I have not been talking much about the various Judges Guild books in a while because of how racist current stewards Bob Bledsaw II and III have been. Really put a sad blemish on what I had always enjoyed as a "local" company.
But that also, unfortunately, did Bob Bledsaw the First and all the other fine authors (like Daniel Hauffe and Jennell Jaquays) a huge disservice. So I want to revisit some of the Judges Guild books of my youth and see how they could play into my current games. In particular, my War of the Witch Queens or my 1979 Campaign.
Since I always look for witches, I will start with Alcastra and The Illhiedrin Book.
I don't have the cover as the top image. The reason is simple, when this post gets shared on social media, whatever image is first is used as a thumbnail, and the cover was suggestive by 1981 standards and likely to get me into Facebook jail by 2023 standards. Shame, really. It is one of the more recognizable covers.
The adventure is a rare example of an Advanced Dungeons & Dragons adventure from Judges Guild (not just a Dungeons & Dragons one) and a low-level adventure at that.
Like many older adventures, much detail is given to Alcastra's tower and its occupants, but only a little on the spell-caster herself. In fact, this is all we really know about her:
This is a pity. Though it is interesting (to me anyway) that her class is "Wizard" and not "Magic-user," as expected.
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Why is she naked on the cover? I am going with it is hot where she is at. |
Of course, I would instead use her as a witch. Given her general appearance, I am tempted to make her into an Egyptian witch of the Classical Tradition. For this, I will use my syncretized Greco-Egyptian Gods and use my Classical Witch Tradition book. I would swap out some of the Classical Witch spells for some others, likely from my Witch book for Basic-era games though I should also look into some of my other books.
Alcastra the Fairspoken
13th level human Witch, Classical Tradition (Greco-Egyptian)
Strength: 11
Dexterity: 13
Constitution: 10
Intelligence: 15
Wisdom: 14
Charisma: 18
Saves
Breath Attacks: 12
Poison or Death: 9
Petrify or Paralysis: 9
Wands: 10
Spells and Spell-like device: 11
Hit Points: 33
Alignment: Chaotic Good
AC: 3 (Bracers of defense)
To hit AC 0: 16
Occult Powers
Familiar: Hawk (+1 to Wisdom and Dexterity checks)
Lesser: Gift of Prophecy
Minor: Drawing Down the Moon
Spells
First: Cause Fear, Charm Person, Read Languages, Sleep
Second: ESP, Hold Person, Invisibility, Spell Missile
Third: Dispel Magic, Scry, Spark of Insight
Fourth: Fate, Polymorph Other, Witch Power
Fifth: Flame Strike, Teleport
Sixth: Anit-Magic Shell, Bones of the Earth
Seventh: Sirocco
Equipment
Bracers of Defence
Dagger +2
Staff of Ra. Acts as a Staff of Striking and can cast the following spells:
3/day: Color Spray, Light
1/day: Flame Strike, Fury of the Sun, Sun Blessing
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A good build to be honest. She also has two apprentices, Mirranscheim (human) and Rhall (half-elf), both 3rd level. The only stats we get for them are their Charisma scores. I am tempted to make Rhall a desert elf. Just to give her a more interesting background. But in my game, desert elves don't have anything to do with humans if they can avoid them. Rhall could be an outcast.
I might detail them since they could accompany the party on this adventure. To make sure their mistress' plan is carried out. Not sure if they run around naked as well. Let's say no.
Mirranscheim and Rhall
The adventure itself is pretty basic. It could be built up by making "The Creature" a bit tougher.