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

Thursday, October 3, 2013

Even More New Classes from Barrel Rider Games

I have talked about Barrel Rider Games and their collections of classes before.  Here and here.
I figured with yesterday's posting about Basic D&D this would a good one to do.

Barrel Rider keeps coming out with all sorts of classes.  The idea is simple really, fill in the niches that the four core human classes  (and three demi human ones) don't quite fill.  I think now all BRG needs is a class compendium of all the classes in one edited book.

But until then you can pick up a class for a buck.  All these classes are compatible with Labyrinth Lord or other "basic" old school game.  The Mercenary is actually for Starships & Spacemen, but it is still compatible.
The thing I think I like the most that each release is a bit better than the last. Well that and also I can get a class for a buck.  Good for me since my youngest never wants to play a standard class.

Acrobat
Six pages, 1 for the cover and 2 for OGL. This is more ore less an update of the Thief Acrobat class found in the Unearthed Arcana for 1st ed.  This is a full class, not one that starts at 6th level. It is also redesigned with the LL/Basic rules in mind.  The results are good.  It feels different enough from the Thief (and Buglar and Bandit) to justify being  it's own thing.

Archer
This is an older class compared with some of the others here.  Five pages, 1 for cover, 2 for the OGL.  The archer is exactly what is says. It is a bow and arrow focused fighter.  This one doesn't have the utility for me as the other BRG classes, but my youngest son loved it.  Still I think something like an extra attack per round before level 15 would have been nice.

Bandit
This class is something of a cross between a fighter and a thief.  Think along the lines of Robin Hood or a Highwayman. He has some thief skills, but some new ones like ambush and disguise.  Honestly it would make a good compliment to the thief.

Barbarian
Another fairly self-obvious class.  Your typical barbarian features are here; survival, calling a hoard, and savage strikes. No beserker like abilities though.  I would have liked to seen more details on the Wilderness Survival skill. Does failure mean they don't find food for example.  This is one of the earliest classes from BRG so I am sure an update would clear these up.  Five pages, 1 for cover and 2 for the OGL.

Burglar
This might one of the signature classes of BRG.  The Burglar brings one of the most iconic figures of fantasy to Labyrinth Lord; the Halfling Burglar.  Simply put the Burglar is a thief option for a halfling.  Since Labyrinth Lord is Race-as-a-class then this is required. Otherwise this is a really fun class if you enjoy playing a halfling.

Dark Elf
Another older one. The Dark Elf is exactly that, the Chaotic, underground dwelling, cousin of the the Light Elves. They have some innate thief like abilities and some magic.  On paper they most resemble a thief/magic-user multi-classed character.  All-in-all a pretty satisfying class.

Dragon Slayer
This one I have avoided reviewing since I have my own Dragon Slayer.  Well technically "mine" was written by my oldest son.   The Dragon Slayer has a lot of nice features which actually make the class more useful than some "Single Purpose" classes.  In fact it could be re-tweaked and be any sort of monster hunting class.

Gladiator
The Gladiator is a professional show fighter. There are a lot neat tricks for this kind of fighter say over the regular fighter.  You could of course do some of this with clever role-playing.  Though the rules here are pretty nice and well thought out.

Half-Elf
The Original Basic rules and the games they have inspired have missed one important race; the Half-elf.  This race-as-a-class gives you a 15-level class that is a combination of fighter and thief.  The class to me seems to be missing something, but I am not quite sure what. Thinking back to the Half-elves I have read in tales, this class would work fine.

Half-Orc
Another one of the missing races from the "Basic" versions of the books.  The Half-orc is a fighter with some nice abilities to cause extra damage and fear in others.  Compared the classic Dwarf and Halfling classes this one works quite well.

Halflings: Tales from the Fireside
This one is a bit different. First it is longer than all the other books at 23 pages.  This is guide on playing halflings and what you can do with them.  It is actually a rather fun book.  It even has an evil counterpart in a monster section.

Mercenary
This one is really neat. It's a Starships & Spacemen class for starters. And it works great for that. In truth it is three classes that you can use how you need.  This takes S&S from something that mostly "Star Trek" and makes it more Traveller. What I think is most interesting here is the market this opens up for BRG.  Suddenly LL classes could now be converted to S&S classes with this template in mind.
I noticed the S&S compatibility license but not the OGL.  Might need to add that.

Minotaur
The Minotaur seems to be one of those classes/races that people either love or hate. Myself I am not a fan. BUT that doesn't mean that this is not a good class. It is one of BRG newer classes, so it is well thought out and written. Plus it is a good class. I mean there is nothing about it that says it is unplayable to me and I am sure that the people out there that love Minotaurs will be very happy with this.  For me, I might "skin" it and make a Half-Ogre class.

Plague & Shadow Wererats
All about Were-rats.  Again this is not a class book, more of an indepth monster guide.  There is history, new creatures and magic items.  Not at all what I expected and I mean that in the most positive way. It was much more than I expected.

Swashbuckler
I am not a fan of pirates.  I know people love them, I never quite got it myself.  For me it is always "ninjas" that get the vote.  The Swashbuckler class allows you to channel your inner pirate.  Like all the BRG class the book is not long (5 pages with 1 for cover and 2 for the OGL) but it gets right to the point and delivers a solid class.  If you like Swashbucklers (and this one is more Erol Flynn and less Captain Jack Sparrow) then this is a good buy.

Sylvan Elf (with Spell list)
This is one of the newer classes. Five pages, 1 for cover and 2 for the OGL, this is for wood or Sylvan elves. Like the normal elf, this one is part fighter and part spellcaster.  But in this case the spell caster is Druid.  To support this the package includes a 13 page document of spells. Actually it is really nice.  To date this is one of my favorite of the BRG classes. It takes a very simple idea and gives you a simple (as in elegant) solution.

The King Betrayed
This one was another surprise.  It is an adventure for characters 3rd to 5th level.  The art in this is greatly improved and the adventure itself looks like it is a lot of fun.  Complete old-school feel. At 15 pages it is just about perfect for an afternoon.

Wanderer
This seven page document details the Wanderer class.  It's like a non-magical (and less combative) Ranger. It has some nice skills and powers and would work well in any game.  What struck me is how quickly I was thinking of NPCs to fill this class and sending him in with my current Old School game.  Lots and lots of potential with this one.  Also unlike the other classes with have some archetypes I can relate to earlier editions, this one seems fairly unique to me.

This is a great deal. 16 of BRG products. For 10 bucks you get Halflings: Tales from the Fireside, Archer, Half-elf, Swashbuckler, Half-orc, Dark Elf, Bandit, Bounty Hunter, Undead Slayer, Barbarian, Assassin, Dragon, Smith and Scholar, King Betrayed, Wanderer and the new (and not available separately) Combat Styles. Not a bad deal at all.

So if you have a couple of bucks and like classes then you can do worse than Barrel Rider Games.

Monday, June 26, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 26

Room 26: The Chamber of the Blood Pool

Going back to Room 24 and taking the next left, this takes you to another dark chamber. 

Room 26

This room is dominated by a large stone pool in the middle of the floor. The pool is still filled with blood.

Upon entering the candles light and six ghostly figures appear. They come into focus as they light the candles, telling the party (in Elvish) that they welcome them and must prepare them for the bath. At this they take out long wicked-looking knives and they attack.

The ghosts are Umbrals, and they are former shadow elf maidservants to the Vampire Queen.

The umbrals can't harm anyone with their knives, but the wail of lament is another story.

The walls are covered in murals that tell the tale of how the Vampire Queen came to the Shadow Elves, slew thousands (she walks on their skulls), and enslaved the others. Other murals show this bathing room where the maidservants cut the throats of other shadow elves to fill the bath, where the Vampire Queen goes in looking like a monster and comes back out looking young and beautiful again. There are a few panels where the Vampire Queen can be seen striking her servants and drinking their blood. 

The umbrals have no treasure, but there are still the remains of some gowns in a dressing nook. They have gold threads and jewels totaling 3,000 gp. 

Wednesday, June 28, 2023

Wasted Lands Playtest: The Dark Elves of the Wasted Lands

 The Wasted Lands Kickstarter is up and moving along nicely.  As you can imagine from my posts here, I do have a campaign in mind and potentially my own setting. BUT that is far off and in no way official yet.

But I can play around with ideas. One thing I need to overcome first is this:

How do I get my D&D 5e players away from D&D and into the Wasted Lands?

Wasted Lands > D&D 5

Look. I love D&D, I do. But in the last six months, I have been turned off and looking for other options. I have presented some of those options here and I do have more. One today is can I use the Wasted Lands as a Dungeons & Dragons replacement?

Jason has touched on this topic on his blog; Will Wasted Lands Be a Retroclone? But I want to go a step deeper. And in particular, can I use the various races/species that my D&D 5 players are wanting to play? Again, Jason touches on this, Races (Species) in Wasted Lands: The Dreaming Age, but while his rationale is to move WL away from D&D (and a good rationale it is too) I am using the same logic to give my players a D&D experience with better rules.

To do this I want to start out with something on my mind a lot this month, my Shadow Elves.

The Wasted Lands has al sorts of human-like species running around and to be clear these humans are not the humans like you and I. They operate in and occupy the same ecological niche as do humans and maybe, just maybe, they pass on something (DNA, Collection Unconsciousness, the Akashic Records) down the millennia to us. This is why we remember them as gods. Though not all characters will become gods, as I pointed out yesterday

So to kill a few birds with one stone, I want to talk about the Dökkálfar of the Wasted Lands today.

The Dökkálfar, or the Dark Elves, are not to be confused with the D&D Drow, though obviously, there are connections. Since elves, the fae and other near-immortal creatures have drifted into myth and legend there is no reason not to assume that they once lived during the Dreaming Age.

Appendix 1 of the Wasted Lands Core Rules gives us examples of how to make other species. This might change a bit, but here is how I'd implement a Dark Elf, or more to the point, one of my Shadow Elves.

Dökkálfar

Size: Medium (5 feet tall)
Vitality Die: As class.
Saves: Dökkálfar gain +1 to Persona saves, +1 to Agility saves, and +2 to save against spells and effects that read or transmit thoughts or emotions.
Move: 30 ft.
Senses: Dökkálfar have darksight, enabling them to see in near-absolute dark for up to 60 feet. This sight functions in all but the most absolute darkness; so long as there is any ambient light, they can see, albeit fine details may be difficult to discern in the darkest caverns.
Weapons and Armor: Dökkálfar are proficient with all bows and swords. They can wear armor up to chain mail.
XP Cost: 1,750

Urnu and Runu

All other details are, in a sense, cosplay.

Do they have pointy ears? What color is their skin, hair, eyes? What sort of society do they have?

None of that needs to be handled by the rules. It can be determined at your table. The rules are "old school," but the spirit is "new school."  Want to play Dragonborn? Aarocka? goblins? orcs? SURE! come on in. The rules are not going to stop you.

Are these Dökkálfar the Chaotic Evil Drow that everyone loves? Maybe. Are they my Lawful Evil Drow? Could be. Are they my Shadow Elves? Again, it could be. It will depend on the campaign at hand. 

Likely I will make them similar enough to my Shadow Elves so that when I finally get done with my Tomb of the Vampire Queen adventure, I can use these Dökkálfar in place of the Shadow Elves.

Tomorrow I'll put this into practice and convert some Spellcraft & Swordplay characters to Wasted Lands.

Thursday, January 11, 2024

Character Creation Challenge: Sinéad Moonshadow for Wasted Lands

Moving out of my continuity to do something newer, but related today.  Sinéad Moonshadow is a D&D character. She began life as an AD&D 2nd Ed character from a previous Character Creation Challenge. I thought she might be some sort of witch/bard or wizard/bard mix from The Complete Wizard's Handbook.  In fact, I imagined situations where she might later run into such characters as Celene, Heather, or Raven. As the last couple of years moved on, I changed my mind about what I would do with her. Now, she is very much my eyes and voice to visit the Forgotten Realms, which I will do more of later this year. 

Sinéad's Character Sheets

And then Baldur's Gate 3 happened. Sinéad was my second full run-through (my fourth starting character or something). I really wanted to see how the Wild Magic Sorcerer worked in the game, and since I was using Sinéad, I also gave her levels of Bard. Honestly it was so great I have dropped the idea of her being a witch at all and instead going full wild Magic Sorcerer and Bard.  

Honestly, the distinction between a "wild magic Sorcerer" and "Natural witch" is largely an academic one. But I am the academic that gets to make those distinctions, and I am cool with it.

So, in my updated backstory, she is a half-elf girl growing up in the Moonshae Isles. She has bursts of magic that she can't control. Even in the magic-rich Realms, this is an oddity. When she accidentally burns down a barn during a bit of uncontrolled magic, she leaves her home.  That much I always had, but where did she go? Well, now I know. Baldur's Gate on the Sword Coast. I only know a little more than that because my Realms lore could be better. 

In many ways, Sinéad is the spiritual god-daughter to Heather, both half-elves, both bards. I might need to try out a Ranger/Bard under 5e or Baldur's Gate sometime in the future.

Sinéad Moonshadow
Sinéad Moonshadow

Class: Sorceress / Sage
Level: 12/8
Species: Half-elf
Alignment: Light 
Background: Sorcerous

Abilities
Strength: 12 (+0) 
Agility: 18 (+3) A
Toughness: 16 (+2) 
Intelligence: 16 (+2) N
Wits: 15 (+1) 
Persona: 17 (+2) N

Fate Points: 1d10
Defense Value: 3
Vitality: 87
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +6
Saves: +6 to Spells and Magical effects (Sorcerer & Elf)

Sorcerers Abilities
Arcana, Arcane Powers (4): Beguile, Detect Thoughts, Enhanced Senses, Shadow Walk

Sorceress Spells
First Level: Arcane Darts, Beast Speech, Prestidigitation, Sleep
Second Level: Eternal Flame, Invisibility, See Invisible, Unlock
Third Level: Concussive Blast, Dark Lightning, Dispel Magic, Remove Curse
Fourth Level: Control Temperature, Dimensional Travel, Renewal
Fifth Level: Passageway, Restore Life, Telekinesis
Sixth Level: Dispel Evil, Instant Death

Elf Abilities
Night Shifted

Sage Abilities
Languages (18), Lore, Suggestion, Mesmerize Others, Read Languages, Renegade skills at level 4

Sage Spells
First Level: Arcane Darts (yes, twice), Chill Ray, Gout of Flame
Second Level: Conjure Flame, Invoke Fear, Magic Locks
Third: Fly

Heroic/Divine Touchstones
1st Level: 
2nd Level: 

Heroic (Divine) Archetype: Magic

Gear
Longbow, shortsword, leather armor, Dog ("Scratch")

Wasted Lands as D&D 5th Ed / Baldur's Gate 3

Again I am impressed with the levels of customization here. I think this Sinéad fares well against her 5e and BG3 counterparts. I did not pick out any Heroic Touchstones for her, but I would do this to cover any Sorceress or Bard powers she is missing like her meta-magic and Bardic inspiration, though I might be able to get this with Beguile.

This is a really good version of her and really one I could see playing. I am going to obviously spend a lot more time with this character and even try her out in various other versions of D&D. But this one right now is my favorite.

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

Character Creation Challenge

Sunday, January 10, 2021

Character Creation Challenge: Quest of the Ancients

quest of the Ancients RPG

So an interesting thing happened this week.  I posted my Rhianon character for AD&D 1st Edition and I was pointed to a Dragonlance adventure that featured a very thinly veiled version of Stevie Nicks! Well, you could imagine my surprise at that.  Then double that I tracked down the said adventure, DL15 Mists of Krynn, to discover it was written by none other than Other Side favorite and the only guy more obsessed with witches than me, Vince Garcia.

I grabbed the adventure and read it through.  Yup. Totally Stevie Nicks. 

This got me thinking.  The adventure is low-level, deals with a powerful witch, but one that is here to help the party, not fight them. 

It also deals with a witch traveling across the planes. 

Seems like a perfect fit for my War of the Witch Queens campaign!

The adventure was written in 1988, so a little bit before Garcia's publication of the "Druids of Rhiannon" Dragon Issue #155 and his Magnum Opus, Quest of the Ancients.  Given the Stevie-like character on the cover of both editions of his game, it seemed certain that they were somehow related.

The Game: Quest of the Ancients

I will admit I am rather fond of this game.  I spent some time talking about it in the past here so you can read all of those posts for more detail. But suffice to say that this game is a Fantasy Heartbreaker in the classic sense, still though I can't help but be fond of it.

The Character: Sarana

So there is a character in DL15 Mists of Krynn, Stevie, who really is a very, very thinly veiled version of Stevie Nicks. Now I am totally fine with that. But she isn't the only one. On the cover of the 1st Edition of Quests of the Ancients, pictured above, is Sarana. She is the one in the pink dress.  She is also a thinly disguised version of Stevie Nicks.  In the book she is listed as a 20th level Witch/Bard, but no other stats are given.

The Second Edition/Printing cover makes this a bit more obvious.


And if that wasn't enough, here is the dedication found in both printings.


Again, I am right there with him on this. He even mentions Dark Shadow's Angelique here and then again in REF5 Lords of Darkness as an NPC vampire. 

Sarana is an interesting case.  I can be perfectly ok with the idea that Sarana from QotA and Stevie in Dragonlance are one and the same. Sure, Stevie is listed as a grey elf and Sarana as a human.  One or other of those could be glamours or disguises.  I am likely to say elf or half-elf.  

Now "how" do I get her there? Well for that let us follow the story of her co-cover girl Raven TenTolliver.  I gave some insight to her goings-on in this post of her appearance in the Forgotten Realms.  Raven has been known as "Raven," "Whisper," and even "Rhiannon" (!) over her years.  It looks like in the Forgotten Realms book, LC1 Gateway to Ravens Bluff, she is largely retired and runs an inn.  You can read some of the details here, here (lifting words from LC1), and a bit on the Inn she runs in Ravens Bluff.  While retired she was a 25th level witch/20th level assassin!

So Raven left her group of adventures and then settles in Ravens Bluff in the Forgotten Realms, Sarana finds her way to Krynn, where she gets trapped and is sometimes known as Stevie. I split the difference and made her into a half-elf. She is a follower of the Faerie Goddess Rhiannon.  Given this I *might* have her in the Feywild and not Krynn.  I need to read over the adventure more to see. 

Sarana
Sarana (Quest of the Ancients)
13th level Half-Elven Witch

Armor rating: 0
Tactical move: 10'
Stamina points: 68
Body points: 15

Stots: St 10; Ag 13; Cn 15; IQ 18; Ch 19; Ap 19: Lk 7

Attack 1
Combat phase: 3
Dmg: 1D4+1 (dagger) or by spell
Ethics: G
Size: 5'1", 125#

Witch Abilities
A: Create Focus ()
B: Additional Combat Skill Slot (2 for 4 total)
C: Create Potions and Elixers
D: Form Coven

Skills (180 pts)
Animal Handling: 40%
Nature Lore: 60%
Calligraphy: 40%
Danger Sense: 10%

Spells

Rank 1: Beguile, Catfall, Evil Eye, Helping Hands, Lirazel's Silent Scream, Magic Dart, Read Magic Script, Slumber, Trick, Witch Warrior
Rank 2: Discern Magic, Enchant Bracers, Fire Darts, Fire Tounge, Net, Night Sight, Stone Speak, Tell Sight, Witch Wand
Rank 3: Charm, Crystallomancy, Energy Blast, Laughing Skull, Sheet Lightning, Spirit Talk, Witch Mark
Rank 4: Hex, Illusion, Shape Change, Shooting Stars, Transform, Witches Eye
Rank 5: Cauldron of Magic, Lirazel's Pocket Dimension, Polymorph, Witchfire
Rank 6: Aura of Fear, Control Weather, Pentagram of Protection, Talisman
Rank 7: Vision Globe, Witch Ward

That's a lot of spells.

For my War of the Witch Queens, I made D&D witch stats for her too.

Character Creation Challenge

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

RPG Blog Carnival

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

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

Saturday, June 3, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 3

The tunnel opens up into another large cave system.

Room 3

The party will encounter three Shadow Elves. They are on patrol. 

Once this Shadow Elf community was vibrant, well. As vibrant as these elves ever get. But a thousand years of exposure to the Vampire Queen's evil and the necrotic forces here (not to mention what strange radiations are coming from the ship above) have reduced their numbers and made the remaining elves slightly better than ghouls. Their alignment is now Chaotic (Evil).

They will attempt to talk to the party, but on the first sign of advantage, they will attack.

In addition to treasure they have food (more of the good mushrooms) and wine.

Note: Dwarves will notice that these passages are steadily going down.

Sunday, August 9, 2020

#RPGaDAY 2020: Day 9 Light

Hmm. Light. Light has not been on my mind very much lately.

Shadow has.

Often when talking about light one also brings up dark as in the opposite of, or the absence of, light.  If you pay any attention to what is going on in the world of D&D publishing now there has been a strong push to change, or alter, the nature of certain "dark" races like Drow and Orcs.  I am not going to get into that today, nor do I even find the topic particularly interesting.  Want "good" Drow? Ok. Fine have them. Want good orcs? Sure! They existed in 2nd Ed, nothing new here. My Desert Orcs have been portrayed as "good" since I came up with them.

But if an "evil" race or species can be good, then a "good" race can also be evil.  I pretty much play elves as xenophobic assholes who really don't give two-shits about humans and frankly are just hoping they all kill themselves off.  Are they evil? No, but they are not "good" either.

But extremes are dull. They are cartoon versions of the people I want to represent.  Give me nuance. Give me flaws AND strengths.  Good and Evil. Light and Dark.  

Give me Shadows.

I got to thinking back in June when I was doing my BECMI work I picked a copy of the Shadow Elves guide for the BECMI system.   The Shadow Elves of Mystara are more interesting than Drow.  They are little more nuanced than the Drow are, and this was back in the late 80s.

While reading this I could not help but think of the Shadar-kai from newer D&D. The Shadar-kai from 3rd and 5th Edition D&D are a type of elf/fey, but they were more human-like in D&D 4 where they got the largest treatment.  

There is also the Shadow Fey from Kobold Press which are also interesting.

Between all these treatments there is something I am sure I can use. 


Sunday, June 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 25

Archway 1, Room 25: The Hall of the Dead

This archway on the far left from Room 24 leads down to a dark chamber. 

Room 25


This room is filled with the bones of Shadow Elves (based on the skulls). The bones are piled high in heaps, and the floor is red-brown with what looks like dried blood. 

In the center of the room is a raised platform, on which is a sarcophagus. The sarcophagus is made of black marble, and it is covered in intricate carvings.  The writing is an ancient form of elvish with many words from the Chaotic alignment language added in. Bards, Elves and a magic can be used to decipher it.  It reads "Here lies Agartis, Commander of the Shadow Elf legions, left hand of his Dark Mistress, Darlessa, the Queen of Vampires."

If the party opens the sarcophagus inside, they will find a richly dressed warrior, who spares no time in getting up to attack.

The warrior is a Barrow Wight. He is armed with a +2 longsword and wears boots of spider climbing.

He turns as a 7 HD creature. 

When Agartis begins his second round, he will be joined by 3d4 skeletons. These skeletons also attack. They are turned as Zombies. 

Sunday, July 16, 2023

Wasted Lands as a Dungeons & Dragons Replacement

All month long, I have been talking (rather obsessively so) about the Wasted Lands RPG. I make no apologies for this. It is a great game, and it shares DNA with my own NIGHT SHIFT, which is just a bonus.

I talked about how I can emulate superheroes, our modern Gods and Myths, as Wasted Lands Archetypes all last week. This week is going to be all about how I plan to use Wasted Lands (with a little help from NIGHT SHIFT) as my go-to Dungeons & Dragons replacement.

Wasted Lands Larina

I have been talking bout this topic all year too, with examples from Castles & Crusades and Pathfinder 2e.  I hope to have some good examples this week to show how well this works.

Obviously, Wasted Lands shares some DNA with D&D. NIGHT SHIFT was an OGL game and Wasted Lands grew out of that. It also shares DNA with Spellcraft & Swordplay. This is why you will find the O.G.R.E.S. and O.R.C.S. from each game (respectively) in The Wasted Lands.

If you are a backer, you already got the preview of nonhuman species so you can play the likes of an Elf, Dwarf or every stranger things. This is one of the key D&D experiences there is and it is a welcome addition for those that want them. I have already shared my two Shadow Elf, or Dökkálfar, characters Runu & Urnu

Can Wasted Lands replace D&D at my table? Easily. In fact, it is has been doing that for a little while now.

Can Wasted Lands replace D&D in my heart? That is a different thing, but I aim to find out.

Tuesday, March 2, 2010

Drow should be Lawful Evil, among other things

I have been thinking about the Drow of late.  We are going through some of the classic modules and I really am looking forward to doing the GDQ series again.  Now I have every faith in DM to make it interesting and new to me while keeping the same thrill I originally had for me and the kids.

But I have a problem with Drow.  Actually, I have had a lot of problems with drow for a long time.  Let's work backward.  In the GDQ series, Drow are the "secret enemy" the big reveal is they are elves! who are evil!  It was like when we first saw Romulans in "The Balance of Terror".  Elves, especially to those who lived on a steady diet of Tolkien, were light and good.  The drow were evil and dark.  And that is the other problem.
Why are drow dark skinned?  Really shouldn't they be albino?  And let's not even go with the dark = evil meme.  I am not suggesting any sort of racism on the part of the creators here; this is something that has appeared in fantasy and fairy tales for thousands of years, but that still doesn't mean it has to be that way in my games. I prefer the "Shadow Elves" from Mystara in many respects over the Drow.  They are described as smaller and pale.

You can see a visual evolution of the Drow through the eyes of fellow bloggers, James Maliszewski and Eiglophian Press.

The next problem is frankly Drizzt.  He is a symbol of everything I felt was wrong with 2nd Edition and uber-munchkin playing in general.  Since his advent, the drow went from hidden secret evil to S&M fetish elves.  Now I am not against S&M or fetish of any sort, but what makes for an interesting diversion does not make for an interesting enemy.

Finally Drow are nearly universally described as an oppressive, hierarchal society ruled by the Priestess of Lolth in an iron-fisted dictatorship with harsh laws of behavior.  That sounds positively Lawful Evil to me.   This is not a new idea, it was mentioned in Mongoose's "Drow War" books (which I do not have). They are described here as being like Nazis. That works for me.  Plus if elves are freedom loving do-gooders (Chaotic Good) then the ultimate expression of evil to them must be an evil, rigid society of absolute laws.  Lolth then needs to be closer to a devil than a demon;  she was a Goddess then was "cast down" by her fellow gods.  That sounds more devil like to me.  Plus unlike demons, which are manifestations of anger, destruction and hate, devils have agendas.  So does Lolth.

So combining features of my "The Church of Lolth Ascendant" and "Going (Up) to Hell?" I think I have a way to work the Drow into my world.

Drow and Lolth in Mystoerth
The story of the fall of Lolth has been detailed by many.  Regardless of the reasons for her fall one thing is known for sure, she and her children the Night Elves were cursed.
The Night Elves were regarded by many to be the most beautiful of the elven races.  They were as Lolth herself was before the fall; described by Corellon as a "piece of pure midnight and her hair reflected the light of the stars above".  When Lolth fell her sons and daughters were cast out as well (Well there was that business with the Elven Civil War, but that is another lesson).  They resided in a place they called "The Abyss" and it eventually became known as the Demon-Web as Lolth's new form attracted spiders and arachnids of all sorts.
While the Church of Lolth Ascendant maintains that their Goddess awaits only the chance to reunite with the other Elven Gods, the Drow, as the Night Elves became to be known, decided that the only means of reunification was by violent take over to the point of killing all the other elven races.  For this they train. Their society is everything elven society is not.  Elves are free with equality to all; all drow are slaves to the hierarchy or cast above them, with the priestesshood of Lolth at the top.  Drow males are second class citizens, a concept most elves can't understand.  But like their cousins above Drow excel at magic.  Maybe they are even a little better.

Lolth does not reside in the Abyss.  That was an error from a mistranslated document.   Lolth resides on the first layer of Hell.  Here lair is still called the Demon Web and she does have some demons in her employ, but Lolth herself is not a demon but a fallen Goddess.  This makes her closer in nature to the Devils whose prison she shares.  In Dante's Inferno Lolth occupies the area of Pagans.  As can be expected she has great enmity  with Beelzebub, the Lord of Flies.  She is on well enough terms with Glassya, having supported her rise to power, but Lolth maintains her neutrality and her own agendas.

The Drow
The Drow of the underdark live close, not just in word but in relative proximity, to their Goddess.  With the Underdark as the Antechamber to Hell, the Drow are as cast out as race as one could hope to find.  Due to their prolonged sojourn in the darkest places of the world their one dark skin is now pale.  Some Drow are nearly white and others maintain a pale blue coloration.. Oddly enough it is Drow that make regular trips to the surface world that find their natural coloration returning.    These are the Drow that most surface dwellers are most common with.  It is no coincidence then that surface dwellers and Drow have prejudices regarding Drow skin color.  Surface dwellers see a dark skinned Drow and automatically think "evil elf".  While a Drow associate the darker color with a Drow that has become more "surface" or "elf" like and thus "good".
All Drow are born darker in color, but still no where near what their Night Elf ancestors looked like.  As they age their skill becomes more and more pale.  Since like elves they tend to alway look young the one true way to guess a Drow's age is to look at her skin.  The lighter the skin the older and usually the more evil the Drow.
Generally speaking Drow are smaller than elves or humans.  Shorter, smaller build.

Drow and Evil
Drow are completely lawful evil.  But they do not see themselves as being evil.  They are harsh because the survival of their race demands it.  There are rules and hierarchies because they live in a harsh, deadly environment.  The pogroms and breeding programs are in place for the good of the Drow species.  They are doing what they must do to survive.  They survive because they demand revenge on the wrongs committed on them by the elves. Killing a non-Drow is not a crime.  Killing a lower caste Drow is not a crime IF there is reason for it, but even the lowest Drow is more worthy of life than any elf.  Drow do not ally themselves with orcs under any circumstance.  They will work with like minded evil dwarf races, devils, demons or giants but Drow do not have allies, they have servants and minions.
Their ultimate goal is to retake the surface world from the elves killing them all (they are no longer satisfied with mere reunification). This way the gods would have to take them back as the only elven race.
Though there is something standing in their way and they are not quite sure how to deal with it. Humans.

So that's a start on my little pointy eared, underdark Nazis.

Wednesday, June 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 21

Entrance to the Grand Temple

The temple is the central focus of this lair and is in the center of this Shadow Elf city.  

In the front of the temple is statue of the Vampire Queen. Close inspection will reveal the statue is of different construction than the rest of the temple (2 in 6 chance for Dwarves, 1 in 6 for all others).

Room 21

This temple is influenced by Chaos and the necromantic energies that the Citadel of Necromancers were tapping into and why the Vampire Queen came here. The temple is not the source, but it is a focal point.

While in the temple, Undead are treated as one column greater (1 HD more) on the Cleric Turning Undead table. So Skeletons are turned as Zombies, and Zombies as Ghouls.

Positive magic used for healing will heal 1 less point than rolled. The notable exception are the "healing wands" from Level 5.

The aura of evil, chaos, and necromancy is quite palatable and can be felt by all.

The source of the floating light of this level originates from here.


Friday, August 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 25

 The exit from Room 24 takes the part to a side entrance of a long grand hallway.

The party's left (a bit of a diagonal) is the main entrance to this hall, not covered in rubble and no long accessible.  To the right is the length of this ancient hall.

Room 25

This hall is ancient, even by the standard the party is used to seeing. The architecture is dwarven, even the most causal dungeoneer can see that. At the end of this once great hall is a throne of Iron and on sits a figure.

As the party approaches they can see the figure is that of a dwarven skeleton in kingly garb.  When the party reaches the dias the skeleton's eyes begin to glow and it raises a hand.  

It speaks.

"Hail, brave and mighty adventurers. You have come so far and have more to go. But rest here and hear the tragedy of House Ironhammer."

If the party pauses to hear the dwarf king's tale they will find themselves healing of their wounds, even their gear that has been damaged begins to repair.

"Millennia ago, the Vampire Queen, Darlessa the First, sought out House Ironhammer in our mountain demesnes. She commanded that we build for her a temple and tomb out of the living rock of the mountain that was greater or equal to our own. We refused her, not wanting to serve any evil. Three times she came and three times we denied her. First my Grandsire said no. Then she returned and my sire said no. Then she returned again and I told her no. But in that time her powers had grown. She said that if we would build her a stronghold she would take ours!"

"We laughed at her and her rabble of conjures. No army had ever taken House Ironhammer! Not even the giant orcs of the Black Mountains whom all dwarves will speak of with revulsion, but also begrudging respect as an enemy."

"Sadly for my people we did not comprehend what she meant by 'take.'"

"Her conjurers gathered around. And the ensorcelled the mountain. The lifted it up by it's very roots and transported it to the seas where it was dropped onto a volcanic island. The mountain of Ironhammer stuck the Island of Necromancers like a hammer on an anvil. She destroyed their ancient towers and dropped our home into a vortex of magic. A few survivors soon killed by hordes of demons. I was kept alive along with a fraction of my enslaved people to dig out tunnels and new rooms and merge the mountain with the island. Many dwarves and many necromancers died that horrible night."

"It is to you I leave this challenge. Your wounds are healed, your gear is as new, your bellies are full. Seek out this undead tyrant and slay her for good. You have the blessings of House Ironhammer and the combined arcana of the Necromancers she killed that day. Please accept the last gifts of Sharis Val."

On the dias, there are weapons appropriate for every character here. They are all +3 weapons, +4 vs. undead, and demons. 

Any Cleric or Magic-user can make an intelligence roll to know who Sharis Val was. He had been a Shadow Elf smith who had been adopted into a dwarf clan and became one of the greatest artificers and swordsmen the world has seen. His final fate was unknown till now.  

Because there is always that "one guy," if there is a fighter in the group who is REALLY into swords, then allow them a roll as well. Sharis Val is essentially the Miyamoto Musashi of this world. 

These weapons grant 2,500 xp each. 

If instead, the party attacks the skeleton they get nothing. It is a normal skeleton with 1 hp.

Monday, June 12, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 12

To the side of this city is a large burial area.

Room 12

In this shadow elf necropolis, the party will encounter 1d4+3 Spectres and 1d6+4 Wraiths.


Tuesday, June 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 20

Moving forward to another cave (where the troll came from) the party hears voices.

Room 20

Approaching the party is a Shadow Elf war band. Their leader is a 4th-level fighter and has a +1 sword.

They attack the party.

Monday, October 2, 2023

Monstrous Mondays: D&DGII The Monsters of the Black Forest Mythos

Welcome to the first Monstrous Monday of October 2023. Monstrous Mondays are always a treat for me in October since I can really do some of my favorite monsters here. This October is special for a number of reasons.  First, we have five Mondays in October this year so that already feels like a bonus monster. Secondly, I am going to do monsters of the "Black Forest Mythos" for my speculative Deities & Demigods II project. And finally this is my first *real* entry for the October RPG Blog Carnival: Horrors, Gods, and Monsters.

The Monsters of the Black Forest

A brief recap of what this project is. I speculated on a combined Roman-Norse Pantheon taking root somewhere in the Black Forest region of Germany in the 6th or 7th centuries AD. While there are some similarities between the gods I am working on and their Proto-Indo-European ancestors, I am not trying to recreate the PIE gods.  I am not doing archeology or comparative anthropology here. I am doing game design.

The goals then for this pantheon (and their monsters) are:

  1. It is for use in a game first and foremost, and AD&D 1st Edition in particular
  2. I want to stick as close to history as I can unless it violates #1 above. 
  3. I want to write this as something I would have written in 1985-6.

Why that last rule? I want to capture the feel of what I felt was peak AD&D 1st for me.  And since today I am talking about monsters, I have a fourth rule just for them.

  1. Monsters need to reflect the tales and fears people of this age would have had. 

Pretty simple, really. My idea is that the Romans fleeing the fall of Rome would have brought their gods and monsters, from house spirits to more horrible things. Same with the Germanic/Norse people. The monsters need to be scary but also fit the myths (#2) and be something that works in an AD&D game (#1).

Beware the Forest

I live in a huge metropolitan area (Chicago), I grew up in a small town, but it was still a town. My wife grew up in the country. We went to college near a very old forest (Shawnee National Forest), so I understand why people in late Antiquity and the Middle Ages feared the forest. It is where witches, goblins, and, worst of all, the Devil himself lived.  The people who made these myths lived in one largest forests in Europe, the Black Forest of Germany. I really want to lean in on that and capture WHY this is a scary ass place. Their gods are for solace in a changed world, the monsters though are a lot closer at hand.

I don't want this place to be scary. I want it to be terrifying.

Of Gods and Monsters

One of the things I loved about the Deities & Demigods was getting new insights to old monsters. Old in two senses. First, the obvious one, these were monsters from mythology. Secondly, old in the sense that they may have already been part of the Monster Manual and now get a new (or old as it were) version.  The best example of this is the Greek Myths. So many monsters in the Monster Manual (even true still today) came from Greek myths. Using them in context changes them a bit.  This was one of the things I explored in my One Man's God series

The same will be true here.  So to start off I want to revisit some monsters I have posted here and talk about how they fit into this new/old/different worldview. 

Aglæca

Ah. Now this one is kind of my poster child for these myths. The Aglæca, as I have built it, is the monster type that Grendel was. Grendel's mother then was an Aglæc-wif. Why poster child? Well back in grade school (pre-1980) I read this book of myths that I would love to find again. It had all the Greek myths, then Norse, and finally, it ended with Beowulf. In my young mind, there was a progression in these tales as time went on. One lead to the other in a mostly unbroken line. That isn't exactly how it happened, but for these myths I am going to assume they did.

Elves

Elves are tricky since they are an established AD&D mainstay. So there are light elves (the PCs) and there are "other" elves. 

Hag, Hyrrokkin

These hags are related to the giants/titans/Hüne.

The Titans of Roman myth and the primordial Giants of Norse/Germanic myth. I created these just for these myths.

Kobolds

Kobolds are part of Germanic myth and the D&D interpretations have moved a bit away from their mythologic and folklore counterparts. Don't get me wrong, I like D&D Kobolds. I just like my versions as well. 

Sennentuntschi

No reason other than it is a cool monster.

Trolls

Trolls and Ogres will be smooshed into one type of creature called a Troll. They are the offspring of the giants (Norse ideas) and are fairly elemental (Roman ideas) in nature. Though like the trolls and dwarves of Germanic myths, they turn to stone when exposed to sunlight.

Others I am considering are: 

This is a good start. I have some new ones for the rest of this month and I think it will be a great project.

Wednesday, April 12, 2023

Introducing Luna Moonshadow, the AI Generated Witch

Luna Moonshadow
At my day job, my work is increasingly trying to adapt to AI generative techniques. I am not going to go into any details here about that. Suffice it to say that about 20% of my day is given over to AI now. 

I am coming into today's post with about four+ months of doing nothing but deep diving into all sorts of AI tools.  I decided to turn these powerful tools over to what is essentially one of my bread-and-butter topics here; creating new witch characters.

Now before I go on here, I want to state this unequivocally. I have no desire to use AI-generated text in any future blog posts unless it is clearly stated (like this one), and NO desire to put any generated text into my books

It's not that I have issues with AI or on moral grounds. I just believe that people like to buy my stuff because it is my stuff; written by me. Having used these tools, you all can go out and do this on your own. You don't need me for that.

But today's post is about seeing just what these powerful tools can do.

For today's post, I am using the tools ChatGPT, Google Bard, and MidJourney. I choose these three because they are right now the most powerful at what they do. Let's see if they can replace me.

Today's experiment. Can these tools create a new witch character with a background, art, and, better still, D&D stats?

I asked both Chat GPT and Bard to generate a legendary witch on par with Circe, Medea, Morgan LeFey, and other mytho-historical witches. I also asked the same of Bard.  Once I got these, I then copied and pasted text into MidJourney to produce an image of this witch. 

Here are the results.

Luna Moonshadow

Luna Moonshadow and Shadow

From ChatGPT:

Born during the Dark Ages in a small village nestled deep in the woods, Luna was known for her mysterious aura and captivating beauty.

From a young age, Luna exhibited a natural talent for magic, drawing power from the moon and the stars. She honed her skills in secret, practicing ancient and forbidden spells that she discovered in ancient tomes hidden in the depths of the forest. As she grew older, her powers grew stronger, and she became known for her ability to control the elements and manipulate time itself.

Luna's reputation as a witch spread far and wide, and many sought her counsel and assistance. She was revered by some as a wise and benevolent witch, using her powers to heal the sick and protect the innocent. However, others feared her power and saw her as a threat to their beliefs and way of life.

In history, Luna Moonshadow played a pivotal role in a conflict known as the "War of the Witches." This was a dark period in history when witches and sorcerers were hunted down and persecuted by the ruling powers. Luna was a staunch advocate for the rights of witches, leading a rebellion against the oppression they faced. Her mastery of magic and strategic prowess led her to become a formidable leader in the battle against the witch hunters.

Despite facing numerous challenges and betrayals, Luna's unwavering determination and bravery inspired others to join her cause. She used her magical abilities to defend her fellow witches and fight for their freedom. Her legend grew as tales of her exploits spread, and she became a symbol of resistance against tyranny.

Ultimately, Luna Moonshadow's efforts led to a turning point in history, as the tide of the war shifted in favor of the witches. Her leadership and sacrifices paved the way for a new era of acceptance and tolerance towards witches and their magical abilities. Luna's legacy endured, and she became a revered figure in history, celebrated as a powerful and influential witch who fought for justice and equality for her fellow witches, leaving a lasting impact on the world of magic.

Not bad. Maybe a bit clichéd. So I asked it to generate "Dungeons & Dragons stats" for her.

Again, ChatGPT: 

Character Name: Luna Moonshadow
Race: Elf
Class: Sorcerer
Background: Folk Hero
Alignment: Chaotic Good

Ability Scores:
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Wisdom: 10
Charisma: 18
Proficiencies:

Saving Throws: Constitution, Charisma
Skills: Arcana, Persuasion, Medicine, Nature
Armor: None
Weapons: Daggers, Quarterstaffs, Darts, Slings
Features and Abilities:

Sorcerer's Spellcasting: Luna can cast spells using Charisma as her spellcasting ability, and she knows a number of spells from the Sorcerer spell list.

Font of Magic: Luna has access to sorcery points, which she can use to fuel her metamagic abilities or to convert into additional spell slots.

Metamagic: Luna can use her sorcery points to manipulate her spells, choosing from options such as Twin Spell, Quickened Spell, or Subtle Spell, among others.

Fey Ancestry: Being an Elf, Luna has advantage on saving throws against being charmed, and she can't be put to sleep by magical means.

Folk Hero Background: Luna is well-respected among her fellow witches and is seen as a hero for her role in the War of the Witches. She has proficiency in Animal Handling and gains a set of artisan's tools.

Equipment:
Quarterstaff
Component pouch
Explorer's pack
Common clothes
A pouch containing 15 gold pieces

Spells Known:
Cantrips: Eldritch Blast, Mage Hand, Prestidigitation, Ray of Frost
1st Level Spells: Shield, Sleep, Charm Person, Thunderwave
2nd Level Spells: Invisibility, Misty Step, Scorching Ray
3rd Level Spells: Fireball, Counterspell, Fly

Luna Moonshadow is a powerful sorcerer with a keen understanding of magic and a reputation as a folk hero. Her abilities as a sorcerer and her determination to fight for the rights of witches make her a formidable and respected character in any Dungeons & Dragons campaign.

Well...not exactly right, but not bad for an AI. It defaulted to some strange version of D&D 5e. I ran the same thing in Google's Bard:

Race: Human
Class: Warlock
Background: Sage
Alignment: Chaotic Good

Strength: 8 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 18 (+4)

Hit Points: 12 (1d8 + 2)
Armor Class: 12 (studded leather)
Speed: 30 ft.

Skills: Arcana +6, Deception +8, History +6, Insight +6, Investigation +6, Nature +6, Perception +6, Persuasion +8, Prestidigitation +6, Stealth +4

Senses: darkvision 60 ft., passive Perception 16

Languages: Common, Elvish

Equipment: a dagger, a component pouch, a book of spells, a set of common clothes, and a traveler's clothes

Spellcasting: Morrigan is a 1st-level warlock. She knows the following warlock spells:
Cantrips (0-level): light, mage hand, prestidigitation
1st level (4 slots): hex, magic missile, shield

Luna's Other Abilities:
Shapechanger. Luna can use her action to polymorph into a crow or raven, or back into her true form. She can remain in her alternate form for up to 1 hour. Any equipment she is wearing or carrying melds into her new form. She reverts to her true form if she dies, falls unconscious, or chooses to do so (no action required).

Witch Sight. Luna can see innately into the Ethereal Plane. She can see invisible creatures on the Ethereal Plane, and she can see into the Border Ethereal as if it were lightly obscured.

Fey Presence. Luna has advantage on Charisma (Deception, Intimidation, Performance, Persuasion) checks against humanoids. She can use her action to frighten humanoids that can see her within 30 feet of her. Each frightened humanoid must succeed on a Wisdom saving throw (DC 14) or be frightened of Morrigan for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Not too dissimilar, but I like it a bit better. Again, D&D 5e and Bard told me it grabbed all this data from the 5e d20 SRD. So that was a nice touch, really. 

My next test was can it do the same thing if I specified AD&D 1st Edition.  The results were pretty interesting and surprising.

Certainly! Here's a character sheet for Luna Moonshadow in Advanced Dungeons & Dragons 1st Edition:

Name: Luna Moonshadow
Class: Witch
Race: Elf
Alignment: Chaotic Good
Level: 10

Ability Scores:
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Wisdom: 10
Charisma: 18

Saving Throws:
Paralyzation/Poison/Death Magic: 10
Rod/Staff/Wand: 12
Petrification/Polymorph: 11
Breath Weapon: 13
Spell: 14

Hit Points: 55
Armor Class: 6 (Leather Armor)

Weapons:
Quarterstaff: 1d6
Dagger: 1d4

Equipment:
Quarterstaff
Dagger
Component pouch
Backpack
10 torches
Bedroll
Rations (1 week)
Waterskin
Healing potions (2)
Spellbook

Spells:
1st Level: Charm Person, Detect Magic, Light, Sleep, Magic Missile
2nd Level: Invisibility, Levitate, Web, Mirror Image, Scorching Ray
3rd Level: Fireball, Lightning Bolt, Fly, Counterspell, Dispel Magic

Special Abilities:
Familiar: Luna has a familiar in the form of a black raven named Shadow, who aids her in her spellcasting and grants her additional abilities.
Witchcraft: Luna has access to various witchcraft abilities, such as brewing potions, divination, and the ability to curse or bless others.

Luna Moonshadow is a skilled and experienced witch who has honed her craft through years of study and practice. Her expertise in spellcasting, combined with her wit and resourcefulness, make her a formidable ally in any AD&D 1st Edition campaign. Her reputation as a folk hero and her dedication to fighting for the rights of witches further add depth and intrigue to her character.

OK! It's not a perfect write-up by any means, BUT it is surprisingly close. 

I then dumped all of this into MidJourney and had it render out a witch for me based on the descriptions.  That is the art you see here.

What To Do With This?

I am sure of one thing here. I am not out of a job just yet. Luna is a lot of fun, but there is not much to her. Well, not yet anyway.

Since I generated every aspect of her via AI tools, I am releasing her into the public domain. Not that I have to, she already was there by means of how she was made, but this particular combination of all of this text and imagery is unique. So I am releasing that. 

What does this mean? It means you are all free to take her and use her as you like. 

Put her into your games. Make her an NPC. Hell put her in a book and publish it and make a lot of money. You don't even need to tell me about it, but I would like to hear about it, though. If you kill her out of spite in your games because you don't like AI, well, I'd rather not hear about it, but you do you.

I'll tweak her myself later using my own witch rules. Based on both versions, I would make her half-elf and, given some of the other material generated, make her Patron the Morrigan. I do love that "War of the Witches" bit above too. I'll have to work that in.

I can see a lot with her now that I have been doing this. AI may have been the ground she grew in, but the seed was mine, and how I take it from here on out will be mine as well. 

Or yours.

I'll put this at the end again for the good serial position effect.

I will not use any AI generative text in any published book. Also, I will not use any AI generative text in any blog post unless I clearly mark it.

You see the "AI" label below? That is how you will know, BUT I will also clearly indicate it.

Wednesday, January 24, 2024

Character Creation Challenge: Darlessa for Wasted Lands

I meant to do this character earlier and kinda forgot. Well, today is the day I fix that. When it comes right down to it, no character really represents my shift from D&D to Wasted Lands quite as well as Darlessa the Vampire Queen.

Of course, everyone here knows Darlessa. She has been featured here many times and I already did her witch stats for Swords & Wizardry and her vampire stats for Basic-era D&D. She is also the central antagonist of my Dungeon23 Tomb of the Vampire Queen. She is responsible for the death of my first character, Johan, and ultimately, the cause for him to be elevated to a Saint. She even has (or had) her own Dark Domain, Arevenir.

Darlessa the Vampire Queen character sheets

I am using the Night Companion again for her so I can get the rules for making her a vampire. She has always been a witch, but a good case could be made for her to be a Spirit Rider, too. Maybe I'll give her a level in that later on, but today, I wanted to compare apples to apples: my OSR witches vs a NIGHT SHIFT witch.

Darlessa the Vampire Queen
Darlessa, the Vampire Queen

Class: Witch (Persona)
Level: 13
Species: Human Vampire
Alignment: Dark Evil
Background: Sorcerous

Abilities
Strength: 18 (+3) (+2 from Vampire)
Agility: 18 (+3) (+2 from Vampire)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d10
Defense Value: -5
Vitality: 75
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) +2 (touchstones) 
Ranged Bonus: +2 (base) +1 (touchstones)
Spell Attack: +7 (witch) +1 (touchstones)
Saves: +7 to Spells and Magical effects (Sorcerer & Scholar), +3 to Wits (vampire) +1 to All (touchstones)

Witch Abilities
Arcana, Arcane Powers (5): Succubus (6d6), Shadow Walking, Telekinesis, Beguile, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Black Flames, Chill Ray, Glamour, Object Reading, Armor of Earth
Second Level: Conjure Flame, ESP, Invoke Fear, See Invisible
Third Level: Clairvoyance, Create Zombies & Skeletons, Curse, Fly
Fourth Level: All-Seeing Invisible Eye, Black Tentacles, Improved Invisibility, Kiss of the Succubus
Fifth Level: Commune with Deeper Dark, Create Undead, Shadow Armor
Sixth Level: Instant Death, Zone of Death
Seventh Level: Wave of Mutilation

Heroic/Divine Touchstones 
1st Level: Additional Spell: Armor of Earth
2nd Level: +1 to Melee attacks
3rd Level: Spirit Guide: Undead Raven, "Lucifer"
4th Level: Favored Enemy: Lawful (Light) Good Clerics
5th Level: +1 to all attack rolls, defense rolls, spells, and saves
6th Level: Glamour at Will

Heroic (Divine) Archetype: Power

Gear
Dagger

Wasted Lands Vampires

Ok! This Darlessa is much more powerful than previous versions. This is due largely to proper rules on how to make a character a vampire and how that adds to the character's power. But also Witches in NIGHT SHIFT and the Wasted Lands are a bit more powerful. Lets not forget those divine/heroic touchstones. Those add a LOT of power to the character. This is a version of Darlessa that should properly terrify a group of characters. 

Vampires in the Wasted Lands are also more akin to Akivasha of Robert E. Howard's tale The Hour of the Dragon than they are of Stoker's Dracula. Indeed, Darlessa is cut from the same cloth as Akivasha. Well same cloth, but dyed in the same dyes as various Hammer Horror vampires. 

But in native Wasted Lands, the world envisioned by Elf Lair Games' Jason Vey, vampires are more dangerous and closely tied to the powers of the Deeper Dark. This works fine for me since I have always seen Darlessa as shedding bits of her soul for power to whatever demon would grant it to her. Now, for a pure Wasted Lands game and for the publication of the Tomb of the Vampire Queen, I might go with a different name and slightly changed background. But it will be Darlessa all the same really. 

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

Character Creation Challenge