Friday, April 24, 2020

BlackStar: Mercy and Other Random Trek Ideas

A lot going on at my day job.  This social distancing has us busy as hell revise a number of our courses. Well, nothing like job-security I guess.

Going through my various Trek RPGs and collecting various ideas that may, or may not fit in with my BlackStar campaign.

Star Trek: Mercy
This idea came about by watching the hospital ships come into New York, and Beverly Crusher-Picars's ship the USS Pasteur in "All Good Things."  I was going through my new FASA Star Trek boxed set and was thinking about my first Trek character, Dr. Scott Elders, the CMO of the USS Andromeda.

I thought a good Post-Enterprise (2151), Pre-TOS (2265) era game might focus on the USS Mercy, a Federation Hospital Ship.  It has the authorization to go into other parts of the Alpha and Beta Quadrants to provide medical assistance.  I was also thinking it could doctors of dozens of different species.  If I set it between 2151 and 2265 it gives me an excuse to use a character that has been mentioned in my games, but never actually seen, Fleet Admiral Lucille Ball, Commander of Starfleet Operations.

How Lucille Ball Helped Star Trek Become a Cultural Icon
In any case, she is part of my Trek-universe history. So just as Admiral Nyota Uhura is a central figure to my BlackStar game, Admiral Ball is to Star Trek: Mercy.

I am partial to a Daedalus or Olympic-class style ship, with the extra space in the "saucer" section dedicated to hospital beds and medical care facilities.  Maybe I would have something a little more advanced than the Daedalus-class (2196), but not quite the Olympic-class (2395).


It is tempting to split the difference and set it in 2295.  That would put it firmly into the Enterprise-B time.  Again, appealing for just for the newness of it.  Among other things, it gives me a Captain Nyota Uhura, a Cmdr. Chekov is part of Starfleet Intelligence and an Admiral McCoy.
I might also get a Captain Demora Sulu.

This is also a good time because this is the time period I set my original Ghost Ship adventure.
Maybe I could do a Mercy one-shot to set up Ghost Ship later on!

Star Trek: Federation News Network
This came from a couple of different places.  First, going back to the Star Trek Generations and the new Picard series, both featured news reporters in the Trek universe.  I really liked that idea and thought it might be fun to have some other points of view than just Starfleet officers.
Secondly, I am working as a mentor for a high school senior.  She is writing her own Trek story and the central character is a reporter.

That is all I have at the moment, but it could be something I could add to any game.

Wednesday, April 22, 2020

Magic Item: The Witch Whistle

This image has been floating around the net for about a year.  Figure I should do something fun with it.  So here it is for Old-School Essentials.



Witch Whistle (Witch Flute)
Summons an army of rats when blown.

  • Summons 10-100 (10d10) normal rats when blown (usable 2x per day)
  • Or summons 5-30 (5d6) giant rats when a short tune is played (1 per day)
  • Or summons 1-4 (1d4) wererats when a longer song is played (1 per day)

These whistles are created by Pagan Witches and Death Pact Warlocks. Crafted from the bone of a wererat and petrified paw of a rat.  They keep the songs well hidden but allow the magic to be used to summon normal rats.  If the songs are learned the player can use one of any of the powers once per day.
Under any circumstance, the player does not control the rats that are summoned.
They arrive within one round.


Tuesday, April 21, 2020

The *Other* Basic

I have been doing a nearly two-year-long dive into the D&D Basic game. I have been playing with, working with and talking about D&D Basic and the various retro-clones that emulate it.

My focus has largely been on the Moldvay/Marsh-Cook versions of the Basic and Expert games (B/X) and a little bit into the Holmes Basic. I also occasionally dip into the Rule Cyclopedia.

But there is a Basic set I almost never talk about and actually have very little experience with.  That is the Mentzer BECMI sets.

In fact I don't even own much of the BECMI sets save for a Basic Set (box and imported book).



Yes, the dice are still in their plastic, the crayon is intact and that is Frank's signature.

I do own them all on PDF from DriveThruRPG, and that has been great.  It's a D&D that a lot of you all know, but is somewhat new to me.

There are obvious reasons.  I have never really got into this edition and now seems like a good time.  Also, my kids' Second Campaign is now in the Serpent Peninsula in the Known World (Mystara), so reading these books gives me a good vibe on how I want to run those games.

Mind you, I am not going into these without knowledge. I have picked through my Basic set a bit and read over the others.  I do have printouts of my DriveThru PDFs, so I am not completely in the dark here.

I am not expecting to find some deeply hidden truths here, or even anything really new.  Though a gem or two of new knowledge would be welcome. I am sure there are things in the Companions, Master and Immortal rules that would be new to me.

It's not a quest for knowledge. To quote Clark Griswold, it's a quest for fun!

Obviously not my collection

Monday, April 20, 2020

Monstrous Mondays: Magiphagous Rust Monster

Rust Monsters are a great threat to low-level characters.  Nothing scares a group of fighters as much as a rust monster.  Orcs, kobolds, goblins, even trolls can be dealt with when you know what is going on.  But a rust monster never fails to put fear into most players.  Just not for the reasons the other monsters do.

Plus I have to admit I have always loved these weird little dudes. Especially after I learned of their true origins!

So here is a version of the rust Monster my oldest is using in his games.  Helps keep the fear of these guys alive, even when characters have gone up a level. Maybe even more so that they have gone up in levels.


Rust Monster, Magiphagous

Appearing as a paler and larger version of the rust monster, these creatures are otherwise exactly the same as rust monsters, save for one detail.   These creatures only eat magical metals.

Rust Monster, Magiphagous  (Old-School Essentials)
Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on the remains of magical metals.
AC 2 [17], HD 7 (31hp), Att 1 × feeler (rusting), THAC0 13 [+6], MV 120’ (40’), SV D11 W12 P13 B14 S15 (5), ML 9, AL Neutral, XP 175, NA 1d4 (1d4), TT None

  • Rusting: Magical metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust.  Each time a magic item is affected, it loses one “plus”.  Each item gets a base saving throw of 13, plus any "pluses" the magical item has.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Smell metal: Attracted by the scent of magical metals such as weapons, armors and artifacts.


Rust Monster, Magiphagous (Fantasy Age and Blue Rose)

Abilities (Focuses)
1 Accuracy (antennae)
–3 Communication
2 Constitution
1 Dexterity
2 Fighting (Claws)
–3 Intelligence
1 Perception (Smelling)
2 Strength
1 Willpower

Speed 14
Health 20
Defense 12
Armor Rating 4

Weapon Attack Roll Damage
Antennae +4 1d6+2

Special Qualities
Favored Stunts: Knock Prone

Eat Magic: The Magiphagous Rust Monster eats magic from metal magical items leaving behind useless rust.

Threat: Minor


and for 5e D&D



Rust Monster, Magiphagous

Large monstrosity (magical), unaligned

Armor Class

 
15 (natural armor)

Hit Points

 
52 (7d10 + 14)

Speed

 
40 ft.

STR

14 (+2)
 

DEX

12 (+1)
 

CON

14 (+2)
 

INT

2 (-4)
 

WIS

13 (+1)
 

CHA

6 (-2)

Senses

 
darkvision 60 ft., passive Perception 11

Languages

 

Challenge

 
1 (200 XP)

Magic Scent.

 The rust monster can pinpoint, by scent, the location of magical metal within 30 feet of it.

Rust Metal.

 Any magical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Actions

Bite.

 Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Antennae.

 The rust monster corrodes a magical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. Bonuses to save per plus of the item's enchantment.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Saturday, April 18, 2020

Zatannurday: J.J. Abrams Justice League Dark

Well, the big news is the rumor that J.J. Abrams has three new shows coming up on HBO Max.  One of them is supposed to be Justice League Dark!

Here are some of the links to various news sites.

https://www.theverge.com/2020/4/16/21224271/justice-league-dark-jj-abrams-hbo-max-warnermedia-shining-berlanti-dc-comics

https://www.hollywoodreporter.com/live-feed/jj-abrams-sets-3-hbo-max-shows-justice-league-dark-shining-spinoff-duster-1290530

https://variety.com/2020/tv/news/justice-league-dark-series-the-shining-series-hbo-max-jj-abrams-1234582489/



I am looking forward to this, but Justice League Dark has not had a lot of success getting off the page to the screen, save for the one animated movie. And even then they had to throw in Batman.

With a little bit of luck, we will get Matt Ryan to play John Constantine.

The thing I am looking forward to the most is who will play Zatanna.

Related, I did find this video on all the portrayals of Zatanna over the years.




An here she is from the Justice League Dark animated movie.

Friday, April 17, 2020

PWWO: Calidar, Part 2

A while back I a did a "Plays Well With Others" for Calidar. It's pretty to do, there are a lot of great ideas and it has a system that lends itself well to easy conversion.  After doing a series of reviews I thought another go at another PWWO.

The Reviews
For this PWWO I think I am going to focus mostly on Calidar On Wings of Darkness and related products.  In particular the various magic schools featured in Caldwen.

Given the various conversion guides and the rules presented in the books, mathematical style conversions are less of an issue, the big factor is more how do I replicate the same feel of Calidar in a different game while still preserving what I liked about the original game.

Calidar and "New" D&D


These are the easiest of course.  The level limits for both D&D 5 and Pathfinder are a set 20. So follow along with the rules for 20 levels.  D&D 5 and Pathfinder characters tend to be more powerful than their same-level counterparts in older editions.  Cantrips really boost what a Wizard can do every round even at the lowest levels.  Plus the addition of cantrips can become an interesting element to the wizard school. 1st level wizards/magic-users have a lot more they can do.

Retro-Clones


These conversions are handled by various current products and upcoming products from Calidar.  Plus these mimic the games played by most of the people involved with the Calidar lines.

Calidar and Glantri


Let's address the obvious mix here.  Bruce Heard is fairly well known for his work on the Mystara lines and Glantri in particular.  You can use details from one mage school for the other, they are roughly compatible in style, and it makes either product a little more robust.  You do lose a little of the unique feel of Calidar this way if you set it all in Glantri.  Though what I have been doing is considering setting the caldera on the north pole.  The whole area is hidden away from the rest of the world.  Still playing with this idea.


I am using the "Mystoerth" map for this. I made a globe, and see there is some room up on top. Enough for Calidar?  I have not done the math yet, but it looks right.   I still to play around with it.

That is if my next idea doesn't take over.

Mage: The Sorcerer's Crusade


This idea has grabbed my imagination.  Calidar has a great early Renaissance feel to it.  So somewhere between Dark Ages Mage and Mage the Sorcerer's Crusade is a perfect time.  In this case I would use Calidar as is, but the game system would be White Wolf's Mage.
What I have not decided yet is if the various schools represent Spheres (which means Mages would need to attend to multiple schools) or Traditions (which would make the rivalries more intense).
So everyone in "How to Train Your Wizard" would be part of the Euthatoi.   I think just to have some fun I would keep the Verbena out of it unless I work in the Glantri Wokani.

There is a lot I would love to do with that idea.  D&D backdrop, Calidar setting, Mage/White Wolf rules.  The possibilities are staggering, to be honest.

Conversion though is a bigger issue.  The Calidar system is pretty flexible, but it is level-based to a large degree. Mage uses the White Wolf Storyteller system which is a dice pool system. So the conversion books won't be much help here save to figure out some guidelines.  Still maybe if I can dig up a copy of Monte Cook's d20 World of Darkness it might give me some ideas.

WitchCraft


Nothing specific yet.  But if I can convert Mage I can convert this a lot easier.

Most likely I would combine a lot of these ideas to make the schools in Calidar a little less D&D and little more Scholomance if possible.

Blue Rose AGE


Ah.  Now here is something that would be a lot of fun.
I would need to make some changes to what kinds of magics could be taught at the schools, but AGE is level-based and so should convert well.  Green Ronin already did some of the heavy lifting for me with their converting for Fantasy AGE.

The bottom line is that Calidar gives me a great magic school that I really want to drop anywhere.

Plus it gives a Fantasy-era Breakbills and an excuse to do this:



And any excuse to put more Brakebills into my games is a good one.

Thursday, April 16, 2020

Review: CA1 Calidar Dreams of Aerie

I make my last stop on my vacation in Calidar to an honest to god Flying Circus!
Monty Python quotes and references are as much a part of the D&D experience as anything else really.  Let's be honest, how many games start out as "Excalibur" but end up as "The Holy Grail"?  Well now, thanks to Bruce Heard and Calidat you can bring a real live Flying Circus to your games.  The Monty Python references might be light in the book, but the games will abound with them.

CA1 Calidar Dreams of Aerie
PDF, Hardcover and Softcover, 132 pages, Color covers. Color and Black & White interior art.

I am reviewing the PDF and softcover book from the Kickstarter.

Dreams of Aerie is for the Calidar world setting, but let me say this upfront, you can use this anywhere with any system. The book uses the Calidar game system, which is not really a system but a short-hand way of talking about stats.  If you have any of the other books you will know what this is and how to convert it.

The book is part source guide and part mystery adventure. The setting is the Amazing Flying Circus a traveling circus that flies overhead.  There is some great in-game/in-universe background to this circus and how it is no longer at its hey-day, but it is also attempting to reclaim its former glory.

Now. If this is all this book was, then it would still be a fantastic bit of work.  But we do get a lot more.

The circus is home to all sorts of entertainers as well as misfits and those rejected by society. In many ways it mirrors a real circus from our, or most worlds.  It is also a religious monument to one of Calidar's gnomish gods, Belgomeer.  That gives it a nice twist.  I'll discuss this more at the end.

We get a great cast of characters including the Ringmaster, Vox Hammerdin, aka The Great Mirabilis.  That's a hell of a name! Based on his style and personality I think he must be related to my Crazy Omar.  There are so many interesting NPCs here I could spend pages talking about them, but instead, I will leave it at that and let you discover them on your own.  These NPCs are needed because of the adventures character can have here.  There is a cult plot to take over the circus, a murder, rival factions, and 11 different guilds that make the circus work. Oh and the dragon in the middle of the maze on the lower decks.

That makes up the first 30 or so pages of the book.

What comes next is the adventure hook for the players. The players, and characters, can be hooked in on the circus' arrival alone or get a letter from the Ringmaster or even the local Mayor.  The main mystery deals with the disappearance of the show's "Bearded lady", Branna “Stubble” Briarchin.  She has been in fact murdered in part of the plots of the cult of Balladoo-of-the-Hoo, who are trying to take control of the circus away from the followers of Belgomeer. The PCs need to uncover the murder and cult plot.  But even if you and the players are not interested in this hook, there are plenty of reasons to visit a Flying Circus.  Let's start with the fact that it is a flying freaking circus!  The murder and cult plot though are well done and plenty of clues are provided for the GM to hand out to the players when they find them.  It also gives them an excuse and leave to explore the entire circus.

There is a detailed description of all parts of the circus, all three decks, with some beautiful maps and art here.  The layout by Calidar's cartographic expert Thorfinn Tait is fantastic.  This book is not just fun to read it is gorgeous to look at.  This part covers about 110 pages of the book. So yeah, really detailed.

There is an appendix with character stats, but keep in mind that most people you run into here are not meant to be fought. These are not "monster" stats even if the person you encounter might be a monster in a different situation.  This adventure is about solving a murder and stopping a cult, not "killing things and taking their loot".  You can use this with any system, but the mindset has to be this is a mystery to solve.

The appendix also covers some "Random Events" to keep the players moving along while other things are happening.
There is a great index of all locations. A 1d20 rumor mill. A banner advertising the circus. And some pre-rolled characters to use.

I have said it before but it is true here, Dreams of Aerie punches way above its weight class.
At 130 pages and $6 for the PDF, there is a lot here.  A complete circus, a FLYING circus no less, a murder mystery and a cult faction war.

The Circus as Setting
While the circus is set in the World of Calidar it can easily be used elsewhere or all by itself.  While reading through it I could not help but think back to the old Ravenloft Carnival product. The two might work well together, in particular some of the NPCs. Plus I can't ever resist adding more horror to my games.

Two of my favorite movies are Vampire Circus and of course Tod Brownings Freaks. Both have strong horror themes.  So I guess I find circuses kinda creepy.

The Circus as Religious Center
Dreams of Aerie was written WELL before the third season of The Chilling Adventures of Sabrina.  This season featured a traveling circus full of "pagans" dedicated to the "Great God Pan." Yes. very much in the Arthur Machen vein.  The Amazing Flying Circus is not a collection of the world's misfit monsters and rejected myths.  At least not in the way it was done on CAOS.  There is the faction fighting between the followers of Belgomeer and Balladoo-of-the-Hoo in Dreams that I can build upon.  There is a lot of cult-based conflicts here.

So, in the end, what do we have?  We have a hell of a product with a ton of great ideas, opportunities, and something that can be used in pretty much every game.

Please visit the DriveThruRPG page to see some excellent samples of the maps.

If you want to run a circus adventure then THIS is the one you need. Full stop.