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!

Friday, March 27, 2020

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!

Wednesday, March 25, 2020

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.

Tuesday, March 24, 2020

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.

Monday, March 23, 2020

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 Edwards
Sand 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