RPGs

Next Year, Same As Last Year

The Other Side -

 It is 6:00 am here right now (give or take), and I am at work in a meeting.

Back in September, I got a new job. Similar to what I was doing before, but this time working directly with a University. In fact, I just got a new assignment today to graph various time series in Python. My language of choice for this was SAS or SPSS. Looks like I am getting more Python lessons for Christmas!

So...that means some of my plans for 2026 are getting moved. I wanted to dedicate the year to Sci-Fi games to correspond with the 60th Anniversary of Star Trek. But I didn't finish all the things I wanted to do with Fantasy this year. 

The Other Side 2026

My plan now is to keep going with Fantasy. I like doing Sci-Fi in June, so I might still do some then, and I would love to do something in September for Trek. I have been playing more AD&D 1st edition again; my D&D 5 is on hold for now. 

I do have some plans for posts and potential publications. But right now I am not promising much. I mean I am at work on Christmas eve at 6am and I still have 2 more meetings after this! I am happy for the work (and the pay!), but free time is not something I will have a lot of in 2026.

Ah, well, I don't want to complain. 

Have a great Christmas, everyone!

The Hex Girls: 25+ Years Later, Still the Coolest Thing Scooby-Doo Ever Did

The Other Side -

It has been a little over 25 years since The Hex Girls first appeared in Scooby-Doo and the Witch's Ghost, and I’m still comfortable saying this out loud: they are the coolest thing Scooby-Doo ever did, by accident or otherwise.

AD&D Hex Girls

While I am sure I watched “Dark Shadows” before Scooby-Doo, there is no doubt that my desire to put horror into all my games, or at least the trappings of horror, comes from Scooby-Doo.

Scooby-Doo has always flirted with horror aesthetics, but the Hex Girls went further. They weren’t jokes, they weren’t villains in disguise, and they weren’t watered-down “spooky” window dressing. Thorn, Dusk, and Luna were confident, stylish, openly witchy, and most importantly, utterly uninterested in apologizing for any of it. In 1999, that was rare, especially in a cartoon aimed at kids.

What still impresses me is how unforced it all felt. The Hex Girls weren’t parody goths or moral lessons. They were just… cool. Musical witches who leaned into the aesthetic without winking at the audience. Scooby-Doo didn’t mock them, didn’t explain them away, and didn’t try to soften them. It simply let them exist, and that trust is probably why they stuck.

A lot of spooky or “dark” characters from that era feel dated now. The Hex Girls don’t. If anything, they feel more modern than many characters that came after them.

Fourteen Years of Writing About the Hex Girls (and Why I Keep Coming Back...and So Do You)

Today is also a quieter anniversary for me. It’s been 14 years to the day since the Hex Girls first appeared on The Other Side. I didn’t plan that kind of long-term relationship with a cartoon band, but here we are.

Looking back at those early posts from 2009 and 2010, what strikes me is how little my core reaction has changed. I liked them then for the same reason I like them now. They sit at a very particular crossroads of things I’ve always been interested in: witches, outsider magic, gothic aesthetics, and female characters who are defined by agency rather than trauma or redemption arcs.

Over the years, my writing has expanded outward. But the Hex Girls never stopped feeling relevant to that conversation. They weren’t just a phase or a nostalgic bookmark. They were an early example of something that would keep echoing through my work: witches as protagonists, not warnings.

That’s probably why I keep circling back to them. Not because they’re “retro,” but because they still work. They still feel honest. And in a media landscape that keeps rediscovering and rebranding “spooky girls,” the Hex Girls remain refreshingly uninterested in reinvention.

Some characters fade into nostalgia.

The Hex Girls moved in, lit some candles, and stayed.

And to be perfectly honest, you all keep coming back as well. My Hex Girl posts are some of the most frequented posts here. Hell, whole blocks of text I have written here have been used elsewhere and declared “canon” by others. 

The Hex Girls for AD&D 1st Edition

The Hex Girls are a great test case for me. That is, how can I do “bards” without resorting to the Bard class, and how can I do “witch” without creating a new witch class? Sure, I could port one of my Basic witches over, or even use one of the dozen or so witches I have laying around here. But let's go with Rule As Written for right now...well, I am going to add one thing.

The Hex Girls are a Coven in all but name. Though they do call each other “sister.”

AD&D Hex Girls

Thorn Character SheetThorn

3rd-level human Cleric, Chaotic Good

Secondary Skill: Performer*

S: 10
I: 14
W: 16
D: 12
C: 12
Ch: 17

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 8 (Ring of Protection +2)
HP: 11
THAC0: 20

Weapon
Dagger 1d4/1d3

Spells (Cleric)
First level: Bless, Faerie Fire, Light, Remove Fear
Second level: Hold Person, Speak with Animals, Resist Fire

Thorn is the leader of the group, the main singer and lute player, and the most spiritual of the group. The rings the girls wear are a gift from her grandmother.

I wanted her to be a druid (better fit) but I also wanted her Chaotic Good.


Luna Character SheetLuna
2nd-level human Magic-user, Chaotic Good

Secondary Skill: Performer

S: 11
I: 16
W: 15
D: 14
C: 12
Ch: 17

Paralysis/Poison: 14
Petrify/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 15
Spells: 12

AC: 9 (Ring of Protection +1)
HP: 5
THAC0: 20

Weapon
Dagger 1d4/1d3

Spells (Magic-user)
First level: Dancing Lights, Comprehend Languages

In the Scooby-doo universe Luna plays the keyboards; here she plays a harp. Though there are harpsichords and spinets. She can play those as well. 

She is a Magic-user since I always see her as the “smart one.” Her spells are mainly to help with performances.


Dusk Character SheetDusk
2nd-level human Illusionist, Chaotic Good

Secondary Skill: Performer

S: 13
I: 16
W: 12
D: 16
C: 14
Ch: 15

Paralysis/Poison: 14
Petrify/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 15
Spells: 12

AC: 7 (Dex, Ring of Protection +2)
HP: 7
THAC0: 20

Weapon
Dagger 1d4/1d3

Spells (Illusionist)
First level: Audible Glammer, Color Spray

Dusk is our drummer. She remains largely the same. I gave her the Illusionist class since I feel she would be good at it and like Luna, her spells aid in the performances.

My one cheat is the Secondary Skill: Performer entry. This assumes the girls had musical training before taking up their class. This fits with AD&D 1st ed, allows me to fill the role of “bard” without getting bogged down in AD&D's bard class. 

If I were to do them for D&D 5th Edition, each would have a level or so of Bard before branching off to other classes. 

Links

Mine

Other Links

I love that Reddit link; the girls were initially named Serena, Sabrina, and Samantha. All witches. And Samantha/Dusk looked really cool. And the less we talk about the “Velma” versions the better.

Monstrous Monday: Capricorn (Zodiac)

The Other Side -

Growing up, I wanted to be an astrophysicist. My "wall" came in the form of Calculus II. While I am good at math, this one broke me. Which is ok, because by the time I was failing that class, I had discovered that I was also really, really good with computers and psychology.  

I mention this because every so often in writing about witches, astrology comes up. I am not going to get into why astrology is completely bogus here. No point. I am at least going to recognize how it can or at least could be used in my Occult D&D idea. That's a future post to be sure.

Since today is December 22, the Winter Solstice, it also marks the day that the sun enters Capricorn, for both Astronomy and Astrology.

//pixabay.com/users/alexas_fotos-686414/?utm_source=link-attribution&utm_medium=referral&utm_campaign=image&utm_content=759379">Alexa</a> from <a href="https://pixabay.com//?utm_source=link-attribution&utm_medium=referral&utm_campaign=image&utm_content=759379">Pixabay</a>Image by Alexa from PixabayCAPRICORN (Sea-Goat)

FREQUENCY: Rare
NO. APPEARING: 1–4
ARMOR CLASS: 6
MOVE: 12" (land), 15" (swim)
HIT DICE: 3+2
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1–4 / 1–6 (horns, bite)
SPECIAL ATTACKS: Butt
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
ALIGNMENT: Neutral
SIZE: M (6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
XP VALUE: 95 + 4/hp

The Capricorn is a curious hybrid creature with the forequarters of a mountain goat and the hindquarters of a powerful fish or dolphin-like tail. It is equally at home scrambling across seaside cliffs or diving into deep, cold waters. Most are wary but not aggressive unless threatened or defending young.

A Capricorn fights with horned head-butts and snapping bites. If charging downhill or from a rocky ledge, it may butt for double damage on its first successful attack.

Capricorns dwell along rugged coastlines, sea cliffs, and cold island chains. They are usually encountered alone or in small family pods. Sailors consider sightings of mundane Capricorns a sign of harsh weather ahead.

--

Good, but I can go more occult with this. Maybe something more akin to a Witch or Warlock patron.

CAPRICORN
The Sea-Goat, Warden of the Deep Winter, Keeper of the Long Path (Zodiac Patron)

FREQUENCY: Unique
NO. APPEARING: 1 (never encountered accidentally)
ARMOR CLASS: 2
MOVE: 15" (land), 18" (swim)
HIT DICE: 10+5
% IN LAIR: 75%
TREASURE TYPE: H, S, plus occult knowledge
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2–8 / 2–8 / 2–12 (horns, hooves, tidal bite)
SPECIAL ATTACKS: Crushing Tide, Inevitable Charge, Binding Oath
SPECIAL DEFENSES: Cold immunity, fate ward, patron’s reserve
MAGIC RESISTANCE: 30%
INTELLIGENCE: Very High (16)
ALIGNMENT: Lawful Neutral
SIZE: L (12' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
XP VALUE: 6,500+

Capricorn is not merely a celestial beast, but a cosmic office. It is the embodiment of endurance, sacrifice, patience, and the cruel mercy of time. Where other patrons tempt, seduce, or inspire, Capricorn tests.

Witches who invoke Capricorn do not gain easy power. They gain lasting power, earned through restraint, discipline, and acceptance of loss.

Capricorn favors witches who:

  • Endure long trials
  • Keep oaths even when inconvenient
  • Accept isolation, exile, or slow ascension
  • Practice winter magic, sea magic, fate magic, or Saturnine rites

Special Abilities

Crushing Tide

Once every 3 rounds, Capricorn may unleash a roaring surge of astral seawater in a 30-foot cone. Damage is 3d6, save vs. breath weapon for half. Creatures failing their save must also save vs. paralysis or be knocked prone.

Symbolically, this represents the slow but unstoppable force of time and consequence.

Inevitable Charge

When Capricorn charges, the target must save vs. paralysis or suffer double horn damage and be driven back 10 feet. Magical movement, haste, or teleportation does not negate this unless it explicitly alters fate or time.

Binding Oath

Once per day, Capricorn may bind a creature or witch to an oath spoken aloud in its presence.

The target must save vs. spells or be bound.

Breaking the oath inflicts a cumulative curse.

  • First violation: –1 to all rolls for 24 hours
  • Second violation: –2 and loss of spellcasting for 1 day
  • Third violation: permanent –1 Constitution until atonement

A witch bound by Capricorn’s oath always knows when they are about to break it.

Fate Ward

Once per day, Capricorn may negate a spell or magical effect directed at it, as if the event never occurred. This is not dispelling, but retroactive inevitability.

Patron’s Reserve

Capricorn never grants spells freely. Instead, it may store power for its witches.

During the month of Capricorn, a Zodiac-patron sworn witch (one of the following):

  • Delay the effects of exhaustion, aging, or curse for 1d6 days
  • Automatically succeed on one saving throw related to cold, water, fear, or time
  • Treat a failed divination as a partial success

This reserve cannot be used impulsively. The witch must declare its use before rolling.

Witch Patron Benefits

Witches sworn to Capricorn often gain access to:

  • Winter and water Occult spells
  • Binding, curse, and endurance magic
  • Resistance to cold and fatigue at higher levels
  • Reduced penalties for aging or long-term magical strain

--

I will likely have more ideas. Kudos to my wife for helping come up with all of this while we were watching "The Secret of Oak Island."  This is their year to find the treasure!

I will try to do these for every sign. Yeah, you would need to revise them to fit your world, but that should be easy. Plus I am no expert on astrology, it was antithetical to my desire to be an astrophysicist, so if I get something wrong, well...it happens.

Blogsphere Links: Witches on Other Blogs, Part 5

The Other Side -

Here is the last batch! I'll update my Witch Links page with all of these.

John William Waterhouse - Sketch of Circe  

Tales of the Grotesque and Dungeonesque

Magic Summary for Beyond the Wall
https://talesofthegrotesqueanddungeonesque.blogspot.com/2015/02/magic-summary-for-beyond-wall.html

The Other Boleyn Witch
https://talesofthegrotesqueanddungeonesque.blogspot.com/2015/10/the-other-boleyn-witch.html

Let's Loot the Witch's House!
https://talesofthegrotesqueanddungeonesque.blogspot.com/2016/01/lets-loot-witchs-house.html

Go See The Witch
https://talesofthegrotesqueanddungeonesque.blogspot.com/2016/02/go-see-witch.html

So, You Saw The Witch...
https://talesofthegrotesqueanddungeonesque.blogspot.com/2016/03/so-you-saw-witch.html

The Last Apprentice and 5e D&D
https://talesofthegrotesqueanddungeonesque.blogspot.com/2016/10/the-last-apprentice-and-5e-d.html

The Witch Queen of the Black Numenoreans
https://talesofthegrotesqueanddungeonesque.blogspot.com/2017/01/the-witch-queen-of-black-numenoreans.html

The Witch's Guest
https://talesofthegrotesqueanddungeonesque.blogspot.com/2017/07/the-witchs-guest.html

Total Skull, October 2017
https://talesofthegrotesqueanddungeonesque.blogspot.com/2017/11/total-skull-october-2017.html

Conjure Wife
https://talesofthegrotesqueanddungeonesque.blogspot.com/2019/10/conjure-wife.html

Origins of the Witch, The Gothic's Cruel Optimism, the Shadow Over Lovecraft
https://talesofthegrotesqueanddungeonesque.blogspot.com/2021/10/origins-of-witch-gothics-cruel-optimism.html

Sepulchre of the Swamp Witch
https://talesofthegrotesqueanddungeonesque.blogspot.com/2022/12/sepulchre-of-swamp-witch.html

Sigil Fires and Witch Wards
https://talesofthegrotesqueanddungeonesque.blogspot.com/2024/07/sigil-fired-and-witch-wards.html

Tenkar's Tavern

Some Thoughts on Mundane Magic
http://www.tenkarstavern.com/2018/11/some-thoughts-on-mundane-magic.html

These Old Games

52 Weeks of Magic - Item 29 - The Witch's Staff
http://www.theseoldgames.com/2019/10/52-weeks-of-magic-item-29-witchs-staff.html

Meet The New Antagonists - The Coven of Ash
https://www.theseoldgames.com/2019/12/meet-new-antagonists-coven-of-ash.html

The Skin Wolf Golem
https://www.theseoldgames.com/2020/03/the-skin-wolf-golem.html

OSR OCD. Witches Brew
https://www.theseoldgames.com/2020/09/osr-ocd-witches-brew.html

Throne of Salt

Class: Book Club Witches
http://throneofsalt.blogspot.com/2018/11/class-book-club-witches.html

Tower of the Archmage

New magic Item: Summoner's Candles
http://towerofthearchmage.blogspot.com/2014/03/new-magic-item-summoners-candles.html

New Monster: Fear Gorta
http://towerofthearchmage.blogspot.com/2014/03/new-monster-fear-gorta.html

New Magic Item: Mask of the Witchdoctor
http://towerofthearchmage.blogspot.com/2013/11/new-magic-item-mask-of-witchdoctor.html

The Witching Hour Approaches! Witch of the Deep
http://towerofthearchmage.blogspot.com/2015/10/the-witching-hour-approaches.html

5e New Spell: New Skin
http://towerofthearchmage.blogspot.com/2015/10/5e-new-spell-new-skin.html

Tribality

The Warlock Class
http://www.tribality.com/2016/10/20/the-warlock-class-part-zero/

Monster Lab: Frost Witch Queen for D&D 5e
http://www.tribality.com/2017/02/17/monster-lab-frost-witch-queen-for-dd-5e/

Trollish Delver

1d20 things in a witch's hovel
http://www.trollishdelver.com/2017/05/1d20-things-in-witchs-hovel.html

The Three Witches of the Dreadoak
http://www.trollishdelver.com/2018/07/the-three-witches-of-dreadoak.html

Witch bottle for Romance of the Perilous Land
http://www.trollishdelver.com/2021/09/witch-bottle-for-romance-of-perilous.html

Ultanya

Cauldron of the Witch
http://www.ultanya.com/2014/10/cauldron-of-witch.html

The Yule Cat
https://www.ultanya.com/2014/12/the-yule-cat.html

The Witch's Bookshelf
http://www.ultanya.com/2015/10/the-witchs-bookshelf.html

Wretched, Awful Things...

The Sixty Quirks of Witches and their Ilk
http://newfeierland.blogspot.com/2018/09/the-sixty-quirks-of-witches-and-their.html

What a Horrible Night to Have a Curse

Endless Quest Crimson Crystal Adventure #4: Stop That Witch!
https://lordgwydion.blogspot.com/2010/11/endless-quest-crimson-crystal-adventure.html

Beast of the Week: Witch
http://lordgwydion.blogspot.com/2012/11/beast-of-week-witch.html

Beast of the Week: Spearfinger
https://lordgwydion.blogspot.com/2012/02/beast-of-week-spearfinger.html

Wrath of Zombie's Blog

Hubris Player Classes- Witch
https://wrathofzombie.wordpress.com/2013/01/25/hubris-player-classes-witch/

The Blood Witch- A DCC class
https://wrathofzombie.wordpress.com/2014/07/18/the-blood-witch-a-dcc-class/

The Occult Slayer (Witch Hunter)- a 5e Fighter Martial Archetype
http://wrathofzombie.wordpress.com/2014/11/25/the-occult-slayer-witch-hunter-a-5e-fighter-martial-archetype/

The Bog Witch- A Terrible Creature Found in the Hubris Bogwood Swamp
http://wrathofzombie.wordpress.com/2015/01/03/the-bog-witch-a-terrible-creature-found-in-the-hubris-bogwood-swamp/

The Abhorrent Creature- The Witch/Warlock! An Enemy For Barbarians of the Ruined Earth
https://wrathofzombie.wordpress.com/2017/04/13/the-abhorrent-creature-the-witchwarlock-an-enemy-for-barbarians-of-the-ruined-earth/

Writeups.org
All of these are for DC Heroes Role-Playing Game

Tara Maclay (!) but sadly no Willow
https://www.writeups.org/tara-maclay-amber-benson-buffy-vampire-slayer/

Thelma Bates (HƎX)
https://www.writeups.org/thelma-bates-lesbian-ghost-hex-rooper/

Bavmorda
https://www.writeups.org/bavmorda-willow-witch-movie/

The Charmed Ones
Prue, https://www.writeups.org/shannen-doherty-charmed-prue-halliwell/
Piper, https://www.writeups.org/piper-halliwell-charmed-holly-marie-combs/
Phoebe, https://www.writeups.org/charmed-alyssa-milano-phoebe-halliwell/
Melinda Warren, https://www.writeups.org/melinda-warren-charmed-witch/

John Constantine
https://www.writeups.org/john-constantine-hellblazer-dc-vertigo-comics/

Elvira, mistress of the dark
https://www.writeups.org/elvira-mistress-of-the-dark/

Evil-Lyn (Masters of the Universe cartoons) 
https://www.writeups.org/evil-lyn-masters-universe-cartoon/

Hecate (Ms. Marvel character)
https://www.writeups.org/hecate-ms-marvel-comics/

Jadis the White Witch
https://www.writeups.org/narnia-tilda-swinton-jadis-white-witch/

Morgana the Witch
https://www.writeups.org/morgana-the-witch-wonder-woman-dc-comics/

Samantha Stephens
https://www.writeups.org/bewitched-samantha-stephens-elizabeth-montgomery/

Ursula the sea witch
https://www.writeups.org/ursula-witch-little-mermaid-disney/

Woman aka Witch (Hawk the Slayer)
https://www.writeups.org/woman-witch-hawk-the-slayer-movie-1980/

Wonder Woman
https://www.writeups.org/wonder-woman-diana-dc-comics-old/

Zenopus Archives
(*The* place for Holmes information)

35 years ago this month (Mar 77)
https://zenopusarchives.blogspot.com/2012/03/35-years-ago-this-month-mar-77.html

Part 4: "...And a Half-Human, Half-Serpent Naga"
https://zenopusarchives.blogspot.com/2013/11/part-4-and-half-human-half-serpent-naga.html

Part 55: Summary of Changes (Holmes Manuscript)
https://zenopusarchives.blogspot.com/2016/05/part-55-summary-of-changes.html

And that is all! For now anyway.

Blogsphere Links: Witches on Other Blogs, Part 4

The Other Side -

John William Waterhouse - Jason and Medea A few more today. As always, let me know if I missed yours.

Of Dice and Dragons

Welcome to the Witch’s Brew
https://ofdiceanddragons.com/welcome-to-the-witchs-brew/

OSR Grimoire

Holmes Expanded: Character Classes
https://osrgrimoire.blogspot.com/2021/01/holmes-expanded-character-classes.html

Holmes Expanded: The Witch
https://osrgrimoire.blogspot.com/2021/01/holmes-expanded-witch.html

B5: Horror on the Hill
https://osrgrimoire.blogspot.com/2022/10/b5-horror-on-hill.html

The OSR Library

Folkloric and Infernal Magic Options (OSR)
http://theosrlibrary.blogspot.com/2014/10/folkloric-and-infernal-magic-options-osr.html

The Witch Class (S&W / OSR) The Traditional Evil Witch archetype.
http://theosrlibrary.blogspot.com/2014/10/the-witch-class-s-osr-traditional-evil.html

The Magician Class (OSR)
https://theosrlibrary.blogspot.com/2014/11/the-magician-class-osr.html

OSR Pirate/Renaissance and Colonial Classes. Magician, Sorcerer, Witch
https://theosrlibrary.blogspot.com/2018/07/osr-piraterenaissance-and-colonial_94.html

Owl’s Guide to Witches

Guide for Pathfinder Witches
https://feeneygames.github.io/PFGuideArchive/archive/Owl%E2%80%99s%20Witch%20Guide/OwlsWitchGuide.html

The Piazza

Witch Class
https://www.thepiazza.org.uk/bb/viewtopic.php?f=43&t=26878

The PorPor Books Blog: SF and Fantasy Books 1968 - 1988

Book Review: Hecate's Cauldron
https://theporporbooksblog.blogspot.com/2015/03/book-review-hecates-cauldron.html

The Witch Queen of Acheron
https://theporporbooksblog.blogspot.com/2016/05/the-witch-queen-of-acheron.html

Book Review: Silverglass
https://theporporbooksblog.blogspot.com/2019/06/book-review-silverglass.html

Magician by Robert Holdstock and Malcolm Edwards
https://theporporbooksblog.blogspot.com/2023/05/magician-by-robert-holdstock-and.html

Power Score RPG

Baba Yaga's Hut
http://thecampaign20xx.blogspot.com/search?q=baba+yaga

Dungeons & Dragons - The Baatorians, the Original Denizens of Hell
https://thecampaign20xx.blogspot.com/2017/01/dungeons-dragons-baatorians-original.html

Dungeons & Dragons - A Guide to the Demonomicon of Iggwilv
https://thecampaign20xx.blogspot.com/2014/07/the-demonomicon-of-iggwilv.html

Dungeons & Dragons - A Guide to Tasha
https://thecampaign20xx.blogspot.com/2016/06/dungeons-dragons-guide-to-iggwilv-witch.html

Prismatic Wasteland

Familiars: A Witch’s Best Friend
https://www.prismaticwasteland.com/blog/familiars-a-witchs-best-friend

Quag Keep

The Quintessential Witch D20, Death Curse
https://quagkeep.blogspot.com/2011/07/quintessential-witch-d20-death-curse.html

B5 Horror on the Hill
https://quagkeep.blogspot.com/2012/04/b5-horror-on-hill.html

The Hamlet of Thumble
https://quagkeep.blogspot.com/2017/03/the-hamlet-of-thumble.html

Judges Guild: Witches Court Marshes
https://quagkeep.blogspot.com/2017/12/judges-guild-witches-court-marshes.html

Role Aids: Witches
https://quagkeep.blogspot.com/2019/02/role-aids-witches.html

Quest of the Ancients
https://quagkeep.blogspot.com/2019/01/quest-of-ancients.html

Saga of the Witch Queen
https://quagkeep.blogspot.com/2019/07/saga-of-witch-queen.html

Way of the Witch
https://quagkeep.blogspot.com/2022/08/way-of-witch.html

FOR6: The Seven Sisters (1995)
https://quagkeep.blogspot.com/2025/01/for6-seven-sisters-1995.html

Witch Hunt (1983)
https://quagkeep.blogspot.com/2025/02/witch-hunt-1983.html


Rachel Bonuses

Comparative OSR Witchcraft
https://rachelghoulgamestuff.blogspot.com/2013/05/comparative-osr-witchcraft.html

Fey-touched Background for 5e
http://rachelghoulgamestuff.blogspot.com/2014/08/in-which-5e-background-is-introduced.html

The sorcerer, draft 3
https://rachelghoulgamestuff.blogspot.com/2014/04/the-sorcerer-draft-3.html

Raven Crowking's Nest

Patrons & Projects II: A Sample (Hecate)
https://ravencrowking.blogspot.com/2012/07/patrons-projects-ii-sample.html

The Time of the Oath
http://ravencrowking.blogspot.com/2018/10/the-time-of-oath.html

Helloween: Better Than Raw - Charity Desire
http://ravencrowking.blogspot.com/2018/10/helloween-better-than-raw.html

Realms of Chirak

B/X D&D Month XIV: Terragia, the Witch of Galitath
http://realmsofchirak.blogspot.com/2014/04/bx-d-month-xiv-terragia-witch-of.html

The Witch of Galitath for Magic World
https://realmsofchirak.blogspot.com/2014/05/the-witch-of-galitath-for-magic-world.html

Sages of Greyhawk (Facebook)

Iggwilv, the Witch-Queen of Perrenland
https://www.facebook.com/groups/1471065309863986/permalink/1760909524212895

Save Versus All Wands

Witches in Early D&D
http://saveversusallwands.blogspot.com/2017/11/witches-in-early-d.html

What is Book of Spells? Part 1: Magic-Users
https://saveversusallwands.blogspot.com/2017/10/what-is-book-of-spells-part-1-magic.html

Book of Spells for Zylarthen Released!
https://saveversusallwands.blogspot.com/2017/10/book-of-spells-for-zylarthen-released.html

Save Vs. Dragons

A-to-Z Challenge, V: Vulbat (New Oe/BX/1E Monster)
https://savevsdragon.blogspot.com/2012/04/to-z-challenge-v-vulbat-new-oebx1e.html

A-to-Z Blogging Challenge Day 1: Atanuwe's Feast Day
https://savevsdragon.blogspot.com/2015/04/a-to-z-blogging-challenge-day-1.html

Sea of Stars RPG

Review – Once Upon A Time: A Guide to Fairy Tales (for Pathfinder)
https://seaofstarsrpg.wordpress.com/2011/07/24/review-once-upon-a-time-a-guide-to-fairy-tales-for-pathfinder/

New Spells – Fever Chain of Spells
https://seaofstarsrpg.wordpress.com/2011/09/27/new-spells-fever-chain-of-spells/

Review – #1 with a Bullet Point: 5 Magic Witch’s Daggers
https://seaofstarsrpg.wordpress.com/2011/12/10/review-1-with-a-bullet-point-5-magic-witchs-daggers/

May RPG Blog Carnival Review – Occult Mysteries and Magic
https://seaofstarsrpg.wordpress.com/2017/05/31/may-rpg-blog-carnival-review-occult-mysteries-and-magic/

Adventure Report – Storybooks and Witches
https://seaofstarsrpg.wordpress.com/2020/03/17/adventure-report-storybooks-and-witches/

Tuesday Magic Item – Solstice Wand
https://seaofstarsrpg.wordpress.com/2021/12/22/tuesday-magic-item-solstice-wand/

Gwestrya, Hedge Witch (Petrichor 365)
https://seaofstarsrpg.wordpress.com/2023/05/18/gwestrya-hedge-witch-petrichor-365/

Tuesday Magic Item – Witch Wand
https://seaofstarsrpg.wordpress.com/2025/04/22/tuesday-magic-item-witch-wand/

Steve's Gamer Blog

Witches & Warlocks (4e)
http://stevesgamerblog.blogspot.com/2011/10/witches-warlocks.html

Scarecrows Part 1 and Part 2
 - https://stevesgamerblog.blogspot.com/2010/10/building-scarecrows-part-1.html
 - https://stevesgamerblog.blogspot.com/2010/10/building-scarecrows-part-2.html

The Witch Preview (Heroes of the Feywild)
https://stevesgamerblog.blogspot.com/2011/10/witch-preview-heroes-of-feywild.html

Heroes of the Feywild Preview: Pixie and Witch
http://stevesgamerblog.blogspot.com/2011/10/heroes-of-feywild-preview-pixie-and.html

Strange Magic

Weekend Edition: Palace of the Vampire Queen
http://strangemagic.robertsongames.com/2010/10/weekend-edition-palace-of-vampire-queen.html

Witch for B/X D&D
http://strangemagic.robertsongames.com/2012/03/witch-for-bx-d.html

Split Classes in B/X D&D
http://strangemagic.robertsongames.com/2012/03/split-classes-in-bx-d.html

Bene Gesserit for B/X D&D
http://strangemagic.robertsongames.com/2012/09/bene-gesserit-for-bx-d.html

Sunken Castles, Evil Poodles Wiki

Witch and Witchcraft tales (from Germany)
https://wiki.sunkencastles.com/wiki/Category:Witch

Sword & Shield

Compleat Spell Caster
https://swordandshieldrpg.blogspot.com/2012/06/compleat-spell-caster.html

Last batch tomorrow!

Blogsphere Links: Witches on Other Blogs, Part 3

The Other Side -

John William Waterhouse - Circe Offering the Cup to Odysseus A lot more links today, and some more still to come.

At this point, I am sure I have some links, so let me know if yours should be in this collection.

Halls of the Nephilim

The Mask of Satan
https://punverse.blogspot.com/2013/12/the-mask-of-satan.html

M is for Mask
https://punverse.blogspot.com/2014/04/m-is-for-mask.html

The Cloak of Feathers (DCC)
https://punverse.blogspot.com/2014/05/the-cloak-of-feathers-dcc.html

Kole, Witch of the Wild
http://punverse.blogspot.com/2014/06/kole-witch-of-wild-basic.html

Succubus Sundays
http://punverse.blogspot.com/search/label/Succubus%20Sunday

Scarecrows for D&D 5
http://punverse.blogspot.com/2014/09/autumnal-equinox.html

I Cast Light!

EYE OF NEWT AND A DASH OF STARDUST: Ingredients for Fairy Tale Adventures
https://icastlight.blogspot.com/2025/01/eye-of-newt-and-dash-of-stardust.html

I Don't Remember That Move

The Batterwitch(es)
https://rememberdismove.blogspot.com/2015/02/the-batterwitches.html

Witch Generator
https://rememberdismove.blogspot.com/2015/05/witch-generator.html

a peeper deeper, Ready to Harvest the Witch's Garden
http://rememberdismove.blogspot.com/2019/10/a-peeper-deeper.html

In Place's Deep

Serve the Master!
http://inplacesdeep.blogspot.com/2014/11/serve-master.html

The Witch (Rough Draft)

http://inplacesdeep.blogspot.com/2010/10/witch-rough-draft.html

Internet Sacred Texts Archive

https://www.sacred-texts.com/

Jaron's RANTs and RAVEs

[DND] Character Concept - WAR D&D: Witch Elf
http://jaron95.blogspot.com/2010/03/dnd-character-concept-war-d-witch-elf.html
Based on the WoW Witch Elf, they a close to what I would call a War Witch.

Jeff's Gameblog

The Ink Witches
http://jrients.blogspot.com/2017/08/the-ink-witches.html

Land of Nod

The Old Mage's Almanac - Spells of Voice
http://matt-landofnod.blogspot.com/2015/10/the-old-mages-almanac-spells-of-voice.html

Le Chaudron Chromatique (The chromatic cauldron)

Goblin Enchantress (with shaman and retinue)
http://chaudronchromatique.blogspot.com/2014/10/goblin-enchantress-with-shaman-and.html

The Lizard Man Diaries

Star Witch Class for White Star
http://lizardmandiaries.blogspot.com/2016/02/star-witch-class-white-star.html

Mad Gaming Madness

Fantastic Friday: Witch Class in D&D

Monster Brains

Art site with lots of great old art featuring witches, demons, ghosts, and other monsters.

Witches In Woodcuts
https://monsterbrains.blogspot.com/2007/03/blog-post.html

Rosaleen Norton
https://monsterbrains.blogspot.com/2007/08/rosaleen-norton-australian-occultist.html

Compendium Of Magic And Demonology, 1775
http://monsterbrains.blogspot.com/2014/12/compendium-of-magic-and-demonology-1775.html

Cornelis Saftleven - Drawings of Demons, 17th Century
https://monsterbrains.blogspot.com/2015/01/cornelis-saftleven-drawings-of-demons.html

Leonard Baskin - Imps, Demons, Hobgoblins, Witches, Fairies and Elves, 1984
https://monsterbrains.blogspot.com/2015/01/leonard-baskin-imps-demons-hobgoblins.html

Cornelis van Jacob - Saul and the Witch of Endor, 1526
https://monsterbrains.blogspot.com/2015/01/cornelis-van-jacob-saul-and-witch-of.html

Illustrations from Walt McDougall’s Good Stories for Children, 1902-05
Check out the "carrion crawler" from 1902!
https://monsterbrains.blogspot.com/2015/11/illustrations-from-walt-mcdougalls-good.html

John D Batten
https://monsterbrains.blogspot.com/2016/01/john-d-batten.html

Norman Lindsay (1879 – 1969)
https://monsterbrains.blogspot.com/2016/08/norman-lindsay.html

Paul Ranson (1864-1909)
https://monsterbrains.blogspot.com/2016/12/paul-ranson-1864-1909.html

Frans Francken the Younger (1581 - 1642)
https://monsterbrains.blogspot.com/2017/08/frans-francken-younger-1581-1642.html

Reggie Oliver - The Hauntings at Tankerton Park
https://monsterbrains.blogspot.com/2017/03/reggie-oliver-hauntings-at-tankerton.html

William Mortensen (1897-1965)
https://monsterbrains.blogspot.com/2017/05/william-mortensen-1897-1965.html

Jaroslav Panuska (1872-1958)
https://monsterbrains.blogspot.com/2017/04/jaroslav-panuska-1872-1958.html

Gabriel Ehinger - The Witch of Endor, 1675
https://monsterbrains.blogspot.com/2017/07/gabriel-ehinger-witch-of-endor-1675.html

Heinrich Kley (1863 - 1945)
https://monsterbrains.blogspot.com/2019/12/heinrich-kley-1863-1945.html

Richard Doyle (1824-1883)
https://monsterbrains.blogspot.com/2020/02/richard-doyle-1824-1883.html

Stephen Romano Curator in Residence - Luciana Lupe Vasconcelos
https://monsterbrains.blogspot.com/2020/05/monster-brains-stephen-romano-curator_12.html

Joannès Drevet - The Witch, 1904
https://monsterbrains.blogspot.com/2021/01/joannes-drevet-witch-1904.html

Richard Doyle - Witches and Dragons, late 19th Century
https://monsterbrains.blogspot.com/2021/03/richard-doyle-witches-and-dragons-late.html

Franz von Zülow - The Witch's Kitchen, Early-Mid 20th C
https://monsterbrains.blogspot.com/2021/03/franz-von-zulow-witchs-kitchen-early.html

Valery Slauk (Belarusian, 1947 - )
https://monsterbrains.blogspot.com/2021/11/valery-slauk-belarusian-1947.html

Monsters and Manuals

Witches and Warlocks
http://monstersandmanuals.blogspot.com/2016/03/witches-and-warlocks.html

Mutants & Magic

Web Witch
http://mutantsmagic.blogspot.com/2012/10/new-labyrinth-lord-monster-web-witch.html

Natures Sacred Journey

Bringing the Witch back to D&D
https://www.patheos.com/blogs/naturessacredjourney/2016/08/bringing-the-witch-back-to-dd/

Northport

Demons and Patrons in Basic Era Games
https://gwythaintny.wordpress.com/2020/01/31/demons-and-patrons-in-basic-era-games/

NUELOW Games

The Love Witch has been unleashed!
https://nuelow.blogspot.com/2016/06/the-love-witch-has-been-unleashed.html

Coming Soon: 'Secrets of the Witchkind'
https://nuelow.blogspot.com/2016/10/coming-soon-secrets-of-witchkind.html

Body Wraps of Dimension Travel
https://nuelow.blogspot.com/2017/07/heres-magic-item-for-any-game-system.html

Remains of Atlantis: The Codex of Doom (Part One)
https://nuelow.blogspot.com/2018/04/remains-of-atlantis-codex-of-doom-part.html

More of the links tomorrow.

Blogsphere Links: Witches on Other Blogs, Part 2

The Other Side -

John William Waterhouse - The Magic Circle Here are some more links to other blogs, and the occasional message board, talking about things that interest me. Know more? Let us all know!

Dragonsfoot

Shamans / Witch Doctors and Unearthed Arcana
http://www.dragonsfoot.org/forums/viewtopic.php?f=1&t=65694

Dreams of the Lich House

Mythic Monday: The Witch
http://dreamsinthelichhouse.blogspot.com/2011/01/mythic-monday-witch.html

Any of the Gothic Greyhawk posts
http://dreamsinthelichhouse.blogspot.com/search/label/Gothic%20Greyhawk

Doomslakers!

Witch!
http://doomslakers.blogspot.com/2014/05/witch.html

Witch! (revised)
http://doomslakers.blogspot.com/2014/05/witch-revised.html

Witch (another revision)
http://doomslakers.blogspot.com/2014/06/witch-another-revision.html

Dump Stat
Deep Dive - Warlock Class
https://dumpstatadventures.com/blog/deep-dive-warlock-class

Dungeons Deep & Caverns Old
Fantasy Age Specializations - The Witch
http://dungeonsandcaverns.blogspot.com/2015/10/fantasy-age-specializations-witch.html

Elfmaids & Octopi

d100 Witches
http://elfmaidsandoctopi.blogspot.com/2014/01/d100-witches.html

The Blood Wizard Harvest  - Not really witches, but can be used as such.
http://elfmaidsandoctopi.blogspot.com/2015/01/the-blood-wizard-harvest.html

Your familiar is boring
http://elfmaidsandoctopi.blogspot.com/2015/10/your-familiar-is-boring.html

Wondering about Witchcraft
http://elfmaidsandoctopi.blogspot.com/2016/03/wondering-about-witchcraft.html

EN World

D&D 5th Edition Witch Class
http://www.enworld.org/forum/showthread.php?401243-Witch-Class

Let's talk about Witches
https://www.enworld.org/threads/lets-talk-about-witches.469321/

The Eye of Joyful Sitting Amongst Friends
I'm a DT-RPG publisher now! The Enchanter
http://joyfulsitting.blogspot.com/2015/09/im-dt-rpg-publisher-now.html

False Machine
GOBLINS GOBLINS GOBLINS
http://falsemachine.blogspot.com/2022/08/goblins-goblins-goblins.html

Flutes Loot

5e Guide to Playing a Witch
https://www.flutesloot.com/5e-guide-to-playing-a-witch/

Alchemist Artificer as a White Witch: D&D 5e Character Idea
https://www.flutesloot.com/reflavoring-the-alchemist-artificer-as-a-white-witch/

From the Sorcerer's Skull

Witches of Ix
http://sorcerersskull.blogspot.com/2014/08/witches-of-ix.html

Dark Days in Noxia
http://sorcerersskull.blogspot.com/2014/08/dark-days-in-noxia.html

The Witch Queen of Noxia
http://sorcerersskull.blogspot.com/2015/03/the-witch-queen-of-noxia.html

The Witch of the Woods
https://sorcerersskull.blogspot.com/2014/12/the-witch-of-woods.html

Giant in the Playground

Witches in D&D
https://forums.giantitp.com/showthread.php?44145-Witches-in-D-amp-D

The Graverobber's Guide

The Witch's List (an adventure)
https://graverobbersguide.blogspot.com/2018/10/the-witchs-list-adventure.html

Design Document: Three Basic Classes
https://graverobbersguide.blogspot.com/2018/04/design-document-three-basic-classes.html

Magic as Language
https://graverobbersguide.blogspot.com/2018/07/magic-as-language.html

Wenches & Witches (d100 Carousing Table)
https://graverobbersguide.blogspot.com/2018/10/wenches-witches-d100-carousing-table.html

Greyhawk Grognard

Witch class preview: Ylfe-shot
https://www.greyhawkgrognard.com/2008/05/29/witch-class-preview-ylfe-sho/

Witch Class Preview: Evil Eye
https://www.greyhawkgrognard.com/2008/07/18/witch-class-preview-evil-eye/

Witch Preview #3: Familiar Names
https://www.greyhawkgrognard.com/2008/07/28/witch-preview-3-familiar-names/

The Witch
https://www.greyhawkgrognard.com/2011/10/17/witc/

Now Available: The Witch
https://www.greyhawkgrognard.com/2011/10/29/now-available-witc/

31 Days of Halloween: Grimoires
https://www.greyhawkgrognard.com/2015/10/08/31-days-of-halloween-grimoires/

Greyhawk Stories

Iggwilv: Mother of Witches
https://greyhawkstories.com/tales-from-the-flanaess/iggwilv-mother-of-witches/

Greyhawkery

Baba Yaga Mini (with discussion on the Baba Yaga-Iggwilv relationship)
https://greyhawkery.blogspot.com/2011/08/baba-yaga-mini.html

Greyhawk Related Stuff
https://greyhawkery.blogspot.com/2016/07/greyhawk-related-stuff.html

Witch Queen Iggwilv Discussion Tonight
http://greyhawkery.blogspot.com/2019/09/witch-queen-iggwilv-discussion-tonight.html

Tasha's Cauldron of Everything
https://greyhawkery.blogspot.com/2020/11/tashas-cauldron-of-everything.html

Gothridge Manor

Game Props Part 1: Tarot Cards
http://gothridgemanor.blogspot.com/2014/09/game-props-part-1-tarot-cards.html

Developing a Twisted Plot Within an Adventure: The Weeping Witch
https://gothridgemanor.blogspot.com/2016/12/developing-twisted-plot-within-adventure.html

Hall of the Mountain King

Witches, a series of images
http://jasonzavoda-hallofthemountainking.blogspot.com/search/label/witches
http://vaultofthemountainking.blogspot.com/search/label/Witch

Inspiring Illustrations - The Witch-Queen of Yithorium
http://jasonzavoda-hallofthemountainking.blogspot.com/2013/06/inspiring-illustrations-witch-queen-of.html

NPC - Blackmoor Land of a Thousand Witches - Czylle
http://jasonzavoda-hallofthemountainking.blogspot.com/2018/04/npc-blackmoor-land-of-thousand-witches.html

Project - Blackmoor Land of a Thousand Witches - The Red Witch
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/04/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - Inkeri
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - the Sisterhood
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_16.html

Project - Blackmoor Land of a Thousand Witches - NPC Tuure
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_17.html

Project - Blackmoor Land of a Thousand Witches - NPC Eira
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_18.html

Project - Blackmoor Land of a Thousand Witches - The Moon Hall
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_22.html

Project - Blackmoor Land of a Thousand Witches - NPC Taraso Centaur-Lord
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/06/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - Kampala Shrine of Obad-Hai
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/06/project-blackmoor-land-of-thousand_6.html

Project - Blackmoor Land of a Thousand Witches - NPC Hilja
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - NPC Brenna
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/project-blackmoor-land-of-thousand_19.html

Project - Blackmoor Land of a Thousand Witches - NPC Maarika the Fallen Sister
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/project-blackmoor-land-of-thousand_21.html

Land of Black Ice - The Frozen Monolith - Gateway to the Plane of the Gray
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/land-of-black-ice-frozen-monolith.html

Project - Blackmoor Land of a Thousand Witches - Siivnna of the Reindeer People
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/12/project-blackmoor-land-of-thousand.html

NPC - Linnea Schnai Witch
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/12/npc-linnea-schnai-witch.html

Nation - Blackmoor Land of a Thousand Witches - Part 1
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand.html

Nation - Blackmoor Land of a Thousand Witches - Part 2
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand_8.html

Nation - Blackmoor Land of a Thousand Witches - Part 3
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand_12.html

Nation - Blackmoor Land of a Thousand Witches - Part 4
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand_19.html

Nation - Blackmoor Land of a Thousand Witches - Part 5
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/05/nation-blackmoor-land-of-thousand.html

That's enough for today. More later!

Blogsphere Links: Witches on Other Blogs, Part 1

The Other Side -

John William Waterhouse - Circe Invidiosa I don't just like writing about witches; I enjoy other people's effort as well. In fact, I enjoy reading something I never would have considered. I also enjoy reading material that is obviously based on the same books and sources I have read, and comes to a different result. 

As part of my desire to do more linking and interacting with other blogs, here is a list of material, posts, ideas, or random thoughts from other blogs about my favorite topics.

This list is not exhaustive and will likely take a couple or more posts.

42 Rolls of Duck Tape

Covers the Dragon Magazine adventure "The Sword of Justice" and other adventures with the involvement of the Witch Queen Kyleth.

A Blasted, Cratered Land

Wizards Die Messily
https://crateredland.blogspot.com/2019/12/wizards-die-messily.html

A bunch of material for GLOG, including Witches.

A Hamsterish Hoard of Dungeons and Dragons
Monster: Changer, Wych
http://hamsterhoard.blogspot.com/2016/01/monster-changer-wych.html

A Knight at the Opera

H Monsters at the Opera (Hags)
https://knightattheopera.blogspot.com/2024/09/h-monsters-at-opera.html

L Monsters at the Opera (Lycanthropes)
https://knightattheopera.blogspot.com/2025/08/l-monsters-at-opera.html

A Paladin in Citadel

Um, I was promised Witches?
http://apaladinincitadel.blogspot.com/2011/04/um-i-was-promised-witches.html

Adventures in Gaming v2

Magical Cat Companions
http://adventuresingaming2.blogspot.com/2015/09/magical-cat-companions.html

Alien Shores

Mirror Demon
http://knightsky-alienshores.blogspot.com/2013/10/monster-monday-mirror-demon.html

Alone in the Labyrinth

WOUNDED BIRD - Build a witch challenge
https://aloneinthelabyrinth.blogspot.com/2020/05/wounded-bird-build-witch-challenge.html#more

Ancient Vaults & Eldritch Secrets-An oldschool gaming blog….

[New Magic Item] Witch's Coin
https://ancientvaults.wordpress.com/2020/02/12/new-magic-item-witchs-coin/

Asshat Paladins

Edith the Harpy Witch
http://asshatpaladins.blogspot.com/2010/01/labyrinth-lord-npc-edith-witch.html

AV&ES - Roll those Dice!

[New Magic Item] Stone of the Crone
https://ancientvaults.wordpress.com/2017/12/12/new-magic-item-stone-of-the-crone/

[New Spell] Animal Aversion
https://ancientvaults.wordpress.com/2018/08/03/new-spell-animal-aversion/

[New Magic Item] Witch’s Coin
https://ancientvaults.wordpress.com/2020/02/12/new-magic-item-witchs-coin/

[New Spell] Let Us See The Tools Of Your Trade
https://ancientvaults.wordpress.com/2021/01/01/new-spell-let-us-see-the-tools-of-your-trade/

[New Magic Item] Spellseeking Sword
https://ancientvaults.wordpress.com/2021/08/31/new-magic-item-spellseeking-sword/

[New Magic Item] Witch’s Ring
https://ancientvaults.wordpress.com/2023/03/06/new-magic-item-witchs-ring/

[New Monster] Great Winged Wizard
https://ancientvaults.wordpress.com/2023/08/27/new-monster-great-winged-wizard/

[New Magic Item] Mask of the Witch Queen
https://ancientvaults.wordpress.com/2023/11/17/new-magic-item-mask-of-the-witch-queen/

[New Magic Item] Blood of the Witch Fish
https://ancientvaults.wordpress.com/2023/08/31/new-magic-item-blood-of-the-witch-fish/

[New Spell] Cannot Be Silent
https://ancientvaults.wordpress.com/2024/04/17/new-spell-cannot-be-silent/

[New Magic Item] Box of Gossip
https://ancientvaults.wordpress.com/2024/12/03/new-magic-item-box-of-gossip/

[New Magic Item] Ribbon of Witches
https://ancientvaults.wordpress.com/2025/10/21/new-magic-item-ribbon-of-witches/

Autocratik

Adventures in a World of Magic
http://autocratik.blogspot.co.uk/2015/04/adventures-in-world-of-magic.html

Beyond the Black Gate

Baba Yaga's Hut
http://beyondtheblackgate.blogspot.com/2010/08/baba-yagas-hut.html

Hathras, City of Dreams
http://beyondtheblackgate.blogspot.com/2010/09/omegea-atlas-hathras-city-of-dreams.html

Black Gate

The Witch Bottle, or How to Catch a Witch With a Bit of Pee and Some Pins
http://www.blackgate.com/2015/04/15/the-witch-bottle-or-how-to-catch-a-witch-with-a-bit-of-pee-and-some-pins/

Built by Gods Long Forgotten

What's in the spell book of the evil wizard or sorceress?
http://builtbygodslongforgotten.blogspot.com/2015/01/what-in-spell-book-of-evil-wizard-or.html

B/X Blackrazor

The B/X Witch Class
http://bxblackrazor.blogspot.com/2011/05/bx-witch.html

Considering Witches
http://bxblackrazor.blogspot.com/2014/10/considering-witches.html

Holmes Rules: The Witch
http://bxblackrazor.blogspot.com/2015/11/holmes-rules-witch.html

Boccob's Blessed Blog

20 Pathfinder Witch Quest Ideas
https://boccobsblog.com/2019/05/17/20-pathfinder-witch-quest-ideas/

Bottomless Sarcophagus

Witches like Wizards: A customisable Witch class
https://bottomlesssarcophagus.blogspot.com/2018/10/witches-like-wizards-customisable-witch.html

Canonfire!

Witches of Greyhawk - The Coven
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=641

The Witch
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=709

The Witch Addendum
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=736

Witch of the High Secret Order Prestige Class
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=739

What use for the Witch, why not a Wizard?
http://canonfire.com/cf//modules.php?name=Forums&file=viewtopic&t=5137

Cirsova

Alternatives to Spell Books
https://cirsova.wordpress.com/2015/01/13/alternatives-to-spell-books/

Coins and Scrolls

OSR: Class: Witch Coven
https://coinsandscrolls.blogspot.com/2018/08/osr-class-witch-coven.html

OSR: Class: Weather Witch
https://coinsandscrolls.blogspot.com/2018/08/osr-class-weather-witch.html

Cross Planes

Witch Doves
http://crossplanes.blogspot.com/2014/04/a-to-z-challenge-w-is-for-witch-dove.html

D&D Next Witches

D&D 5th Edition: Mantle of the Kodiak
http://crossplanes.blogspot.com/2014/11/d-5th-edition-mantle-of-kodiak.html

Daddy Rolled a 1

Open Game Content: REVISED Sorcerer for B/X - Old School Essentials
https://daddyrolleda1.blogspot.com/2020/03/open-game-content-revised-sorcerer-for.html

Open Game Content: D12 Fairy Tale Subclasses for B/X or Old School Essentials Games
https://daddyrolleda1.blogspot.com/2020/05/open-game-content-d12-fairy-tale.html

Dangerous Brian

Zama: The Drune
http://dangerousbrian.blogspot.com/2011/04/z-of-zama-drune.html

The Houri, Part 1 and Part 2
http://dangerousbrian.blogspot.com/2010/11/new-osric-class-houri-part-i.html
http://dangerousbrian.blogspot.com/2010/11/new-character-class-houri-part-ii.html

DCC Trove of Treasures
DCC focused, but still good stuff for my games.

Angels, Daemons, and Beings Between
https://dcctreasures.blogspot.com/2016/06/angels-daemons-and-beings-between.html

Hubris: A World of Visceral Adventure
https://dcctreasures.blogspot.com/2017/05/hubris-world-of-visceral-adventure.html

Sanctum Secorum Episode #27 Companion: The King of Elfland's Daughter
https://dcctreasures.blogspot.com/2018/05/sanctum-secorum-episode-27-companion.html

The Witch of Wydfield
https://dcctreasures.blogspot.com/2020/03/the-witch-of-wydfield.html

The Disoriented RangerAnother rejected Magic Item (The Cauldron of Decadence)http://the-disoriented-ranger.blogspot.com/2015/03/another-rejected-magic-item-cauldron-of.html
I'll do some more later on!

Let me know if you have content you want to see added to my list here.

Inquisitorial Intelligence I

Reviews from R'lyeh -

The light of the Emperor’s divine might reaches everywhere—but not always. Only in recent years has the Great Rift begun to unseal and the mysterious Noctis Aeterna begun to recede, the Days of Blinding ended, and links reforged with worlds in the Marcharius Sector lost under its pall and beyond the sector itself. As communication, trade, and psychic links have been reestablished with Terra, the Imperium has worked hard to restore its rightful authority and ensure that no deviancy from creed has taken place in the Days of Blinding. Despite this still, heretics turn to the Dark Gods with their promises and falsehoods and corruption is rife, wasting the Emperor’s resources and wealth, and from without, there is always the danger of raids by Orks or worse, Tyranoids. Yet routing out such heresies and corruption is no matter, but an issue of politics and influence as well as loyalty and devotion. The Emperor’s great servants search out those they deem worthy to serve them and the Imperium, directing them to investigate mysteries and murders, experience horror and heresies, expose corruption and callousness, whether in in pursuit of their patron’s agenda, his faction’s agenda, the Emperor’s will, or all three. In return they will gain privileges far beyond that imagined by their fellows—the chance to travel and see worlds far beyond their own, enjoy wealth and comfort that though modest is more than they could have dreamed of, and witness great events that they might have heard of years later by rumour or newscast. This though, is not without its costs, for they will face the worst that the forces of Chaos has to fling at them, the possibility of death, and if they fail, exile and loss of all that they have gained. In the Forty-First Millennium, everyone is an asset and everyone is expendable, but some can survive long enough to make a difference in the face of an uncaring universe and the machinery of the Imperium of Mankind grinding its way forward into a glorious future.

This is the set-up in Warhammer 40,000 Roleplay: Imperium Maledictum, the spiritual successor to Dark Heresy, the very first fully realised roleplaying game to be set within the Warhammer 40,000 milieu and published in 2008, the very first roleplaying game that Games Workshop had published in two decades. Warhammer 40,000 Roleplay: Imperium Maledictum is published by Cubicle 7 Entertainment and sets up the Player Characters as Acolytes in service to an Inquisitor dedicated to protecting the Imperium of mankind from threats within, threats beyond, and threats without. The Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide is one of two supplements that make up a two volume set and together expand upon the role of the Inquisition within the Imperium and its mission within the Macharian Sector, the other being the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide.

The Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide is not wholly for use by the players, but the majority of it is player- or rather Acolyte-facing. It can be roughly divided into three sections. In the first, it looks at Holy Orders of the Inquisition, its philosophies, factions, what it demands of its Acolytes, and guidance on creating the Inquisitor who will serve as patron to the Acolytes or be his rival. In the second, it expands upon Acolyte creation, offering new options in terms of skills, talents, psychic powers, and equipment, including Familiars. In the third, it looks at what the Acolytes are doing when they are on a mission and what they do between new missions. It does include checklists for both Patron and Acolyte creation, but both player and Game Master will still need to access the core rulebook.

What Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide makes clear is that despite the fact that an Inquisitor’s authority is second only to the Emperor himself and that an Inquisitor’s Acolytes are his eyes and ears, muscle and sinew, the Acolytes are more investigators than enforcers. Their duty is still to investigate, identify, and root out signs of heretical activity, but theirs is subtle task, what the supplement calls ‘Inquisitorial Espionage’, until, of course, everything blows up in their faces, and they have to go in, bolters blazing, or even calling in support—all the way up to Space Marine Chapters. Who or what the Acolytes will be directed to investigate will primarily depend upon the Holy Order that their patron belongs, to, either Ordo Hereticus, Ordo Malleus, and Ordo Xenos, which investigate heresy hidden within the Imperium, hunt down signs of daemonic activity, and fight against alien or xeno incursions respectively. The Holy Order that the Acolytes’ patron belongs to will, of course, influence the types of threats they will be investigating and the nature of campaign the Game Master is running.

Within each Holy Order, the Inquisitors—and thus potential patrons for the Acolytes—are primarily divided between two philosophies. Puritans tend to burn out any and all signs of heresy without mercy, whereas Radicals are prepared to use heretics and cults as tools to root greater evils. Both philosophies have their dangers. Puritans will destroy one evil before another might be revealed, whilst Radicals can allow a heresy to fester and spread whilst in search of other signs. Of course, the degree to which an Inquisitor holds to either philosophy varies—and many not even hold to either, but is further complicated by adherence to more specific philosophies. Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide describes several, including the pessimistic and bombastic, Monodominants who believe that Humanity will be wiped out if any enemy survives and so enemy must be permitted to survive; the Polypsykana want to nurture and develop Humanity’s psychic potential to the point where it transcends physical form and so protect psykers; Oblationists believe that any and every means should be used to root out threats to Humanity, including heretical ones; and Amalathians favour balance and tradition with a dislike of factional infighting. Amalathianism is said to have been the philosophy that drove Lord Solar Macharius to launch his crusade and consequently is the dominant philosophy in the Macharian Sector—at least publicly. More philosophies are detailed in the Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition GM’s Guide.

Mechanically, Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide provides the means to create Patrons from all three Holy Orders, including their philosophies, demeanour, and Boons and Liabilities. The latter two will vary depending upon if a Patron is a Puritan or radical, and a range of new ones are added too. They include Beacon of Judgement, Death Cult Agents, Dubious Allies, and Hunting Hounds, as well as Crisis of Faith, Deadly assignments, Obsessive Objective, and Wheels Within Wheels. This is in addition to the Duty Boon of Limitless Authority that all Inquisitors possess and is physically represented by their individual Inquisitorial Rosettes, the badges of office that they forge upon becoming an Inquisitor. Technically it can get Inquisitors and their Acolytes everywhere, and they have been known to lend them, or facsimiles of them, to their Acolytes to enforce their authority in their Patron’s name. However, wielding such authority is not subtle and not without its consequences.

For the Acolyte, it highlights how dangerous their work is and how gaining recognition is rare, even though many aspire to become their Patron’s Interrogator and perhaps even an Inquisitor themselves. Mechanically, there are expanded Origins for the Macharian Sector, such as ‘Damned Useful – Daemonic Host’ or ‘Damned Useful – Null Persona’, ‘Death World Veteran’, ‘Penitent’, and more. The expanded Faction options focus on the relationship between each Faction and the Inquisition, whilst also enabling an Acolyte to begin play with a background in one of the three Holy Orders. In addition, there are four new Roles. These are the ‘Assassin’, the ‘Cruciator’', the ‘Explicator’, and ‘Seeker’. The Cruciator is both chirurgeon and interrogator; the Explicator is a data specialist, including forbidden lore and heresy; and the Seeker is judge, jury, and executioner of heretics and xenos, often hunting targets behind enemy lines or undercover. There are new skills such as ‘Lore: Major Ordos’ for each of the three Holy Orders, ‘Xeno-Cant’ for communicating with xenos, and Disguise, whilst the new Talents include ‘Blunt Force Authority’ by which Acolytes use their Patron in an overbearing manner to greater effect at a lose of Subtlety, ‘Cult Infiltrator’ which enables the Acolyte to infiltrates at a cost of Corruption, ‘Gut Instinct’, ‘Subtle Psyker’, and ‘Unwavering Will’. One strange Talent is ‘Subtle Mutation’, which marks the Acolyte as a mutant, but not an obvious one. With this Talent, the Acolyte has both a positive and a negative mutation, which his Patron may know or may not about, but which the Acolyte still keeps hidden. The new Psychic powers include minor ones available to all Psykers, like ‘Auditory Manipulation’, ‘Force Bolt’, ‘Mark’ by which a Psyker can leave physical mark of his psychic power on a surface or target and which can be tracked, ‘Induce Panic’, and ‘Stimulating Jolt’, zapping the target’s nervous system with a jolt of psychic energy to bolster it against fatigue and temporarily against falling unconscious.

An Acolyte can also arm and equip himself with an array of new weapons, armour, and gear. The new weapons include a mixture of exotic, daemonbane, null, power, tainted, and even xenos weapons, including the forging of Nemesis weapons. All of these are rare or only available to the wealthy, so for the most part out of the reach of Acolytes, unless they scavage them or are given to them as gifts. Literally, the most Radical of weapons is the Daemonblade, which has a daemon bound into it and has a feature like ‘Unholy Venom’ or ‘Mind Leech’, but also a quirk, such as “A baleful eye sits within the cross guard, and many teeth grow from the hilt, encircling the wielder’s hand in a none-too-subtle threat.” Wielding such a weapon carries with it the danger of Corruption. There are details for grenades and explosives too, and even rules for ‘Requisitions’, essentially gaining support from other factions should a situation demand it.

With the ‘Familiar Bonded’ Talent, an Acolyte can have a Familiar, and if he takes the Talent again, he can bond with a Cyber- or Psyber-Familiars. However, the Acolyte still needs to find and purchase such a Familiar and they can be expensive. Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide describes how Familiars can be used in and out of combat, how to train them, which often requires the Acolyte to invest further in his Familiar. Full rules are included for creating a Familiar with numerous ways in which it can be improved and enhanced. The rules are supported by a ‘Familiar Bestiary’ which includes well known ones such as the Cherubim, Cyber-Mastiff, and Multi-Task Servo-Skull, as well as a variety of rarer, and thus more expense ones. Once in play, a Familiar requires its own character sheet.

In terms of actual play, Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide adds a new mechanic called ‘Subtlety’. This tracks how aware heretics, cultists, and other Inquisitors are of the Acolytes’ actions and enables the Game Master to create a response to their increasing prominence. There is a balance to the rules since a high ‘Subtlety’ enables the Acolytes to operate in secret without the targets being aware that they are being investigated, whereas a low ‘Subtlety’ can become a demonstration of their Patron’s power and influence in shattering a cult or burning out a nest of xenos. Mechanically, what it means that with a high ‘Subtlety’, the Acolytes will gain a bonus to clandestine activities and a penalty to blatant ones, whereas with a low ‘Subtlety’, the reverse is true. It is a straightforward mechanic, but it provides a way for both players and Game Master to track consequences of their Acolytes’ actions and provide a mechanical effect as well as a narrative one.

Lastly, Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide suggests options for ‘Between Options’. These include ‘Inquisition Group Endeavours’ such as ‘Search for Xenos Infiltration’, ‘Punish Dissent’, and ‘Pool Knowledge’ alongside ‘Inquisition Individual Endeavours’ like ‘Cultivate Network’, ‘Erase Truth’ (or knowledge of heresy), ‘Familiar Training’ for the Acolyte with a Familiar, and ‘Mental Sanitisation’ through Imperial re-education to cleanse the Acolyte’s mind of the terrible things he has seen. Attentively, an Acolyte can enter ‘Inquisition Long-Term Endeavours’. These include ‘Craft Anointed Weapon’ to create a holy weapon, ‘Craft Daemonblade’ which could attract the attention of a Puritan Inquisitor, ‘Learn a True Name’ of a daemon, and ‘Research Cultist Network Ciphers’. These are intended to be combined with a random event and together these can have an influence on subsequent sessions of game play as well as give opportunities to roleplay between missions.

Physically, Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide is very well presented. The book is cleanly, tidily presented and an easy read. The artwork is also good.

Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide is a combined handbook for players and their Acolytes, explaining what their duties are as Acolytes, who and what their Patron Inquisitor is, and giving them new options terms of who the Acolytes are, what they can do, and what they can wield in the ongoing battle against enemies inimical to Humanity. As well as expanding player options, it provides details with which the Game Master can flesh out her campaign and help bring it to life. The result is that Warhammer 40,000 Roleplay: Imperium Maledictum Inquisition Player’s Guide is a solid combination of content that will enhance any Imperium Maledictum campaign.

Solitaire: Exclusion Zone Botanist

Reviews from R'lyeh -

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

—oOo—
The North East Unified Containment & Sylvan Exclusion Zone 502-H is a densely forested area that the government deemed to be a danger to the country and quarantined. All access and egress are denied. Inside the 103 km2 area, the forest continues to grow, but not only grow for its flora mutates and anything, or indeed, anyone, who enters and stays for too long also mutates. Yet the government deems that the North East Unified Containment & Sylvan Exclusion Zone 502-H, or just ‘Exclusion Zone’, is monitored inside and out. It thus orders the bureau to regularly send operatives into the ‘Exclusion Zone’ to monitor and catalogue the new species of plant to be found within its confines. This is not without its dangers. Some of the previous botanists sent into the ‘Exclusion Zone’ have never returned via the ‘Infiltration/Exfiltration Portal’ and rumours says that some who did return were radically changed by their experiences and discoveries within the Exclusion Zone. Operation within the Exclusion Zone is hampered by the inability of all and any electronic or electrical equipment to function within the Exclusion Zone. Operatives are equipped with standard camping and survival gear, a standard handgun, and the means to sketch and record the new plants found within its confines. You are the next operative, the next ‘Exclusion Zone Botanist’.
This is the set-up for Exclusion Zone Botanist: New Agent Handbook – A Solo Drawing & Sketching Game. It is a solo drawing and journalling game in which the player will record both the plants discovered and the experiences of his character, within the ‘Exclusion Zone Botanist’. Published by Exeunt Press, it is very obviously inspired by Annihilation by Jeff VanderMeer and The Colour Out of Space by H.P. Lovecraft and so is a horror game involving primarily isolation, but also the danger of body horror and gore. It requires a map of the Exclusion Zone—included in the book, a token to mark the Botanist’s position on the map, a journal or means to record the incursion, and two six-sided dice. As a ‘Drawing & Sketching Game’, Exclusion Zone Botanist also requires pens, pencils, paints, or another means of drawing and colouring. As well as a quiet space, the rulebook suggests that lights be dimmed when the game is being played.
Exclusion Zone Botanist is intended to be played hour-by-hour, hex-by-hex, and has a simple play loop. The Botanist spends one hour in each hex on the map, there being a total of twenty-eight hexes on the map divided into six numbered zones. In each hour and thus each hex, the player as the Botanist will do three things. First, he rolls to see if he has discovered a new plant; second, he rolls to see if the Exclusion Zone has corrupted him; and third, he moves on to a new hex. If he does discover a new plant, he rolls for its details. This includes its size, leaf shape, and leaf arrangement, followed by its unusual plant feature. There are four groups of increasingly weird features, from a plant with black leaves that reflect no light that the Botanist has an urge to touch and which uses some other means to survive than green chlorophyll to a plant with shiny, reflective metal skin under thick bark around which rocks and dirt floats, and then so does the Botanist. Other plants unleash corrupting spores, have caustic berries that kill flora and fauna nearby, and a trunk that appears to be marked by twisted human faces, that the Botanist thinks he might recognise… Whether or not the Botanist discovers a new plant, he determines whether he is corrupted by rolling both dice. If the result of both dice is less than the current ‘Risk Value’, which goes up over the course of a day, that is, the longer he spends in the Exclusion Zone, he becomes corrupted. This shows by the Botanist beginning to itch, and then corrupted again, to have small lumps form under his skin, and then again, followed by tiny sprouts erupting from the lumps… Lastly, the Botanist moves on to a new hex.
Ultimately, there will come a point in the day when the Botanist feels that he has done or found enough or pushed as far into the Exclusion Zone as he can. Then it is case of returning to the ‘Infiltration/Exfiltration Portal’, either by the route he took through the Exclusion Zone or via new route. The latter is more likely if he has discovered some of the weirder, perhaps deadlier, plants to be found in the Exclusion Zone. However, it still takes an hour to move each hex and the Botanist still risks suffering Corruption each and every hour…
Physically, Exclusion Zone Botanist: New Agent Handbook – A Solo Drawing & Sketching Game is well presented. The layout is stark and clean, strange plants lurking, ready to corrupt the Botanist. It is also well written and an easy read.
Exclusion Zone Botanist: New Agent Handbook – A Solo Drawing & Sketching Game reveals itself to have been a drawing game first and a journalling game second. It can be both or one or the other, but as a drawing and sketching game, the Botanist does not need to be a skilled artist to explore the Exclusion Zone. The Botanist can though, approach the drawing and sketching aspect however he wants, use whatever materials he wants, and produce as rough or as finished an illustration of each plant as he wants. There is nothing to stop the Botanist from creating simple drawings or fully realised pieces, and he can even treat the process of playing through Exclusion Zone Botanist as an artistic exercise. And of course, drawing and sketching game, Exclusion Zone Botanist is not only forcing the Botanist to contemplate the fantastic and often frightful flora in the Exclusion Zone, but to visualise and realise them too, to create an image of the source of his horror!
On one level, Exclusion Zone Botanist: New Agent Handbook – A Solo Drawing & Sketching Game is disappointing as there are no revelations or discoveries to be made that explain what the North East Unified Containment & Sylvan Exclusion Zone 502-H is. No secrets or signs, and certainly no indication that any other scientist or botanist has entered the Exclusion Zone before the Botanist. Perhaps the Exclusion Zone corrupts everything brought into its limits or its resets itself every time the Botanist enters or the Botanist is caught in a time loop? Such speculation lies outside the scope of the roleplaying game as written, whilst the lack of answers and revelation only serves to enhance the survival horror and body horror, and of course, the sense of isolation, which lie at the heart of this journalling game. Exclusion Zone Botanist: New Agent Handbook – A Solo Drawing & Sketching Game has the capacity to be truly creepy and unnerving and in asking the player to both visualise and realise that, truly horrifying.

Friday Fantasy: Return of the Green Death

Reviews from R'lyeh -

Doom comes once again to the village of Riverside! Sixty years ago, Terrapocalypse the Great Green Wyrm—‘The Green Death’—descended upon the tower of the Coterie of the Way Wizards that had traditionally protected the trading port that stands at the confluence of the Cranen and Iron Wash Rivers. It ravaged the tower with green flame and spread its poison across the surrounding the land with its toxic breath and then fell on the village. It took prisoners and turned the region into a wasteland. Then it disappeared and the people returned and re-established the village, building it once again into a rough, but profitable town. Were it not for the prophetic words of an old crone who begs in Riverside, ‘The Green Death’ would have been passed into legend, but now green flames have been seen erupting from atop of the old tower of Coterie of the Way Wizards. The villagers fear that the dragon has returned and worry what it will do next. The village guild masters have paid a tribute to Terrapocalypse’s emissary, though some whisper that if this continues, it will bankrupt Riverside. Worse, the Festival of the Harvest Moon, Riverside’s autumn trade moot occurs in six days and the guild masters fear that word of the return of the ‘The Green Death’ will dissuade people from attending, damaging the village’s reputation and portending a poor winter. Thus, with less than a week to go, the guild masters resort to desperate measures—they will hire adventurers to investigate the old tower of Coterie of the Way Wizards, find out if Terrapocalypse the Great Green Wyrm has truly returned, and drive away his emissary.

This is the set-up for Return of the Green Death, a scenario for ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. The scenario is written and published by John White and designed to be played by four First Level Player Characters. And as a set-up, it is a scam. The players are likely to realise this fairly quickly, if not their characters. Terrapocalypse’s emissary, Renlo Lullsen the Enchanter—much like the titular Wizard of Oz—has charmed the inhabitants of Riverside with a lot of green-coloured special effects and is now exhorting them. He also has other agents in the village and they will do their best to persuade the Player Characters not to get involved if they learn that the Guild Masters have hired them to investigate the tower of the Coterie of the Way Wizards. The NPC whom the Game Master will have the most fun roleplaying is the Old Crone, the beggar who is the last remaining worshipper of the Green Death and can impart some useful information in between her mad utterances and pleas for a copper or two. However, bar rumours about there being a vampire in the village, the Player Characters will not linger long in Riverside.
The Player Characters can find multiple ways into the tower of the Coterie of the Way Wizards, including via an underground lake and lift into the tower, where they will encounter some Mist Dwarfs. They are noted as being notorious slavers, but quickly disappear from the scenario, their appearance left unexplored and undeveloped. The tower itself is infested with Kobolds, who for the most part are either working or playing. Player Characters who employ stealth and even a little charm can make relatively easy progress through the tower. There are some fun encounters such as playing a gambling game with the Kobolds using animal bones, saving a Halfling from a deathmatch with giant lizards being prodded to attack by Kobolds, and coming across a Half-Ogre harem! There are secrets to be uncovered too, some left over from when the tower was occupied by wizards and some to do with Renlo Lullsen’s activities.
However, there are elements in Return of the Green Death which are left are unexplained. For example, why exactly the Kobolds are excavating parts of the tower? How are the Mist Dwarves involved? What is nature of the dragon atop the tower that the Player Characters need to get past? Lastly, Renlo Lullsen remains an opaque figure. The author never fully explains who he is and what he wants and the Player Characters never have an opportunity to interact with him beyond the physical fight in the final confrontation atop the tower. There are no suggestions as to what he might say, so that he remains a flat, two-dimensional villain to fight, and nothing more.
Rounding out Return of the Green Death are some suggestions as to what might happen next, previewing the sequel, Fates of Doom. Appendices detail several new spells, a handful of new magic items, and the monster stats as well as all of the maps for the scenario. These maps are intended to be used with the Player Characters.
Physically, Return of the Green Death is tidily presented and the artwork is decent throughout. The maps are all good and those for the Game Master are marked with the monster locations. However, the scenario could have done with more maps and illustrations. These include maps of the wider region showing the relationship between Riverside and the tower of the Coterie of the Way Wizards. There are also no illustrations of the tower, so that it is only depicted on the inside by the maps, and the overall effect is a lack of context and feel for the region as a whole.
Return of the Green Death is a decent enough adventure, but at points, whether it is more maps or illustrations, or unfortunately, more NPC character development, it is lacking. Meaning that the Game Master is going to have flesh out parts of the scenario for it to be a fully realised affair.

Fantasy Fridays: Aventuras en español

The Other Side -

Tengo D&DI have been very remiss at keeping up with my Fantasy Fridays. My plan was to get through a lot more games than I did. But in my defense, I have a new job.

In terms of fantasy gaming, my AD&D game with my oldest is going quite well really. In fact, one of my witch characters is taking her Secret Journey, and it has been a fantastic experience. I am not 100% sure how I can convert this into something others can use, but the first step would be to make more "generic" so any character could do it. So far I have only tried it with clerics (the original version), wizards (later on), and now witches. 

My other obsession of late has been playing D&D, BECMI and BX flavors, in Spanish.

"Playing" is too strong of a word. I have been doing a lot of (really slow) reading of materials translated by the Spanish-language D&D players online. And there is a lot. 

I had put a request out a while back for materials I can buy, which was great, but I also got a lot of links for La Marca del Este. Who have a ton of free PDFs they release of new adventures. On the bad side, many of the Spanish-language, mostly Spain-based, webstores won't ship to the United States anymore due to our tariff policies. Which, honestly, I can't argue with them about. 

My desire is to find a way to play some BECMI in Spanish. I live in the Chicago-burbs, it can't be that difficult really. Great way to learn and practice I think!

Spanish Language RPGs


The Other OSR: Eye of the Aeons

Reviews from R'lyeh -

Troika! is both a setting and a roleplaying game. As the latter, it provides simple, clear mechanics inspired by the Fighting Fantasy series of solo adventure books, but combined with a wonderfully weird cast of character types, all ready to play the constantly odd introductory adventure, ‘The Blancmange and Thistle’. As the former, it takes the Player Characters on adventures through the multiverse, from one strange sphere to another, to visit twin towers which in their dying are spreading a blight that are turning a world to dust, investigate murder on the Nantucket Sleigh Ride on an ice planet, and investigate hard boiled murder and economic malfeasance following the collapse of the Scarf-Worm investment bubble. At the heart of Troika! stands the city itself, large, undefined, existing somewhere in the cosmos with easy access from one dimension after another, visited by tourists from across the universe and next door, and in game terms, possessing room aplenty for further additions, details, and locations. One such location is Eye of the Aeons.
Eye of the Aeons is the third entry in a new series of scenarios for Troika! from the Melsonian Arts Council begun with Whalgravaak’s Warehouse and continued with The Hand of God. This is the ‘1:5 Troika Adventures’ series, which places an emphasis on shorter, location-based adventures, typically hexcrawls or dungeoncrawls, set within the city of Troika, but which do not provide new Backgrounds for Player Characters or ‘Hack’ how Troika! is played. Eye of the Aeons lives up to these tenets, in that it is a dungeoncrawl that takes place in a single castle location, but arguably fails to live up to these tenets by not actually being set in the city of Troika, but in the rubbish and detritus strewn wastes beyond the city’s extensive walls. The location is the Manse of Mirrors, a walled castle consisting of seven domes and three towers that is home to Queen Yanwa of the Cyclopes. It is of particular interest to the Wizards of the College Illuminate, a minor school of magic in the city of Troika, because it also houses the Eye of the Aeons, a mysterious prism of immense power said to be cause of the Red Eye Curse that afflicts some of the college’s members. ;Victims of this curse randomly shoot a fire bolt that pierces armour, which makes them a danger to others. ;Queen Yanwa of the Cyclopes also suffers from the Red Eye Curse, but is rumoured to dole out an elixir that cures or at least alleviates the ailment, attracting many sufferers, known as ‘Burning Eye Pilgrims’ to the manse in the hope of relief. Unfortunately, Queen Yanwa has been beset by rebellion, not once, but twice. The Cyclopes’ former servants, the Anthropophagi, which have four arms and hands and no legs, so always walk on their hands, a single eye and a mouth in their stomach, and no head, have rebelled and set up their own kingdom in the manse, where they squabble and fight, and regularly hold elections to see who the new Jub-Jub will be. Worse, Yorg the Usurper has dethroned Queen Yanwa, and studies the Eye of the Aeons in hopes that it will repower his golden barge and enable him and his compatriots to escape to the Outer Spheres where he hopes they will be safe from the fate ordained for him. Add in rumours of a Chaos Godling at the heart of the manse, a missing wizard’s apprentice, and treasures said to be hidden within its walls, and the Manse of Mirrors sounds like an intriguing place to visit and explore.
Getting the Player Characters to the Manse of Mirrors requires some set-up. Several hooks are given, ranging from shattering the mirrors in the manse to prevent something terrible from approaching this sphere to finding a cure to the Red Eye Curse by asking Yorg the Usurper. One or more of these can be used to drive the Player Characters to explore the manse and interact with its factions, who though opposed to each other maintain a rough truce between themselves, barring the odd raid or Queen Yanwa’s Cyclopes deciding to turn the mighty weapon atop the Gun Tower on somewhere in the Manse. That said, the ; obvious starting point and entrance into the Manse is not as clearly signposted as it could be and the factions, the relationships between them. and what they want are not as clearly explained as they could be. Which is a pity because it hinders the set-up process and getting the Player Characters involved in Eye of the Aeons.
The likelihood is that the Player Characters will begin at the Burning Eye Pilgrims’ Camp in one of the ruined tower, though there are other options as how they might enter the Manse. Here they can pick up rumours, interact with the members of the various factions, and begin to learn more about the situation within the Manse. Beyond this the grounds of the manse are split between a very large pond and an equally large, but overgrown garden. The pond is dominated by the boathouse, home to the rowdy Anthropophagi, and the blind boatwoman who sees beauty in ugliness and ugliness in beauty and cleanliness, and who prefers to be paid in trinkets and eyes. The garden is an oasis of calm by comparison. The Manse, though, is dominated by its nineteen towers, many of them in ruins, some of them containing mounds of rubbish and rubble, and some home to the rival factions of the Cyclopes. Others though house sets of mirrors, set up in differing fashions, sometimes to hold an object in place between them, sometimes to hold something or someone within. The mirrors form the major magical element of the scenario and finding the way to operate them will grant access to some of the secrets in the Manse of Mirrors.
There are some nasty surprises to be found and dangers to be encountered in the walls of the Manse of Mirrors, but Eye of the Aeons is not a scenario that drips with menace or suffers a sense of impending doom. Rather, the Manse of Mirrors feels forlorn, run down, and forgotten, the last refuge of a fallen Queen, that the Player Characters can explore and pick over, perhaps siding with one faction or another as they attempt to fulfil their objectives within the manse. This will expose them to the weirdness and wonder to be found in the Manse of Mirrors.
The scenario is supported by stats the various faction members in the Manse of Mirrors, as well as the enemies that the Player Characters might face. There is a list of new equipment too, but many of the items to be found within the manse’s walls are drawn from the Troika! rulebook.
Physically, Eye of the Aeons is very well presented. The layout is tidy and the artwork is excellent.
Eye of the Aeons is far from a bad adventure, but in comparison to other scenarios for Troika! and its ‘1:5 Troika Adventures’ series, it does not grab the reader and make him want to run it. Unlike the first two entries in the series, it lacks the enthrallment of a good elevator pitch and its set-up needs development itself to motivate the players and their characters to want to explore the Manse of the Mirrors. None of that is beyond the ability of a good Game Master to fix, and if that is done, Eye of the Aeons is a quiet, eerie manse meander punctuated by hullabaloo and horror.

Supergirl Teaser

The Other Side -

"He sees the good in everyone. I see the truth."

  I admit it, I love Superman. But if you were around here over the summer you know that. And I LOVE Supergirl. I enjoyed the 1984 movie, I loved Melissa Benoist as the CW/DCTV Supergirl. I even liked Sasha Calle as Supergirl in the Flash and Laura Vandervoort in Smallville.

But Milly Alcock? This looks like the Kara Zor-El that would have attracted a Red Lantern ring.

Milly Alcock is Supergirl

Based on the comic "Supergirl: Woman of Tomorrow" this is going to be a Supergirl dealing with the grief of loosing everyone and everything she loved.

She looks fantastic in this. Plus, Jason Momoa was born to play Lobo. There is a scene from the comic that I hope will make it into the movie. But I'll have to wait and see.

I am really looking forward to this. June feels so far away.

In Search Of...Warduchess

The Other Side -

//aaronjriley.artstation.com/projects/QrXA58Aaron J Riley - WarduchessShe called herself Warduchess, and she claimed the legacy of her father without apology.

This is a bit of a different "In Search Of" since the topic, while related to the past of the D&D game, it is not actually part of it. Indeed, the furthest back this topic goes in terms of researchable material is only a scant seven years. But that doesn't mean it isn't worth some digging...and a little fun.

Today I go In Search Of...the Warduchess!

In Search Of...the Warduchess

Who is "Warduchess?" Well, the most straightforward answer to that question is she is a genderbent version of Warduke from the classic LJN toyline, and appears in the D&D BECMI product AC1 The Shady Dragon Inn.

Before we can answer who is Warduchess, maybe we should start with who is Warduke?

Who is Warduke?

As I mentioned already Warduke was/is a very popular character from the old D&D LJN toy line. He would also later have his stats printed out in The Shady Dragon Inn and more recently as a member of The League of Malevolence in "The Wild Beyond The Witchlight" for D&D 5e. Just as I am obsessed with Skylla, there are those out there just as obsessed with Warduke. The two NPCs also share a history. This will be important later. 

I described Warduke as a minor D&D celebrity. He has stats for Basic (BECMI), 3rd Edition, and 5th Edition. I bet if I dug deeper, I could find 2nd and 4th Edition stats as well. He is chaotic (BECMI) evil (3,5) and always described as a powerful fighter. The D&D Companion "Avenger" class was either made for him in mind or he was made for it. In 1984's XL-1 Quest for the Heartstone he appears again with some more backstory. He even appears on the cover with the D&D "Paladin" Strongheart. The biggest revelation is that Warduke used to be good (or at least less evil) and was friends with Strongheart!

I was introduced to the Anti-Paladin in Best of Dragon Vol. II, and I briefly considered Warduke to be an anti-paladin, but he seemed more of a brutish thug to me. I never got the appeal of the guy back then, but like I have said before, his fans look at my 40+ Skylla posts and scratch their heads.

Warduke has had, beyond a doubt, a successful D&D career over the last 42 years. Or more.

More? Yes. While the image of Warduke with his half-chain armor is cemented in everyone's mind, it wasn't his first appearance. That honor actually belongs to The Dragon Magazine #17.

The Dragon #17

That is our old pal Warduke with whom I assume to be Elvira. It looks like he has all his armor, and maybe some of hers as well. Eh, it was 1978. The Forgotten Realms wiki claims the cover artist is David Sutherland. I have no reason to doubt this.  Who ever the woman is we can gather she is some sort of spell caster. I am also putting her into the running of "the mother of Warduchess."

Naturally the question now is. Who is her mother?

Who is the Mother of Warduchess?

Much like my investigation on who the father of Drelnza was, there are some interesting choices. Lets see what we can figure out based on Warduke's published histories. 

For this thought experiment, I am only considering consensual pairings. Why? I want a Warduchess, who while very evil, looks up to her father as someone to emulate. I want a Warduke who looks at his daughter as someone worthy to control of what every domain he set up for himself, that is as long as she proves herself worthy. 

Skylla

She is my favorite choice mostly because I love the character and I can totally see her giving up a child for magical power/advantage. Plus, the Dragon #17 cover reminds me a bit of her, at least in the face. And once she got over her "Ziggy Stardust" phase.

Skylla and Dragon 17 spellcaster

Warduke and Skylla both have similar demon motifs on their outfits. Skyll's demon headdress is very similar to one Warduke has on his shield. So there is a connection here. Would Skylla give up her child? Sure, she is evil and if there was magical gain in it then sure. 

Raven

If I had a dime for every "Raven" I have run into...anyway. Why Raven? She is an evil cleric and she has the distinction of being in love with Warduke. Though it is often said he really doesn't want anything to do with her. Is she Warduchess' mother? Maybe. Maybe Warduke took her to wife, or consort, and she stayed at his keep and raised little Warduchess. It would explain why we never saw her again in any other product or toyline. Or she was killed. In truth, I don't see Warduchess having a maternal figure in her life. She would be (again in my mind) too dedicated to her father. I also like the idea that he raised her.

Helayne

Another woman from Warduke's past. Helayne is an evil illusionist. so she would also work fine with the Dragon #17 art. She has all the pros and cons of Raven to be honest. Other than class, there is not a lot to differentiate them, save that Raven is explicitly said to be in love with him.

Aleena

Ah, my long shot. Does every woman go through a "bad boy" phase? No. But Aleena did, and that bad boy was Warduke. One night of forbidden passion, fast forward to a couple of years and then Bargle. Warduke, learning Aleena had died, kidnaps (he says reclaims) his daughter from the temple Aleena belonged to and raised her.

Morgan Ironwolf

While not a part of Warduke's past, I don't put it past her. She is not really "good" so his evil would not be an issue. I can see her getting pregnant and leaving the child in the care of a relative, but that seems less likely. 

The only thing in her favor is that there is a mini of her with red hair, Morgan's color.

I admit, I kinda want a Warduchess who doesn't know who her mother is and is ok with that. Part of her anger stems from her sense of abandonment by her mother and her "rescue" by her father. This is one of the reasons she chooses to emulate him.

Who do you think it is? Vote below.

In Search Of...Warduchess!Warduke is her father. Who is her mother?

— Timothy S. Brannan (@timsbrannan) December 10, 2025

Who is Warduchess?

Artcustom minisproduced minis, and kitbash figures of Warduchess have been around the Internet for a while. The first ones I can find date back to at least 2018 and I am certain there are other, earlier ones. The most famous, or at least the most widely reposted, art belongs to the talented Aaron J. Riley who has done work of D&D and Magic. So that puts a veneer of authenticity to her existence in a D&D universe.  

What is my personal involvement with this character? While a few years ago (2020) I had accidentally ordered an extra set of Willow & Tara minis from HeroForge. I thought it might be a good idea to send them to a friend. In the package I mentioned, I was also putting in an extra Warduke mini I had "to protect them." My friend was a big Warduke fan. Though in my typing, I instead typed "Wardyke." To which my friend responded, "Warduke, protector of lesbians." And I responded back, "Warduchess." It kinda stuck. I am NOT claiming to made up Warduchess here, I already knew of the kitbash figure from a couple of years prior while trying to kitbash my own Skylla (didn't manage to make my own, so I just bought one).  In any case, Warduchess stuck with me.

As far as the character goes. I always assumed she was raised by her father who still had some "good" left in him to raise a daughter that idolized him. Not saying he was up for Father of the Year, mind you. He taught her to be a killer. 

Warduchess

For nearly a generation after the fall of Lord Warduke, the borderlands began to breathe again.

His fortress still brooded over the black crags like a broken tooth, but no banners flew from its towers. The warbands that once hunted beneath his sigil scattered into brigands and ghosts. Merchants dared the old roads again, first with armed caravans, then with laughter, then with children born who learned his name only as a curse muttered by grandparents.

Some whispered that Warduke had grown old.

Others claimed he had turned inward, brooding in iron solitude.

A few even dared to say he had found regret.

For a time, it seemed the age of terror had passed.

Then the Warduchess came.

They say the first village to fall thought her a masquerader. A young woman in battle-scarred armor, half-chain and demon helm, bearing the same skull sigil the old tyrant once bore. They laughed at her from the palisade. They died screaming beneath it.

Warduchess with AxeWarduchess
13th level Fighter (Avenger) Female

Alignment: Chaotic

Strength: 18 (+3)
Intelligence: 11 (-)
Wisdom: 13 (+1)
Dexterity: 13 (+1)
Constitution: 16 (+2)
Charisma: 11 (-)

Poison or Death Ray: 4
Magic Wand: 5
Turn to Stone or Paralysis: 6
Dragon Breath: 7
Spells or Magic Staff: 8

AC: 1 (Chainmail +2, Demonshield +1)
HP: 77
To Hit AC 0: 11 (+3 melee, +1 ranged)

+10% xp
Detect Evil 1/round
Turn as Cleric 4
Spells as Cleric 4
  First level: Cure Light Wounds, Resist Cold
  Second level: Hold Person

Gear
Sword +2 flaming
Chainmail +2
Demonshield +1 to AC (+2 total), +1 to fire-based saves
Battle Axe +2

She wears her father's armor, and bears his shield and sword. But her new preferred weapon is a large double-bladed axe she wields in both hands. 

I wanted her to be an Avenger, to make good on the idea that Warduke had been an anti-paladin and this is the BECMI version of that. It also lends some evidence (maybe??) that her mother was Raven and she had gotten at least some clerical instruction from her at some point.

Looking forward to seeing what else I can do with her!

Warduchess sheet


Links

Warduchess

Warduke

Dungeons & Dragons Fandom Wiki

Miskatonic Monday #399: Strange Carol

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Strange CarolPublisher: Chaosium, Inc.
Author: Konstantinos Kotsaridis

Setting: Arkham, 1926Product: Scenario
What You Get: Forty-one page, 12.35 MB Full Colour PDF
Elevator Pitch: The circus is evil, because circuses are evil…Plot Hook: What are a mistrusted academic’s ties to the circus?Plot Support: Staging advice, six pre-generated Investigators, twenty-two NPCs, five handouts, one map, and one Mythos monster.Production Values: Decent
Pros# Can be tied with a Miskatonic University campaign# Easy to adapt to other university cities and time frames# Twists the classic circus as you would expect
# Cacophobia# Algophobia# Anomalophobia
Cons# Muddled background & set-up
# Needs a slight edit
Conclusion# The circus is a show, the scenario is a show# Leads the Investigators on a clue trail without much agency

Monstrous Monday: Monsters From the Other Side

The Other Side -

I have been working on monsters since the earliest days of this blog. I still intend to complete my Basic Bestiary someday. Art is the biggest issue. Editing is the other big hurdle. 

Saint Anthony Tormented by Demons

But in the meantime, here are all, as far as I can tell, the monsters I have created here, and the system I created them for.

.tg {border-collapse:collapse;border-spacing:0;} .tg td{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; overflow:hidden;padding:10px 5px;word-break:normal;} .tg th{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; font-weight:normal;overflow:hidden;padding:10px 5px;word-break:normal;} .tg .tg-73oq{border-color:#000000;text-align:left;vertical-align:top} Monster Basic AD&D D&D3/d20 D&D5 NightShift Unisystem Other Aglæc-wif 1 Aglæca 1 Ahrimanes, Demon Lord 1 Álfar, Dökkálfar 1 Álfar, Ljósálfar 1 Álfar, Skald 1 Allip 1 Almas 1 Alp 1 Alraune 1 Amphicyon 1 Angel, Dirae 1 Angel, Lunar 1 Ankou 1 Ape, Gargantuan 1 Apple Sprite 1 Apple Tree Man 1 Archangel, Michael 1 Astaroth 1 Astral Spider, Greater 1 Astral Spiders 1 Aswang 1 Bagman 1 Bánánach 1 Barghest 1 Basajaun 1 Bat, Olitiau 1 Berbalang 1 Bionic Bigfoot 1 Blink Bunnies 1 Blood Goblin (Hæmogoblin) 1 1 Blood Trees of Yule 1 Bluff Creek Woodwose (Bigfoot) 1 Bonnacon 1 Boo Hag 1 Brindlekin 1 1 1 Brownie, Boggart 1 Caliban 1 Camazotz 1 Cat-sìth 1 Chenoo 1 Chupacabra 1 Cimeris 1 Confessor 1 Corn Goblins 1 Cù Sìth 1 Dearg-Due 1 Death Dog 1 Demogorgon (The Creature) 1 Demon Lord Camazotz 1 Demon, Fohat 1 Demon, Gargantua 1 Demon, Leviathan 1 Demon, Prince Akelarre 1 Derro 1 Devil, Aamon 1 Devil, Buer 1 Devil, Malarea 1 Devil, Valac 1 Dird 1 Doppelgänger, Pod 1 Doppelsauger 1 Dragon, Anantanatha 1 Dragon, Bahamūt 1 Dragon, Faerie Dragon 1 Dragon, Hell Drake 1 Dragon, Lóngzihua 1 Dragon, Pseudo Dragon 1 Dragon, Purple 1 Dragon, Purple 1 Dragon, Sea 1 Dragon, Tiâmat 1 Dragon, Vritraxion 1 Dragon, Wood 1 Dragon, Zinc 1 Draugr 1 Drude 1 Duke Bartzabel 1 Dúlachán 1 Dybbuk 1 Elf, Shadow 1 Elves, Shadow 1 Estrie 1 Farkaskoldus 1 Faun 1 Fenodyree 1 Fire Nymph 1 Five Spirits of the Grimorium Verum 1 Frost Maiden 1 Galley Beggar 1 Gargantua Demons 1 Geryon 1 Ghost Lights 1 Ghost Spiders 1 Ghoul, Sand 1 Giant, Frost Undead 1 Giant, Mist 1 1 Gierach 1 Gladyolus 1 Glaistig 1 Glory Hound 1 Gnomi 1 Golem, Awakened 1 Golem, Brass 1 Golem, Snow 1 Green Martians 1 Greys (Zeta Reticulians) 1 1 1 Grimlock 1 Groundling 1 Grýla the Christmas Witch 1 Guardians of the Library 1 Gwragedd Annwn (Swan Maidens) 1 Gwragedd Annwn (swan-maidens) 1 Hag, Chaos 1 Hag, Hyrrokkin 1 Hag, Urban 1 Halfling, Trow 1 Hamingja 1 Haunted Dolls 1 Hautveränderer 1 Hell Hound 1 1 1 Heuler 1 Hippalektryon 1 Hodag 1 1 1 Horned Women 1 Hsi-Hsue-Kue 1 Iblis 1 Illinois Hominds (Bigfoot) 1 Imp of the Perverse 1 Impundulu 1 Incubus 1 Inguma 1 Initiate 1 Jack O'Lantern 1 Jackalope 1 1 Jann 1 Jigarkhwar 1 Jötunn, Inferno 1 Jötunn, Rime 1 Kelpie 1 Killer Rabbits 1 Kobold, Knockers 1 Kôkabîêl 1 Lamassu 1 Leviathan 1 Lilith 1 Lilith 1 Lilith 1 Lithobolia 1 LordʾIblīs 1 Lycanthrope, Were-Amphicyonidae 1 Mammon 1 Mastodon, Undead 1 Melinoë (Moon Nymph) 1 Melonheads 1 Memento Mori 1 Meowl 1 Merrow 1 Monster of Lake Fagua 1 Nauga Beast 1 Neh-thalggu (Brain Collector) 1 Nekojin (Catgirl) 1 Nergal 1 Nicnevin, Faerie Queen of Witches 1 Noidan Tytär (Daughters of the Crone) 1 Nøkk 1 Nosferatu 1 Nuckelavee 1 Nymph, Fire 1 Nymph, Keres 1 Ophidian 1 Ophidian, Abomination 1 Ophidian, Emissary 1 Ophidian, Lesser 1 Ophidian, Noble 1 Ophidian, Progenitor 1 Opinicus 1 Orc, Desert 1 Ördög 1 Ovegua 1 Paimon 1 Pĕnanggalan 1 Philosopher Lich 1 Philosopher Lich, Notion 1 Piasa Bird 1 Piasa Bird 1 Piasa Bird 1 Piasa Bird 1 Piasa Bird 1 Poludnitsa, Lady Midday 1 Púca 1 Pumpkin Golem 1 Pumpkin Headed Demon 1 1 Pyewacket 1 Qliphoth, Gamaliel 1 Rakshasa 1 Red Lizards 1 1 Rolang 1 Rübezahl 1 Rusalka 1 Rust Monster, Magiphagous 1 1 1 Sasquatch 1 Satan 1 Saurian (Worker, Scientist, Noble) 1 Saurian, Psionist 1 Saurian, Warrior 1 Scarecrow 1 Scarecrows 1 Schreckengeist 1 Scorpion Men 1 1 Sennentuntschi 1 Serpent Men of Lemuria 1 Shadowcat 1 Shattered Knights 1 Shattered Knights, Commander 1 Shedu 1 Skeleton, Electric 1 Soucouyant 1 Spider, Unlight 1 Star Jelly 1 Starchild 1 Street Faerie 1 Street Faeries 1 Strix 1 Tabonga 1 1 Tartalo 1 Tenatz 1 The Cailleach Bheur 1 The Monster 1 The Yule Cat 1 Thunderbird 1 Titania, Queen of Faerie 1 Troll, Cave 1 Troll, Demonic 1 1 Troll, Jötunn 1 Troll, Swamp 1 Troll, Wood 1 Trolla 1 Trollkönig (Troll King) 1 Typhon, the Thanatonic Titan 1 Ulmenfrau 1 Umbral 1 Umu 1 1 Undine 1 Upierczi 1 Utukku 1 Vampire, Children of Darkness 1 Vampire, Children of Twilight 1 1 Vampire, Eretica 1 Vrykolakas 1 Wendigo 1 1 Wendigo 1 Wendigo Matron 1 Wight, Barrow 1 Wind Wraith 1 Wine Nymphs 1 Wolf-Witch 1 Woodwose 1 Wurdalak 1 Wyrdcat 1 1 1 Xana 1 Xiāng-shī (殭屍) 1 Xing-tian 1 Yaksha 1 Yaoguai, Hóu Yaoguai 1 Yaoguai, Hǔ Yaoguai 1 Yaoguai, Niú Yaoguai 1 Yaoguai, Shé Yaoguai 1 Yaoguai, Shǔ Yaoguai 1 Yara-ma-yha-who 1 Yeti, Almas 1 Yog, The Monster from Space 1 Zburător 1 Zombie Witch 1 1 Zombie, Alchemical 1 Zombie, Drowned 1 Zsusr 1 Zugarramurdi Brujas 1 1 Zugarramurdi Brujas 1 1


I'll have to make sure I keep this updated. Maybe add it as a page.

Companion Chronicles #23: A Guide to Arthurian Britain

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for use with Pendragon, Sixth Edition. This can be original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—

What is the Nature of the Quest?A Guide to Arthurian Britain is a supplement for use with Pendragon, Sixth Edition. It describes itself as ‘A Resource Supplement for Pendragon’.

It is a full colour, fourteen page, 65.38 MB PDF.

The layout is tidy, but it does need an edit in places.
Where is the Quest Set?A Guide to Arthurian Britain is a supplement for Pendragon, Sixth Edition that provides an introduction to, and an overview of, Britain in the Anarchy, the period of chaos between the death of Uther Pendragon and Arthur pulling the sword from the stone and being proclaimed king and before the chronicles of King Arthur begin.
Who should go on this Quest?
Any type of Player-knight can go on this quest.
What does the Quest require?
A Guide to Arthurian Britain requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook in the long term, but also works with the Pendragon Starter Set.
Where will the Quest take the Knights?
A Guide to Arthurian Britain can be divided into three parts. The first, ‘Britain, Your Home’ is ‘A Handout for New Knights’ that summarises the history and geography of the land at the end of Anarchy. This is one-page primer that focuses upon the history of Britain after the Romans have left and the resulting conflicts between the Britons and the Picts and Saxons as well as an overview of the country’s geography and politics. Particular attention here is paid to Logres as the main kingdom of Britain and Salisbury, the default starting point for The Great Pendragon Campaign. It is short and snappy and provides a decent introduction without miring the prospective player in detail.
The main part of A Guide to Arthurian Britain is for the Game Master and presents a guide to the ‘Lands of the Cymri’, from Cambria in the west, Essex in the east, from Cumbria in the north to Cornwall in the south. In each it gives a breakdown of each region politics and history, lists its significance during Arthur’s reign, suggests some story themes and hooks, and recommends further ‘Reading and Viewing’. For example, it explains that Cornwall was split between the Duchy of Cornwall and Kingdom of Cornwall, but following the death of King Uther, King Idres of the Kingdom of Cornwall conquered the Duchy of Cornwall and given his support in battle to the Saxons. Thematically, Cornwall remains a thorn in King Arthur’s side even when openly resisting his rule for much of his reign. King Idres also rules Britanny, which many Bretons are opposed to, and so there are seeds for rebellion there as well as the suggestion that an adventure in Cornwall might involve Wreckers—a very Cornish theme—and giants, many civilised, and fairies may be found in the region. In terms of ‘Reading and Viewing’, it suggests the classic film Excalibur, since Cornwall is Arthur’s birthplace (and source of his accent), as well as the film Tristan and Isolde and the poems it is based upon.
In general, more detail is given the kingdoms and regions that surround Logres, whilst the Saxon kingdoms are only given a paragraph each and their primary suggested ‘Reading and Viewing’ is Beowulf. Other lands are not ignored, the supplement providing introductions to the Picts and their lands north of the Two Walls, Ireland, and even further beyond. Lastly, A Guide to Arthurian Britain includes a handy timeline from 410 CE when the Romans leave Britain to the Sword Tournament in Londinium in 510 CE.
Should the Knights ride out on this Quest?A Guide to Arthurian Britain is a good introduction to the Britain of Pendragon, Sixth Edition, the ‘Britain, Your Home’ handout being a most useful and excellent introduction for players with relatively little knowledge of the setting, that works for a convention game or a home campaign. A Guide to Arthurian Britain is good for forearming both player and Game Master alike and getting them ready for their Arthurian saga.

Weird Wizard Wondrousness

Reviews from R'lyeh -

For a thousand years there has existed a divide in the land. In the west stands the Great Kingdom and many other nations that arose following the collapse of earlier civilisations and kingdoms, most notably the Old Empire. In the east, the land is dominated by one figure—the Weird Wizard. Whether a fallen god, cast down from the stars by Lord Death himself or a traveller from another world swallowed by darkness, the Weird Wizard established himself and brooked no challenge. None dared do so, for rumours came of the great changes he wrought over his lands, raising mountains to reach the stars, setting rocks to flow like a waterfall into a great chasm, islands floating in the sky, forests of mushrooms, or the clockworks he established to run his capital, the Forbidden City. His shadow, the ‘Shadow of the Weird Wizard’ reached beyond the divide, for surely all of the ills—great and small—that beset the peoples of the Great Kingdom could be blamed for whatever strangeness he was enacting in his lands. Then one day, he disappeared. No one knows why, but it remains a matter of much speculation, from lowly taverns to the great courts. Whether the gods decided to punish him by sealing him away with the Ancient Ones or a mighty ended his reign with a single blow of his sword, perhaps one day someone will discover what happened to him. With his disappearance too went the divide between the Great Kingdom and all the lands to the east. With it went stability and assurance as the Great Kingdom fell into civil war. No one knows if the two are connected. What they do know is that refugees have fled to the borderlands as monsters from the east—cruel faeries, hybrid beasts, the undead, multilegged hulking collectors, and floating eyes that hang in the air trailing their nerve endings—have skulked west into the borderlands. As explorers slip into the east in search of answers, the inhabitants and refugees in the borderlands need protecting. It is a time for brave adventurers to step forth and stop the monsters, to protect the people, and perhaps track them to their source, and so become heroes.

This is the set-up for Shadow of the Weird Wizard, a roleplaying game of high fantasy, high magic, and high adventure published by Schwalb Entertainment following a successful Kickstarter campaign. The publisher is best known for the grim dark, horror fantasy roleplaying game, Shadow of the Demon Lord, but whilst both Shadow of the Demon Lord and Shadow of the Weird Wizard use the same Demon Lord Engine for their mechanics, Shadow of the Weird Wizard is not as bleak and the Player Characters are intended to champion the innocent, brave grave dangers, and right terrible wrongs. In other words, they are meant to be heroes rather than just protagonists. Shadow of the Weird Wizard consists of two core books. One is Shadow of the Weird Wizard, the other is Secrets of the Weird Wizard, but Shadow of the Weird Wizard is the core book, providing an introduction to the setting, the core rules for combat and magic, the means to create Player Characters, and lots and lots of spells and career choices.

Although there is some history given for the setting of Shadow of the Weird Wizard, it really defines the nature of the world and what it is like rather than geographical and political specifics. These are that the world of Erth is much like that of Earth, including the Sun and the Moon, a day lasting twenty-four hours, and week seven days, and so on. This is where the differences end because Erth is home to multiple species— Dwarfs, Faeries, Clockworks, Dragonets, and more, as well as weird hybrid creatures, dragons, and monsters. Magic is real and studied, there is technological development (including muskets and bicycles), the gods exist and some even walk the Erth, the Ancient Ones were defeated by Lord Death and remain asleep, and so on. The combination gives the setting a sense of familiarity and difference. The companion volume, Secrets of the Weird Wizard, does go into more detail, as well as doing one more pertinent thing, and that is providing Ancestry details. Only the Human Ancestry is available in Shadow of the Weird Wizard, which is disappointing. However, Secrets of the Weird Wizard is intended as companion, so details of Archon (exiled angels), Cambion (Human and Fiend parentage), Centaur, Changeling, Clockwork, Daeva, Dhampir, Dragonet, Dwarf, Elf, Faun, Goblin, Halfling, Haren (leporine or rabbit-like), Harpy, Hobgoblin, Janni (masters of elemental magic), Naga, Pollywog, Revenant, Sphinx, Spriggan, Sprite, Triton, Warg, and Woodwose ancestries can all be found in its pages.

As with other Demon Lord Engine roleplaying games, Shadow of the Weird Wizard is a Class or Profession and Level roleplaying game. A Player Character starts at First Level and can rise as far as Tenth Level (although Secrets of the Weird Wizard does give options for continued play beyond this). As a Player Character gains Levels he will enter and follow different Paths, each Path providing an array of benefits. These include setting the Player Character’s natural defence and Health, and determining languages spoken, bonus damage, and talents. Some also grant access to Traditions, different schools of magic, mostly for the spellcasting character types, some martial and skill-based character options grant access to limited magic.

The most basic Paths are Fighter, Mage, Priest, and Rogue, which provides benefits at First, Second, and Fifth Level. At Third Level, a Player Character can enter an Expert Path, categorised as Paths of Battle, Paths of Faith, Paths of Power, and Paths of Skill, which provides benefits at Third, Fourth, Sixth, and Ninth Level, and at Seventh Level, he enters a Master Path. These are categorised as Paths of Arms, Paths of the Gods, Paths of Magic, and Paths of prowess, granting benefits at Seventh, Eighth, and Tenth Level. The choice of Paths widen as a Player Character gains Levels, so that whilst at the beginning one Rogue will very much be like another Rogue, by the time a Rogue has followed the Expert Path and entered the Master Path, he really is different in comparison to another Rogue. So, a Priest might begin as just that, but for his Master Path, he might become a Cleric and cast miracles or an Inquisitor, a Paladin, or a Theurge who summons angels to aid him, and then for the Master Path he could continue to cast miracles as a High Priest, or switch to become a Moon Celebrant in service to Sister Moon.

Besides Ancestry and Level, a Player Character is defined by four attributes—Strength, Agility, Intellect, and Will. These initially range in value between nine and twelve and provide a modifier, which is equal to the attribute minus ten. He will also have a basic profession; what he did before becoming an adventurer which will provide an item of equipment. The creation process starts by selecting an Ancestry (only Human in Shadow of the Weird Wizard, but another option from Secrets of the Weird Wizard), and then rolling for the Player Character’s Profession, and then Distinctive Feature, Affability, Dependability, Outlook, Receptiveness, Sociability, Piety, and Religions. The process is quick and easy.

Name: Tilia
Ancestry: Human
Profession: Hunter (Wilderness)
Level 1
Novice Path: Priest
Distinctive Feature: Different coloured eyes
Affability: You can fend for yourself in social situations, but you’re also fine when alone.
Dependability: You try to be conscientious, but sometimes fall short
Outlook: You strive to be a positive, upbeat person. You look for the good in all things and hope for the best.
Receptiveness: New ideas and activities make you uncomfortable.
Sociability: You believe people can be good or bad. You withhold judgment about someone until you get to know them.
Piety: You believe in the gods and offer prayers to them all.
Religions: Horned Lord
Divine Calling: Some tragedy or horrific experience saw you turn to the gods for meaning. You might have suffered an attack by undead, encountered a spirit, or had someone close to you fall into the clutches of a diabolical fiend.

Strength 11 (+1) Agility 10 (+0) Intellect 13 (+3) Will 11 (+1)
Natural Defence: 9 Health: 14

Languages: Common and one other language
Traditions: Primal, Animism
Talents: Prayer (Magical), Holy Symbol (Magical), Holy Smite, Holy Healing, Holy Denunciation, Armor of the Ancient Oak, Bestial Aspect
Spells: Plant the Seed, Stalk Prey

The basic mechanic in Shadow of the Weird Wizard is simple and straightforward, whether a player needs to make an attribute check, an attack roll, or a roll against an attack or spell for his character. The player rolls a twenty-sided die and adds any Attribute bonuses or penalties, and if the result is ten or more, or is equal to or greater than the target number, typically the target’s Defence value, his character succeeds. In addition, a Player Character can also have Boons or Banes—each a six-sided die—that he can add to, or subtract from, the roll. These can come from a Path, a Talent, or spell, and Banes and Boons cancel each other out prior to rolling, but when rolling multiples of either type, only the highest number rolled counts and is added to the total. A critical success occurs on a roll higher than the target or a natural twenty, whilst a critical failure occurs if the result is zero or less. This can occur due to the effect of a Bane reducing the final result. In comparison, a luck roll is made without any modifiers and the target number is always ten.

Combat uses the same core mechanic, with attack rolls being against the target’s Defence value, either natural or derived from armour worn. Damage is accrued up to the limit of the target’s Health. If the target suffers damage equal to, or greater than, half his Health, he is injured and may suffer extra effects from certain Talents and spells, and if he suffers total damage equal to his Health, he is his incapacitated. Damage beyond this actually reduces his Health and the amount of damage he can suffer. If his Health is reduced to zero, he is dead. In general, Player Characters have more Health than in other Demon Lord Engine roleplaying games.

The most radical element of combat is how initiative works in Shadow of the Weird Wizard. In a round, a combatant can move and use an action, whether an attack or casting a spell or something else, but the Player Characters do not automatically act first. The NPCs and any monsters controlled by the Sage—as the Game Master is known—move and act first, followed by the Player Characters, which can be in any order. However, some effects and actions enable the Player Characters to act out of turn, using Reactions. For example, a Free Attack occurs as a Reaction if an enemy moves out of reach without retreating, a Dodge is a Reaction, and so is ‘Taking the Initiative’. If the Player Characters are aware of their enemies at the beginning of a new round, then they can use a Reaction to ‘Take the Initiative’ and act before the enemy does. They can do this in any order they like. That said, effects such as wearing heavy armour prevents the ‘Take the Initiative’ Reaction. This seems more complex than it really is and really means that the Player Characters have more control than it first appears.

Magic and spellcasting is also kept simple. Shadow of the Weird Wizard a total of thirty-three Traditions from Aeromancy, Alchemy, and Alteration to Technomancy, Teleportation, and War. Each provides four Talents and eighteen spells spread across Novice, Expert, and Master Paths. Each spell description includes its effects as well as its target and number of castings. The latter is the number of times that a spellcaster can cast it between rests, which never changes unless a player decides to choose that spell again, doubling the amount. Spell effects, especially damage effects, do increase as the caster moves into the next Path. For the most part, casting a spell is also automatic, though a player may need to make an attribute check to gain a particular effect and improve its effects, or to strike a target. This is done on a spell by spell basis, so that any player with a Mage or Priest character will need to learn the specifics of every spell that their character knows. Lastly, Mage and Priest Player Characters can learn any Traditions that they want, though Priests are likely to pick those that relate to their faiths and their gods.

Besides Paths and spells, Shadow of the Weird Wizard includes rules for most adventuring situations, common information that every Player Character will know, how to handle social situations, companions and hirelings, and a lengthy guide to equipment that includes a few magical items, explosives, clockwork prosthetic and wheeled chairs, and more. Yet it is the Paths and Spells that dominate Shadow of the Weird Wizard. Beyond the four Novice Paths, Shadow of the Weird Wizard details forty-two Expert Paths and one-hundred-and-twenty-one Master Paths, and whilst a Player Character could specialise, combining Expert and Master Paths to be the best at a particular way of fighting, school of magic, or expertise, he is also free to switch Paths entirely because there are no prerequisites. It means that the possible combinations are more than might be explored over the course of multiple campaigns!

Physically, Shadow of the Weird Wizard is a densely presented book. The artwork is good and it is well written, but there is a lot of information in the book, obviously related to character creation as well as the core rules. Given that density, the core rules could have been made more obvious and perhaps a reference page included at the start or end of the book to make it easier to run.

Shadow of the Weird Wizard is the equivalent of the Player’s Handbook for Shadow of the Weird Wizard. It is not quite perfect, the inclusion of only one Ancestry limits player choice, but a roleplaying group is going to be using Secrets of the Weird Wizard anyway, so this is not as much of an issue as it could have been, whereas the density of the book making the rules less accessible than they could have been, is more of an issue. Not an insurmountable issue by any means, but rather one that could have eased. Nevertheless, as well as presenting a more streamlined version of the Demon Lord Engine mechanics for its rules, it presents the player with hundreds of options and then hundreds and hundreds of choices and combinations in terms of what his character is and can be. Want to become a Berserker who Juggernauts his way through walls? A Holy Avenger who employs Necromancy to wreak his vengeance? An Inheritor of a mighty magical weapon who as Diabolist deals in the Dark Arts? An Artificer who imbues technology with magic and pilots his own War Machine? All these—and a whole lot more—are possible in Shadow of the Weird Wizard. Overall, Shadow of the Weird Wizard is a comprehensive set-up and introduction to playing positive, high fantasy using the Demon Lord Engine.

The Full Zero to Hero

Reviews from R'lyeh -

Like any good action film, Mission Dossier: Project Medusa starts with a bang! Not with the bang of a gunshot, but with the sound a door being kicked open and the bruised and bloody contact that the Heroes have been waiting for, being thrown to the floor of the diner where they have been waiting for him. After the requisite brawl with the thugs that beat him and came after the Heroes, the chase is on the MacGuffin of the title—a speedy drive to the airfield followed by a race to board a departing aeroplane, which before it reaches it destination, will explode, deliberately, of course, leaving the heroes in mid air and short of parachutes… This then is the opening part of Mission Dossier: Project Medusa, a scenario, or ‘mini-campaign’ for Outgunned, the cinematic action roleplaying game inspired by the classic action films of the past sixty years—Die Hard, Goldfinger, Kingsman, Ocean’s Eleven, Hot Fuzz, Lethal Weapon, and John Wick.

Mission Dossier: Project Medusa is ‘A 3-Shot Introductory Campaign for Outgunned’ and if it seems familiar, there is a good reasons for this. This is because its first part, or shot, ‘Race Against Time’ is used in both the core rulebook as the introductory scenario and in Outgunned– Zero to Hero, the quick-start for Outgunned. So, by the time the Director and her players get to Mission Dossier: Project Medusa, they may already have played through the first part. That said, it is nice to have the whole scenario in one place, and further, all of Mission Dossier: Project Medusa can be run using the Outgunned – Zero to Hero rather than the full rules in Outgunned. Both Outgunned and Mission Dossier: Project Medusa were funded via a Kickstarter campaign and published by the Italian publisher, Two Little Mice, via Free League Publishing. Mission Dossier: Project Medusa comes with four ready-to-play Heroes—a maverick undercover police officer, a hotshot driver and pilot, an ever cheerful bounty hunter, and a charming martial artist—and can be played through in two or three sessions. Some elements of these Heroes are written into the story, so if the players want to create their own Heroes, the Director will need to link them to the plot. If the players do want to create their own Heroes, it is recommended that one of them be a hotshot driver.

Mission Dossier: Project Medusa quickly summarises the plot and its three shots, introduces the four Heroes (character sheets for each of them is included at the back), and both explains who the villain is and what his dastardly plan is. This is the charming Greek philanthropist, Konstantin Stamos, who has a very dark past and a suitcase to take delivery of. The suitcase is the MacGuffin of the scenario and contains a deadly virus, which if unleashed, would kill millions. ‘Race Against Time’ is not clear as to where it is set beyond an unspecified sea-side city, but the action definitely switches to Greece for the second and parts of the scenario, ‘Unwanted Guests’ and ‘Into the Heart of Medusa’. In ‘Unwanted Guests’, the Heroes land in Greece and discover who is behind the beating up of the Heroes’ contact in the previous act, one Konstantin Stamos, and that he is holding a big party very shortly. Which gives an opportunity for the Heroes to infiltrate the event, trying to avoid the attention of the security at Stamos’ villa, and learning more of the villain’s secrets. Since this is the second act, it will end with another fight, of course, a big fight, and will end with the Heroes being captured and imprisoned. ‘Into the Heart of Medusa’, they discover the truly monstrous nature of both Stamos’ plans and its origins, fight their way out of a collapsing secret laboratory, and engage in a helicopter chase, before a final showdown between Stamos and one Hero atop a cliff.

Make no mistake, Mission Dossier: Project Medusa is linear and straightforward, and whilst there is opportunity for the players to embellish parts of the scenario, there is no deviation from its plot. This should be okay though, since the players are here for an action film, not a melodrama, and for their heroes to land punches and shoot the villains and look very, very cool whilst doing it.

What is particularly noticeable about Mission Dossier: Project Medusa is its format. The details of the scenario are always placed on the left, whilst the advice—or ‘Pro-Tips’—for the Director, is always placed on the right in a big, bold, red block with the text in white and different typefaces used on each page. The ‘Pro-Tips’ varies in size, or rather width, throughout the scenario. On some two-page spreads, it is a simple sidebar, on others, it takes up a whole page. The latter includes every scene and situation in the adventure, the advice and suggestions keyed to particular scenes. The advice suggests moments when the Heroes have an opportunity to rest and remove a Condition they might have suffered in a previous scene, the best way to handle a scene, ideas as to how a scene might be expanded or embellished typically to enable the players to develop their Heroes, and to expand on the villains’ actions. The advice is very good and there is so much of it that Mission Dossier: Project Medusa might actually be considered to be half-adventure, half-advice for the Director. Certainly, there is a lot here that the Director can learn and apply to subsequent Outgunned campaigns.

Lastly, Mission Dossier: Project Medusa includes not one, but six ideas which the Director can develop into full scenarios, all connected to the events of Mission Dossier: Project Medusa. These are divided into three sequels and three prequels, so that with the latter, the Director could run some flashback scenarios before the sequels which link to the mysterious organisation that Stamos was connected to. What this organisation is and what it wants is very much up to the Director to decide and develop (unless, of course, the publisher develops a further campaign in the meantime).

Physically, beyond the depictions of the Heroes and major NPCs, Mission Dossier: Project Medusa is not illustrated. Nor are there any maps. The latter should not be too much of an issue, since many of the locations in the scenario will be familiar from all manner of action films. That said, there is nothing to stop the Director from finding her own maps and floorplans. Otherwise, the layout is clean and tidy and effective as outlined earlier. It does need an edit in places though.

Mission Dossier: Project Medusa is exactly what you want in a scenario for an action movie. It is fast paced, there are secrets and betrayals to discover, a mystery to be solved, the world to be saved, and lots and lots of opportunities for the Heroes to be heroic. Of course, this means that there are more than a few clichés of the genre along the way, but they are to be expected and the players should be buying into them as much as they are the cinematic action and chance for their Heroes to look cool. Supported by excellent advice for Director, Mission Dossier: Project Medusa is an entertaining introduction to running and playing Outgunned – Cinematic Action Role Playing Game.

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