Witching Hour
Things about witches adventuring parties should know:
- They probably live in a hovel outside of a hamlet, or if they are upscale, an out-of-the-way village. Unlike either Suspiria or American Horror Story, Coven, these AD&D witches stay rural.
- Be prepared for shape change, usually crow/vulture to crone to comely vixen who has bad teeth, if The Wicked (2013) is to be believed.
- Most will have familiars, but only real dangerous ones will have rolled a 15 and got one of the special choices like an imp or a quasit. Approach with extreme caution, here dwarves and halflings. No one, and I mean no one, wants to get imped. There is no living that down.
- After witchy woman gets turned to paste, be sure to search the above-mentioned hovel closely. Get the thief to take a second look at all the piles of clothing or bubbling cauldrons. A dedicated party usually can find potion of super healing or a ring of water breathing in all the junk.