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Thursday, June 12, 2025

War of the Witch Queens, Wasted Lands Edition

 I have put my massive War of the Witch Queens on pause for a little bit to focus on my 1st Edition Forgotten Realms game. It is fine, since I am using it to build up some of the myths and legends that War of the Witch Queens will rely on. While my current War of the Witch Queens uses Old School Essentials, I have been enjoying it a lot, but...I am running into some issues. Well. Issues of my own creation.

Wasted Lands of the Witch Queens

Limitation #1: Level Caps and Limits

Limits on levels. I love OSE, but one of its selling points/strengths is its limiting issue for me. Sure, 14 levels is a lot, but I am running into ideas that I want to run for characters of 15+ level. 17th level comes up a lot for me. This is also one of the reasons why I dropped Hyperborea early on for this reason too. 

This campaign isn’t just a dungeon crawl or hex-crawl, it's a mythic saga that spans worlds, timelines, and divine destinies. Characters in this game aren't just heroes; they are on the path to becoming legends, saints, or even immortals. And I keep finding myself writing material that expects 15th level and beyond. More and more often, 17th-level content crops up in my outlines. That’s not a comfortable fit for OSE without some heavy modification.

Not to mention level limits on any demi-human species. Of course Hyperborea had not demi-humans at all. 

Limitation #2: Multi-Classing

I love OSE. But one place it really falls down is Multi-classing. Yes, there are some rules, but the elegance of the system is lost when you try to do it. It's not my strongest reason, but it is a reason all the same. 

Limitation #3: Multiversal Storytelling

I want to explore various worlds and settings. OSE can do this, it can even do it well, but I want to go a little beyond the norm. 

OSE can absolutely be used to tell stories that span worlds. In fact, it does it better than many modern systems, since its rules are modular and light. But for War of the Witch Queens, I want to go beyond the norm. I’m not just talking about visiting the elemental planes or spending a session in Ravenloft. I’m talking about fully developed worlds with unique metaphysics, rules of magic, and mythic gravity, all of them linked by a larger cosmological mystery, the Witch Queens, their empowered thrones, and the shadow of The One Who Remains.

OSE can be made to do this. But I need a system that does this out of the box.

Solution: Wasted Lands

When I was participating in the 2025 Character Creation Challenge, I was reminded of how flexible Wasted Lands/O.G.R.E.S. really is.  

Wasted Lands is mythic fantasy turned up to eleven. It was designed for heroes who become gods, for magics that shape and warp reality itself, and for worlds so ancient they crumble under the weight of memory. The core assumption of Wasted Lands is that the characters matter in a way that changes the cosmos, which aligns exactly with my vision for War of the Witch Queens.

Why Wasted Lands Works for War of the Witch Queens

No Arbitrary Level Caps

Characters in Wasted Lands are meant to grow in power until they ascend to the ranks of the divine. There’s no artificial ceiling to limit storytelling or advancement. If I want characters to bind a dying god to a black star, I don’t need to “homebrew” Epic Levels; I just use the Divine/Heroic Touchstone system as written.

Built-In Mythic Scope

Wasted Lands expects multiversal and mythological play. Characters can literally change the nature of reality. That’s not just compatible with War of the Witch Queens; that’s the point of the entire campaign.

Flexible Mechanics for Multiple Worlds

O.G.R.E.S. is modular, allowing me to shift between gritty sword-and-sorcery realism, dreamlike metaphysics, or high-magic cosmic horror as needed. That’s ideal when a single session might take place in ancient Atlantis, the post-apocalyptic future, or a faerie world frozen in regret.

Ties to Night Shift and Thirteen Parsecs

Since Wasted Lands is cross-compatible with Night Shift (another system I use for witchy, modern supernatural tales), I can link stories and characters across eras and genres. My witches don’t just belong in this kind of cosmology; they thrive in it.

While the Wasted Lands mythology will certainly be in play here, I may or may not set any of these adventures in the time of The Dreaming Age or even the Earth of the Dreaming Age. I'll use this more as my Rosetta Stone to translate between all the various games I'll be using.

So What Happens Next?

While I’m still using my Forgotten Realms game to build some of the core myths behind War of the Witch Queens, I’ll be shifting the main campaign engine to Wasted Lands going forward. I may still post some OSE conversions or support for it, especially early-level material, but to experience War of the Witch Queens the way I envision it, it will live and breathe in the mythic realms of the Wasted Lands.

This also gives me an instant hook into my multiversal threat, The One Who Remains. I will already be featuring this threat in my Forgotten Realms game, and absolutely for War of the Witch Queen.  

The Witch Queens of the Wasted Lands
The Witch Queens of the Wasted Lands

One of my conceits of the War of the Witch Queens was to "adopt" all sorts of witches from various games, settings, and the like, and bring them into this campaign. Given the Sword & Sorcery roots of Wasted Lands, I wanted to grab some witches from various S&S games. Some of these are familiar to you all here since I have already mentioned them in conjunction with War of the Witch Queens before: Methyn Sarr, Miriam, and newcomer, Tamsin Shalles. I will feature their native games tomorrow. 

Each of these characters is found on different worlds in vastly different times. But the wonderful thing about Wasted Lands: The Dreaming Age is that versions of these characters can exist at the same time and place. Wasted Lands, Barbarians of Lemuria, Hyperborea, and Sword & Sorcery Codex all share enough of the same DNA to be cousins. I will say this: anyone playing one of these games can get a lot out of playing, or at least owning and reading, the other three.

I am also going with a pure D&D feel to these, so humans are humans and not the proto-humans of the Dreaming Age. I have already done Wasted Lands stats for Larina, AradiaDarlessaKersy the Sea WitchSkyllaTanith Winters, and for two of Grenda's Forgotten Realms witches, Rhiannon and Briana Highstar. And of course, the current Big Bad of the War of the Witch Queens, Kelek the Cruel.

Note: The sorcerer of Wasted Lands is mechanically the same as NIGHT SHIFT's witch. But I am going to call them witches here. Also, since I am moving away from Hyperborea and OSE for this, I can go beyond their level limits of 12 and 14, respectively. 

Each also has a homeland in the Wasted Lands that is the closest analogue to their lands in their original games.

Methyn Sarr, Witch Queen of the Fire Coast
From Barbarians of Lemuria

I have mentioned Methyn Sarr here before; she is a great character and one of my favorite things about Barbarians of Lemuria. 

Methyn Sarr, Witch Queen of the Fire Coast
Methyn Sarr
Class: Sorceress (Witch) / Necromancer
Level: 10 / 5
Species: Human
Alignment: Dark Evil
Background: Cult
Homeland: Lemuria (West coast)

Abilities
Strength: 10 (0) 
Agility: 12 (0) 
Toughness: 10 (0) 
Intelligence: 17 (+2) N
Wits: 16 (+2) N
Persona: 18 (+3) A

Fate Points: 1d12
Defense Value: 4 (Battle Harness)
Vitality: 55
Degeneracy: 11
Corruption: 2 (Eyes turned yellow, Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +5
Saves: +3 to Spells and Magical effects (Sorcerer)

Sorcerer Abilities
Arcana, Arcane Powers: Beguile Person, Enhanced Senses, Succubus, Psychic Power: Pyrokinesis 

Necromancer Abilities
Channel the Dead (43%), See Dead People, Summon the Dead (65%), Command Spirits, Protection from Spirits, Death Knell, Suggestion (Spirits), Protection from Undead, Taste the Grave

Sorceress Spells
First Level: Arcane Darts, Command, Drain Vitality, Mystical Senses
Second Level: Defile, Eternal Flame, Invoke Fear, Subtle Influence
Third Level: Concussive Blast, Dark Lightning, Globe of Darkness
Fourth Level: Beguile Monster, Kiss of the Succubus, Protection against the Deeper Dark
Fifth Level: Dominate Other, Shadow Armor

Heroic/Divine Touchstones 
1st Level: Unique Mode of Defense (Battle Harness) 
2nd Level: Additional Vitality Points
3rd Level: Charm Creatures
4th Level: Magical Recovery
5th Level: Great Power (Fire)

Heroic (Divine) Archetype: Magic, Evil

Gear
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood), Battle Harness, crown

I gave her levels of Necromancer in this version to replicate her levels of "Druid of Zaggarth" from Barbarians of Lemuria. I figure she gets a Heroic/Divine Touchstone every 3 character levels. 

Miriam, Witch-Queen of Yithorium
From Hyperborea

Miriam is the name I have given to the Witch-Queen of Yithorium from the Hyperborea RPG. Though she is seriously viewed through the lens of Greyhawk. She is rather great, and I love using her. I have also decided that her loyal Cowan is a mighty warrior (10th level) named Zavoda

Miriam, Witch-Queen of Yithorium
Miriam, Witch-Queen of Yithorium
Class: Sorceress (Witch)
Level: 15
Species: Human
Alignment: Dark Evil
Background: Scholar
Homeland: Hyperborea (Near the Blood Sea)

Abilities
Strength: 12 (0) 
Agility: 12 (0) 
Toughness: 13 (+1) 
Intelligence: 18 (+3) A
Wits: 16 (+2) N
Persona: 18 (+3) N

Fate Points: 1d12
Defense Value: 9
Vitality: 68
Degeneracy: 6
Corruption: 1 (Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +8
Saves: +4 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (5): Astral Projection, Succubus, Psychic Power: ESP, Beguile, Shadow Walking

Sorceress Spells
First Level: Beast Speech, Command, Chill Ray, Night Vision, Drain Vitality
Second Level: Invoke Fear, Animal Summoning, Subtle Influence, Defile, See Invisible
Third Level: Dark Lightning, Curse, Clairvoyance, Globe of Darkness
Fourth Level: Black Tentacles, Protection against the Deeper Dark, Forbearance of Dimensional Travel, Kiss of the Succubus
Fifth Level: Banishment, Create Soul Vessel, Dominate Other, Shadow Armor
Sixth Level: Destroy Undead, Shadow Duplicate, Uluation of the Deeper Dark
Seventh Level: Wave of Mutilation, Widdershins Dance
Eighth Level: Gaze of the Abyss

Heroic/Divine Touchstones
1st Level: Sense the Presence of the Deeper Dark
2nd Level: Luck Benefit
3rd Level: Spirit Guide
4th Level: Magical Recovery
5th Level: Glamour

Heroic (Divine) Archetype: Magic, Evil, Deeper Dark

Gear
Leather Armor, dagger, crown

Miriam has evolved some since I first stated her up. She has been moving to a witch of the Old Ones for some time now. In the Wasted Lands she would likely be that witch trying to bring the Old Ones back. 

Tamsin Shalles
From Sword & Sorcery Codex

Tamsin is a new one for me. I have been playing around with the Sword & Sorcery Codex (see tomorrow), and it is a great system and has a lot to offer in terms of feel and style. It can do about 80% of what I want. She is not as powerful as the other two, not yet anyway. 

Tamsin Shalles
Tamsin Shalles
Class: Sorceress (Witch) / Renegade
Level: 5 / 2
Species: Human
Alignment: Dark Evil
Background: Barbarian
Homeland: Fennokarelia

Abilities
Strength: 11 (0) 
Agility: 13 (+1) N
Toughness: 13 (+1) 
Intelligence: 16 (+2) N
Wits: 14 (+1) 
Persona: 16 (+2) A

Fate Points: 1d8
Defense Value: 8
Vitality: 30
Degeneracy: 2
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +x
Saves: +2 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (2): Beguile Person, Succubus

Renegade Abilities
Improved Defense, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-2), Perception, Vital Strike x2

Stealth Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Sneak: 30%

Sorceress Spells
First Level: Summon Familiar (Imp), Mystical Senses, Armor of Earth
Second Level: Vampiric Augmentation, Eternal Flame
Third Level: Oily Cloud of the Deeper Dark

Heroic/Divine Touchstones
1st Level: Psychic Power: Glamour
2nd Level: Additional use of Beguile

Heroic (Divine) Archetype: Magic, Summoning

Gear
Dagger

She isn't quite there yet, but her specialty will be demon summoning and control. Right now, she relies on her charms (natural and supernatural) along with her renegade skills to cheat and con her way through most situations. 

I gave each of them the Beguile and Succubus powers to cover the levels of "Temptress" both Tamsin and Methyn have, and I assume Miriam would have. Beguile to well...beguile, and succubus to cause the up close damage.

These women are all evil and up to no good and I can't help but love them all. If they could put aside their mutual hate, they could team up and be a force to be reckoned with.

I kinda want a mini-series of War of the Witch Queens now to just cover these three and their drama. They are not responsible for the death of the High Witch Queen, but they are all vying for her throne. 

Doing these reminds me how much fun Wasted Lands really is. 

Monday, April 28, 2025

Monstrous Mondays: Monstrous Maleficarum #4 - Lilith & the Lilim

 Walpurgis Week begins with a preview of sorts of my soon-to-be-released Left Hand Path Witch book. This one began while my oldest was reading through an early draft of the LHP book and decided he wanted some of my demons for his 5th edition game. I had the stats, I had the art. I had material that I had to cut from the final draft of the LHP book. So this one came together rather nicely.

Monstrous Maleficarum #4 - Lilith & the Lilim

Monstrous Maleficarum #4 - Lilith & the Lilim

Since the dawn of humankind, there have been monsters, demons, out there in the dark waiting to steal our most vital resources: our lives, our will, our children.

Monstrous Maleficarum #4 brings these demons, the Lilim, together; a shared story from all over the ancient world, and their dark Mistress Lilith herself.

Herein, you will find nine types of Lilim demons to challenge and terrify your players. The terrifying Mormo and Empusa would live for combat and the flesh of humans. The forsaken Mazziqin. The powerful Lamashtu. The Batibat invader of dreams and her far more powerful cousin, the Mara. The seductive Succubus, and the most powerful of all, the Lilitu.

Also presented is Lilith. Neither god nor demon nor witch nor mortal, but something akin to all four and something unique at the same time.

What is Monstrous Maleficarum?

Monstrous Maleficarum is a series of smaller publications to feature new monsters for the 5th Edition of the World's Greatest Role-Playing game. Sometimes these monsters are from previous editions, brought into the new era via the Open Gaming License. Sometimes they are new takes on classic creatures of myth and legend. And other times they will be brand new creatures.

Each “issue” will feature a theme of related monsters. Every issue will feature 100% Open Gaming Content text.

--

Enjoy!

Monday, April 14, 2025

Monstrous Mondays: Monsters of the Left Hand Path

Monsters of the Left Hand Path
"It is an oft spoken truth that were you find witches you will also find demons."

 Late post today. Doing taxes. Yeah last minute, the Government will get my money when I am ready, not before.

Still doing the layout for The Left Hand Path Witch. I love how it is all coming together. I thought I would share the list of all the demons, devils, and other creatures you will find in this book. My goal here was to have the demons and other creatures I enjoyed from my Advanced books, but play them in Basic games.

While I want to cleave close to the classic roots of the game, I also want to make my own changes. These are changes based on the readings I have done and the way my own games have evolved over the years.

I have used OGC creatures to smooth out the translations, even if the execution ends up a little different (look at you, one-headed Demogorgon).

So here are the creatures to look forward to.

"The Usual Suspects" Demon Line-up JE Shields art
"The Usual Suspects" Demon Line-up JE Shields art

Dæmon

Apollyon, the Oinodæmon
Cacodæmon
Derghodæmon
Guardian Dæmon
Hydrodæmon
Messodæmon
Nyctodæmon
Piscodæmon
Tarwani (Malzeth, etc.)

Demon

Abraxas
Achaierai
Akelarre
AÅ¡
Babau
Balor
Baphomet
Camazotz
Cambion
Demogorgon
Dretch
Fly Demon
Fraz-Urb'luu
Gargantua
Glabrezu
Gog and Magog
Hellephant
Herzrou
Incubus
Juiblex
Kostchtchie
Manes
Marilith
Mezzalorn (Wasp Demon)
Nabassu
Nabassu, Mature
Nalfeshnee
Orcus
Ördög
Quasit
Rekhet A'at Khetepu
Reshkanu
Shadow Demon
Shaniezak
Spider, Demonic
Trickster (Imposter Demon)
Vanth
Vrock
Zsusr

Devil

Aamon
Aeshma (Pit Fiend)
Asmodeus
Astaroth
Baalzebul
Barbed
Bartzabel
Belial
Bone
Buer
Cimeris
Dīs Pater
Erinyes
Geryon
Hellcat
Hellhound
Horned
Ice Devil
Imp
Kôkabîêl
Lemure
Malarea
Mammpn
Mephistopheles
Nupperibo
Paimon
Titivilus

Eodemon

Ammit
Apep
Dagon
Drauga
Gallû
Girtablullû
Leviathan
Pazuzu
Tiâmat
Tsathogga
Umu
Utukku

Independent Fiends

Ahriman (Angra Mainyu)
Sons of Ahriman
Iblīs
Nightmare
Rakshasa

Lilim

Batibat
Empusa
Lamashtu
Lamiae (Lamia)
Lilith
Lilitu
Mara (Night Hag)
Mazziqin
Mormo
Succubus

Mephit

Brimstone
Fire
Lava
Smoke
Steam
Water

Tarterian (Demodand)

Shaggy
Slime
Tarry

Yaoguai

Hóu Yaoguai (Monkey)
HÇ” Yaoguai (Tiger)
Niú Yaoguai (Ox)
Shé Yaoguai (Serpent)
ShÇ” Yaoguai (Rat)



The Left Hand Path Witch



Wednesday, February 5, 2025

New Release: Dungeons & Dragons 5.5 Monster Manual

 I went to my FLGS yesterday and picked up the last of the new Dungeons & Dragons 5.5 core books, the new Monster Manual.

Dungeons & Dragons Monster Manual

It was the original AD&D Monster Manual that got me into D&D originally, so any new Monster Manual has a long climb to impress me.

Yes, it is true. There are no orcs in this book, nor humans, halflings, elves, dwarves, duergar, dragonborn, or gnomes.

There are goblins, bugbears, and hobgoblins. Also, monsters still have alignments. So the oft repeated rumor that WotC/Hasbro was getting rid of alignments is not true. There are still plenty of purely evil creatures to kill. Note: Goblins are now chaotic neutral. I actually like this, more akin to how I have been playing them.

The art is gorgeous, as expected, and there is art for every monster and then some.

The stat blocks are mostly the same as D&D 5.0 (2014), they are a bit clearer to read. Saving throws are all listed now, even when they are just the same as the ability modifier. 

The new book sits at 384 pages. The 2014 Monster Manual was 352.

Monster Manuals

Following in the footsteps of every major "Even" release (2nd ed, 4th ed, and this as 6th ed) each monster fits on 1, 2, or 4 whole pages. This makes reading the monster stat easy while in game; everything is right there. It also follows the trend established by many OSR and D20 publishers. Lots of monster books have been doing this, going back to the Creature Collection from Sword & Sorcery Studios in 2000. While it does make reading easy, sometimes narrative text and lore takes the hit to make room for stat blocks. I am mixed on that. I love the layout, and I am generally a fan of one-page monsters, but I feel like some monsters get shorted.

My biggest pet peeve, though, is the alphabetical organization. For example, Blue and Black Dragons are listed under "B" right along with Balor. Red Dragons are under "R."  This continues for all groups, including Giants, demons, devils, and everything. 

An interesting little quirk of this and a logical extension from the 2014 MM, Succubi are now an independent fiendish creature and Neutral Evil. They are also distinct from the Incubus. They are no longer separated by gender, but by role. Succubi (male and female) drain life via physical touch and Incubi (male and female) drain via dreams. I like the split in roles and it allows us to have two creatures to fill the role of the mythological succubus.

Succubus

You can see this movement away from "gendered" monsters throughout the book. The art for the dryad is androgynous, which is fine. I have had male and female Ginko Dryads ever since I learned that ginko trees can be male or female. There are female satyrs. Again, there is precedent for that in art.  Sphinxes are no longer Andro- or Gyno- but rather Sphinxes of Wonder, Secrets, Lore, and Valor. Ok, that I actually like.  But, there are no nymphs.  I came to the D&D Monster Manual by way of Greek myths, so this feels a bit odd to me.

Monster Manual 5.5e

Monster Manual 5.5e

Monster Manual 5.5e

Monster Manual 5.5e

Honestly. I have been moving away from Orcs as my big bads for a while now. Goblins have always been too much fun to make completely evil. Give me gnolls, yuan-ti, or beholders as my monsters, and I can slaughter them indiscriminately. 

Even Star Trek made allies out of the Klingons and, eventually, the Romulans, so why can't D&D grow in its nuanced takes as well.

While the book is plenty large, I am disappointed there are no named Demons and Devils here. No Demon Princes, no Lords of the Nine, no Slaad Lords.

Monster Manual

Dungeons & Dragons 5.5 core rules

This book completes the Dungeons & Dragons 5.5 aka 2024 version of the Core Rules. I am not 100% sure I'll get much more of this line. I am not playing D&D 5 in any flavor at the moment. But who knows. 

Monday, February 3, 2025

Monstrous Mondays: Mini Monsters

 I love HeroForge minis. I have made hundreds, but I can't afford to buy all the ones I want. Thankfully, I spent my Christmas break getting our resin 3D printer working. Once I got going, I went nuts.

mini devils and demons

That may not look like a lot, but it takes a while for them to print, and there are many casualties along the way. But I wanted to get all the Archdevils and Demon Lords from the AD&D Monster Manuals.

All of these demons and devils were made with HeroForge, and then I downloaded the STL files.

Geryon, Asmodeus, and Titivillus
Geryon, Asmodeus, and Titivillus


Moloch, Mephistopheles,
Moloch, Mephistopheles, and Beelzebub 

Belial and Fierna
Belial and Glasya (Fierna broke)

Lilith and a succubus
Lilith and a succubus.

Lilith is from the cover of Eldritch Witchery and the Succubus is my version of the Sutherland Succubus

Kelek on a Warg
Kelek on a Warg

Camazotz and Akelarre
Camazotz and Akelarre

Camazotz and Akelarre are two demons from my own games.


Archdevil Zariel
Archdevil Zariel. The only "newer" devil I use.

And I had to do a witch!

Larina

I bought this STL (3d printer file) online from Torrida Minis because I thought it looked like Larina. It is Tasha, from D&D, but she has been looking more and more like Larina over the last few years anyway. I still prefer her 3.x look. I kinda want his BloodRayne one too. My wife painted it for me. She also painted Belial and Akelarre above.  

I am going to try my hand at painting some of the demons and devils here but that is WAY outside my comfort zone. I am not very good at all. I still need to prime them all first. That at least I can do.

These are all resin prints, but Akelarre is from our FDM printer (which I still need to get fixed) and is a lot heavier than the others. 

Still have a few more to print out, but I am having a blast with this.

Friday, January 31, 2025

Character Creation Challenge: Rhiannon

Rhiannon the Witch
Well, here we are at the end of another Character Creation Challenge, and I found a little treat. And I just counted and this will be my 40th character this month. Not too bad really.

Grenda and I shared a love of computers, bad horror and fantasy movies, Dungeons & Dragons, and music. ALL my D&D games had a lot of music associated with them, something my oldest has also picked up. Now, I don't play a lot of music while gaming these days (I get distracted) I used to. So it is no surprise really that we all had characters based on songs or bands (looking at you, "Molley Hachit").  Today's character is no exception.

I have one rule for witch characters in my games. If you play a witch, you are allowed one "Rhiannon." I did mine, this one is Grenda's. 

I know very little about this character. I think she was pre-gen for some game. There are a dozen characters just like her on notebook paper. 

She is AD&D 1st Ee. I do not recognize her god or land, but others I do as his big "rebuild" of all of his lands and gods to divorce them from Greyhawk, Greek and Norse gods. She has "Spell Points" so I am going to say this puts her between the time of 1988 and 1994 or so. Another character in this group is a Dwarven Wayfinder, which was an AD&D 2nd Ed kit, but the character is also an AD&D 1st ed character.

Rhiannon the Witch
Rhiannon

Class: Witch
Level: 8
Species: Human
Alignment: Evil Twilight
Background: Scholar

Abilities
Strength: 11 (+0) 
Agility: 16 (+2) 
Toughness: 15 (+1) 
Intelligence: 17 (+2) A
Wits: 17 (+2) N
Persona: 14 (+1) N

Fate Points: 1d10
Defense Value: 1
Vitality: 36
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +5 vs spells and magical effects (witch and scholar)

Arcane Abilities
Beguile, Precognition, Shadow Walking

Heroic (Divine) Archetype: Magic

Spells
First Level (4): Black Flames, Chill Ray, Mystical Senses, Read Languages
Second Level (3): Eternal Flame, Invisibility, See Invisible
Third Level (3): Clairvoyance, Dark Lightning, Globe of Darkness
Fourth Level (2): Black Tentacles, Kiss of the Succubus

Gear
Bracers of defense, dagger of venom

If my Rhiannon is based on Stevie Nicks (and maybe then Arnell is my Lindsey Buckingham), then this Rhiannon is someone different. 

I have to admit, I kinda want her as a rival to Larina. They had the same spiritual mentor, my original Rhiannon. When she died, this Rhiannon took her mentor's name. 

I like it and unlike my other characters, Larina never really had a proper antagonist, and Grenda LOVED creating antagonists for my characters. I still can't say the name "Kirkroy" without saying "Fucking Kirkroy!" all the time. 

Wow. That is it. 

I still have another 100 or so more characters in his stack here. I might pull some out for a special occasion or if I need a quick NPC.  I also think I am going to come back to Rhiannon here more often. I think it is a good thing to do more with her. It would have been fun to have had some input on her from Grenda himself.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Wednesday, January 15, 2025

Character Creation Challenge: Briana Highstar

Briana Highstar
After discovering yesterday's healer, I have to admit I went searching through this large stack of characters looking for a witch. I found one and she was not who I suspected she was going to be. So for this special Witchcraft Wednesday of the Character Creation Challenge, I give you Briana Highstar.

Now that name sticks out. Grenda was very, very careful with his family names. He had (and you have seen here) dynasties of characters. The Addingdales are the prime example. So when he names someone "Highstar" especially at the time when Morgan Highstar was such a prominent character of his, it means something. 

Sadly, there is not much here on Briana Highstar. She is listed as an NPC. She does not show up in our shared timeline, and I have not been able to dig up anything else about her. So, a witch (a class I made) related to his major Riddlemaster (a class he made). There is a story here!

I know she is one of my witches, largely due to the spells. I mean, yeah, he could have been using another witch class and my spells. 1993 is about the time I finished my first big "publication" draft that combined all my notes and handwritten playtest documents. I still have it here, I just printed it out on a "new" type of printer, an inkjet. 

So what can I speculate about Briana Highstar?

Her sheet says that she is a diabolic witch and her patron devil is Mephistopheles. She is Lawful Evil. That's about it.

Given Grenda's frame of mind at the time (2/11/1993) I'll make the following assumptions.

She is the younger half-sister of Morgan Highstar; they share the same father but different mothers.  I'll tear a page from Arthurian legends and have their relationship (at least the antagonism) be the same as Arthur and Morgan le Fey's. The attitude would likely be Briana feels wronged by Morgan and Morgan doesn't even know who she is.

To amp up this antagonism, I'd have Briana look a lot like Morgan; black hair, gray eyes. Hell, she might look a bit like Katie McGrath's Morgana from Merlin. I'll admit it, I am a fan of her's. 

Maybe her motivation is to destroy his School of Riddlemasters. Or maybe she just wants to avenge herself on him. I don't know yet. She is Lawful Evil to his True Neutral, so maybe her plans are more complicated. Maybe "her" plans are not her's but Mephistopheles' instead. Who knows, I would have to put her into play and see what she does.

Briana Highstar, Baldur's Gate 3 version

Briana Highstar

Class: Witch
Level: 8
Species: Human
Alignment: Evil Dark
Background: Cultist

Abilities
Strength: 12 (+0) 
Agility: 16 (+2) 
Toughness: 13 (+1) 
Intelligence: 17 (+2) N
Wits: 17 (+2) A
Persona: 15 (+1) N

Fate Points: 1d10
Defense Value: 1
Vitality: 26
Degeneracy: 32
Corruption: 1 (eyes glow an unnatural way, like a cats)

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +4 vs spells and magical effects

Arcane Abilities
Beguile, Precognition, Shadow Walking

Heroic/Divine Touchstones 
1st Level: Additional 1st level Spell
3rd Level: Favored Weapon, Whip
5th Level: Spirit Guide: Cat Familiar 
7th Level: Magical Recovery

Heroic (Divine) Archetype: Domination

Spells
First Level (4+1): Armor of Earth, Black Flames, Chill Ray, Phantom Lights, Read Languages
Second Level (3): Eternal Flame, Invisibility, See Invisible
Third Level (3): Animal Summoning 2, Dark Lightning, Globe of Darkness
Fourth Level (2): Black Tentacles, Kiss of the Succubus

Gear
Whip

Briana has a vendetta against all Riddlemasters. She wants to kill them all, but that is an impossible task, so she will settle on doing as much damage to them as she can. Her Patron, Mephistopheles, is using her to strike a blow to Balance, the force that Riddlemasters represent. 

I will certainly be using Briana more in adventures. Don't worry Grenda, I'll take care of her.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Monday, November 18, 2024

Companion Set Dungeons & Dragons

NOTE: My oldest has been running his Sunday group through all the editions of D&D. I have been planning on doing something with the Cook/Marsh Expert set, but schedules being a thing I have had to adapt and now do a Companion-level adventure.

One thing led to another, and now I have a new, different project on my hands. 

Today is my "Day 1" of it. The day I start pulling together research notes into a draft. 

I put this post together as a set of notes and research from previous posts. 

No. I am not doing my own Companion set. As I have outlined below we have plenty very good ones.

D&D Companion Set

The Companion Edition of D&D was one of the near-mythical books for me growing up.  As I mentioned yesterday that I began my game playing with the Basic/Expert, known today as B/X, sets from the early 80s.  The expert took the game from the 3rd to the 14th level, and the Companion book was then going to take the game from the 14th to the 36th level.  Even though I knew of AD&D at the time, I thought the Companion book would be the way to go. So I waited for it.

And waited.

And waited some more.

Finally, I gave up waiting and dove into AD&D instead, leaving Basic D&D behind.  Eventually, a Companion Rules Set came out.  But it was for the new Mentzer-edited Basic set (now called BECMI), and I no longer had any interest in it, having discovered the world could also have Assassins, half-orcs, and 9 alignments.

Fast forward to the Old School Revolution/Renaissance/Resurgence/Recycled and I have re-discovered the Basic sets (all of them) in their imperfect glories.  And I am not the only one that must have felt a little gipped by not getting a Companion book for B/X.

Jonathan Becker over at B/X Blackrazor designed his own Companion rules. If it is not exactly what the companion would be, it is really close.

Soon after, I managed to pick up my copy of the Companion Set.  So join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

I don't think it is too much to say that the Companion Set contains some of the most interesting changes and updates to the D&D than any other product TSR had published to date.  I will talk more about these in the review, but first a look back.

I have eagerly awaited the Companion set for D&D ever since I got my Expert Set, which is by B/X Moldvay/Cook Basic and Expert Set.

The Companion Set, as promised by the Expert Set rules, mentions that characters will now go to 36th level and there will be a way to cure undead level drain!  Such promises. Such hope!

Classes
D&D Cook/Marsh Expert Set, page X8


I did manage to read it once.  I was in college, and it was at Castle Perilous Games in Carbondale. Of course, AD&D 2nd Ed was the new hotness at the time, and I had no desire to look backward.  What I saw, though, at the time did not impress me.  The entire Mentzer set at the time (AT THE TIME, mind you) made me think of it as D&D for little kids (now I see it differently).

Looking back now, I see I made a BIG MISTAKE.
Well...maybe.  I would not have traded my AD&D time for anything, but I wish I had given the BECMI rules more chance.

Now I can fix that.

Today I am going to cover the BECMI Companion Rules.  I am going to cover both the DriveThruRPG PDFs and my physical box set.

Companion Rules

The Companion Set follows the rules as presented in the BECMI Basic and Expert books. But unlike those books, the Companion Rules sets off into uncharted directions and gives us some new material.

While the claim can be made that Frank Mentzer only edited and organized the Basic and Expert rules based on previous editions, the Companion set is all his.  While there may be some influences from earlier editions such as Greyhawk (with it's 22nd level cap [wizards] and some monsters) and AD&D (some monsters and the multiverse) this really feels new.

Companion Player's Book 1
The player's book is 32 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
Opening this book we get a preface with a dedication to Brian Blume. A nice touch and yeah he is often forgotten in the tale of D&D's earliest years.  The preface also firmly situates us in time. We 10 years out from when D&D was first published. The design goals of this book, and consequently this series, have never been more firmly stated.  This is an introduction to the D&D game and designed to be fun, playable, and true to the spirit of D&D.  It certainly feels like this is the successor to the Original D&D game; maybe more so than AD&D.
One page in and we are off to a great start.

The title and table of contents page tell us that this game is now "by" Frank Mentzer, based on D&D by Gygax and Arneson.  As we move into the book proper we get a feel for the "changing game."  Characters are more powerful and once difficult threats are no more than a nuisance or exercise.  The characters are ready to take their place among the rulers of the world.  This makes explicit something I always felt AD&D only played lip service to.

We get some new weapons that have different sorts of effects like knocking out an opponent or entangling them. We also get some unarmed combat rules.    Now, these feel they really should have been added to the Basic or Expert rule sets. Maybe they were but were cut for space or time.

Up next is Stronghold management from the point of view of the player characters.  Again here D&D continues its unwritten objective of being educational as well as fun.  More on this in the DM's book.

Character Classes
Finally, about 11 pages in we get to the Character updates.  Here all the human character classes get tables that go to level 25; again maybe a nod to Greyhawk's level 20-22 caps, and caps of 7th level spells (clerics) and 9th level spell (magic-users).  Clerics get more spells and spell levels.  The big upgrade comes in the form of their expanded undead turning table.  Clerics up to 25th level and monsters up to Liches and Special.  This mimics the AD&D Clerics table; I'd have to look at them side by side to see and differences.  One difference that comes up right away is the increase in undead monsters.  There are phantoms, haunts, spirits, and nightshades.  Nightshades, Liches, and "Special" will be detailed in the Master Set.

Something that is big pops up in the cleric listing.  A Neutral cleric of level 9 or higher may choose to become a Druid! Druids only resemble their AD&D counterparts in superficial ways.  They have similar spells, but the BECMI Druid cannot change shape.  It is an interesting implementation of the class, and I'll discuss it in detail.

Arguably it is fighters that get the biggest boost in the Companion Set.  They gain the ability to have multiple attacks per round now and other combat maneuvers such as smashing, pairing and disarming. This is a big deal since they got so little in the Expert set. Fighters can also "specialize" into three paths depending on alignment.  There are Knights, Paladins, and Avengers.  Each type gives the fighter something a little extra.  Paladins are not very far off from their AD&D counterparts and Avengers are as close to an Anti-Paladin as D&D will get until we get to the Blackguards.

Conversely, Magic-users do not get as much save from greater spells. We do get the restriction that any spell maxes out 20dX damage.

Thieves can now become Guildmasters or Rogues.  A name that will come up more and more with future editions of D&D.

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and, to a lesser degree, the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Thief-Acrobat in the AD&D Unearthed Arcana.

Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).

The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years. This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Thief-Acrobat from UA or even the Ranger from AD&D.  Though in this version the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

Demi-Humans
Demi-humans may not advance any more in level, but they are not idle.  This is also the area of the Companion Set that I most often go wrong.  Each demi-human race has a Clan Relic, and some demi-humans could be in charge of these clan relics, making them very powerful. There are also clan rulers, and they are also detailed.  What does all that mean?  It means there is a good in-game reason why demi-humans do not advance in levels anymore.  They are much more dedicated to their clans than humans. So, after some time, they are expected to return home to take up their responsibilities for the clan.

Companion level Elves

That is not to say that these characters do not advance anymore.  Each demi-human race can still gain "Attack Ranks" as if they are still leveling up.  They don't gain any more HP, but they can attack as if they are higher-level fighters.  They also gain some of the fighter's combat options. Each class gets 11 such rank-levels.   It seems to split some hairs on "no more levels" but whatever.

We end with a map of the expanding Known World.  This is the continent of Brun of Mystara, but we don't know that yet.  But I will discuss that later this week.

This book is a lot more than I expected it to be and that is a good thing.

Companion DM's Book 2
The DM's book is 64 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
There is a lot to this book.  First, we get to some General Guidelines that cover the higher levels of play and planning adventures accordingly. There is sadly not a lot here.
We follow up with Part 2: The Fantasy World.  This continues some of the discussion of stronghold management and dominion management as well.  Now here is quite a bit of good information on what happens, or could happen, in a dominion. 
This section also includes the hidden secret of the D&D BECMI series.  The War Machine Mass Combat system.

War Machine
Around the same time, TSR also developed the BattleSystem Mass Combat system.  The two are largely incompatible with each other.  I always thought it was odd that two systems that do essentially the same things were created and incompatible.   Later I learned that D&D BECMI lived in what we like to call a "walled garden" in the business.  It was out there doing it's own thing while the "real business" of AD&D was going on.  The problem was that D&D Basic was outselling AD&D at this point.  This was not the first time that TSR would woefully misunderstand their customers, and sadly, it was not the last time either.
War Machine is elegant compared to BattleSystem. I am not saying it is simple, but the work involved is not difficult, and I am happy to say it looks like it will work with any edition of D&D.

The Multiverse 
A big part of any D&D experience is the Multiverse.  This section allows the DMs and Players to dip their toes into the wider Multiverse which includes the Ethereal Plane and the Elemental Planes.

Elemental Planes

Space is also given to the discussion on aging, damage to magic items, demi-human crafts, poison, and more. We also get all of our character tables.

Monsters
About halfway through the book, we reach the monster section. Many familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement. Most notable are the beholder, larger dragons, druids (as monsters), and many elemental types. Monsters are split into Prime Plane and Other Planes. 

Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead, like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  This is more fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasures and magic items.

Adventures
There are three short adventure or adventure hooks for companion-level characters.

All in all the Companion Set is full and had many things I did not think it had given my very casual relationship to it over the years.  Reading it now and in-depth for the very first time I see there is a lot I could have used in my games back then.

Other Companion Books

I was not the only one that waited. 

Companion Expansion from Barrataria Games,Jonathan Becker's B/X Companion

Others came up with their own Companion rules for the B/X Style Basic D&D instead of the BECMI Style Basic D&D. Now...let's be 100% honest here. The differences between BX and BECMI are so subtle that only a huge nerd like me cares. But then again, I was not the only one.

I mentioned Jonathan Becker's B/X Companion above and I reviewed it a while back. It compares favorably to the BECMI Companion from TSR, and it fits the look and feel of the BX books well.

There was also the Companion Expansion from Barrataria Games, which was also quite good. It was more of a move from BX Basic D&D closer to AD&D, which is fine. It is also free, and all the content was released 100% under the Open Gaming License, so that was a nice plus in my mind.

And proving that sometimes the wait is good, Stephen R. Marsh, the Marsh of the Cook/Marsh Expert Set, is working on his own Companion set.  So I can have all three to satisfy that desire the 12-year-old-me had. 

It just goes to show how active the old-school D&D communities still are.

Some part of me still wants a proper B/X Companion set from 1982. Maybe such a thing existed in an alternate universe. But that is also a universe where the BECMI sets didn't exist, and given how popular Mentzer's red box was, I am unsure how it would have changed D&D as a whole in the mid- to late 1980s.

Companion Set Rules

What Role Does the Companion Serve?

One has to ask. What does the Companion rules actually do? Or even what role does it serve?

In many ways, the Companion rules (and here on out, regardless of which one I mean) represent the fork in the road where D&D splits from AD&D.  With the continuum of OD&D to Holmes Basic to Moldvay and then Mentzer Basic, you could still go on to AD&D (largely as Gary would have liked). The Companion rules then are the path of no return. Once you head down that path there is no turning back for AD&D.  So the Companion needs to fill the same gaps that AD&D fills, but it doesn't need to do them in the same way.

For me, any discussion about the various merits of AD&D vs Basic-era D&D has to include a conversation about how the Companion (and Masters) handle various AD&D topics. The only problem is that no Companion development ever happened in a vacuum. 

Things like Druids, stronger monsters (notably elementals), the outer planes and their inhabitants, are all slightly different in the Companion rules. But rare are the entirely new elements. Granted, the BECMI Companion often has new monsters and the War Machine. The Companion Expansion from Barrataria Games was designed to fill in the gaps B/X had compared to AD&D. It is hard to throw off the shadow of AD&D. Though I would like to see something new. Something that AD&D would have to convert over from D&D for a change. But likely that time has long since passed. 

Should Classes Be Different?

One of the ideas floated by the BECMI Companion is that there are some classes, the Druid is my prime example, that act like Basic Prestige Classes. So, a neutral 9th-level cleric could now be considered a Druid if that is what the player wanted. Does that mean a Fighter then could be something else? Knights, Avengers, and Paladins are mentioned in BECMI. But would Rangers, Barbarians, and Cavaliers be out of the question?

While I would not want to recreate the Prestige Class bloat of the early 2000s, the idea is an intriguing one. Would my witch even be just a type of magic-user, then? 

Should Monsters Be Different?

My go-to here is the humble succubus. In Becker's Companion, she is a 7 HD monster. In BECMI, granted in the Immortal Rules, she is a whopping 15 HD (Whispering Demon in the Immortals boxed set). In Eldritch Wizardry (where she is introduced) and in AD&D she is 6+6 HD.  Obviously, for characters 15th level and higher, a single 6 or 7 HD succubus is not really a challenge unless she is played correctly in a non-combat role.

Other times, we get more powerful dragons and more powerful elementals. A 15 HD succubus may be a bad idea, but the 15 HD Queen of Succubi is better.

The threats need to be targeted to the level of the characters involved. 

Gives me a lot to think about.

Tuesday, October 15, 2024

October Horror Movie Challenge: Beetlejuice Beetlejuice (2024)

Beetlejuice Beetlejuice (2024)
Is this a D&D monster movie? Well, Beetlejuice (1988) was for me, at least regarding ideas for undead monsters. Tonight's movie, Beetlejuice Beetlejuice, is actually a real treat.

Beetlejuice Beetlejuice (2024)

This movie follows Lydia Deetz (Winona Ryder) now the host of a ghost reality show. She is still dealing with her stepmother, Delia (the always amazing Catherine O'Hara who can do no wrong in my mind), and her estranged daughter, Astrid (Jenna Ortega). The death of her father, Charles (formerly played by outcast Jeffrey Jones, now played by a combination of actors, creature effects, and old photos), brings them all back together at their old home.

In the meantime, our old friend Betelgeuse (the still fantastic Michael Keaton) is still in the afterlife, working as a bio-exorcist and still pinning for Lydia. In another part of the afterlife a janitor (Danny DeVito in a surprising cameo) accidentally freeing a soul sucker and Betelgeuse's ex-wife Delores (in another bit of great casting, Monica Bellucci). She sucks out DeVito's soul, making him dead dead, and proceeds to go on the hunt for Betelgeuse.

A lot is going on here, and all of it is fantastic. I loved this movie, and it was a worthy sequel.

I don't want to get too much into it since it is so new, so it has spoilers, but Willem Dafoe (Wolf Jackson actor turned Ghost Detective) and everyone were just great.

I loved seeing Winona Ryder and Jenna Ortega interact. After all, without Winona Ryder, there would not have been Jenna Ortega. How? Well, Christina Ricci was in Mermaids with Winona Ryder. She based her performance of Wednesday Addams on Ryder's Lydia. Ortega, in turn, based her Wednesday on Ricci's. We honestly missed a great opportunity to see all three together. 

But still, this movie was a treat. Loved seeing all these characters and actors again.  

Featured Monsters: Ghosts, Spectres, Zombies... and maybe a Succubus

Lots of undead here. Betelgeuse himself is described as a "demon," but in AD&D terms, he is more likely something like a Spectre. Bob and the other shrunken heads could be considered Zombies. Monica Bellucci's Delores was a witch in life and seems like a succubus. The line between demon and ghost is a little blurry here.


October Horror Movie Challenge 2024
Viewed: 22
First Time Views: 12

Monster Movie Marathon