This site is games | books | films

Margaret Aitken, “The Great Witch of Balwearie”

“The Great Witch of Balwearie: From Accuser to Accused, Unveiling the Truth Behind Her Deceptive Reign!”

Margaret Aitken, "The Great Witch of Balwearie"
  • Alias: The Great Witch of Balwearie
  • Gender: Female
  • Race: Human
  • Occupation: Accused Witch, Manipulator, Deceiver
  • Religion: Unknown (likely influenced by local superstitions and beliefs)
  • Allies: None known (due to her manipulative nature)
  • Enemies: Accusers, Authorities, Those who challenged her deception
  • Abode/Base of operations: Balwearie (Scottish town)
  • Nationality: Scottish
  • Languages: Scots Gaelic, English
  • Alignment: Neutral Evil
  • Affiliation(s): None specific
  • Significant others: Not specified (may have had a spouse or family members affected by the witch trials)

Margaret Aitken, the notorious Great Witch of Balwearie, is a complex and enigmatic figure. Born into a world of superstition and fear, she possesses an uncanny ability to manipulate the minds of those around her. With a compelling presence and a hunger for power, Margaret cunningly weaves her web of deception, drawing innocent lives into her dark schemes.

Driven by self-preservation, Margaret’s journey unfolds as a desperate bid to escape the clutches of witchcraft accusations. Faced with the threat of persecution and a cruel fate, she takes a treacherous path, confessing to crimes she did not commit. However, her survival instinct pushes her further. To protect herself, she unveils an intricate network of alleged witches, shifting the focus from her own guilt to the multitude of others she accuses.

Underneath her facade lies a complex blend of motivations. Margaret’s actions are fueled by a potent combination of fear, ambition, and a relentless desire for self-preservation. As she climbs the ranks of accused witches, her influence grows, both captivating and manipulating those who dare to challenge her.

But the truth is a precarious thing, and even the most skillful deceivers can stumble upon their own downfall. Margaret’s intricate web begins to unravel, exposing her as a fraud and instigator of mass hysteria. Betrayed by her own machinations, she finds herself facing the consequences of her actions.

In the end, Margaret Aitken’s story serves as a cautionary tale, a haunting reminder of the depths to which desperation can drive a person. Her thirst for survival and power propelled her down a treacherous path, leaving a legacy that forever tarnishes her name.

Margaret Aitken, "The Great Witch of Balwearie"

Medium humanoid (human), neutral evil

Armor Class: 13 (leather armor)

Hit Points: 82 (15d8 + 15)

Speed: 30 ft.

11 (+0)16 (+3)12 (+1)15 (+2)14 (+2)18 (+4)

Saving Throws: Wisdom +4, Charisma +7

Skills: Deception +7, Insight +4, Investigation +6, Persuasion +7, Religion +6

Senses: Passive Perception 12

Languages: Common, Infernal

Challenge: 6 (2,300 XP)


Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Hex Bolt (Recharge 5-6). Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 12 (2d10 + 1) necrotic damage.

Charm Person (1/Day). Margaret targets one humanoid she can see within 30 feet of her. The target must succeed on a DC 15 Wisdom saving throw or be charmed by Margaret for 1 hour.


Dark Ward. When Margaret is hit by an attack, she can use her reaction to impose disadvantage on the attack roll. She must finish a short or long rest before using this feature again.


  • Dagger
  • Leather armor
  • Witch’s Talisman (Magical Item: Grants advantage on saving throws against spells and resistance to necrotic damage)


Margaret is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following spells prepared:

  • Cantrips (at will): Chill Touch, Eldritch Blast, Mage Hand, Minor Illusion
  • 1st level (4 slots): Charm Person, Disguise Self, Hex
  • 2nd level (3 slots): Hold Person, Invisibility, Suggestion
  • 3rd level (3 slots): Counterspell, Fear, Hypnotic Pattern

Roleplaying Notes

Margaret Aitken, with her piercing gaze and charismatic presence, carries an air of mystery and danger. Dressed in her dark leather armor, she exudes an aura of cunning and intrigue. Her surroundings reflect the occult, with potions, spellbooks, and symbols adorning her lair. Margaret’s mood is often veiled, alternating between calculating and persuasive, as she uses her charm and manipulative tactics to achieve her goals. She is driven by a desire for power and self-preservation, willing to go to great lengths to protect herself and advance her dark agenda.

Plot Hooks

  • The Witch’s Bargain: Margaret Aitken, with a hint of desperation, approaches the players with a proposition. She promises to reveal the location of a powerful artifact or impart hidden knowledge, but in exchange, she needs their assistance in retrieving an ancient grimoire from a rival coven. Unbeknownst to the players, the grimoire holds a dark secret that could either solidify Margaret’s power or unleash chaos upon the realm.
  • The Cursed Heirloom: In a moment of vulnerability, Margaret confides in the players about an object tied to her dark past. The object has come into their possession, and Margaret desperately seeks its return. It holds a secret that could expose her true nature or grant her immense power if used against her. As they uncover the object’s history, the players become entangled in a web of intrigue, forcing them to decide whether to aid Margaret or exploit the secrets for their own gain.
  • The Mark of the Witch: Troubling rumors circulate throughout the realm, suggesting that Margaret has placed a curse on a prominent noble. The players are hired to investigate the claims and find a way to break the curse. As they delve deeper, they discover a twisted path of dark magic, secret alliances, and a revelation that challenges their preconceptions of good and evil. Unraveling the truth behind Margaret’s actions leads them to confront their own beliefs and question the nature of power.
  • The Hidden Covens: Margaret reveals her growing concern over a rival coven that threatens her influence and safety. She tasks the players with infiltrating the hidden coven, gathering valuable information, sabotaging their rituals, and eliminating key members. As they navigate the treacherous world of witchcraft, the players must decide if they are merely pawns in Margaret’s game or if they have the potential to become her true allies in the face of greater dangers.
  • The Witch Hunter’s Pursuit: A relentless and fanatical witch hunter is hot on Margaret’s trail, mistakenly believing that the players are her accomplices. The players find themselves entangled in a web of deception, as they must prove their innocence while unraveling the truth behind Margaret’s actions. They uncover a complex history of persecution, hidden agendas, and conflicting loyalties, forcing them to question their own judgments and allegiances.
  • The Tainted Well: A small village plagued by a mysterious illness seeks Margaret’s aid, recognizing her dark magical abilities. Reluctantly, she agrees to use her powers to heal the afflicted, but the players are wary of her true motives and the potential consequences of her actions. As they delve into the village’s dark history, they uncover a tangled web of ancient curses, forbidden rituals, and moral dilemmas that challenge their perceptions of right and wrong.
  • The Witch’s Book Club: Margaret extends a secretive invitation to the players, inviting them to a clandestine gathering of witches. She promises to share forbidden knowledge, ancient spells, and insights into the arcane arts. However, attending the gathering means delving into a world of dangerous magic, rivalries, and potential betrayal. The players must navigate the treacherous dynamics of the witch community, all while questioning Margaret’s true intentions and the cost of accessing such forbidden wisdom.
  • The Ritual of Ascendancy: Margaret becomes consumed with the desire for immortality, seeking to transcend her mortal limitations through a forbidden ritual. She enlists the players to aid her in gathering the necessary components and protecting her during the dangerous ceremony. However, as they delve deeper into the dark arts, they begin to question the consequences of Margaret’s ambition. They must decide whether to support her relentless pursuit of power, hinder her plans, or find a way to thwart her ambitions without succumbing to the allure of her dark powers.
  • The Ghosts of the Accused: Haunted by the tortured spirits of those falsely accused and executed during the witch trials, Margaret seeks the players’ help in uncovering the truth and finding redemption for the innocent souls. They embark on a journey through haunting memories, hidden records, and forgotten locations, facing the remnants of their own biases and societal prejudices along the way. Their quest becomes a moral reckoning as they confront the injustices of the past and strive to bring peace to the restless spirits while challenging the systems that perpetuated their suffering.
  • The Witches’ Council: Margaret Aitken calls upon the players to act as her trusted representatives in a gathering of powerful witches known as the Witches’ Council. Tasked with protecting her interests and advancing her agenda, the players must navigate the intricate politics and power struggles that define the council. They find themselves entangled in rivalries, forging alliances, and guarding against the scrutiny of other covens who may seek to undermine Margaret’s authority. Their decisions and actions have far-reaching consequences for both Margaret’s influence and their own destinies in the world of witchcraft.

Currently in the World

By King James - Daemonologie, Public Domain,, Margaret Aitken
By King James – Daemonologie, Public Domain,

Margaret Aitken is a middle-aged woman with a weathered appearance, her face etched with lines of hardship and deceit. Her graying hair hangs loosely around her shoulders, unkempt and wild. Her piercing eyes hold a mix of cunning and desperation, constantly scanning her surroundings. She wears tattered garments, a reflection of her status as an accused witch and outcast.

Currently, Margaret Aitken finds herself in a dimly lit room, secluded from prying eyes. The room is sparsely furnished, with a small table holding scattered parchment and a flickering candle casting eerie shadows on the walls. The air carries a sense of tension, as if every moment could bring impending danger. Margaret, ever cautious, meticulously studies a grimoire in her hands, seeking ways to manipulate and deceive those who stand against her.

Her mood is one of both defiance and fear, a delicate balance between survival and revenge. She knows the accusations against her are false, but she also recognizes the danger that surrounds her. Determined to escape the clutches of the witch trials and prove her innocence, Margaret Aitken is driven by a fierce desire for freedom and retribution against those who seek to condemn her.

Scroll to Top