The Other Side

Characters: Freyr, Mage Knight

One of the things I have been doing as part of my Back to Basics is creating characters using all the Basic-era clones I have.  In particular I have been looking for characters that optimize the system in question.  There things you can do in Labyrinth Lord for example that you can't do in OSE and things you can do in Blueholme that you can't do in either of the other games.

Now, keep in mind "can't" is a strong word.  I should rather say "rules as written".

To keep it interesting I am using characters from the fantasy playtests of West Haven that appear in NIGHT SHIFT in my "Ordinary World" setting.
West Haven also makes an appearance in my War of the Witch Queens campaign, so these characters have also been my playtests for that.

One character I needed was a half-elf knight or cavalier that also used magic.  His main job was to protect his half-sister, an elvish princess, who I am depicting as an elvish party girl. Yes, she was originally a "Valley Elf" back in the 80s.

But back to my half-elf.  None of the books I have really had what I wanted. Not exactly anyway.
That is until I got a copy of CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System
Setting this character in Caldwen makes perfect sense since he is part of a mage school in my concept.  It seemed then at a Mage Knight might be the best choice for him.

So let's try him out.
I am also trying out some new software for character design.
So the art here is from Overhead Software's ePic Character Generator. so far it is pretty fun.

To build this character I am using the following:


Freyr, Mage Knight of Caldwen



Male, half-elf Mage Knight 6th level, Chaotic Good.

Abilities
Strength  16 (+2)
Intelligence 16 (+2)
Wisdom 10 (0)
Dexterity 16 (+2)
Constitution 12 (0)
Charisma 12 (0)

AC 2 (Chain mail, shield and Dex -2)
HP 25
Base THAC0  15 (13 mod)

Saving Throws
Breath Attacks 13
Poison or Death 10
Petrify or Paralyze 12
Wands 11
Spells, Spell-like devices 14

Powers
+4 to saves vs. Paralyzing touch of Ghouls
Spellcasting
Sense Raw Mana
Demon Enmity
Laying On Hands

Spells
First Level: Light, Magic Missile, Shield
Second Level:  Knock, Detect Evil

Really straight forward and he compares well to the 5e version I also created.

Reviews: Conversion Guides to Caldwen

I am still spending a Virtual Vacation in Calidar's beautiful Caldwen.  But you know what every tourist needs?  A tour guide.  Thankfully our thoughtful travel agent Bruce Heard has supplied us with not one, but two new "tour guides" for anyone traveling to Caldwen.

CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.

Both books follow the same format. The only differences are the systems they are being converted too.  The books cover both CAL2 Calidar On Wings of Darkness and CA2 How to Train Your Wizard.  Knowledge of PG2 A Players' Guide to Caldwen and Game Mechanics for the World of Calidar is helpful.  (links are to reviews, not the products themselves.)

The books are 30 pages with full-color covers and color with black & white interior art. Prices at $3.95, but currently $2.95.  You do not need both, but I find it nice for my own system analyses.
Unlike the main Caldwen/Calidar books the art here is sparse, but that is by design since the focus of this book is the stats.  Here Heard make explicit the conversions he discussed in the main books using the Calidar game stats.  Depending on the system book you grab, you get easily familiar stat blocks and guides on how to use the books.  Now obviously the "vintage roleplaying" can be used with any 70s and 80s circa version of the World's Greatest Role-Playing Game. Or as I have called here, any Basic-Era edition.  It is labeled for "Labyrinth Lord" but any game similar enough to Labyrinth Lord can be used (ie. only a Law-Chaos alignment axis, race-as-class), or adapted.  The OSIRC-labeled version can also be used with any Advanced-era version of the game.

One of the main features of these books is the Mage Knight class. I am quite fond of this class so I wanted to try it out.  Now I have choices, a "Basic" or an "Advanced" version.  Now the class has been converted faithfully, so don't expect them to look exactly the same between the Basic and Advanced versions.  There is no description of the powers the Mage Knight has, you still need the Caldwen book for that, but this is expected.

After the Mage Knight, we get into the How to Train Your Wizard material. 

Throughout the book, page references to the sourcebooks are given. 
So the great thing about these books is if you play a particular system then you only need one conversion book.  True, it does mean you need two books, but for me the flexibility more than outweighs this minor issue.  I am a system guy, so I like being able to have multiple versions of the same material to blend between my games.  So yeah for 3 bucks it is totally worth it for me, hell it is worth it for 6 bucks to have both versions. 

There is an obvious logical extension here. CAL2C for Pathfinder and CAL2D for D&D5.

Up next, I try out a Mage Knight.

Monstrous Monday: The Jackalope

There are few creatures that say "Americana" than the Jackalope.  Created from the same tall tales that gave up Paul Bunyan, Captain Stormalong, Piasa Bird and the Hodag. Stories I enjoyed as a kid.

The Jackalope, of course, has had the "advantage" of taxidermy where several stuffed Jackalopes can be purchased across the US.  I have lost track of the number of truck stops, gas stations or diners I have stopped in from California to New York that had at least one stuffed Jackalope for sale.  Though I admit I have never had the desire to own one.

Though having a Jackalope in my games?  Yeah, that is doable.

Jackalope
These creatures seem to be a magical crossbreed of a large rabbit and either a deer or antelope.  The jackalope is a large creature, larger than a rabbit, about the size of a large dog.  Its head comes up to about 2-3 feet, with its antlers adding another 12-18 inches.  Some are smaller but rarely larger.
The jackalope is an intelligent creature, capable of speech and is even known to sing.  It is fond of singing in the evening just as the stars are coming out.
When relaxed the jackalope is a cordial creature and good company. It will even share stories of other magical animals it has met in its life.
When hunted, the jackalope is a fierce opponent.  He will run towards hunters to attack with its antlers. The jackalope is also very fast and can outrun most opponents.


Jackalope (Old-School Essentials)
A large jack-rabbit like creature with antlers and intelligent eyes.
Armor Class 2
Hit Dice 3 (13)
Attacks 1 antlers (1d6+2)
THAC0 17 (+2)
Movement Rate 120' (40')
Saves D12 W13 P14 B15 S16 (3)
Morale 10
Alignment Neutral
XP for Defeating 50
Number Appearing 1
Treasure Type none (Jackalopes have no need for treasure)
  • Antlers. The jackalope can rush an opponent to attack.  The antlers are sharp and cause piercing damage.
  • Fast. Jackalopes are very fast when escaping they can double their speed once per day.
  • Speaking. Jackalopes can speak and sing.

Jackalope (Rhy-creature) (Blue Rose)

Abilities (Focuses)
1 Accuracy (Antlers)
3 Communication (Performance)
2 Constitution
2 Dexterity (Stealth)
1 Fighting (Antlers)
2 Intelligence
2 Perception (Hearing)
1 Strength (Jumping)
2 Willpower

Speed 16
Health 30
Defense 12
Armor Rating 0

Weapon Attack Roll Damage
Antlers +3 1d6+1

Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack
Arcana: Calm, Illusion, Psychic Contact

Threat: Moderate

Jackalopes could be considered Rhy-Rabbits if there were such a thing, but they are a unique sort of creature. All Jackalopes are Rhydan. In this respect, they are more like unicorns or griffins, though some would contend as more humble and even "rustic".
Jackalope rhydan love nothing more than to hop through the land, sing and tell stories.  All jackalopes are natural storytellers.  Not for epics involving dragons and great queens or kings, but simple tales like the luck of widow's sons, or small clever creatures that most heroes would ignore.


Of course, the best Jackalopes sound like Bud Luckey from Boundin'.


Zatannurday: WitchFire

I was SUPPOSED to be working on some FASA Star Trek characters.  So I was going through my character folders trying to find some of my old characters for Decipher Trek.  I didn't find them.  I DID find characters for my very, very first Generation HEX characters.  Namely Taryn aka "Teen Witch" and Brianna who had a lot of names, but one of them was "Witch Fire."

Imagine my surprise when it finally dawned on me that there was a DC character named Witch Fire AND my complete surprise when I found out Marvel also had a Witch Fire!

I pulled her out, went over her stats and thought it would be great to update her to Mutants & Masterminds 3.0 from version 2.

I also looked over the DC Witchfire and the Marvel Witchfire for some ideas.

DC, Rebecca Carstairs
Fandom: Rebecca Carstairs (New Earth)
Fandom: Rebecca Carstairs (Prime Earth)
ComicVine: Witchfire
Comic Book Realm: Witchfire aka Rebecca Carstairs
Notes

DC Earth-27 Project, Rebecca Carstairs
PhilChoArt: Rebecca Carstairs (Earth 27)
Rebecca Carstairs (Earth 27)
DeviantArt Sheets, Page 1 and Page 2.

Marvel, Ananym
Wikipedia: Witchfire
Fandom: Ananym (Earth 616)
ComicVine: Witchfire


All three characters (Marvel, DC, and Mine) had several similarities.
- All three are redheads
- All three had fire powers in addition to magic
- All had strange, magical parentage.

So instead of trying to do one or the other (and I am partial to the DC version), I'll present my own with some add-ons from the other two.
Here she is!

Witchfire aka Brianna O'Kelly
PL 8
Strength 3, Stamina 1, Agility 3, Dexterity 1, Fighting 1, Intellect 2, Awareness 1, Presence 1

Advantages
Attractive 2, Languages 1, Well-informed

Skills
Acrobatics 1 (+4), Athletics 2 (+5), Close Combat: Fire Aura: Damage 4 1 (+2), Insight 1 (+2), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat: Fire Blast: Damage 8 2 (+3), Sleight of Hand 1 (+2)

Powers
Alternate Form (Fire) (Activation: Standard Action)
   Damage: Damage 1 (DC 16)
   Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
   Immunity: Immunity 0
   Insubstantial: Insubstantial 3 (Energy)
   Teleport: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Medium: Energy Medium)
Dazzle: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Limited: Sight)
Enhanced Ability: Enhanced Agility 3 (+3 AGL)
Enhanced Ability: Enhanced Strength 3 (+3 STR)
Fire Aura: Damage 4 (DC 19; Reaction 3: reaction)
Fire Blast: Damage 8 (DC 23; Increased Range: ranged)
Magic: Burst Area Line Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Line Area: 5 feet wide by 30 feet long, DC 18)

Offense
Initiative +3
Damage: Damage 1, +1 (DC 16)
Dazzle: Cumulative Affliction 1, +1 (DC Fort 11)
Fire Aura: Damage 4, +2 (DC 19)
Fire Blast: Damage 8, +3 (DC 23)
Grab, +1 (DC Spec 13)
Magic: Burst Area Line Area Damage 8 (DC 23)
Throw, +1 (DC 18)
Unarmed, +1 (DC 18)

Complications
Fame (well known under real name)
Motivation: Thrills

Languages
English, Irish Gaelic

Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 1, Will 3

Power Points
Abilities 14 + Powers 91 + Advantages 4 + Skills 7 (13 ranks) + Defenses 4 = 120


Not bad.  She is PL 8 since that is where I set all my M&M3 Generation HEX.
I might have to do some more.

Reviews: Calidar Guides for Players

Been spending some quality time with Calidar this week.  Why? because there is a complete lack of flying cities and skyships in my games.  Plus Bruce Heard is a great writer going way back to the TSR days.  Back when I was in college my money was tight.  Ok I was spending it on alcohol. But the point is that I was not buying a lot of D&D books.  What I DID buy were book by Bruce Heard and anything he did for Mystara.

So these new books (and my Professor's salary) are a welcome addition to my life.
Let's get into it.

Game Mechanics for the World of Calidar
12 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. PWYW

Ok, this book is punching WAY above its weight in terms of value to page count. There are some obvious benefits, that I'll talk about and one or two not-so-obvious that also make this a must-have.  I'll get to those as well.  Let's start with the explicit value.
This book is designed to allow any GM or player to use the Calidar shorthand stats I have talked about all week and then convert them to any game system.
The game mechanics used are detailed first. By doing this Calidar is free to depict stats in any way that works best for the world and not necessarily the game system.  There is an obvious "D&D-bias" here but that is fine really, and expected.
Inbetween the text is the numbers conversion chart.  Ranked by percentages the numbers are grouped by ranges you can convert say Level to a Calidar %.  So let's say your game goes from 1 to 14 (like say B/X or OSE) then you can convert a Calidar character statblock using this.  Or maybe 1 to 30 (D&D4) or 1 to 20 (most D&D).  Spend some time with this chart and the translations begin to happen easily.
The game mechanics continue and include a "Philosophy" stat which is a stand in for Alignment. AND it might actually be a better alignment system.  Now I have never had any issues with Alignment myself.  Maybe because I spent so much time with things like the MMPI and other tests that I naturally gave alignment more subtle gradations.  Actually, I think it was more chemistry come to think of it. Take the "alignment chart" in the old PHB or D&DG and think of an electron cloud where a character can move up or down in the shells.
There is also a map of Calidar and the Great Caldera and some brief descriptions of the lands.
Now what else do you get?  Well this conversion table is fantastic for conversions to all sorts of games. Not just D&D based ones.  Yes, the math is not difficult, actually, it is pretty easy.  But I teach math all damn day. I like having something like this.
Secondly, I want to get back to the new Philosophy system.  It works GREAT in CA2 How to Train Your Wizard. It would be great for someone that doesn't like the Law-Chaos, Good-Evil axes.
So grab this. Throw a couple of bucks at Bruce and have fun!

PG2 A Players' Guide to Caldwen
20 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. $2.99

This covers the basics of the Magiocracy of Caldwen. The various Provinces are covered briefly and other aspects of the land.  We get the calendar with months and some astrology.
There is a new race, the Shatim, which are like Tieflings, humans with demonic heritage. These have their own Caldwenian spin on them. 
We also get a Mage Knight class. They are an armored knight that can cast spells. Using the Game Mechanics for the World of Calidar book you can convert them to your game system of choice.
We get overviews on the various cults in Caldwen and their locations, or at least where the majority are located. Appropriate for a land where magic is the real religion.
Currency, tourism and a brief map are all included.
A good resource for players and a needed one for the Game Masters.
It really sets the flavor of what you can expect in the Caldwen mini-setting. "Mini setting" is actually underselling it a bit to be honest. There is so much in the Caldwen books that you forget it was just a piece of the entire Calidar world setting.

I have the softcover books, but these really benefit from being printed out (bad on the color ink though) so I can put them in a binder to lay flat.  Especially when it comes to referencing the maps, which are a highlight of these books.

I can't wait to see where my vacation in Calidar takes me next.

Review: Calidar How to Train Your Wizard

Next up in the Calidar: On the Wings of Darkness series is sourcebook/adventure for novice necromancers.  So you know I am excited!

CA2 How to Train Your Wizard
PDF 70 Pages, full-color covers, color, and black & white interior art.
This book requires Calidar On Wings of Darkness and A Players' Guide to Caldwen, but it can also be played without those to a lesser degree.  That is, it can be adapted to any game or setting, but I think it looses a bit of the original charm.
This adventure and supplement focuses on the College of Necromancy and assumes novice characters of about 12 years old.  There are guidelines for rolling up novice characters as well as six pre-gen characters you can name and drop into the game.
Given the characters are novices this is a PERFECT introduction game for new, younger players. This is "Harry Potter meets Scooby-Doo (but more like Magicians)." You have young adventures, a mystery and the ghosts are real.

For the background, you get a collection of teachers that will interact with the students, and there is already a built-in rivalry in the school; the White vs. Black Necromancers.  Or Law and Chaos for us old-school types.  The characters are also given homework that can earn them "insight" to be used in the game.  Students can also get "brownie points" from their official Brownie Protector, Bronwen!  These are for good roleplaying that would not necessarily result in Experience Points.
I am just mad I didn't think of this first.

The clues the students/characters can find while working through our plot and subplots.  The adventure is designed NOT to be a railroad. In fact, care is given knowing the characters, being young, will likely go all over the place.

The adventure starts in the classroom (! YEAH, no "you meet in a Tavern/Bar/Inn!) and moves out from there.  The College is very detailed with maps and descriptions of the rooms. There are plenty of NPCs to encounter and combat is NOT expected at every turn.  Clever spellcasting is rewarded, as is finishing homework.

I want to point out here that the maps in this product are a work of art.  Really.


The levels are detailed well and clues to the murder of a student, Odel Talron.

This adventure can be run to support the murder investigation, or as a means to test the new young necromancers, or even just to play out the rivalry between the White and Black factions.  Or all the above.

For my money, I would run it first as an introduction to the College, maybe play up the rivalry a bit, and then hit the characters with the murder in the next session.

The bottom line there is a LOT you can do with this and the ideas are not limited to those above.
It comes in softcover, but for my uses, I grabbed the PDF and printed it out one side per page so I have room to write my own notes.

According to Bruce Heard, there will be Labyrinth Lord and OSRIC compatible conversion guides for this coming soon.

I hope we can see other guides like this for the other Colleges.

Review: CAL2 Calidar On Wings of Darkness

I have been meaning to spend some quality time in Calidar lately. If you have been reading this blog for a while you know that I am a fan of the work of former TSR writer and editor, Bruce Heard.  A few years back he began producing some system-neutral books for his World of Calidar.  A world situated around the Great Caldera and the planets in the same solar system.  If you recall Bruce's work on Mystara and in particular his "Voyages of the Princess Ark", then you can see how this is a logical progression of similar ideas.

I have reviewed other Calidar books in the past, in particular Calidar, In Stranger Skies and Calidar, Beyond the Skies.  I figure this is a good week to cover some of the other books. 
Bruce himself has been discussing his books and how they all work together on his own blog, so you can read that there.

Today I want to start with one of my favorites Calidar projects.  Calidar On Wings of Darkness.


CAL2 Calidar On Wings of Darkness
134 pages, Hardcover, Softcover, and PDF. Full-color covers. Color and black & white art interior.
For this review, I am considering the PDF and softcover versions I received via the Kickstarter.

The book is broken up into the following chapters/sections.

A Mage's Conundrum: This is the fiction piece that sets the stage for what readers (and players) can encounter in Caldwen, this country of Mages and Demons.

History of Caldwen:  This chapter covers the time-line of Caldwen and the moon of Munaan where magic comes from.  We learn of early dealing with demons and the start of the mages. Presented in timeline format we are given over 7000 years of history to the present day of the campaign.

Lay of the Land: In this chapter, we are treated to some full-color maps which are always a strong feature of all the Calidar books. Here, of course, we are focused on the Magiocracy of Caldwen.  Now it is natural to make comparisons between Caldwen and Bruce's other magiocracy, the Principalities of Glantri. Yes there are some similarities, but there are plenty of differences too.  The main difference comes from the geography of the land, and the sea.  Caldwen is a coastal country with over two-thirds of its borders coasts.  In some ways I get a solids 7th Sea vibe here and this feels more Age of Sail than it does the dark ages. I have to admit that while D&D is firmly on my mind as the system of choice for this, I can help read it over and think that Mage: The Sorcerers Crusade would also be a REALLY good fit for this.


We get a two-page, detailed map with legend. Again, great cartography from Thorfin Tait.
The nine Provinces (with one Dominion) follow after this in "Gazeteer-like" formats.  We get details on each province and local maps.   The area of the whole country is huge and boasts over 10 million inhabitants.  Just looking at the maps gives me plenty of ideas!

Intrigues of the Magi: This chapter covers the politics of a country that is a magiocracy, a meritocracy, and a dascalocracy. Or one that is ruled by meritorious teaching mages.
This chapter also covers the social structure for these wizards and how the various Provinces interact as part of the central government. Though the central government might be overstating it since much power lies in the rulers of the Provinces.  We see some of the few stat blocks here and they are given in the Calidar shorthand stats. They can be translated into your game of choice using the Game Mechanics for the World of Calidar book (which is PWYW).

Behind the Curtains: Deals with the various non-mage guilds that also keep Caldwen moving. They are a mixed lot and would work well in any game.  I would tend to use them more as background or NPCs, not so much as guilds for PCs to join.

A Cast of Many: The NPCs of note in Caldwen. Again stats are presented in the Calidar stats but easily converted to any game.  Mentally I found myself inserting Pathfinder and D&D5 stats where needed and with a little more thought could see Mage: TSC stats as well.
This section is also heavily hypertexted.  So if someone else's name appears in an NPC entry you can click it to go to their entry. The same is true for titles, colleges and other items.
Some stand out like Kryovata the Icy, a gnome sorceress and leader of the Protectors.

Master & Servant: Caldwen has a fair number of demons running around. These are bound demons and under the control (in theory) of a mage. This chapter covers demons, their ownership and the pacts created. Also, the demonic Black Market is discussed.  Like the previous chapter, this has notable demons detailed.

Beasties in the Dark: The monster section of some of Caldwen's more interesting creatures. Detailed in the same stat system as the rest of the book.

At the Heart of Magic:  Ah. Now here is the meat of the book.  This covers Caldwen's schools of magic and how their benefits, tuition, philosophies, diplomas, and campus rivalries influence the fabric of the entire magiocracy.  The magic schools are treated as colleges and have a similar feel to the American and British collegiate system.    We also learn of two of the sports played, Dracoderby which is like a dragon polo and Pugminton.  Magic use in game is expected.
Each college is detailed and which town and Province their seat is in.  The colleges are Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy, and Grand Wizardry.
Circles of Wizardy are given, roughly levels of academic attainment.  First (Undergrad) to Fourth (Doctorate).  Like all good colleges, there is also outplacement and career counseling.  Sure you want to be a Ruler?  Maybe the Path of Adventurers is a better choice for someone with your grades?

Secrets of the Cabals: What's a wizard's life without Secret Cabals?  Not a life at all!  Here we learn of the various cabals that cover the "Wizard's Guild" of most other settings.  The cabals cover Alchemy, Demonology, Dracology, Elementalism, Necromancy, and Skymastery, with their attendant tests, abilities and philosophies.

Blood of the World Soul: This covers the raw magical force, Mana, that makes Caldwen so special. If you are familiar with ley lines or the Radiance from Glantri then you have an idea here. It also details the order assigned to protect this mana.

Sky City of Arcanial: Now this is the stuff I love.  Floating cities are something I just never get enough of, to be honest.  Arcanial is the home of the High Wizard Chancellor's palace, the ministries, embassies, the Great Library, and the College of Grand Wizardry. Plus all the private dwellings of the Caldwen's Rich and Famous.  And you need flying gondolas to get up to it! How cool is that?
There are wonderful, full-color maps of the city and plenty of details.  This is the sort of thing I keep coming back to Calidar for.  I mean really. If your fantasy game does not have a floating city in it are you even playing fantasy?

The entire book is bookmarked and hyperlinked (PDF version only obviously) and a treat to flip through.  There are so many ideas packed into this book I am unsure where I would start.

There is a lot packed into these 134 pages and there is a lot more that could have been said, but Heard wisely leaves that for you to do.

Adapting to any game is easy, though there is a strong AD&D 2nd Ed or BECMI D&D vibe here.  Maybe that is just me though since I have been liberally mixing my Mystara with Calidar for a while now.  Long, long time readers might recall that in my games there was a revolution in my Glantri and now it is a Theocracy.  Caldwen allows me to have my cake and eat it too.  I can keep "my" Glantri as is complete with the it's French Revolution-style revolt, AND still have a cool country of mages, wizards and a magic school.

I am serious. A Caldwen + Mage The Sorcerers Crusade game would be a lot of fun.

I'll look in to this more when I cover the next Caldwen (Bruce's "Series Two") book, CA2 How to Train Your Wizard.


Monstrous Monday: Pseudo Dragons for OSE

Back in my AD&D days, a pseudo-dragon was the familiar of choice for any of my wizard characters.  They seem to be less desired in the post-3e years which is too bad since they are much more interesting than other types.

Pseudo Dragons
Pseudo dragons are a variety of dragons related to both dragons and wyverns, and some claim other stranger admixtures.  They are small, intelligent creatures, capable of speech and casting spells.


Three types of pseudo dragons are detailed below.

Dragons gain hp per age category.

Age Level Hit Points Age Category 1 1-2 Very young 2 3-4 Young 3 5-6 Sub-adult 4 7-8 Young adult 5 9-10 Adult 6 11-12 Old 7 13-14 Very old 8 15-16 Ancient
Pseudo Dragons
Small, wyvern-like dragon with a scorpion's stinger on his tail.
Armor Class 2
Hit Dice 2 (hp see above)
Attacks 1 bite (1d3), Poison sting, and Spell use
THAC0 18 (+2)
Movement Rate 60' (20'), Flying: 240' (80')
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Neutral (good)
XP for Defeating 35
Number Appearing 1
Treasure Type L (x10)

  • Bite. The pseudo dragon can bite with its dragon-like jaws. 
  • Tail-sting. A pseudo dragon can sting with its tail.  Save vs. poison or fall into a coma-like state for 1d6+1 days.
  • Chameleon ability. Can hide in normal surroundings with 80% chance.
  • Spell-like ability. Can cast spells as a 2nd level Magic-user.

Faerie Dragons
A small dragon with butterfly wings and a wide mischievous grin. Offshoots of the pseudo dragon found in lands of the faerie and other fey creatures.
Armor Class 5
Hit Dice 5 (hp see above)
Attacks 1 bite (1d3), Breath weapon, and Spell use
THAC0 15 (+5)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (5)
Morale 12
Alignment Neutral (good)
XP for Defeating 300
Number Appearing 1
Treasure Type J, K, L
  • Bite. The faerie dragon can bite with its dragon-like jaws. 
  • Breath Weapon. A 2' cloud. Save vs. Breath Weapon or be affected by a sleep spell.
  • Invisibility at will.
  • Spell-like ability. Cast spells as a 5th level Magic-user.
Hell Drake
A small dragon with wings surrounded in flames.
Armor Class 4
Hit Dice 3 (hp see above)
Attacks 1 bite (1d4), Breath weapon, and Spell use
THAC0 16 (+4)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (4)
Morale 10
Alignment Chaotic
XP for Defeating 250
Number Appearing 1
Treasure Type J, K, L
  • Bite. The hell drake can bite with its dragon-like jaws. 
  • Breath Weapon. A 2' cone of flame. Save vs. Breath Weapon.
  • Spell-like ability. Cast spells as a 4th level Magic-user.

Pseudo Dragons as Familiars
Witches, warlocks and magic-users can have a pseudo dragon as familiars.  Pseudo dragons can communicate telepathically with their master. They also can communicate with all types of dragon creatures.  So the master gains the ability to speak, read and write draconic, the language of dragons.
They gain a +2 to all saves vs. Dragon Breath (but not non-draconic breath weapons).
Additionally the familiar gives the master the ability to cast 2 first-level magic-user spells and 1 second-level magic-user spell.


Old School meets New Tech and vice versa

A couple of neat things happening here at the Ole' Brannan Family Game Dungeon this week.


My kids are missing their weekly D&D games in this quarantine time so tonight they will be running a D&D game over Roll20.  We took the plunge and bought a Pro account.  We will see how it will go.  If they like it I might even try it myself.

So while they are using new tech to run an "old" game. I just a new copy of an old game.
My friend Greg heard I no longer had my copy of the original FASA Trek game. Lost in one of my moves between college and grad school I am sure.  So here is what he sent me.




So looking forward to this! 

I am thinking I might have to recreate two of my earliest characters, Dr. Scott Elders, CMO and genetics expert, and his "Nurse" Friday who is, in reality, one of his experiments/creations.

They were created after a 1982 double shot of "Wrath of Khan" and the augments and reading "Friday" by Robert A. Heinlein.   I guess this fits in with the "old-new" theme as well.  This is a 1982 book about the 21st Century.  A Balkanized North America doesn't sound as improbable as it did then.


One of my favorite Michael Whelan covers.

Old-School Essentials Spell Lists

Working on the OSE Warlock in my spare time.  It's been fun but I want to be sure that all the spells are new in this one.  So no repeats from any of the OSE books and none from my recent Basic-Era books like the Pagan and Pumpkin Spice Witches.


I am also going with some different warlocks than what I had in my Swords & Wizardry Warlock book. So revised invocations and spells in some cases and all new ones in most others.

The goal is, of course, to have a book that works great with Old-School Essentials AND also will work with my witch books and the S&W Warlock book.

To this end, I wanted to make sure I was not repeating myself and built this handy-dandy spreadsheet.



Or this link. https://docs.google.com/spreadsheets/d/1Sd-OQ3l16V35t3ChfwGeu471V_tNWS-7Pww_tjzgRcQ/edit#gid=153289230

You can see the sheet covers the Witch, Witch Ritual, Cleric, Magic-User, Druid, Illusionist, and Warlock spells.  The hyperlinks in the sheet go to the various publications the spells are in. They are not affiliate links.

There are no warlock spells in this sheet yet. They are on my version at the moment.  Once the warlock book comes out then I'll populate this sheet.

So if you want to find a spell the default state is sorted alphabetically by all spells.
If you want to sort by Class then you need to highlight the range (A to H) and then go to Data, Sort Range and then choose the Class you want followed by Spells. It's not required to sort by spells since there are no duplicate lines in this sheet.






That should allow you to sort the spells you want.

If you have an OSE specific spellcasting class and want your spells here just let me know!

Witchy Wednesdays: Motherland Returns, Magicians Retires

I mentioned all the great TV on now.  Which is good since we are supposed to Shelter In Place here in Chicago-land until April 30. That, and I already finished watching "Tiger King".

Well, it's Wednesday and that means we get new Magicians and new Motherland: Fort Salem.
Sadly it is also the series finale of Magicians tonight and I have no idea how they are going to wrap this all up.

Insert witty and caustic Margo quote here.
I think I am going to have to do stats someday for the Magicians characters.  Either for Cinematic Unisystem or Night Shift.

I am going to miss the Brakebills kids.

How would Alice, Julia, Kady, and Margo fare at Fort Salem?
Would Raelle, Tally, and Abigail do well at Brakebills?

I am pretty sure that Scylla and Marina would get along. Or kill each other.

BlackStar: Ghost Ship

A while back I posted this about my "Ghost Ship" adventure:

Ghost Ship.  The PCs find a derelict adrift in space and it is full of the ghosts of the dead crew.  Originally this was going to be the Enterprise B when I ran it as a pure Trek game. (The Haunting of Hill House, Dreams of the Witch House, the Flying Dutchman)

Some of my ideas I had scribbled down for this, WAYYYY in the early 90s at the Corner Diner in Carbondale, IL (it's closed sadly). Back then this was the Enterprise B before there was a Generations movie and when all I knew it was an Excelsior-class ship.

The trouble I am running into is that I am stealing ideas from this for The Ghost Station of Inverness Five.

I would like to keep this as the crew discovers a ship, preferably one that has significance to them, floating adrift and full of ghosts.  So there would be elements of Event Horizon as well.

The big question I have now is this.  Should the "ghosts" on the Ghost Ship be really dead or some sort of weird temporal/dimensional accident?  I think I have my choice made for me really.
This is BlackStar, not just Star Trek.  The crew of the Ghost Ship really are all dead.

Flying Dutchman from the Time-LIFE Water Spirits book.  The genesis of the Ghost Ship Adventure
The Ghost Ship adventure will be a simple haunted house adventure with a twist; the twist is that the "house" is a star ship.

There is a "Star Trek: Ghost Ship" fan film out there from the "Avalon Universe".  What I like about this is that it feels like a nice mix of the TOS style and the Abrams/Kelvin Universe style.
It is a fan film, so don't judge it too harshly, instead, take it in the spirit it was made; the love of Trek.

I will say that Victoria Fox, the Producer, Lt. and then later Commander Amanda Beck, is pretty good. she would later go on to produce, direct, write, and star in Star Trek Demons.  Her Trek-street cred is solid.  I also think that Victoria Archer (Lt. Cmdr Jamie Archer) must be at least 6' tall (ok she is only 5'9", must be the "go-go" boots).

Part 1:



Part 2:




Of course, no Ghost Ship posting is complete without a nod to the Rime of the Ancient Mariner.



Or the woman still waiting for him on the shores.


Ghost Ship Adventure Related Postings

Monstrous Mondays: More Monster Book Reviews

Been kinda busy the last few days.  Today is my last day of vacation, so back to work tomorrow. We set up a pro Role20 account this past week and we are going to try that out.  Maybe I'll even run a game or two online.

I went looking for a monster today for something I am working on.  About a couple hours into my search of PDFs it dawned on me.  I have a lot of monster books.  I mean an obscene amount.
One of the problems I run into is not finding a monster but finding the monster and 4 or 5 different versions.


These books are my big "go-to" books for monsters.  Even though they have significant overlap each one offers me something new and fun.

Adventures Dark and Deep Bestiary
PDF and Hardcover, 457 pages. B&W Interior.
If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.
I love monster books. I have said so many, many times. But I also hold them to a high standard.  While I Will gladly buy any monster book, few get my high praise.  Adventures Dark and Deep Bestiary is one of those few.
Let be honest upfront.  We have seen most if not all the monsters in this book somewhere else before.
Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters.  This is still a great book.
At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in.  So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes.  But I am getting ahead of myself.
The book begins with two monster spell casters, the Shaman and the Witch Doctor.  Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day.  Heck I once tried a Wemic Shaman in early 2e days myself.  Maybe I'll see if I can do that here.  The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions.
Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not a score but an adjustment.  Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules.  Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt.  Each monster then gets a couple of paragraphs of text.  Many are illustrated thanks to the highly successful Kickstarter for this (more on that later).  The illustrations are great too as you can see here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries.  Some have paragraphs, others just a few lines.  This is good since I think we would have something like 1000+ pages.  I think I read there are 1100 monsters in this book. Maybe 900.  Anyway it's a lot.  I spot checked a few monsters I thought might not be there, but sure enough they were.  Ok so the ones that are Closed via the OGL are not here, but I was not expecting those.  There are some alternates and stand ins if you really, really need them though.
The book sections are:
Wilderness and Dungeon, aka Most of the Monsters
Underwater and Waterborne, larger than expected, but not surprised given the material in the core books.
Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals.
Extra Planar Monsters, your Outsiders.
Appendix A details creating your own monsters.
Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes.
Appendix C covers random creatures from the Lower Planes.  This is the first "Gygaxian" touch I have noticed in this book.  Reminds me of a really old Dragon magazine article from years ago..
Appendix D is magic resistance table
and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well this is not only no exception but it is the new benchmark.  Joe ended his kickstarter and then got printed books out to people 6 months early.  Let that sink in for a moment.  In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months, Joe and BRW are out there, turning out product and getting it to people early.
You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes.  If you need monsters for your oldschool game then yes.  If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.

Lots of good reasons to get in my book.  It is also the best book in his line. Kudos to Joseph Bloch.

Amazing Adventures! Manual of Monsters
PDF and Hardcover, 95 Pages. B&W interior art.
The Amazing Adventures Manual of Monsters manages to give me monsters I have seen before, but with a whole new take. I mean a mummy is a mummy right? Well...your old monster book won't tell you how it reacts when you fire your .38 into it. But beyond that, this book also has a lot of new monsters. Enough to make it worthwhile in my opinion.
Also as an added bonus feature is an appendix of monsters from different countries. So fight that Kelpie on its native soil. Or tangle with the machinations of the Greys.
If you play Amazing Adventures or Castles & Crusades then you need this book.

Castles & Crusades Monsters & Treasure
PDF and Hardcover 178 Pages. B&W interior art.
This is the main monster and treasure book for C&C. Here you will find what I call the "classic" monsters from the great Monster Manual. If you are familiar with 3.x then these are all the monsters from the SRD in C&C's format. There is plenty of new text here though to make this more than just another SRD-derived book. Like all the C&C books the art and layout is great. I have the physical book, the pdf and a printout of the PDF and all read great.
The Castles & Crusades Monster stat block is a nice combination of Basic's simplicity, 1st AD&D's comprehensiveness, and some 3.x style rules. Saves are simple (Physical, Mental or both), AC is ascending and there is a "Challenge Rating" stat and XP all factored in. Honestly, it really is a synthesis of the best of D&D. Grabbing a monster from another source and converting it on the fly really could not be easier.
This book though is more than just a monster book, all the treasure and magic items (normally found in a Game Master's book) are here. This is a nice feature really. One place to have your encounter information.
This really is a must-have book for any C&C fan. 178 pages and full of everything you need.

Swords and Wizardry Monstrosities
PDF 544 Pages. B&W interior art.
Some of these monsters we have seen before either in the SRD or other books.  That though does not detract from its value as this is a 540+ page book. In addition to all that there are some new monsters.  The cover is very evocative of the old-school (pre-1980) covers.
There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, descriptions and a plot hook.  While ToH used some recycled art, this all seems to be new art.  Even Orcus (which we now have 3 listings for) is new.  Actually, the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art.
Honestly, there is so much great stuff in this book that even with the occasional repeat monster this is still a top-notch collection. If you play S&W then this is a great monster book to have.
I am even going as far as to say it is a must-have for any serious S&W GM.

Tome of Horrors Complete (S&W)
PDF 688 Pages. B&W interior art.
What can be said about this product? The original Tomes of Horrors were all great products that featured and number of "old school" monsters from previous editions of the game all under the OGL. It even had a breif "tutorial" on how to add these beasties to your own products. Now those very same monsters are back in one huge book "updated" to Swords & Wizardry stats. Nearly 700 monsters, all ready for your game. In addition to art and stat blocks for every monster there is also an adventure hook for each one. The monsters have been "scaled down" to fit the S&W rules better. One minor nit-pick. The original art is used (which I am happy about) but in their efforts to redo the layout sometimes that art is reduced in size (making it hard to see) and other times the art is placed over some text. Not often mind you and not enough for me to downgrade this product.
Now what I would like to have is one "Ultimate Tome of Horrors" that has the Pathfinder and S&W stats together with the plot hooks.

I have a few more I like.  I'll have to post about them the next time I run out of monster ideas!

Kickstart Your Weekend: Tarot Witch of the Black Rose: Origins TPB

Stuck inside What we all need are comics and games, so here is a Kickstarter from my friends Jim and Holly.

Tarot Witch of the Black Rose: Origins TPB



https://www.kickstarter.com/projects/jimbalent/tarot-witch-of-the-black-rose-origins-tpb?ref=theotherside

I can't sell this any better than Jim himself, so here are his words.
Hello and Welcome to the Tarot: Witch of the Black Rose ORIGINS trade paperback Kickstarter!  20 years ago, Holly and I  had this idea to start a Comic Company (BROADSWORD COMICS)and to publish an ongoing series. I always loved sword and sorcery comics as well as the superhero comics. I combined the two and created Tarot: Witch of the Black Rose.

            I based the Art and Stories on myself, people I knew and my Imagination.
            I was told, by the so called experts, that Tarot wouldn’t last past 3 issues . As of the writing of this letter Tarot#121 is being published.

            So to celebrate that first year of Tarot , we have gathered the first 5  sold out issues that launch this adventure series!  In these issues you will find the FIRST APPEARANCE of Tarot, Raven Hex, Jon Webb the Skeleton Man , Crypt Chick, and Mor Meb Dred the Dragon Witch! For those of you just discovering Tarot, welcome to the adventures of this voluptuous Redheaded Witch who is the Swordmaiden to the Goddess and charged with keeping the balance between man and Magick! This is where it all started!

               Holly and I started BROADSWORD COMICS 20 years ago, so come and join the celebration and with your help we can make this Magickal tome happen.

Jim Balent There you go.  There are a ton of great stretch goals full of some great Jim and Holly art. I hope you check it out!

This Old Dragon: Issue #45

Wow. Has it really been more than a year since I did one of these?  Well, let''s grab a REALLY old one.  Not the oldest to be sure, but one of the oldest ones I have (I do have issue #43 waiting in the wings).  Plus we are all stuck at home, so let's sit back and see what Issue #45 of This Old Dragon!

This first issue of 1981 gives us what could be a thief and his mark on a bridge. OR someone trying to get a toll from a beggar. 

There some are cool ads for Ral Partha's Witch's Caldron and ICE. This predates my purchasing of Dragon so likely not an ad that influenced me.

There is an editorial from Jake Jaquet.  Here he welcomes two new employees, Debbie Chiusano and Marilyn Mays.  He also welcomes to more familiar names to full-time positions, Roger Moore and Ed Greenwood.  He also mentions changes to Dragon such as updated typeface and more pages.

Kim Mohan follows with Cover to Cover to let us know what is happening in this issue.

Ad for Fantasy Modeling magazine featuring a Vallejo scantily clad woman with two lizard/dragon monsters.

Out on A Limb gives us some letters.  One guy complains about all the new D&D groups springing up but no one plays it like "the old days" (which in his mind was 2.5 years ago).    Another one wants Dragon to stop writing so much about D&D and focus instead on AD&D.  There is no making people happy is there?

Our first article, Gas ‘em Up and Smoke ‘em Out is by Robert Plamondon.  It is actually really useful.  The article covers how smoke, gases and magical clouds move and fill up space.  Granted, modern systems simplify this, but someone out there would it very useful.  This followed up by Dungeon ventilation clears the air by the same author.   How can you breathe in the dungeon depths?   Again, really useful.   Robert Plamondon is kinda an interesting guy. Author, farmer and has some game design credits.  He can be found at http://www.plamondon.com/

Roger E. Moore is up for his fir "full time" paid articles and they are big ones.  NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix. This gives us two NPC classes, the Astrologer and the Alchemist.   The Astrologer is a pure NPC class, no XP or level advancement. It is a type of sage that can be used to predict the future.  The Alchemist, written with Georgia Moore, is a bit more detailed.

Philip Meyers has an article on distributing magic-items to NPC groups in Magic Items for Everyman. Obviously great for OSR/Old-school games, it might also scale right to new games, though new games tend to have less magic items.

Up On A Soapbox gives us two articles about Role-Playing.  Be a creative game-player by Kristan Wheaton discusses ways players should think more about their games and game playing style. This includes creative uses of levitate and fly.   Ways to handle high-level headaches by Lewis Pulsipher is on the other side of the table with how DMs can deal with high-level characters.

Bazaar of the Bizzare is up. This had always been one of my favorite old Dragon features.  This one gives us some subtle reminders that the 70s were not that far behind.  Among the items are Pet Rocks from Roger Moore.  There two kinds, normal and cursed.  They look like rocks and seem very close to a Stone of Commanding Earth Elementals.  On a command word they will attack an opponent.  Damage is like throwing a rock, that is, if the rock was +3 to hit and did 2d6 points of damage.
There is one though that is pretty interesting. A Ring of Oak, which will allow a dryad to move away from her tree.  Ruby Slippers do exactly what you think they do. I wish I had thought of these.  Bell of Pavlov makes you drool.

Ah. Now here is a good one.  Robert Plamondon is back with The Right Write Way to Get Published.  It is a very solid read with timeless advice.  English at this time was not my favorite subject and if you had told me in 1981 that I would be spending not just 90% of professional life writing, but most of my "free" time doing the same, I would have laughed.  So naturally, I ignored articles like this back then.  My mistake.  In fact, this article has such solid advice I am tempted to keep it.  Well...I'll print it out from my Dragon CD-ROM, the copy I have here is so mildewy it is taking me a lot longer to get through it.   Anyway, this article really is timeless advice especially when it comes to the second draft.  Some of the advice is no longer needed. For example how to space in for margins on a typewriter or the merits of a hand-written vs. typed manuscript. Also, and sadly, the magazines he suggests submitting to are all gone.

Merle M. Rasmussen is next with his The Rasmussen Files.  He has a set of Top Secret reactions and rule additions.  The growing interest in computers is visible here with the new Technical Bureau.  These days it is hard to imagine any sort of clandestine espionage without the back of data, technology and computers. Not to mention drones and satellites.  But this is 1981 and all that stuff, while not really new, was getting more and more public notice.

The article is split by an ad that makes me both happy and a little sad.


At least 10 of those addresses are within reasonable driving distances from me now.  One is within walking distance, and none of them are open today. Don't get me wrong, I am really spoiled with the game stores I have by me now including Games Plus, which would not get on to this list till 1982.
Shameless Plug:  If there is something you need and you don't have a local game store Games Plus is taking orders and shipping all over the world.

Len Lakofka's Leomund's Tiny Hut covers Missle Fire and the Archer sub-class.  I have always liked archers and outside of the ranger I never found a good one.  This article has some good adjustments to missile fire and the size of the target; something that has been incorporated into D&D since 3rd edition.  Again, Len treats us to a full class here that can be used as an NPC class or a PC one.   Looking it over I am thoughtful of the new Pathfinder 2nd version of the Fighter and Ranger that both have an Archer option.  Not identical obviously, but likely drawn from the same sources of inspiration.  I will say it is enough to have me reading the PF2 rules a lot this past week.

Next, we get to the big feature of this issue, The Dragon Dungeon Design Kit.
Much to my chagrin, the cardboard pages that were in this issue are gone.  Checking them out on my CD-ROM pdfs I see they are essential Dungeon Tiles.  They even look like 5' squares in most cases.
Kinda wish I had these. I could use them in a game now and my kids would get all excited about using some "real old school material."   Maybe I'll print them out.

We get an installment of the Minarian Legends from Glenn Rahman for the Divine Right game.  This time covering The History of Dwarves.  Divine Right pre-dates my involvement in the hobby, though I do know about it.  I had a chance to pick up a copy cheap, but never did it.  If I find one I might grab it just to see what it was all about.  This history could be used in any game to be honest, but it feels tied to the world it is from to be of use to me.  Still, maybe I'll come back to this if I need to add on to my dwarfs a bit.

Some ads. A Squad Leader scenario. More ads.
Con Calendar.

Electronic Eye from Mark Herro has some dice rolling programs for programable calculators and the new "mini" computers, the Sinclair ZX-80 and the Radio Shack’s “Pocket” TRS-80.  If you are reading this post on your phone, then congratulations, you are in a future that Mark Herro dreamed about.

Daniel Maxfield has more tips for Bunnies & Burrows in Hop, Hop, Hooray!

In what I think is a rarity for ANY era of Dragon, Roger Moore (busy guy this edition) has an article on the advantages of playing evil in How to have a good time being evil.

Reviews for Bloodtree Rebellion, Space Marines, and Grail Quest follow.

Letters from Out on a Limb continue with someone complaining that the last adventure was too "childish."  I guess something do never change.

Ah..now here is some fun stuff.  Dragon's Bestiary covers some new monsters. The Skyzorr’n, a race of humanoid insect beings. Sand Lizard, a desert lizard (I can use these now!). The Dust Devil, a combined earth and air elemental (also could use this) and all three have art by the great Bill Willingham.

Some comics in Dragon's Mirth.   There is an installment of Finneous Fingers. Plus The Story of Jasmine from Darlene, better known as the artist that gave us the World of Greyhawk map.  I know nothing of this series and have no idea if it kept going or not, but it was very different than the fare at the time. I just checked my Issue #43 and there is an entry there as well.  A bit more research has turned up quite bit more. It ran for 12 issues starting in #37. Now I am curious, maybe I'll do a special This Old Dragon Feature on it!

A fun trip down memory lane again.  I some respects quite literal, since in the process of working on this I drove by some of the places advertised as having been game stores and are now gone.

Hopefully, I can do some more of these.

BlackStar: The Ambassador Class Heavy Cruiser

It's "shelter in place" time here in Illinois.  So I am spending my time playing D&D and CoC with my kids and doing research for my BlackStar game.


To that end, I am pouring over my Trek books, both sourcebooks, and RPGs, to find a nice mix.

Plus I am doing research on my favorite class of starship, The Ambassador Class.

https://memory-beta.fandom.com/wiki/USS_Enterprise_(NCC-1701-C)
https://memory-beta.fandom.com/wiki/Ambassador_class

Up first a few "history of" and "technical specifications of" the Ambassador Class ship










This is a "walk through" but I think they got the size of the bridge wrong.




Star Trek Online takes the same "space" as Starfleet Battles for me.  Similar, but a separate timeline where there is more war.   Here is a player taking his Ambassador class "Support Ship" through some paces.



Enjoy the videos.

Monstrous Monday: Sand Ghoul

We are on vacation this week.  Were supposed to drive down to see my wife's sister, but instead we are holed up here.  So I am starting my mini-campaign of "The Deserts of Desolation & Death" today.

Going through my books last night I figured I needed something new.  Everyone has seen all the old monsters.  Plus I wanted to up the feeling of necromantic dread.  So this guy popped into my head.

Besides. I like undead beasties.

So here it is for 5e D&D (what I am playing today).

Sand Ghoul
The Ghoul by Les EdwardsSand Ghouls are formed when naturally occurring mummies in the desert are possessed with demonic or necromantic power.  They are stronger and faster than normal ghouls.  The drying process also robs them of their stench.
Elves are immune to the Paralyzing touch of the Sand Ghoul.  Desert Orcs living in a combined Desert Elven / Desert Orc community are also immune.

Medium undead (Desert), chaotic evil
Armor Class 16 (natural armor)
Hit Points 31 (7d8)
Speed 30 ft., burrow 40 ft., climb 20 ft.

STR 14 (+2)
DEX 16 (+3)
CON 10 (+0)
INT 10 (+0)
WIS 9 (-1)
CHA 5 (-3)

Saving Throws Str +4, Dex +5
Skills Acrobatics +5, Perception +1, Survival +3
Damage Vulnerabilities fire, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Undead Fortitude. If damage reduces the sand ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sand ghoul drops to 1 hit point instead.

Keen Sight and Smell. The sand ghoul has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Stat block Generator: https://tetra-cube.com/dnd/dnd-statblock.html



Television: Witch on Witch Action

It has been a great time for genre TV for the last few years.  Now we are getting a bunch of new witch shows on TV and you know I am happy.  So let's have a look.



Charmed (2018)
Last years Charmed reboot got a second season and turned the premise of the show upside down.   The Charmed Ones are still, well Charmed, but they lost their powers. They can still cast and there are still demons to be fought and witches to be saved. The show is subtly different and in many ways better.  It's taking a while to get to the main plot but from what I have seen so far, I am a few episodes behind, looks fun.



Chilling Adventures of Sabrina
We just got Season 3 and it was great.  Satanic witches, Lilith, Hecate, and Pagan witches. Again, it's like someone has been reading my Christmas list.  Very fun.



Luna Nera
This is an Italian series on Netflix. Taking place in 17th Century Italy it features more witches vs. witches. This time it is witches vs. Benandanti; it sounds like one of my games!



Motherland: Fort Salem
This is the big premiere from the previous week.  An alternate reality where the U.S. Government made a deal with the witches at Salem to create an elite unit of witches in the U.S. Army.
The first episode was fun. Again we have two groups of witches fighting each other as our main plot.  Or at least one of them so far. Looking forward to seeing where this one goes too.


Magicians
This show gets crazier all the time. Though now we are in our last season. Going to miss them all.

Witcher
Not a "Witch show" per se, but plenty of magic and witches here.

Vampires
Not witches but Vampire the Masquerade: The High School Years.  I only watched two episodes of this French import on Netflix, so not as sure about this one yet.


Which Witch is Which? Basic Era Edition

A while back I did a post, Which Witch is Which? Swords & Wizardry Edition in which I broke down all the various S&W witch books I had done.  What each contained and what they covered.

I have since done a few more books and that question is being asked again.  Since my goal here is to get you to buy the one book you really want instead of three or four you might like.

Let's break them all down.


Let's start with my first Witch book.

The Witch: A sourcebook for Basic Edition fantasy games
This book is designed with the "Basic" rules in mind.  So Holmes, Moldvay, or Mentzer or them modern clones like Basic Fantasy or Labyrinth Lord.  Largely compatible with my Swords & Wizardry line.  In includes:
  • The Witch Class, levels 1 to 36
  • Six Traditions (Aquarian, Classical, Faerie, Family, Maleficia and Eclectic)
  • Cantrips for witches
  • 381 New Spells, 20 New Witch Rituals
  • 29 Monsters
  • Magic items
  • 120 pages
This book is the most basic of the Basic witches.  If you don't know which book to get, get this one.

Then I opted to do other books.

Daughters of Darkness: The Mara Witch for Basic Era Games
This book is designed for the Labyrinth Lord game.
The witches of this book are from the Mara Tradition, witches dedicated to the Dark Mother.
  • Levels 1 to 20
  • Spell bonuses for high Charisma
  • Level limits for Dwarf, Elf, Gnome, Half-elf, Half-orc and Halfling witches
  • The Daughters of Darkness coven
  • 175 Spells and Rituals for witch characters
  • 39 Monsters to challenge or be allies including the Lilim demon race.
  • 3 Non-player characters. 
    • “Bloody” Mary Worth
    • Darlessa, The Queen of Vampires 
    • Lilith, Queen and Mother of all Lilim
  • 80 pages. 
If you like your witches evil, have powers to seduce people, summon demons or raise undead then this is your book.

Cult of Diana: The Amazon Witch for Basic Era Games
This book is designed for the Blueholme Prentice Rules game.
The witches of this book are a revised version of the Amazon Tradition, witches associated witht he Amazons and Diana.
  • Levels 1 to 20
  • The witch class and two new witch covens
  • 40 Spells and 8 Rituals for witch characters
  • 26 Pages.
If you want to play an Amazon witch, then this is your book.  This book is also FREE, so grab it anyway.


The Children of the Gods: The Classical Witch for Basic Era Games
This book is designed for the Blueholme Journeymanne Rules game.
The witches of this book are a revised version of the Classical Tradition, some of the first witches the world has known.  Witches from the ancient time of myths and legends.
  • Levels 1 to 20
  • The witch class and four new combination classes, using Blueholme rules
    • Witch-Cleric, Witch-Fighter, Witch-Theif, Witch-Magic User
  • Guidelines for playing any species of witch
  • Six witch covens of the Classical Tradition
  • 120 Spells and Rituals for witch characters
  • 25 Monsters to challenge or be allies
  • 29 magic items and six artifacts
  • Three Non-player character witches from pages of mythology
    • Circe
    • Medea
    • Medusa
  • 84 pages.
If you want to play witches from a Greek, Roman or Egyptian background then this is your book.

The Basic Witch: The Pumpkin Spice Witch Tradition
This book is designed for the Labyrinth Lord game.
The witches of this book are from the Pumpkin Spice Tradition. A somewhat silly origin that led to one of my favorite traditions.
  • Levels 1 to 20
  • Spell bonuses for high Charisma
  • Level limits for Dwarf, Elf, Gnome, Half-elf, Half-orc and Halfling witches
  • The Sisterhood coven
  • 122 Spells and Rituals for witch characters
  • New magic items including magic cauldrons, masks, and tea. Plus the magic item black market
  • 24 Monsters
  • 3 Non-player characters
    • Becky
    • Karen
    • Carol
  • 64 Pages.
If you want to play a "Hollywood" style witch or a witch with some unique spells then this is your book.
The Craft of the Wise: The Pagan Witch TraditionThis book is designed for the Old-School Essentials game.  The witches of this book are members of the Craft of the Wise, the Pagan tradition of northern Europe.
  • Levels 1 to 14
  • The Bándrui and Followers of Aradia covens
  • Cowans, the champions of the witch
  • 100 Spells and Rituals for witch and non-witch characters
  • 28 Monsters to challenge or be allies
  • 4 Non-player characters
    • Bodhmal
    • Liath Luchara
    • Alice Kyteler
    • Morgane le Fey
  • 66 Pages.
If you want to play a pagan witch or a follower of "the Old Ways", then this is the book for you.

All the books are pretty much inter-compatible.  The witches all use the same XP, to hit and saving throw tables.  Sometimes there are differences between what level the witch goes to or what species can become witches, but that is also something that can be worked out in your games.

If you want to mix and match Basic-Era and Swords & Wizardry that is also fine and will work well.

So let's say you want a Basic-era Tiefling Winter Witch.  Or you want to play a Pagan Witch to level 20? You just get the books with those and mix as you like.

Now if you are curious about what is in each book, well the preview on DriveThru covers the first few pages including the table of contents.  But sometimes you want more details.

So here is a break down of all 1,060 spells I have used and 229 monsters.

Witch Books - Google Sheets



I hope this helps you make a good choice!

I have a couple more I want to do.  One is a book on High Witchcraft (Ceremonial) and then either a Demonic witch or a Blood magic witch.

New Release: Craft of the Wise - The Pagan Witch Tradition for OSE

Happy St. Patrick's Day (today), Ostra and Spring Equinox (Thursday)!
We just had a Friday the 13th and a full moon so the timing is perfect for witches and pagans.

After many delays, and one detour for the Pumpkin Spice Witch, here is my newest witch book designed for the Old-School Essentials RPG.

The Craft of the Wise - The Pagan Witch Tradition


This is the fifth book in my "Basic Era Games" series of books for the witch class.

Introducing the Pagan Tradition, witches dedicated to the ”Old Ways.”
- The Bándrui and Followers of Aradia covens
- 100 Spells and Rituals for witch and non-witch characters
- 28 Monsters to challenge or be allies
- 4 Non-player characters to challenge the mightiest characters

Fully compatible with Old-School Essentials and other Basic-Era games.
Fully compatible with other witch books from The Other Side.

Both the PDF and Print-on-Demand versions are ready now!


And as a special bonus, I commissioned James V. West to design a witch-specific character sheet for both your Basic-era and Swords & Wizard witch characters. You can get those for FREE.
Want more? There is also a special PWYW Witch Character Folio which has both sheets and tables for your witch character's advancement.





All the books in the Basic Era Games series are 100% compatible with each other. 

Each features a different witch tradition, different rules for the game they are designed for, new covens, new NPCs and new witch spells and rituals.  Each includes some monsters associated with witches to use in your games.




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