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Character Creation Challenge: Day 21, Aviva Aamadu

The Other Side -

 Today's character is another child of my two OSE characters, Asabalom and Maryah. Aviva is the oldest and named after a witch they both knew. Aviva's current quest is to find the witch she was named after. The first Aviva is bit of a legend in my games, more "cautionary tale" than actual character. She was another "good witch" who slipped into demonology and diabolical magic. In truth she only exsists as a name in a history I wrote about the Warduchess. This Aviva is good, and she is seeking out the other Aviva to discover what went wrong. She has been travelling the world ever since.

//www.vecteezy.com/free-photos/woman">Woman Stock photos by Vecteezy</a>Woman Stock photos by Adam Zubek-Nizol - Vecteezy

She began life as the daughter of a druid (Asabalom) and a ranger (Maryah), and her magic is very much "Green Witch"-style, but as she progressed, she became more distinct from both a Green Witch and Pagan witchcraft. 

Looking for her namesake has taken a while. Mostly because I am not 100% sure who the first Aviva actually is myself! But until then, this Aviva will keep looking for her.

Aviva AamaduAviva Aamadu
21st level Human Witch, Neutral Good

Secondary Skill: Herbalist

S: 10
I: 15
W: 17
D: 12
C: 12
Ch: 17

Paralysis/Poison: 5
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 8
Spells: 7

AC: 6 (leather armor +3)
HP: 46
THAC0: 12

Weapon
Dagger +3 1d4/1d3

Familiar: Hawk "N'dege"

Occult Powers
1st level: Familiar
7th level: Speak to Plants & Animals
13th level: Pass without Trace
19th level: Immunity of the Fae

Spells
Cantrips: Spark, Chill, Mend
First level: Call Spirits of the Land, Cure Light Wounds, Glamour, Elf Arrow, Message, Sharp Ear, Witch's Watchman, Night Vision
Second level: Animal Messenger, Chameleon, Aqualung, Clear Eyes, Fumble, Raven Spy, Ward of Harm, Evil Eye
Third level: Fly, Hold Person, Ash Storm, Dance of Frog, Nondetection, Spit Venom
Fourth level: Confusion, Charm Monster, Dispel Magic, Moonstruck, Witch Laugh
Fifth level:  Hold Monster, Witch Jar, Call the Swarm, Teleport
Sixth level: Eye Bite, Horror, Claws of the Eldest Crone, Wall of Thorns
Seventh level: Breath of the Goddess, Dreadful Sleep, Creeping Doom
Eighth level: Frightful Aspect, Storm of Vengenance, Storm Bolts

Theme Song: Edge of Midnight (it's a younger witch singing a song with an older witch, like my two Avivas.)

I love the ideas of both of my Avivas and want to do more with them. I just need to figure out who the older Aviva was and what her importance was to Asabalom and Maryah. Enough to name their oldest child after her. AND what happened to the first Aviva?

This Aviva is (unknown to her) on the same journey that Phygor was on in my deep history. So right now, she is in line to become one of my more powerful witches. Not intentionally, but her own personal journey is taking her there all the same. For this I have been taking powers and spells for her from all my books.

Honestly. I find that more interesting than how many orcs she has killed or dungeons she has explored.

Character Creation Challenge


Character Creation Challenge: Day 20, Saileach and Teamhair

The Other Side -

 Yesterday, I posted one of my archwitches, Feiya, based on the Pathfinder Iconic. Today, I want to compare and contrast an archwitch and a witch priestess, my two advanced classes. And who better than my favorite witch couple, Saileach and Teamhair?

Saileach and Teamhair character sheets

Who are Saileach and Teamhair? Well they are, in a nutshell, my D&D versions of Willow and Tara, my two favorite characters from Buffy the Vampire Slayer. Or more to the point, my two favorite WitchCraft RPG characters of the same name and general background. Saileach and Teamhair are rough Irish Gaelic versions of their names. Much as my WitchCraft RPG versions have evolved and changed from their root, so have Saileach and Teamhair evolved from my WitchCraft RPG versions.

I used these characters back in the 3e days and they were a lot of fun. They are not exactly Willow and Tara anymore than Bodhmal and Liath aren't. In my games, witches cannot be raised from the dead or resurrected. They can, and often do, get reincarnated. So Bodhmal and Liath are early Iron Age versions, Saileach and Teanhair are mediveal/D&D versions and then Willow and Tara are modern day. Yes, I also have Victorian Age ones in William and Tamara, but here they are incarnated as brother and sister, exploring a sibling bond rather than a romantic one. This often happens in lore about reincarnation. 
(Note: Because there is confusion in some other places. I don't believe in reincarnation any more than I believe in dragons or pixies. This is all for a game. I am, and remain, a staunch atheist.)

So who are these two? Well, in D&D 3e, they began life as a would-be wizard sent to a convent (Saileach/Willow) and a druid wild woman (Teamhair/Tara). This is many years later now and they are proper witches, but each also pursues witchcraft from their own lens. So the path of the archwitch for Saileach and the path of the witch priestess for Teamhair.

As with Branwen and Eria they are members of the Daughters of the Flame Coven. One might even call them THE members since a lot of the Daughters of the Flame evolved because of the characters of Saileach, Teamhair, Bodhmal, and Liath. These versions of Saileach and Teamhair would be in charge of the coven with Teamhair acting as High Priestess. 

Archwitch vs Witch Priestess

The archwitch and the witch priestess are both "Advanced Classes."  They are like the Hierophant Druid and the Thief-Acrobat of the Unearthed Arcana and the Wizards of High Sorcery from the Dragonlance Adventures hardcover. 

I am still debating the powers these classes should have. Originally, I thought the archwitch would stop gaining occult powers in favor of other powers and 9th-level spell casting. The witch priestess does not have 9th-level spell options from the cleric. I want these two advanced classes to be roughly equal in power. 

I think 9th level spells should be the domain of the Witch Queen. Makes sense. Both archewitch and witch priestess should get spells from the Arcane and Divine lists, respectively.

But I am still torn on the Occult Powers question. I think I'll try these two with the spells, but no occult powers past level 7; they can take a level 7 occult power according to their tradition. Both still get cantrips and bonus spells for high charisma. 

Saileach character sheetSaileach
20th level Human Archwitch, Lawful Neutral

Secondary Skill: Scribe

S: 10
I: 18
W: 15
D: 11 
C: 12
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7  
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 1 (Bracers AC 1)
HP: 42
THAC0: 14

Weapon
Dagger +2, Undead slaying 1d4/1d3

Familiar: Wolf ("Cosantóir")

Occult Powers
1st level: Familiar
Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Spells
Cantrips: Arcane Mark (Scribe), Daze, Clean, Palm, Spark
First level: Bad Luck, Blindness, Charm Person, Dowse, Far Sight, Read Languages, Light, Magic Missile*
Second level: Agony, Burning Gaze, Enthrall, Evil Eye, Identify, Levitate, Spell Missile, Produce Flame
Third level: Lightning Bolt*, Bestow Curse, Dispel Magic, Life Blood, Lethe's Curse, Toad Mind
Fourth level: Analyze Magic, Elemental Armor, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Etheral Projection
Fifth level: Baleful Polymorph, Dreadful Bloodletting, Greater Command, Telekinesis
Sixth level: Anti-Magic Shell, Etheral Banishment, True Seeing, Legend Lore (Ritual)
Seventh level: Ball of Sunshine, Etheralness, Foresight
Eighth level: Astral Projection, Wail of the Banshee, Trap the Soul

Theme Song: On Your Shore

Full details below.

Teamhair character sheetTeamhair
20th level Human Witch Priestess, Neutral Good

Secondary Skill: Intiate

S: 11
I: 16
W: 18
D: 12
C: 15
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7 
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 1 (Bracers AC 1)
HP: 63
THAC0: 14

Weapon
Staff +2 (Striking) 1d6 + 1d6 per charge

Familiar: Cat ("Iontach")

Occult Powers
1st level: Familiar
Witch Priestess Powers: Healing Hands (gained at level 7), Invoke the Ancients (gained at level 9), Blessing of the Grove (gained at level 11). 

Spells
Cantrips: Spark, Flare, Cure Minor Wounds*, Open, Detect Poison
First level: Cure Light Wounds*, Bless Growth, Charm Person, Fey Sight, Light, Moon's Heart, Speak with Animals, Vertigo
Second level: Bewitch II, Candle of the Wise, Enthrall, Evil Eye, Hold Person, Locate Object, Magic Circle Against Spirits, Suggestion
Third level: Astral Sense, Dispel Magic, House Spirit, Magic Circle Against Undead, Speak with the Dead*
Fourth level: Cure Serious Wounds*, Cleanse, Undead Destruction, Drawing Down the Moon (Ritual), Divine Power, Spiritual Dagger
Fifth level:  Flame Strike*, Calm Weather, Dream, Telekinesis
Sixth level: Heal* True Seeing, Anchoring Rite, Refuge (Ritual)
Seventh level: Fire Storm*, Breath of the Goddess, Binding Ritual (Ritual)
Eighth level: Mystic Barrier, Wail of the Banshee, Protection of the Goddess (Ritual)

Theme Song: Exile

Saileach and Teamhair

I dropped their level 13 and above Occult Powers in favor of their new class-based powers. I like the idea of dropping the occult powers in favor of 7th-, 9th-, and 11th-level powers. Saves the occult powers to be unique to the witch class proper. 

For spells, I originally opted for the Archwitch and Witch Priestess to take spells above 5th level, but now I think they should take any spells they have access to. So that is something I will change. I do need to better define which spells, Arcane and Divine, these classes have access to.  So far, the spells marked with an asterisk* are the spells for their chosen advanced classes, except for the * marked cantrips, and those come from their secondary skills.

There are also some spells here that are a direct result of my original playtests of these two characters: Lethe's Curse, Ball of Sunshine, Protection of the Goddess, and Anchoring Rite. 

Because Saileach and Teamhair are very much part of a coven, I gave them both Ritual spells.  They also have a few spells to fight undead to honor their source material. Also, the Daughters of the Flame abhor the undead. That goes back to a time before I was "the witch guy" and was "the vampire guy."

It should also not be a surprise that their theme songs come from Enya, and from the same album, no less. Though I have not found a good way to represent the Anamchara quality for them. Well, not yet. 

Character Creation Challenge


Character Creation Challenge: Day 19, Feiya

The Other Side -

 I will admit it. I love Feiya. I "adopted" her once she was released for Pathfinder, and I brought her over to interact with my other witches. It has been great to see how she works (mechanically speaking) with my other witch types. I am not sure how she is in other people's games, but in mine, she has been wonderful. I'd be curious to hear if anyone else uses her. 

One of the great things about using her in my games is that she was one of my first play-test "Archwitches." 

Feiya character folder and sheet

The Archwitch began about this time last year. I got some notes, went to my stack of characters, and looked for one I hadn't already tagged as a potential witch priestess or witch queen. I got to Feiya and stopped. She just kinda fit the whole archwitch idea for me. 

But that is not all I have done with her. A couple of weeks ago, I began a Jackson, IL game with our Sunday group, and I used the Pathfinder iconics as first-level High School students. It is going much better than I ever expected. 

In any case, this is a great character.

Feiya character sheets

I am still working out the finer details of the archwitch Advanced class. What I do know is they gain access to magic-user spells the base witch does not and I am fairly sure that they also loose access to some occult powers OR their selection becomes limited. Typically I associate Occult Powers with a Tradition and spell access with covens. I might codify that a little better in the future. 

The real question before me, though, is whether Archwitches should gain access to 9th-level Magic-user spells? I am inclined to say no, but have not decided.

Feiya character sheetFeiya
19th level Human Archwitch, Chaotic Good

Secondary Skill: Herbalist

S: 10
I: 17
W: 13
D: 14
C: 12
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7  
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 4 (Robe of the Archwitch, Ring of Protection +1, Bracers of Protection +2)
HP: 39
THAC0: 14

Weapon
Staff of the Archwitch +2 1d6+2 (plus striking +1d4 per charge)

Familiar: Nine-tails Fox "Daji"

Occult Powers
1st level: Familiar
7th level: Speak to Plants & Animals
(13th level: Fae Shape (Hag))
(19th level: Curse)

Spells
Cantrips: Daze, Detect Curse, Object Reading, Sound
First level: Cause Fear, Charm Person, Chill Touch, Sickly, Mend Light Wounds, Shattering the Hourglass, Taunt*, Read Magic*
Second level: Agony, Evil Eye, Levitate, Rose Garden, Ghost Touch, Detect Evil*, Ray of Enfeeblement*
Third level: Bestow Curse, Bewitch III, Dispel Magic, Danse Macabre, Clairvoyance*, Monster Summoning I*
Fourth level: Animal Growth, Emotion, Withering Touch, Instant Karma, Confusion*
Fifth level:  Baleful Polymorph, Bull of Heaven, Eternal Charm Person, Animal Growth*
Sixth level: Eye Bite, True Seeing, Anti-Magic Shell*
Seventh level: Wave of Mutilation, Breath of the Goddess, Monster Summoning V*
Eighth level: Mystic Barrier, Seer Stone

Theme Song: A Forest (Feiya is absolutely a fan of The Cure.)

Again, I think this character is great. Spells marked with an asterisk* are ones from the Magic-user list chosen as an archwitch. Still working on finalizing the list of spells, but I like figuring them out in-game to see what works.

I also put her later Occult Powers in parentheses since I have not figured out what to do about them. If I use the Hierophant Druid as my model, then she should retain her powers. But if you use the Thief-Acrobat, then some abilities remain, but never get better in favor of new abilities. 

More testing is needed.

Character Creation Challenge


Character Creation Challenge: Day 18, Symgharyl Maruel and The Scaled Sisterhood

The Other Side -

//www.pexels.com/photo/a-woman-in-purple-dress-8508237/Photo by Tiểu Bảo TrươngOne of the things I have been working on are new Witchcraft traditions. These are not necessarily ones tied to real-world witchcraft myths and legends, but ones that have sort of grown in my own writings and games. Among these are the expected High Order witchcraft tradition and the Draconic witch tradition. 

My oldest loves dragons. So it was inevitable that sooner or later, I was going to build a witch who has a dragon as a patron. I have been picking at the idea for a number of years, but never really sat down to define what they are. I have talked about Draconic warlocks, but these are different.

The Scaled Sisterhood

Daughters of the Coil, Speakers to the first Coil

The Scaled Sisterhood is one of the oldest witch traditions, possibly predating humanity itself. Its rites were whispered in the coiled tongues of ancient serpents and carved in scales of molten basalt. These witches revere the serpent as a sacred archetype, a symbol of creation and destruction, wisdom and hunger, immortality and renewal.

They see no conflict in paradox: the snake sheds its skin to live anew, the dragon brings ruin to fertilize the earth. Destruction and renewal as a continual cycle. Their tradition honors these truths. 

Witches of the Scaled Sisterhood are often feared for their intensity, strange tongues, and unsettling poise. But they are sought as oracles, poisoners, protectors, and keepers of long-forgotten power. 

The serpent is the first teacher, the dream-voice that teaches in silence. Witches of this tradition see time as a circle, death as transformation, and magic as the tongue of fire spoken before the gods learned speech.Many Scaled witches dwell in ruins, hot springs, caves, volcanic mountains, or the overgrown remnants of pre-human temples. 

Symgharyl Maruel, The Shadowsil

I talked about Symgharyl Maruel, aka The Shadowsil, a while back as a potential witch in the Forgotten Realms.  Since one of my stated goals with my witch classes is to replicate any sort of witch, I figure I'll give her another try.

You see more about here from the ever-useful Forgotten Realms wiki and from Ed Greenwood himself.

Symgharyl Maruel represents the extreme end of what the Scaled Sisterhood would be. In fact, we have a name already for it: The Cult of the Dragon. 

Symgharyl MaruelSymgharyl Maruel
18th level Human Witch, Neutral Evil

Secondary Skill: Cultist

S: 9
I: 15
W: 15
D: 16
C: 14
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7 
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC:  2 (leather armor +2, Ring of Protection +2, Dex 16 -2)
HP: 63
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Familiar: pseudo dragon

Occult Powers
1st level: Familiar
7th level: Evil's Touch
13th level: Minor Hex

Spells
Cantrips: Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
First level: Black Fire, Cause Fear, Charm Person, Endure Elements, Ghostly Slashing, Light/Darkness, Minor Fighting Prowess, Sonic Blast
Second level: Discord, Enthrall, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile
Third level: Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Witch Wail
Fourth level: Analyze Magic, Elemental Armor (Fire), Intangible Cloak of Shadows, Phantom Lacerations, Withering Touch
Fifth level:  Blade Dance, Dreadful Bloodletting, Waves of Fatigue
Sixth level: Death Blade, Mass Agony, True Seeing
Seventh level: Death Aura, Greater Arcane Eye, Wave of Mutilation
Eighth level: Destroy Life, Mystic Barrier

Theme Song: Ever Dream

She compares well to her Basic-era version and her official AD&D 2nd Ed version. I guess the question I need to answer is this, "Is Symgharyl Maruel really a witch?" My go-to answer is always "why not!" but she really does feel like a witch to me. Either way, she is great, and in my games, she is still alive and still getting up to all sorts of trouble. 

I just need to figure out why she would go to Elminster and then later Manshoon for instruction. Maybe it is not that big of a deal, really. I don't need to hammer her into a "witch-shaped" gap. 

Character Creation Challenge


Character Creation Challenge: Day 17, Aeronwy

The Other Side -

 What if one of my normally good witches turned evil? That is the question I asked when I sat down to work on this witch. She isn't one of my witches turned evil, she is built new from the ground up, but it is an interesting thought experiment. I am also revisiting my Complete Netbook of Witches & Warlocks book and revising my warlock ideas. 

As it turns out, I really have three different warlocks. 

They are all similar but not identical. Today I am going to look into the CNoW&W warlock since it is the most different than the others and it is also the most similar to the witch class.

A collection of my Warlocks

So a witch-like warlock. Evil. Fits into my world. That is the recipe for today's witch. I am interested in how this witch works, so I am not giving her cantrips.

Aeronwy is, for the most part, Rhiannon, the one I got from Grenda's collection of characters.  The characters of Eria, Rhiannon, and Aeronwy all represent the same character as she progresses from good pagan to evil malefic witch. I have taken some liberties with the posted versions over the years, but they all represent, if not the same character, the same sort of character. 

It's not a clean progression to be sure. And I "cheated" by combining a couple of similar characters named Rhiannon here. But the idea is compelling. A good pagan girl turning to evil devil worship. Sounds fun!

AeronwyAeronwy
17th level Human Warlock (Malefic), Lawful Evil

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

Paralysis/Poison: 7
Petrify/Polymorph: 7
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC:  (Leather AC 8 +2)
HP: 34
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Occult Powers
1st level: Healing Herbs
6th level: Supernatural Protection
9th level: Word of Fear
12th level: Necromantic Protection
15th level: Fiend Summoning
18th level: Astral Travel

Base chance of discovery: 58%
Can't tread on holy or consecrated ground. Double damage from cold wrought steel/iron.

Spells
First level: Bleeding Touch, Beguile I, Blood Strike, Foretell, Lesser Banishing Rite, Pain, Wich Light
Second level: Air Blast, Aura Reading, Dance Tantra, Glamour, Minor Hex, Pain Armor, Summon Undead
Third level: Astral Sense, Aura Manipulation, Charm Undead, Kiss of Slavery, Lesser Strengthing Rite, Witch Writing
Fourth level: Broom, Card Reading, Hate, Middle Banishing Rite, Spiritual Dagger, Witch Bottle
Fifth level: Blade Dance, Bull of Hell, Escape of the Snake, Minor Rite of Enchantment, Rite of Mental Resistance
Sixth level: Anchoring Rite, Greater Banishing Rite, Pentagram of Protection, Wave of Mutilation
Seventh level: Demon Trap, Widershins Dance

Theme Songs: Everybody Scream

My old witch and warlock had a lot more Occult Powers, but fewer spells.Both in choice and in use. I think the balance I struck in the Basic-era witches is better. 

This is not 100% the Aeronwy I have been playing since Halloween. But she is really close. To give you an idea of what she has become, the Halestorm song "Vicious" was almost her theme song. I put her through hell (and Hell), and she comes back even angrier and more powerful. She is great, and I think she is going to be one of those characters that really leaves a mark on my games. 

Character Creation Challenge


Character Creation Challenge: Day 16 Rowan & Witches in Arms

The Other Side -

Rowan, Witch Knight At the start of this challenge, I introduced the Gallowglass subclass, a sort of mercenary for hire for witches. Today I want to detail The Witchknight, a different sort of armed-and-armored witch. 

I guess the simple way of looking at the Witch Knight vs the Gallowglass is that Witch Knights are considered part of the outer circle of the coven, where a Gallowglass isn't part of the coven at all. Both classes are martial fighting classes. The witch knight is a cavalier subclass and is related to the paladin. The gallowglass is a fighter subclass. Though both do have magical effects.

THE WITCH KNIGHT

A Witch Knight must have all the requisite ability scores of the cavalier, which are Strength 15, Dexterity 15, Constitution 15, and additionally a Wisdom score of 13 and a Charisma score of 13 or higher. Witch Knights are devoted champions of the Old Religion, chosen to defend its mysteries, sanctuaries, and priestesses. A witch knight can serve witches, wicce, druids, or even clerics of "the old faith." Though they wear the mail of warriors and fight with sword and shield, their power is rooted in ancient pacts and the cycle of life, death, and rebirth. A Witch Knight who strays from this sacred duty or profanes the oaths of their Order becomes a fighter and loses all special Witch Knight powers.

Witch Knights must initially be of the correct cultural station or be initiated into a tradition by a coven, high witch, or spirit of the Old Ways. In either case, the Witch Knight must advance through the stages of Squire and Horned Blade (the equivalent of Horseman and Lancer) before gaining full Witch Knight abilities.

Witch Knights are sworn to an Order. Each Order reflects a different aspect of the Old Faith and grants unique features at the 1st level. The five major Orders are:

Order of the Green KnightKnights of the Green are guardians of nature, the sacred grove, and the cycle of seasons. They draw strength from the wild and wield their weapons as extensions of the forest spirit. Their armor is often etched with vines, leaves, and antlers.Benefit: May speak with plants and animals once per day (as druid spells, caster level equals Witch Knight level). Gain +1 to hit and damage when fighting in natural outdoor settings.
Order of the Waning MoonThese knights serve the night, the liminal, and the hidden roads of fate. They are the sword in shadow and the wardens of witch-haunted paths.Benefit: Gain Infravision (60 feet). Once per day, may cast Invisibility to Undead or Faerie Fire (choose at creation). +2 to saves vs. illusions.
Order of the GraveSworn to guard the threshold between life and death, these knights serve as psychopomps and avengers. They defend the spirits of the dead and ensure the balance is kept.Benefit: Detect undead within 60 feet at will. At 4th level, once per day, may turn undead as a cleric 3 levels below knight level. At 5th level, gains +1 to saves vs. death magic.
Order of the Hollow RoadThese wandering knights are sworn to sacred places and paths. They serve the land itself, traveling between ley lines and old shrines, answering omens and dreams.Benefit: Immune to magical fear. Once per day, may reroll a failed saving throw. +1 bonus to Constitution when determining hit points (only at character creation).
Order of the ThornThe martial Order of the Thorn defends covens and witches with steel and unbreakable will. They are the first into battle, the last to fall, and their blood marks the battlefield.Benefit: When protecting a known witch or sacred site, gain +1 AC and +1 to saving throws. May use a Witch Talisman (if provided one) to cast Protection from Evil once per day.

Aura of the Old Ways: Beginning at 2nd level, the Witch Knight radiates a sacred presence. Allies within 10 feet gain +1 to attack rolls and saving throws against fear; enemies suffer -1 to attack rolls. This aura is always active unless the Witch Knight is unconscious or has broken an oath.

Oath of Protection: At 3rd level, the Witch Knight may swear an Oath to defend a person, place, or relic of the Old Religion. While protecting their charge, they gain +1 to hit, damage, and AC. Only one Oath may be active at a time. Breaking an Oath incurs penalties.

Sacred Mount: Like cavaliers, Witch Knights gain a bonded mount at 4th level. This mount is often fey-touched, ghostly, or marked by the Old Ways (e.g., antlered horses, black steeds with glowing eyes).

Rowan and Annwn

Witch Spell Use: Beginning at 7th level, the Witch Knight gains limited spellcasting ability. They cast Witch spells as a 3rd-level Witch and may choose spells from the 1st through 4th levels. They do not use spellbooks but instead rely on ritual tools, talismans, and learned charms.

Witch Knight Restrictions:

  • May use all weapons and armor as a cavalier
  • Must follow their Order's rites and taboos
  • Must follow their Order's oaths to covens

Name Level: Upon reaching 9th level (Witch Knight), the Witch Knight may establish a Sacred Bastion, a sanctified fortress or waystation on a ley line or near a powerful coven. They may attract initiates, witches, and even other knights sworn to the Old Ways.

.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-34fe{background-color:#c0c0c0;border-color:inherit;text-align:center;vertical-align:top} .tg .tg-c3ow{border-color:inherit;text-align:center;vertical-align:top} .tg .tg-llyw{background-color:#c0c0c0;border-color:inherit;text-align:left;vertical-align:top} .tg .tg-7btt{border-color:inherit;font-weight:bold;text-align:center;vertical-align:top} .tg .tg-0pky{border-color:inherit;text-align:left;vertical-align:top} .tg .tg-0lax{text-align:left;vertical-align:top} Level Title Experience Points Hit Dice (d10) 1  2  3  1 Aspirant of the Circle 2,750 1 - - - 2 Grove Squire 5,500 2 - - - 3 Horned Blade 11,000 3 - - - 4 Knight of the Moon 22,000 4 - - - 5 Green Champion 40,000 5 - - - 6 Thorn-Crowned Defender 80,000 6 - - - 7 Shield of the Old Ways 160,000 7 1 - - 8 Spirit-Anointed Blade 360,000 8 2 - - 9 Witch Knight 600,000 9 2 1 - 10 Witch Knight 900,000 9+3 hp 2 2 - 11 Witch Knight 1,200,000 9+6 hp 2 2 1 12 Witch Knight 1,400,000 9+9 hp 3 2 2 13 Witch Knight 1,700,000 9+12 hp 3 2 2 14 Witch Knight 2,000,000 9+15 hp 3 3 2 15 Witch Knight 2,300,000 9+18 hp 4 3 3 16 Witch Knight 2,600,000 9+21 hp 4 4 3 17+ Witch Knight +300,000 per +3 hp per

Witch Knight vs. Gallowglass

Both the Witch Knight and the Gallowglass are martial defenders of the occult world, but they differ in origin, role, and flavor.

Witch Knights are cavalier sub-classes: bound by Orders, oaths, and ritualized codes of conduct. They are champions of the Old Religion, serving witches and priestesses with reverence, and receiving structured mystical powers in return.

Gallowglass are fighter sub-classes: grim, ancestral warriors with limited ritual magic. They serve clans, covens, or places of power through raw loyalty and sacred bonds, not knightly honor.

The Witch Knight is the mythic sword-arm of the sacred moon, while the Gallowglass is the blood-bound axe of the old ways.

Rowan

Rowan has always been a witch knight. Even when I didn't know that is what she was, that is what she was.  She has appeared in various stages of her life in past Character Creation challenges. 

Each of these brought her a step closer to this ideal. 

Rowan, Witch KnightRowan
Human 16th level Witch Knight (Order of the Thorn), Lawful Neutral

Secondary Skill: Animal Trainner

S: 17
I: 13
W: 13
D: 15
C: 15
Ch: 18

Paralysis/Poison: 4
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 4
Spells: 7

AC: -1 (Plate +2)
HP: 68
THAC0: 6

Weapon
Long Sword +2

Steed: Black Unicorn "Annwn"

Spells
First level: Comprehend Languages, Detect Spirits, Ghostly Slashing, Vertigo
Second level: Biting Blade, Delay Poison, Ghost Touch, Minor Image
Third level: Continual fire, Mirror Image, Suggestion

Theme Song: The Mummer's Dance

According to my wife, I spent days creating a "D&D Horse Girl." She is...not wrong. Again, my fondness for pagan things is showing here. If this were a modern game, she would be the plucky girl who works at the horse stables where her dad is a trainer, but not the owner, and she is the only one who can approach, let alone ride, the new, dangerous black stallion. ETA: I may have written up a NIGHT SHIFT character sheet for as well. 

Her steed (a wholly inadequate word here) is a black unicorn named "Annwn." They are bonded much in the same way a Paladin's steed is. 

Unlike witches, the witch-knigh does not get cantrips, bonus spells, or the ability to cast ritual spells.

Character Creation Challenge


Character Creation Challenge: Day 15, Marissia, Daughter of Zelligar

The Other Side -

A few years back I found what I think is my earliest surviving written reference to a witch in my games: Marissia, Daughter of Zelligar. Zelligar is, of course, the missing wizard from the module B1 In Search Of The Unknown.  

Compleat Spellcaster, Marissia, Player's Handbook 1st print

I have long been of the opinion that the infamous Rogahn and Zelligar of B1 are the same adventurers on the cover of the Holmes Basic set and the same, along with Marissia, on the cover of Warlocks & Warriors. Well...I named her Marissia (yes that spelling) for a variety of reasons that began with Scooby-Doo and Jerry Reed. There was a "Melissa" in B1 who was the paramour of the fighter Rogahn. I merged the two in my mind and that became the downfall of the two mighty adventurers. Marissia, Zelligar's daughter, began an affair with Rogahn. That's fun, but not why I am talking about her today. Today I want to revisit her as my "First Witch."

No, she really isn't my first witch, just the one I have the earliest evidence for. 

Witches note in B1, Encounter area 43
Marissia's note and stats for B1

I was playing a mix of AD&D and D&D here, so I am guessing I was age 11 or 12.

For this witch I am going back to the 1983 Bard Game's The Compleat Spell Caster. Which has a witch class based on the Druid. It also had a sorcerer, but that is a topic for another day. All the Spellcasters here have a great "occult" feel to them so I really want to capture the feel of this in my own games. 

Marissia here then feels very different from my other witches largely due to her "druidic" relationship. Figure this is a druid that is allowed to be something other than just True Neutral. This witch has a lot of plant related powers and the ability to read magic. Similar to my Occult Powers.

I have have The Compleat Spell Caster, so I also use The Compleat Alchemist (which is recommended for the witch).  I also gave Marissia the secondary skill of Alchemist. 

Marissia, the First Witch Marissia
15th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

S: 11
I: 17
W: 17
D: 12
C: 15
Ch: 18

Paralysis/Poison: 5
Petrify/Polymorph: 8
Rod, Staff, or Wand: 9
Breath Weapon: 11
Spells: 12

AC: 1 (Bracers AC 1)
HP: 56
THAC0: 12

Weapon
Dagger +1 1d4/1d3
BroomStaff 1d6

Familiar: Hellhound

Powers
Identify Plants, Pass without a Trace, Read Magic
7th level: Create Elixirs, Potions, Dusts

Spells
First level: Charm, Detect Magic, Disguise, Eldritch Fire, Healing, Hex, Night Vision, Summon Familiar
Second level: Blending, Circle of Darkness, Eyes of the Hawk, Levitate, Water Breathing, Speak with Animals, Frost, Youth
Third level: Shape Change, Dispel Magic, ESP, Emotional Influence, Locate Object, Windstorm, Animal Control
Fourth level: Circle of Silence, Flight, Invisibility, Malediction, Speak in Tongues, Thunderbolt
Fifth level: Elemental Shield, Ice Storm, Minor Enchantment, Mists of Sleep, Psychic Assault, Guards & Locks
Sixth level: Firestorm, Plague of Spiders, Quagmire, Psychic Shield, Teleportation
Seventh level: Great Curse, Restore Life, Tempest, Witch Wind, 

Theme Songs: Pretty Mary Sunlight (for her name) and Going to Hell (her actual song).

Using the Druid spell progression provides a lot of spells, but is limited to the Seventh level. Not a terrible trade-off. 

Marissia 15th level

In my mind, Marissia began as a "demonic" witch, especially given all the demons in the CSP, but her spells read "Storm Witch" more. So maybe her patron is not Ereshkigal, but rather someone like Pazuzu. Pazuzu feels right to me, given his connection to The Exorcist and the time period. 

But there is a demon in the book, Baal, who is also known as the Master of Storms. Many of the demons in the CSP have vaguely ancient origins: Aaman (Anu), Baal, Astorath (Astaroth), Thamuz (Dumuzid, Tammuz), Nergal, and more. Given all this, Pazuzu still feels like a great choice, as does my very first choice, Ereshkigal. Maybe Pazuzu is just a demon employed by Ereshkigal. 

Character Creation Challenge


Character Creation Challenge: Day 14 Taryn Nix and Warlocks

The Other Side -

Taryn Nix from BG3 I have not talked much about Warlocks here at all for this challenge, which is an oversight of sorts. I have Warlocks I am using in my Occult D&D game, but they feel a little overpowered at the moment. I am going to present one, my iconic warlock Taryn, and see where I might need to make adjustments. I am largely basing this on my The Warlock for Swords & Wizardry, but I think with other rules I have in place, I might need to tone it down and increase their XP. No idea just yet.

I mentioned Taryn already in this challenge. She is the daughter of my iconic witch, Larina, and she is a half-elf. Well...half Sidhe, but largely the same thing. She began life as a 4th edition character but became one of my more important 5th edition characters. 

Warlocks get fewer spells, but also gain invocations that can be used at least once per day. In Taryn's case here I am also granting her Cantrips, including one for her secondary skill. Unlike witches, warlocks do not gain bonus spells due to Charisma. Also warlocks can't participate in ritual spells unless stated, but this is not that big of deal. A lot of witches in practice don't participate in ritual spells.

AD&D Character sheet for Taryn NixTaryn
Half-elf 13th level Warlock (Fey), Chaotic Neutral

Secondary Skill: Initiate

S: 11
I: 17
W: 16
D: 13
C: 17
Ch: 16

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 1 (Bracers AC 1)
HP: 48
THAC0: 16

Weapon
Sword (Pact Blade) +2

Familiar: Black Cat "Mojo"

Spells
Cantrips: Mote of Light*, Chill, Clean, Ghost Sound
First level: Mage Armor, Chill Touch, Cause Minor Wounds, Häxen Talons, Eldritch Fire, Arcane Dart
Second level: Blur, Burning Gaze, Grasp of the Endless War, Phantasmal Armor, Share my Pain
Third level: Fangs of the Strix, Malice, Witch Fire, Clairsentience, Starlight
Fourth level: Arcane Eye, Elemental Armor, Rain of Spite, Pit of Pain
Fifth level: Blade Dance, Cry of the Nightbird, Telekinesis

Invocations
Arcane Blast, Agonizing Blast, Beguiling Influence, Aura of Fear, Pact Blade, Eldritch Ball of Flame, Supernatural Protection 

Taryn and reference books

Theme Song: I Am the Fire

Spells and Invocations combined are a lot for a 13th level caster, but some of those invocations are "passive" or have other effects; like Agonizing blast only effects Arcane blast. Pact Blade just effects a sword.  Still I might trim down the spells more.

Also warlocks top out at 5th level spells. 

I think my warlocks need some more work to be honest. 

Character Creation Challenge


Character Creation Challenge: Day 13 Jana & Sarana

The Other Side -

Today I want to explore two similar witches. Or more to the point, two witches who approach similar magics and traditions of witchcraft from two different vectors.

Faerie Witchcraft witches

 Jana is another witch I created a couple of years ago. I wanted a human witch mixed up in the affairs of the Faerie Courts, in particular my Court of Swords. Despite being high(-ish) level, she is in way over her head. I have her serving the current Queen of Swords, Nicnevin. This is just one of her titles, she is also one of my witch queens. The Court of Swords is one of the "Shadow Courts" neither the Seelie nor the Unseelie, but somewhere in between. What they lack in prominence they make up for in guile, intrigue and ruthlessness. Nicnevin herself is ancient and very powerful. I say that Jana has a bit of fire nymph blood in her heritage, not enough to really do much than raise her charisma score a couple of point, but enough to give her entry to these courts. 

Sarana is not really my character exactly. She also featured in my War of the Witch Queens, in the adventure Tanglewood Keep, from DL15 Mists of Krynn, as well as a past Character Creation Challenge. She is a composite of two of Vince Garcia's characters, Sarana and Stevie, who may have been the same character anyway.

Jana & Sarana

Both of these characters are "Faerie Witches" that is, they are part of the faerie tradition. Since I am trying to figure out what my Occult D&D looks like through the lens of AD&D, I figured I would compare and contrast the play styles of two different sort of faerie witches. Jana is a faerie traditional witch from Mayfair's Role Aids book "Witches." Sarana uses my Faerie Tradition from my Old-School Essentials book, Monster Mash II: A Midsummer Night's Dream. I am also grabbing some ideas from my The Craft of the Wise: The Pagan Witch Tradition and The Green Witch for Swords & Wizardry. This covers OSE, S&W and AD&D 2nd Ed; so none of them are AD&D 1st ed. 

Given I am trying to stick close to their native rules today I am not using Cantrips or Bonus spells. 

JanaJana
13th level Human Witch, Neutral

Secondary Skill: Translator

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

Paralysis/Poison: 11
Petrify/Polymorph: 9
Rod, Staff, or Wand: 7
Breath Weapon: 11
Spells: 8

AC: 6 (Leather +2, AC 8)
HP: 31
THAC0: 16

Weapon
Dagger 1d4/1d3
Staff +1 1d6

Spells
First level: Audible Glamer, Comprehend Languages, Friends, Read Magic
Second level: ESP, Forget, Know Alignment, Detect Good & Evil
Third level: Delude, Speak with Animals, Tongues, Remote Seeing
Fourth level: Emotion, Fear, Wizard Eye, Enervation 
Fifth level: False Vision, Domination, Advanced Illusion
Sixth level: Mindwrite, Mislead

Theme Song: Another Year of Rain

Jana is one of Queen Nicnevin's translators. Her job is to cast sublte magic to both enthrall and intimidate visitors to the Queen's court. 

In my game Queen Nicnevin combines the mythological Nicnevin, with a bit of Hecate (already part of Nicnevin according to some scholars) and a bit of Scáthach


SaranaSarana
13th level Half-Elf (Gray Elf) Witch, Neutral

Secondary Skill: Herbalist

S: 10
I: 18
W: 19
D: 13
C: 15
Ch: 19

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (Robe AC 9 +3)
HP: 43
THAC0: 16

Weapon
Dagger +2 1d4/1d3
Staff 1d6

Familiar: White Dove, "Zeraida"

Spells
First level: Allure, Wailing Lament, Fey Step, Glamour
Second level: Burning Gaze, Evil Eye, Stunning Allure, Witch's Tooth
Third level: Blink, Psychic Assault, Magical Vestment
Fourth level: Command Person, Dryad's Door, Threefold Aspect
Fifth level: Baba Yaga's Secret Chest, Magic Cauldron
Sixth level: Arcane Window

Theme Song: Gypsy

Sarana is always an NPC, so I don't have much to say about her growth as a character. As a witch though she has fewer spells than does Jana at the same level. 

Sarana's Character Sheets

Along with Eireann and Rána, they were all in my "Kingdom of Rain" mini-campaign a couple years back. This was around the time I was experimenting with the Land of Faerie/the Feywild as a means to access other worlds. It would explain how I can have Forgotten Realms and Dragonlance Character's interact without resorting to gate spells, astral travel, or Spelljamming.


Character Creation Challenge


Character Creation Challenge: Day 12 Cirice

The Other Side -

One of the things I have been trying to do is find a good witch class for my current AD&D games in the Forgotten Realms. I am running one and my oldest son runs the other and we both have our favored play-test GMPC/Play-test characters.

Up first is my son's character Cirice.

Cirice character sheets

Cirice, obviously named for the Ghost Song, is a Kitsune witch. Now, I have no idea if there are Kitsune in the Forgotten Realms or not, but we wanted to give one a try. We figure Kitsune can see in the dark, but don't have infravision. We have not decided if they are "demi-humans" in terms of multiclass vs dual class. We punted and gave her only one class.

So Cirice here is from Kozakura from the Kara-Tur area of the Forgotten Realms. She was one of the people on the ship in our first Forgotten Realms adventure along with Moria

Cirice also has psionics. She was the only character that night who ended up with them. I can say this, her having TK saved these characters butts more than a few times. Same with Cell Adjustment. One more character the cleric didn't have to heal was great.  I like psionics. A lot. But I really want a better system. Sounds like a problem with a future solution. 

In truth I have been thinking a lot about psionics and their role in a fantasy adventure game like D&D. I mean you would not see them in say "Lord of the Rings." But I also can't deny that psychics and psychic power was really popular when D&D/AD&D was new (the 1970s and all). So maybe there is a place for them.

CiriceCirice
12th level Kitsune Witch Priestess, Chaotic Neutral

Secondary Skill: Scribe

S: 14
I: 17
W: 16
D: 17
C: 16
Ch: 18
Cm: 18 (yes we did comeliness for this batch)

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 16

Weapon
Dagger 1d4/1d3

Familiar: white Fox (a nine-tails) gains tails as it levels up, "Diaymo"

Spells
Cantrips: Chill, Detect Curse, Detect Poison, Mend
First level: Burning Hands, Bad Luck, Cat Fall, Charm Person, Glamour, Moonstone
Second level: Biting Blade, Evil Eye, Burning Gaze, Fever, Produce Flame, Blast Shield
Third level: Continual Fire, Feral Spirit, Witch Wail, Bestow Curse
Fourth level: Divine Power, Elemental (Fire) Armor, Intangible Cloak of Shadows, Instant Karma
Fifth level: Primal Scream, Blade Dance
Sixth level: Death Blade, Mislead

Psionics
Attack 278
Attack Modes: A, B, C, D, E
Defense Modes: a, b, c
Major Disciplines: Telekinesis, Teleport
Minor Disciplines: Invisibility, Levitation, Cell Adjustment

Theme Song: Cirice (naturally)

Again, another good character. I am looking forward to seeing her do more.

Character Creation Challenge

Character Creation Challenge: Day 11, Rána

The Other Side -

//www.pexels.com/photo/woman-in-scary-costume-on-black-background-15396413/Photo by Vanessa PozosToday's witch comes from a night of rolling up characters with my oldest a bit ago. We just sat down to roll up characters, he was doing the new Star Wars and I was making witches. I wanted to roll up a bunch and see if any came out as psionic. No, but we still had a great time. 

Rána was one of those witches. She began as a fairly basic elf witch. But as I tried her out she grew in complexity. She is a Twilight Elf, one of my new elf sub-species. It is a species of elf akin to the Shadow Elves, but live above ground and can tolerate light better. So I sat down to work on her. I set my my Spotify to Pagan Rock and listened to bands like Faun, S.J. Tucker, and of course Loreena McKennitt. Ok she is from Canada, but she counts. When I was done, Rána had become something different.

So who is Rána? She is Twilight Elf, but she is also alone and that is how she likes it. She has her familiar, a gray wolf named Circe. She is not just a Pagan, she is a militant pagan. She considers herself a Follower of Aradia (yes...I know Aradia is about as much Pagan as a Halloween mask, but this is a history blog, it is an RPG blog), and she feels all these new religions are a bad thing. And she is not really all that fond of humans either. So much so they she doesn't even know the Common tongue. She does know what she calls "the language of the forest" that is, sylvan, elven, and goblin as well as Primordial and a touch of Supernal. How did she learn this impossible language? Well, she won't be telling you.

Let's break up what makes her character.

Twilight Elf

Twilight Elves are another sub-species of elves that poped up after the Sundering of the Elves. When the elves split into Light and Dark factions, some elves stayed in the middle. The Free Elves, the Shadow Elves and the Twilight Elves. The twilight elves are the loners among elves, stoic and xenophobic. Their communities are small and hidden and of all the Elves they have the fewest numbers. Like Drow they gain some cantrips for free. Blur, Dancing Lights, and Minor Charm. They also get Infravision 60' and +2 to magic/spell saves. This is magic directed at them. 

Cantrips

I am using my new cantrip rules for her as well. I like these, they work well. I just want to work on some new cantrips.

RánaRána
11th level Elf (Twilight Elf) Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 12
I: 15
W: 16
D: 12
C: 14
Ch: 18

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 1 (Bracers AC 1)
HP: 34
THAC0: 16

Weapon
Dagger +2 1d4/1d3
Staff +2 1d6

Familiar: Gray Wolf "Circe"

Spells
Bonus: Blur, Dancing Lights, Minor Charm
Cantrips: Ghost Sound, Mote of Light, Chill, Alarm Ward
First level: Charm Animal, Speak w/ Animals, Spirit Dart, Ghostly Slashing, Chill Touch, Endure Elements
Second level: ESP, Invisibility, Augury, Death Armor, Evil Eye
Third level: Scry, Tongues, Bestow Cure, Fly, Witch Wail
Fourth level: Analyze Magic, Moonlit Way, Tears of the Banshee
Fifth Level: Death Curse, Nightmare
Sixth Level: Moonbow

Theme Song: Running with the Wolves

It dawns on me how much Rána is like San of Princess Mononoke. For this reason I also give her the name of "Ghost of the Forrest." She protects her land from invading humans and orcs, who she sees as being the same thing.

Character Creation Challenge

The Other OSR: Punk is Dead

Reviews from R'lyeh -

Punk is Dead: A Post-Apocalyptic SongwritingTTRPG kicks the punk of Mörk Borg into England’s dreaming. It is a roleplaying game that is both like and unlike Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Its tone is very much ‘punk’ and punk rock and it is very much like Mörk Borg set on an island lost from the dying world, However, it is a post-apocalyptic world rather than the pre-apocalyptic world of Mörk Borg, and its setting is modern rather than fantasy, but still ‘grim dark’. How exactly this world came about is unknown, but everyone knows that it was the fault of foolish old men, who in the space of seven days expended every nuclear weapon and shrouded the world in grey. Only the Ununited Kingdom remains, a lonely island onto whose shores climbs every nightmare and myth, come in search of power, a feast, or just a seat at the last dying of the world. It has been divided into five realms. In the southeast, The Murk exists Underground, dominated by the organisation known as the ‘LCV’, or Literal Corporate Vampires, and their shareholders, who reside in the Earthscrapers that fork out from the old tunnels of the Underground. Their world is a hell of torture and decadence, dug ever deeper by captives destined to become food. In the southwest, The Whimsy is ruled by an Undead Queen pulled from the grave to enact retribution upon those who killed her husband a thousand years before and unite the kingdom. She covers her realm in a thick mist which hides the monsters she commands and makes travel difficult. In the west, Adain Ddraig is protected from The Whimsy and the rest of the Ununited Kingdom by two gurt wyrms that demand tribute in cattle. To the north, The Grim is scarred by the cracks of former rivers and canals, divided between and vied over by the Petrolhdz and the EquestriPunks, who only come together for a good rave or to trade at the realm’s only building still standing, the Manchester Free Trade Hall. Further north, The Fern Jungle is a labyrinth of towering ferns and forests, where ‘Quantum Fuckery’ has merged nature and humanity as one, the Stag Folk silent and swift, and protective of their Hidden King. In between is The Woe, the workhouse of the Ununited Kingdom, run by middle management for the Literal Corporate Vampires. To the east, somewhere in the poisoned sea comes a signal from a Pirate Radio station, broadcasting news and music, and worse, Emergency Broadcasts that herald the end of the UuK. Few hear them for the Literal Corporate Vampires outlaws the possession of radios. Even as the end draws near, there is hope. Hope that runs like a river. Not of water, but MUSIC! Music that Punks will play to bring hope to the Ununited Kingdom and kick fascist, vampiric arse along the way.

Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is published published by Critical Kit Ltd, best known for Be Like A Crow – A Solo RPG and Aces Over the Adriatic: A Solo RPG. A Punk in Punk is Dead is defined by six attributes—Nngh (strength for pushing and punching), Deft, Stage Presence (intimidation and charisma), Tough, Yeet (throwing stuff), and Streetwise. These range in value between ‘-3’ and ‘+3’. He has a weapon, such as a steak tenderise, an eight-ball in a sock, or a chainsaw. He will also have a Role, a Class that is his role in the band. These consist of Vocals, Guitar, Drums, and Keys, plus there are three bonus Hip Hop roles, which are Em Cee, Dee Jay, and Breaker. (If there is an eighties version of Punk is Dead, there definitely needs to a ‘Bez’ Role.) Each provides some ability modifiers, how money he has, and a way in ‘Quantum Fuckery’ has affected him. For example, Vocals might have the ‘War Song’ that unleashes a scream twice a day that grants a bonus to the other Band Members’ next actions or ‘Crowd Surfer’, which with running start or leap enables the Band Member to attack everyone in the ‘crowd’, whilst for the Keys there is Sight Reading’ to read the intentions of someone else and ‘Discordant Demo’ that creates an off-key melody which causes temporary brain fuzz and increases the Difficulty Rating of all tests for several minutes.

Name: Nuclear Trashcan NedRole: DrumsNngh +2 Deft 0 Stage Presence 0 Tough +3 Yeet 0 Streetwise -1Hit Points: 11‘Quantum Fuckery’: 808 (inflict double damage on anyone attacking a fellow bandmember)
Weapon: The Truncheon Thing (d6)Threads: Kevlar Jacket, Kneepads, DMs, leather glovesEquipment: Fuck all£23, bottle of water, two days’ worth of food Clash symbol
To have his Punk or Band Member undertake an action, a player rolls a twenty-sided die and adds the appropriate ability score to roll equal to or higher than a Difficulty Rating. The Difficulty Rating ranges from ‘Piece of piss’ and six to ‘No fucking chance’ and eighteen, with ‘You’ve got this’ or twelve being the average Difficulty Rating. A Band Member has a number of Creativity Points that his player can spend to modify rolls, whilst the Band Creativity Points are useable all by everyone as long as they all agree.
Combat uses the same mechanic. Initiative is random, the band members or the enemies going first. Tests are made against Nngh for melee attacks and Yeet for ranged attacks. An attack can be dodged with the Deft test. The rules allow for ‘fuck-ups’ if a roll of one is made. If a Band Member’s Hit Points are reduced to zero, he is broken and may result in him being knocked unconscious, losing or breaking a limb, losing an eye, heavy bleeding, and death. If reduced to negative Hit Points, he is definitely dead.
The songwriting aspect of Punk is Dead is treated with a similar brevity, even though it is part of the title. There are no mechanics to support the process, but rather the players are expected to rely upon their creativity, take a vote on proposed lyrics, and if accepted are rewarded with Creativity Points. There is a quick and dirty guide, which is very in-keeping with the Punk ethos. The other way of earning Creativity Points is performing great gigs. There are tables for a gig’s outcome and for life on tour, preferably in a Ford Transit Van.
For the Band Manager as the Game Master is known there is a plethora of enemies, fascist and otherwise. They start with the Literal Corporate Vampire with sharpest of suits and include the First Wave of undead raised by the Undead Queen in The Whimsey after the apocalypse, Flame Hounds, the Gurt Wyrm, Stag Folk, Splitter made from seaweed, rope, and micro-plastics, Root Blights, Woebots, The Undead Queen of Avalon, and more.
Lastly there is a scenario, ‘London Falling’. The band gets to play at The ePoxy Club in Covent Garden Ruins as a support act. It is a fun little stealth and strike mission which kicks off when the main act gets kidnapped by the local Literal Corporate Vampire. It can be played through in a single session or so, including Band Member creation.
Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is missing advice for the Band Manager in terms of setting up and running a game. Given that, this is not a roleplaying game that really should be picked by the prospective Game Master as her first roleplaying game unless she is definitely a fan of Punk. It is better suited to a more experienced Game Master who will have no issue with the rules or how to play or run Punk is Dead. In the main, the Band Manager and her players will be drawing upon all manner of media depicting band life and going on tour, not just that of Punk, and for the majority of players, they will have some idea of what that is like from having consumed some of that media. Similarly, there is no advice on creating a scenario or campaign, otherwise known as going on tour, and again, the Band Member will likely want to draw inspiration for those media sources and then inject some of the horror of Punk is Dead.
Physically, Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is presented in the rough Punk style that you would expect and as seen on punk rock album covers, flyers for punk concerts ,and punk fanzines, with lots of paste-ups, torn out content, and collages. It fits the genre of the roleplaying game and it work well with the more horrifying style of Mörk Borg.
Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is an entertainingly different treatment of the post-apocalyptic in roleplaying, likely to be a bruising, sweary headbutt of a game. Its presentation of the post-apocalypse of the Ununited Kingdom leans towards breadth rather than depth, and perhaps it could be explored further a full Punk is Dead tour across the Ununited Kingdom?

Character Creation Challenge: Day 10, Esmé Valethorn and The Magus

The Other Side -

//www.pexels.com/photo/woman-in-black-and-white-scarf-on-beach-6806632/Photo by RDNE Stock project Esmé Valethorn is a character I rolled up back in the summer of 2024. So no deep history with her here. I wanted a character that would have a special interest in portals and how the line up along ley lines. She began life as a Blue Rose Adept, moving on to ShadowDark, a little bit in Baldur's Gate 3, and finally Wasted Lands.

Now she is finally where I want her, in AD&D 1st edition. 

Esmé is a magus, which is something of a cross between a magic-user and a witch, but think of them as professors of magic. That really fits how I see Esmé to be honest. She loves to give people her opinions. Trouble is she is right far more times than not. I have described her as outwardly very serious, inwardly very ridiculous. She is very "buttoned down" and dare I say conservative, but inside she loves the absurd. For example she pretends other wise, but Doireann and Amaranth are two of her closest friends; but she would be appalled if anyone knew this.

She is a Magus, but what exactly is that? Short answer a magus is a magic-user that also studies the mysteries of the occult in addition to the arcane. Certainly there is overlap in these topics, which is why the magus is a sub-class of the magic-user. 

This is my attempt to fulfill the promise of the Holmes Basic witch class.

THE MAGUS

The magus is a subclass of the magic-user, distinguished by their study of occult correspondences, ceremonial magic, and metaphysical law. Where the magic-user (wizard) channels arcane force through long years of spellcraft, the magus seeks to understand the hidden structure of magic and reality itself.

Magicians of this kind are often associated with academies, arcane colleges, or invisible orders of esoteric learning. Some belong to ancient schools or urban universities, while others work independently but draw on shared traditions. Regardless of origin, the magus is more urbane than hedge wizards or wild witches, more structured than mere spell-slingers, and more systematic than druids or illusionists.

While not as versatile as the magic-user in destructive sorcery nor as instinctively gifted as the witch, the magus excels in prepared rituals, symbol-work, magical theory, and the reading of strange phenomena. They are highly sought after as scholars, ward-makers, spirit-binders, and astrologers.

Magus spells include both arcane and occult types, but never the most potent wizardly magic. The magus may cast up to 8th-level spells, but never 9th.

Requirements: 

Intelligence 13+, Wisdom 11+

Prime Requisite:

Intelligence

Hit Dice:

d4

Armor Allowed:

None

Weapons Allowed:

Dagger, staff, dart

Spell Use:

Arcane and Occult (limited list, up to 8th level)

Special Abilities:

    Occult Literacy: At 1st level, the magus knows Read Magic automatically and may attempt to decipher occult writings or witch-scrolls (50% base chance, +5% per level) and clerical scrolls (5% base chance, +5% per level). Failures may not retry until gaining a level.

    Esoteric Focus: The magus must use a ritual focus (wand, crystal, blade, or orb). While wielded, it grants +1 on saving throws vs. spells and illusions to the magus.

    Ritual Participation: At the 2nd level, the magus may substitute as a Ritual Participant as either a witch, warlock, or wizard. They can not lead a ritual or be its primary spellcaster.

    Ritual Theory: Beginning at 5th level, the magus may cast one known spell per day as a ritual (casting time: 1 turn), without expending a memorized spell. They must have their grimoire present. Unlike casting a spell from a spell book, this does not destroy the spell in question. They cannot do this with a spell unknown to them.

    Ley Line Sense: At 7th level, the magus may detect ley lines, magical loci, and planar disturbances with 90% accuracy after one turn of study. This allows the magus to sense active portals or rifts, locate nodes for enhanced rituals (conferring an additional -1 to saving throws), and interpret magical residue or psychic impressions. 

    True Name Hypothesis: At 11th level, the magus gains +2 to saves against any named extraplanar being, and those creatures suffer −2 on saves to resist dismissal or banishment.

Magi may create magical items and engage in magical research as magic-users. They may use any magic item permitted to magic-users and witches, except those limited to a specific class (staff of the archmage, broom of the witch queen).

Magi are considered part of the educated elite in many societies, often forming cabals within universities, temples, or ancient halls of occult knowledge. Even the self-taught magus is familiar with the structure and culture of these institutions, and is rarely mistaken for a common sorcerer.

Upon attaining 9th level, a magus may seek or be invited into the service of a noble, monarch, religious figure, or powerful lord. In this role, the magus serves as an advisor, astrologer, ritualist, and arcane consultant, often holding a place of prestige within the court or temple hierarchy.

Duties typically include:

  • Casting horoscopes and natal charts to guide decisions of state, marriage, or succession.
  • Performing divinations and rituals to protect the realm or improve the fortune of their patron.
  • Advising on magical threats, relics, and omens.
  • Overseeing or suppressing occult phenomena, magical uprisings, or rogue spellcasters.
  • Occasionally, educating heirs or clergy in magical or philosophical matters.

While some magi serve faithfully and benevolently (as did John Dee for Queen Elizabeth), others may grow manipulative, arrogant, or dangerously entangled in prophecy, such as Rasputin with the Romanovs. A magus need not be evil to wield significant influence, though political entanglements carry great reward and greater risk.

A magus in such a role may receive room, board, access to libraries, laboratories, and a modest stipend, or even noble titles and land at the GM’s discretion. Such positions may attract rivals, enemies, or factions fearful of arcane influence.

A 9th-level magus may also found a philosophical lodge, occult college, or private sanctum where students and adepts gather to study ritual magic and Hermetic principles. These may serve as centers of learning, intrigue, or esoteric power. These worthies often take on the title of Grand Magus.

Unlike other wizards, Magi pursue magic as a sacred science. They seek harmony between the celestial and terrestrial, invoking the axiom "As Above, So Below." Their art is not mere spell-casting but the weaving of correspondences: colors, metals, stars, and numbers. Though their rituals are longer and more demanding, they wield powers that align with cosmic order. In ancient courts, kings turned to Magi to chart the stars, bind spirits, and inscribe seals of protection.

Esmé ValethornEsmé Valethorn10th level Human Magus, Lawful Neutral

Secondary Skill: Scribe

S: 11
I: 18
W: 12
D: 12
C: 14
Ch: 15

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 8 (no armor, ring of protection +2)
HP: 25
THAC0: 19

Weapon
Dagger 1d4/1d3

Spells
Cantrips: Fire Finger, Hide, Knot, Clean
First level: Read Magic*, Burning Hands, Shocking Grasp, Unseen Servant, Light
Second level: Knock, Wizard Lock, Deep Pockets, Locate Object
Third level: Blink, Dispel Magic, Protection from Evil 10' Radius
Fourth level: Dimension Door, Minor Globe of Invulnerability
Fifth level: Teleport, Avoidance

Theme Song: Seven Wonders

I like Esmé. She is a fun character to play. She acts all serious, but really isn't or doesn't want to be.

I am using my new cantrips rules, but cantrips from the Unearthed Arcana. A magus, as a subclass of the magic-user does not get any bonus spells though like the witch or cleric. Still, she does have quite a few already.

Character Creation Challenge


Secrets & Solitude

Reviews from R'lyeh -

Dawnworld is an unregarded, almost forgotten world lying on the border of the Third Imperium in District 268 of the Spinward Marches. Over the centuries, its Eden-like nature has made it an attractive world for potential colonisation, but all of the numerous attempts to settle it have failed because of the sterility of any male born on the planet. However, the world is not uninhabited. It is home to some fifty or so monks at the Monastery of the New Sun, devout members of a monastic all male sect that is part of the Church of the Stellar Divinity. Its adherents believe that all stars are gods, conscious beings of transcendental power, whilst the monks also believe that the Dawnworld system once had only the single, but the ancient Saint Phranz was so beloved by the sun Sagree who longed for a companion that the Saint achieved apotheosis in this system and became the New Sun. There is a legend too that Saint Phranz entrusted the monastery with a great treasure, but since the monks live humble lives of worship, work, and austerity, there can be no truth to the legend. However, such a legend is cause enough to attract the attention of the worst that Charted Space has to offer. The modest and unassuming monks of Monastery of the New Sun are about to suffer the most wretched day of their lives as space pirates descend on Dawnworld and demand that the monks hand over the treasure—and they are not going to take no for an answer!
This is the set-up for In the Name of the Dawn, a scenario for Mongoose Publishing’s Traveller and published by March Harrier Publishing via Mongoose Publishing. It is from the same author who wrote The Zhodani Candidate and Eve of Rebellion, and though very much less political than either of those, it brings his experience of freeforms and LARP—Live Action Roleplaying—to the Third Imperium with its combination of Player Characters with strong motivations. It is designed to be played in a single session with four players and includes four pre-generated Player Characters. It thus suitable to be run as a convention scenario or as one-shot. They include a monk with a bloody past, a monk who is being blackmailed, an Aslan monk with a tragic past and a fascination for Shakespeare, and a monk who thinks that Dawnworld has an interesting past. This barely scratches the full details of each of the Player Characters’ secrets, all of which will be revealed in the course of the scenario, some of which may prove useful in the course of the scenario, and many of which will leave the Player Characters with dilemma—more or otherwise—at the end of the scenario. All four Player Characters have detailed character sheets, including an extra page of Shakespeare quotes for the Aslan!

In the Name of the Dawn is divided into three acts. In the first act, the scenario opens with the Player Characters going about their daily lives when they realise that a ship is in orbit and a shuttle is about to land. That this is not the regular supply shuttle come several months early is confirmed when its doors open and out rush a seeming horde of Vargr all shouting and shoot guns in the air. The monks, including the Player Characters, are rounded up and questioned about the treasure that is held at the monastery. In the second act, the Player Characters have an opportunity to escape and begin to search for clues as to what is really going on at the monastery because it becomes clear that the abbot was hiding something. In the last act, the Player Characters will make an amazing discovery and need to work exactly what they want to do with it and who they tell, if anyone. This discovery is the big secret behind In the Name of the Dawn, and given the stellar theming of the scenario, the dedicated Traveller fan probably has a good chance of guessing what it might be.
Bar its opening scenes, In the Name of the Dawn does not have set scenes and is entirely character driven. The scenario is entirely driven by the decisions of the players and their monks, the pirates mostly acting in surprised reaction to their actions. What is interesting about the scenario is that the players and their characters are faced with a moral dilemma from start to finish, followed by a very big one. The main moral quandary they face concerns how much violence they use in either escaping from or dealing with the pirates. Their choices will be limited since the Monastery of the New Sun is a house of peace, but as the scenario progresses, the monks will lay their hands on some weapons. However, too much violence and certainly killing, will likely lead to a crisis of faith. As will the last moral quandary and the revelation as to the big secret at the monastery
The Game Master is supported with solid advice, a full description and maps of the Monastery of the New Sun, and write-ups of the NPCs. There is also plenty of Library Data which provides even more background detail to the scenario.
Physically, In the Name of the Dawn is tidily, if plainly organised. If the scenario is missing anything, it is a map of the secret (though the Game Master could create something using Starship Geomorphs 2.0), and given the nature of that secret, a map of the Dawnworld might have been useful too.
Imagine being a monk in a ninth century monastery on the coast of Ireland and discovering that the only means of defending yourself and the monastery beyond faith is actually a battery of nuclear missiles? That revelation lies at the heart of the In the Name of the Dawn. This is a terrific scenario that presents the players and their characters with challenge and a dilemma, forces them to rely on ingenuity rather than gear, and reveals to them secrets upon secrets, including one that the Traveller fan will relish.

Friday Fantasy: Inferno Road

Reviews from R'lyeh -

Hell rocks with rage and the race never ends! An enormous Doom Buggy roars across the foul and sulphurous landscape, its great steel-plated wheels smashing the smaller vehicle that swarm around, crushing flat boulders, crags, and fissures, cracking the bone dry surface from which first black blood spurts and then seeps. Atop is Satan, the Lord of Darkness, the Greater Deceiver, and the Master of the Nine Levels of Hell. But Master no longer, for he is chained and can only scream out his pain and frustration at his betrayal. Screams that cause the demons and devils that the work the great vehicle to cackle and the drivers of the convoy that chases in its wake—Killcycles, Motor Devils, Succubi on Unicycles, and more, to urge themselves to driver faster, faster, faster. As Satan shakes his chains and the whole of Hell shakes, the Dark Lords, his Princes see this as an opportunity. A chance to prove their loyalty? A chance to supplant their former master? No matter what their aim and their ambition, they have a ready supply of proxies—soulless grubs endlessly churning and writhing in the burning pits of Hell. Only each grub knows or cares how long it has been there, but what they all share is a constant, agonising desire for a Soul! Any Soul! Even if it was not a Soul that was theirs. Each of the Princes of Hell reaches down and scoops up grubs and after imbuing them with past lives, throws them into the convoy chasing after the Doom Buggy!

This is the setting for Inferno Road, a race and a chase scenario Goodman Games’ Dungeon Crawl Classics Role Playing Game. It comes from the same team behind The Hobonomicon and again, is a showcase for the art of Doug Kovacs. This has ramifications for how easy Inferno Road is to use, since there is more art than text and that leaves the scenario with much less direction—other than onwards across the plains of Hell—in terms of running it. It should be no surprise that the players take the roles of the Grubs scooped up by their Princes of Hell and thrown into the chase. Each Grub has the traditional six stats of Dungeon Crawl Classics, some Hit Points, and two past lives. The latter are nearest thing that Inferno Road has to skills and the Judge might grant bonuses if a player can bring an aspect of them into play. However, once per game, a Grub can manifest an item pertaining to a past life. A Grub’s Prince of Hell is its Patron.

One thing to note is that some of the Past Lives are dark, even horrifying, in nature and veer towards the tasteless, if not cross that line for some players. Of course, Inferno Road is set in Hell and the Past Lives reflect that, each one of them having committed sins and other actions that resulted in their Soul being cast into Hell. Some require some invention upon the part of the players, but others are suggestive, and some are actually overt as what those sins might have been. For example, ‘Manson Family Member’, ‘Sex Criminal’, and ‘Nazi Stormtrooper’. With these, Inferno Road does cross the line because of what they ask the player to think about and then bring elements of that into play, the Judge might also want to decide which of the Past Lives that she wants to include right from the start. Ultimately, it up to the players at the table how far such sins and what the Past Lives did is expressed at the table and brought into play. What it makes clear though, is that as silly as its set-up is, Inferno Road is an adult scenario, one that in this instance deserves the advice it gives of ‘Trigger Warning: Everything’.
Just Another Grub
Strength 12 Agility 16 (+2) Stamina 7 (-1)
Personality 11 Intelligence 11 Luck 10
Hit Points: 6
Past Lives: Canadian Immigrant, Dog

From this simple set of stats, it suggests that Inferno Road is a ‘Character Funnel’. This is a singular feature to the Dungeon Crawl Classics Role Playing Game, which takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities, spells, combat acumen, and Hit Points that a Class would grant them, a Player Character in a ‘Character Funnel’, must instead upon his luck and his wits, all whilst aspiring to a proper Class. In Inferno Road, the Grubs seek not treasure, but Souls—and everything has a Soul. Kill another creature and a Grub can harvest its Soul and if aboard or close to the Doom Buggy, it knows where the nearest and biggest pile of Souls is. When a Grub harvests a Soul, it can either eat the Soul or add it to its Luck. Eating a Soul is really how a Grub gets better. Consume a Soul and a Grub will transform into an Arachnodaemon, Brute, Harpy, Killcycle, Motor Devil, Pit Imp, Spiny Devil, Succubus (Type I), Succubus (Type II), Twins, and so on. He can also regress back into a Grub. All of this is randomly determined.

Bar the set-up, almost everything in Inferno Road is randomly determined and thus supported by several sets of tables and the means to generate various aspects of the game. This includes the means to generate Hell Princes, Upgrades to the Player Characters, vehicles in the convoy chasing the Doom Buggy, and random crew and miniboss features. Separate sheets provide charts of random stuff and things to find on the way, and infernal weapons. The Spinner is used to indicate what new form that a Grub, or the Grub in its current form, transforms into, but there is a simple table included if the Judge simply wants to roll on that. It is also possible for a Grub to roll its current form and get Upgrades instead.

What Inferno Road does not provide is any guidance on running it. It does not explain how to set it up or what to do from turn to turn. The Judge has to infer a lot from reading Inferno Road and then set it up from that. It is not necessarily difficult, but it is made all the more challenging because of the lack of advice. And further, it means that Inferno Road is definitely not for the inexperienced Judge.

Physically, Inferno Road is a great looking book. Doug Kovacs’ artwork is as good as you expect it to be and it is clear that he is having fun drawing for a project of his own rather than a commission. Inferno Road does need an edit in places though.

Ultimately, Inferno Road is more of a set-up and then work it out how you want to run kind of thing. It is not so much a ‘Character Funnel’ with Zero Level Grubs as a ‘Character Grinder’ since there is no conclusion to Inferno Road, no end to its ‘Hieronymus Bosch meets Mad Max 2’ grind of road rage and high demonic action. What its set-up is designed for is a convention event with multiple players passing by, dropping in to play, and dropping out again as the Judge keeps the churn of Grubs and the Doom Buggy rollin’ rollin’ rollin’… Inferno Road looks good and sounds great, but like any demon pact, the Judge really has to have a very good idea of what she is getting into and what she wants out of it.

Character Creation Challenge: Day 9 Aisling (Dreamer), Nida and The Shade

The Other Side -

 I have been going through stacks of notes, character sheets, and just "stuff" from the days when I was playing AD&D all the time. Some things I find are fun, others are the typical gamer junk you expect from a 16-17-year-old. But sometimes I find something from a time long ago that makes me laugh out loud and wonder how on Earth I ever forgot it. The time was June (or so) 1989. The character was, is, Dreamer.

Dreamer, Belladonna, Aisling

Dreamer was, is, an AD&D 2nd Edition character that I never played or really finished. That's not what makes her special. What makes her special is how much she reads like a rough draft of my Warlock character, Taryn. 

Dreamer, named after the movie "A Nightmare on Elm Street 3: The Dream Warriors," was going to be a character who moved through dreams. She was Larina's daughter, but not from her husband, but my assassin character, Nigel. According to my notes, she was going to take some spells from the Dreamer class from Dragon #134. My thoughts were that she could invade people's dreams to kill them. But it never really worked out.

Taryn came much later. She is what I call my iconic warlock. She is Larina's daughter as well, but from a Shadow Elf Cavalier/Knight Scáthaithe, The Umbral Lord and Knight of Swords. She is a warlock, not a dreamer, but in both cases, Dreamer and Taryn are very specifically "Not Witches." They share some overlap, but only enough to make the differences more pronounced. Both live in a liminal world. Dreams for Dreamer (naturally) and shadows for Taryn. I take Taryn's liminality even further by making her a half-elf. Taryn is also named for Jennifer Rubin's character Taryn from Nightmare 3. Dark hair and a fondness for knives, yes, 10-inch mohawk, not so much.

Dreamer never got very far. I mean, she doesn't even really have a proper name, just a description and a couple of sentences of backstory (edit: A family tree suggests "Tarani," which is interesting, in one place, and "Belladonna" in another), BUT she does have something else. Notes. I know she was going to have some thief skills, not the whole set, but some. She was going to have some witch magic. I never got the dreamer class to work well for me, but I was going to use some of the spells.  I am taking all of this, along with some unused ideas for Taryn, and putting them into a blender.

For a class, well, the dreamer won't work, and this character is also not a warlock. She is not a witch, not completely anyway. I'd like to keep some aspects of the witch, but apply it to the thief class. Much like my Gallowglass is to Fighters. 

Aisling and Nida

The Shade

Operating in the liminal places between light and dark, between law and illegality, and between the seen and occult worlds lies the Shade.  Subclasses of the thief they use the same to-hit and saving throw tables. They possess a sub-set of the thief's skills and a few unique to their profession.

Shades are those individuals who dwell at the margins of witchcraft, moving unseen between the powers of the Craft and the unknowing world beyond. Neither initiated into the mysteries of witches nor wholly ignorant of them, a Shade survives by caution, agility, and an instinctive understanding of forbidden boundaries. It is said that Shades are drawn to witchcraft as are witches, but never actually hear the Call of the Goddess (God).

Many Shades serve covens or lodges as messengers, watchers, scouts, or attendants, trusted to act where a witch’s presence would draw too much notice. Others arrive at this role by accident, having lived near old places, survived a failed rite, or been spared by powers that marked them but did not claim them.

Shades possess an uncommon familiarity with occult dangers. They learn where circles are drawn, which paths are watched by spirits, and when to flee rather than fight. Their talents lie in stealth, balance, swift movement, and the reading of subtle signs, and they often excel at tasks requiring silence, precision, and nerve. Witches value Shades not for their power, but for their discretion and survivability. Warlocks seek them out for services that a normal thief would shun. Even Magic-users, Druids and Clerics value a professional with an eye for magical artifacts and items.

Shades operate like thieves but lack some of their key skills.

Shades have the following thief skills: Climb Walls, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks.

Additionally they have the follow skills unique to their class: Catwalking, Detect Magic, Sleight of Hand.

Shades do not have a sneak attack as do thieves and assassins. They can learn the Thieves Cant, but they must learn it as per any other language (not a free option). Shades of an evil sort can use poison. 

At 6th level a Shade also has limited spellcasting ability. They make cast witch spells from their own list of spells. 

(obviously a lot more to detail here. But that is my one cup of coffee so far effort.)

To test this out lets bring back Dreamer aka Belladonna aka Tarani, but as someone new. For a name? Well, when in doubt use Irish Gaelic! I also think to properly compare this new class I should use a thief with some magic, thankfully I have one on hand.

Aisling RinceoirAisling Rinceoir
9th level Human Shade, Chaotic Good

Secondary Skill: Performer (Dancer)

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

Paralysis/Poison: 11
Petrify/Polymorph: 10
Rod, Staff, or Wand: 10
Breath Weapon: 14
Spells: 11

AC: 1 (Bracers AC 1)
HP: 36
THAC0: 16

Weapon
Dagger +1 1d4/1d3
Baton +1 1d4

Shade Skills
Cat Walk: 85%
Climb Walls: 94%
Detect Magic: 85%
Find/Remove Traps: 50%
Hide in Shadows: 53%
Move Silently: 60%
Open Locks: 62%
Sleight of Hand: 65%

Spells
First level: Detect Invisibility, Glamour
Second level: Invisibility

Theme Song: Sweet Child O' Mine (First to Eleven cover)

Aisling (Irish for Dream or Dreamer) is no longer Larina's long lost daughter. She is a girl she rescued from in my playtest run of "A Barbarian in Hell" and adopted her as a "little sister." This way she is part of the West Haven Coven without being a full member. Plus I never gave Larina a sister before and I am kinda wishing I had done that.

Now to compare and contrast. I believe you all know Nida.

NidaNida
Human 4th level Thief / 9th level Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 11
I: 16
W: 13
D: 17
C: 16
Ch: 18

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

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

Weapon
Dagger 1d4/1d3

Familiar: Owl

Spells
First level: Bad Luck, Spell Dart, Minor Fighting Prowess, Blindness, Consecration Ritual (Ritual Spell)
Second level: Alter Self, Evil Eye, Hold Person, Rite of Remote Seeing, Weaken Poison
Third level: Bestow Curse, Dispel Magic, Toad Mind
Fourth level: Mirror Talk, Cloak of Intangible Shadows, Phantom Lacerations
Fifth level: Teleport

Theme Song: Spellbound

So Aisling is thief who has some witch powers and Nida is a witch with a thief's background.

Both characters have been fun in their respective games.

Character Creation Challenge


Friday Filler: The Parks and Recreation Party Game

Reviews from R'lyeh -

The deputy director of the Parks and Recreation Department in Pawnee, Indiana, Leslie Knope, is incredibly enthusiastic about her job, about the good works that government can do, about promoting the town (despite its sometimes less than perfect history), and life in general. Her boss, Ron Swanson, the Parks and Recreation Department director, as a staunch libertarian, believes otherwise and would in fact prefer to shrink the government, including his department. The rest of the department vary in their enthusiasm and attention for their roles in the office, but they have their own projects that they need to complete. Even Ron. This is the set-up for the Parks and Recreation Party Game, based upon the sitcom. It is all about the Waffles. If they Complete Projects, the Parks and Recreation Department employees will earn Waffle Rewards. Sometimes—and more than sometimes—they need the help of their fellow employees, who have to help, and if they take the credit, then all of the Waffles are theirs. The Parks and Recreation Party Game is designed to be played by three to six players and is published by Funko Games.

The Parks and Recreation Party Game is played over several rounds. Each round, a player attempts to complete part of project, with or without the help of another player. If with, the other player must help and cannot act in that round. When a project is completed, the players who helped and are recognised for doing so—that is, they have their tokens on the project—get Waffle Rewards. The Waffle Rewards have numbers on their reverse that are kept hidden until the end of the game. The game ends when ‘Li’l Sebastian’, Pawnee’s much loved celebrity miniature horse, eats the last of his waffles. At which point, the players turn over their Waffle Rewards, count their scores, and the player with highest is the winner.

The Parks and Recreation Party Game consists of six Character Cards, a Project Deck, a ‘To Do’ deck, a ‘Visitor’ deck, a supply of Waffles, and a cute ‘Li’l Sebastian’ figure. The six Character Cards each show a character from the television series—Leslie Knope, Ron Swanson, Donna Meagle, April Ludgate, Andy Dwyer, and Tom Haverford—and is marked with a symbol representing ‘Personnel’, ‘Music’, ‘Catering’, ‘Sponsorship’, ‘Public Support’, and ‘Cut Red Tape’. The ‘To Do’ cards are numbered, show one or two sets of two or three of the aforementioned symbols. They also have quote from the series. The Project Deck consists of large cards which show the type and number of symbols required to complete each part of the project, a bench where the characters can sit to indicate that they have helped complete the project, and symbols that indicate whether ‘Li’l Sebastian’ eats Waffles and moves the game closer to its end or if a new Visitor card has to be drawn. Every Project Deck is illustrated much like the paintings that depict famous scenes in Pawnee history and are hung on the walls of Pawnee City Hall. Visitor Cards are drawn at the start of the round and remain in play until a new Project indicates that a new one is drawn. They represent other characters from the television series visiting the Parks and Recreation Department and grant various effects. For example, the ‘Chris Traeger City Hall Visitor’ card lets every player take a Waffle Reward, except the player with the most Waffle rewards’ and the ‘Tammy Swanson 2 City Hall Visitor’ card forces everyone to play with their hand of ‘To Cards’ in front of them. There are also several tokens for each of the characters, Pawnee Tokens to indicate that part of project has been completed, and Waffle Reward tokens.

At the start of a round, each player, assigned a Character card, has a hand of five ‘To Do’ cards and there will be ‘Project cards’ in play on the table. On a round, each player selects one of the ‘To Do’ cards in their hands and places it face down on the table. These cards are revealed simultaneously and then in order, from the lowest number to the highest. What a player is trying to do is match the symbols and their number on his ‘To Do’ card with those on a ‘Project card’. If he can, the requirement is fulfilled and he gets to place a character marker on the ‘Project card’. If he cannot, he goes round the table and finds a player who has played a ‘To Do’ card with the symbols that he needs and gets that player to help him by using his ‘To Do’ card. If the requirement is fulfilled, both players place their character marker on the ‘Project card’. The player who is asked for this help has no choice in this and the act of helping serves as his action for the round. This is not as bad as it sounds because it gives both players the opportunity to gain Waffle Reward.

Lastly, if no other player can help complete a ‘Project card’, then the acting player can turn to ‘Jerry’ Gergich, the much put upon and gently mocked character in Parks and Recreation. In the Parks and Recreation Party Game, he serves as a wild card and can be used to stand in for any symbol that a player needs. However, he can only be used once in a round.

Waffle Rewards are earned once a ‘Project card’ is completed. The player whose character marker is to the left on the completed ‘Project card’ will gain a Waffle Reward which is more likely to have a better scoring value. What this means is that it is better to start a ‘Project card’, that is, ne ‘assigned’ it, rather than work on it latter as the scoring potential is higher. However, some ‘To Do’ cards are ‘Promotions’ and let a player move his character marker to the left, gaining the spot with the higher scoring potential, effectively taking credit for the project despite not being assigned to it. If at the end of a round, a player has been unable to act, most likely because the ‘Project card’ he was planning to work on has been fulfilled, he can discard as many cards from his hand at once and refresh them.

Play continues like this until ‘Li’l Sebastian’ has eaten all of his Waffles. This ends the game and the players turn over all of their Waffle Rewards and add their scores. The player with highest total is the winner.

Physically, the Parks and Recreation Party Game is well presented. The cards use photographs of the characters from the television series and the artwork on the ‘Project’ cards is decent. The rules are clearly written, although they leap straight into set-up without any explanation. The figure of ‘Li’l Sebastian’ is cute.

The Parks and Recreation Party Game does not feel like a party game. It is not particularly social in its play or interaction and there is nothing physical about it. Its character is more amiable than anything else, its forced help mechanic actually giving both players involved the chance to score. That does set up an opportunity for a player to gain a promotion and move his character to a better scoring position, but that is about as sharp as play gets. As much as that feels like the office politics of Parks and Recreation, the game is lacking. The problem is that none of the characters have any character. The personalities of the characters seen on screen are not reflected in the game play. That is, they have no special abilities that match their personality and they feel all the same. In fact, the ‘Visitor’ cards have more personality than the characters and that ultimately, is the undoing of the Parks and Recreation Party Game. Without any variation in the characters and without any special abilities to reflect their personalities from the television series, there is no reason to want to play the Parks and Recreation Party Game more than once because it does not enough variation between games.

The Parks and Recreation Party Game is a game for the Parks and Recreation fan rather than the experienced gamer. There is nothing wrong with that, since not everyone is an experienced gamer. Yet even the Parks and Recreation fan is going to bored of this game fairly quickly, and ultimately, the Parks and Recreation Party Game is a missed opportunity.

Character Creation Challenge: Day 8, Bess

The Other Side -

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

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

Xothia

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

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

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

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

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

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

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

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

Secondary Skill: Performer (Singing)

S: 12
I: 14
W: 13
D: 11 
C: 16
Ch: 17

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

AC: 8 (leather armor +1)
HP: 
THAC0: 

Weapon
Hammer 1d6

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

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

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

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

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

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

Character Creation Challenge


Character Creation Challenge: Day 7, Skylla

The Other Side -

Skylla Character Sheet and reference books

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

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

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

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

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

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

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

Option #1: Languages = Cantrips

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

Option #1.5: Henchmen = Cantrips

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

Option #2: Magical Attack Adj = Cantrips

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

Option #0 The Basic Witch Option

This is the one from my Basic Witch book. 

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

Maybe a progression like this:

.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-baqh{text-align:center;vertical-align:top} .tg .tg-amwm{font-weight:bold;text-align:center;vertical-align:top} .tg .tg-6qw1{background-color:#c0c0c0;text-align:center;vertical-align:top} Ability Score Num. of Cantrips 10-12 1 13-15 2 16-17 3 18-19 4 20 5

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

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

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


Skylla character sheetSkylla

7th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

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

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

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

Weapon
Dagger 1d4/1d3

Familiar: Raven "Raven"

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

Theme Song: Daughters of Darkness

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

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

Character Creation Challenge


Character Creation Challenge: Day 6 Amaranth & Moria

The Other Side -

 Moving on with my witches and witch types, I want to experiment with a couple more ideas. Namely tieflings. Now I know your average die-hard AD&D 1st ed fan doesn't care for tieflings despite the existence of alu-demons, cambions, and a host of other half-demon types. Tieflings can work well in AD&D, I just have to be clever on how I use them.

Now, since I don't have AD&D rules for tieflings, or even witches, really, written yet, I am going to borrow some ideas. For this set, I am using the Advanced options in my Basic era witch book, the Daughters of Darkness book, my Demon & Devil book, and my Warlock rules for Swords & Wizardry. I am also going to use some characters I have been using for a bit, Amaranth Lilis and Moria Zami.

Amaranth and Moria AD&D 1st Ed character sheets

Both are "tieflings," but I am experimenting with different kinds. Moria has a diabolical heritage, so she has the blood of devils in her veins. As she levels up, she takes on a more and more diabolical appearance. It began with yellow eyes and skin turning blue. Amaranth is a demonic tiefling. Her bloodline comes from succubi. For her, this manifests a little differently. She is not an alu-demon, but she does have wings.

Both characters are part of my current Forgotten Realms run, and both made appearances in my Baldur's Gate III runs. Technically, they are from different eras, so they would not interact, but for today, they are together.

Tieflings

For AD&D 1st ed, I am saying that Tieflings get +1 to Intelligence, +2 to Charisma as bonuses. For penatlties they get -1 to Wisdom and -1 to Constitution. Now, why a bonus for Charisma when they are clearly inhuman? This is Charisma as a force of personality. If I were using Comliness, then I'd have rules on that, but I don't use it. For psionics? Well, I am inclined to give them a -1 or -2% penalty to be honest. I see psionics as a human feature, and they are not human. I also allow tieflings to take one first level Magic-user spell for free. Typically, chill touch, darkness, magic missile, or burning hands. In the case of magic missile, it is always cast as if the tiefling were a 1st-level magic-user.

I am also toying with the idea that Tieflings get Diabolic or Demonic as a bonus language depending on their ancestry. 

Most of the other species distrust Tieflings, humans and half-orcs are neutral, and even other tieflings have a mild distrust. Tieflings only prefer other tieflings if they are from the same ancestry or bloodline. As for class restrictions, I am leaning towards tieflings not becoming paladins or rangers. but I have not made up my mind yet.

Amaranth is a witch, Moria is my playtest magus. I'll detail what that means later on.

Amaranth LilisAmaranth Lilis
6th level Tiefling (Demonic) Witch,

Secondary Skill: Performer (Dancer)

S: 9
I: 15
W: 15
D: 11
C: 12
Ch: 17

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

AC: 6 (Leather armor +2)
HP: 13
THAC0: 18

Weapon
Dagger 1d4/1d3
Staff 1d6

Familiar: Raven "Lucifer"

Spells 
First level: Darkness*, Bewitch I, Blindness, Glamour, Silver Tongue, Black Fire
Second level: Bewitch II, ESP, Invisibility, Hold Person
Third level: Abyssal Shield, Aura of Fire

Theme Song: Amaranth

Amaranth was a dancer in a pleasure house in Baldur's Gate on the Sword Coast. That is until she discovered her magic. Now she is a member of the West Haven Coven.

Moria character sheetMoria
6th level Tiefling (Diabolic) Magus, Lawful Evil

Secondary Skill: Initiate

S: 14
I: 17
W: 12
D: 15
C: 13
Ch: 20

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 9 (No armor, Dex -1)
HP: 19
THAC0: 19

Weapon
Dagger 1d4/1d3

Familiar: Hell puppy "Mesphitofleas"

Spells
First level: Darkness*, Burning Hands, Magic Missile, Sleep
Second level: ESP, Ray of Enfeeblement
Third level: Fire Ball, Hold Person

Theme Song: Year Zero

Moria's concept is a very easy one. What if any of those demon-spawn babies born in the 1970s ("Rosemary's Baby", "It's Alive", "The Demon Seed", "The Omen") lived to adulthood. Even as a child she was a baby seed, now she is only going to get worse and I can't wait to see how that goes.


Character Creation Challenge



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