Saturday, October 3, 2009

Flavors of Horror: Lovecraftian Horror

When starting a horror adventure or campaign, it helps to know what particular flavor of horror to you are attempting to evoke. One of the most common sub-genres, Gothic Horror, has a proud history in Dungeons & Dragons.  This is probably because of the influence of the classic module I6: Ravenloft and the subsequent campaign setting it inspired.

Ocean is more ancient than the mountains, and freighted with the memories and the dreams of Time. An interesting alternative is Lovecraftian Horror, which gets its name from the works of H.P. Lovecraft.  Lovecraftian Horror also has roots that reach back to the earliest days of Dungeons & Dragons as well. Mind Flayers, Sahuagin and Aboleths are some of the most obvious creatures to draw from this tradition, but all creatures we would now call “Aberrations” as well as the alien terrors of the Far Realm are all inspired by H.P. Lovecraft’s work.

There are many important themes to keep in mind if you are planning on running a D&D game inspired by Lovecraftian horror.

The Irrelevance of Mankind

Humans like to think they are the center of the universe. Lovecraftian Horror makes the assumption that humans are utterly irrelevant.  Humans are subjected to the whims of alien and unknowable beings, and there is nothing they can do to change that.

When building adventures based on Lovecraftian Horror, it is important to keep this in mind.  While the player characters may be able to unravel a mystery or enact change on a small scale, that the big picture remains unchanged is essential.  Reminding the players that ancient evils continue their plots unabated and that ancient cycles continue unchanged goes a long way towards driving this theme home.

Uncaring Gods

Related to the irrelevance of mankind is the fact that the great powers, whether gods, primordials, archfey, or terrors of the Far Realm, care nothing about the fate of man.  Lower than even pawns, humans are completely inconsequential to their machinations.

If you are creating an entire campaign based on Lovecraftian Horror, this will probably have repercussions on how you present the gods and on characters with the divine power source.  The ideological battles between the deities are fought without care for how they affect mere mortals.  Even “Lawful Good” and “Good” gods should be focused on their own affairs, and unconcerned with how their actions affect the natural world.

As for their worshipers, there should be little to no communication with the gods, even by the highest levels of the clergy.  The tenants of religion are human constructs.  In fact several opposed denominations may spring up with each denouncing the others as heretics.  In such a game, the gods will not deign to make their opinion on the subject known.

Fragile Sanity

There is a reason why the old Call of Cthulhu game had a sanity mechanic.  Many of H.P. Lovecraft’s stories featured protagonists who were pushed to the brink of sanity or beyond by the sheer horror of what they encounter.

An easy way to introduce this into an adventure is to present the characters with Non-Player Characters who have been driven mad by what they have encountered.  Choosing to set portions of the adventure in insane asylums or similar locations is another common way to evoke this feeling that there are some things that simply should not be known.

If you are planning a campaign based on Lovecraftian Horror, it is probably worthwhile to add some form of sanity or madness mechanic to your game.  For inspiration you may consider looking at Call of Cthuhu (Chaosium or d20), Ravenloft (TSR or White Wolf), and Heroes of Horror.  Also, be sure to check back at A Hero Twice A Month, since you can expect updated rules for Fear, Horror, and Madness in D&D 4e during Horror Month.

The Ocean is Evil

Practice using words like cephalopod, squamous, and mucocutaneous in a sentence.  If you can use them convincingly, you may have a chance of sounding authentically like H.P. Lovecraft.

H.P. Lovecraft took great inspiration from creatures of the depths when designing the elder evils that inhabit his universe.  Tentacles, slime, scales, and giant unblinking eyes are all common elements.  Luckily, Dungeons & Dragons is filled with creatures with these attributes.

Just make sure to emphasize these elements when describing them to your players.  Saying that “You see two mind flayers” is different than “You see two inhuman creatures.  They they have gaunt unnatural frames and their heads have an unnatural octopoid shape.  Grey lidless eyes stare at you and where their mouth should be is a writhing mass of tentacles.  The creatures’ skin is a sickly mauve and glistens with a mucocutaneous substance.”

Unanswered Questions

Good horror lets your mind do the hard work, and Lovecraftian Horror takes this to an extreme.  It is best to hint at deep horrifying truths, but leave making the connections up to the players themselves.

This requires a high player involvement, but when it works it is much more effective.  Simply telling the player something lacks the same impact.

Final Thoughts

If you have the temperament for it, Lovecraftian Horror can add a unique feel to your game.  Since some elements of Lovecraftian Horror have been present in D&D since the beginning, it can be added with a minimum of fuss.

Well, except for learning how to pronounce mucocutaneous.

Thursday, October 1, 2009

Horror Month returns at “A Hero Twice A Month”

It seems only fair to give Azalin equal time.

In honor of Halloween, Azalin Rex and I would like to welcome you to Horror Month here at A Hero Twice A Month.  This month will be devoted to incorporating an element of the macabre into your RPG experience.

Expect tips for incorporating different flavors of horror into your fantasy RPG gaming, looking at some classic White Wolf games, mechanics for dealing with horror in D&D 4e, tips for bringing out the horrific in your monsters and much, much more.

Because really, who doesn't like a good scare every once and awhile?

Slouching towards a viable web presence: WOTC’s website redesign

Wizards of the Coast’s website has recently undergone a major revision.  According to the News Archive, the redesign is intended to create “more cohesive, user-friendly website that brings together all of the important information, delivered and stored in an intuitive, easy-to-navigate manner.”

It is a big improvement over the old website design.  I like the fact that they have divided the top navigation bar into useful groups.  Player content and Dungeon Master content are now divided into distinct sections.  They have also created a Tools section, for easy access to all of their D&D Insider digital tools.  Not surprisingly, they link the new Wizards of the Coast Community Site is there as well (which is nice because I thought it was a pain to find in the past).  The navigation bar is rounded out with content that they wish to push like Events, Game Products, and Novels.

In case you couldn't guess, this is what the logo looks like. Another nice addition is that D&D Insider content is now clearly marked with the D&D Insider logo.  Ironically, I imagine this feature is most useful for non-D&D Insiders, so that they know not even to bother clicking on articles marked with this logo.  Of course, considering how much of the content is marked with the D&D Insider logo nowadays, it might be a little depressing for non-D&D Insiders as well.

All and all I believe the new website design is a success.  It didn’t blow me away, but it contains a number of incremental improvements which greatly enhance the user experience.  Having surfed around the new website myself, it just seems like it presents content to the user in a much more logical manner.

This seems to be typical of how Wizards of the Coast has been handling the digital initiative recently.  They have definitely adopted an “under promise, over deliver philosophy.”  I am not a fan of that mantra, but even I think this is an improvement when compared the “over promise, never deliver” philosophy they used to have with their digital products.

No if only they would adopt a rational attitude towards DRM, they might really have something.

Wednesday, September 30, 2009

Another reason why I love The Incredible Hercules

I know I just reviewed this comic, but the “recap” page in the front of issue 135 was just too cool not to share.

I have to admit I probably would have played this as a kid... especially if it was a TSR product.

This is a really captures the look and feel of those old school modules.  Even better, it ties into the story inside as Amadeus Cho fights his way through multiple realities at once, one of which is him playing the “Master Mind Excello RPG” against a literal killer GM.  Another reality pits his player character fighting against Dr Japanazi, The Man with Two Evil Axis Brains!

What’s not to love?

Tuesday, September 29, 2009

Dollhouse Recap: Vows

As the second season opener for Dollhouse, Vows has a lot to accomplish.  It has to establish the new status quo for the season, giving the viewers an idea of what to expect.  It needs to deal with the fallout from Omega, especially the revelation that Doctor Saunders is actually an active.  Most importantly it needs to hook new and existing viewers, getting them to commit to the upcoming season.  Vows mostly succeeds at these goals, although it is not without it is flaws.

As something borrowed, the bride has chosen her personality

The episode begins with Echo being wiped of the thirty-nine personalities she was imprinted with by Omega.  Topher assures Ballard that there won’t be any glitches just as an image of the bride of Frankenstein appears on his monitor.  Topher assumes it is Doctor Saunders messing with him, as she has apparently been doing since she found out she is an Active.

Adele and Boyd discuss the Echo’s most recent engagement and the fact that they are working with Ballard.  Boyd is not very happy with it, but Adele shoots him down.  She notes that the engagement is part of the deal that they made with Ballard to keep him from exposing them.  Either they honor the deal or they will be forced to kill Ballard to shut him up, a prospect Adele would rather avoid.

Adele and Boyd run into Victor, who has been receiving treatment for his scars.  Adele ostensibly checks out how Victor’s scars are coming along, but she basically fondles his face, a fact that does not go unnoticed by Boyd.  Boyd takes one more opportunity to express his distaste for Echo’s current assignment, calling it “sick.”

We then cut to Echo’s assignment. She is walking down the aisle in a wedding dress.  When she reaches the altar, the priest intones, “Ladies and Gentlemen, we are gathered hear today…” before it cuts to the opening credits.

This opening sequence is basically an effort to tie up the loose ends of Omega before moving forward.  It seems a bit rushed, but I am glad they at least are talking about the unlikely turn the show took by having Paul Ballard join the Dollhouse.

After the credits, we get to see the rat's nest that is Topher’s bedroom.  He wakes up and makes the thirty second commute to his office.  Topher’s assistant Ivy is there, trying to work through the backlog of actives.  While Topher and Ivy talk about Autumn being the busy season, Sierra walks in requesting a treatment.  Topher says he needs his morning caffeine and leaves Ivy to handle it.

The situation is a bit odd since no one called ahead to say Sierra was coming and because she is still wearing the outfit from her previous engagement.  Ivy begins to question the situation when Sierra tells her she would prefer a treatment from someone other than an “oriental” like Ivy.  This causes Ivy to rush Sierra through the process.

Topher returns to find  rodents in his cupboards.  He realizes this is Dr. Saunders messing with him again.  Topher confronts her over the phone, but Dr. Saunders simply taunts him by reminding him that she is, after all, his creation.  If she is acting out, maybe Topher simply isn’t as good as he thinks he is.

On her end, the call is interrupted by Boyd.  He is bringing in the results of Victor’s reconstructive surgery and uses the opportunity to ask why she doesn’t get her scars treated.  She bluntly states that if she gets her scars treated they might just put her back into service as an Active.  Boyd assures her that he would never let this happen, but she defuses his arguments by noting that he never was that interested in her until he found out that she was an Active.  She wonders if his newfound interest is pity or simply a kink.

Boyd throws Dr. Saunders off balance by asking her out to dinner.  She tells him that she never leaves.  That she hates crowds, sunlight, and open spaces. She bitterly notes that she is “simply built that way”.  Boyd tells her that everyone is “poorly constructed” and has excuses that hold them back, but that in the end they are all merely excuses.

I would just like to note that Amy Acker does an amazing job in these scenes.  Doctor Saunders is clearly starting to crack up, and Amy portrays this with an incredible amount of nuance. 

Back at the wedding, Echo and her husband Martin talk like newlyweds while Ballard listens on.  The scene then shifts to Echo’s wedding night, where we get to watch her husband undress her before shifting to a surprisingly long sex scene.  Sequences of Ballard waiting around are intercut with this sequence, including the disturbing (if humorous) scene of him doing push-ups while Echo’s husband pumps away.

The next day has Echo coming to visit Ballard at his stakeout post.  It soon becomes obvious that Echo was imprinted with the personality of another FBI agent and that they are performing a sting operation against Martin, who is apparently an arms dealer. 

They are interrupted by Echo’s handler, who is bringing in Echo for a treatment.  He notes that these long-term assignments are tricky, and they need to check out “the wiring” and “the plumbing”.  Ballard says he wants her back as soon as possible, to which Echo’s handler ironically notes, “You’re the client”.

Speaking of which, a defaulted Echo is shown getting “the plumbing” checked by Doctor Saunders.  While she is getting checked out, Echo flashes back to a previous engagement where her and Whiskey were apparently checking each others plumbing out in a less clinical fashion. 

Echo suddenly calls Dr. Saunder’s “Whiskey”, which elicits shock and a bit of horror from her.  Echo notes that Whiskey was “number one”, but that she doesn’t remember the rest.  Dr. Saunders bitterly notes that Alpha cut up her face so that Echo could be number one.  Disturbingly, Doctor Saunders’ hands linger over a scalpel as she says this. 

The scene then turns to a press conference, where Senator Daniel Perrin announces that he is investigating the Rossum Corporation for “withholding medical advancements”.  Adele and Boyd are watching the press conference on TV with some concern.  The assume someone leaked information about the Dollhouse to him, and Boyd is suspicious of Ballard.  Ballard, who conveniently enters at that exact moment, brushes this off and casually accuses Boyd. 

Meanwhile, Adele attempts to recruit Ballard to be Echo’s new handler.  Ballard unconvincingly says, “I don’t work for you.”  This causes Adele to retort, “No, you work for the betterment of mankind.  Fighting crime by listening to Echo have sex.  It’s incredibly noble.”

This is a great line.  It sums up Ballard’s increasingly suspect moral certainty and his bizarre obsession with Caroline in one simple sentence.

Meanwhile, Echo returns to Martin’s house.  Martin gently chides her about being gone to long and the two head upstairs for more newlywed sex.  Elsewhere, Martin’s right-hand man has managed to snap some photos of Echo and Ballard together.  Obviously, the whole house of cards Ballard has built is about to come tumbling down.

Back at the Dollhouse, Topher wakes up to find Dr. Saunders, who is wearing nothing but a black slip, nuzzling him.  He freaks out while she tries to seduce him.  As Topher tries to figure out what game she is playing, Dr. Saunders tells him this must be why he programmed her to hate him.  The end game must be to make her fall in love with him, right? 

Topher tells her that she was designed to challenge him and fight for her beliefs, but that he didn’t program her to hate him… she chose to do that herself.  Dr. Saunders breaks down at this point, uncertain of how she can go on knowing she is just a man-made imprint.  Topher suggests that Adele may be willing to re-imprint her original personality, but this gives Dr. Saunders no comfort.  Whoever she was is not who she is now, and she doesn’t want to “die” even if she isn’t sure how to live.  Dr. Saunder tells him that she is nothing but “a series of excuses”.  Topher disagrees, telling her that she is “human”.  “Don’t flatter yourself,” is her reply.

Echo wakes up and realizes Martin is not at her side.  She immediately begins snooping around, but Martin walks in on her.  She tries to play it off, but he smashes her head against a desk.  He then confronts her with the picture of her standing next to Paul Ballard.  Echo makes a good effort to play it off.  In fact, she almost has him convinced until she glitches and calls herself by the wrong name.

A short while later, Echo and Martin are in his limo where he shows her some miniature explosives he is selling to a client who hopes to use them to build dirty bombs.  He is obviously keeping her close until the deal is done, but it is clear he intends to get rid of her as soon as he can.

Ballard calls Topher concerned about a spike in Echo’s bio-signals.  Echo’s handler had dismissed this as more sex, but Topher quickly identifies it as pain.  Topher wants to send in the cavalry, but Ballard is worried that Martin will kill her if they do that.  Instead, he decides on a “much worse plan”, namely to go in alone.

Well, at least he recognizes what type of plan it is.

Ballard walks in and demands they let Echo go.  When the confrontation gets intense, Echo begins to glitch into other personalities.  Realizing what is going on, Paul begins to get angry with her, even striking her repeatedly.  Eventually he screams at her, “the Chinese Restaurant, you remember that!” 

Ballard is hoping she will switch into the killer personality she had when she attacked him there. This has the desired effect as she immediately switches into assassin mode and begins kicking ass.  She takes down several heavily armed guards and her husband without breaking a sweat.

A short while later at the Dollhouse, Echo is back in the chair, getting her mind-wiped.  Adele notes that Ballard “got his man”, and that he caught clues that Echo’s handler missed.  Boyd goes to visit Dr. Saunders, but only finds a note saying, “I am running out... of excuses”.  She is shown driving away from the Dollhouse.  Victor is shown with his face fully healed, and him and Sierra are shown walking while holding hands.

Ballard walks over to Echo to apologize for not “being his best.”  He tells her that he is only trying to do what is right, but he no longer seems to know what that is.  He admits he should have gotten her out right away and apologizes for what he put her through, even though she doesn’t remember.

To his shock, Echo tells him she does remember.  She knows that sometimes she is someone else, and says that she still feels them inside.  She asks Ballard which one is the real her, and he tells her her name is “Caroline”.  Echo says she wants to find her, and help her fellow actives find their lost selves as well.  She asks Ballard to help her.

The episode ends with Paul Ballard becoming Echo’s handler.

The Good

Amy Acker made this episode for me.  When I saw Omega I was hopeful that hoping the revelation that Dr. Saunders was an active would lead to an interesting character arc for the character.  I just didn’t expect the payoff to be so soon.

Dr. Saunders is cracking up, and is it any wonder?  She found out not only isn’t she real, but she was created by someone she hates.  No one wants to meet their Maker only to find out he is a “sociopath in a sweater vest”.

Dr. Saunders is also smart enough to realize there is no happy ending for her, even if she hasn’t seen Epitaph One.  She knows her body belongs to someone else.  Dr. Saunders has to assume that when her contract runs its course, Adele will restore that she will cease to exist and be replaced by the original owner of the body. 

The Bad

I felt the main plot of the episode was somewhat lacking.  It felt like something to fill the time and an excuse to have Eliza strip down to her underwear from a wedding gown.  It also got downright ludicrous at the end.  Seriously, the arm dealer’s bodyguards should have put an end to Ballard’s antics long before he got Echo to glitch.

Eliza’s portrayal of Echo also seemed a bit off to me in this one.  I think my biggest problem is with her “default” Echo persona.  In first season you could instantly tell if you were dealing with a default Echo or an imprinted Echo.  The line is much fuzzier this time around.  I know should blur as she is becoming self-aware, but she simply seems a bit too aware.  Hopefully Eliza will be able to nail this as the season progresses.

In Conclusion

Not a bad season opener.  I wish it had been a little friendlier to new viewers, but it certainly delivered for the existing ones.

4 out of 5 dolls

Wednesday, September 23, 2009

Random Reviews: The Incredible Hercules

I have a confession to make.  When I pick up my comic order every month, the first comic book I read is The Incredible Hercules.  No other comic book I read consistently delivers action-adventure with such a quirky sense of humor.  Well, at least not since Darwyn Cooke’s run on The Spirit.

As Herc would tell you, real men wear skirts If you had told me five years ago that one of my favorite comic books would be starring Marvel Comic’s Hercules, I would have thought you were crazy.  Heck, I doubt I would have believed that Hercules could headline his own comic, let alone that I would be reading it.

Enter writer Greg Pak and artist Fred Van Lente.  In the wake of World War Hulk, Hercules and boy genius Amadeus Cho are on the run from S.H.I.E.L.D. for aiding and abetting the Hulk in his plans to seek revenge against those who have wronged him (a.k.a. pretty much everyone).  They are being pursued by the Mighty Avengers, particularly Hercules’ half-brother Ares, the god of war. The book follows the pair’s misadventures as they run from the law, blunder into a war between the Earth and Skrull gods, and end up fighting against an Amazonian invasion.

What is great about The Incredible Hercules is that it does a great job of mixing mythology and Marvel Comics continuity together.  When enumerating the reasons why Ares hates Hercules, Greg Pak draws a direct line from the original Greek myth to the Champions of Los Angeles without ever seeming forced.  While the tone of the book is lighter, the effortlessness with which Greg Pak pulls this mix of comic history and mythology off is reminiscent of Walt Simonson on Thor.

The book also succeeds as a buddy comedy.  Hercules, the strongest (but not the brightest) of the gods, and Amadeus Cho, the seventh smartest person in the world, is obviously a great comic mismatch.  What makes it work is the fact that the two friends obviously need one another.  Without someone like Amadeus Cho around, Hercules simply lacks direction.  As Hercules tells Amadeus Cho himself, he has always been more of a follower than a leader. 

On the other hand, Amadeus Cho has no problem taking initiative.  Instead, he needs someone like Hercules to pull him back from the brink.  He needs someone to be his conscious, someone to tell him that just because you can destroy S.H.I.E.L.D. doesn’t mean you should.

If you are looking for a fun action-adventure super hero comic, I can’t recommend The Incredible Hercules enough.  Even better, unlike most comic books I have reviewed on my blog, The Incredible Hercules is currently an ongoing monthly title.  So for once you may be able to enjoy this comic at the full cover price instead of picking up the reasonably priced trade paperbacks.

Hmmm… Maybe this is not the worlds best selling point.

Saturday, September 19, 2009

Forgotten Realms Issue 11 – Triangles: Jasmine (Part 1 of 3)

Agrivar knows what the ladies like As we join our intrepid adventurers, Foxilion Cardluck has performed an extreme makeover on our favorite paladin, Priam Agrivar.  It really is a different look for the paladin, featuring such bold color combinations as green and purple, a daring pink scarf, and topped off with a jaunty hat.

I love Vartan's inability to stand up Needless to say, the rest of the Realms’ Master crew get a big laugh out of it.  Agrivar is anxious to change back into more subdued clothing, but Captain Omen insists they leave at once to recover the Horn of Valos from the nearby Sembian city of Saerloon.

The crew enters a local merchant’s shop hoping to purchase the horn.  They interrupt a transaction between the merchant and a young hunchbacked woman.  She decides to wait in the back room until the Realms’ Master crew finishes its business.  Agrivar is intrigued by her, feeling that she is oddly familiar.

Paladins are always detecting evil first and asking questions later 

Look at the size of that thing Purchasing the horn goes off without a hitch, much to the chagrin of Vartan as he was hoping for a little action.  Captain Omen decides to oblige him, creating an improved phantasmal force of a beholder.  Ishi and Vartan leap into battle, allowing Agrivar to have a hearty laugh at their expense this time.Aparently Ishi doesn't like a man who can laugh

Back at the shop, the merchant and Jasmine, the hunchback girl, discuss business.  The merchant pays her to take a message to the Temple of Mystra.  Agrivar and Foxilion are watching through a window, and Agrivar comes to the realization that she looks like someone he knew back in Waterdeep. 

As she leaves the building, Foxilion suggests they simply ask her if she knows Agrivar, but Agrivar disagrees.  The woman he knew is dead, so he opts for caution and the pair follow her.  However, she is aware they are following and leads them through some twisting alleys.  Soon, Agrivar and Foxilion reach a dead end to find she has disappeared.

Man that outfit is hideous

Meanwhile on the Realms’ Master, Captain Omen consigns the Horn of Valos to the Demiplane of Fear.  Still smarting from being punk’d by the beholder, Ishi confesses to Vartan that she now feels bad about mocking Agrivar.  Before Vartan can think up a smart remark, he breaks into prophesy about powerful magic at an establishment called Lady Rae’s. 

Don't quit your day job Vartan!

Captain Omen thinks it may be worth checking out and dispatches Vartan, Ishi, and Minder.

Having delivered her message, Jasmine is leaving the Temple of Mystra when she is spotted by Agrivar and Foxilion.  Deciding Foxilion may have been right in the first place, Agrivar decided to simply talk to Jasmine.  Unfortunately, he spooks her when he calls out to her and she flees into the town square.

Screaming for help, she accuses Agrivar of being the Zhentarim assassin who killed her parents.

Those are some mean looking merchantsThis causes Agrivar to belatedly realize the reason Jasmine looks like his friend is that Jasmine is her daughter.  It is too late to do any good though because he now faces an angry mob.

Agrivar fights his way free of the mob, but not before tearing up the new outfit Foxilion made for him. 

Mommy, why is that clown fighting the baker?Once Agrivar has escaped the merchants, Foxilion waves him into an alley.  Agrivar is annoyed that they lost Jasmine, but luckily Foxilion saw her duck into the pub Lady Rae’s during the commotion.

At this point Vartan, Ishi, and Minder arrive at Lady Rae’s.  The tavern turns out to contain only female adventurers, so Vartan is is in heaven.  Well, at least until he gets into a fight with the bouncer, who happens to be wearing a girdle of storm giant strength.  Minder intervenes with uncharacteristic hostility, leading to a full-fledged bar brawl.

Personally, I would not have taken my eye off the golemOn the roof of a nearby building, Foxilion and Agrivar have identified which room Jasmine is in.  Agrivar decides to swing in through the window doing his best Earl Flynn imitation.

This may not be Argrivar's proudest moment

Inside the bar, the patrons hear Jasmine scream as Agrivar comes crashing through her window.  Ishi recognizes Jasmine as “the flower” from Vartan’s bad poetry and runs to investigate while Vartan and Minder hold off the mob.  She flings open the door to find Agrivar, whose clothing is mostly shredded at this point standing next to a half-naked and winged Jasmine.

IshiSitcom

Unfortunately, for Agrivar, all Ishi seems to notice is that Jasmine is half-naked.

Notes

  1. Foxilion’s new outfit for Agrivar was hilarious.  What is funniest is that I could almost see Foxy wearing.
  2. I enjoy the developing relationship between Agrivar and Ishi.  Especially the scene where she feels guilty for laughing at his expense.
  3. The series continues to build towards the Avatar Trilogy Tie-In.  Not especially subtly either.
  4. On the other hand, I liked that Minder says that she “doesn’t like giants or their magicks.”  I know this is meant as another clue that she is a dwarf, but it is one of the better ones.
  5. Unfortunately, I was completely spoiled on the fact that Jasmine had wings because of the Spelljammer house ads that were running at the time.

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