Tuesday, April 7, 2020

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.


Monday, April 6, 2020

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.


Friday, April 3, 2020

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.

Thursday, April 2, 2020

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!

Wednesday, April 1, 2020

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.

Tuesday, March 31, 2020

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

Monday, March 30, 2020

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!