The Emotional and Psychological Themes of the Laburinth of the Witch

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The Labyrinth of the Witch is an enthralling and engaging game that combines elements of puzzle-solving, exploration, and fantasy. Developed by Level-5, the game takes players on a captivating journey through a mystical labyrinth filled with secrets, challenges, and magical creatures. In this game, players assume the role of a young adventurer who has been mysteriously transported to a fantastical world known as Avalon. Within Avalon, lies the Labyrinth of the Witch, a massive maze-like structure that is said to hold incredible power and treasure. The protagonist embarks on a quest to unravel the mysteries of the labyrinth, uncover its hidden secrets, and perhaps find a way back home. The gameplay of the Labyrinth of the Witch revolves around solving intricate puzzles, navigating treacherous paths, and battling formidable enemies.

The wibter witch

The gameplay of the Labyrinth of the Witch revolves around solving intricate puzzles, navigating treacherous paths, and battling formidable enemies. Players must use their wits and strategic thinking to overcome obstacles and progress deeper into the labyrinth. Along the way, they will encounter a wide range of characters, each with their own unique abilities and backstory, adding depth and richness to the game's narrative.

Winter Witch in Reign of Winter

So, I've decided to play winter Witch seeing as the concept sounds "cool" on paper, but I'd like some help in building it.

The problem is I'm fighting an up hill battle since most things will either be resistant to me or flat out immune.

Case in point, first games handful of fights were:

Sit and do nothing cus the zombies in that encounter were immune to cold damage (and all my mind effecting abilities) so I tried to guidance. Oh wait we have a bard. So I tried to aid another. Oh riiight -3 to melee hit.

So I did functionally nothing there.

Next fight was against some dragon worm thing, find out real quick it's immune to slumber, fair. It's a dragon type I suppose. Then I think, great time to try and pull out my prehensile hair and try to use frostbite cus it probably will shake off anything else, and hey fatigue is something, even if it is just one round.

Sadly the animal companion in the party murderlated it by round 3 (cus growing my hair is a standard action) so I had no opportunity.

Couldn't heal my party member cus the bard had healing.

Then pixies! Heck, ice pixies but you know, something I could sleep I was pretty sure! I go first and. Doesn't work.

Then the sorcerer goes and casts sleep spell and knocks two of em out. At this point in just feeling pointless. Sure, the third pixie got their revenge by color spraying him but.

Well I cast obscuring mist thinking to protect my teamates who are unconscious.

Turns out it just wastes 2 turns as I life the fog after that and we find the one pixie left just ran away with their buddies.

So ya, first time playing an adventure path, 1st level, felt pretty darn useless. And I know level 1 is gonna be rough for anyone. But I just felt so gosh darn useless and I can't help but feel it's gonna be that way

So question 1: is winter Witch even remotely viable for this module? Sure, uphill battle, but am I just playing a pointless character?

Question 2: if still somewhat viable, how would you build your winter Witch for the Reign of Winter campaign?

I should mention I'm not looking for spoilers but if you know what's gonna happen and can give vague advice like "you really gonna want this ability or spell, trust me" then that works.

You're probably better off with something else. My gf played a fire cleric and had a blast (ha). You could probably make winter witch work to a limited degree by focusing on support, but I wouldn't see you having much fun.

Winter Witch can be fantastic blaster (for a Witch) and a great controller.

The issues you will encounter are monster immune to mind affecting effects, and creatures resistant or immune to cold damage. Seems you've gotten the short end of a stick and ended up facing both.

Your hex choices are alright, but not at first level.

Slumber is save or suck, but you are at a point where the suck hurts you more than anything, so I would save it for a later level once you have the minimum required hexes (Evil Eye, Misfortune, Fortune, Cackle)

Prehensile Hair is. well I don't want to say terrible, but it's terrible. Get rid of it if you can.

I can't specifically speak about the reign of winter campaign, but it sounds like something a Winter Witch would fit right at home in (remember aside from doing plenty of cold damage, you also gain ever growing resistances to cold so it goes both ways). It definitely sounds like it will be an uphill battle at lower levels. How long is the module supposed to be?

As for the Winter Witch. I'd take Evil Eye as first hex. You will have people saying Misfortune is better, and it is, but the difference is that even if Evil Eye is resisted, it still takes effect for a full round and can be recast on the same target unlike many hexes. Then I would go for Fortune and Cackle for third Hex.

Between those three you can keep your enemies struggling, your allies knocking it out of the park with fortune as you merely stand behind them cackling ominously.

For your spells, Ear Piercing Scream is a good choice as it is sonic damage, something very few things have resistance to, plus it dazes so that's a nice bonus. Shadow Trap is a really good 1st level battlefield control spell, keeping those nasty high damage low will enemies away until you can deal with them safely. Any other spells are a bonus.

You will not be the primary damage dealer, not even the secondary one. Your role is to debilitate foes and boost allies, More in the former group than the latter one too so your bard can take care of helping allies while you make the enemies regret they ever decided to face your group.

I've been playing a Winter Witch in this campaign without too much problem. Yes, there are lots of things which are resistant to cold damage and/or mind-affecting effects. but seldom both and those aren't the only tools in your arsenal. Some of the things you mentioned were just lucky rolls or bad timing rather than any limitation of the class. First level pure casters are also just not very powerful. you have a handful of spells and then you're all but helpless. while the fighter can keep swinging that sword all day. You become much more versatile as level increases.

I've been putting Protective Luck on our tank and maintaining it with Cackle since early days. More recently I added Soothsayer to the mix and now the entire party (except me) automatically forces all attacks against them to roll twice and take the lower result. HUGE impact.

Slumber works on the vast majority of the creatures encountered, so you can sit and do that all day OR you can mix it up with spells. Setting aside the obvious cold spells, I like; Chill Touch (good for those undead), Ear Piercing Scream, Ill Omen, Ray of Enfeeblement, Ray of Exhaustion, Lightning Bolt. However, there are LOTS of non-cold or mental options on the Witch spell list. Just focus on spells that should each work on more than half of encounters and then mix them up so that they aren't all useless for the SAME half. The biggest issue with the class is really that you CAN'T use fire spells. so always having some vials of alchemist fire or the like isn't a bad idea.

I've got a Valet Arctic Hare familiar, so I've also had fun with him doing 'hop by touch effects' and using the Spirit Share spell to deliver healing and other potions from a little backpack he wears. That helps with action economy since he gets his own set of actions. Non Valet familiars might not be as good for this as they can't move both before and after delivering the touch effect and thus might wind up in the line of fire.

Also, I'd strongly recommend taking the Winter Witch prestige class starting at level 6. That eventually gives you the ability to bypass some cold resistance and abilities for controlling ice and snow that are very useful when everyplace you go is covered in ice and snow.

My character is specifically a jadwiga Winter Witch and thus there are also a lot of RP implications for some parts of the campaign. peasants are afraid of him, guards recognize him as someone potentially important or connected, etc. Similarly, it shouldn't be much of a surprise that you'll be running in to some witches in this campaign. intimidation or compulsion spells for the familiars of dead enemies means lots of spells. Also, the Blood Transcription spell is your friend.

Overall, I'd say the specific limitations of being a Winter Witch in this campaign are evenly balanced by the specific benefits.

Lady Asharah wrote:

Winter Witch can be fantastic blaster (for a Witch) and a great controller.

The issues you will encounter are monster immune to mind affecting effects, and creatures resistant or immune to cold damage. Seems you've gotten the short end of a stick and ended up facing both.

Your hex choices are alright, but not at first level.

Slumber is save or suck, but you are at a point where the suck hurts you more than anything, so I would save it for a later level once you have the minimum required hexes (Evil Eye, Misfortune, Fortune, Cackle)

Prehensile Hair is. well I don't want to say terrible, but it's terrible. Get rid of it if you can.

I can't specifically speak about the reign of winter campaign, but it sounds like something a Winter Witch would fit right at home in (remember aside from doing plenty of cold damage, you also gain ever growing resistances to cold so it goes both ways). It definitely sounds like it will be an uphill battle at lower levels. How long is the module supposed to be?

As for the Winter Witch. I'd take Evil Eye as first hex. You will have people saying Misfortune is better, and it is, but the difference is that even if Evil Eye is resisted, it still takes effect for a full round and can be recast on the same target unlike many hexes. Then I would go for Fortune and Cackle for third Hex.

Between those three you can keep your enemies struggling, your allies knocking it out of the park with fortune as you merely stand behind them cackling ominously.

For your spells, Ear Piercing Scream is a good choice as it is sonic damage, something very few things have resistance to, plus it dazes so that's a nice bonus. Shadow Trap is a really good 1st level battlefield control spell, keeping those nasty high damage low will enemies away until you can deal with them safely. Any other spells are a bonus.

You will not be the primary damage dealer, not even the secondary one. Your role is to debilitate foes and boost allies, More in the former group than the latter one too so your.

Thanks for these Suggestions! Ya, Prehensile Hair is just not worth it for what I'm doing. You really have to build around it and even then, having to pull it out as a standard action really hurts.

CBDunkerson wrote:

I've been playing a Winter Witch in this campaign without too much problem. Yes, there are lots of things which are resistant to cold damage and/or mind-affecting effects. but seldom both and those aren't the only tools in your arsenal. Some of the things you mentioned were just lucky rolls or bad timing rather than any limitation of the class. First level pure casters are also just not very powerful. you have a handful of spells and then you're all but helpless. while the fighter can keep swinging that sword all day. You become much more versatile as level increases.

I've been putting Protective Luck on our tank and maintaining it with Cackle since early days. More recently I added Soothsayer to the mix and now the entire party (except me) automatically forces all attacks against them to roll twice and take the lower result. HUGE impact.

Slumber works on the vast majority of the creatures encountered, so you can sit and do that all day OR you can mix it up with spells. Setting aside the obvious cold spells, I like; Chill Touch (good for those undead), Ear Piercing Scream, Ill Omen, Ray of Enfeeblement, Ray of Exhaustion, Lightning Bolt. However, there are LOTS of non-cold or mental options on the Witch spell list. Just focus on spells that should each work on more than half of encounters and then mix them up so that they aren't all useless for the SAME half. The biggest issue with the class is really that you CAN'T use fire spells. so always having some vials of alchemist fire or the like isn't a bad idea.

I've got a Valet Arctic Hare familiar, so I've also had fun with him doing 'hop by touch effects' and using the Spirit Share spell to deliver healing and other potions from a little backpack he wears. That helps with action economy since he gets his own set of actions. Non Valet familiars might not be as good for this as they can't move both before and after delivering the touch effect and thus might wind up in the line of fire.

Also, I'd strongly recommend taking the Winter Witch.

Huh, never knew of Protective hex! Or the synergy with Soothsayer hex.

I'm debating though. should I take fortune over protective first?
(I'm also debating nerfing my pool of hex options to take two feats, Favored Prestige Class and Prestigious Spell Caster, this gives me my lost spell progression level.

Some of those spells will be for later but Ray of Sickening seems to be pretty darn good. Ray of enfeeblement is a nice one too, but it's way too variable. On average right now it'll do 4 STR damage or -2 to attack, which sickened I believe does the same thing already. True, I can stack it, but at level 1 I ain't gonna be having the extra slots to keep spamming that spell.

Ill omen. I debating taking Magic Lineage so I might get the quickened version of it by level 7 or 8. Think that's a good idea or is there another trait (or spell for ML) that you would suggest?

Right now my traits are sitting at Wary (perception class skill and +1 to that and sense motive) and either reactionary or ML. I was also thinking ML-> snowball or some other ice spell to get free rime around level 3 (or just get a rod).

Valet? Oh! There are familiar arechetypes! Didn't even realize.

After doing some research through the options I'm not sure any of them are good options @^@ Valet, Decoy, Protector, and Sage seem like okay choices. But I'm not sure. If I choose any I'm leaning more towards Decay or sage.

Valet. I'm not sure how that works with Spirit Share Spell. it's weird cus it's a personal spell, not a touch target spell. so I don't think the rabbit can deliver it for you? But, it becomes a touch attack target (cus it's a standard to activate it, then a standard to touch someone to give them the potion) so. does that mean because it has a touch action even though it's not a touch attack spell you can give it to the familiar? And then does it take it from the familiar's pouch or yours cus you're the one who cast it, not the famliar? It's a weird interaction that's for sure.

That does seem like a neat idea, even if just to swing by and give a potion when needed. It still takes a standard action on my part, but it saves my move so I can cackle and allows the potion to be activated right away that turn cus the rabbit is using its standard to deliver it. If it works that way.

(oh, and I too have a Arctic Hare! Chose it cus rabbit before I realized it's +4 init buff)

Oh and ya, I heavily plan to take the Prestige for winter witch.

I wanna be a winter witch winter witch with winter patron in a winter game.

I've got a Valet Arctic Hare familiar, so I've also had fun with him doing 'hop by touch effects' and using the Spirit Share spell to deliver healing and other potions from a little backpack he wears. That helps with action economy since he gets his own set of actions. Non Valet familiars might not be as good for this as they can't move both before and after delivering the touch effect and thus might wind up in the line of fire.
Laburinth of the witch

One of the standout features of the Labyrinth of the Witch is its visually stunning art style. From the lush landscapes to the intricately designed dungeons, every element of the game is meticulously crafted to create a captivating and immersive experience. The vibrant colors, detailed textures, and whimsical animations bring the world of Avalon to life, making it a joy to explore and unravel its secrets. Additionally, the game features a rich and immersive soundtrack that enhances the overall atmosphere and mood of the gameplay. From soothing melodies to dramatic orchestral scores, the music perfectly complements the different stages of the game, further immersing players in the enchanting world of the Labyrinth of the Witch. In conclusion, the Labyrinth of the Witch is a captivating and visually stunning game that offers a unique blend of puzzle-solving, exploration, and fantasy. With its immersive gameplay, rich narrative, and breathtaking visuals, it is sure to captivate players and transport them into a world filled with adventure and magic. Whether you are a fan of puzzle games or simply enjoy captivating storytelling, the Labyrinth of the Witch is a must-play for gamers of all ages..

Reviews for "The Critically Acclaimed Success of the Laburinth of the Witch"

- Jenna - 2/5 stars - "Laburinth of the Witch was a disappointment for me. The plot was confusing and hard to follow, and the characters were underdeveloped. I found myself bored and disinterested throughout most of the book. The writing style was also lackluster and didn't capture my attention. Overall, I would not recommend this book to others."
- Mark - 1/5 stars - "I couldn't get through Laburinth of the Witch. The story lacked substance and the pacing was too slow for my taste. The characters were forgettable, and I found myself skimming through pages just to get to the end. It was a chore to read this book, and I regret wasting my time on it. I would not recommend it."
- Sarah - 2/5 stars - "Laburinth of the Witch didn't live up to my expectations. The world-building was weak, and I struggled to picture the setting in my mind. The plot felt predictable and didn't offer any surprises. The writing was also mediocre, with awkward dialogue and repetitive descriptions. Overall, I found this book to be forgettable and would not recommend it to others."
- Alex - 2/5 stars - "Laburinth of the Witch was a letdown. The story lacked originality and felt like a regurgitation of similar fantasy novels. The characters were one-dimensional and didn't grab my interest. The pacing was slow, and it took too long for the action to pick up. I was expecting an exciting adventure, but instead, I was left feeling bored and unimpressed."

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