Showing posts sorted by date for query blight. Sort by relevance Show all posts
Showing posts sorted by date for query blight. Sort by relevance Show all posts

Wednesday, March 31, 2021

Character Creation Challenge: BX RPG

BX RPG
I am posting this at the end of the month instead of the first (new month, new character) since April will be full of monsters.  But in a way, today's character is a monster in his own right.

Last month I posted the stats for Twill Topknot and before that Sarana, the first main NPCs of my War of the Witch Queens campaign.   While I have plenty more NPCs to figure out and stat up, there is one that I do need to do and figure out how he did it.  That NPC is Kelek the Cruel.

I have talked about good (evil) old Kelek in the past and I think stating him out is a good idea. He has his origins in Basic/Expert D&D, Quest for the Heartstone and The Shady Dragon Inn, so Basic-era is the obvious choice.  More so since he is my Big Bad for War of the Witch Queens.

One of the things I want to do with this is pick and choose from various RPG/OSR systems.  I did Old School Essentials with Twill.  While that doesn't mean I can't reuse it, but I would like to see what is out there. I also need to figure out what sort of "magic-user" old Kelek is since I also have that choice.

Much like what I have done with Skylla (with whom he has a history with) I took her Magic-user and tried her out as a witch in various OSR style games. If she is a witch, then what is Kelek?  

Kelek the Cruel from Quest of the Heartstone

He is a type of wizard to be sure.  He learned his magic, so a warlock or a sorcerer (as defined by D&D 3 to 5) is fun, but not really who he is. I need some class that also has the ability to cast gates, maybe even a way to summon a minor demon or two. But not someone interested in controlling undead. Most importantly I need someone that would be able to kill a Witch Queen.  

We know from Kelek's history that he wants some form of immortality or mastery over life and death.  To me that says Necromancer.  But I am kinda bored with necromancers.  I mean I have done necromancers so many times.  BUT this group has never gone up against one of my necromancers before.  Eric over at Swords & Stitchery also talks about Kelek and even has him becoming a lich. Eric usually has very good ideas, so I am inclined to take this as a vote towards Necromancer. 

So if it is a necromancer, then which one?

The Basic Fantasy one is nice, but not really powerful enough for what I need.  The necromancer from Adventures Dark & Deep is good. Has a lot of potential but still not exactly what I want. Astonishing Swordsmen & Sorcerers of Hyperborea also has a great necromancer, but the spell list is not 100% where I want it. Magical Theorems & Dark Pacts are getting much closer, as is Gavin's Theorems and Thaumaturgy. The one that feels the closest is the one from the BX RPG.

I reviewed the BX RPG a while back and have been wanting to do something more with it. 

If he is my big bad for War of the Witch Queens then I am going to take advantage of BX RPGs 1-20 level spread and make him 15th level.

Kelek the Cruel from HeroForge
Get your own Kelek the Crue from HeroForge

Kelek the Cruel
Male Human (mostly) Necromancer, 15th level, Chaotic Evil

Kelek

Strength: 15
Intelligence: 15
Wisdom: 13
Dexterity: 11
Constitution: 14
Charisma: 7

HD: 9d4 +6 (+9)
hp: 40

AC: 0 (Bracers AC 1, Ring of Protection +!)
Base THAC0: 14

Saving Throws (+1 for magic, +1 ring)
Paralyzation: 8
Petrification: 8
Wands: 9
Breath Weapon: 11
Spells: 8

Weapons
Dagger +1
Staff of Striking
Wand of Cold

Spells
First level: Read Magic, Sleep, Necrotic Shield, Fear, Hold Portal, Read Languages
Second level: Hold Person, Knock, Mirror Image, Wizard Lock, Necrotic Touch, Blight
Third level: Fly, Haste, Death Purge, Clairvoyance, Necrotic Blast, Dispel Magic
Fourth level: Dimension Door, Polymorph Other, Necrotic Strike, Wizard Eye, Confusion
Fifth level: Plane of Death, Magic Jar, Teleport, Life Drain
Sixth level: Abyssal Flame, Anti-Magic Shell, Death Spell
Seventh level: Astral Spell, Instant Summons
Eighth level: Clone, Gate

Scrolls*
First level: Chill Touch
Second level: Choke, Speak with the Dead
Third level: Skull Sight, Unhallow
Fourth level: Charm Monster
Fifth level: Death Spell
Sixth level: Knowledge of Life
Seventh level: Summon Demon
Eighth level: Symbol (Pain)

Height: 5'11"
Weight: 156 lbs
Age: 55

*The spells from scrolls are Necromancer spells from Theorems and Thaumaturgy. I am likely to give him other necromancer scrolls from the other necromancers out there. 

I also say mostly human since I consider Kelek to have a bit of orc in his line somewhere.  This explains his high strength and constitution, his low charisma, his pointed ears, oddly shaped head in some depictions of him.  He can also speak orc and hangs out with Zarak all the time. 

Kelek also has a large warg he rides like a horse.  In typical D&D cartoon fashion, his name is just Warg.

Kelek on Warg from HeroForge
Kelek on Warg from HeroForge


The many faces of Kelek the Cruel

Yeah, I have a lot of plans for this guy. 

Now I need to figure out how he killed the Queen of Witches to get us all in the current problems we are in.

Monday, January 25, 2021

Character Creation Challenge: Chill 3rd Edition

Chill RPG, 3rd Edition
Jumping WAY ahead to the future today; at least in terms of the Dark Ages, to the magic time of the 1970s!  All my campaigns share a link in one way or another.  Adventures like "All Souls Night" may start with D&D or other FRPG, they eventually make their way to "Blight" (Ghosts of Albion) and "The Dark Druid" (Buffy).  Spirit of '76 is another good example.  It begins, oddly enough, in 1976 and with Chill.

The Game: Chill 3rd Edition

Spend any time here and you know I am very fond of Chill.  The first edition from Pacesetter came out of Minnesota. Second Edition from Mayfair was right here in the Chicago burbs.  Chill is Midwestern horror.  Not East Coast horror with it's ancient houses and older bloodlines. Not West Coast horror with new-wave vampires. Nor is it Southern Gothic, while very enjoyable, is not the same. 

No Chill is backwoods horror. Old decrepit house horror. Horror found on darkened roads between small towns. The horror I grew up with.  

My campaign for Chill was/is my Spirit of '76 game.  It was designed as a Chill mini-campaign over 4 days.  It was built up while I was playing a lot of WitchCraft and Buffy.  The idea was that supernatural occurrences, once rare, were picking up in intensity and frequency the closer we got to the new Millennium. This would later change to 2012 and then 2018 as real-time overtook these "future" events.  You can see some of that in my "Generation HEX" Nightworld in NIGHT SHIFT.   Originally this was going to be for Chill 2nd Edition, but even that time got away from me so now it is for 3rd Edition.  Thankfully the narrative in the new game follows the one I was creating.

Chill RPG all three editions

The Character: Megan O'Kelly

"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and taking place in 1968.  I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 instead, so Megan was "born."   She is a young grad student at UC-Berkeley. I imagined her with long straight hair and wearing bell-bottoms.  Something of a post-hippie 70s girl.  She called herself a "Craft worker" or a "cleanser" but never a "witch."  Her inspirations come from the Eric Clapton song "Bellbottom Blues" and Eliza Roberts from Animal House.  I changed the character because I wanted to bring in an older Stephanie at some point but I never did.

Megan is assigned to SAVE in 1976 to help a small band of operatives investigating the rise of supernatural occurrences in the South West to the Deep South.

Megan O'Kelly. Played by Eliza Roberts.
Megan O'Kelly 
SAVE Operative

Attributes (80 pt build)
Agility AGL 50
Strength STR 40
Stamina STA 45

Focus FOC 60
Personality PSY 50
Willpower WRP 55

Dexterity DEX 40
Perception PCN 70
Reflexes REF 55

Sensing the Unknown STU 14

Skills (Specializations)
Movement (T) 50, Long Distance (E)
Prowess (T) 40
Close Quarters Combat 23

Research (T) 60, Academic (E), Occult (B)
Communication (T) 50
Interview 28

Fieldcraft 20
Investigation 35
Ranged Weapons 28

Edges and Drawbacks
Attractive (2), Highly Attuned (1), Naïve (-2)

The Art
Protective School
Disrupt
Sphere of Protection (E), Mental Shield (B)

Sensing School
Clairvoyant (E)

Drive
To Know the Truth

So Megan is a recent UC Berkeley grad.  She is a clairvoyant and specializes in seeing ghosts and putting spirits to rest.  Her background is psych grad student so her academics are already at Expert (but not yet Master) and she ran track in High School, so she has some athletics, but not a lot. She is still a bit naïve about the world around her but she is not stupid. 

Third Edition Chill is really better at PCs learning "The Art" (magic) than previous editions, so I think this version really works out much better than previous incarnations of Megan/Stephanie.

Wednesday, January 13, 2021

Character Creation Challenge: Castles & Crusades

Castles & Crusades Players Handbook
I continue with the D&D descendants with what might be one of my favorite RPGs.  Castles & Crusades. It has the feel of the best of 1st Ed. AD&D and the best mechanics of 3rd Ed.D&D.  It is is no surprise really that some of the ideas from this game made their way to D&D 5.

The Game: Castles & Crusades

Moreso than Pathfinder or any other retro-clone, Castles & Crusades feels like classic D&D.  If you ever played any version of D&D then you can pick up C&C with ease.  So much so that I have converted games back forth from C&C to AD&D and back with ease. D&D5 might be the successor to AD&D, but C&C is the spiritual successor. 

For whatever reason this happened there is a strong Celtic vibe to many of the C&C books I buy. The Codex Celtarum (1st and 2nd Printings), the Haunted Highlands, and more might give me this impression, but it is one I gladly stick with. So naturally, the character for today has to fit this.

I have written so much over the years on Castles & Crusades it is hard to put anything new here.  So check out all my C&C posts.

The Character: Fear Dorich

Fear Dorich is "The Dark Druid" of my campaign worlds.  He is a notorious bad guy and evil druid. He wants to become truly immortal and not this half-life he has now.  

Long time readers might recognize this guy as the enemy of Fion MacCumhail.  I featured him in a Buffy the Vampire Slayer adventure naturally titled "The Dark Druid."  Later he made another appearance in the "prequel" adventure "Blight" for Ghosts of Albion.  Here he was known as "The Necromancer" so I could make it either part of my Dark Druid Cycle or as part of the official Ghosts of Albion line.  Eventually, I wanted to make yet another prequel to all of those set in Celtic Ireland where Fionn and his band of heroes first fight the Dark Druid. I was calling it "All Souls Night" but I never quite got it into the shape I wanted. There have been a couple of good adventures to give me ideas like Robert J. Kuntz's Dark Druids and Night of the Sprits for Castles & Crusades.  It was these two adventures along with my two Dark Druid ones that gave me the idea for War of the Witch Queens.

If I ever finish All Souls Night I might redo the Dark Druid Cycle to use Castles & Crusades.  Replace Ghosts of Albion with Victorious and Buffy with Amazing Adventures.

Fear Dorich
Fear Dorich
Fear Dorich
Human 1st level Druid, Neutral (Evil)

STR: 10 (0)
DEX: 11 (0)
CON: 14 (+1) P
INT: 14 (+1) P
WIS: 18 (+3) P
CHA: 11 (0) 

AC: 13, Leather Armor
HP: 7 (d8)
BtH: +0

Staff +0, 1d6
Scimitar +0, 1d6

Druidic Language, Nature Lore
Druid Spells
0 (3): Create Water, First Aid, Know Direction
1st (1+1): Entangle, Magic Stones

This is Fear Dorich at the start of his career. He is already showing signs of being evil too.

For this character, I would let him take spells from the Codex Celtarum and also the Black Libram of Naratus.

Castles & Crusades books


Thursday, October 22, 2020

Plays Well With Others: Night Shift and Modern Supernatural Games

I am a firm believer that a rising tide lifts all ships, and that other Game Designers are not my competition, but my colleagues.  I buy their games, they buy mine. We all benefit and we all enjoy.

Naturally, I also feel that a good gaming experience can be had by looking to see what others are doing and seeing what I can bring into my games when I am running them.


When we were working on NIGHT SHIFT we had a fairly strict "no looking at other games" policy.  We really wanted our game to have it's own unique feel and direction.  But that was last year, and now NIGHT SHIFT is out and I am pulling out all my other games to see what each one has that can help NIGHT SHIFT and what Night Shift has that can help them.

Old School Roots

Jason and I have worked on a lot of games. Both together and separately for dozens of publishers. But the one thing we both enjoy are old-school games. This doesn't mean we don't like new ones, quite the opposite in fact. But it is the old-school design aesthetic that keeps us coming back and saying "what else can we do with this?"  NIGHT SHIFT covers both halves of our RPG hearts.

The mechanics in NIGHT SHIFT (what we call O.G.R.E.S. or Oldschool Generic Roleplaying Engine System) are firmly rooted in the Old School mechanics of the world's first popular RPG system.  What does this mean? Well if you have been playing RPGs for any length of time since 1974 then chances are good you can pick up the rules for NIGHT SHIFT very, very quickly. 

Also, it means that out of the box, NIGHT SHIFT is roughly compatible with thousands of RPG titles. 

Appendix A of the NIGHT SHIFT book covers conversions between NS and the Oldest RPG, it also covers conversions between the O.G.R.E.S. of NIGHT SHIFT and the O.R.C.S of other Elf Lair Games products; namely Spellcraft & Swordplay and Eldritch Witchery.


It also covers 0e, B/X and BECMI style conversions. Converting then between NIGHT SHIFT and anything based on Swords & Wizardry or Labyrinth Lord for example is easy.



There are guidelines on how to convert classes, but since the classes have the same DNA as the ones in many of these clone games I am going to take the extra step and say, just play them as is.

So yeah, run a Sage in Labyrinth Lord.  Put a Chosen One in Swords & Wizardry.  In fact, I'd love to hear how this works for you.  This also gives you a good way to add a new supernatural species to your game.  What to play an Angel cleric? With NIGHT SHIFTS rules on supernaturals, you can. IT also makes a nice way to create something my Basic Games have needed, a Vampire Witch.  In NIGHT SHIFT this is easy.

Need more monsters? Grab any monster manual and you can be set to go. Monstrosities and Tome of Horrors Complete are only two examples but they give hundreds of monsters. More than you will ever need.

NIGHT SHIFT is not the only Modern Supernatural RPG out there based on old school roots.  So many in fact that my next one and others would have to constitute another full post to them justice.  But I will mention a couple.

DP&D is such a delight. It really is. I am very fond of this game and I still enjoy playing it.  On the surface it looks like DP&D and NIGHT SHIFT could be used to tell the same sorts of stories, and that is true to a degree, but that really underplays what makes both games special.  

NIGHT SHIFT covers adults (for the most part, I'll talk Generation HEX specifically) in a very dangerous supernatural modern world.
Dark Places & Demogorgons covers kids in a very dangerous supernatural world of the 1980s.


Both games are built on the same chassis and have similar cores.  One day I want to run a game where the Adults (NS) flashback to when they were Kids (DP&D).  Sort of like Stephen King's "It."
Or one could start out as a kid in DP&D progress a bit and then become an adult to continue on in Night Shift.

There is not a good One to One class correspondence between the games and nor would I want there to be.  A Jock (DP&D) might end up as a Veteran (NS) or even as a Chosen One (NS).  In truth, I would give any DP&D kid character some "free" levels in Survivor but allow them to keep some of the perks of their original DP&D class.  So Goths still see ghosts, Karate Kids still kick ass, and so on.  
Frankly, I think it would be a blast with the right group.   Maybe I should write a two-part adventure that covers both. A little like "It" but something very different.  Something "Strange" happened in the 1980s and now a group of characters have gotten back together in their old home town to stop it once again.  

I singled out Generation HEX since that one already covers kids.  I can see a game though were kids from AMPA (Academy of Magic and Paranormal Arts) have to work with the "normies" of DP&D to solve some great mystery.   Likely one that is affecting adults only.

I have also used monsters from the DP&D Cryptid Manual for NIGHT SHIFT many times.

Modern Supernatural

It is no great secret that I LOVE games like WitchCraft and Chill.  I have talked many times about my love of both games. Chill was my first Horror RPG and WitchCraft might be my favorite game of all time.  Jason and I met while working as freelancers for Eden Studios, the company that made WitchCraft.  We worked together on Buffy, Angel, and Army of Darkness.  I helped him with his All Flesh Must Be Eaten books and he helped me on Ghosts of Albion.  A lot of what is in NIGHT SHIFT came out of our conversations of things we wanted to do in those games.


I guess then it is not a shock or surprise that I see NIGHT SHIFT and the spiritual successor, at least on my shelves and table, to games like Buffy and WitchCraft.


Buffy and WitchCraft defined horror monster hunting for the 90s and into the 2000s.  NIGHT SHIFT takes this to 2020 and beyond.  With NIGHT SHIFT I want to be able to play anything those other games offered me.  Sure the playstyle will be different.  WitchCraft is more about the machinations of the Supernatural World.  The Gifted (WC) for example are all covered by the Witch Class in NIGHT SHIFT.  In WitchCraft though there is a HUGE difference between the Wicce and the Rosicrucians. In NIGHT SHIFT those differences would have to be played out by the players in role-playing.  NIGHT SHIFT also is more Normies and Weirdos vs. Dangerous Supernatural types. More like Buffy or Ghosts of Albion in that sense. 


All Souls Night

There is an adventure that I have been dying to finish, "All Souls Night."  It is part of a trilogy across time and distance that includes Ghosts of Albion's "Blight", Buffy's "The Dark Druid" and what I have been thinking of as D&D's All Souls Night.  Translating them all into NIGHT SHIFT makes this so much easier to run. 

Supernatural and Chill
Not the new version of "Netflix and Chill" but adapting the best monster hunter games. 

Chill has such a long history I could not do it justice here.  I love the game but one place it has always felt a little lacking for me is the ability to play a spell-caster.  The Supernatural RPG is the same way.  In truth, Supernatural RPG is the cinematic version of Chill.   I mean sure. If I wanted to play a spellcaster, or a witch, I still have Buffy, WitchCraft, Ghosts of Albion, and about 100 other games to do that.  Both Chill and Supernatural are solid "let's go hunt some monsters" games.  So is NIGHT SHIFT.



Adapting the style of either game is easy.  Having these games also gives your NIGHT SHIFT game a slightly edgier feel.

I have already shown that Supernatural characters like The Wayward Sisters and Charlie Bradbury can have new life in NIGHT SHIFT.  

Some games, like say Call of Cthulhu, fit their niche so perfectly that I would not want to run a "Mythos" game with NIGHT SHIFT, but I certainly could borrow ideas from CoC for my NIGHT SHIFT games.  

In many ways doing a Plays Well With Others and NIGHT SHIFT is a cheat.  One of my own design principles for the game was to make it as flexible as I could so it could cover a wide variety of game and play styles.  I am happy in my belief that we succeeded in that.

Thursday, July 2, 2020

Kersy, The Witch Queen of Alphatia, Mystara (BECMI)

I knew my month of BECMI reviews and deep dives was going to be educational, but while I had hoped, I did not expect to find a new Witch Queen.  But there she was, in Module M1 Into the Maelstrom

In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th level Magic-user and she is the ruler of the Island of Turkeys.  If you are thinking she sounds a lot like Circe and her Island of Pigs then you are correct.  But.  Doing some deeper research into Kersy gives me a stanger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of Koryis' own unwanted thoughts, urges, and feelings.  
Koryis is the Immortal Patron of Peace.  While he was on his epic quest he sought to purge himself of evil in impure thoughts. He was successful and that "impurity" manifested itself as Kersy.

At least that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius we learn that she is beautiful with long raven black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.

She is also described as having "milky-white skin" (boring!) but I have been looking for an excuse to use Vanessa Williams as a witch since 1997.  Today is that day.

Kersy and Koryis

We first meet both of these immortals in M1 Into the Maelstrom.  It is obvious they have a connection from the start.  

Kersy (Vanessa Williams) and her "brother" Koryis (Armand Assante)

Back when I was an undergrad in psychology I read a lot of Freud and Jung. It wasn't required, I was (still am) a Cognitive Psychologist. But I felt it was important to my overall education to know my subject's history.    While I like Freud, I find his theories to be outdated and outmoded.  Jung on the other hand felt more like philosophy than psychology at times.  I have credited his "Man and His Symbols" as one of my most important "Appendix N" books.  

What is the importance of that here?  Kersy is Koryis' "dark anima" in Jungian psychology.  The description of Koryis' quest to rid himself of these dark, impure impulses sounds exactly like a quest to confront his Anima; who is Kersy.

Now if this is what happened then according to Jung Koyris is now forever incomplete.  Reading over the history on VoP it would seem that Kersy knows this. If we extend this to other Jungian archetypes then Kersy fits one perfectly. The Witch.  She is powerful, connected to the Earth, and a source of wisdom.  Koyris in his quest to rid himself of Kersy only weakened himself and gave his power away.

Kersy as a Witch

You knew I was going to come to this.  Kersy is not just described as a witch, she is listed on VoP as having the portfolio of Witchcraft and Charm. she is also described as being unique among immortals. She prefers to use her own magic for example.  She also seems to have become an immortal at the same time Koryis did due to their link.  So she hides from other Immortals, not having a Patron of her own, and lives in a cave on an Island filled with turkeys.
That's all rather disappointing.
Even a 30th level magic-user can do better than living in a cave somewhere.  So taking a page from my own games I say Kersy went on her own quest of Immortality and she got it, as a Witch Queen.

In this version soon after her "birth" Kersy, granted great power, but no learning on how such power should be wielded and let's just say poor impulse control, soon overpowers her jailers and sets her sights on the known world.  She travels much as her history suggests and in particular in Old Alphatia.  She studies magic everywhere and learns her magic does not come from the study of dusty tomes, she gets her magic from somewhere else. 
In the intervening centuries she learns much about who and what she is.  The divide between her and Koryis grew.  She still desires him and wants to make him hers. Maybe this is some desire to reunite their torn assunder soul or a darker desire to possess him in a way that was his desire but now forsaken and left with her desires.

Kersy, Witch Queen of Alphatia
31st level Witch, Eclectic Tradition
Female, Chaotic (Chaotic Neutral)

Strength 12
Intelligence 25
Wisdom 18
Dexterity 17
Constitution 19
Charisma 25

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 4
Rods, Staffs, Spells 3

+5 to all saves via Ring of Protection
+3 for Wisdom

Hit Points: 87
AC: -8
(leather armor +5, Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 17 -2)

Base THAC0: 8
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers
Lesser: Familiar (Familiar Spirit)
Minor: Speak to Animals
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Polymorph Other
Superior: Longevity

Spells
Cantrips (8): Arcane Mark, Clean, Daze, Guiding Star, Mote of Light, Object Reading, Open, Summon Vermin
1st (9+3): Allure, Analgesia, Bar the Way, Bewitch I, Burning Hands, Call Spirits of the Land, Charm Person, Comprehend Languages, Eldritch Fire, Glamour, Mend Minor Wounds, Pace Without Trace
2nd (8+3): Alter Self, Beckon, Bewitch II, Blight of Loneliness, Burning Gaze, Continual Flame, Detect Charm, ESP, Evil Eye, Haunting Mists, Mind Obscure
3rd (8+3): Astral Sense, Bestow Curse, Bewitch III, Calm Animals, Clairsentience, Control Winds, Danger Sense, Expand Senses, Lethe's Curse, Toad Mind, Twisting the Heartstrings III
4th (8+4): Analyze Magic, Ball Lightning, Bewitch IV, Cauldron of Rage, Confusion, Divination, Forest of Deception, Instant Karma, Masque, Polymorph Others, Remove Curse, Threshold 
5th (7+4): Adoration, Bewitch V, Break Enchantment, Commune with Nature, Decimate, Enslave, Maelstrom, Nightmare, Sending, Song of Night, Ward of Magic
6th (7+3): Analyze Dweomer, Animate Shadows, Bewitch VI, Bones of Earth, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mislead, Smitten
7th (6+1): Adoring Crowd, Astral Spell, Bewitch VII, Breath of the Goddess, Irresistible Dance, Mass Polymorph, Veneration
8th (6): Adoration (Overwhelming), Bewitch VIII, Demand, Eye of the Storm, Mists of Ecstasy, Storm of Vengeance

Magic Items
Alrune Statues, Bracers of Protection, Brooch of Shielding, Calming Tea, Cauldron of Plenty, Cloak of Night, Cord of Protection, Earings of Timeless Beauty,  Friendship Tea, Ring of Protection, Wand of Spell Storing

Kersy is something of a unique witch, so I made her an Eclectic Tradition Witch.  She is also a solitary witch so you will notice and no "ritual" spells.   
I also opted to raise her to 31st level from 30th to give her a bump in her power.
As an Eclectic, I was able to grab spells and occult powers from a variety of sources.  While a case could be made that she is a Classical witch or even with bits of the Mara thrown in, I felt Eclectic was the best choice. 



Books and Resources Used

Tuesday, May 1, 2018

New Spells for the Deathwitch and Mara Witch Tradition

The Little Book of Adventuring Classes Vol. 1 was just released by Jason Paul McCartan.  It is for Swords & Wizardry but can be easily adapted to other games.  I will get a review out on it soon, but I want to wait on reading it since it has a class and race very similar to something my son and I have been working on and I don't want any undue influence.
(spoiler, what I have read is great and worth every penny!)

But the one class I did read was the Deathwitch. She also appears to be the cover girl of this book, so it has my attention. Also, the book was released on Walpurgis Night so many kudos to Jason for planning ahead.   

The deathwitch fills the same niche as my Mara witch Tradition.  They share enough similarities that ideas can used for one or the other almost equally, but both still retain their uniqueness. 

Both witches have very strong associations to death and the undead.  The deathwitch maybe a little more so.

I was already working on a big spell-related project and as it turns out necromancy spells really don't fit in well to it.   They do however fit in well here.

So here are some spells for both the Deathwitch and the Mara.  All are 100% open content.
(email me for a full section 15 if you want to reuse any.)

"Witch" refers to both the deathwitch, the Mara tradition of my witch class or a warlock
Note: Mara Witches, and other witches from The Witch, require material components. Deathwitch and warlocks do not.

Black Fire
Level: Witch 1
Range: 15’
Duration: 1 hour + 10 minutes per level
This spell allows the witch to create an immobile source of heat with black fire, emitting no light but providing warmth equivalent to a small campfire in a 10-ft. radius.  The fire is a diffuse source of heat that is not sufficiently focused to ignite combustible materials.  It can be used to slowly cook meals or boil water, although doing so always requires double the amount of time required with a normal campfire.  The flames are uncomfortable to the touch, but they will not cause any burn damage.  They can be extinguished in the same manner as a normal fire. 
Material Components: A piece of lampblack and a 1-lb lump of coal. 

Blight Growth
Level: Witch 1
Range: Touch
Duration: 1 week
This spell can be used in three ways.
Blight Garden - Growth is decreased by 20% during the duration of the spell When used on a natural garden, it will produce 20% less food.  This can be used to affect gardens up to 10 square feet per caster level. 
Blight Body - If cast on a living creature, they will recover one less hit point for each full night of rest.  
Blight Mother - This spell can also be used to decrease the chances of a woman getting pregnant, though it’s up to the GM to decide exactly how it’s affected.
Material Components: A drop of fetid water.

Bone Cage
Level: Witch 4
Range: Any 25' radius the witch can see and is within 100'
Duration: 1 round per level 
This spell is favored by evil witches, warlocks, and necromancers.  Upon uttering the command a cage of bones will erupt from the ground and trap up to 5 man-sized creatures in a 25’ radius.
The material component for this spell is a bone of a man that died in captivity.

Command Undead
Level: Witch Ritual 1, Deathwitch 2
Range: Undead within Sight
Duration: Instant
This spells summons the divine power of the Witch’s patron and gives her the ability to affect undead as if she were a cleric one level lower. This special ritual requires only one witch, but she must use a specially consecrated altar item such as her athamé or pentacle. 
If she is joined in the spell by another witch or a like-minded cleric then she can add one effective level for each additional participant.
Material Components: A concencrated athamé or pentacle.

Death Armor
Level:  Witch 2
Range: Self
Duration: 1 round per level
This spell causes the witch’s skin to become highly acidic.  Anyone touching the witch’s skin, via an unarmed attack or otherwise, receives 2d6 points of Acid damage (save for half).  The witch can make a touch attack with this spell.
Material Components: 100 gp worth of special creams, which must be rubbed over the witch’s arms.

Feel My Pain
Level: Witch 1
Range: 50’
Duration: Instantaneous
The witch transfers pain and damage to another target in line of sight.  She invokes the spell and either cuts herself or causes damage in some way, such as putting her hand in a torch fire.  She takes 1 hp of damage (regardless of how much would have been dealt normally) and she turns and magnifies that on her target causing 1d6 points of damage.
Material Components: The material components for this spell are the witch's boline or dagger or whatever she uses to cause herself pain.

Ghostly Slashing
Level: Witch 1
Range: 25’ + 5’ per 2 levels
Duration: Instantaneous
This spell creates what seems like a ghostly attacker that attacks the target.  In fact, the spell only causes an open wound on a person.  This spell deals 1d4 slashing damage +1 per level (max +20).  The placement of the wound is random.  This spell has no effect on the Undead or construct creatures like golems.
Material Components: A small flake of any kind of metal.

Hecate’s Spiritual Dog
Level: Witch 1
Range: 10’ per level
Duration: Special
This spell summons the spirit of a dead dog to act as the necromancer wishes for the duration of the spell.  The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.) to a maximum of 5 HD. 
A non-combative dog is useful mostly for warning and will vanish after one warning or 1d4 hours + 10 minutes per level, whichever comes first.  A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d4 rounds + 1 round per level.  Both have an Armor Class in inverse proportion to caster level up to level 10 (level 1, AC 9. level 2, AC 9, … level 10, AC 0).  Past level 10, the dogs have AC 0. 
Material Components: The witch’s Athamé, dog fur (for a non-combative dog) or a dog tooth (for a combative dog).

Mimic
Level: Witch 2
Range: the Witch herself
Duration: 1 hour
The witch uses this spell to mimic any voice she has heard.  She can’t use any of the languages spoken by the voice unless she knows them as well, but can mimic the voice perfectly.  A saving throw (modified by Wisdom bonus) allows a victim to notice the truth.
Material Components: The witch brings her hands to her mouth.

Shadow Monsters
Level: Witch 4
Range: 30’
Duration: 1 round/level
The witch may create phantasmal pseudo-real monsters in an area of 20’. The monster or monsters created cannot exceed the witch’s level in HD. Monsters created in this fashion must all be the same type. They have 2 HP per the creature’s normal HD. Victims are allowed a Wisdom check to realize the creatures are only partly real. The phantasmal monsters are able to attack and deal damage as per a normal creature of their type to any being that fails this check. If the check succeeds, the phantasmal monsters damage is halved. 
Material Components: The witch makes a shadow of a monster with her hands while casting the spell.

Skull Guard
Level: Witch 3
Range: One Skull
Duration: Until sunrise (8 hours)
The witch casts this spell on a normal skull and sets it out to guard at night. Any creature that approaches the skull causes it to glow. If a creature moves past it closer to the witch it will begin to cackle, howl or otherwise make a noise to awaken the witch.  The noise is magical and will always wake the witch. The witch can enchant one skull for every 2 levels.
Material Components: A skull, preferably of a hanged man.  If the witch plans on casting for multiple skulls then she will need those skulls as well.  The skulls are not consumed in the casting. 

Tears of the Banshee
Level: Witch 4
Range: 100’ + 10’ per level)
Duration: 1 minute + 1 minute per level
This spell calls a thick green mist to roll forth from the earth, completely obscuring darkvision/infravision and reducing regular vision up to 5 feet.  All those within the mist are shielded and are at a -5 to hit. Furthermore, those within the area of effect must make a saving throw (fear-based) or be scared by the eerie qualities of the fog, as strange sounds such as wailing, laughter and screaming persist for the duration of the spell.  Affected creatures suffer a –2 to all attacks and saves, but do not have to flee as if they were panicked.
Material Components: Water from a bog where a childless woman has killed herself.

Waves of Fatigue
Level: Witch 5
Range: 30’
Duration: Instantaneous
The witch sweeps her arms in a long arc and a wave of negative energy renders all living creatures in the spell’s area fatigued.  Fatigued characters can’t run and they take a -2 penalty on any Strength and Dexterity rolls (including attacks and damage).  Fatigued characters require 8 hours of rest.
This spell has no effect on a creature that is already fatigued. 

Friday, July 21, 2017

Adventures with Venger As'Nas Satanis

Somewhere in the depths of Hell...or the Midwest, hard to tell these days, +Venger Satanis is plugging away putting out material for his own style of Old School gaming.  I thought it might be fun to check in on some of his newest books.

I like Venger's stuff. It is the right amount of nostalgia, old-school charm, sleaze and high production values and often tongue firmly planted in cheek.

Full Disclaimer: Venger sent me copies of His Flesh Becomes My Key, High-Stakes Q'uay-Q'uar, and Stairway of V'dreen for review.  I already had purchased Stairway of V'dreen and I bought Adventure Writing Like A Fucking Boss a few days ago.

His Flesh Becomes My Key
18 pages, $3.00, PDF
A cool horror/noir murder investigation. While overtly made for The Outer Presence RPG it is mostly crunch free. So it could be used with 1930s Call of Cthulhu, 1970s Chill or even in the 2010s with any game.  Frankly I would like to try it with Witch: Fated Souls or even Majus.  It is that flexible.
Now putting this right out there, this one is less tongue in check sleaze and more gritty urban horror.
I will not spoil the ending, but it is part of what makes this adventure interesting and good to use with nearly any horror game.
Personally, I think it is great fun and would love to try it out under different systems with different groups just to get a different feel each time.  Come to think of it, there is something in the adventure where I COULD run it multiple times, with the same players and characters under different systems.
This adventure is Eldritch Pulp meets the ugly streets of New York or Chicago or San Francisco of modern day.  It is has a nice "old school" vibe to it.  It is H.P. Lovecraft meets Clive Barker.  I hope to see more like this.

High-Stakes Q'uay-Q'uar
18 pages, $5.00, PDF + image file of game
I think most of Venger's adventures revolve around finding a dead body.  That's how this Alpha Blue adventure begins.  I am inordinately fond of Alpha Blue, so a new adventure is always welcome.
The adventure revolves around the game of Q'uay Q'uar.  It is a big deal in this area of space.  There was a Doctor Who episode, "The Wedding of River Song" that features something like this with Chess.  Now imagine that, only with purple and yellow pieces and none other than David "Space" Pumpkins as your host. Then you have an idea what is happening here.
There is alot going here with a lot of characters.  The PCs can compete in the Q'uay Q'uar challenge or they can be observers. There is a smuggling ring to stop (or join up with), a mercenary and a ton of other things to do here.
Included in the adventure is a PDF on how to play Q'uay Q'uar and an image file of a board.
I would be utterly disappointed to hear that Venger does not have his own Q'uay Q'uary game set up to play at home. I did something similar for Ghosts of Albion: Blight with a game of Fidchell. I did make a Fidchell board (well, really a Tafl board).
Like all of Venger's products, this one is heavy on substance and style, and light on crunch.  I could see this played under White StarStarships & Spacemen, or even the new Star Trek game.
I am going to use it in my Star Trek/Cthulhu-mythos mash-up for certain!

Stairway of V'dreen
19 pages, $4.00, PDF
This adventure for Crimson Dragon Slayer (or any OSR/Fantasy game really) starts In media res with the PCs needing to find shelter. Here they meet Doctor Ebzub and his almost completed experiment.  What happens next is ... well ... ok the PCs end up in V'dreen. But is V'dreen is left to some questions.  It feels like some in-between world where PCs encounter the remnants of gods that were, or could be.  V'dreen is a dying world. Not in the Jack Vance sense but in the "it is rotting right before your eyes" sense.  The PCs must either save it or euthanize it.
There is a fair bit of meta to this adventure and a lot more that can be added by any group.  This is the type of adventure that works best with a group that has been playing together a long time, but maybe the first time with these particular characters. The adventure can be played for bizarre laughs or as deadly serious.
Either way it will be a lot of fun.

Adventure Writing Like A Fucking Boss
14 pages, $3.00, PDF
Have you ever wanted to make your own adventures? Do you want to be like Venger and write them like a fucking boss?  Well, this is the book for you then.  Overtly the book is focused on people writing their own adventures for the first time, but the advice given is so solid that even old veterans like me kind find it useful.  Some of the advice is common sense, but never underestimate the value of stating something plainly.   There are no groundbreaking revelations here, no paradigm shifts and no occult insights. And that is perfectly fine by me.  Adventure writing is not supposed to be Shakespeare, it's supposed to be Poe.  The advice given though is rock solid, and it provides easily repeatable to create fun, entertaining adventures that don't feel like a railroad.
Honestly, I would package this up with his How To Game Master Like a Fucking Boss to give GMs a full toolbox of advice and tricks to help any adventure; whether they wrote it themselves or grab one off the shelf.   Venger really should bundle this with the Character book and call it the "Be A Fucking Boss Bundle".
I have a Trek game coming up. I know what I want to do with it, but I am going to run my ideas through this book and give them a test.  So far all the advice has panned out well and I believe that this will be a better adventure because of it.

Play Your Character Like A Fucking Boss
13 pages, $3.00, PDF
I picked this up based 100% on my reading of Adventure Writing Like A Fucking Boss.  In fact I did not even own this book when I started this review.  This book is great. Plenty of advice on how to play your character to get the most enjoyment out of it.  A lot of this I already do and have done for years.  In fact, I think playing in horror games made me a better player as well as a GM. I see a lot of that advice here too, but with a different focus.
I stand by my idea of the "Be A Fucking Boss Bundle".  Using all this advice will make you a better player and a better GM.

I started this review a couple of days ago, since that time OneBookShelf started their Christmas in July sale.  So ALL these titles are on sale now.  Grab them, now. Make them yours.  Your Players will thank you.

Thursday, June 22, 2017

This Old Dragon: Issue #119

While today's choice is sort of a cheat, it is a very timely one.  I grabbed it because it features one of my favorite covers of all Dragons.  The recent Doctor Who episode "The Eaters of Light" featured a story about the fate of the Ninth Legion of the Imperial Roman army in Scotland.  My first thought was "well, we know it was Kostchtchie!" from Daniel Horne's fantastic cover.

But once I grabbed it I also noticed how it was a really nice companion to my own Green Witch that was published yesterday.  So nice in fact I put the magazine down until today!  I didn't want anything in it unduly influencing me.  Though in re-re-reading it now I can see there were some things there in 1987 that did stick with me over the years, including some more Doctor Who references.
So set your TARDIS back to March 1987, put on U2's With Or Without You, and get ready for This Old Dragon Issue #119.

Letters cover a guy just discovering the Chainmail rules. Interesting to read, to be honest. We forget that in this day and age nearly every shred of information is literally at our fingertips.  I just got another copy of Chainmail for my birthday from my old Jr. High DM.  It is different than the one I had by a couple of pages. I am going to need to investigate that.



The big feature of this issue is the section on Druids.  I can't help but see the "Spinal Tap" Stonehenge every time I see the standing stones and lintel that works as the header for these articles.

That aside this was one of my favorite series. I had by this time already written my first copy of the witch class. It was though lacking in some historical oomph. This series gave me a lot of inspiration on what can be done with the class AND what not to do.  Not in terms of things being bad in these articles (far from it) but in terms of making my witches different from the druids.  In fact I put these articles as "Must Reads" for anyone wanting to play a druid.

Carl Sargent is up first with Underestimating Druids (is a bad practice). It's a look into the strengths of the class and giving them their due. Several tips and bits of advice are given for using the Druid in and out of the dungeon setting, but most telling (and also the most interesting to me) was a break-down of the XP per level and the amount of spell-power all the AD&D1 spell-casting classes had.  The Druid comes out looking the best. Plus let's be honest, Flame Strike is a MUCH cooler spell than Fireball.

Up next is an article covering the Druid in his role as a healer. We are warned that  John Warren's "Is There a Doctor In the Forest?" is unofficial material.  It is also closer to what we think we know about druids in real life; that they were the healers of their society. There is a ton of great ideas here for herbal and natural healing in AD&D. Unofficial or not there is a lot great rules here.  The crunch is the same level as AD&D, so more than I want for an OSR or even a 5e game, but worth looking into the next time I play AD&D1 proper.

On cue another ad for the Time-Life Enchanted World books!

Next up is an article I had re-read a lot back in the Summer of 1987. From by William Volkart and Robin Jenkins we get On Becoming The Great Druid.  It dealt with that little remembered now artifact of the Druid class that at higher levels you needed to defeat the druid whose level you wanted to take.   I have to admit that at the time I was not fond of the idea, though now I see as a great plot and role-playing device.  I was trying to come up with a way to add this all to my then current game.  I never really did to be honest since I figured I needed to come up with my world-wide Druid religion.  Of course, nothing in the history of the Druids supports the idea that would or even could do this (I was also reading some Margaret Murry, so I am excusing myself) but I got fixated on the idea I needed to figure out their complete religious structure first.  I made some head-way and a lot of that was actually added to my Witch class with the "Court of Witches".  I just replaced Great Druid with Witch Queen.  The Grand Coven of the Earth Mother in The Green Witch also comes from those notes way back then.

Rick Reid is up and has Cantrips for Druids - Naturally. Makes me REALLY glad I kept this to the side while working on the Green Witch and that I didn't put cantrips in that book. They will appear in the "The White Witch" later this summer.

Ah. Now here is an old friend. Ed Greenwood (who's early Dragon writing I am really enjoying again) has the Beastmaster NPC class.  It is such an overkill class.  Hell, I would not be surprised to discover that Drizzt didn't start out as a beastmaster. Though to be 100% fair it is described as an NPC only class...yup. Just like the witch was. ;)
I talked about a lot of Beastmaster classes in an early version of Class Struggles. At that time I had forgotten all about this one though in re-reading it now I see that my DM's homebrew Beastmaster was based on this one.

While not a part of the official Druid feature, Calle Lindstrand has the write up for The Uldra a new character race.  The article is the type of "anything worth doing is worth doing to excess" type that I really love. We get a new race, a monster entry, and some gods. The Uldra themselves seem to be a cross between a gnome and a dwarf.  I really hope that wherever Calle Lindstrand is that Uldras as written here are still part of their game. There is too much, well, love here to ignore.  Uldras would later go on to be upgraded to a full offical D&D race.

It is also one of the reasons while I like to include a new race in a book overtly about a class. The Green Witch, for example, has another take on Gnomes for Swords & Wizardry.

Ed is back with Ecology of the Korred.  Given that it follows right behind the article on the Uldra I often conflated the two into one race. Not really fair to either to be honest.  My then DM really enjoyed this article and it was the inspiration to the only "Dance off in D&D" I have ever done.  I later stole his idea and had another Dance Off in Ghosts of Albion: Blight. Only this time it was against the Sidhe.  This article also gives us a new god.

Dragon's Bestiary features some sylvan monsters for your game. Again, not exactly part of the Druid feature, but close enough that it fits really well.

We get some fairly interesting creatures too. The Wild Halflings are great and I think I detect a bit of what would later develop in Dark Sun.  The Luposphinx is a winged wolf/lion hybrid that doesn't seem out of place at all. The Leshy is based on some older fairy tales. There is another take on the Wendigo (none have every truly been "right" as far as I am concerned). The Wood Giant, which has since been promoted to the ranks of "official D&D monster". There is a Wood Golem here too. A bit about that. This wood golem never really stuck a cord with me. It was neat and all, but wood? Through flaming oil at it.  It was not till I read the Doctor Who story Lungbarrow and their "Drudges" that gave me the idea for something new.  I remember reading a story about an old witch that used to always say "If I'd had my druthers, I have my wooden druthers too."  The Wooden Druther became my new Wood Golem.  Wood Golems have also been promoted, but they will always take a back seat to my Druthers.

Not bad. Half the magazine and all of it quality or really, really fun materials.

In fact, if I had stopped here, 50 some odd pages in (minus ads) I would have considered it money well spent.  I suppose it is also no surprise then that I like to include a lot of these same things in my own books; a class, races, alternate classes, monsters, and spells.  1987 was a turning point year for me really.

Charles Olsen is back with an article about NPCs; Henchmen and Hirelings. Five pages of material that looks liek it should work with any version of the game.

Jeff Grub has Dinner With Elminster.  The article is a bit silly to be honest but I tend to forget that 1987 was the year of the Forgotten Realms. While everyone else was falling in love with that my years-long game was about to hit its final Act.   How long does it take to roleplay a massive war? Two years, give or take.

Let's see what's left here... Some fiction...

Some Sage Advice...

The Gamma World article has some cryptic alliances in Politics Amid the Rubble. Just another reminder to me that I REALLY need to a Gamma World game going again some day.

The Marvel-Phile (actually in this issue!) has Psylocke in her pink outfit.  Just as an FYI Oliva Munn, the future movie Psylocke is only 6-years old at the publication of this issue.

TSR Previews covers the new and hot items of April and May 1987.  Make sure you get your copy of the Lazer TagTM rules. I did!


In May we get the first of GAZ series for Mystara and the Known World, GAZ1 The Grand Duchy of Karameikos.

Lots of Cons advertised and some small ads. Finally, we get Snarf Quest and Wormy.
Little did I know that Trampier and I would be heading to the same town to live more or less around the same time.

Really a great issue.

I see the seeds of ideas here that later germinated in games I played then and later in college and now in the stuff, I put up here.

What are your memories of this issue?

Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #87.

--
The Green Witch is now out!



Pick up a copy today for Swords & Wizardry.

Tuesday, February 28, 2017

Thingizzard, the Witch of the Fens

I have been wanting to stat up some of the classic witches of the D&D game and one of the ones I had forgotten about was Thingizzard, the Witch of the Fens, from Return to White Plume Mountain for 2nd ed and Outside the Moutain for 3rd ed.

For 2nd ed she is depicted as a 12 HD hag.  For 3rd Ed she is a CR 12 green hag wizard.

But we all know what class she should be.

I want to try out her out using my Basic Witch class, but I also think I really need to also stat her out as one of +Jonathan Becker 's The Complete B/X Adventurer Witches (his blog IS B/X Blackrazor afterall) and Sage of Greyhawk, +Joseph Bloch's Adventures Dark & Deep Darker Paths Witch class.

All will do a good job in representing this sort of witch.

According to the 2nd Edition "Return to White Plume Mountain" she is:

Thingizzard
AC -2 (natural hide and Dex bonus); Mv 12, swim 12; HD 12; hp 80; THACO 9 (3 with Wave and Str bonus); #AT 3/2 (Wave); Dmg ld10+9; MR 25%; SZ M (5’ tall); ML fanatic (17); Str 18/00, Dex 17, Con 19, Int 14, Wis 15, Cha 12; AL NE; XP 7,000.

Special Abilities: full movement rate through quicksand and swamp; brew any potion.
Spell-like Abilities (at 12th level): l/day-animate dead, call lightning, control weather, curse, dream, forcecage, mind blank, polymorph other, polymorph self, veil, vision.
Special Equipment: five potions of extra-healing, potion of gaseous form, potion of super-heroism.

These stats also assume she has Wave.

I think for the sake of building and good comparison, I am going to make her a 13th level witch in all cases.  Also in each case I am going to swap what her highest ability should be. So for my witch it will be Charisma.  Wisdom for the Darker Paths Witch. Intelligence and Wisdom are the primes for the Complete B/X Adventurer Witch, but I think I'll give her the higher Intelligence here to balance it out.

Of course in the original, she is a hag.  So in these versions I will keep that by keeping her really high physical stats.

Thingizzard, the Witch of the Fens

Basic Era Witch
13th Level Hag (Faerie) Tradition

Strength 18
Dexterity 17
Constitution 19
Intelligence 14
Wisdom 12
Charisma 15

hp: 63
THAC0: 16

Death Ray: 9
Magic Wands: 10
Paralysis, Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs, Spells: 11

Occult Powers
Familiar: Toad
Brew Potions
Lesser: Speak with Animals/Plants
Minor: Fey Shape

Spells
Cantrips: (4) Alarm Ward, False Glamour, Mote of Light, Object Reading
First: (4+2) Blight Growth, Burning Hands, Detect Invisible, Endure Elements, Hold Winds, Sour Stomach
Second: (4+1) Discord, Evil Eye, Fever, Nausea, Scare
Third: (3) Bestow Curse, Dispel Magic, Toad Mind
Forth: (3) Confusion, Polymorph, Vomit
Fifth: (2) Animate Dead, Dream
Sixth: (2) Control Weather, True Seeing
Seventh: (1) Greater Arcane Eye

Darker Paths 2: The Witch by +Joseph Bloch
13th Level Witch

Strength 18
Dexterity 17
Constitution 19
Intelligence 14
Wisdom 15
Charisma 12

hp: 72
THAC0: 12

Paralysis, Poison, Death: 5
Petrification, Polymorph: 8
Rod, Staff, Wand: 9
Breath Weapon: 11
Spell: 10

Powers
Familiar: Toad
Brew Poisons
Bell, Book and Candle
Create Magic Items

Spells
First: (5) Charm Person, Predict Weather, Taunt, Witch Shot, Wither
Second: (5) Blight Field, Change Self, Charm Monster, Misfortune, Precipitation
Third: (4) Bestow Curse, Control Winds, Fear, Insect Swarm
Forth: (4) Jealousy, Polymorph Self, Prophecy, Sleep
Fifth: (4) Breath Poison, Control Weather, Polymorph Other, Season of the Witch
Sixth: (3) Blink, Cackle, Magic Cauldron
Seventh*: (3) Call Lightning, Death Curse, Great Rite

*Ok, she should not get seventh level spells due to her wisdom, but hey, my character.

The Complete B/X Adventurer by +Jonathan Becker
13th Level Witch

Strength 18
Dexterity 17
Constitution 19
Intelligence 15
Wisdom 14
Charisma 12

hp: 65
THAC0:

Paralysis, Poison, Death: 5
Petrification, Polymorph: 8
Rod, Staff, Wand: 9
Breath Weapon: 11
Spell: 10

Powers
Familiar: Toad
Brew Poisons and magical Potions
Bind Wounds
Book of Shadows

Spells
First: Hex, Light, Resist Elements, Speak with Animals
Second: Dreams, Fog, Locate Object
Third: Call Animals, Hoodoo, Object Reading, Quagmire
Forth: Mind Jab, Polymorph Others, Polymorph Self, Tarantella
Fifth: Control Weather, Greater Hoodoo, Insect Plague, Visions

I am hard pressed to say which witch I like better for her.  All three have something essentially "Thingizzard" about her.  Each witch has some spells that are particularly nice for her.

I will have to come back to this and see about doing 5e version once Tales from the Yawning Portal is released next month.

Bonus Question: How do you pronounce her name? I am partial to "Thing-iz-zard" myself, but "Thin Gizzard" also has a nice swampy feel to it.