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

Monday, May 4, 2026

Mirror Mondays: The Witches of 1986. Two Books, One Spell

Monday has often been Monstrous Monday here at The Other Side for a very long time. A mirror into what I am working on at any given point in time. But for the next few months, I am turning the mirror in a manner of speaking. And the mirror is an apt metaphor for what I am doing. 

The monsters will still be present; they always are. This time, though, I'm focusing on the witches who confront them, call them into being, control them, get rid of them, or even turn into them. I want to think of 1986 not just as a date, but as a breeding ground for imagination.

For me, 1986 isn't about warm, fuzzy nostalgia. It is a lens to focus my attention. 

Year books from 1986

It's the hardback Advanced Dungeons & Dragons books on the table, odd paperbacks found in used bookstores, heavy metal music, scary films, late-night TV, school libraries, local stories, and that feeling of books your parents wouldn't let you read. It's the year when fantasy games, talk of the occult, and being a teenager all felt crammed into one shadowy room, with a general sense of fear from the Satanic Panic and a sense that something…more existed. 

That's where two things I'm working on intersect.

One is Advanced Witches & Warlocks, my take on a retro witch book, as if the AD&D witch finally got the attention she deserved around 1986. It's aiming for release around Halloween 2026, which feels fitting. Witches should appear in October.

The other is Jackson, IL, a modern supernatural setting in the Midwest, centered on odd towns in the middle of the country, teenage witches, haunted schools, local monsters, hidden family histories, and the strangeness of growing up in 1986. This one is different; it doesn't have a release date. It might not even be published in a typical way. It's going to be about 80,000 words before I can even say it's a book, and it isn't there yet, but it’s progressing.

However, these two projects are constantly influencing each other.

They aren't the same book, or even the same style of book. Advanced Witches & Warlocks is all about fantasy gaming, character classes, occult magic, witch lore, warlock groups, magical spells, animal helpers (familiars), and what the witch should be like alongside the Cleric, Magic-User, Druid and Illusionist.

Jackson, IL, is small-town horror. It’s the high school hall, the library, the old graveyard, the pizza place, the road leading past the cornfields, the local university, the occult store in town, and the house that everyone knows about but nobody discusses. It's about teenage witches in a world where adults have carefully constructed their lives to act as if the supernatural isn't genuine. 

One is the witch as a character in AD&D.

One is the witch as the girl in homeroom who understands the mirror is showing a false image. 

And the central question for both of them is the same:

When 1986 is the focus of the imagination lens, what does a witch actually look like?

In a fantasy setting inspired by 1986, a witch is much more than just someone on a broom who casts spells; her origins lie in folklore, fairy tales, frightening tales, hidden knowledge, the books Appendix N lists, and the stranger parts of fantasy. She’s part of a group of witches, follows certain customs and has powerful figures she answers to, observes forbidden practices, performs ceremonies under the moon, and taps into ancient powers that aren't easily contained in spellbooks or churches. 

She isn't a Cleric. Clerics have a church, a god, and openly stated beliefs. And she isn't a Magic-User, because Magic-Users study, have specific formulas, and believe the universe can be written down completely.

A Witch has something much older and more personal; she has connections. Connections to spirits, the land, her ancestors, the moon, old gods, and, really, to be honest, things that are best left unmentioned. She understands magic isn't only something you learn, but something you receive from family, get through deals, endure, and occasionally live through. 

And that’s how it is in fantasy.

But in 1986, in the real world, the witch is a bit different, although not as different as you'd think.

She’s the new student who seems to know a lot, the quiet one who hears things in empty rooms, the head cheerleader who keeps everyone protected but won't admit to how afraid she is, the outsider with the family that's been around forever, or the girl who happens to find the right (or wrong) book at the library…and it’s as if the book was waiting for her.

She exists amongst lockers, telephone landlines, cassette tapes, school bells, what everyone in town is saying, and teachers who might not be entirely human. The school after hours is her dungeon, the roads leading out of town are her wilderness, and her temple is the bedroom floor late at night, with candles, a notebook, and a mirror that shows more than it should. 

Both of these witches are liminal, in-between people.

And that’s the essential point.

A witch is on the boundary. The edge of town, the edge of social groups, the edge of the church, the edge of family, the edge of becoming an adult, the edge of the map. She knows where the lines are because she's crossed them, and sometimes she chose to, other times she was forced.

That’s why witches work so well in old-fashioned gaming. Dungeons & Dragons always liked boundaries: dungeons and the wild, law and chaos, the village and the ruins, human and monster, the living and the divine. A witch belongs in that boundary zone.

And that’s also why they suit teenage horror. Being a teenager is a boundary zone. You aren't a child, but you're not an adult yet, and everyone is misleading you about both. You’re expected to follow rules you didn't create, you're given a future you might not even want, you're observed, evaluated, underestimated, and told to stay away from doors that someone else has already opened.

That’s where a witch finds her place.

The Midwest is important here as well.

These aren't Salem witches, not exactly, and not the glamorous witches of Hollywood. The witch of the Midwest lives amongst brick school buildings, university towns, country roads, old cemeteries, the changeable prairie weather, church potlucks, basement playrooms, and libraries with surprisingly good collections of occult books.

She knows the local ghost stories. She knows which road to avoid in the dark. She knows who lived in that house before the current family changed the name. She understands that not all monsters come from Transylvania or from Hell; some are created by the cursed land surrounding the old town, in the drainage ditch, beneath the old bridge, or in the quiet that exists between what everyone says and what nobody will talk about.

That’s where Jackson, IL is.

And that's where Advanced Witches & Warlocks is also finding a new foundation.

The fantasy witch and the teenage witch aren't separated in my mind; they are each other’s reflections. One wears a purple dress and a black cloak, the other wears jeans, boots, and an excessive amount of eyeliner for a Monday. One has a familiar and a Book of Shadows, the other has a cat that isn't quite a cat and a notebook hidden under her mattress.

Both of them understand the same truth. 

People who are respectable act as if magic isn't real, because acknowledging it would change everything.

This series, Mirror Mondays: The Witches of 1986, is where I’m going to look at that reflection.

Some weeks I’ll be more focused on Advanced Witches & Warlocks; talking about witch types, magical practices, familiars, traditions, warlocks, spells, monsters, and creating a witch's book that feels as if it could have existed in the AD&D period without just copying old texts. 

Other weeks I’ll focus on Jackson, Illinois; teenage witches, haunted schools, folklore from the Midwest, local monsters, bad roads, strange teachers, shops with occult items, and why 1986 is the perfect year for supernatural horror.

Most weeks will be somewhere in the middle.

That's the unusual intersection where both projects come together.

The mirror is now open.

Mirror Shards: The Mirror Between Larina Nichols and Larina Nix

Larina Nichols meets Larina Nix
Not every magical object starts as something valuable. 

Some begin as a simple question.

A witch looks in the mirror and sees herself...but not the person standing in the room. She sees another life, another world, another version of the same soul. One that is older, stronger, stranger, and maybe even more dangerous.

For Advanced Witches & Warlocks, this mirror might be an ancient magical object, a way to see into the future or a risky way for witches to get in touch with alternate selves, echoes of their mentors or their future selves.

But for Jackson, Illinois, it's more personal. A teenage witch sees the woman she could become, or the woman she was somewhere else, or the woman who is protecting her from a fantasy world that shouldn't be real.

The mirror doesn't question in a straightforward way. That would be too simple.

It shows what could be.

It shows a warning.

It shows power.

And sometimes, when the room is dark and the house is quiet, the image in the mirror moves first.

I am focusing on this witch in particular because she has a pedigree. She was created as an AD&D character in 1986. She is my window into this liminal and reflected world. She was a playtest character for every version of the witch class I ever wrote, including AD&D and NIGHT SHIFT.

I have another post I am picking at, "What I Learned Playing the Same Character for 40 Years," and some of that insight feeds into this and vice versa. She is the test bed, as I have said before, my "Drosophila melanogaster" of these tests. When playing a game, I ask, "What would Larina do here?" When designing one, I ask, "How can I do Larina here?" Both questions have served me well over the last 4 decades. 

There are a handful of witches, both characters and personalities, as well as more simple archetypes, that I use when testing any game I play and any game I write. Larina is the most forward-facing of these witches. She isn't the only one. Elowen still gets a lot of play, as does Moria, Amaranth, and others. But Larina has a lot of history, both in games and in the real world. 

A Mirror Shard in both games is a means to communicate with other versions of yourself. Or other versions of others. It is a sneaky little device I have thrown into my games when I want to try out one version of a character in another's universe. Valerie Beaumont is a regular abuser of these mirror shards. She isn't even my character, and she keeps crashing into my games. 

Which brings up an interesting point. 

In Advanced Witches & Warlocks, the "mirror shards" are the magic items connected to the magical mirrors.

In Jackson, IL, "mirror shards" are the people you see in the mirror that are not you.

Both developed from the same fundamental idea and then took on different meanings in my writing. I don't really feel the need to reconcile these differences. Different games. Different universes. But there is something fairly evocative about calling these characters mirror shards. 

Larina is a mirror shard. Valerie is a mirror shard. Even someone like Jenny Everywhere is a mirror shard.

Three mirror shards meet in a bar in Soho.
Greg: "I feel sorry for the guy who tries to buy them a drink!"

Candy and Denise in Jackson, IL, are mirror shards of Candella and Duchess in Glantri. Or is that the other way around?

Candella and Duchess

Candy and Denise

It is because they are "mirror shards" that they heard the Bell in Jackson, IL, when only supernatural creatures heard it. They are not supernatural, but they are special. 

An out-of-game idea for one is giving me an in-game solution for another. 

I have quite a lot more to say on all of this.

Friday, April 10, 2026

Tales from Jackson, IL: Shadows of the Night (Denise & Candy)

 We are going back to Jackson, IL, and 1985 to see how the characters are doing.

Game Play notes: I will be using the Heroic Touchstones introduced in Wasted Lands: The Dreaming Age and further defined in Thirteen Parsecs. I am leaning on a touchstone every three levels, but I might change that to every other level. Have not decided yet.

So far, the game has:

  • A psychic
  • A theosophist who sees dead people
  • A survivor
  • An inventor

Yeah. Kind of a motley crew, to be honest, but perfect for this game. Everyone is still first level except for the survivor, who is 2nd. No "Chosen One" though. No game last weekend, so this is from the weekend before Easter. 

The NPCs: Duchess & Candella

One of the joys of these NPCs for this game is bringing in NPC the Players (but not always the characters) recognize. Both my oldest and I use Duchess and Candella a lot. They are great fun and always in trouble, either getting in or out of it. So when the players yell out, "What are they doing here?" you know you did something right. He is using them in his 5e D&D-meets-Pokémon game where they are both members of Team Rocket.

Candy & Denise

Denise & Candy

In the NIGHT WORLD of Jackson, IL, everyone's favorite party girl thieves are Denise "Duchess" Carver and Candace "Candy" Mercer. They are a couple of party girls who are too loud, too promiscuous, drink too much, smoke too much, and skip classes far more than they attend them. 

And I absolutely love them.

Candy and Denise

They walk down the halls with unmistakable swagger. They act like they invented the idea of Best Friends Forever and are working to improve that idea every day. They are good girls, and their loyalty to each other is fierce and complete. 

They met in the principal's office the first week of Jr. High. They were in trouble for different reasons, and they instantly bonded and have rarely been apart since. They can't remember what they were in trouble for that day, but they remember what the other one was wearing and what they laughed at. When they get irritated at each other, one will say, "I should have left you in Principal Butler's Office!" and the other will invariably reply, "Yeah, but then your life would be boring!"

The thing about Denise and Candy is that they are a lot smarter and a lot more aware than anyone gives them credit for.  Candy's ("Don") dad owns one of the bars downtown, and she helps every chance she gets, her tips all going back to her dad (she really isn't old enough to work there legally), and all their money goes to helping her mom, who is really sick. In fact, Candy has gotten so good at managing her mom's medical issues that she can act as the group's medic in a pinch. 

Denise has had it pretty rough, too. Her mom, Jean, is living with her stepdad/mom's boyfriend, Brian. Her dad, Tom, has been gone a while. Brian is not a nice person, and Denise has become one of those people who are sensitive to others' pain and always knows exactly where all the exits are. In 1985, Denise works as a waitress at "Sal's Pizza." The owner and manager, Salvatore, aka Sal, threatens to fire her all the time, and she threatens to quit all the time, but neither happens. 

I have already figured out that by the 1986-87 school year, Denise had moved out and was living in a trailer east of town. Candy is always there. This will give the cast somewhere to go when they need patched up since Candy is going to grow into the local "shady medic". Candy, who is always full of laughs and fun, has NO bedside manner. Her idea of cleaning a wound is with Southern Comfort, which also works as a painkiller and a needle sterilizer; if it doesn't make her patient better, it makes her better. 

They serve the role of always getting into trouble, but also the ones the characters can go to when they are in trouble, because they don't ask questions and usually have solutions.

There is one other issue. 

Both Candy and Denise heard the Bells. Neither the characters nor the girls have any idea why. They don't seem to be supernatural in any sort of way. Just two normal girls with some crappy pasts and hopefully a brighter future. Are they central to the mystery? Maybe. I kinda want to wait and see how the players work it out. Maybe it has something to do with the fact that there are so many worlds with these two. Like the Eternal Champion, but a lot more fun, with more alcohol, more Aqua-Net, and very inappropriate humor.

Candy and Denise
Candy and Denise, likely not going to class.

Candace "Candy" Mercer
2nd Level Survivor, Human (?)

Base Abilities
Strength: 12 (0)
Agility: 17 (+2) P
Toughness: 15 (+1) 
Intelligence: 15 (+1) 
Wits: 13 (+1) s
Persona: 14 (+1) s

Vit:  6 (2d4+2)
DV: 8
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +2

Languages: English, Spanish
Skills: Security Alarms (Disable) (Agl), First Aid (Wits)

Saves: +2 Death Saves and area effects.

Survivor Skills
Improved Defense: -1
Open Locks: 25%
Bypass Traps: 20% (+10%)
Sleight of Hand: 20%*
Move Silently: 30%
Hide in Shadows: 20%
Climb: 80% *
Perception 45% 

Hair: Blonde
Eyes: Brown
Height: 5'5"

Archetype: The Trouble Maker
Quote: "Don't make it weird, babe." (right before she completely makes it weird)
Quirks: Is shockingly good at first aid. Will say something completely inappropriate and laugh it off (she knows what she is doing).
Theme song: "Girls Just Want to Have Fun" - Cyndi Lauper

Candy is the "loud one" of the pair. If she gets quiet, then she is serious. Despite her trouble-maker reputation and party girl attitude, Candy is a lot smarter than she lets on. 

Candy also flirts shamelessly with everyone. During gym class, she shouted out to Valention ("Val"), "Hey, let me see your big bat!" which got the class laughing. Val, being Val, held up the baseball bat he was using, which made her and Denise laugh even more. "It's a good thing he is good looking, she told Denise." 

Denise "Duchess" Carver
2nd Level Survivor, Human (?)

Base Abilities
Strength: 11 (0)
Agility: 16 (+2) P
Toughness: 18 (+3) 
Intelligence: 12 (0) 
Wits: 15 (+1) s
Persona: 15 (+1) s

Vit:  10 (2d4+6)
DV: 8
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +2

Languages: English
Skills: Notice (Wits)

Saves: +2 Death Saves and area effects.

Survivor Skills
Improved Defense: -1
Open Locks: 20% *
Bypass Traps: 20% 
Sleight of Hand: 25% *
Move Silently: 35% *
Hide in Shadows: 25% *
Climb: 60% *
Perception 55% * (+5%)

Hair: Brunette
Eyes: Brown
Height: 5'7"

Archetype: The Party Girl
Quote: "Underachiever and proud of it!"
Quirks: Denise always counts the exits whenever she walks into a room. She knows where all the sharp objects are and she knows who is on edge. 
Theme song: "I Will Survive" -  Gloria Gaynor (She has a soft spot for Disco)

Denise is the "quiet one." If she raises her voice, watch out, she is either very pissed or very scared. She usually reacts to fear by getting angry. Living her own life in a constant state of awareness has made her sensitive to others' emotional states. Candy has learned that if Denise ever grabs her hand, then Candy needs to get them both out of whatever situation they are in and fast. 

Denise also has a ferret named "Bandit" who likes to bite Brian, her mom's new boyfriend. Named after "Smokey & the Bandit," a movie she used to watch with her dad, Tom, all the time. 

I took a page from AD&D 2nd Ed, and adjusted their Survivor skills but kept the point totals. Candy is better at climbing walls and disabling traps aka alarm systems (when it is slow at the bar she reads the alarm system manual). Denise is better at perception and hiding in shadows. 

Still not 100% sure why they heard the Bell, but they did and now the PCs have to deal with them too.

Soundtrack, now with Candy and Denise's songs.

--

Like I said before, I like the idea of these NPCs surviving and being better versions of themselves.  Candy becomes an ER nurse because she can handle the pressure, and she scares most doctors. Denise becomes a social worker because she knows that sometimes a troubled kid just needs someone to show up. Denise brings Candy a ridiculously expensive coffee at work (she is often at the hospital) with what can only be described as an obscene amount of sugar. They laugh way too loudly and scowl at anyone who might suggest they should, you know, get back to work. 

And they are both really, really good at what they do.  That is, if they can survive till graduation.

Candy and Denise, still laughing together.
Candy and Denise, still laughing together

Every Friday night, they still get together. Only now they can both afford better drinks, and they talk about their jobs, people who annoy them, ex-husbands (1 for Candy, 2 for Denise), and sometimes, when the night gets late, they talk about the time when they were just kids and fighting monsters. Ok, they will agree they didn't do a lot of fighting, mostly a lot of running. 

Night Shift® is a registered trademark of Elf Lair, LLC.

Tuesday, August 26, 2025

Mail (and Yard Sale) Call Tuesday, 80s Style!

 Double hitter today. Went out on a hunt for some old-school D&D and came home to some mail.

Old school games and books

Dragged my wife and youngest out to a yard sale way north of Chicago because I saw online they had a ton of D&D books. A box of adventures, hardcovers, a box of Dragons, and a bunch of old Ral Partha minis. We got there in plenty of time, but the boxes were stanched up by, well... I never got a satisfactory answer. My wife and kid suspected (with some good reason) that the people running the sale held it back for someone. I kept getting a different answer from the workers (it was a managed sale) and the person buying them all didn't seem like a gamer because they really couldn't answer and questions.

Oh well. I did get a chance to look into the boxes, and I had about 95% of it all anyway.

I DID manage to score boxed sets of Top Secret and Indiana Jones. This gives me more evidence that person buying didn't know what they had. These were right next to the books and were ignored. That's fine, I didn't have these, so score for me! I also got the Doctor Who Technical Manual to replace my old one that was lost. 

Yard Sale score!

Yard Sale score!

The boxes are in worn shape, but the contents are good. Missing dice, save for the saddest looking d10 I have ever seen.

On the mail front, this was waiting for me when I got home.

The Folio Black Label #3

The Folio Black Label #3 White Witch and Black Stone from Art of the Genre.

And it looks like I got the last copy! Sorry all. But honestly, how could I have said no? It features Duchess and Candella as NPCs and the main antagonist is "the White Witch."  I mean, come on? 

While print is sold out, the PDF is still available

I'll get a proper review of this up soon. Now I just need to figure out where I am going to slot this into my War of the Witch Queens.


Wednesday, August 6, 2025

Duchess & Candella for Daggerheart

 I hope everyone had a great Gen Con. Sadly, I was not there, but I heard it was fun. I also heard that Daggerheart had sold out of its print run and had no copies left by Saturday. That is pretty cool, really. It's also still the #1 selling PDF on DriveThruRPG, a spot it has owned since its release. 

Daggerheart: Duchess & Candella

I was on DriveThruRPG today looking to see if any of the new games I had heard about at Gen Con had been released yet. I didn't find what I was looking for, but I did see something in my Personalized Suggestions; a bunch of new-to-me titles from Art of the Genre (the Folio people) featuring my favorite party girl rogues, Duchess and Candella. Most of these were for the FAST Core RPG System, which I know nearly nothing about. But there are a lot of titles featuring them. 

I remembered I covered a lot of the Folio Black Label books when I did my feature on Duchess and Candella, and there were some new ones (again, new-to-me) that I had not seen. I grabbed some more of the Folio adventures featuring them and one of the FAST Core D\&C books, which I might review later, but I'd like to get the core rules first. 

I do have the core rules for Daggerheart.

While I tend to gravitate towards witches, spellcasters, and the odd paladin type, I do love these two. Again, I imagine them as two party girls who love a good time and don't mind getting into a little bit of trouble if it means they are going to get some gold out of it. Art of the Genre has stats and extensive backgrounds for them both in The Storyteller's Arcana. It works, I can't disagree with them really other than I see them more as thieves and rogues rather than fighter-types. But hey, they have given these characters a lot more thought than I have. Still, for Daggerheart, I think I want to keep them as thief-types. Thankfully, there are two different Rogue "subclasses" I can try, the Nightwalker and the Syndicate.

Candella & Duchess

Duchess Daggerheart Sheet
Duchess

Level 2
Class & Subclass: Rogue (Nightwalker)
Ancestry & Heritage: Highborne Human
Pronouns: She/Her

Agility: 1
Strength: -1
Finesse: 2
Instinct: 0
Presence: 1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Longsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
I will live the life owed to me +2 (when dealing with people of higher social class or money)
Candella is my sister in crime +2 (when dealing with rolls that can aid Candella)
So much gold and it will be mine +2 (when trying to steal or acquire wealth)

Class Features
Cloaked, Sneak Attack, Shadow Stepper, Believable Lie


Candella Daggerheart Sheet
Candella

Level 2
Class & Subclass: Rogue (Syndicate)
Ancestry & Heritage: Slyborne Human
Pronouns: She/Her

Agility: 2
Strength: 2
Finesse: 2
Instinct: 0
Presence: -1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Shortsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy
Paired (Tier 1) +2 to primary weapon damage to targets in Melee Range.

Armor: Leather 6/13 +3

Experience
Life is a game, and I plan to cheat +2 (when any rolls are considered cheating)
Duchess is my sister in crime +2 (when dealing with rolls that can aid Duchess)
Gold! Wine! Adventure! +2 (when trying to steal or acquire wealth, or a good time.)

Class Features
Cloaked, Sneak Attack, Well-Connected, Enrapture

--

The great thing about Daggerheart is how you can create characters that really support each other and have that baked into the rules and rolls. 

Love how these two came out!

Wednesday, April 9, 2025

Witchcraft Wednesday: Left Hand Path work and more Moria

 The Left Hand Path is moving on a good pace, not as far as I wanted to be right now, but I can live with that. I did want to show off another bit of new art for the book.

Billy Blue Art

That's how it appears in the book. I'll add the artists names when I am doing laying out. I might tweak the page a bit, but you get the right idea. 

Here is a closeup.

Billy Blue Art

The artist is Bill Blue, and you can see more of his art on his site.

Last night I wrapped up the first adventure for my 1357 DR Forgotten Realms campaign. As a GMPC, Moria only gets a fraction of the XP earned, so she has not leveled up yet. My oldest bought some HeroForge minis for some of his characters. I joked with him about it asking are you sure you want to spend money on minis, the characters could be dead before they get here! He said it was fine since a couple of characters in the group are based on characters he has going in other games, so they will get use. Wonder where he got that from?

Of course, I had to make a mini of Moria and Mesphito Fleas. Shout out to Pun Isaac for sending me suggestions for her mini!

Moria and Mesphito Fleas

 I am not going to buy a mini of her for the same reasons I told my son not buy his minis, she might be dead before they come in the mail! Maybe I'll just buy the STL and print here at home.

Yeah, she still only had 4hp and three spells (using my Advanced rules), but Fleas did kill a goblin last night by biting it. So maybe her chances are not so bad after all. 

We started adventure C3 The Lost Islands of Castanamir last night. I decided that Castanamir was a Red Wizard of Thay, but broke away from them to continue his own esoteric research.  This is one of the adventures I got from the Grenda Collection, so it is fun to use. 

There is a room with two thieves, Doblin and Joblo (really??). Well, I misread the entry and thought those were the names of the Leprechauns. When Liam got to the room where the thieves were, I didn't have names for them. That's OK, it was Duchess & Candella to the rescue! They were looting investigating a wizard's tower in Glantri when they got pulled in here. Obviously Castanmir was seeking advice from the wizards in Glantri with help for his tower. 

I am going to certainly be bringing them back as comic relief. I said they don't really fit in the Realms, but who am I kidding? They fit everywhere!

Speaking of reoccurring characters. I am certainly going to be using Grenda's Briana Highstar as an antagonist. They are not ready to meet her yet. I know she is an enemy to "balance," but she also serves Mephistopheles. She could even start out as ally. I don't know yet. I will see how it plays out.

I already have a mini for her!

Briana Highstar

This one is labeled as "Black Robed Mage of High Sorcery" so that works great for me. She also looks she is wearing a feathered cloak of some sort. 

This will be fun!

Tuesday, February 11, 2025

Year of Fantasy RPGS: Cd8 The Return of the Fearless Five!

 I am still having fun with Jason Vey's Cd8 Fantasy Roleplaying game. I thought I would give it a spin with some more characters. Getting a feeling of what the various power level benchmarks are and so on.  So I thought, let's bring back the Fearless Five and give them a go at it!

Cd8 The Return of the Fearless Five!

Not sure what mission they will be going on next. They got already Bargle. I just 3D printed Kelek on a Warg so maybe they are going after him.

Skylla

Skylla

Name: Skylla
Species: Human
Attitude: The only thing important is power

Gumption: 3
Moxy: 3
Chutzpah: 1
Childlike Wonder: 7
Cut of My Jib: 5
A Certain Je ne Sais Quoi!: 1

Life Points: 26
Armor: 0 None
Speed: 30 ft

Skills: Detecting 2, Doctoring 2, Fighting 1, Herbalizing 4, Magicking 6, Mythologizing 2, Performing 1, Running 1, Shooting 1

Benefits/Bugs
Enhanced Senses 1
Prodigy (Magicking) 1 (3pts)
Super stats (Child Like Wonder) 4
Super stats (Cut of my Jib) 4
Psychic 3
- TK, PK, Mind contrtol

Weapons
Staff

Aleena

Aleena

Name: Aleena
Species: Human
Attitude: Helping others

Gumption: 3
Moxy: 1
Chutzpah: 1
Childlike Wonder: 4
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 1

Life Points: 10
Armor: Heavy
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Magicking 3, Mythologizing 2, Researching 3, Running 1, Shooting 1

Benefits/Bugs
why me? -5

Weapons
Mace


Mogan Ironwolf
Mogan Ironwolf

Name: Morgan Ironwolf
Species: Human
Attitude: Hitting things

Gumption: 1
Moxy: 1
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 3

Life Points: 21
Armor: Medium
Speed: 30 ft

Skills: Detecting 1, Driving 1, Fighting 6, Running 3, Shooting 3, Sporting 3, Tumbling 1

Benefits/Bugs
Takes A Licking 1
Keeps on Ticking 5
Lucky 3

Weapons
Longsword, Bow

Duchess

Duchess

Name: Duchess
Species: Human
Attitude: Helping herself

Gumption: 1
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 1

Life Points: 20
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 3

Benefits/Bugs
Lucky
Iron Constitution
You Want to Get Out of Here Real Fast? 4
Stat Increase 4

Weapons
Short Sword, Dagger


Candella
Candella

Name: Candella
Species: Human
Attitude: Helping herself and have a good time doing it!

Gumption: 2
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 2

Life Points: 17
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 4

Benefits/Bugs
Lucky
Stat Increase 4

Weapons
Short Sword, Dagger

 OK! These are fun. I did not detail Skylla's or Aleena's spells, really. They have them. If I expand them into a one-shot, then I may. I would totally run a game at a convention with these—some sort of heist where everything goes sideways.

That is not really a bad idea. I already built them all for ShadowDark and now again for Cd8. Well, minus the Sorceress. She was done with Skylla's interference. 

Cd8 does not have "levels" for characters. The game assumptions between this and level/class systems are too different. But for this round, I was working under some assumptions about how many XP to give out to equal a level. So far, my numbers have panned out, but I want to try it with a few more to be sure. 

So far I rather enjoy this game

Tuesday, December 10, 2024

The Fearless Five vs Bargle: Basic Characters for ShadowDark

 My foray into the ShadowDark RPG did not begin or end with The Witch. Last week, I was chatting online with someone about my idea for a time travel adventure called "They Keep Killing Aleena," where the premise is a bunch of high-level adventurers go back in time to try to save her life, and the results of that interference. It is not an adventure I have ever finished since a few ideas in it have never jelled right for me. BUT in my research, I did uncover the 3.5 Edition adventure from Dungeon Magazine #150 (2007, Paizo era) called "Kill Bargle" from Pathfinder's own Jason Bulmahn.  The idea has stuck with me for years. It would make for a great convention game. It is a low-level dungeon crawl where you need to, well, what it says on the tin, Kill Bargle.

When I ran T1 Village of Hommlet, I included Aleena, Morgan IronwolfRufus, Burne, and yes, Bargle. I did their stats in 4e Essentials, but ended up running it in 5e. In that adventure, Bargle still kills Aleena and gets away. 

I could not help but think revenge would be nice and maybe someone gathered everyone up to go get him.  

Enter the Fearless Five!

The Fearless Five...er Six

Given the "Women in Refrigerators" treatment of Aleena, I thought it might be fun to grab all the "Basic-era" heroines and send them on a quest to kill Bargle. 

Premise: Skylla, wanting something from Bargle's trove of magic (likely his spellbooks) decides that the only way to get it is to assemble a group of adventures who have a personal grudge against him. Knowing they will never follow her or do what she asks, she gets the one person she knows they will follow. It's just too bad that person, Aleena, is dead.

So, Skylla gets Aleena resurrected (she still has contacts in the cult underworld). She gets Morgan Ironwolf to find her, and then she gathers the Sorceress, Duchess, and Candella together to go after Bargle. Five heroines to kill one villain. Easy peasy.

While I could run an adventure like this in nearly any system, it seems fitting to me to run it with ShadowDark.

Aleena
Aleena

Ancestry: Human
Class: Cleric, 2nd level
XP: 20 
Alignment: Lawful
Deity/Patron: Madeera
Background: Noble

Str: 11
Dex: 14
Con: 10
Int: 10
Wis: 16
Cha: 16

HP: 9
AC: 15

Weapon: Mace
Gear: Chainmail, holy symbol, backpack, torches, 1 week of rations, wolf 'sbane

Languages: Common, Elvish

Talents
Human: +1 to melee attacks
1st level: +1 to Cleric spellcasting checks

Spells
Tier 1 (3): Cure wounds, Light, Shield of faith

Aleena is a cleric. She was brought back to life by Skylla's intervention but has no memory of the time between then and when Bargle killed her. 

She feels Bargle is a threat to all that is good and lawful, and he must be stopped.

Morgan Ironwolf
Morgan Ironwolf

Ancestry: Human
Class: Fighter, level 3
XP: 34
Alignment: Lawful
Deity/Patron: None
Background: Soldier

Str: 16
Dex: 13
Con: 14
Int: 7
Wis: 9
Cha: 8

HP: 21
AC: 14

Weapon: Longsword
Gear: Chainmail, bow and arrows, quiver, 5 silver arrows, 50' rope, 10' pole, 6 torches, 1 week rations, 1 qt wine, large sack

Languages: Common, Goblin

Talents
Human: +2 to Strength
1st level: +2 to Constitution
3rd level: +1 to melee and ranged attacks

Morgan thinks of Aleena as a little sister who needs protecting; as such, she blames herself for Aleena getting killed. She would go after Bargle for free just to have the pleasure of killing him herself. 

The Sorceress
The Sorceress

Ancestry: Human
Class: Wizard 3rd level
XP: 35
Alignment: Lawful
Deity/Patron: Ord
Background: Wizard's Apprentice

Str: 10
Dex: 14
Con: 12
Int: 18
Wis: 10
Cha: 13

HP: 10
AC: 13

Weapon: Staff
Gear: 6 torches, 1 week rations, large sack, spellbook, bag of spell components

Languages: Common, Elvish

Talents
Human: +2 to Intelligence
1st level: Advantage on one Spell: Magic Missile
3rd level: Advantage on one Spell: Burning Hands

Spells
Tier 1 (4): Magic missile, Mage armor, Light, Burning hands
Tier 2 (2): Detect thoughts, Invisible

The Sorceress knows the group is getting played by Skylla. She is friends with Morgan and wants to make sure everyone comes out of this alive. The chance to rummage through Bargle's collection of magic is an added bonus. 

Duchess
Duchess

Ancestry: Human
Class: Thief, 5th level 
XP: 55
Alignment: Neutral 
Deity/Patron: None
Background: Thieves Guild

Str: 11
Dex: 16
Con: 18
Int: 12
Wis: 15
Cha: 15

HP: 17
AC: 14

Weapon: Longsword
Gear: Leather armor, short bow and arrows, quiver, thieves tools, 50' rope, 10' pole, 6 torches, 1 week rations, 5 qts wine, large sack

Languages: Common, Dwarvish

Talents
Human: +2 Charisma
1st level: +1 to melee and ranged attacks
3rd level: +2 to dexterity
5th level: +1 (+2 total) to melee and ranged attacks

And her partner in crime:

Candella
Candella

Ancestry: Human
Class: Thief, 5th level
XP: 56
Alignment: Neutral 
Deity/Patron: None
Background: Urchin

Str: 12
Dex: 17
Con: 15
Int: 15
Wis: 13
Cha: 14

HP: 14
AC: 14

Weapon: Short sword
Gear: Leather armor, short bow and arrows, quiver, thieves tools, 25' rope, 7 torches, 1 week rations, 3 qts wine, large sack

Languages: Common, Goblin

Talents
Human: +2 to Dexterity
1st level: +2 to Strength
3rd level: +1 to melee and ranged attacks
5th level: Backstab +1 dice of damage

Bargle hired Duchess and Candella to retrieve an item for him. He meant for them to get killed, but they ended up in jail instead. Worse, he never paid them for the item. They are in it for the money and revenge, but mainly for the money.

Skylla
Skylla

Ancestry: Human
Class: Witch, 6th level
XP: 64
Alignment: Chaotic
Deity/Patron: Baba Yaga
Background: Cultist

Str: 9
Dex: 11
Con: 10
Int: 12
Wis: 11
Cha: 15

HP: 16
AC: 11

Weapon: Staff
Gear: 3 torches, 1-week rations, large sack, bag of spell components

Languages: Common, Diabolic

Familiars: Raven, Owl (+1 to Wisdom checks)

Talents
Human: +1 to occult spellcasting checks
1st level: +2 to Charisma
3rd level: one additional witch spell (T2)
5th level: additional familiar (special)

Patron Boon: Learn 1 Tier 1 Wizard Spell: Magic Missile 

Spells
Tier 1 (3): Charm person, Disguise self, Mage hand, 
Tier 2 (3): Call lightning, Light as feather-stiff as a board, Turn Undead (Ritual)
Tier 3 (2): Hag's Illusion (Baba Yaga), Bestow curse

Our "sixth" member of the Fearless Five is the mastermind behind all of this. Well...sort of, she is discovered rather quickly, but her intuition that these women would all do this to get back at Bargle is spot on. Have to figure out who gets the best magical loot between her and The Sorceress. 

Skylla and the Sorceress

--

I love the idea of a distaff "Usual Suspects" or "Reservoir Dogs." I really want to run this sometime. I would love to see how a witch (Skylla) and a wizard (The Sorceress) work together in an adventuring party run by someone other than me. 

And more to the point, I just want to see Bargle get curb-stomped by a bunch of women.

Tuesday, August 27, 2024

#RPGaDAY2024 Marvelous Miniature

 This one is rather easy. I am completely in love with the miniatures from HeroForge.

HeroForge Minis
These all sit on my desk.

I was an early backer, and backed it again for their color print process. Since then I hove picked up quite a few. What can I say, I love them.

Me and Johan

Here is my "mini-me" and my alter ego Johan.

Larina

I have a few Larinas. A printed one and few I did on our home printer.

Sinéad, Karlach and Shadowheart

Some to commemorate my best Baldur's Gate 3 run, Sinéad, Karlach and Shadowheart.

Duchess & Candella

The mini standees of Duchess & Candella. I wanted to try it out.

Willow & Tara

And Willow & Tara. Because of course I did.

Not to mention all the screen shots I have used over the years.

Likely not long before I get an itch and want to make another one.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Thursday, June 20, 2024

Converting D&D 5 to Blue Rose 2nd Edition: Character Exploration

 Ever since the Great OGL Debacle of 2022-2023, I have been looking for something to replace D&D on my table and in my development space. I have not always been successful on either front, but I have found many great contenders, including Castles & Crusades, Pathfinder 2nd Edition, and Wasted Lands. I have another one I wish to add to that list. Blue Rose 2nd Edition.

Blue Rose and Characters

I love Blue Rose. I love the game, the idea, the setting, the mechanics, everything. 

I spent a lot of time reviewing this game when it was released.

The game is an absolute joy, and I hope to continue it for a long time.

Unlike the three games I mentioned above, Blue Rose 2nd Edition's AGE system is not d20-based. It does have some d20 DNA via Blue Rose 1st Edition's True20 system. It is fairly trivial to convert D&D material over to Pathfinder, Castles & Crusades, and Wasted Lands. Blue Rose takes a little more work. However, the scaling is very similar with all of these games.

Blue Rose

The Characters

For this, I will do conversions of my main witch character, Larina, and two of my Forgotten Realms characters. Why these three? I want to play around with how adepts work. Plus, these are the three characters (well, them and Johan) that are most on my mind right now. Sinéad and Nida are part of my 2nd Ed AD&D Forgotten Realms game, so exploring who they are in this Blue Rose/AGE set-up is useful for both Blue Rose and the Forgotten Realms. And Larina, well, she is never far from my mind. 

Plus, it is the Summer Solstice, one of the pagan celebration days, so witches seem appropriate. 

Also, lately, I have been comparing and contrasting Larina and Sinéad. If Larina is my go-to witch, Sinéad is becoming my go-to sorceress or wild magic wielder. Though I am noticing I am playing Sinéad a bit like Larina so I need to find ways to make her (Sinéad) her own character. 

I have already explored a lot of characters for this game. Especially a lot of adepts and how they can feel different from each other. 

I have spent quite a bit of time with this over the years and I really love the characters you can make and play with this game.

Sinéad for Blue Rose
Sinéad
Female Human/Vata'an Adept, Level 5

Accuracy: 5 (Primary) Focus: Bows
Communication: 3 Focuses: Persuasion, Performance, Deception
Constitution: 3 Focus: Swimming
Dexterity: 3 Focus: Artisan
Fighting: 2 
Intelligence: (Primary) 3 Focus: Arcane Lore
Perception: 3 (Primary) 
Strength: 2
Willpower: 2 (Primary)

Speed: 13
Defense: 13
Armor: 3
Penalty: 0

Health: 56
Conviction: 5

Powers, Talents, and Specializations

Starting Talents: Lore (N), Performance (N)

Arcane Talents: Healing (J), Wild Arcane (J)
Skillful Channeling
Arcane Training: Shaping (N)

Specialization: Bard (N)

Arcana

Wild: Fire Shaping, Sense Minds, Visions
Shaping: Psychic Shield, Move Object, Second Sight
Healing: Cure, Sleep

Arms and Armor

Dagger, Melee (Accuracy) 1d6+1
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Leather (Light Armor)

Persona

Calling: The Moon: Discovery and Learning Secrets
Destiny: Queen of Rods, Curious
Fate: Jaded
Corruption: 0 

Goals: To discover the secrets and source of her magic

Relationships

Taryn (3), "She is my adopted sister. We will do anything for each other."
Larina (2), "She is Taryn's mother. I am not sure what their deal is, but I will respect her."
Nida (2), "I have never had a friend like her, and so unlike everyone I have met before."

--

Nida for Blue Rose
Nida
Female Human Expert, Level 5

Accuracy: 2 (Primary) Focus: Arcane
Communication: 4 (Primary) Focuses: Deception, Disguise
Constitution: 3 Focus: Swimming
Dexterity: 3 (Primary) 
Fighting: 2 
Intelligence: 4 Focused: Arcane Lore, Shaping
Perception: 4 (Primary) Focus: Empathy
Strength: 1
Willpower: 2 (Primary) Focus: Courage

Speed: 13
Defense: 13
Armor: 3
Penalty: 0

Health: 58
Conviction: 5

Powers, Talents, and Specializations

Starting Talents: Light Armor Training, Pinpoint Attack

Arcane Potential (N), Thievery (N)
Specialization: Shaper (Fire), (N)

Arcana

Fire Shaping

Arms and Armor

Dagger, Melee (Accuracy) 1d6+1
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Leather (Light Armor)

Persona

Calling: The Sun: Championing the Everyday
Destiny: Eight of Chalices, Daring
Fate: Stubborn
Corruption: 0 

Goals: To find her true path

Relationships

Sinéad (3), "Sinéad is a naive kid with her head in the clouds. And I love her for that. She reminds me of what I was."
Larina (2), "She honestly kind of scares me, but I know she has the answers I seek."

--

Larina Nix for Blue Rose
Larina Nix
Female Human Adept, Level 20

Accuracy: 2 (Primary) Focus: Arcane
Communication: 5 Focuses: Persuasion, Performance +2, Investigation
Constitution: 3 Focuses: Swimming, Stamina
Dexterity: 3 Focused: Artisan +2, Calligraphy +2
Fighting: 2 
Intelligence: (Primary) 5 Focuses: Arcane Lore +2, Research, Sorcerery Lore, Historical Lore, Healing
Perception: 3 (Primary) Focuses: Empathy, Visionary
Strength: 1 Focus: Intimidation
Willpower: 5 (Primary) Focus: Faith

Speed: 11
Defense: 11
Armor: 5
Penalty: 0

Health: 114
Conviction: 11

Powers, Talents, and Specializations

Arcane Talents: Arcane Training (M), Healing (M), Witchcraft (M), Psychic (M)

Linguistics (M), Performance (N), Contacts (J)

Specialization: Seer (M), Shaper (Fire) (M)

Stunts: Skillful Channeling (1), Disrupt Arcana (4), Lasting Aracan
Epic Stunt: Effortless Arcana

Add Willpower to Damage, Familiarity mod -2

Arcana

Fire Shaping
Enhancement, Heart Reading, Light Shaping, Ward, Second Sight
Cure, Sleep, Draw Vitality, Flesh Shaping, Body Control, Psychic Shield
Psychic Weapon, Psychic Contact, Calm, Illusion, Mind Shaping, Mind Reading
Visions, Scrying, Object Reading, Nature Reading

Arms and Armor

Dagger, Melee (Accuracy) 1d6+1
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Persona

Calling: The Priestess: Oneness with Spirit
Destiny: Queen of Rods, Curious
Fate: Jaded
Corruption: 1

Goals: To become a powerful witch

Relationships

Taryn (3), "My daughter. We lost so much time together in my service to Baba Yaga."
Sinéad (2), "Taryn's adopted 'sister.' I have watched this one from afar and subtly guided her on her path."
Nida (3), "It's...complicated."

--

Ok. Three different approaches to magic (arcana) in Blue Rose. The Wild Talent (Sinéad), the dabbler (Nida), and the Witch Queen (Larina).

Frankly, I am pleased with all three. Larina is scary powerful, and that is what I was aiming for. She has some corruption. I was also going to do Larina's daughter and Sinéad's best friend, Taryn, but I want to work some details on her first. 

I like that this world and this system allow me to bring out different aspects of these characters. 

In some ways I like to think of these as "parallel universe" versions. What these characters could be if the world they lived in was less horrible and had more light.  BUT...I don't even play Blue Rose as all "sunshine and kittens." The bright spots in this world are bright because there is still a lot of darkness out there.  I mean, even (especially) Larina has some corruption because she dabbles in Sorcery, or at least "Forbidden Knowledge." 

These characters compare very, very well to their Wasted Lands counterparts (Larina, Nida, Sinéad). They are not 100% the same, nor should they be, but I can see each (D&D, Blue Rose, Wasted Lands) are an aspect of the other. Given this I really should do Johan for Blue Rose. He would fit in rather nicely, really.