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

Tuesday, April 6, 2021

#AtoZChallenge2021: E is for Elf, Shadow

Back in September, I did a Shadow Week where I looked at various types of Shadow Elves for the various editions of the game.  I mentioned then I had my own in the works.  Well, it took me a bit, but here they are.  Meet the Shadow Elves.  Masters of their arts, but their art can kill you.

Nielsen_eastofthesun28
Elf, Shadow
aka Umbral Elf
Medium Humanoid (Fey)

Frequency: Very Rare
Number Appearing: 1d8 (2d8)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
Armor Class: 8 [11]
Hit Dice: 1d8+1* (6 hp)
THAC0: 18 (+1)
Attacks: 1 weapon or special
Damage: 1d6
Special: See below; Fear immunity
Save: Elf 1
Morale: 8 (10)
Treasure Hoard Class: XX (C) 
XP: 19 (OSE) 21 (LL)

Shadow Elves trace their ancestry back to the sundering of the elves and the elvish diaspora.  Where some elves fled to the forests of the mortal world, some to deep underground, and others back to their ancestral lands in Faerie, these elves fled to the in-between planes of shadow.  Here they changed and became something different than their kin. Like the Ranagwith or "Free Elves" they are rarely encountered. 

The Umbral Elves as they are also known are tall, 6 to 6 1/2 feet tall, but thin, weighing only 150 lbs.  Their skin is pale white to pale blues. Their hair varies from white to pale blonds to dark blacks.  Redheads are rare and are taken as a great omen of change.  They speak Elven and any other languages their intelligence scores allow.   Due to their life living in the shadowy planes the shadow elf can also see the spirits of the dead and can speak to them (per the Speak to Dead spell).  Shadow elves have infravision to 90' and low light vision to 120'.  They are not unduly affected by sunlight as the dark elves are but they still do not prefer it.  Umbral elves are not just immune to the touch of ghouls they are also immune to the touch of ghasts as well. 

These elves are like other elves in that they produce great art, but their art, songs, and poems are all of a melancholic sort.  It is said that listing to a Shadow Elf aria can move one to tears. Listing to an opera can move one to suicide.   Suicides among shadow elf opera singers are so widespread it has become part of their cultural history. After a perfect performance, knowing they can never achieve more the singer will end their life.  Likewise, all their art is breathtakingly beautiful but heartbroken.  This has had an effect on the shadow elves as a people. They are completely immune to all fear.  Even magical fear, such as from dragons or various fiends, has the effect of angering shadow elves.  A failed save on any fear effect only causes them to pause for around. Then they react with anger.

Shadow elves do not have clerics. They feel the gods have forsaken them so they no longer offer them worship or devotion. They do have witches and warlocks that have patrons of primal forces, as well as wizards.  For every group of 8 or more shadow elves, one will be a wizard or warlock of the 2nd level.  For every group of 12 or more, there will be a wizard or warlock of 3rd level or higher.  Shadow elves can take any class elves can save for cleric or paladin. Shadow elves find the "light" elves too frivolous and the "dark" elves too brutal.  They do get along well enough with the Ranagwithe (Free Elves) as they see them as fellow outsiders. 

Shadow elves, like all elves, are excellent archers, but most prefer not to use missile attacks if they can avoid it. Shadow elves have strict rules of honorable combat.  They use specially designed short swords that they dedicate their lives to mastering.  The shadow elf warrior prefers hand-to-hand combat.  He considers combat to be the highest form of his art and his opponent should not be considered his enemy but something more akin to a dancing partner.  Combat without a combatant is only practice.  To this end, despite their chaotic alignments, the shadow elf will fight with honor.  For example, if their opponent drops or breaks their weapon they will wait till they gain a new one.  If they are fighting with a shield and their opponent does not have one the shadow elf will drop their shield as well.  Older (higher level) shadow elves will be covered with scars from practice and previous battles. Shadow elves have even been known to weep openly at the death of a particularly powerful combatant; knowing in the pursuit of their own "art" they have destroyed another "artist."

Shadow Elves are found living in underground lairs, particularly dense and dark forests, and in the lands that overlap the Faerie World, the mortal world, and the shadow worlds.

--

Elves are as ubiquitous to the game as dragons are.  I wanted an elf that was not something we have seen before.  These are not the light elves of Tolkien or the dark elves of myth or even the Drow of Gygax or Salvatore.  But they are not the Shadow Elves of Mystara either. 

Elves in D&D are immune to the touch of ghouls.  Shadow Elves, because part of their origin is the Plane of Shadow, extend that to Ghasts as well. 

Since they are elves and not faerie creatures proper their type is Humanoid (Fey).  They have some fey properties, but not all.  For example, there are no hospitality codes for these creatures and they can handle iron with no issues.  

Tomorrow I'll post a proper Fey creature, or maybe two!

April 2021 A to Z


Monday, September 21, 2020

Shadow Week: Review, GAZ13 The Shadow Elves

Today is the start of my "Shadow Week" where I am going to spend some time with various Shadow Elves and Shadow Fey products. Today in lieu of a Monstrous Monday I want to talk about a classic Basic D&D (BECMI) resource, GAZ13 The Shadow Elves.

The world of Mystara/The Known World doesn't have Drow, but they do have Shadow Elves that fill the same ecological niche, but not the same mythological niche.  Like the drow, the shadow elves do live underground, are harmed by bright light and separated from the main, light elf, race many centuries ago. And that is where the similarities end.  

To understand the Shadow Elves best it is helpful to understand a bit about the world of Mystara and their Immortals.

For the unintiated Mystara does not have gods, but rather immortals, that help guide the affairs of mortals. The immortals in question here are Rafiel and Atzanteotl.  I will deal with them in the review, but sufice to say that Immortals of Mystara tend to meddle in the affairs of entire races.  Shadow Elves are a prime example.   This book is also one of the first introductions to the Hollow World of Mystara.

GAZ13 The Shadow Elves

This book is a 103 pdf, larger PoD book.  It was originally published in 1990 and it was written by Carl Sargent and Gary Thomas. Cover art is by the fantastic Clyde Caldwell with interior art by the equally fantastic Stephen Fabian.   The book was designed for the Dungeons & Dragons, aka Basic or BECM line.  I am reviewing the PDF and PoD version from DriveThruRPG.

The book is split up into a Player's Section and a Dungeon Master's Section. While each is numbered starting at "1".  The table of contents (printed) starts with the Players Section, but the book (PDF and POD, and hyperlinked bookmarks) start with the DMs section and then the Player's section. The Player's section does say "READ THIS BOOKLET FIRST!"  So I think I am going to star with the Player's Section.  This only makes sense since all DMs are also players.

Player's Section

This 32-page section introduces us to the book and to the Shadow Elves. This section also includes the very helpful "Other Books to Use" which gives some resources that would be helpful for a player dealing with the lands of the Shadow Elves, mostly GAZ 5, The Elves of Alheim and GAZ 10 The Orcs of Thar.  I also found that GAZ3 The Principalities of Glantri was also useful. 


Here we are introduced to the Immortal Rafiel and how he and his works have really guided the Shadow Elves to their modern state after their split with the Light Elves. This covers the history of the Shadow Elves as they know it. It is an interesting read and does exactly what it supposed to do, separates the Shadow Elves from the more popular Drow. You get an idea for the size of the Shadow elf realms (larger than any other country covered by the GAZ series.) and how the various settlements/cities are connected.  You get an overview/example of a day in the life a Shadow Elf. The importance of the Shadow Elf shamans (clerics) and the "Soul" crystals in the birth of a new Shadow Elf is covered and how important each birth is.  (This is something that is actually revisited in 5th Edition D&D Elves).  

There is a great section on Creating and Playing a Shadow Elf. This speaks to the strength of D&D BECMI. It can easily allow a new race/class without "breaking the rules" as it were.  Shadow Elves can advance farther than surface elves. This is explained by their unique nature.  New skills for Shadow Elves are also covered.  There are also many "new" spells for Shadow Elves.  I say "new" since many are from AD&D or alterations of other D&D spells.  Additionally, you can play a Shadow Elf shaman (cleric).  It is one of the best examples of playing a D&D / BECMI Shaman.  The Shaman has a few more spells, most of these are newer though there are some reused AD&D spells.  Note: I say "reused" not imply that these spells are somehow lesser, they are not.  They are all (for the most part) new to D&D BECMI, but players of other editions will recognize them.  

The player's section has a yellowish background. It does not make it difficult to read at all, but it does make it visually separate from the DM's section.

Dungeon Master's Section

This section is 64-pages with inserts.  The Immortal Rafiel is the primary focus of this section, or at least his importance is stressed.  He was not the genesis of the Shadow Elves, but he certainly shaped their evolution. He is the center of their religious life and since religion features so much in their everyday life, Rafiel is central to everything. 

While the Player's Section gives us the Shadow Elves as they see themselves, this section gives us Shadow Elves and their history as the Immortals see it.  Their story begins 6,000 years ago (5,000 BC) when Mystara was young and Blackmoor was a magical and technological global power.  The elves were living in what would become Glantri until 3,000 BC when Blackmoor was destroyed and the Great Rain of Fire happened. Mystara was knocked off her axis and ice caps melted and new ones froze.  The Shadow Elves sought safety and sanctuary underground.  

Here they encountered the followers of Atzanteotl, and evil Immortal, and some began to follow him, but most moved on and soon found Rafiel.   Now here is where things get uniquely "Mystara". Rafiel was a Nuclear Physicist in Blackmoor.  The explosion that nearly destroyed Mystara was his reactor. OR his reactor saved him when the Rain of Fire ( not to be confused with the Rain of Colorless Fire from Greyhawk) happened.  In any case, this former human now leads and protects the Shadow Elves. Back to history, there is a nice objective timeline that covers what the Shadow Elves have done in their time below the surface.  Including learning that others did survive (they thought all life had perished) and what they want to do about Alfhiem. Here you learn also that there are some false beliefs purposely put into the player's section that are corrected here.  For example, the "Soul Crystals" do not contain or house the souls of elves as all Shadow Elves believe, instead they are bits of the Radiance (from under Glantri) that are the nuclear equivalent of magic or the magical equivalent of nuclear energy.  Science and Magic get blended a lot when dealing with Blackmoor. 

Shamans and their roles are also covered in more detail here.  It is here since there are secrets that a Shama learns as they progress in levels that are supposed to remain unknown to them at lower levels. A really nice way of doing it if you ask me. This includes some new Shamanic spells. 


The geography of the Shadow Elves' lands is covered. Including the towns, major cities, and the passageways in between. Also covered are the possible location of more soul crystals and how many.  We also see the different types of animals living near or with the Shadow Elves including the "Skinwing" or a flying dinosaur they use for patrols.  This is reminiscent of both the Mahars of Pellucidar and the running lizards of the drow.  A couple of other monsters are presented, but I would have liked to have seen some more. Likely these would have been covered in other Gaz products. 

There is a neat little section on what everyone else thinks of the Shadow Elves include Glantri scholars, orcs, elves in Alfheim, and a dwarf.  Later on, we also get what Shadow Elves in other lands are up too. 

Several important NPCs are also covered including Rafiel and Atzanteotl. 


There is also a Shadow Elf specific character sheet.  I stress function over form. 

The PDF has maps you can print out and the Print version has the maps bound in the pages. 

The text is easy to read if it is a scan of a printed document. 

The PDF is $9.99 and the softcover POD + PDF is $18.00.  If you are getting the POD it is worth it to add the $2 to get the PDF to print out the maps and character sheets.

Using this Book and Shadow Elves

If you are unfamiliar with Mystara then some of the ideas mentioned inside will sound "out there" to other D&D players. Nuclear explosions? Post-Apocalypic Elves? Immortal physicists? Aztec like humans living in a Hollow Earth?  But they are all perfectly sensible in a Mystara campaign.  

The writing of this Gazzateer is top-notch, easily one of the best, and right up there with GAZ 3.  The Shadow Elves are also a little more interesting than Drow in my opinion.  Their lives make perfect sense once you see things from their own point of view. They would in fact make a fine replacement for the Drow in many games. 

The player's section would work "AS IS" for most versions of D&D.   Shadow Elf Shamans are easily converted to future D&D Clerics.  Adding them as a race or type of elf is also very easy.

Honestly, they are perfect for anyone that wants to play a Drow but wants something that is a little different. 

For my Week of Shadow, I want to come back to these guys a little later and see how they might fit in to other types of Shadow Elves / Shadow Fey.

Monday, June 12, 2023

Monstrous Mondays: Shadow Elves for Old-School Essentials

I have a couple of things going on this month. First off I am still doing the #Dungeon23 challenge. The level for June is the dead city of the Shadow Elves. Also,  I am waiting for the print proof of Monster Mash II to arrive. So I figure I can do a little for both today and detail the Shadow Elf from Monster Mash I as an OSE Monster listing. 

Old School Essentials Monster Mash

I have done Shadow Elves before, but not as a proper Old-School Essentials monster. 

shadow elf
Shadow Elf

Tall, thin elves with pale gray to dark gray skin. They have jet-black hair and long, pointed ears. Also known as Umbral Elves. They live in dark cave systems and places where shadows are the strongest.

Armor Class: 6 [13]
Hit Dice: 1* (4hp)
Attacks: 1 × weapon (1d6 or by weapon)
THAC0: 18 [+1]
Movement: 120’ (40’)
Saving Throws: D12 W13 P13 B15 S15 (Elf 1)
Morale: 8 (10 with leader)
Alignment: Neutral (Chaotic Neutral)
XP: 19
Number Appearing: 1d4 (2d12)
Treasure Type: C

  • Infravision 90'
  • Immune to the touch of Ghouls and Ghasts
  • Necromancer spells. A Shadow Elf can cast one 1st level Necromancer spell.
  • Leader: Groups of 15+ are led by an elf of level 1d6 + 1. The leader may have magical items: 5% chance per level for each magic item table.

Shadow Elves are often confused with Dark Elves. 

Most Shadow Elves follow the Faerie Lord Scáthaithe, The Umbral Lord.  Others have fallen under the sway of Darlessa the Vampire Queen.

Shadow Elves as an OSE-Advanced Race

Shadow elves have the following requirements and can take the following classes.

Requirements: 15 or greater on DEX
Ability Modifiers: +1 to DEX

  • Acrobat: 10th
  • Assassin: 10th
  • Barbarian: NA
  • Bard: 10th
  • Cleric: 5th
  • Druid: 5th
  • Fighter: 10th
  • Illusionist: 9th
  • Knight: 10th
  • Magic-User: 8th
  • Paladin: NA
  • Ranger: NA
  • Thief: 10th
  • Gothic Witch: 10th
  • Profane Necromancer: 10th

I need to update my twins, Runu and Urnu, to these rules. With Runu as a Profane Necromancer and Urnu as a Gothic Witch. 

Wednesday, September 23, 2020

Shadow Week: Courts (and Realms) of the Shadow Fey

What is your favorite edition of D&D? Doesn't matter. This is the adventure you need to try.  But I am getting ahead of myself.  Let's start at the end, go back to the beginning and work our way back to now.

Shadow Fey

Kobold Press has been around now for a bit and has put out some really quality products for various version of the D&D/Pathfinder game via the various open licenses available to them.  

The Shadow Fey are a race of elves known as the scáthsidhe, or shadow fey. Great name. I wish I had come up with it.  These fey are an elitist, snooty bunch, the worse qualities of Elf to be honest and that is what makes them so great.  They are not really related at all to the Shadow Elves of Mystara nor the Shadar-Kai of the Shadowfell and not even the Drow of many worlds.   But it is easy to see they all live in the same sort of world.  If we are to use D&D 4 & 5 terminologies they live in the area where the Shadowfell intersects the Feywild.  Or the darkest areas of the Land of Faerie.

The shadow fey are present in a number of books from Kobold Press, most notably their two large monster tomes for 5e, The Tome of Beasts for 5th Edition and the Creature Codex for 5th Edition.  Even without knowing much of their background, they are a very interesting race.  They look a bit like a cross between an elf and tiefling. So members are elven, but many also have horns.  I suppose that a satyr is a better comparison.  But it is a reminder, visually, that these are not your Grognards' elves. They can be medium or small creatures. 

Kobold Press has gone all-in on the Shadow Fey. Here are a few products that they have published to support these beings and their courts.

Pathfinder

Dark Fey

This is a 22-page bestiary and guide to the creatures found in the realms of the Shadow Fey.  Based on the Courts of the Shadow Fey this really is a must-have if you plan to play any part of the Shadow Fey adventure or even just want some less-that light fey to encounter.

Advanced Races 11: Shadow Fey (Pathfinder RPG)

This 19 page PDF gives us the Shadow Fey as a playable race. There is some history of the Shado Fey here and even a few more creatures. Additionally, there are some new class archetypes, racial powers, and some new feats.  While it says Pathfinder on the cover there is enough here to use in any game. 

This book in particular makes them more than "drow with horns" or "bad tempered elves."


Dungeons & Dragons 5e

Shadows of the Dusk Queen for 5th Edition

This is a short-ish adventure for 8th level characters in a fairy tale romp. Not a "Disney" fairy tale, but a Brother's Grimm one. A shadowy evil, but sad Queen, needs to reconstitute her broken magic mirror that contains her life force. Doing so will make her powerful again. The PCs have found the five magical shards.

A great little adventure full of dark fairy tale tropes. Easy to run in a session or two and makes for a nice side quest after running the Courts of the Shadow Fey. The Dusk Queen herself is an interesting character that might work well in my War of the Witch Queens Campaign.  In that of course she would need to win at the end of this adventure.

Deep Magic: Shadow Magic for 5th Edition

This 12 page PDF is part of Kobold Press' Deep Magic series. It presents a new Sorcerous Bloodline (Shadow Bloodline), a new Warlock Patron (The Light Eater), and a new Rouge Archetype (The Whisper).  There are also, as expected, new Shadow themed spells. Not explicitly tied in with their Courts of the Shadow Fey, but certainly 100% compatible and thematically appropriate.


These books are all fantastic additions, but the place where they got their start was an adventure for the 4th edition of D&D, Courts of the Shadow Fey.

Courts of the Shadow Fey

This adventure began as a 4th edition adventure for Paragon Tier characters designed to take them from 12th to 15th level.  So remember what I was saying yesterday about an entire 4th edition campaign taking place in the Plane of Shadow?  Well, this can be a significant part of that.

The adventure was then converted over to Pathfinder (with some little oddities here and there) for characters of 7th level to 10th.

Sometime later the adventure was rewritten for 5th edition D&D, with new art and layout. Still for characters level 7th to 10th.

All three were written by Wolfgang Baur.  Ben McFarland aided in the Pathfinder conversion, Dan Dillon helped with the D&D5 rewrite.  The first two versions featured fantastic art by Stephanie Law (which makes me want to convert it to Blue Rose!) and the 5e version features art from Marcel Marcado, who captures our two shadow fey sovereigns. 

Dungeons & Dragons 4th Edition version, 101 pages. 
Pathfinder version, 130 pages
Dungeons & Dragons 5th Edition version, 150 pages

This is part adventure and part sandbox, which is really fantastic because there is so much potential here. Much in the same way the D series introduced us to the drow via an adventure, this introduces us to the Shadow Fey.  We meet their sovereigns, the Queen of Night and Magic of the Summer Court and the Moonlit King of the Winter Court.  These are NOT the Seelie and Unseelie of Earth's Faerie Realm, although there are comparisons.  We begin the adventure with the town of Zobek against a backdrop of the King and Queen in their exchange of power.  The adventure kicks in when a Priest of the Sun God is nearly assassinated.  This has my attention already.  Zobek is occupied by Shadow Fey and to find the culprit(s) (who soon make an assassination attempt at the PCs!) the party will need to not only navigate the treachery of the Shadow Lands (Shadow Plane, Shaowfell...) they must also navigate the treachery on the Fey Courts!

One of the key features of this adventure/product is the number of NPCs.  This is not a list of names with professions, these are fully stated out NPCs and each version of the adventure takes advantage of the rules being used.


Ok. Pause. At this point, there are several good reasons to get this. There is a mystery. There is the Shadow Plane deal. There are Fey Courts. Plus there are plenty of mechanics involved to aid the GM and Players in navigating the labyrinth that can be high court intrigue.  In some ways, it makes me happy to have all three versions since I can get different points of view on how to handle different things.  Granted the 4e and Pathfinder versions are similar enough to make the differences be system-specific, but the 5e rewrite really gives me a newer point of view.  Yes, in each case I am seeing a lot of repeated text. That is what I am supposed to see. What idiot is going to buy all three versions except for me?

So we have all that, and we have not gotten into duels of honor (there is a dueling system!), various factions jockeying for control, and how the PCs fit into all that. New creatures. New demons! New magic. Survive a duel? Dude...you are not going to survive diner! 

The Pathfinder/4e versions are a little basic to look at since the was the start of Open Design/Kobold Press.  But Stephanie Law's art is so great to look at that I don't care.  The 5e version is several orders of magnitude better in terms of design. The art is still wonderful but I miss Stephanie Law's vision.


This is one of those adventures where I always find something new with each reading.  I have been pouring over this for the last three weeks and each time I am blown away by the shear potential that lays before me. I feel like I need to reread my history of the Tudors to get my courtly machinations down correctly, but this book certainly helps.  

The party's climax comes with gaining an audience with the Moonlit King himself! What happens? There are many potential outcomes and possibilities. 

If I ever run a Shadow themed campaign then this is at the top of my list. 
If I ever run a pure 4e game, then this is at the top of my list.

I plan to steal ideas from this for other adventures even if I run it as is. 

I purchased all three of the PDFs just have them. It is that much fun.  Also whenever I feel the need to run it I am likely to grab the Print version of the 5e rules. Though I might instead print out the PDFs and collate them so that the material I need/want is where I want it.  Use colored sticky tabs for various plot points.

For example, if I were to merge these with other fey related products then maybe I would consider Autumn and Spring courts here instead of Winter and Summer.  Why?  The shadow fey are creatures of well, shadow. Half-light and half-darkness. I am reviewing this on the Autumn Equinox, half-light, half dark. I did this on purpose.  If I use the Summer and Winter courts for the Seelie and the Unseelie then these could be the Spring (Queen of Magic) and Autumn (Moonlit King) courts and little it lost.  In fact, much is gained. Most of my players, thanks to years of Ghosts of Albion, have come to expect certain things out of the Fey courts as I run them. Dangerous to assume really, but still, they do.  By renaming these into Spring and Autumn I can change those expectations. And it gives me four equal and competing courts.

Regardless of which edition you choose, there is a great adventure/sandbox/resource to be had here.

Monday, June 6, 2022

Monstrous Mondays: Faerie Lord, Scáthaithe, The Umbral Lord

Scáthaithe, The Knight of Swords
I have been in a bit of a creative slump here lately. By "lately" I mean the last few months.  I do want to get my various monster books done though.  So here is a guy been rattling around in my brain now for a while.  I am combining a couple of different ideas here that I have wanted to explore for a bit.

Faerie Lords

I have been working on a number of Faerie Lords for the Basic Bestiaries and the High Witch book.  These lords provide a number of interesting background NPCs and are also the various Powers that both Faerie Tradition Witches and Fey Pact Warlocks can honor/serve.   I have already detailed a few here, Titania, Queen of FaerieNicnevin, Faerie Queen of Witches, the Queen of Lies, and the Prince of Beasts.

My focus lately has been building the court of Nicnevin (also known as Nic an Neachneohain).  Hers is not a court of deep intrigues like Mab's or Titania's, but a powerful court all the same. Since those Courts are typically (if somewhat incorrectly) described as the Dark and Light courts (more properly Winter and Summer) I need a few independent "Shadow" Courts.  Nicnevin is the Queen of the Autumn Court.  Not a major court to be sure, but still powerful.  

Shadow Elves

There are more than one "Shadow Courts."  Last year I did a big series on Shadow Elves and various other shadow fey.  I was trying to come up with a good idea for Shadow Elves in my world and I looked to the Shadow Elves of Mystara and the Shadow Fey from Kobold Press and even into the ideas of the Shadowfell from D&D 4th Edition.   This lead me to do an adaptation of Kobold Press' The Dusk Queen.  But she is PI so I won't be using her in my books, save for maybe as a special guest in my home games. 

While reading more about the Shadowfell, the mortal world, and the Feywild for D&D 4 and 5 I came up with an idea of my own.

Just as the Mortal World (the Prime Material) intersects with the Shadow World (Shadowfell) and the World of Faerie (Feywild) they also intersect with each other.

So less this:

Planes according to D&D 4th Edition

And more this: 

The Three Worlds

Excuse my lack of artistic ability here.

All three worlds intersect.  The intersection point of the Mortal and the Faerie is already detailed in many D&D books as the Feywild.  The intersection of the Mortal and Shadow is the Shadowfell.  The Shadowfey is the intersection of the Realms of Shadow and the Faerie Realms independent of the mortal world.  This is the area I am working on.  This is the home of the Umbral Elves.

Last Bits

Among other things I also needed a Faerie Lord, or at the very least a high level Faerie/Elf to be the father of a particular character.  I needed to have that character spend 13 years "stuck" in the faerie realms while she was getting instruction by her "faerie godmother" (Nicnevin).  And finally, I needed to develop a group of Elven Cavaliers for various reasons.  This particular group of Cavaliers is linked to witches and witchcraft.  Essentially they are the Elven Cavaliers from Dragon Magazine #114 tied more closely to the witch class that appears in the same issue. 

I also wanted a character that recalled the B/X Elf class that used sword and spell with equal proficiencies. 

Putting all of this together a new Faerie Lord emerges.

Scáthaithe, The Umbral Lord
Faerie Lord

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 13d8+52*** (111 hp)
To Hit AC0: 6 (+13)
Attacks: Sword +2 x3 or by spell
Damage: 1d8 +2 x3 or by spell
Special: Attacks three times per round, darkvision, harmed only by cold iron and magic weapons, 30% magic resistance, Wizard spells (12th level) 
Languages: Common, Elven, Sylvan, Giant, Abyssal
Size: Medium
Save: Magic-user 13
Morale: 12 (NA)
Treasure Hoard Class: U (VI) x10, See below
XP: 5,150 (OSE) 5,300 (LL)

Str: 16 (+2) Dex: 18 (+3) Con: 20 (+4) Int: 20 (+4) Wis: 16 (+2) Cha: 24 (+5)

The Faerie Court of Autumn is ruled very loosely by Nicnevin the Faerie Queen of Witches.  Her sometimes consort and Cowan is a being known in court as the Knight of Swords. He is also known as Scáthaithe ("skaw-he"), the Umbral Lord.  He is the melancholy lord of the Shadow Elves. 

Scáthaithe appears as a tall (7') tall elf-lord.  His skin is pale with an almost bluish tint to it. His hair is long and black and often tied back.  His eyes are bright green and his pupils are slitted like that of a cat's.  He wears the armor of a knight and carries a long darkened sword he calls "Moonblade."  He is often astride a black warhorse with large black wings.  The barding of this warhorse makes it at first appear to be some dark unicorn but is more akin to the pegasus.

When not in the court of the Witch Queen he will be found with his six sons, the Umbral Knights, patrolling the lands of the Shadowfey.  His sons act as 8-10 HD versions of their father. Their role is to patrol the Shadowfey and keep intruders out. This includes mortals and creatures of the outer planes.  Elementals can be found here if they have the leave of the local lords or ladies. 

Scáthaithe will attack intruders to the Shadowfey with both sword and spell.  He will use a long-range spell, such as magic missile to start with and then switch to his sword which he can attack three times per round.  He can cast spells as a 12th level magic-user.

The Umbral Lord has a keep deep in the Shadowfey, Scáthchoimeád where he resides with his sons. He had a Lady, his sons' mother, but that was long ago and he never speaks of her.  Presently he has taken up with a young human witch. It is also rumored that he is the son of a great lord of the Summer Court and a great lady of the Winter Court, possibly even Oberon and Mab. 

Scáthaithe as a Witch/Warlock Patron:  By agreement with his Queen Nicnevin, Scáthaithe does not take on witches as part of the Faerie Tradition. Though he can be invoked by these witches through Nicnevin.  He does however work as a Patron for warlocks. He can be used as a Fey Pact Patron and is particularly well suited as a Pact of the Blade warlock.  His warlock can manifest a dark sword similar to his one Moonblade.  He is also favored by half-elf warlocks who see themselves as being a member of two different worlds and also being of neither; like a shadow.

Scáthaithe, The Umbral Lord

Scáthaithe and an impressionable young witch


Wednesday, September 23, 2020

Shadow Week: The Dusk Queen for Basic-era Games

Of all the Shadow Fey products I reviewed today it might be the Dusk Queen from Shadows of the Dusk Queen for 5th Edition that has my attention the most. While I am not yet sure how I am going to use her I thought I might try my had at converting her to Basic-era D&D and in particular as one of my witches.

She is a compelling figure.


In 5e she is a CR 7 monster. She is a medium fey with Innate (Charisma), Arcane (Intelligence), and Divine (Wisdom) spell casting.

She cast Arcane and Divine spells at the 7th level ability.  This gives her a lot of low-level spells.

It might be possible then to make her into a multiclass spellcaster.  I think for this I want to use the OSE-Advanced rules and the Advanced Labyrinth Lord rules.  Both take Basic-era D&D and apply the Advanced classed to the rules. 

Neither ruleset has a "Shadow Fey" race. But I can modify the Drow to fit my needs here.  In OSE-Advanced Drow, and Elves, get a +1 to Dex and -1 to Con.  Shadow Fey in Pathfinder get +2 Dexterity +2 Charisma, -2 Constitution.  So I am thinking that in Basic-era games Shadow Fey gets +1 Dex +1 Cha, -2 Con.

Since this is a combination of Basic-era and Advanced-era I am going to go with a combination of my Daughters of Darkness: The Mara Witch for Basic Era Games and The Craft of the Wise: The Pagan Witch Tradition. Some of The Basic Witch: The Pumpkin Spice Witch Tradition would also be good.

In an Advanced game, Elves can advance to levels in witch based on their Charisma score. For 18+ that gives us 9th level.  For Shadow Fey/Shadow Elves I might increase that to 11.

Witches can Multi-class as per the multi-class rules for witches found in The Children of the Gods: The Classical Witch for Basic Era Games.  So multi-class Witch/Wizards are fine.

Offical Ruling:  Witches CANNOT multi-class with Warlocks.

I am leaving that on it's own line so it is clearer. A witch can advance as a witch and THEN switch off to a first level warlock; essentially betraying her coven.  A warlock can have a change of faith and then become a witch (but that is rare). These "dual classed" characters follow the Dual Class rules in the ruleset you are using.

The Dusk Queen


Female Shadow Elf, 7th level Magic-user / 7th level Umbal* Witch
(*Umbral witch is something I am working on. Will use a Mara witch for now)

Str: 9
Int: 18
Wis: 18
Dex: 15
Con: 12
Cha: 20

HP: 27 (7d4+7d4 / 2)
AC: 7* (+1 ring, dex) will cast a combination of  Death Armor, Immunity to Normal Weapons, Shield, and Protection from Normal Missiles prior to the start of combat

Shadow Fey/Elf Abilities: Detect Secret Doors, Immunity to ghoul paralysis, Infravision (90'), Light sensitivity, listening at doors

+1 to saves vs Charm, Hold, and Sleep spells

Languages Common, Elvish, Giant, Sylvan

Occult Powers
Familiar: Shadow Creature
Least: Shadow Step

Witch Spells
First Level: (3+3) Charm Person, Chill Touch, Color Spray, Ghostly Slashing, Mending, Quicken Healing 
Second Level: (2+3) Augury, Blindness/Deafness, Death Armor, Phantasmal Spirit, Second Sight
Third Level: (2+2) Dispel Magic, Hold Person, Immunity to Normal Weapons, Plague of Shadows
Fourth Level: (1+2) Nondetection, Intangible Cloak of Shadows, Phantom Lacerations, 

Magic-user Spells
First Level: (3) Dark, Shield, Ventriloquism
Second Level: (2) Invisibility, Phantasmal Force
Third Level: (2) Dispel Magic, Protection from Normal Missiles
Fourth Level: (1) Confusion

Actually, I like this version quite a bit. 

Tuesday, April 6, 2010

Races of Mystoerth: Gypsy Elves

The Gypsy Elf

"Thousands of years ago the elves were a unified race.  The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by Corellon Larethian to wander the lands till the day when all elves stood as one people again.  The other elves took pity on them, calling them, in their own tongues The Wanderers.  But not the Wanderers themselves.  They knew a powerful secret.

They knew they were Free."
- From the Songs of the Ranagwithe

The Witches Beck by Nichole Marie Grubb
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , has a long history in my game and one shared with the evolution of my Witch class.  Originally I was going to even make a few Gypsy Elf witches to play, but oddly enough I never did.   Though there are mythos of the gypsy elves that are tied indirectly with various occult, but mostly pagan, beliefs.

In the game Gypsy Elfs wander the world, in and out of the land of faerie, searching for their lost home.  They will find it only on the day when all the elves are reunited as a race.  Until then they wander.
I have pictured them as not being xenophobic as human gypsies are often portrayed, but rather as gregarious travelers.  Why this change?  It helps the taboos I have set up for them and it seemed to be more logical.  Plus I did not want to do another Romani or Irish Traveller clone.

Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious. The origins of the Gypsy Elves (and Shadow Elves) date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races. The light elves of course became the Eladrin/High Elves and the dark became the Drow.

There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.

  1. No Gypsy Elf may harm another Elf. Even Drow and Half-Elves.
  2. No other elf, Drow or Half-, may harm a Gypsy Elf.
  3. No Elven community may refuse lodging to a band of Gypsy Elves. The Gypsy then must agree to be on their way soon after.

At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.

As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.

Consequently the racial make-up of Gypsy Elves is somewhat mixed. Actually there is no Gypsy Elf race. It is the human populations of the world call them “Gypsy”. The elves refer to them only as “Wandering Elves”. Gypsy Elves often refer to themselves as the “Free Elves. Either name in the elven language is Ranagwithe.

Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes. But they will travel with them for mutual benefit. This helps to explain the high amount of Half-Elves.

Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.

Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.

4th Edition Gypsy Elves

Related to the elves, eladrin and drow, gypsy elves wander the world for their lost home and in hope that they elven races will be reunified.

Racial Traits

Avg. Height: 5'2"-5'10"
Avg. Weight: 90-150lb

Ability Scores: +2 Dex, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elvish, plus one other of the player’s choice
Skill Bonuses: +2 Nature, +2 Stealth

Gypsy Weapon Proficiency: You gain proficiency with the shortsword.
Elvish Reflexes: You gain a +1 racial bonus to your Reflex defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.

Versatile Linguist: You gain one extra language (above and beyond other bonuses) that you have learned in your travels.
Fey Origin: You are considered a fey creature for the purposes of effects that relate to creature origin.

Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Elven Fate: You can use elven fate as an encounter power.

Elven Fate Gypsy Elf Racial Power
Your race has twisted the strands of fate for so long that every action can be foretold.
You may re-roll any one die and use the roll of your choice.

Encounter
Free Action Personal

Effect: Reroll any roll. Use either roll.


Play a gypsy elf if you want . . .
✦ to be good at stealth and moving in natural environments.
✦ to play a worldly hero with an air of mystery and mystique.
✦ to be a member of a race that favors the bard, ranger, rouge, sorcerer or warlock classes.

3.x/Pathfinder Gypsy Elves

+2 Dexterity, +2 Charisma, -2 Intelligence: Gypsy elves are agile of foot and hand. They also process a gregarious personality. Their lack of a permanent home and their ad-hoc means of education give the impression that they are unintelligent or uncouth.

Medium: Gypsy elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gypsy elves have a base speed of 30 feet.
Low-Light Vision: Gypsy elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Like Elves, gypsy elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Gypsy elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Gypsy elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with crossbows, rapiers, shortbows (including composite shortbows), and short swords, and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Gypsy elves begin play speaking Common, Elven and one additional language of the player’s choice. Gypsy elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Note: In the Pathfinder RPG Gypsy elf spellcasters often choose the Oracle and Witch classes.

Physical Qualities

Gypsy Elves look much like their Elf cousins. Traveling and encountering different lands and peoples for more than a millennium has altered the appearance of the race. They stand about the same height as elves. They are typically darker completion, having an almost olive skin color, though darker shades are not uncommon. Their hair also tends to be dark. Blacks and browns are very common. Once in a great while a blond or redhead will be born, and this is usually a cause for great celebration. If a child is born with white hair then this is considered a great omen of change; good or ill.

Playing a Gypsy Elf

Gypsy Elves are natural born adventurers. Young Gypsy Elves are expected to spend some time away from their clans in order to see the world. It is expected that they will seek out other elves in order to share stories and news.

Special thanks to Jason Vey for coming up with the elven name Ranagwithe.

Wednesday, February 15, 2023

Monster Mash Classes as Old-School Essentials Advanced Classes

 Monster Mash is now out in both PDF and Print on Demand, and I am very, very happy with it.

Work is going on for Monster Mash II: A Green and Pleasant Land now. Classes are built, just need some edits. I also bought a bunch of art from Dean Spencer so his art will fill the book for a single artistic vision.

But one thing people have asked me is, "Can I use Monster Mash" with the OSE-Advanced Rules?

Monster Mash and OSE-Advanced

While my intent was always to stick with OSE-Classic, there is nothing stopping you from using OSE-Advanced rules.  In fact, here are my guidelines.

For this, I am going to use the races and classes from OSE-Advanced. If there is another race or class (say from one of Carcass Crawlers or other sources) you can use the closest analog. 

Races

OSE, for the moment still uses the out-moded "Races." I fully expect that will change but until I am using it as a "rules term" only.  

Note: ANY Game Master can over-rule these level limits as they see fit.

In every case these different races retain any abilities from 1st level on. 

Awakened Golem 

Requirements: 13 or greater in STR and CON, 10 or greater in WIS
Ability Modifiers: +1 to STR and CON, -2 to CHA

Acrobat: NA
Assassin: 10th (must have a DEX score greater than 13
Barbarian: 14th
Bard: NA
Cleric: NA
Druid: NA (and I would add they are so far removed to nature they can never be druids)
Fighter: 14th
Illusionist: NA
Knight: NA
Magic-User: NA* (special cases could arise)
Paladin: NA
Ranger: NA
Thief: 14th
Gothic Witch: NA
Profane Necromancer: 10th (similar special cases)

Catflok

Requirements: 12 or greater in DEX
Ability Modifiers: +1 to STR and CON, -2 to CHA

Acrobat: 10th
Assassin: 10th
Barbarian: 9th
Bard: 7th
Cleric: 8th
Druid: 9th
Fighter: 10th
Illusionist: 7th
Knight: NA
Magic-User: 7th
Paladin: NA
Ranger: 8th
Thief: 10th
Gothic Witch: 9th
Profane Necromancer: 7th

Ghost

Requirements: None
Ability Modifiers: STR, DEX, and CON are effectively 0

Ghosts can be anything but are limited to 10th level.

Hagling

Requirements: 12 or greater in WIS
Ability Modifiers: +1 to WIS

Acrobat: NA
Assassin: NA
Barbarian: 8th
Bard: NA
Cleric: 10th
Druid: 10th
Fighter: 10th
Illusionist: 10th
Knight: NA
Magic-User: 11th
Paladin: NA
Ranger: NA
Thief: 10th
Gothic Witch: 13th
Profane Necromancer: 13th

Hobgoblin

Requirements: None
Ability Modifiers: +1 to CON

Acrobat: NA
Assassin: 8th
Barbarian: 10th
Bard: NA
Cleric: 5th
Druid: 6th
Fighter: 10th
Illusionist: NA
Knight: NA
Magic-User: NA
Paladin: NA
Ranger: 5th
Thief: 10th
Gothic Witch: 4th
Profane Necromancer: 4th

Lycanthrope, Wererat

Requirements: 11 or greater on DEX and CON
Ability Modifiers: +1 to DEX

Acrobat: 8th
Assassin: 8th
Barbarian: 5th
Bard: 5th
Cleric: 4th
Druid: 4th
Fighter: 6th
Illusionist: NA
Knight: NA
Magic-User: NA
Paladin: NA
Ranger: NA
Thief: 8th
Gothic Witch: NA
Profane Necromancer: NA

Lycanthrope, Werewolf

Requirements: 11 or greater on STR and CON
Ability Modifiers: +1 to STR

Acrobat: NA
Assassin: 8th
Barbarian: 10th
Bard: 5th
Cleric: 4th
Druid: 4th
Fighter: 10th
Illusionist: NA
Knight: NA
Magic-User: NA
Paladin: NA
Ranger: NA
Thief: 8th
Gothic Witch: NA
Profane Necromancer: NA

Revenant

Requirements: None
Ability Modifiers: +1 to STR, DEX, and CON

Revenants can be anything but are limited to 9th level.

Shade

Requirements: 12 or greater on CHA
Ability Modifiers: None

Shades can be anything but are limited to 10th level.

Shadow Elf

Requirements: 15 or greater on DEX
Ability Modifiers: +1 to DEX

Acrobat: 10th
Assassin: 10th
Barbarian: NA
Bard: 10th
Cleric: 5th
Druid: 5th
Fighter: 10th
Illusionist: 9th
Knight: 10th
Magic-User: 8th
Paladin: NA
Ranger: NA
Thief: 10th
Gothic Witch: 10th
Profane Necromancer: 10th

Vampire

Requirements: 13 or greater on STR and CHA
Ability Modifiers: +1 to STR

Vampires can be anything, but combined with a class they are limited to 12th level.

Classes

Monster Mash also includes two "human" Classes, the Gothic Witch and the Profane Necromancer.  The Gothic witch follows the same format of my other witch classes. The Profane Necromancer is essentially a Necromancer with various evil Cleric abilities added in.

Here are some suggestions.

Gothic Witch

Drow: 10th
Duergar: 7th
Dwarf: NA* (Dwarf witches are known as Xothia and use other witch rules.)
Elf: NA* (Elf witches are known as Kuruni and use other witch rules.)
Gnome: NA* (Gnome witches are known as Good Walkers and use other witch rules.)
Half-Elf: 14th (Half-elves can choose a variety of witches.)
Halfling: NA* (Halfling witches are known as Herb Women and use other witch rules.)
Half-Orc: 10th* (Half-orc witches are also known as Bogglebos.)
Human: 14th
Svirfneblin: NA (Svirfneblin would likely be a type of Xothia.)

Profane Necromancer

Drow: 9th
Duergar: 7th
Dwarf: NA
Elf: 8th
Gnome: NA
Half-Elf: 9th
Halfling: NA
Half-Orc: NA
Human: 13th
Svirfneblin: NA

A note about the Profane Necromancer. 

There are so many Necromancer classes for Basic-era rule and OSR rulesets. Even OSE has its own Necromancer. Mine is an homage to the Death Master of the late Len Lakofka. But use whichever one you like the best, and feel free to use some or all of my spells with it. 

Again, individual GMs can make adjustments as they see fit.

Thursday, June 29, 2023

Wasted Lands Playtest: Runu & Urnu

 One of the features of The Wasted Lands is the inclusion of the O.R.C.S. games system that first appeared in Spellcraft & Swordplay.  While the Wasted Lands uses the advanced O.G.R.E.S. for rules, it does include a chapter on using the O.R.C.S. as well. This gives the Wasted Lands a solid Old-School background and indeed a good OSR one with one of the very first clones ever made. 

I have been talking about Shadow Elves all month long, I thought it might be good to bring two of my Shadow Elf, or Dökkálfar characters to life.  I also want to compare them to their Spellcraft & Swordplay counterparts.

Runu & Urnu

Runu and Urnu are reoccurring characters in my various game. They were "born" while I was walking to the Daley Plaza "El" station (which is actually underground at that point). From here I imagined two evil drow elves, exiled from their society not because they were good, but because of their perversions in necromancy. As children, they were raised by my Necromancer Magnus and became devotees of Orcus.  They became two of my first playtest characters for Eldritch Witchery

They are twins, already a bad sign among the drow, with Runu being slightly older than her brother Urnu. I further make their "inversions" complete by making Runu a warlock and Urnu a witch.

These are not misunderstood drow. They are evil. They are the type that reasons that if someone doesn't do what they want, they can always kill them and get their corpse to do it. 

In my playtests for Monster Mash for OSE they became Shadow Elves with Runu as a Profane Necromancer, and Urnu as a Gothic Witch. 

In the Wasted Lands, they are a Necromancer and Sorcerer, respectively. 

Runu

Class: Necromancer
Level: 10
Species: Dökkálfar

Alignment: Dark Evil

Abilities

Strength: 11 (0)
Agility: 12 (0)
Toughness: 13 (+1)
Intelligence: 17 (+2) N
Wits: 15 (+1) N
Persona: 17 (+2) A

Fate Points: 10
Defense Value: 8
Vitality: 35 (10d6)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +2
Ranged Bonus: +2
Saves: +5 to Persona based

Special Abilities and Spell-Like Abilities

Channel the Dead
See Dead People
Summon the Dead
Command (Spirits)
Protection from Undead
Turn Undead 
Taste The Grave
Death Knell
Suggestion
Vampiric Touch
Charm Spirit
Life Drain
Slay Unliving
Call the Reaper

Divine Notes: Death

Background: Outsider

Gear

Leather armor: DV 8
Dagger: 1d4

Urnu

Class: Sorcerer (Wits Aspect)
Level: 10
Species: Dökkálfar

Alignment: Dark Evil

Abilities

Strength: 12 (0)
Agility: 11 (0)
Toughness: 13 (+1)
Intelligence: 15 (+1) N
Wits: 17 (+2) A
Persona: 17 (+2)  N

Fate Points: 10
Defense Value: 8
Vitality: 30 (10d4)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +2
Ranged Bonus: +2
Saves: +5 to Magic based

Special Abilities

Arcana, Arcane Powers

Spells

1st: Bane, Black Flames, Phantom Lights, Sleep

2nd: Defile, Find Traps, Invisibility, Vampiric Augmentation

3rd: Fly, Globe of Darkness, Zone of Protection vs. Good

4th: Black Tentacles, Kiss of the Succubus, Life Drain

5th: Commune w/ Deeper Dark, Shadow Armor


Arcane Powers

1st: Arcane Bond: Runu (and spell of "self" also affect her)

4th: Exorcist

7th: Incubus

10th: Shadow Walking


Divine Notes: Death, Witchcraft,

Background: Outsider

Urnu and Runu

Neither have divine touchstones since this is not their destiny.

Like this The Wasted Lands can be played as a gritty Swords & Sorcery game. 

Don't forget to check out the Kickstarter happening right now.

Thursday, January 14, 2021

Character Creation Challenge: Spellcraft & Swordplay

Spellcraft & Swordplay cover
Spellcraft & Swordplay was one of the very first retro-clones or near-clones on the market.  In my mind, it was always much closer to original D&D than say Swords & Wizardry was mostly because the core mechanic of S&S was a 2d6 like the original combat of Chainmail.  It was the "Alternate Combat" method in OD&D that gave us the d20.  I enjoyed the game so much in playtesting that I had to do a witch class for it. I also did a warlock, one of my first ever.

The Game: Spellcraft & Swordplay

Spellcraft & Swordplay was released in 2009 and it became one of my favorite games. Super easy to learn, and very fast to play it captured that "Oldest school D&D" feel better for me better than some of the clones on the market at the time.  S&S is powered by O.R.C.S. (Optimized Roleplaying Core System) which is the forerunner to the O.G.R.E.S. (Oldschool Generic Roleplaying Engine System) we use in NIGHT SHIFT. There is something like 90% compatibility between the two, but that 10% is a bit different. 

After I played the game I went to Jason and asked to do a witch book for it.  The result was Eldritch Witchery, which presented the witch and warlock as "Elite Paths" to the Cleric and Wizard respectively.

It remains one of my favorite books.

Spellcraft & Swordplay book

The Characters: Runu and Urnu

Runu and Urnu are characters in my game with a bit of history.  They began as drow elves, then shadow elves, and then Shadar-kai elves.  They are twins and I modeled them to be the "evil Wonder Twins."  In 3e they had drow working with my big bad necromancer Magnus.  I know they killed their parents and they are/were pariahs in drow society.  They might be half-drow, half-shadow elf or something.  In any case they are fairly evil and are steeped in the darkest necromancies.

For Spellcraft & Swordplay, they are elite paths. Runu is a warlock (wizard) and Urnu is the witch (cleric). In an inversion of drow norms, Runu is the warlock/wizard and her brother Urnu is the witch/cleric.   Since Spellcraft & Swordplay features a native Necromancer class (wizard elite path) in the core rules, S&S has a good number of Necromancer spells to choose from.

Runu
ePic character by Overhead Games
Runu
Female Dark Elf 1st level Warlock (Wizard), Fraternity of Bones Lodge
Alignment: Evil

S: 11
D: 12
C: 13
I: 17
W: 15
Ch: 17

HP: 4
AC: 7 (leather)
Attacks: 1

Familiar: Bat

Powers: Hexes, Arcane Blast, Occult Powers

Spells
1st: Bane

Runu considers herself the oldest, though the two twins were born so close together that no one knows for sure who was first. Since they caused their mother's death in childbirth no one can ask her.

Runu, like her brother, invert the norms of their society, so she is a warlock (wizard).  Her coven is small, only her, her brother, and their leader.

Urnu
ePic character by Overhead Games
Urnu
Male Dark Elf 1st level Witch (Cleric), Demonic Tradition
Alignment: Evil

S: 12
D: 11
C: 13
I: 15
W: 17
Ch: 17

HP: 5
AC: 7 (leather)
Attacks: 1

Familiar: Rat

Powers: Read Magic, Occult Powers, Coven Spells, Herbal Healing

Spells
1st: Ghostly Slashing

Urnu follows his twin sister, and like her, considers her the oldest.  He is a witch (cleric) dedicated to the Demon Lord of the Undead.  This makes them doubly rejected by their people.  Their devotion to undeath also makes them outcasts among other witches.

He is part of a small coven dedicated to the Demon Prince Orcus.  They dedicate kills to him and when they are higher level they will also create undead for him. 

Since S&S has a good number of necromancer spells I allow them to dip into those as well.

I like the way she turned out to be honest.  It's a shame that I think she might be dead! 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Tuesday, June 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 27

Archway 3, Room 27: The Chamber of the Vampire Queen Altar to Orcus

The central passage way leads you to the grand temple dedicated to both the Vampire Queen and to Orcus.  Though one only needs to look at the walls to see the main veneration here is to Darlessa the Vampire Queen.

Eye of Orcus

There are bodies of shadow elves, centuries dead covering the floors. There is not enough here to determine what killed them.

The columns of this room are all carved to resemble the Vampire Queen as if she is holding up this temple.  The back wall is dedicated to a large statue of Orcus, though his features here are more shadow elf in nature.  

In front of the statue of Orcus are Urnu and Runu from earlier in the adventure (Room 13). They are standing admiring the statue. When they hear you come in they turn and ask you to come and admire it with them.  When the party gets to them there are three shadow elves dead on the ground. 

They tell you that they killed the guards, adherents to an ancient religion forgot even to the high elves. They point to the statue and claim it was carved from a single piece of stone and that the artist apon completion marveled at it for many days straight unmoving. At the end of the seven day he took out a knife and cut his own throat knowing he would never do something again as magnificent. (if asked how they know, they will say it is a common enough story among shadow elves.)

They point to one ruby eye remaining. They will show the party the way to next level, they have no desire to get involved with the Vampire Queen, but they want the eye. They can't get it themselves due to a religious taboo that prevents them. (this is mostly true).

They is trapped and difficult to get too.

A thief will need to climb the statue and find and remove the two traps guarding it. 

The eye itself will need to be pried loose. 

Urnu and Runu want the eye. It is very magical and has a strong aura of necromancy about it. They tell the party they wish to return it to their own homeland where it can be put back where it came from. This is all true, but the eye is an evil artifact all the same. They promise to show the party where the secret exit is.

If the party agrees they take the eye and they show them to Room 30.