Showing posts with label West Haven. Show all posts
Showing posts with label West Haven. Show all posts

Thursday, January 8, 2026

Character Creation Challenge: Day 8, Bess

Photo by Paola  Koenig: https://www.pexels.com/photo/woman-in-a-halloween-costume-and-makeup-holding-burning-candles-19049168/
Today I want to talk about demi-human witches. Witchcraft, at least as it is typically portrayed is the the practice of witches, and human witches at that.  Yes there is "Faerie Witchcraft" and there are some ideas about elven witchcraft, but very little on others.

I have talked about goblin witches and I have mentioned gnome witches before. But I want to come back to the idea of Dwarven Witches. I introduced these WAYYY back in 2012 as, the Xothia, or the dwarven word for witch and witchcraft. Since then I have talked about one xothia, Roryn the Xothia of the Rock.

Xothia

The dwarven witch feels isolation from her normal community due the distrust of occult magic among dwarves. This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches often become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a member of a clan.  Dwarven witches are the rarest form of witch one will encounter. 

Dwarven witches are often described as being more "elf-like" than other dwarves. This is in regard to their manner and their magic. 

Curious note, while many dwarven women grow beards, a female dwarf witch cannot. It seems the magic of witchcraft does not allow them to grow a beard. Consequently a dwarven woman without a beard is often accused of being a witch.

Bess is the grandaughter of Roryn. She is not quite powerful enough to take over for her august ancestor, but maybe in a century she can. Bess sings her spells, so I thought Performer (Singing) was a good choice. 

She is good friends with Doireann (who tries to dance "the Goblin Stomp" anytime Bess sings) and Aisling (who appears tomorrow).

Bess, Dwarven Witch
Bess
8th level Dwarven Witch, Chaotic Good

Secondary Skill: Performer (Singing)

S: 12
I: 14
W: 13
D: 11 
C: 16
Ch: 17

Paralysis/Poison: 
Petrify/Polymorph: 
Rod, Staff, or Wand: 
Breath Weapon: 
Spells: 

AC: 8 (leather armor +1)
HP: 
THAC0: 

Weapon
Hammer 1d6

Familiar: Rabbit, "His Eminence, Lord Fuzzlelump the Second"

Spells
Cantrips: Dancing Lights, Ghost Sound, Sound
First level: Blindness, Charm Person, Comprehend Languages, Glamour, Silver Tongue 
Second level: Calm Emotions, Enthrall, Head Strong, Hold Person, Scare
Third level: Danse Macabre, Aphasia, Scry 
Fourth level: Charm Monster, Hallucinatory Terrain 

Theme Song: Gold Dust Woman and The Chain (for her coven)

I used cantrips as I described them yesterday and stuck with bonus spells for her. 

Speaking of singers. You may have noticed that every character has a "theme song." I listen to a lot of music while writing and creating. Some songs stick to characters and other characters come fully formed while I am listening to a song. 

I am grabbing most of these from my two public playlists, Witch Songs and Daughters of Darkness.

Character Creation Challenge


Wednesday, January 7, 2026

Character Creation Challenge: Day 7, Skylla

Skylla Character Sheet and reference books

I am going back to another old favorite today, Skylla. My girl here has had something of a popularity resurgence since I began talking about her in 2013! She has a new action figure, a mini, appearances in a D&D adventure and the cover of the new D&D 5.5 Dungeon Master's Guide. That's quite an achievement for a character no one but me seemed to remember.

I did stats for Skylla for the 2024 Character Creation Challenge, but I wanted to do her again because there were some ideas I wanted to jell together and she was the perfect choice to try them.

For starters while many of my builds on her are based on my original 2013 post about her, this one is a little closer to her appearance in The Wild Beyond the Witchlight D&D 5e adventure.

Why? Well to be honest I think my version has drifted a bit from the original and I wanted to work off of something others would find more familiar. 

The second reason I picked her is I wanted to try out more "Advanced" ideas found in my Basic-era Witch book. I am also cribbing some ideas from my older AD&D 2nd Ed Witches & Warlocks Netbook. I figure some alchemy of the two will give me some insight on what I would have done circa 1986.

One of the bigger issues I want to tackle is Cantrips. I have a system that works well for "Basic" and most OSR games. There are the rules in Unearthed Arcana. But neither of those sit well with me for an Advanced game.  I want system that works well for all spell casting classes AND represents learning that apprentice spellcasters would have. That is, the minor spells they learned in magic school before having to go out as an adventurer to earn money for more lessons.

Personally I would like the number of cantrips gained be a function of the spellcaster's prime ability. When it gets right down to it, the only thing abilities do that are spellcasting class specific are set a threshold for entry and given an XP bonus. Fighters do get bonuses for high strength in their class functions; hit things and damaging things. Thieves can gain bonuses for their skills due to higher dexterity. Yes, there are limits and maximum spells and spell levels for magic-users and bonus spells for clerics. But for magic-users that does not effect low level characters. So instead of a bonus it is a limit. 

Option #1: Languages = Cantrips

This is the most straight forward approach. The issues here are a character with 18 in their spellcasting ability ends up with 7 Cantrips. I mean I can live with that, but some might think this is high. Another issue is a character with Intelligence of 9 can learn one cantrip. I am fine with that, but the minimum Int for a magic-user is 10.

Option #1.5: Henchmen = Cantrips

Similar is Charisma for number of henchmen. But this is 1 at ability score 3 and 15 at ability score 18. Way too much. 

Option #2: Magical Attack Adj = Cantrips

This uses the Magical Attack Adjustment for number of cantrips learned. This means 1 at ability score 15 and 4 at 18. Sure that works, but I want cantrips as a "magic school" style learning. 

Option #0 The Basic Witch Option

This is the one from my Basic Witch book. 

I would like to see at least 1 for ability score 10, the absolute minimum starting spellcaster, and maybe 5-6 for ability score 18. I like the idea of seven "spells" 6 cantrips and 1 first level spells at 1st level. Bearing in mind that cantrips are simple little spells. If I do this I might drop the bonus spells for high charisma that witches have, or change the bonus structure to include spells and cantrips.  

Maybe a progression like this:

Ability Score Num. of Cantrips
10-12 1
13-15 2
16-17 3
18-19 4
20 5

That would certainly work. It doesn't over load the character with a lot of spells at first level, it reflects learning apprentice wizards would have (and clerics and witches), and still gives starting spell casters more to do.

I would still say Cantrips can be cast whenever the caster wants. "At Will" to use the modern parlance. 

For Skylla here, I am going to use this new cantrip plan but still my older bonuses for witch spells. Again I am going for a closer version to Witchlight than my version which has "drifted" a bit.


Skylla character sheet
Skylla

7th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

S: 9
I: 12
W: 14
D: 11
C: 14
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Raven "Raven"

Spells
Cantrips: Chill, Dancing Lights, Ghost Sound,  Knot
First level: Faerie Fire, Cause Fear, Detect Invisibility, Glamour, Silent Image
Second level: Invisibility, Hold Person, Phantasmal Spirit,
Third level: Fly, Ghost Ward, Witch Wail
Fourth level: Elemental Armor

Theme Song: Daughters of Darkness

Ok, so a lot of spells for 7th level, but I find I am not that concerned about it. I think this is the cantrip system I can use. I'll try it out with some other characters. 

Oh she has the secondary skill of "Alchemist" because I am performing some strange alchemy here.

Character Creation Challenge


Monday, January 5, 2026

Character Creation Challenge: Day 5, Céline

Photo by Lance  Reis: https://www.pexels.com/photo/beautiful-model-in-oregon-wearing-a-forest-green-linen-dress-portrait-taken-by-portland-photographer-lance-reis-on-my-sonya7iii-on-location-19797385/
Photo by Lance  Reis

Something a little different today. While I have been picking at some ideas for "Occult D&D," I've been thinking about how D&D 5 handles its subclasses. I like their method for a lot of reasons and it does remind me a bit of AD&D 2nd ed. I would not want to do exactly that for AD&D 1st ed. 

But I can try a few ideas here.

One of these is the Gallowglass.

Gallowglass

Fighter Sub-Class
 "Let the witches weave. I’ll stand at the threshold."

The Gallowglass (from Irish gallóglaigh, "foreign warriors") is a grim, oath-bound warrior of ancestral blood, forged in the crucible of war and old magic. He serves no king, no creed, only the covenant of blood, clan, and circle. More than a mercenary, the Gallowglass is a symbol of protection and fate, often standing as the chosen defender of sacred groves, covens, or matriarchal bloodlines.

Oath-Bound Duty (2nd Level)

The Gallowglass may swear an Oath of Protection to a person, place, cause, or object. When acting in defense of that charge:

  • Gains -1 bonus AC, +1 to hit, and +1 to saving throws
  • Only one oath may be sworn at a time; takes 1 turn of solemn ritual to invoke
  • Breaking an oath causes −2 to all rolls for 24 hours, and disqualifies use of the Aura (3rd level) during that time.

Aura of Awesome Presence (3rd Level) 

The Gallowglass radiates a heavy, eerie stillness in battle—an echo of ancestral power. This functions as a continuous aura out to 10 feet.

  • Allies within the aura gain +1 to attack rolls and saving throws vs. fear and charm against enemies of their charge.
  • Enemies of their charge within the aura suffer −1 to attack rolls and −1 to morale checks.
  • This aura does not stack with Bless or similar effects, but counts as magical for dispelling purposes.

Witch-Blessed Steel (5th Level)

The Gallowglass may undergo a ritual bond with a single weapon (usually a great axe, claymore, or great spear ("gae bolg"). But any medium or large-bladed melee weapon will suffice.

  • That weapon becomes +1 magical when wielded by the Gallowglass.
  • Once per day, the weapon may deal double damage to undead, spirits, or extraplanar foes.
  • This is not spell-based (so can not be dispelled), but a result of binding rites, tattoos, and blood oaths.

Typically, a gallowglass receives these blessings from a patron witch. If there is no witch in the party or where the gallowglass calls home, a witch will appear at the appropriate time to grant the blessings.

Céline
Céline
5th level Human Gallowglass (Fighter), Neutral Good

Secondary Skill: Alchemist

S: 16
I: 12 
W: 14
D: 15
C: 12
Ch: 16

Paralysis/Poison: 16
Petrify/Polymorph: 12
Rod, Staff, or Wand: 14
Breath Weapon: 15
Spells: 12

AC: 6 (leather, magic)
HP: 25
THAC0: 16

Weapon
Long sword (Witch Blessed) +1 

Theme Song: Which Witch or Old Religion

 Céline wanted to be a witch. Or, more to the point, she hears the same call that led her older sister to become a witch. But Céline was drawn more to the sword than the book or crucible. Her ancient bloodline included witches, but also grim warriors charged with protecting these witches. Céline took to her role as sword-wielding protector of witches with more enthusiasm than even she thought she would.  Her charge is to protect her older sister Émilie.  

Maybe I should have used a Fighter sheet for her, but this is fine. 

Character Creation Challenge

Sunday, January 4, 2026

Character Creation Challenge: Day 4, Áine nic Elatha

Photo by T Leish: https://www.pexels.com/photo/woman-in-black-witch-costume-with-a-black-book-5600078/
Photo by T Leish
Today I want to revisit Áine nic Elatha from the 2021 challenge. She is my "Rules Check" of a witch priestess. Yesterday, I gave you all Branwen (Witch Priestess) and Eira (Wicce). Áine began life as a magic-user, but has switched over to cleric as a "Rules as Written" cleric. 

She is, essentially, a moon witch or a priestess of the Old Faith. Her concept aligns with a cleric. Instead of worshiping the Goddess of the Moon, she worships the Moon cycles themselves, the natural rhythm waxing and waning, full and dark. What I would do is limit her spells to ones witches would use.

Now there is the issue that she has levels of the Magic-user class. This may be how her magic came about. Áine began as a Dragon #43 witch, but this would be her moving from Moldvay Basic to Advanced D&D. 

Turning Undead

One of the cleric's defining features is their ability to turn undead. How do I factor this into the powers of a witch? Something my Witch Priestess and Wicce (at present) can't do. Throughout my development of the witch class I have gone back and forth on whether or not a witch should be able to turn undead, or command them. Over the last 20 years or so I have been in the camp that they should not. Undead turning is one of the things that make the cleric special. Hell, it was why I first played a cleric to be honest; I wanted to play a vampire hunter. I have allowed witches to take a "Turn Undead" spell.

Áine, who is a cleric mechanically speaking, can turn undead. But I dress it up in occult practice, not divine ones. So she does not hold up a holy symbol and ask for a benediction from her god. She lights a candle and rings a small bell. 

I like this. For her. But as I have played this character off and on over the last couple of years I don't think it is a power I want for the Wicce (cleric subclass) or the Witch Priestess (witch advanced class). 

Áine nic Elatha
Áine nic Elatha
Human 1st level Magic-user/4th level Cleric
Neutral Good

Secondary Skill: Astrologer

S: 10
I: 14
W: 17
D: 11
C: 12
Ch: 11

Paralysis/Poison: 9
Petrify/Polymorph: 12
Rod, Staff, or Wand: 13
Breath Weapon: 15
Spells: 14

AC: 10 (no armor)
HP: 20
THAC0: 18

Weapon
Staff 1d6

Spells (Cleric)
First level: Cure Light Wounds, Detect Evil, Light, Purify Food & Drink, Remove Fear, Sanctuary 
Second: Augury, Detect Charm, Hold Person, Resist fire

Spells (Magic-user)
First level: Sleep

Turn Undead.

Theme Song: Bell, Book and Candle

In addition to filling the role of a priestess of the old faith, Áine daughter of Elatha, does all the horoscopes for the coven or party. There is no real mechanical benefit here, but if characters act in concordance with their horoscopes then I'd grant them 10 xp or something like that.


Friday, January 2, 2026

Character Creation Challenge: Day 2, Eireann

Photo by Juliana Stein from Pexels
Photo by Juliana Stein from Pexels
Welcome to day 2 of the Character Creation Challenge. Today's witch is a return from the 2021 Challenge.

Eireann is/was a Moon Elf Witch for the 4th Edition D&D game. She was also tied very closely to the Forgotten Realms. I had some ideas for her, but some of those went on to be part of Sinéad's character.

For this version, I am going to say that Eireann knew about Sinéad and looked up to her. So much so that like Sinéad in her time, Eireann leaves the Moonshae Isles to make her fortune on the Sword Coast.

Mechanically, she is a Dragon Magazine #43 witch. This is important to me because this is most likely the witch Ed Greenwood talks about in his "Down-to-earth Divinity" article in Dragon #54. Witch obviously had a role to play in the early Forgotten Realms; Ed even says so. 

Eireann is a "Moon Elf" by birth, but she is a "Free Elf" by culture. When she left home, she joined a band of Free Elves and began to travel with them. At second level, she is still with them. 

Her secondary skill is "Midwife." A skill she learned when living on the Moonshae Islands. I will detail all the new Secondary Skills I am developing later on. I am 100% certain that it is a skill that will never see game use in most games. But there will be a case or two in my games where it would happen. Of course it is also great background detail. She joins the Free Elves, and stays because she is a good mid-wife.  For this reason I give her the form of address of "Goodwife" even though she is not married.

I am also still playing around with the idea of "unaligned" in AD&D 1st Ed.

Eireann
Goodwife Eireann

2nd level Free Elf (Moon) Magic-user/Witch, Unaligned

Secondary Skill: Midwife

S: 10
I: 18
W: 12
D: 10
C: 14
Ch: 15

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 16
Spells: 15

AC: 10 (no armor)
HP: 6
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: None yet (Dragon #43 witches can get them later on)

Spells (Witch)
First level: Change Self, Charm Man, Cure Wounds

Spells (Magic User)
First level: Read Magic, Sleep

Theme Song: Child of the Meadow

So a lot of old ideas and a lot of new ones as well. 

I feel a little bad that I have neglected this witch in favor of Sinéad. But this also allows me to build a better witch out of her. Essentially, I have taken anything "witchy" I had planned for Sinéad and dumped it all into Eireann. It works well to be honest. 

I have her listed as part of the West Haven coven, but in truth, she is really more of a Solitary Witch. Maybe loosely aligned with it.  

Character Creation Challenge

Thursday, January 1, 2026

Character Creation Challenge: Day 1, Grýlka and Doireann

 Here we are. 2026! Let's make some AD&D witches.

AD&D Character Sheets

Today I am working from my original The Witch: A sourcebook for Basic Edition fantasy games using the "Advanced Option Appendix" and the Winter Witch for Swords & Wizardry using the same options. I also peeked at my Green Witch and Faerie Witch for OSE. There is not much difference between them save for rules presentation, traditions and spells. But the key for me is some of the material inside. In particular, how to make a Troll Witch.

I have always liked trolls, but ones that cleave closer to Norse myth than the Three Hearts and Three Lions versions that dominate D&D. And if I can do trolls, I can also do goblins.

Grýlka 1st level Troll Witch, Chaotic Neutral
Grýlka

1st level Troll Witch, Chaotic Neutral

Secondary Skill: Hunter/Fisher

S: 17
I: 13
W: 14
D: 13
C: 17
Ch: 17

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 7 (leather armor)
HP: 4
THAC0: 20

Weapon
Staff 1d6

Familiar: Crow, Leitarmaðr ("Seeker")

Spells
First level: Darkness, Black Fire, Chill Touch

Theme Song: I Put a Spell On You

Grýlka is a troll witch from the Broken Mountains. She worships the "Trollfather" (who I see as a Troll version of Odin). He speaks to her from her crow familiar Leitarmaðr.

She has joined the West Haven coven to learn more about seiðr.


Doireann 1st level Goblin Druid/Witch, Neutral
Doireann
1st level Goblin Druid/Witch, Neutral

Secondary Skill: Herbalist

S: 8
I: 11
W: 13
D: 14
C: 16
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (no armor, small)
HP: 5
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: Frog, "Toad O"

Spells (Witch)
First level: Darkness, Fey Sight, Mend Light Wounds

Spells (Druid)
First level: Animal Friendship, Purify Water

Theme Songs: DoreenGoblin Girl

Doireann is a sweet little goblin witch. I wanted her to be Chaotic Good, but I also wanted her to be a druid since that fit with my idea of her. Plus, I want a druid/witch. A neutral goblin might be easier to sell than a Chaotic Good one. 

She follows the Swamp Mother, who speaks to her via frogs, water, and rain. She loves humans and thinks jellyfish are the strangest things ever.

I also like to think that Doireann and Grýlka are good friends, finding similarity in their witchcraft. I have used both characters as NPCs, and Doireann is one of my favorites. 

Goblins and Trolls make for great witches. I can't wait to see what else I can do with these two.

No. There is no rhyme or reason for the various colors of character sheets. If I had been smart I'd color code the covens. 


Character Creation Challenge

Friday, November 8, 2024

Kickstart Your Weekend: 5e Witch Content

 I mentioned before that one of the reasons I have not done a 5e Witch class myself is that I have wanted to have some joy in discovery of something new for D&D. If I make a 5e witch, then I am always comparing it to the new stuff to mine. 

So today there are two witch-related 5e Kickstarters I want to share. They are in their last days of funding, so get on these while you can.

Witchfyre: A Dark Fantasy RPG for 5E+ & Pathfinder

Witchfyre A Dark Fantasy RPG for 5E+ & Pathfinder

https://www.kickstarter.com/projects/witchfyre/witchfyre-a-dark-fantasy-rpg?ref=theotherside

This looks like a lot of fun and has a great Folk Horror vibe. It is for 5e and Pathfinder, so that is really great.  And it comes with minis and a tarot set, so I am very intrigued. While the deluxe cover looks nice, I think I prefer the standard cover.

Any looks great, to bad I will have to wait a year to get it.

The Mystery of Witchhaven: A 5e Solo Adventure

The Mystery of Witchhaven: A 5e Solo Adventure

https://www.kickstarter.com/projects/obviousmimic/the-mystery-of-witchhaven-a-5e-solo-adventure?ref=theotherside

I admit a little trepidation to this one. First, I am generally not a fan of Solo adventures. Nothing against them, I just prefer to play with a group. Secondly I have my own "Witch Haven" but the name is so common I should not be surprised when a variation of it gets used.

But this does look fun and I'd be remiss if I didn't check it out.

ETA: Another one!

Wicked Echoes - Whispers of the Samodiva: A 5E Supplement

Wicked Echoes - Whispers of the Samodiva: A 5E Supplement

https://www.kickstarter.com/projects/wicked-echoes/wicked-echoes-whispers-of-the-samodiva?ref=theotherside

Folk Horror is pretty hot right now. And this one looks great.  This is more horror than Witch focused, but that is fine by me!


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Both look great and hopefully ship quickly.

Tuesday, January 3, 2023

Character Creation Challenge: Katia Crane for NIGHT SHIFT

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

Green Witch for NIGHT SHIFT

The Green Witch

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

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

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

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

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

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

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

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

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

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

I have to admit, this works rather well. 

Katia Crane
Katia Crane
8th Level Green Witch

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

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

Fate Points: 1d8

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

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

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

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

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

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

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

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


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

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

Character Creation Challenge


Tuesday, July 19, 2022

Old School Essentials: Eddie and Chrissy

Old-School Essentials Advanced Fantasy Player's Tome
Stranger Things is still making news and dominating all sorts of geeky-related culture and I think that is great.  While I do agree that Saddie Sink, aka Max, got absolutely robbed of an Emmy nomination this year, I am enjoying all the love that Joseph Quinn and Grace Van Dien, the ill-fated Eddie Munson and Chrissy Cunningham are getting online.

Spoilers for Stranger Things Season 4 follow.

Eddie is the metal-loving, D&D playing, "super-senior" and head of the Hellfire Club.  Chrissy is the popular cheerleader who goes to Eddie to look for drugs to help stop the visions she is getting.  Their few moment of screen-time have prompted the Duffer Brothers to come out and say they regret killing both characters because their chemistry was so good. This has led to the Internet's newest "ship" of Eddie/Chrissy, known online as #eddissy or #hellcheer.

Grace Van Dien has been on her Twitter account and is a huge #eddissy fan. 

It's cute. The metal head and the cheerleader find common ground and even become close. Hell back in, oh about the exact same time, I remember talking to a classmate when we were both outside of our high school social structures and I was very surprised and very pleased that this cheerleader I barely knew had such excellent taste in music (from my point of view).  Certainly opened my young eyes.

So yeah. I am not much of a shipper these days, but this is fun.  Then I got to see this artwork.

Well. Eddie and Chrissy might have fallen to Vecna/#1/Henry in Hawkins, but that doesn't mean a D&D version of them didn't survive somewhere!  So here they are for Old School Essentials - Advanced Fantasy.  And since I just got back from the Bristol Ren Faire I have some ideas. 

Chrissy Cunningham
2nd level Human Acrobat
Chaotic Good

STR: 12
INT: 16
WIS: 12
DEX: 17
CON: 11
CHA: 16

HP: 6
AC: 7
THAC0: 19 [0]

Saving Throws
D: 13 W: 14 P: 13 B: 16: S: 15

Acrobat Skills
CS: 88 FA: 25 HS: 15 MS: 25 TW: 65

Eddie Munson
3rd level human Arcane Bard*
Chaotic Good

STR: 14
INT: 14
WIS: 13
DEX: 15
CON: 13
CHA: 17

HP: 13
AC: 7
THAC0: 19 [0]

Saving Throws
D: 13 W: 14 P: 13 B: 16: S: 15

Powers
Bard skills, Lore, Spell Casting*

*Druid spells don't really fit Eddie, so he is getting Magic-User spells instead. The Arcane Bard from Carcass Crawler 0 is a better fit.

Bard Skills
CS: 79 HN: 1-3 PP: 30 RL: 60

First Level: Charm Person, Shield

--

Based on the wonderful art from JC above, this version of Eddie and Chrissy are street performers by day and thieves by night. I imagine they come into a town Eddie plays while Chrissy dances for tips all the while scoping out the locals.  They try to steal only from the very rich and corrupt. It usually doesn't take them long to figure out who their mark will be.  

They are not evil, so they steal what they can and give most of it away to the needy, keeping a couple of choice items for themselves. They also keep enough from their take and tips to live a comfortable, if nomadic lifestyle.

Since these characters are in OSE-Advanced, I might make them "blink and you will miss them" NPCs in my War of the Witch Queens campaign. I am going to say they have a small apartment above the tavern they perform at in the town of West Haven.  Here they just perform, no theft.

Wednesday, January 26, 2022

Character Creation Challenge: Nik Nak, Goblin Warlock

Nik Nak
Nik Nak by Jacob Blackmon

I was waiting on today's Character Creation Challenge until I got my copy of Mordenkainen Presents: Monsters of the Multiverse today.  While this collects a bunch of material for other books into one volume, I did want to wait to see what the options for new character races/species were.  And I can say I am not disappointed at all!

Personally I like having all these different options in my games.  Especially with the way I have been playing D&D 5 of late.  It makes me want to make my part of the world something akin to Elis Island of the Multiverse.  A place where everyone comes too on their way to new lands.

One of those places in my town of West Haven.  Once I settled on that then the choice of today's character was an easy one.

Nik Nak is a goblin fey-pact Warlock in service to the Goblin King.  I featured him a while back for my Swords & Wizardry Warlock book; which introduced both the warlock class and the goblin playable species.   Here he is in his D&D 5th Edition version.


Nik Nak for 5e

He is a sneaky little goblin, but not completely evil really. He lives in the Goblin Wood where he is the local Boglebo (akin to a warlock/shaman for goblins) and alchemist.  He sometimes sells potions in the market.  He has learned that ripping off a customer is a good deal in the short term, but to sell what he has at a fair price brings in more money in the long term.  He is fond of urban life and would bring more money home if he didn't have such a taste for human alcohol. 

He is often found with his toad familiar, "Lady Patricia Blackwell."  A gift to him from his patron the Goblin King.

--

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

Character Creation Challenge

Thursday, August 6, 2020

#RPGaDAY 2020: Day 6 Forest

“A witch ought never to be frightened in the darkest forest, Granny Weatherwax had once told her, because she should be sure in her soul that the most terrifying thing in the forest was her.”

― Terry Pratchett, Wintersmith

From the primeval forests of our genetic race-memories to Sherwood to Mirkwood, to forest-covered moons in a galaxy far, far away.  The Forest has long been the boundary between what is civilized and safe to what is uncivilized, untamed, wild, and most definitely, not safe. 


The "Goblin" Forest of Haven
The forested area outside of West Haven in the Haven Valley is an old-growth forest of ancient date.  The expanse westward left this forested area surprising untouched.  Located north-west of West Haven the forest has always had a reputation of being haunted by all sorts of unsavory creatures. 
In the mid to late 1600s when the Haven Valley was first settled, the local parish in what would become East Haven decried the forest, claiming it was the abode of Satan himself and set to burn it down.  A tree, that was by all claims to be healthy and sturdy, fell and killed three of the parishioners include the town's Calvinist priest.  Several other "bizarre" accidents and people began to claim that the forest was inhabited by goblins and other foul creatures.  It was here it earned the name "The Goblin Wood" or "The Goblin Forest."

Even when the Industrial Revolution hit in the 1800s and trees for miles around were fed to the Gods of the Furnace and Industry, the Goblin Wood remained untouched.  

Now in the 21st Century, the Goblin Wood remains but there is still an air of mystery and danger about it.  While the general population doesn't believe in goblins, ghosts or even witches anymore there are still plenty of strange occurrences.  

The local USGS office claims the area is rich in naturally occurring magnetic ore.  They claim that the particular features of both the forest and the Haven Valley, in general, disrupt cell phone coverage and GPS signals.  One surveyor even claimed he could see the laser he was using for measuring "bend," though no amount of ore outside one as massive as a black hole could do that.  People walking into the wood with cell phones or GPS devices will find themselves going in circles rather than a straight line.

While scientists, meteorologists, and geologists have all come up with interesting theories about why the Haven Forest is the way it is, the people of West and East Haven know the truth.  And staying out of the forest at night is the one thing both communities can agree on.



If you don't think I have witches guarding all my forests and wild areas in my games you have not been paying attention.

Monday, July 6, 2020

Monstrous Mondays: Ethyl Critchlow, Urban Hag

Ethyl Critchlow, Urban Hag
Backers are now getting their copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS so the PDF was opened up on DriveThruRPG.  If you were not a backer you can get a copy for yourself now.


I am going to be posting more content and support for Night Shift here but thought I'd start off with a monster/NPC from my West Haven setting.

Ethyl Critchlow, Urban Hag

Every child, whether human or witch-born, knows to stay away from the house on the corner of Taylor and Bell.  Here sits an old run-down house that everyone thought would either fall in on itself or the city would have condemned.  

But it is not the house that frightens the children, though it is frightening.  Nor is it the small angry dog that everyone remembers from their own childhoods, making it at least 25 years old or older.  Rumor in the neighborhood is that once the dog got out and bit the fingers off of a boy who could not run fast enough. 

It is not the dog or the house. It is the owner of both that keeps people away.

Ethyl Critchlow looks like a stereotypical old witch, but this is just a glamour, her true form is that of an ancient and hideous old hag.  She is an Urban Hag and has been living in West Haven for nearly as long as there has been a West Haven.  She hates all children and takes glee in terrorizing them, but a pact made with the City Council keeps her from doing any actual harm to them.  Though if their toys land in her yard she will keep them and if any child climbs her fence to get these toys then she will send her "dog" (in actuality a glamoured Hell Hound) Maximillian after them.  

Ethyl would also admit that at her age (almost 400) that eating children, especially modern ones, gives her terrible heartburn.  Though she did eat a couple of missionaries from East Haven back in the 1960s, but no one came looking for them.  

She stays in West Haven because frankly, she has nowhere else to go. The city tolerates her and is just waiting for her to finally die of old age or a magical mishap.   She is also a great source of magical knowledge and history. She can be bribed with 18-year-old single malt scotch. Ethyl is a heavy drinker, so bring more than one bottle if you plan to use this for information.  Also fair warning, as Ethyl drinks her glamour begins to fade. By the time she has worked through two bottles, her glamour will be gone.

Ethyl Critchlow (Urban Hag)
No. Appearing: 1 (Unique)
AC: 2
Move: 30ft.
Hit Dice: 10
Special: Adapt to locale, Cackle, Horde, Spellcasting, Strength, Vulnerability (iron)
XP VALUE: 10,240

Ethyl casts spells as a 9th-level witch.

Urban Hags are hoarders. Her home is a falling apart pit of junk she has collected over her nearly four centuries of life.  Amongst the filth, garbage and debris of decades, there are also some magical treasures.  In particular, Ethyl has several magical scrolls with spells that can be used by any witch or scholar. There is also a magical pipe that can lure the undead to sleep. Though one is advised not to go looking for such treasures.

find Ethyl and the other citizens of West Haven in Night Shift: Veterans of the Supernatural Wars.

Tuesday, February 13, 2018

The Joy of Basic D&D & Magic School

It is no secret that I am a huge fan of ALL editions of D&D.  I have played them all, and all to a significant degree.  But my start, and in many ways, my true love is Basic D&D.  B/X flavor in particular.  With the D&D Rules Cyclopedia now out in POD I am going to take some time to go back and play some of the D&D that I played the least; BECMI.

I have had some ideas for various "Basic" games over the years.  I want to take my 4e Campaign and reboot that as a BECMI one, but instead, I morphed it into a 5e one.  I still want my War of the Witch Queens to be a B/X adventure, but it really could become a BECMI one since I really would love to take advantage of all 36 levels that BECMI offers me.   But in truth, I had no idea what I wanted to do until this morning.

A couple of posts on Facebook in various "old school" groups has new players, maybe ones more familiar with Post-TSR D&D, lamenting that Magic-Users/Wizards only get one spell at 1st level.
While this is familiar ground for old-school gamers, I do sympathize with these players.
Some of this for me goes back to the 4th Edition games. In 4e a 1st level wizard is quite competent with a number of spells they can use right off the bat.  In a way, it is what you would expect from a graduate from a magic school.  But in other ways, it also makes a less compelling "story".  4e Wizards might be closer to Harry Potter, or Harry Dresden, but they are not close to the Luke Skywalker model of the new adventurer with plenty talent but no training.
This train of thought got me thinking about Basic and BECMI in particular as a means to "grow into" 4e.  A lot of my analysis was on how much magic and "Combat power" a single wizard has from levels 1 to 6 in BECMI and compare that to 4e.  The goal was to have levels 1 through 6 to be training and then levels 7 to 36 map roughly onto 4e's levels 1 to 30.  The math is not perfect, as to be expected, but there is enough wiggle room that I liked it.

Well. I am not doing 4e now.  But the idea of levels 1 to 6 as "training levels" still appeals to me.


So my plan now is this.  I am going to create a magic school (long overdue really) and the characters are all magic users.  They enter the school at age 13 at level 1 and spend the next six years working towards graduation witch each year being the next level. They will graduate at age 19 at level 7 to start adventuring.

I have a lot of ideas of what needs to happen, but I also need to figure out how to fill up 80,000 xp worth of experiences that fit with a school environment.   Along the way, they can pick up specialties (Necromancy, Enchantment and so on).  Students will take classes in languages, finger position, and diction in addition to ones on Magical Theory and Thought.  I also see students working on magic items and potions.  This is where all those magic items and cursed items come from.

I am also going to borrow heavily from The Complete Wizard's Handbook for 2nd Ed. I am also going to borrow some ideas from theGlantri books, GAZ3 The Principalities of Glantri (Basic) and Glantri: Kingdom of Magic (2e).


I *might* even set it all in Glantri, but I am also kind of wanting to set in my new campaign setting of West Haven.  Setting it in Glantri though has a lot of appeal to me.

Obvious sources for this are the Harry Potter books and movies, but also the Magicians books and TV series, the Magic schools from Charmed and Wizards of Waverly Place, various comics like the X-Men and Teen Titans and Miskatonic University.

I am going to give this one some serious thought, there is also so much material for this out there.

Tuesday, August 8, 2017

Witch & Witchcraft Reading Challenge: A Storm of Witchcraft

"All ministers and learned people knew that witches were real and that they had the power to harm."

A Storm of Witchcraft: The Salem Trials and the American Experience by Emerson W. Baker

This book has been sitting on my must read shelf since the year began. I have read the history of Salem and the Witch trails many times over the years and I still learn something new.  This book is filled to brim with new information.
Many books like to focus on victims, and some even focus on "the afflicted"; those that accused their neighbors of witchcraft.  Professor Baker though goes much farther than that and talks about the judges, the people in power and in particular the two Mathers, Cotton and Increase, the learned ministers at the center of this storm.

The term "A Perfect Storm" gets thrown around a lot, but here it is appropriate.  There was so much going on here that made the witch craze happen here when it was dying out everywhere else.  It really was the last gasp of a dying movement of the Old World in the New World.
It was the start of the end of Pre-American Puritanism.
In this book Salem and 1692 take on a level of cultural impact that the Gunpowder Plot of 1605 did in the United Kingdom.

The book is long, 400+ pages, and full of names. But those names belonged to people and those people left others behind.  So Prof. Baker also delves into the impact these witch trials had on the new experiment that would become America.
This is easily one of those books you can read, do a little more research or reading on the subject elsewhere, and then come back to and learn something new still.
If I have one complaint, and that is way too strong of a word, it is that the last chapter was not long enough.  I would have loved to have learned more about the cultural impact of 1692 on modern culture and how it shaped America.  But that would be a complete other book.

Prof. Baker gives us not only a well researched and well-detailed book, he gives us a book that is easy to read and relate to.  There was so much going on back in 1692 that we can relate to today.

The history of Salem is the history of America. The witch trials of 1692 are also part of America; our darker past that some (like the town of Danvers to a degree) would like to forget.

I also listened to the audio book. After listening to interviews with Prof. Baker I kinda wish he had narrated it himself.

You can find Prof. Emerson W. Baker on the web at his faculty page: http://w3.salemstate.edu/~ebaker/ and on Twitter: https://twitter.com/emersonwbaker

You can also read what he says about last year's "The Witch".
He also did an interview at Ben Franklin's World.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 17
Level: Crone
Witches in this book: None or dozens.
Are they Good Witches or Bad Witches: 25 innocent people lost their lives in the errors of 1692.
Best RPG to Emulate it: This is the sort of setting one can easily use in Colonial Gothic.  In fact, I would call this book must reading for any CG player.
Use in WotWQ: Salem Villiage, or at least the popular notions of it, is the model I am basing the town of West Haven on.  The relationship between Salem Villiage and Salem Town will be used as a basis for West Haven and East Haven.  Though where Salem Town embraces their past today (and Salem Villiage is now Danvers, MA), it is West Haven that embraces their past.

Wednesday, April 26, 2017

S&W Warlock: Meet Nik Nak, Goblin Warlock

Nik Nak is one of the first warlocks I worked up for my new Warlock for Swords & Wizardry.
He is a sneaky little goblin, but smarter than most.

Nik Nak by Jacob Blackmon
Nik Nak
3rd Level Goblin Warlock (Bogelbo)
hp 11

S: 9
I:  13
W: 10
D: 12
Cn: 10
Ch: 14

Saves: +2 to saves against charm, hold, paralysis and sleep spells.
BtH: +0
AC: 7* (lesser if Armor of Shadows is invoked)
Alignment: Chaotic

Invocations
Arcane Blast, Agonizing Blast, Armor of Shadows

Spells
1st: Häxen Talons, Obedient Beast
2nd: Poisonous Stare

Nik Nak is a respected, and feared, member of his goblin clan.  He is an impressive and smarter than average goblin. So smart in fact he found his way to the center of the Goblin City and presented himself to the King of Goblins beseeching him for power.  The great King admired the young Nik Nak's verve and granted him a token; a feather from his own cape.  The feather became Nik Nak's warlock familiar and now Nik Nak serves as a warlock with the Faerie Pact to the Goblin King.
In battle, Nik Nak carries a bone rod and wears leather armor. He rides on a giant frog (named "Mrs. Black") he has made obedient. He wears the skull of a giant rat as a helmet. Though this is more to protect the feather he has braided into his long dreadlocks than his own skull.
Nik Nak is a goblin, but he is not a particularly evil one.  He has learned that the threat of violence and terror of his power is usually more effective than actual violence.
Also, Nik Nak is perfectly happy to deal with adventurers in amicable terms as long as there is something in it for him or his Lord the Goblin King.

Usually found in the Goblin Wood outside the Haven Valley, Nik Nak can also be found wandering the Goblin Market where he trades wares, and insults, with other Bogelbos or in the town of West Haven where he deals with darker beings.

Despite racial enmity, Nik Nak has friendly if strained, relations with the Winterhaven gnome clan. This is mostly due to the legendary friendliness of the Winterhaven gnomes.

The Warlock for Swords & Wizardry will be out April 30, Walpurgis Night.


Thursday, June 9, 2016

The Witch Queens Gather...In my Game Room!

Last week it was my pleasure to share some new art I had commissioned.


Well, today my (slightly) early birthday present has arrived.


It's huge, 20" x 30"!  And it is going to look great on my wall.


+Jacob Blackmon did a FANTASTIC job.

It will join some of the other witches I have collected over the years.





I know I should take better pics, but I was in a rush this morning before work.

They say art inspires, well looking at this art this is what popped into my head.

"Outside of the Goblinwood, in the shadows of the Broken Mountains lies the village of West Haven.  Every 13 years on the Summer Solstice the witches of the world gather here to discuss plans, share secrets and keep informed of matters in the world.  Ancient pacts and rituals prevent the witches from harming or to cause to harm each other.

On the night before Midsummer's Eve someone killed Elena the Fair, Witch Queen of Summer.

Now chaos reigns as the witches prepare to go to war with each other.  Old alliances are destroyed and new pacts are formed.  Winter has come early and if a new Witch Queen of Summer is not found and the old one avenged the world will plunge into everlasting winter."

Yeah. I'd play the hell out of that game.

Thursday, April 28, 2016

A to Z of Adventure! X is for Expert.

X is for Expert.

This is not some attempt to grift the Challenge.  The Expert Set adventures were given the code X.
Of course, the most famous of these is X1, The Isle of Dread.

I got this adventure along with my Expert set back in the early 80s.  It is an obvious King Kong homage, but it is a great one.  It is another one of those adventures that people keep coming back to time and time again.
Maybe second only to B2 and B1 in terms of numbers of players, but The Isle of Dread is one of the best Basic-era adventures out there.  In today's frame of mind the adventure is equal parts Pirates of the Caribean, King Kong, and Jurassic Park.  It is a heady cauldron of tropes, ideas and just plain crazy fun.  It was included in the original Expert set and it still had expanded maps and more creatures.  I never understood why the creatures where not just in the main book, but it did make the module special.
What was so nice about X1 over B2 is you had the feel it was more integrated into the Expert rules; it felt like a logical extension.

This is also the first published adventure I ever ran for my son.  Up to this point I had ran ones I had made up for him.  He was young (6 or 7) and adventures like "Cave of the Stinky Goblin" or "Trouble in West Haven" were more appropriate for him.  But X1 had the great big dinosaur on it and he loved dinosaurs.

We had a blast. To me, 20 some odd years later, it felt like a very different adventure.  There is a lot of untapped potential here. Enough for several adventures really.
Later on I bought my son his own copy to run sometime.  It was also the first time that my kids began to recognize Tom Moldvay's name on the covers of adventures.

X2: Castle Amber
Another one of my "holy grail" items. I managed to score a copy when I moved to Chicago.
There is so much to love about this adventure, but I have detailed it all before in these pages.
Again, this is another Tom Moldvay adventure and we all loved it.

The other X modules came out a bit later and were more tied to the newer Frank Mentzer-edited Expert Set, as opposed to the Cook-Marsh-edited set I had owned. (I guess these modules should have really been called "E" for expert then). Of these I only later owned Quagmire.  I got it cheap at a used book store in Carbondale, IL.  I completely gutted the module and only kept the tower and swamp.

X3 Curse of Xanathon
X4 Master of the Desert Nomads
X5 Temple of Death
X6 Quagmire!
X7 The War Rafts of Kron
X8: Drums on Fire Mountain
X9: The Savage Coast
X10 Red Arrow, Black Shield
X11 Saga of the Shadow Lord
X12 Skarda's Mirror

In particular, I would like to get print copies of X4 and X5 for my Second Campaign game.  Saga of the Shadow Lord also sounds like a lot of fun!

This is my problem...too many great games/adventures and so little time.