Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Wednesday, August 19, 2015

Forgotten Realms and other D&D comics are available now as part of a Humble Bundle

Sorry for the delay in posting, but things have been crazy at work recently.  However, considering how much time on this blog I have spent recapping the old DC/TSR Forgotten Realms comic book series, I would be remiss if I didn’t note that the entire series is now available as part of a Humble (Book) Bundle.

And it is not just the old Forgotten Realms series either.  The old Advanced Dungeons & Dragons series is also part of the bundle, not to mention several of the newer Dungeons & Dragons series produced by IDW.

This is a seriously good deal and at the time of this post it is still available for five days or so.  So if you have enjoyed my postings on the old comic series and want to check it out for yourself, now is the perfect time to do so.

Monday, August 3, 2015

A quick programming note and Gen Con quick hits

This weekend I had some issues with the Windows 10 upgrade to my study PC that ultimately took the better part of Saturday to resolve.  Since that is when I was planning on finishing up my Monday blog post, it will be postponed to my normal Thursday post.

In lieu of a full post, here are a few quick Gen Con news items:

Tribality  posted the demon lord write ups from the upcoming D&D Adventure League storyline Rage of Demons.

Wizards of the Coast and D&D 5e did really well at the ENnies, winning the gold in thirteen catagories.  The full list of ENnie Award winners can be found here.

Onyx Path Publishing has announced Vampire: The Masquerade 4th Edition.  I find this a bit odd as they are already publishing both twentieth anniversary versions of their classic World of Darkness material and a second edition of their new World of Darkness material.

Monday, July 27, 2015

Game Recap: Princes of the Apocalypse Session 3–The Temple of Sacred Stone

Looks Peaceful Enough

Dramatis Personae

Glidion: High Elf Wizard (Enchanter) who exaggerates stories of his past triumphs. Unwitting pawn of the Zhentarim.

Gracealyn “Darkeyes” Droverson: Tethyarian Human Noble Fighter (Champion) who seeks to restore her lost family fortunes.  Member of the Lords Alliance.

Milo Miller: Lightfoot Halfling Cleric of Pelor (Life Domain). Seeks to spread worship of his god to Faerun.  Watcher of the Harpers.

Salazar Tomoki: Shou Human Monk (Way of the Open Hand).  Hermit who walks Faerun seeking enlightenment like Caine from Kung Fu.

Wrenna: Forest Gnome Rogue (Thief).  Little is known of Wrenna’s past other then that she has been on the wrong side of the law from a young age.

Recap

Having defeated the gargoyles and deciding that their suspicions about the monastery being a haven for evil were correct, the party decided to throw caution to the wind.  Well, not entirely to the wind as Wrenna snuck a peak into the central temple area prior to the group kicking open the doors.  Wrenna reported that there were a priest and two guards inside gathered around an altar at the far end, with four large columns of natural stone dominating the room and a large set of stairs heading down in the center.

The party seized the initiative and attacked.  Glidion lead the attack with a fireball to “soften them up”, followed quickly by the a fleet-footed and stealthy Salazar armed with shurikens.  Wrenna used her bow to great effect while Darkeyes was less effective with her javelin as she tried to close the gap.  Milo used a guiding bolt of magic to both attack and assist his comrades.  Glidion was able to take down the weakened priest and guards using magic to put them to sleep.

Tying the three up, they proceeded to wake the priest and interrogate him.  The priest, a man named Qarbo, was quite talkative if openly contemptuous of his captors.  He told the group that no matter what they did, they could not stop the rise of the Cult of the Black Earth.  When asked if the Cult of Black Earth was behind the attack on the party by monks wearing wingwear, he spat and said those “vulture riding fools from the Cult of Howling Hatred” were weak and would be “the first to fall when the Black Earth ascended”.  When asked what was below, Qarbo told the party to “go down and find out, but do not be surprised if the Black Earth devours you.” Having enough of his attitude, Darkeyes literally picked him up by the ankles and shook him, and was gratified when a pair of keys on a chain around his neck fell to the ground.

Meanwhile the group discovered a bronze lever close to the altar.  Wrenna could not determine its purpose, but Glidion had a hypotheses it might have to do with the stairs.  Deciding to test this, the party placed the three tied up cultists on the edge of the stairs.  Qarbo was asked if he had anything to say before the lever was pulled.  While he looked nervous, he did not give the party any more information.  The lever was pulled, the stairs collapsed, and the three cultists slid into the darkness below.  More mechanical noises were heard in the distance, followed by screams, followed by a clacking, scrabbling noise as the umber hulk below tried to make it up the ramp.  The party decided it was best to explore elsewhere.

Leaving out the small doors to the west, the party entered a hallway with Wrenna in the lead.  Her sensitive gnomish nose detected the smell of baking bread.  Making their way through the empty dining area, the group entered the kitchen where four monks in dun colored robes were preparing food.  Seeing the party they hastily donned gargoyle masks and attacked.  The monks proved no match for the party however, and once they were vanquished the party use the opportunity to restock their provisions.  The deceased monks were also liberated of their robes and masks.

Heading back out the way they came and travelling south, Wrenna listened at a door and heard some people speaking in what she thought was a dialect of dwarvish.  Darkeyes decided to have a little fun, donned a gargoyle mask, put a (poorly fitting) robe over her armor, and charged into the room to attack.  The dwarves, actually duergar, were taken off guard by this unorthodox attack. Only three of the six duergar in the room were awake and the group worked to push their advantage while they could.  Two of the duergar used the strange powers innate to their race to grow to gigantic proportions.  Regardless, the party took the day and defeated the evil dwarves.

Continuing their explorations, the party found another dormitory with four sleeping monks who were slaughtered before they were even fully awake.  The group then discovered the sleeping quarters of the priest and his guards they encountered earlier.  One of the keys they had liberated from the priest opened an iron coffer containing priestly vestments, gold bracelets, and several magical scrolls which were claimed by Glidion.

To be continued…

Thursday, July 23, 2015

Why PDFs of Fifth Edition D&D still matter

In some ways Wizards of the Coast has made great strides in supporting electronic gaming.  They have been steadily releasing their impressive back catalog in PDF through the D&D Classics website.  The D&D Basic rules are available as a free download from the Wizards of the Coast website.  They provide officially licensed content for the Fantasy Grounds which gives them a virtual table top, a character creation tool, and even a digital distribution tool for their books.  Despite these strides though, there is currently no way to legally buy the D&D 5e Core Rule Books in a PDF format.  This is frankly unbelievable in the year 2015.

PDFs are important.  While there may be some issues with PDFs, the format has been around since 1993 (22years) at this point.  It is an open format, which means there are a plethora of PDF readers available, and they are available for any OS on the market.  PDF is the standard for RPG books, and indeed most reference style books.

No offense to the Fantasy Grounds guys, but I will be extremely impressed if it is still available in 22 years to read the content Wizards of the Coast has made available through their license.  Also, launching Fantasy Grounds just to read the core rule books is frankly overkill.  While it is a competent virtual table top, it would be crazy to invest the money in Fantasy Grounds if all you want is the books in an electronic format. 

So what is wrong with just reading the physical books that Wizards of the Coast is publishing?  It is not that there is anything wrong with them, but PDFs have advantages that make them more practical for many people.  For starters, they don’t take up as much space.  It is easy to bring your entire library of game books over to someone’s house in digital format, obviously not if they are physical books.  It is amazing how much space these books take up.  When I moved to Arizona, my gaming books filled more than twenty banker boxes, most of which are still stacked up in my garage!  For many people, storing this many books is simply not practical.

PDFs are also easily searchable, which helps both with game prep and when looking up a rule during the game.  Can’t remember how grappling works in D&D 5e?  Just type in “grappling” into the search box and you will have the answer in seconds.  Lets say you are entering your character into Roll20. While you can retype all your spells by hand, cutting and pasting them from a PDF is a real time saver.  Believe it or not, PDFs are a competitive advantage in today’s market place, and are one of the primary reasons why the Lords of Tyr switched to Pathfinder for one of our two regular games.

What about piracy?  Well, not making legal PDFs has not stopped that from happening.  Illegal copies of all the current D&D 5e books are readily available online if you want them.  The only people prevented from getting PDF versions of D&D 5e books right now are those who want to pay for them.

Look, I like the beautiful, high quality physical books Wizards of the Coast produces as much the next guy.  Even if PDF versions of the core rulebooks were available, I am sure I would have bought both the physical and PDF versions of these books, especially if Wizards of the Coast offered a physical and PDF bundle like most RPG companies do nowadays.  PDFs would also make me much more likely to try out books that I am not certain I would want to take up room on my ever more precious shelf space.

So come on Wizards of the Coast…

Listen to Fry WOTC!

Monday, July 20, 2015

Virtual Table Top Review: Roll20

Roll20The Lords of Tyr have been using virtual table tops (VTT) in our games from pretty much the creation of the category.  Early on we used kLoOge.Werks, but ended up switching to MapTools pretty quickly.   MapTools was our mainstay until recently, but as support for that tool seems to be winding down, we have been looking elsewhere for our virtual table top needs.

Roll20 was one of the first alternatives we checked out, and honestly one of the best.  So I thought it might be good to give it an thorough review for anyone out there who is thinking of using it.

OS Support

Roll20 is a web hosted Virtual Table Top.  That means that if you have a computer with a modern browser, you can use it regardless of whether you have Windows, Mac, or Linux.  This is great for a group like the Lords of Tyr where all three of the aforementioned operating systems are represented at the table. There are also apps for iOS and Android, although I haven’t really used them enough to give a decent review of them.

Game System Support

By default, Roll20 is system agnostic.  It provides you with the basics of a VTT (map, grid, tokens) and character sheets to which you can assign various attributes and abilities.  These can then be referenced in macros which you create, allowing you to simplify your game play.

This only tells half the story though because there are a large number of community created character sheet templates which can be applied to a campaign and that will do most of this work for you.  Since they are created by the community, generally the more popular the game the better the character sheet.  The character sheet templates we have used for our D&D 5e and Pathfinder games are very robust and professional looking.  However, the template we used for the Dragon Age RPG was a bit less polished (e.g., strength was misspelled, poor font choice), although in all fairness it did do the job.

Play Experience

Since Roll20 is web hosted, there is minimal setup.  The GM and the players need only create accounts on the Roll20 website and login.  Unlike traditional client/server VTT setups, there is no need to worry about opening ports on your router for NAT traversal, something that can trip up less tech savvy GMs.  However, this does mean that if the website is down, you aren’t playing.  We also would occasionally have issues where a specific player’s screen would not update and we had to have them hit refresh on the browser.

Game play is generally pretty smooth.  The GM controls what maps the players can see. Die rolls can either be made through the GUI or by a simple chat command (e.g., “/roll 1d20+5”).  The turn counter is pretty generic in order to keep it as system agnostic as possible, but works really well with the initiative based games I have played on Roll20.  It even allows you to keep track of durations by adding an item with an incrementing counter (e.g., “Flaming Sphere 1).

The Roll20 team prides itself on using a high entropy random number generator.  They even provide statistics on the website of every roll made just to show how perfectly random everything is, which is handy to show players who have had one too many fumbles in a game session.

Roll20 also has built in chat, video, and audio (using WebRTC).  You can also run Roll20 inside of a Google Hangout, but personally I found I had too much lag when I did that.

GM Preparation

The GM creates an account on the Roll20 website and starts a campaign.  Maps, tokens, and other bits of virtual set dressing can be uploaded to the site or acquired from the Roll20 Marketplace (both free and for a nominal charge).

Maps you have created are shown across the top of the screen.  These maps have three layers: a map layer, a GM layer, and a token layer.  The map layer is where you put everything that you want the players to see but not interact with.  The GM layer is where you put things that only the GM should see.  These can be things like monster tokens, pit traps, or room numbers.  When it becomes appropriate to reveal these things they can be moved to either the map layer or the token layer.  The token layer has objects that can be interacted with, although who can manipulate a token is still limited by who owns it.

There is also a dynamic lighting layer available to people who have either a supporter or mentor level subscription.  Dynamic lighting is an advanced feature which limits what the players can see of the map based on their light sources and line of sight.  This layer where you define light sources and objects that block the players line of sight like walls.

When players are logged in you can either present all players a map by moving a virtual bookmark called ‘Players’ to the appropriate map, or drag individual players to a screen if the party decides to split up.  I have found it useful to have a generic page to park the player bookmark on when I am not using a map.

Players, NPCs, and Handouts all reside on the right hand side.  Like tokens, who can see or edit these items are controlled by access control lists (ACLs).  So if I want anyone to see a handout I set ‘all players’ as being able to see, but leave able to edit blank (the GM always has access).  All of these items can be organized by folders, but are also searchable by name or by tag (you define both).  Tagging monsters can be very useful if you want to bring up a specific category of creature (e.g., undead, goblinoid, etc).

Maps, players, NPCs, and handouts can all be archived if you want to get them out of the way but don’t want to delete them.  I find I archive pretty much everything except what I think I will need in a given session, since bringing items back is just a couple of mouse clicks.

Cost

You can sign up and use Roll20 for free.  While not every feature is available at the free level, it is surprisingly usable without paying a dime.  The main limitations are you only have 100 MB of storage and no access to advanced features like dynamic lighting or tablet support.

You can upgrade to the Supporter ($4.99/month or $49.99 /year) level or Mentor($9.99/month or $99/year) level if you choose.  Supporter basically gives you 1 GB of storage, dynamic lighting, and tablet support.  Mentor gives you 2 GB of storage plus features like access to the Roll20 API and the ability to get support from the development team.

One nice feature is that if you have access to a feature, anyone joining your campaign has access to that feature.  For example, if I have access to dynamic lighting and use it in my campaign, none of my players need anything but the free level to use the feature.

There is also the Roll20 market place where you can purchase community created tokens, maps, and modules for a nominal fee.  Alternatively, if you are a content creator, you can sell your wares here.

Personally, I joined up at the Supporter level and found it more then met my needs.  My fellow GM Chad joined at the Mentor level.  None of the other players used anything but the free level of Roll20.

Customer Support

Roll20 has a wiki and a robust community supporting it.  I was able to learn how to use the interface via YouTube tutorials and how to create all the macros I needed by reading up on them in the wiki.  Users who have Mentor status are able to get support via email from the developers, but since I am only Supporter level I cannot comment on it.

Community

Roll20 has a great community.  It also provides excellent tools for finding players or games built right into the website.  Since I have a group I play with regularly I haven’t really taken advantage of these myself, but from what I have heard the ease with which you can find players or games is one of the big selling points of Roll20.

Final Thoughts

I love Roll20.  I think a web based VTT is the way to go and it continues to get better.  The interface is also more modern feeling then pretty much any other VTT on the market.  That said, I am not currently using Roll20 for my ongoing Princes of the Apocalypse game.  Why not?  Well, that will be the topic of a future Virtual Table Top review.

Thursday, July 16, 2015

Game Recap: Princes of the Apocalypse Session 2-Manticore Hunt

Vultures are not especially knightly

Dramatis Personae

Glidion: High Elf Wizard (Enchanter) who exaggerates stories of his past triumphs. Unwitting pawn of the Zhentarim.

Gracealyn “Darkeyes” Droverson: Tethyarian Human Noble Fighter (Champion) who seeks to restore her lost family fortunes.  Member of the Lords Alliance.

Milo Miller: Lightfoot Halfling Cleric of Pelor (Life Domain). Seeks to spread worship of his god to Faerun.  Watcher of the Harpers.

Salazar Tomoki: Shou Human Monk (Way of the Open Hand).  Hermit who walks Faerun seeking enlightenment like Caine from Kung Fu.

Wrenna: Forest Gnome Rogue (Thief).  Little is known of Wrenna’s past other then that she has been on the wrong side of the law from a young age.

Recap

Arriving in Red Larch, the group traveled through the village, taking note of the various shops.  Salazar made a quick trip into Lorren’s Bakery to pick up a mushroom cheese-topped bun for Wrenna.  These smelled so good that the weary travelers soon all stopped at the bakery to indulge in this savory treat.

Continuing to the Allfaiths shrine, the party met the two intendant priests: Imdarr Relvaunder a stout follower of Tempus (god of war) and Lymmura Auldarhk a follower of Sune (goddess of beauty and love).  Imdarr seemed a little put off by Sister Garaele’s decision to become a third intendant at the shrine since traditionally only two priests act as intendants at any given time.  Lymmura however welcomed Sister Garaele with open arms and offered to share her cell with the young acolyte of Tymora for the duration of her stay.

The group then pressed on to Bethendur’s Storage to drop off Gundren Rockseeker’s platinum ingots for eventual pickup by a caravan headed to Secomber.  There they met Aerego Bethendur who was quick to tell them that his storage offered absolute privacy and that anything stored here would not be disturbed unless it started to rot; even then the contents would be disposed of discretely.  When Glidion asked if that happen often Aerego simply said, “Not often”.

At this point the group sought out a tavern and ended up at the Helm at Highsun.  Once again the group heard rumors of missing people, in this case a well armed delegation from Mirabar.  A half-orc named Zomith invited herself to the party’s table and immediately displayed an interest in Glidion.  The noble elf was more intimidated by her advances then aroused, but he did learn that the caravan Zomith had been travelling with had encountered the Mirabaran delegation about fifteen days ago somewhere between Beliard and Westbridge, and that she had brawled with the Mirabaran guards during the encounter.  When she offered to discuss things in more detail with Glidion “in private”, the elf beat a hasty retreat.

Late in the evening the party bought rooms at the Swinging Sword across the street.  The proprietor of the inn, an Illuskan woman in her forties named Kaylessa Irkell, was grateful to see a well-armed party of adventures in town and expressed her hope that they would put an end to the “fell magic” that was sweeping through the Slumber Hills.  When they mentioned the missing Mirabaran delegation, she introduced them to Brother Eardon a half-elf acolyte of Lathandar (god of the dawn).  Brother Eardon had recently came from Beliard by way of Westbridge, and confirmed that the delegation was in Beliard two tendays ago.  The group resolved to travel the Larch Path to Beliard in search of the missing delegation in the morning.

Heading down the Larch Path, the group was distracted from this quest when they realized they were getting close to Feathergale Spire.  Intrigued by the wingwear they found on the monks who attacked them earlier and curious about the Feathergale Society they left the path and travelled into the Slumber Hills.  They arrived at Feathergale Spire in the evening. 

The spire was separated from the road by a cliff with a shear drop of hundreds of feet.  A brass bell hung from a wooden post near the ledge, and when they rang the bell a knight of the Feathergale Society named Savra Belabranta opened a small window near the gate and asked the adventurers what their purpose was at the spire.  Convinced that their intentions were peaceful, she invited them in and brought them up to the pinnacle of the Spire to meet the Feathergale Society’s leader Thurl Merosska.

Thurl greeted the party and asked them their business.  The party described their encounter with the wingwear wearing monks and asked if it was possible if any suits of wingwear had been stolen from them recently.  Thurl declined to answer, but since the party seemed to be men and women of valor he invited them to join in the feast that below.

The party partook in the grand feast and traded stories of valor.  As the feast was winding down, a knight burst into the room stating that a manticore had been sighted over the valley.  Thurl believed this to be an opportunity to slay the beast and offered his ring to the man or woman who brought back its head.  He asked the party if they wished to partake in the hunt, offering them hippogriffs to use.  The party agreed to join the hunt and mounted on three hippogriffs with Wrenna and Milo doubling up with larger party members.  The Feathergale Society knights mounted on giant vultures.

The beast was quickly spotted and the knights and the party took chase.  Glidion caused a great deal of damage by loosing fireballs on the manticore from afar and Darkeyes proved a dead shot with her javelins.  Salazar found himself frustrated by his lack of ability to engage at range, but Wrenna’s shortbow found its mark.  The beast was brought down by Darkeyes’ final javelin, falling to the ground below.  The party followed it down and Darkeyes used her axe to remove the dead beast’s head.

Returning to the Spire, Darkeyes was awarded Thurl’s ring.  After the feast, Thurl confided to the party that he believed the monks of the Sacred Stone Monastery were a source of the evil in the valley. The party choose to spend the night in Feathergale Spire and resolved to check out the monastery in the morning. 

During the night, Salazar was awakened by Savra.  Salazar explained that because of his vows he was not interested in an assignation, but Savra patiently explained that was not why she was there.  She was impressed by the valor of the group and wanted to confide the true purpose of the Feathergale Society: that they are on a secret mission to master elemental air to annihilate the enemies of Waterdeep.  She was telling Salazar this because she was going to approach Thurl about allowing Salazar, and possibly his companions, to join the Feathergale Society.  Salazar, and the rest of the group when he told them the next morning, said they would think about it.

The next morning the group headed off to find the Sacred Stone Monastery.  While travelling through the Slumber Hills, they came upon a number of shallow graves with vultures circling overhead.  After some debate, the party decided to exhume the bodies to see if they could be identified as any of the missing people they had heard about.  They found one dwarf in artisan’s robes and one female human dressed as a member of Mirabar’s army.  They also found one human male dressed in a black cloak with strange stony armor and one human male in white robes with black feathers at the shoulders.  All were dead from arrow wounds or crushing blows.  Convinced that at least two of the bodies were from the Mirabar delegation, they reburied the bodies and Milo performed funerary rites.

Continuing down the path described by Thurl, the party came upon the Sacred Stone Monastery around noon the next day.  An impressive stone edifice, the group decided rather than knock on the front door they would look for a secondary entrance.  Locating one on the southeast portion of the building, Wrenna examined the door and picked the lock.

Wrenna scouted ahead of the main group, who are not well known for their stealth.  At the first interior door she heard the sounds of people sparring, similar to the katas that Salazar would do in the morning.  She decided to leave this door alone for the moment and motioned for the group to move forward. 

The next door was sealed by an arcane lock.  Having no way to bypass the mystical protections, the group moved past this door as well. Wrenna then discovered stairs going down, but the party decided to continue exploring the upper level before braving the depths below. 

Continuing forward they group entered a long narrow open air courtyard paved in red sandstone.  To the north of them was the main temple area with large copper-sheathed doors and as well as another set of doors to the west.  Gargoyle statues guarded each set of doors.  Glidion expressed his concern, noting that “gargoyle statues always seem to come to life”.  Giving the statues as wide a berth as possible the party approached the copper-sheathed doors.

Of course the gargoyles came to life and attacked, although contrary to Glidion’s expectations only two of them became animate.  Showing uncharacteristic bravery, Glidion moved forward an loosed a lighting bolt on the two gargoyles.   Salazar was able to use his newly acquired magical Yari to good effect against the creatures stone-like skin, while Darkeyes’ reliable magic axe Hew caused similar grievous wounds. The gargoyles were quickly dispatched.

The party then prepared to check out the copper-sheathed doors to the temple.

To be continued…

Thursday, July 9, 2015

Thoughts on Unearthed Arcana’s new Psionics rules for D&D 5e

I am guessing only the halfling made his save.

I think psionics is the scab that D&D can’t stop picking at.  What began as a set of optional rules from the first edition AD&D Dungeon Master’s Guide has been revisited in every edition since with varying degrees of success.  They tend to be either poorly integrated into the core mechanics, the worst offender being second edition’s Complete Psionics Handbook, or presented as simply an non-Vancian alternative magic system.  Neither approach has been very satisfying.  As magic in D&D has become more diverse with the addition of core classes like sorcerers and warlocks, psionics has had to work harder and harder to justify its existence.  Still, I am always interested in new psionics systems when they come out, so I made sure to check out the PDF.

The first thing that stuck out to me at this most recent attempt had nothing to do with the mechanics.  Rather it was tying psionics so closely to the Far Realm.  To some extent this makes sense, after all the monsters that are most likely to be psionic have always been aberrations.  Less successful to me was their attempt to explain why psionics are more common on some campaign worlds than others, which boils down to the “weirder” your campaign world is (Dark Sun, Eberron), the more influence the Far Realm will have and the more common psionics will be.  If anything this simply seemed to highlight how out of place psionics tend to be in a normal D&D fantasy setting.

As for the crunch,  these rules present the Mystic class and two orders: The Order of the Awakened and the Order of the Immortal.  These are roughly analogous to Psions and Psychic Warriors from previous editions.  The core mechanic is that a mystic has a certain number of psi points that can be spent on certain class abilities or to activate disciplines.  Your Psi points completely regenerate after a long rest, which makes book keeping easier but does little to differentiate it the way magic works in D&D 5e.  Disciplines don’t have levels but can often be manifested to greater effect by spending more points.  This used to be a mechanic that set psionic characters apart, but nowadays most spell casters use the similar mechanic of getting more bang out of their spells by casting them with higher level slots.

Of the two orders presented, I think the Order of the Immortal has more to distinguish it from the other base classes.  The class it reminds me most of is actually the magus from Pathfinder.  Both have a full range of weaponry, midrange armor, midrange hit points, and a pool of points they can spend to boost their martial prowess and enhance their weaponry.  Neither is ideal as the main fighter in a party, but both can function as an off-tank with a little extra versatility to make up for some squishiness.

Personally, I didn’t quite find enough to differentiate psionics in these rules to convince me that they are a necessary addition to the game.  It is important to note though that these are presented as an early playtest of the psionics rules, not as a finished product.  One of the things that helped make D&D 5e such a strong version of the game was the extremely open nature of the D&D Next playtest and the willingness of Wizards of the Coast to listen to player feedback.  If they follow the same template with these rules, maybe there is hope for psionics yet!

Tuesday, July 7, 2015

Game Recap: Princes of the Apocalypse Session 1–The Road to Red Larch

 They do look a bit like flying squirrels

Dramatis Personae

Glidion: High Elf Wizard (Enchanter) who exaggerates stories of his past triumphs. Unwitting pawn of the Zhentarim.

Gracealyn “Darkeyes” Droverson: Tethyarian Human Noble Fighter (Champion) who seeks to restore her lost family fortunes.  Member of the Lords Alliance.

Milo Miller: Lightfoot Halfling Cleric of Pelor (Life Domain). Seeks to spread worship of his god to Faerun.  Watcher of the Harpers.

Salazar Tomoki: Shou Human Monk (Way of the Open Hand).  Hermit who walks Faerun seeking enlightenment like Caine from Kung Fu.

Wrenna: Forest Gnome Rogue (Thief).  Little is known of Wrenna’s past other then that she has been on the wrong side of the law from a young age.

Recap

The group was enjoying some well deserved rest after successfully locating the Lost Mine of Phandelver.  Well everyone was resting except for Salazar.  During meditation, he was troubled by reoccurring visions of a large unblinking eye.

The party was approached by their friend and occasional employer Gundren Rockseeker.  Since reopening the Wave Echo Mine, he had one major problem: Phandalin was simply not large enough to provide a suitable market place for the raw platinum ore him and his two (remaining) brothers were extracting.  Gundren asked it the group would be willing to escort a shipment of ore to Bethendur’s Storage in Red Larch, where it will be picked up by a caravan bound for Secomber.  The market for platinum ingots is quite good in more easterly lands and Gundren anticipates he will make a tidy profit.

Before they leave, Milo is approached by Sister Garaele.  She has been having visions of her own, and has decided that they are directing her to become an intendant at the Allfaiths Shrine in Red Larch.  She wishes to travel with the group to Red Larch for mutual protection.  She also implores the group to make a stop along the way at the ruined village of Conyberry in hopes of questioning the reputedly prophetic but twisted groaning spirit Agatha.

Heading west down the Triboar Trail, the group reaches the ruins of Conyberry.  The group follows the northwest trail to a strange hut made from the warped branches of nearby trees.  The party could hear sobbing emanating from the hut and cautiously approached.

The sobbing was coming from a ghostly child, sitting among the ruined remains of a bed inside. Sister Garaele, Milo, and Salazar approached while Wrenna, Glidion, and Darkeyes remained outside the hut.  The sobbing girl was incoherent, babbling “you shouldn’t be here” and “she won’t like it that you are here”.  The party tried to comfort her, but the spirit became angry before screaming “she’s here!” and transforming into the banshee Agatha.

Agatha admonished the party for bothering the child and told them that they would pay for their insolence.  She called forth the child’s “brothers and sisters”, four will-o’-wisps which rose from the swamp. Initially, the party was loathe to engage the spirit, still hoping to calm it down and reason with it.  The creature then let out a horrifying wail which scarred their very souls and left Sister Garaele and Milo hovering on death’s door.

Salazar focused on the banshee, although his blows were somewhat less effective against the incorporeal creature.  The rest of the party engaged the fast moving will-o’-wisps.  Things were looking grim as both healers were down and the undead inflicted grievous injuries on their living foes.  The tide turned when Glidion managed to make his way to the Milo, and forced a potion of healing down the throat of the fallen cleric.  With Milo’s divine magic to revitalize them, the party was quickly able to turn the tide and dispatch the unclean spirits.

After Agatha and the wisps were vanquished, the ghost child reappeared.  The child claimed to have been born with the gift of prophesy and that Agatha had been charged with keeping her safe.  However, the elf eventually grew obsessive and her extreme methods led to the child’s death.  Unhinged, Agatha began finding other “special children” to protect, who’s spirits became the will-o’-wisps when the tragic cycle inevitably repeated.  Because of her evil deeds, when Agatha was killed by the same Elk Tribe barbarians that destroyed Conyberry, she rose as a banshee.  Over the years Agatha’s grip on sanity became even more tenuous and eventually she became convinced she was the same child she had killed all those years ago.

The ghost child, or maybe the innocence left in Agatha, thanked the party for allowing her to “move on”.  She offered to answer any one question posed to her utilizing her second sight.  The party decided to allow Garaele to speak.  The young acolyte asked about her dreams and how she could stop the rise of the unblinking eye.  The spirit somewhat sadly said that the only slim hope was in the hands of her current companions—either they would stop the rise of the eye or no one would.

Uncertain what to make of this, the party searched the hut.  They eventually found the skeletal remains of Agatha and of several small children which they buried.  They also found a small chest which contained a diamond ring and a philter of love.

The party continued down the Triboar trail, eventually reaching Triboar itself.  Sister Garaele and Milo’s Harper contacts allowed them to stay at the Home of the Boars, a lodge slightly outside of Triboar proper.  There they met Darathara Shendrel and her companions ‘the Twelve’.  Darathara takes Milo and Garaele aside to tell them her concerns that people have gone missing.  A half-elf adventurer named Grevor and his companions are over a tenday overdue.  Additionally, two important merchants from Waterdeep, Kharloss and Jarlee, have been missing even longer.

After a well deserved night of rest, the party turned off the Triboar trail and headed south down the Long Road.  While traveling through a ravine, the party was set ambushed by a group of strangely garbed monks.  Their outfits had leathery flaps which stretched between their arms, waist, and legs that allowed them to glide from the top of the ravine to surround the party.  The outfits caused Glidion to derisively refer them as “squirrel monks” due to their resemblance to flying squirrels.

The leader, a cold-eyed woman wielding a strange looking spear that Salazar identified as a yari, demanded that the group throw down their weapons and surrender.  Unfortunately for the monks they had underestimated their opponents. Despite the fact that they were escorting a pair of oxen pulling a cart, these were not paid caravan guards but battle-hardened adventurers.  The battle was brief and violent, and the party ultimately captured one of the monks alive.

The monk was not very forthcoming, but did answer some questions.  When asked about Grevor, Kharloss, and Jarlee he stated he did not know the names but that perhaps “they now serve”.  He called the adventures fools who had no idea what was going on and that they would end up dying or serving the new order.  Eventually he would speak no more and simply said the group should either kill him and be done with it or let him go.  Darkeyes meted out grim justice to the monk with her enchanted axe.

Salazar claimed the yari by right of battle.  It was enchanted and had “Zephyr” engraved on the blade in the Shou language.  Wrenna had ‘liberated’ a scroll case from the leader in battle.  It seemed to contain many of the teachings of this monastic order.  They learned to pattern their movements after the cycling motion of the hurricane, which is how they refer to themselves.  Although he found many of their teachings perverse, Salazar did gain inspiration from some of their techniques.  Glidion gathered the strange leather outfits from the deceased “squirrel monks” and took note of the symbol on them, an inverted triangle with three branching lines above it.

The party continued south down the Long Road, eventually reaching Westbridge, staying at the Harvest Inn.  While there, the group was disturbed to hear of more recent disappearances.  The whole town was abuzz about the Oric and Lathna, siblings who were abducted by raiders from a homestead a short distance outside town.  The proprietor of the Harvest Inn, an affable halfling named Herivin Dardragon, also expressed concern about one of his regulars, a shield dwarf prospector named Wulgreda.  While he could not prove she was missing, she had not stopped by in a very long time.

After leaving Westbridge, the group encountered a group of mounted knights on the road led by a knight named Sir Gerald.  Darkeyes identified them by their heraldry as the Knights of Samular, an order dedicated to Tyr, god of justice.  After establishing their good intentions, the two groups spoke about the rash of missing people.  Glidion told them to watch out for anyone wearing the strange leather suits they found the monks in.  Sir Gerald identified the outfits as wingwear, which he was only familiar with because the Knights of the Feathergale Society used similar outfits.  As far as Sir Gerald knows, the Feathergale group is an honorable one, if somewhat pampered and rich.  Sir Gerald could not identify the symbol on the wingwear, but he had seen it before at the sites of some of the kidnappings.  Sir Gerald also took the opportunity to sketch out three other symbols he had encountered during his investigations.

Sir Gerald and his men bid the party adieu.  He did invite them to come to Summit Hall in the future and recommended they speak to the Feathergale Society about the wingwear.  The party continued down the Long Road, knowing that Red Larch was less then a day away.  

Tuesday, June 30, 2015

So the Lords of Tyr tried out the Dragon Age RPG…

Ah Solas, you old heartbreaker.

While I am not the video game fanatic that my wife is (few people are), I do enjoy playing them from time to time.  One of my favorite video game franchises at the moment is the Dragon Age series.  So I have been curious about the pen and paper incarnation of the franchise for awhile, but only bit the bullet with the recently released Dragon Age RPG Core Rulebook, which combines and expands the rules from the previous three sets that Green Ronin has produced.

The basic mechanic of the system will be familiar to anyone who plays RPGs.  Roll some dice (in this case 3d6 instead of a d20), add the appropriate ability modifier, and then compare it to a target number.  Nothing out of the ordinary there.

The most innovative concept introduced in the Dragon Age RPG is the stunt system.  You are rolling 3d6 for most rolls in this system, and whenever you roll doubles, you generate stunt points.  How many stunt points depends on your dragon die (one die of a different color).  You can then use those stunt points immediately to do something cool, like get an extra attack, push an opponent back, or even perform multiple stunts together if you have enough points.

I was intrigued by the stunt system and was curious how it would function in actual play.  I also wondered what gamers who were unfamiliar with the Dragon Age video games would think of the system and the world.

So I gathered together some of my fellow Lords of Tyr and decided to run Duty Unto Death, the introductory adventure featured on Wil Wheaton’s Tabletop.  Only one of my players was at all familiar with the Dragon Age video games, so I figured they would be a good group to evaluate the game on its merits without affection for the franchise seeping in.

The group quickly divvyed up the pregens, a Ferelden Freeman warrior, a Dalish Elf rogue, and a Human Circle Mage.  Because they were new to Dragon Age, I spent some time discussing the world and how they fit into it.  Luckily, the introductory adventure made this easy, as the characters were all new recruits to the Grey Wardens, and it begins with Duncan explaining key concepts like darkspawn and the Blight to the characters.

The first combat was very interesting.  Stunts came up a lot more frequently then I expected and really added a bit of variety to the “I hit it with my axe” rut that fighter heavy games can fall into.  It also forced the group to think tactically, especially as it was discovered how squishy the non-armored circle mage could be when darkspawn closed in on him.

(The circle mage also learned the importance of the rock armor spell from this combat, and he became a bit obsessed about keeping it up as much as possible since it is not a spell that can really be cast once combat has begun because of its long casting time.)

Because the game started a bit late, we only were able to fit in one more combat encounter in the session. By this time the group was pretty acclimated to the rules, and were really looking forward to stunts when they came up.

After the session, feedback was pretty positive.  Stephanie, still the newest gamer in this particular group despite having years of experience at this point, gave the most positive review.  She liked the stunt system, but seemed even more intrigued by the setting, which she thought had a lot of depth.  So I guess that is more of a thumbs up to Bioware, which created the Dragon Age setting for their video games.

All and all, it proved to be a very fun session.  It probably won’t become our regular game, as the group is pretty invested in the two long-term campaigns we currently are running, but I can definitely see us returning to it as time permits.

Monday, June 29, 2015

A quick update

I normally try to keep my posts here strictly geek related.  It has been long enough since I posted last though that I thought a quick update was warranted before I (hopefully) begin posting regularly again.

So a lot has been going on in my personal life.  Most significantly, my wife and I have moved halfway across the country from the Windy City to the Valley of the Sun.  We moved because of my work, which has been pretty hectic since I arrived here.  Things have calmed down a bit now though, which is why I am going to try my hand at blogging again.

I am still gaming with the Lords of Tyr using the various amazing digital tools which are available nowadays.  Currently I am running Princes of the Apocalypse (Dungeons & Dragons 5e) and playing through Rise of the Runelords (Pathfinder).  I also recently ran Duty Unto Death (Dragon Age) for my old group when a few of them were in town visiting.

Over the next few weeks I plan to post about virtual table tops, my experience running the Dragon Age RPG, a couple of book and TV show reviews, and possibly a major model building project I am thinking of undertaking.

So if you have been waiting for my triumphant return, here I am!  If you have stumbled across this page by accident (more likely), then I hope you like what you see.

Tuesday, June 17, 2014

Dropping skills for backgrounds in Dungeons & Dragons Fifth Edition

I am the kind of guy who writes pages of character backgrounds for my characters.  Some of them probably qualify as short stories.  Sometimes they are written from a first person point of view, other times in the form of a journal, occasionally from a third person omniscient or the point of view of another character in the story.  I feel I need to write these backgrounds in order to properly play my character.  Even in the MMORPG City of Heroes, where I never played with deep role-players, each of my ‘toons’ had surprisingly detailed character backgrounds.

I realize not everyone plays this way.  When I am running games getting character backgrounds from some of my players is like pulling teeth.  Often players will present me with character backgrounds no more complex than “I grew up in a peasant village and when I was old enough I left to find my fortune”.  That is OK, everyone has a different playing style.

Still, I like games that encourage characters to develop their background a bit.  Probably the first game I encountered that did this was Warhammer Fantasy in which your character development was tied to your career path.  Knowing that your character was a rat catcher or a merchant before they began adventuring wasn’t much, but it was something.  Last Unicorn Games short-lived Star Trek: The Next Generation RPG took a similar path, where during character generation you would take a number of ‘tours’ on previous starships to determine your skillset.  Maybe you spent a tour on the USS Hood as a security officer even though you were in command now so you were handy with a phaser.

I think my favorite take on this mechanic so far is in 13th Age.  During character creation you allocate a number of points to backgrounds.  Rather than specific skills you might say you spent time as a cat-burglar, a guild mage, or a merchant.  Maybe you were a poacher (4 points) who was drafted as a soldier (2 points) and then became a animal trainer (2 points) when you got out.  Rather than have a specific list of skills, you roll and add an appropriate ability modifier plus points in your background where you would roll a skill check in D&D.  If the party needed to track someone through the woods and one character had a poacher background while another had a bounty hunter background, both could make the roll using their background points plus their wisdom modifier.  However, if they needed to tie up a captive probably only the bounty hunter background would be applicable.

During the D&D Next playtest, I always thought this system would be easy to implement as a house rule.  D&D Next was already more skill light than D&D 3e or D&D 4e after all.  So I was pleased to hear that at Origins there was talk of an optional module that would use backgrounds instead of skills in a similar manner.  Assuming it is well implemented, I would definitely use that option in any D&D 5e games I run.

Or I guess I could just run a 13th Age instead.  It really is a fun system.

Wednesday, June 11, 2014

What digital offerings I want from D&D 5e

Bad digital tools make me want to burn the whole place down!My gaming group makes extensive use of digital tools when playing.  We have vast PDF libraries that keep us from breaking our backs hauling books back and forth.  We use various character generation tools to assist with character creation and tracking.  We use virtual game tables both for ease of play and to allow members who cannot attend locally to join in the fun remotely.  Digital tools are an essential part of our game.  Trapdoor Technologies, a new licensee for Dungeons & Dragons digital tools, asked on their website what we want out of Codename Morningstar.  Here is my wish list.

Affordable PDFs

This is more in Wizards of the Coast court than Trapdoor Technologies.

Wizards of the Coast has a spotty history when it comes to PDFs.  In third edition PDFs were priced exactly the same as the physical book.  This meant that they often cost more than you could get the physical books for off of Amazon and even most local game stores.  It also meant that at $30 or more a pop that most gamers had to make a choice between buying a physical book or buying the PDF.  Personally, I enjoy reading a physical book but love the convenience of a searchable PDF during game play.  By offering PDFs at a reasonable price Pazio and other publishers have encouraged me to purchase both.

In fourth edition Wizards of the Coast moved away from PDFs and offered up the D&D Compendium as a digital alternative.  The D&D Compendium was great, but it didn’t allow you to see the rules in their original context.  There is a place for a tool like the D&D Compendium, but I does not replace PDF versions of the books.

Of course Wizards of the Coast has made great strides in their PDF offerings with the D&D Classics site.  However, they still tend to be a bit pricey on the newer stuff and don’t tend to release PDFs concurrently with their new releases.  I hope that this will change with the release of fifth edition.

A robust and customizable character generator

I like character generators and I even liked the D&D Character Builder offered through D&D Insider.  It had a major flaw though, as it did not handle house rules very well.  This is why I prefer a character generator like PCGen.  The ability to load my own datasets far outweighed the occasional quirkiness of the program.  Strong support for house rules is a must.

A useful virtual game table

There are a lot of great virtual game table products out there.  Personally, we use MapTools, but Roll20 and Fantasy Grounds are great products as well.  A great virtual game table must be customizable, allow easy access to remote players, and provide useful management tools for the DM to run encounters.  All three of the virtual game tables I have listed above do this.

To be honest the opportunity here is almost closed.  Where there is still opportunity is to integrate this in with the vast stores of data Wizards of the Coast can provide.  Making it seamless to drop in monsters with full stats and seamless integration with character sheets would make all the difference.  I know it would convince me to switch.

Campaign management tools

There is probably a lot of room for improvement here.  Realm Works is great for campaign prep, but  Obsidian Portal is probably the leader here.  It bills itself as a campaign wiki site, but it provides a lot of tools for game masters to keep track of the locations and characters while only surfacing to the players what the game master wants them to know. 

Outside of the gaming software world, I have found both Workflowy (an outliner) and Evernote (a robust note taking program) to be invaluable tools for organizing campaigns.  I have also been considering trying Scrivner, which is intended for authors who are organizing a novel, but would probably work just as well for a campaign.

I would look to all of these tools for inspiration.

It is more than just a Windows world

D&D Insider ran on Microsoft Silverlight.  While some of my group members use Windows laptops, some use MacBooks, Ubuntu Linux laptops, iPads, and Android devices.  Silverlight did not work very well for them.

Please make sure that whatever digital solutions are created are multi-platform.  Make sure that these solutions are mobile friendly as well.

Tuesday, June 10, 2014

Wizards of the Coast’s new model?

Wizards of the Coast is working with a new licensee, Trapdoor Technologies, to deliver digital tools for Dungeons & Dragons 5e.  In May, Wizards of the Coast announced Kobold Press designed two of the adventures to support the Tyranny of Dragons storylineDriveThruRPG has been powering Dungeons & Dragons Classics for awhile now.  I think this may represent a subtle shift in how Wizards of the Coast is handling Dungeons & Dragons.

I’ve already talked at length about how I feel Wizards of the Coast should focus on their core competencies and let others develop tools for the game in the context of the OGL. It looks like Wizards of the Coast is doing this, except instead of an open source model they are planning to work with specific licensees to fill the void.

While I would personally prefer an open source model, this makes sense from Wizards of the Coast’s point of view.  They can focus their internal resources on the rules and farm tasks that go outside their core competencies to other groups while still maintaining a tight control over how their intellectual property is used.  Seriously, this is win-win for them.

Hopefully, they will open things up a bit more down the road, as Mike Mearls said they would in 2015.  I still maintain that a robust gaming license is good for the hobby, and that what is good for the hobby is good for Dungeons & Dragons.

Wednesday, May 28, 2014

Mike Mearls (briefly) addresses the gaming license.

At the end of my last post, where I expressed my concern that D&D 5e might not have a gaming license, I stated that “for all I know Wizards of the Coast will announce a liberal gaming license tomorrow and I will look like an idiot”.  Well, that didn’t exactly happen but I was quite surprised to see Mike Mearls bring up this very concern in his post today.

I wish I could believe he was aware of my tiny little blog, but the reality is it shows how important the concept of a gaming license is to the gaming community as a whole.  Obviously my concerns were shared by many.

Parsing Mearls post we can only be sure of a couple of things.  First is that there will be some kind of “mechanism” that will allow fans to create their own gaming materials.  Second is that whatever this mechanism is that it will not debut until sometime in 2015.

This doesn’t alleviate my concerns, although I am glad to see that it is on Mearls mind.  I did notice that he was careful not to use the word “license” in describing how fans would be able to create their own materials, although I am not reading too much into it at this early stage of the game.

Whatever mechanism Wizards of the Coast provides I doubt we will ever see anything as broad as the OGL again.  Maybe they don’t have to.  In the comments of my last post it was noted by Nicholas Bergquist that the OGL is broad enough to make material that is functionally compatible with D&D 5e even if it can’t technically be billed as such.  Ultimately that genie is out of the bottle already.

Regardless I hope that Wizards of the Coast does this right.  Beyond simple books, it would be nice if they were willing to open things up a bit on the digital side.  The D&D 4e’s GSL was much more restrictive, about how the license applied to digital tools than the OGL was.  This isn’t surprising since Wizards of the Coast launched D&D Insider at the same time. 

Unfortunately, software is not what Wizards of the Coast does best.  Rather then control the tools I think it would be a smarter move to create API’s to allow others to create the tools while controlling access to their intellectual property.  I believe having robust digital tools supporting D&D, even if they didn’t create all of them, would help fifth edition reach its full potential.

Tuesday, May 27, 2014

D&D Basic is free, so how can I ask for more?

Mike Mearls revealed today that Basic D&D will be a freely downloadable PDF.  This is big news.  I thought it was genius when during the fourth edition Wizards of the Coast made the Keep on the Shadowfell module alongside the standalone character generator (which allowed you to create characters of levels 1-3 without a D&D Insider subscription) free downloads on their website.  It was a great gateway into the new edition for those who wanted to give it a try but weren’t ready to plunk down $35 a piece on the 4e Player’s Handbook, Dungeon Master’s Guide and Monster Manual.

Obviously providing Basic D&D as a freely downloadable PDF is an even bigger deal.  According to Mearls’ post, “It runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. It also provides the dwarf, elf, halfling, and human as race options.”  Frankly, this is awesome.  It really lowers the barrier to entry for those that are even vaguely curious about the fifth edition.  When the price is free, if you are at all curious there is no real reason not to try it out!

So why am I disappointed about this?

Well, while I appreciate “Free as in Beer”, I really appreciate “Free as in Freedom”.

Nice, but not the best kind of free.

For those who are unfamiliar “Free as in Beer” versus “Free as in Freedom” (see also “libre” versus “gratis”) is used by the open source software community to explain the difference between “free software” which is built on closed source but given away free of charge and “free software” that has a license that allows others to build on what you created.

Since D&D 5e was first announced I wondered if there was going to be a license that would allow others to build upon it.  When D&D 3e came out, the most revolutionary thing about it were the Open Gaming License (OGL) and D20 license.  I could not believe that Wizards of the Coast had open sourced D&D!  With the D20 license, as long as you didn’t violate the terms anyone could create content compatible with D&D.  Perhaps more importantly, the OGL allowed an even greater variety games to be created from the same basic set of rules.

True, there was a lot of crap in the initial glut of material that was created after D&D 3e was released.  However, amazing games like Mutants and Masterminds and (much later) Pathfinder were a direct result of the freedom the OGL allowed.  There were also a variety of software tools, such as PCGen, which took advantage of this license.  It is amazing how much this license helped the hobby thrive.

Unfortunately, this may not seem like such a good thing from Wizards of the Coast’s point of view.   After all, one of their biggest competitors now is Pathfinder, a game that is really just a refinement of their own D&D 3e rules.  It must be hard to explain to the bean counters why another game company is outselling you with your own rule set.

There is really no reason to expect D&D 5e will have a license like the OGL.  No such license existed for AD&D 1e or 2e.  D&D 4e had a Game System License (GSL), but it was much more restrictive and much less used.  I get the feeling that Wizards of the Coast feels they gave away the crown jewels with the OGL and is determined not to make the same mistake again.

I cannot be sure whether or not the OGL was the best move for Wizards of the Coast.  However, I do feel it was good for the hobby, providing a robust base that people could build on.  As talented as the game designers at Wizards of the Coast are, they can’t fulfill every need.  Ultimately, I feel what is good for the hobby is good for D&D.  It may be hard to prove, but I don’t think it was a coincidence that D&D was at the top of the heap when the OGL reflected their most recent edition.

Of course, for all I know Wizards of the Coast will announce a liberal gaming license tomorrow and I will look like an idiot.  I tend to doubt it though.  I think Wizards of the Coast feels giving away D&D 5e Basic for free (as in beer) will be enough to keep their fans happy.  It is both a shrewd marketing decision and a genuinely nice move for the fans.  I even feel like a bit of a jerk complaining about it,  after all who doesn’t like free beer?

I guess I was just hoping for a bit more freedom.

Saturday, February 23, 2013

Forgotten Realms Annual 1: Waterdhavian Nights (Chapters 5 & 6)

Chapter 5: Leaders

This chapter opens with Foxilion examining the smoking ruin that used to be the Temple of Gond.  While he is trying to figure out if there is anyway he can turn a profit on this disaster, Conner from the Advanced Dungeons & Dragons comic sneaks up behind him.

It turns out the two rogues know each other.  Conner’s sharp eyes notice a gem as large as his fist lying at the bottom of the pit.  Conner offers to split the price of the gem with Foxilion if he agrees to climb down and retrieve it.  As soon as he picks it up though, he is attacked by a headless golem.

And thus Foxilion decided to setup a golem dating website

Hmmm… I may have skipped over a key bit of exposition during my review of chapter 2.  Remember the Gondsman who looked like Lex Luthor in a stupid hat?  Well, in addition to selling the cultists smoke powder, he tried to upsell them on a golem with some very dubious properties.

This does not sound like a great control mechanism

Even though the golem in the picture above only vaguely resembles the one that attacks Foxilion and the control “gem” looks more like an orb than the red gemstone Foxilion stole, I think we can all agree that they are supposed to be the same, right?

Anyway, Conner helps Foxilion escape from the pit, but the golem is still in hot pursuit.  Conner tells Foxilion to make a run for Selune’s Smile.  Conner considers following, but then decides he has better things to do with his evening.

Chapter 6: Bar Tales

Captain Omen is at Selune’s Smile, which is where Agrivar told him the artifact the Eye of Selune is currently located. He plans to get his hands on it by flirting with Luna, the bar’s owner (not mention possibly getting his hands on other things).

Omen is quite the ladies man

Omen’s  plan seems to be working, as Luna eventually agrees to show Omen the eye.  Before she can though, all of the villains from earlier show up.

I love villains who take the time to pose

Ever a slave to fashion, Kyriani has taken the opportunity to change out of her dress and back into the pant suit combo she was wearing earlier.  For that matter, the cult leader has decided to put on a different helmet.  Sadly, the Yuan-Ti is no longer wearing the mailed gloves he was so proud of earlier.

The battle for the artifact begins, and Luna takes a hand crossbow bolt to the chest that was intended for Omen.  Feel free to ignore this though as Luna is totally fine on the next page.

Before the cult leader can get his hands on the Eye, Kyriani betrays him and reveals that she has been working on the side of angels all along!  Agrivar then makes his dramatic (and non-disintegrated) reappearance by jumping through a window and clocking the Yuan-Ti.

Agrivar doesn't need a mailed fist to kick ass!

The Yuan-Ti learns that if you live by the sucker punch, you die by the sucker punch.

Before the cultists can regroup, the remaining members of the Realms’ Master crew (minus Foxilion) and the Advanced Dungeons & Dragons cast arrive.  As you can imagine, the combined group makes short work of the cultists.  When Foxilion arrives shortly afterwards being pursued by the headless golem, that threat is dispatched just as easily.

Flush with victory, the two groups of adventurers swap stories about their evening.  Luna manages to trick Captain Omen into agreeing to leave the Eye of Selune at the bar with her and gets drunk.  What a happy ending!

Well, at least until Luna tells them she expects them all to chip in and repair the damage to her bar.

Thoughts

  • I have now reviewed the entire  Forgotten Realms comic series.  I have been doing these for so long I find it hard to believe that it is over. I have been thinking of starting a similar series reviewing the current IDW Dungeons & Dragons comic series though.  If anyone is interested in seeing that, let me know in the comments.
  • I found the art shifts between the chapters to be distracting.  Considering how common this practice is in the comic book industry for annuals and other oversized books, I am not sure why it bugged me so much in this one.
  • I must admit that Captain Omen is quite the ladies man.  I wonder if he still would have flirted with Luna if he realized she was an aspect of the goddess Selune.

Wednesday, February 13, 2013

Forgotten Realms Annual 1: Waterdhavian Nights (Chapters 3 & 4)

Chapter 3: Soul Mates

Onyx, the dwarf from the Advanced Dungeons & Dragons comic, is attempting to lose the golem he spotted following him in the city streets.  Unfortunately, he doesn’t realize he is being followed by evil cultists as well.  Onyx runs right into the Yuan-Ti from earlier, who cold cocks him with a chainmail glove.

Onyx will need some dental work after this

Oddly, the Yuan-Ti is extremely proud of himself for this maneuver.  Standing over Onyx’s body, the Yuan-Ti taunts him, talking about how the dwarf never expected a “snake-man” to have a mailed fist.  It is a surprisingly long monologue about his ability to punch someone, but I guess as a “snake-man” he is just glad to have arms or something.

He is still going on when Minder shows up and cleans his clock.  Minder dotes over Onyx’s unconscious body when Kyriani shows up with a barrel of poison under her arm.  Apparently, Kyriani also took the opportunity to change outfits as she is wearing a dress with thigh-high boots instead of the pant suit number she was wearing in chapter one.

Technically the Yuan-Ti didn't run away as he has no legs

Kyriani and the Yuan-Ti decide discretion is the better part of valor and escape while Minder is occupied.  While they are running away, I can only assume that the Yuan-Ti tells Kyriani about how awesome it was that he punched the dwarf with his mailed fist.

Back in the alley, Onyx wakes up and is startled to have a golem hovering over him.  Minder convinces him that she means him no harm, then asks Onyx if dwarves fall in love.

Minder has a gaze attack... a love gaze attack!

Somehow Onyx is able to tell Minder is a female dwarf by looking in her eyes, but he isn’t bright enough to realize that she is not wearing some golem shaped suit of armor.  She recaps her origin story for him, which takes just long enough for the remaining cultists to wake up.

The cultists have a glass ball filled with grey ooze which they throw at Minder.  It seems a bit odd that they would carry this around, but it provides Onyx a chance to shine as he takes out the cultists and saves Minder from the metal eating ooze.  The pair witness the explosion of the Temple of Gond from chapter two which they take as a sign that they should be a couple (I don’t get it either).  Onyx asks Minder to come with him to the bar Selune’s Smile so he can show her off to his friends.

Chapter 4: The Trouble With Humans

So Vartan has apparently decided to visit a brothel. 

Vartan certainly isn't surrounded by women because of his 'charm'

Well, the caption calls it “one of Waterdeep’s more affordable ‘festhalls’”.  Note the word affordable and the quotation marks around the word festhalls.  Those are both from the original narration box.

Unfortunately, Vartan runs afoul with a mountain of a man named Troggoth who claims to be the women’s husband. I personally take this to mean he has paid them upfront for the full night.  In any case, Troggoth decides Vartan will pay for his impudence with a severe beat down.

Vartan decides to flee and jumps through the window unto a horse.  Well he thinks it is a horse, but actually it is Timoth, the centaur from the Advanced Dungeons & Dragons comic book.  Timoth politely asks Vartan to dismount, when Troggoth breaks through the stone wall?!?

Troggoth Smash!

Seeing the incredible Hulk’s uglier brother bearing down on them, Timoth takes off at a full gallop with Vartan still on his back.  Once they are safely away, Vartan and Timoth belatedly introduce themselves to one another.  Timoth suggests going back to Selune’s Smile, but before they get there they spy a burglary in progress.

The burglary is of a mind flayer “statue” which Timoth knows is an actual mind flayer who was turned to stone.  Timoth realizes that the cultists are probably looking to bring the mind flayer back to life and decides to put a stop to it (with Vartan along for the ride).

There is a  perfunctory battle with the cultists, which features both a runaway horse cart and Vartan’s somewhat racist belief that centaurs can speak with horses.  During the battle, the mind flayer’s stone body falls from the cart and is shattered.  Vartan is also thrown from the cart, but somehow manages to avoid being crushed by either the cart or the statue.

Hearing the commotion, Onyx and Minder rush in from one direction, while Ishi and Vajra rush in from the other.  This brings most, but certainly not all, of our heroes together.

Easier to be pummeled? Did you see Troggoth?

Well at least you can’t accuse Vartan of taking credit he doesn’t deserve.  I disagree that it would have been easier for him to take his pummeling though—Troggoth was capable of smashing though stone walls after all!

Thoughts

  • I was not a huge fan of the Dwarven soul mate idea.  The fact that Onyx can tell Minder is a female dwarf by looking into her eyes just seems hokey to me.
  • Note that despite being “soul mates”, neither Minder or Onyx ever mention each other again after this issue is over.
  • It is interesting to see the arrogant, skirt-chasing Vartan again after just reading issues featuring the somber and contemplative Vartan.  He definitely changed more than any of the other characters during the course of the series.

Wednesday, February 6, 2013

Forgotten Realms Annual 1: Waterdhavian Nights (Chapters 1 & 2)

The first and only Forgotten Realms annual was set before the events of the Time of Troubles.  It was a simpler time for Captain Omen and the Realms’ Master crew.  Captain Omen explains that Agrivar has informed him that the artifact called the Eye of Selune is being kept at a bar called Selune’s Smile.   Omen has decided that it is his duty to “collect” this artifact for the owners own good.

Captain Omen is concerned though because the crew’s recent adventures in Baldur’s Gate and Saelroon have left them less than welcome in those cities.  He asks everyone to be on their best behavior while they are in port.

Unfortunately, they arrive during what appears to be the Waterdeep equivalent of Mardi Gras.

Those ladies need some beads!

Agrivar sees his half-sister in the crowd and takes off after her.  The rest of the crew uses this as an excuse to scatter and see the sights.  Even Minder, who Omen expects will stick by his side, leaves when she sees a handsome young dwarf.

The comic then splits into chapters, each following a member of the Realms’ Master crew.

Chapter 1: Siblings

Agrivar follows his half-sister Kyriani through the crowded streets.  He sees her come to a door guarded by two ogres, who she gets past by providing a password.  Agrivar is concerned because she looks different than the last time he saw her and she has had problems with her “dark side” before.

Perhaps I should take a moment to explain a few things about Priam Agrivar’s half-sister.  In the Advanced Dungeons & Dragons comic book, Kyriani was the daughter of Ostus Agrivar and a drow sorceress.  When she was born her father called her Cybriana and she was left to be raised by elves.  While under the elves care, they noticed a growing evil in her and cast a spell that split her into two beings: Cybriana (who appeared as a blonde elf) and Kilil (who appeared as a drow). 

During the first story arc of the comic the two beings were merged back into a frizzy-haired brunette elf.  This is how she looked when Agrivar last saw her. 

This was the era of big hair

Sometime after that, Kyriani was split apart again.  This time she was reintegrated into a sexpot with raven black hair that had a silver streak in it.  You may remember her from when Omen was hitting on her in issue 24.

Once again, Omen will hit that!

So Agrivar is definitely right when he says she “looks different”.  Frankly, I am stunned he was able to recognize her from across a crowded street in Waterdeep.

Back to the story.  When Agrivar peeks in the window to see what his sister is up to, he sees an almost comically diverse gathering of evil creatures.

Yaun-Ti, Ninjas and Cultists. Oh my!

Kyriani appears to be collaborating with these cultists to help them locate the Eye of Selune.  About this time Agrivar is discovered spying by the ogres.  The drow elf believes this is a sign of Kyriani’s treachery, but she decides to prove her loyalty by disintegrating her half-brother.

Paladin dust should be a spell component

Well, I guess that is what he gets for ignoring Captain Omen’s request to be on his best behavior.

Chapter 2: Fireworks

The story now moves on to Ishi, who is shopping in the Waterdeep marketplace. A mischievous street urchin decides to play a prank on Ishi using fireworks.

Being from Kara Tur, at least Ishi knows what fireworks are

Ishi is pretty pissed, but before she can act the street urchin is caught by Vajra from the Advanced Dungeons & Dragons comic.

The monster manual entry is bit too meta for me

Realizing the street urchin is no threat, she lets him go after confiscating the rest of his fireworks.  Ishi and Vajra introduce themselves, and the two warrior women take an instant liking to one another.

Obviously this is the fat version of LuthorWhile they are talking, Vajra becomes distracted because she sees the cultists from chapter one walk by with a Gondsman dressed like Lex Luthor wearing a stupid hat.  Ishi offers to help her new friend find out what they are up to.

The pair follow them to a Temple of Gond where the cultists are negotiating for smoke powder (i.e., the Forgotten Realms equivalent of gunpowder).  The Gondsman is offering them enough smoke powder to blow up a small building, and it is implied that they plan to use it to blow up Selune’s Smile (the bar that the Advanced Dungeons & Dragons comic is based out of).

Obviously, there is no way that Vajra and Ishi are going to let this happen, so they bust in to break up the deal before it can be completed.  The two swordswomen make short work of the majority of the cultists, but the cult leader and escapes by summoning Chasme to fly him away (Chasme are the weird bug people who were with the cultists in chapter one).

Deciding not to leave anything to chance, Ishi uses the fireworks she confiscated from the street urchin to blow up the smoke powder reserves, taking out the entire Temple of Gond in the process!

To be continued…

Thoughts

  • This annual is the only team up between the Advanced Dungeons & Dragons and the Forgotten Realms comic.  Pairing off members of the two teams does a good job of introducing the Advanced Dungeons & Dragons characters to readers who might not be familiar to them.
  • In the initial meeting with the cultists, it is somewhat awkwardly established that the drow woman cannot understand the language of the surface elves.  This obviously so she can’t tell what spell Kyriani is casting when she “disintegrates” Agrivar.  Luckily for Kyriani this is before the days of third edition where she could make a Spellcraft roll to figure out what is really going on.
  • Since Gondsmen are the “mad scientists” of the Forgotten Realms, I have a feeling that making the Gondsman leader look like Lex Luthor is not a coincidence.

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