, but they are too worn and too old to determine what they say.  Some have even been scratched out.

Level 1, Room 5
Photo by Francisco Ortiz from Pexels

Careful inspection of the dwarven runes by anyone that can speak dwarven will reveal it is a protection sigil.  But protection from what is not clear.

At this point any magic using characters (magic-users, elves, gnomes, witches, warlocks, bards) should make a save vs. Spells.  Success means they feel fine. A fail means they have a growing sense of unease.

Wednesday, January 4, 2023

Character Creation Challenge: Erika Lenard for NIGHT SHIFT

Today I want to discuss Warlocks in NIGHT SHIFT.

Warlocks in NIGHT SHIFT

Warlocks are a different class from witches in my Old-School games. Warlocks get more powers but far fewer spells to cast. Witches and warlocks cast spells from the same group, Occult Spells, and there are even a few power overlaps.  Both have patrons, but these patrons demand more of the warlock than the witch.

In NIGHT SHIFT, they are interchangeable in terms of mechanics. The differences largely lie in roleplaying.

I have two different warlock books, each covering a different OSR system (Swords & Wizardry and OSE) and different types of warlocks.  I have discussed the differences between the two books before, but for today I want to talk about what each offers NIGHT SHIFT.

The Warlock

In the case of both books, if you choose to play a warlock in NIGHT SHIFT use the Witch class from the Core. Could you use the S&W or OSE Warlocks as is? Sure, but I have to point out I have never play-tested the warlock under the NIGHT SHIFT rules. It *should* work, but I can't promise that there isn't some odd little system things that might come up.

With the warlock, it is much less about one-to-one conversions as it is a role-playing one.  

Start with the NIGHT SHIFT witch class and add invocations and spells as appropriate to whichever warlock pact and/or lodge you want to play.

Pacts

Warlocks have pacts. This is pretty much a given in FRPGs today, but it bears repeating. These pacts are almost like subclasses, in a sense.

The Warlock for Swords & Wizardry has: Cthonic, Demonic, Diabolic, and Fey pacts.

The Warlock for Old-School Essentials has: Chaos, Cosmic, Death, and Dragon pacts.

Each of these gives us a slightly different warlock. Sure to the outsider Chaos and Demon pact warlocks act the same and the differences between Demonic and Diabolic might be purely academic, but to the warlocks in question they are all the differences they need.

Lodges

Witches have covens, and warlocks have Lodges. These are groups of like-minded warlocks (and sometimes others) to achieve a specific Earthly goal. Often they have members of the same pacts, but not always so.  Characters will typically not deal with "Demon Pact Warlocks" but more often "The Lodge of a Particular Demon Lord."

Like the pacts, each book offers different lodges.

The Warlock for Swords & Wizardry has: Ascension Lodges, The Dark School of the Scholomance, Goetic Lodges, The Grand Coven, The Hermetic Lodge, the Lodge of Pure Thought, and the Masters of the Invisible College.

The Warlock for Old-School Essentials has: The Academy of Noble Stargazers, Chaos Cults, The Dragon Cult, and The Lords of the Undying.

All of these would be right at home in a NIGHT SHIFT game.  The Scholomance would be a great rival school in Generation HEX. Most, if not all, these lodges would find a home in Jason's "Veterans of the Supernatural Wars" Night World setting. Indeed many of the groups would work with my Hermetic Lodges. In his "Nocturumverse" his Esoteric Order of Gnostics would follow my lodge rules, as would his Rosicrucians.

My "Ordinary World" setting also has a lot of room for warlocks. Angels and demons battle each other and seek mortal aid in their wars. Fey lords and ladies plot and scheme, and who knows what else is out there hiding and waiting. 

Erika Lenard
Erika Lenard
3rd Level Witch (Warlock)

Strength: 10 (0)
Dexterity: 17 (+2) S
Constitution: 14 (+1)
Intelligence: 15 (+1) S
Wisdom: 12 (+0) 
Charisma: 16 (+2) P

HP: 13
Alignment: Light
AC: 9
Attack: +0

Fate Points: 1d6

Check Bonus (P/S/T): +3/+1/+0
Melee bonus: 0 Ranged bonus: +2
Saves: +3 against spells and magical effects

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane (Occult) Powers
Familiar, Talk to Animals

Skills
Knowledge (Egyptian History)

Gear
Cellphone, Cat-ear Bluetooth headphones.

Spells
First Level(2): Detect Magic, Sleep
Second Level(1): Animal Summoning

Erika Lenard always knew she was different. Very different. Even at a very young age, she could understand animals, particularly cats. It was a school field trip to the Field Museum of Natural History in Chicago that she heard the voice of Sekhmet. She passed out and the next thing she knew, she was surrounded by her classmates, and she could see the Goddess Sekhmet.

Sekhmet has given her the spells she knows and has instructed her via her cat-familiar Isis.  

She has so far, used her ability to summon cats as a means to help find a missing child and even attack a would-be burglar.  Though Sekhmet has mentioned that she has greater plans for Erika.

Erika is currently being watched by several groups, including the OTO, the Rosicrucians, and the One True Way. Each with their own plans for her.

SekhmetSekhmet

You can get NIGHT SHIFT in print and pdf.  You can get The Warlock for Old-School Essentials and The Warlock for Swords & Wizardry in print and pdf.

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Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 4

Level 1, Room 4: Secret Doors

To either side (left or right) at the foot of the stairs are two secret doors.  These are the guard rooms for when this area was for students. They had normally been kept open, and the guards more relaxed. Now centuries later, they are disused.

Room 4

The rooms are empty save for normal-sized spiders and rats. Any treasure has long since been looted.

Tuesday, January 3, 2023

Character Creation Challenge: Katia Crane for NIGHT SHIFT

Continuing my series here on using my OSR Witch books with NIGHT SHIFT I am providing more detail and background to a character that only got a paragraph in the NIGHT SHIFT core rules.

Green Witch for NIGHT SHIFT

The Green Witch

I will admit, the Green Witch is one of my favorites. It has a witch concept I really love and introduces both the Huntsman and Green Knight classes to use.  

While it works fantastic for Swords & Wizardry, it really gets to shine as part of NIGHT SHIFT.

I have discussed the idea of a Ban Drui or druid-witch in the past. The Green Witch comes closest to that idea.  In NIGHT SHIFT this can get even closer to my concept.  

Again, you can use all the spells from the Green Witch in NIGHT SHIFT. Some might need to be altered to fit your game or gaming style, but the idea is to give the Green Witch something more special about here above and beyond that of the average witch.  

Here is how I would redo her occult powers into arcane powers.

Level 1: Familiar. The Green Witch gets a familiar. This is a spirit in the form of a naturally occurring animal.  Use the familiar rules in the Green Witch book for the bonuses to the witch.

Level 4: Herbal Healing. Just like the Herbal Healing power in the Green Witch book.

Level 7: Speak to Plants and Animals. Again, just like the Occult Power the Green Witch gets at level 7.

Level 10: Green Walking. Just like the Shadow Walking power in NIGHT SHIFT, but the witch uses her natural surroundings to move.

Level 13: Pass Without A Trace. Same as the level 13 Occult Power for the Green Witch.

I have to admit, this works rather well. 

Katia Crane
Katia Crane
8th Level Green Witch

Strength: 12 (0)
Dexterity: 13 (+1)
Constitution: 14 (+1) S
Intelligence: 13 (+1) S
Wisdom: 14 (+1) 
Charisma: 17 (+2) P

HP: 30
Alignment: Light (for now), Neutrality
AC: 9
Attack: +1

Fate Points: 1d8

Check Bonus (P/S/T): +4/+3/+1
Melee bonus: 0 Ranged bonus: +1
Saves: +3 against spells and magical effects

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane (Occult) Powers
Familiar, Herbal Healing, Speak to Plants and Animals

Skills
Knowledge (botany and plants), Knowledge (chemistry), Insight

Spells
First Level(4): Bless Growth, Detect Magic, Sanctuary, Sleep
Second Level(3): Bewitch II, Binding Earth, Command
Third Level(3): Bestow Curse, Fear (Greater), Remove Disease
Fourth Level(2): Call Lightning, Confusion

Katia Crane is an attractive witch in her early 30s. She has a young son, Henry, who she dotes over. She runs the local apothecary and herbal shop in the town of West Haven.  By all accounts, she is a pleasant person and no one, witch, supernatural, or mortal, seems to have a bad thing to say about her.  This is largely due to the fact that she plays her cards very close to her chest.

Katia is of the belief that witches should rule the world. She has no idea exactly how to make that happen, but she keeps tabs on all the witches in the area, particularly the Montblanc and Winters clans.  If she had a preference, she would side with the Winters; odd given her focus on plants and their focus on the cold, but she feels they are an older family more in touch with the "old ways."  She thinks the Montblancs are too used to their modern comforts. 

She never speaks about Henry's father, not even to say if they were married or not. This has led to some gossip that she had poisoned him. She did not, but she did have him killed. 


You can get NIGHT SHIFT in print and pdf.  You can get my Green Witch book in print and pdf here.

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Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 3

Level 1, Room 3: The Grand Hall

At the foot of the stairs is a wide (30') hall that extends an unknown distance off into the darkness.  There are doorways on either side.  A slight, foul-smelling breeze hits you in the face.

Level 1, Room 3: The Grand Hall

The PCs will have no way of knowing this but this was the grand hall for the training of young dwarven mages. The rooms off to either sides were workshops.  The area is permitted with strange magics. From the time of the ancient wizards, to the larger dwarves and then to the rogues and bandits that explored here before the arrival of the Vampire Queen.