Wednesday, May 8, 2013
Realms Toowoomba Recap # 22 [RPG]
[21 Mirtul 1372]
That evening, in Nesme, Mellia stays inside her room at the boarding house working on spells. Meanwhile, Fargrim, Cain, and Markus walk to a local tavern named the Six Flames Foundry, a dimly lit, crowded, and subdued establishment. There, they hear gossip about missing prospectors, "blight blades", lizardmen,
and a group of "foolish" Tyran pilgrims planning to make the dangerous journey to the tomb of Ardun Brightheart. Fargrim asks some more questions about this last topic, and the trio connect this information which the request to investigate made by Sword-Captain Gyrax in Grunwald almost a tenday ago. The tomb of the legendary paladin lays about fifteen miles southeast of Nesme, but in recent months few pilgrims who venture towards it ever return.
[22 Mirtul 1372]
The next day, Mellia has the proprietor of the boarding house deliver a message stating that the sorceress is not to be disturbed. The others decide to pay a visit to Brightheart's tomb, and leave word of their intentions with the proprietor. The half day's journey over the largely barren, rocky moor is uneventful, and soon the trio catches sight of Bright Hill. The path leading up the hill is deceptively treacherous, and Cain falls off his horse before leaving it at the base of the hill in frustration.
The entrance to the tomb is a large white marble archway carved into the side of the hill. Inside, several statues of Brightheart occupy alcoves built into the walls, with placards testifying to the hero's exploits: leading campaigns against orcs, impaling the legendary necromancer Dread Watcher with his holy sword, and carving room for civilization out of the savage area now know as the Silver Marches.
While examining one of the statues, Markus unknowingly activates an insidious trap: the statue itself topples on him and shatters! Seconds after being knocked to the ground, Markus is set upon by a flock of Darkmantles, large, black, flying squid-like creatures that try to envelop their prey. Before his allies can react, Markus is at death's door! Clutching a coin and uttering words to Tymora, the dashing swordsman is miraculously filled with new life and strength. Still, the battle continues as other Darkmantles swoop down toward Fargrim and instinctively create an area of utter darkness around the entry to the tomb. Meanwhile, Cain, who had left to check on his horse, returns to a scene of confusion. Invoking his divinely-granted gifts, he melds into the marble wall of the chamber and steps out just in time to aid Markus by invoking fire and terrible sonic magicks. The battle is a difficult one, but the trio emerge alive.
As they recover from the battle, Mellia arrives and hastens to tell the group of her breakthroughs in magickal research. Partially aided by the strange runes on the hillside west of Nesme, Mellia has discovered means to hasten movement, create massive incendiary effects, and even craft wands. Markus expresses his desire for a Wand of Magic Missiles.
The group continues on to an adjoining chamber carved out of natural rock and containing a large pool at the far end, with a statue of a kneeling Arden Brightheart on a small island in the center. At the statue's base is engraved the words: "When strength of steel in trouble fails, Silent reverence knows the way/Arden's arm was strong and true/But `twas his faith that won the day."
Markus' familiar senses an undercurrent of rot and decay coming from the pool. Wary of traps, Fargrim carefully inches close to the pool and his caution is rewarded when he notices a narrow underwater ledge running around its circumference and a pair of ghastly, unliving abominations slowly emerging towards him! Their waterlogged flesh is wrinkled and sagging, but sharp claws and teeth speak to their predatory nature. A mere scratch from one of the creatures renders Fargrim temporarily unable to move before it is destroyed,
while Cain forces the other to flee back into the depths of the pool by displaying Kossuth's divine might.
With the battle over, at least for now, Markus speaks an incantation to determine if there are any magickal auras in the chamber. He senses several radiating objects at the bottom of the pool. Moving closer, he speaks another incantation to lift the objects into the air: 11 crossbow bolts and a light mace featuring the symbol of Tyr on its hilt. The mace gently shocks Markus' hand when he touches it, and he therefore decides to wrap it in cloth.
Meanwhile, Mellia asks the group why they have come to this tomb and is dismayed to discover it was simply for a lark rather than a considered purpose. She strides away, frustrated, and begins the journey back to Nesme. Cain hurries to catch up with her.
In the cavern, Fargrim decides to check the remnants of the undead creature for treasure. He finds nothing, and the delay has injurious consequences as the other abomination emerges again from the pool! Markus and Fargrim have a difficult running battle with the creature, as its paralyzing blows make it difficult to defend against. At last, with some concentrated teamwork, the pair manage to outrun the monstrosity and escape the tomb. They hurry and catch up to the others at the base of the hill, and Markus and Mellia exchange words.
Labels:
Realms Campaign
Sunday, April 28, 2013
Four Hidden Puzzle Games Reviewed
Shortly after her return from Canada this past Christmas, The Wife and I went on a bit of a computer game playing spree. We actually finished these games months ago and promptly wrote up reviews, and I let those reviews languish on the desktop . . . until now!
Nightfall
Mysteries: Curse of the Opera (SPOILERS):
This was the most rail-roady game ever. Sparkles
to “guide” you are everywhere which made the game seem kind of stupid - you
weren’t investigating so much as tooling around the village looking for whatever
the game steered you to next. Searching was meaningless. The Hidden object
scenes had nothing to do with the objects you need and the “tasks” after the
hidden objects were lame.
When played after Asylum Conspiracy it seems
really simplistic and boring - although some of the later puzzles were very
well done and the final puzzle in the game was one of our all time favourites -
very unique. When you understand this is the game produced first, it makes more
sense that the next game was so much better - even if the “story” is
earlier.
This game is technically the sequel to Asylum
conspiracy but was actually produced first. We’ve noted in our Asylum
Conspiracy review how much superior that game was to this. We were disappointed
(and a little amused) that the plot in this game didn’t tie in very well in
later stages to the continuity established in the other game. Not to mention
being freaked out by Grandpa Charles’ voice in this one.
Other goofy things:
We have no name and are referred to as
“stagehand” throughout the whole game.
When we witness Christine/Carolina’s “suicide”
our character’s internal monologue reflects ZERO emotional reaction. In fact,
we instantly zero in on a shiny key on the ground. Yoink!
Basically, the heroes from the Asylum are totally
mass murderers who show zero remorse and, from what we can tell, offed a bunch
of other randoms while targeting the ones they indicated “did them wrong”.
This village has no people in it. That is never
explained. As far as I can tell the “Count” is in no way a vampire so that is a
big red herring.
At least in the abandoned asylum the idea that
things were lying all over the place made sense. In this game you go through
ridiculous lengths to “find things” for people that are hidden in stupid places
like keys inside music boxes, etc, etc.
Overall: Far from the worst game we ever played,
but no where as good as Asylum. We do wonder if we would have liked this game
more if we had played it first.
Nightfall
Mysteries: Asylum Conspiracy (SPOILERS)
This was was a great game with clever puzzle
generation. Some creepy jump scares - really got The Wife. :-) The hidden
objects actually tied into the game pretty well since you were actually looking
for things you meant to use and there wasn’t as much hand-holding via “sparkly
areas for you to look at”. Searching the rooms paid off, because that is how
you found stuff. The tasks were a bit more self directed than the Opera game -
which was good for experienced players. The plot was decent.
Some funny moments - spoiler: We rescue Grandpa
Charles who was the one with the beef with Victor and he stays behind and lets
us go off alone to fight him. Chivalry is dead.
Also, the whole idea that Christine is on this
island all alone and that she seems to have no way off and no concern at all
about the creepy homicidal doctor running around is a bit funny.
Some technical issues, but great service from
Big Fish games.
Very compelling - we really wanted to keep
playing. The game was also a decent length. Just tough enough to keep you
interested without getting overly frustrated and the “isolation” of being on
the island and in the asylum was suitably creepy. The opera game is supposed to
also have an isolated setting but we just found it a bit silly.
The conceit in the game of finding audio tapes
added to the creep factor. You didn’t usually find them all in order which made
it even more eerie.
The climactic scene was also exciting and made
for a dramatic end to the game.
Princess
Isabella 2: Return of the Curse (SPOILERS)
We liked this one. The story is classic - remove
the curse, rescue your family, particularly your kidnapped daughter - who is
also named Isabella. There was a great sense of accomplishment as you cleared
scenes and removed the curse - there was also helpful notation when you found
everything you could, so you didn’t waste time searching everywhere. There were
some cute side-plots that added to the game and kept it from getting boring.
You have a couple of “helpers” a fairy and a
dragon and their powers made it interesting as you need them to solve puzzles.
It was a little frustrating (to The Wife) that there were times the fairy
pissed off and you still needed her and you didn’t know when she would be
returning. The fairy’s voice bugs.
We had the Collector’s Edition which was cool,
since it had lots of “extra” content. The only really valuable part of that was
a bonus chapter, which we played before the end of the game - a good thing too,
otherwise it would not have made a whole lot of sense given - spoiler alert -
the ending. The other extras - soundtrack items which were kind of creepy -
might make good gaming background music and some wallpapers we are unlikely
ever to use.
The final battle was cool, since you had to
finish it before you died, but the “ending” was so sudden and jarring that we
weren’t sure whether we had ‘won’ - we did - or lost. It made it a bit of a let
down. There is a separate teaser for the next game but no epilogue in the game
itself.
It leaves a lot hanging, since your poor
citizens are now apparently still stuck with this stupid witch and your husband
might even be dead? Which, given the TRULY AWFUL animation for the Prince and
his voice, might not be such a bad thing. We haven’t played the prequel game yet
so perhaps we need to play that to actually like this guy.
The puzzles in this game were really enjoyable.
You had to think them through but there enough hints to steer you in the right
direction. We only got stuck on one and that was in the bonus chapter. I also
enjoyed collecting the bits and pieces of stuff where you would eventually
realize what you needed it for. Also collecting the jewels to free your trapped
subjects was neat.
It had a bit more of a learning curve than most
games of this type, but we were playing the “advanced” version.
We’d recommend it .
The
Stanwick Legacy by Youda Games
We had vastly different impressions of this
game.
The Wife: I give this one a thumbs down.
Although I liked the voiceover options (American or British accent) and the
graphics, this game failed to deliver. My high points were that the puzzles
were half decent and the hidden objects contributed to the plot. The plot is
really where this fell down for me. You are Emma, a young woman raised by her
grandfather after her parents mysterious death. Now that Gramps has passed on,
you’ve inherited the manor and are searching for the family legacy.
This was an intriguing set up, but I felt let
down by the ending which was SO RAILDOADY! I also that the game was over too
quickly with only two floors to explore.
We only spent $4 on this game, so that’s fine. I
wouldn’t have spent $5 and I will likely avoid Youda games in the future.
Jhaeman: I thought this one was excellent except
for the very end. I liked the plot, I
thought there was a nice level of difficulty in figuring out how to use the
various objects, the hidden object screens were interesting and fair, and the
puzzles were reasonable clever. The
ending seemed extraordinarily rushed, presenting an odd, somewhat random
conclusion that came from out of nowhere and wasn’t particularly exciting to
boot. So all in all, great set-up, poor
finish.
Labels:
Games
Thursday, April 25, 2013
Damage Control (Volume 1, 1989) [COMICS]
After a successful debut in Marvel Comics Presents, Damage Control received a limited series each year for three straight years. You don't often see characters popular enough for consecutive limited series but (presumably) not popular enough for an on-going series, so it's an interesting way of doing things. I've always been a big fan of the Damage Control concept: they're a major construction/repair/architectural firm responsible for cleaning up and rebuilding all of the damage caused by the inevitable super-hero/super-villain fights in New York. The series has a very light tone, but not to the point of treating the Marvel Universe badly or "unrealistically."The 1989 Damage Control limited series takes full advantage of the "guest star bump" received from prominent cover placement of established popular characters: issue # 1 features Spider-Man, issue # 2 features Dr. Doom, issue # 3 has Iron Man, and issue # 4 has the omnipresent Wolverine. Unlike most limited series, the four issues don't tell one big story; instead, each is a standalone tale.
Issue # 1 tells the tale of Account Executive John Porter's first day in the office. Following a new character's first day on the job is a classic way of introducing the reader to the concept of a series, as both the reader and the character are on the same footing. The crew of Damage Control have to try to extricate a damaged robot (the Tinkerer's "Alternator Bug-Bot") from the World Trade Center after a fight involving Spider-Man. It's a very funny story and sets the tone for the series well.
Issue # 2 sees an intern and Damage Control's comptroller, Albert Cleary, visiting Doctor Doom after his account goes into arrears. The concept of debt collectors visiting the monarch of Latveria is hilarious to begin with, and the issue doesn't disappoint; I especially appreciated the intern asking Doom for photo ID before taking a cheque.
Issue # 3 isn't as good as the first couple are, but it has fun with the classic conflicts that can result when a business like Damage Control gets a marketing make-over. The suits-and-ties are gone, and ill-fitting spandex is in, as the marketers try to make Damage Control into more of a brand. Suffice it to say, it doesn't go well.
Wolverine gets a pie in the face on the cover of Issue # 4. That's probably the highlight, as the issue itself is kind of a weird, dumb flashback to Damage Control rebuilding the X-Mansion after Inferno.
Not every issue is a winner, but all in all I remain a Damage Control fan 25 years later . . .
Labels:
Comics
Monday, April 15, 2013
Gurkagh, Barbarian Shaman [RPG]
Gurkagh was a character I created as a teenager, and one I would like to return to someday. A barbarian shaman, Gurkagh is full of superstition but reveres his ancestors and spirit guides, providing a very different take on what it means to be a cleric. His personality and accent are a little over-the-top and goofy, which is very fun to role-play.
I have two different character sheets for him, the second indicating he must have appeared in a few sessions, but I only have one distinct memory of him in an actual game. A friend and I were invited to join a gaming group that had just started up, and the DM had a reputation for being awesome. So many people were there, it was hard to find space around a crowded table (there must have been 10 or more players). Anyway, sometime during the session, a terrible flying bird-creature of some sort attacked, and no one could manage to hit it. In frustration, Gurkagh through his war club at the creature and, with a natural 20, felled it to much glee at the table. I think the campaign fell apart or something afterwards, as my friend and I never returned to that group, but at least Gurkagh got a moment in the spotlight.
Gurkagh, Barbarian Shaman (D&D 2nd ed. Player's Option Sheet)
Class: Shaman; Kit: Savage; Level: 2; Alignment: NG
Race: Human; Height 6'1; Weight: 220; Hair: Brown; Eyes: Brown
Distinguishing Features: Smelly, unkempt; Disadvantages: Phobia of Snakes (14) & Phobia of Undead (14)
Strength: 13 (13 stamina/13 muscle)
Dexterity: 9 (9 aim/9 balance)
Constitution: 17 (16 health/18 fitness)
Intelligence: 10 (12 reason/8 knowledge)
Wisdom: 14 (14 intuition/14 willpower)
Charisma: 12 (12 leadership/12 appearance)
Hit Points: 14
Base THACO: 20; Melee Adjustment: 18 (+1 choice, +1 class)
Armor Class: 4 (bone armor & shield)
Saving Throws: Spells 15, RSW 14, PPD 10, P/P 13, BW 16
Weapons: War Club THACO 18, d. 1d6+1; Bow THACO 23, d. 1d4
Nonweapon Proficiencies: Herbalism (7), Hunting (8), Fishing (7), Fire-building (9), Swimming (9), Survival: Forest (7), Tracking (8), Weather Knowledge (8)
Equipment: 5 days food, war club, stone knife, short bow, bone armor, medium hide shield, quiver, stone-tipped axe, large sack, holy talisman
Spell Point Total: 12; Maximum Spell Level: 1; Maximum # of Spells Per Level: 3; Int/Wis Bonus: 8
Spells Available (memorize 3): Analyze Balance, Animal Friendship, Bless/Curse, Call Upon Faith, Calm Animals, Combine, Create/Destroy Water, Cure/Cause Light Wounds, Detect Evil/Good, Detect Magic, Detect Poison, Entangle, Faerie Fire, Firelight, Invisibility to Animals, Know Direction, Locate Animals or Plants, Log of Everburning, Obscurement, Pass without Trace, Purify/Putrify Food & Drink, Shillelagh, Strength of Stone, Wind Column
CHARACTER PROFILE
Name: Gurkagh
Race: Human
Class (Kit): Shaman (Savage)
Hair: Greasy Brown
Eyes: Brown
Age: 17
Occupation: Shaman's Apprentice
Father: Rolka (tribal shaman); Mother: Atko; Brother: Uteo (dead); Uncle: Shimo (dead)
Religious Affiliation: Ancestral & Animal Spirits
BACKGROUND
Gurkagh's father is the tribe's shaman. Three years ago an outlander trader came to the village. Gurkagh's elder brother was mesmerized by the trader's tales of adventure in the outlands. Two weeks later, Uteo ran away from home. He was gone for over two years before returning to the tribe. Uteo had become a powerful warrior in the outlands, and told many tales of high adventure. One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine. Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway. Gurkagh fell asleep while Uteo was supposed to have been keeping watch.
When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck. Gurkagh noticed his brother's dagger had not even been drawn. His brother had died because he was careless. To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought.
When Gurkagh returned to the village, they were deeply saddened. Gurkagh's mother has been in a state of mourning ever since, while his father has been forced to train him as the future shaman (Uteo was the eldest and supposed to be the next shaman), even though Gurkagh's father believes him to be lazy and absent-minded. Many of the villagers blame Gurkagh for Uteo's death.
Six months later, Gurkagh was sent upriver to hunt a boar for the end-of-mourning feast. Gurkagh killed the boar, but fell asleep on the raft while returning home. He awoke in a land he had never seen before, and is afraid to return home because his father will be furious.
Gurkagh is curious and playful around others, but is deeply troubled and confused by his brother's death. His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice. Uncle Shimo usually gives sound advice, but occasionally his fear gets the better of him.
I have two different character sheets for him, the second indicating he must have appeared in a few sessions, but I only have one distinct memory of him in an actual game. A friend and I were invited to join a gaming group that had just started up, and the DM had a reputation for being awesome. So many people were there, it was hard to find space around a crowded table (there must have been 10 or more players). Anyway, sometime during the session, a terrible flying bird-creature of some sort attacked, and no one could manage to hit it. In frustration, Gurkagh through his war club at the creature and, with a natural 20, felled it to much glee at the table. I think the campaign fell apart or something afterwards, as my friend and I never returned to that group, but at least Gurkagh got a moment in the spotlight.
Gurkagh, Barbarian Shaman (D&D 2nd ed. Player's Option Sheet)
Class: Shaman; Kit: Savage; Level: 2; Alignment: NG
Race: Human; Height 6'1; Weight: 220; Hair: Brown; Eyes: Brown
Distinguishing Features: Smelly, unkempt; Disadvantages: Phobia of Snakes (14) & Phobia of Undead (14)
Strength: 13 (13 stamina/13 muscle)
Dexterity: 9 (9 aim/9 balance)
Constitution: 17 (16 health/18 fitness)
Intelligence: 10 (12 reason/8 knowledge)
Wisdom: 14 (14 intuition/14 willpower)
Charisma: 12 (12 leadership/12 appearance)
Hit Points: 14
Base THACO: 20; Melee Adjustment: 18 (+1 choice, +1 class)
Armor Class: 4 (bone armor & shield)
Saving Throws: Spells 15, RSW 14, PPD 10, P/P 13, BW 16
Weapons: War Club THACO 18, d. 1d6+1; Bow THACO 23, d. 1d4
Nonweapon Proficiencies: Herbalism (7), Hunting (8), Fishing (7), Fire-building (9), Swimming (9), Survival: Forest (7), Tracking (8), Weather Knowledge (8)
Equipment: 5 days food, war club, stone knife, short bow, bone armor, medium hide shield, quiver, stone-tipped axe, large sack, holy talisman
Spell Point Total: 12; Maximum Spell Level: 1; Maximum # of Spells Per Level: 3; Int/Wis Bonus: 8
Spells Available (memorize 3): Analyze Balance, Animal Friendship, Bless/Curse, Call Upon Faith, Calm Animals, Combine, Create/Destroy Water, Cure/Cause Light Wounds, Detect Evil/Good, Detect Magic, Detect Poison, Entangle, Faerie Fire, Firelight, Invisibility to Animals, Know Direction, Locate Animals or Plants, Log of Everburning, Obscurement, Pass without Trace, Purify/Putrify Food & Drink, Shillelagh, Strength of Stone, Wind Column
CHARACTER PROFILE
Name: Gurkagh
Race: Human
Class (Kit): Shaman (Savage)
Hair: Greasy Brown
Eyes: Brown
Age: 17
Occupation: Shaman's Apprentice
Father: Rolka (tribal shaman); Mother: Atko; Brother: Uteo (dead); Uncle: Shimo (dead)
Religious Affiliation: Ancestral & Animal Spirits
BACKGROUND
Gurkagh's father is the tribe's shaman. Three years ago an outlander trader came to the village. Gurkagh's elder brother was mesmerized by the trader's tales of adventure in the outlands. Two weeks later, Uteo ran away from home. He was gone for over two years before returning to the tribe. Uteo had become a powerful warrior in the outlands, and told many tales of high adventure. One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine. Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway. Gurkagh fell asleep while Uteo was supposed to have been keeping watch.
When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck. Gurkagh noticed his brother's dagger had not even been drawn. His brother had died because he was careless. To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought.
When Gurkagh returned to the village, they were deeply saddened. Gurkagh's mother has been in a state of mourning ever since, while his father has been forced to train him as the future shaman (Uteo was the eldest and supposed to be the next shaman), even though Gurkagh's father believes him to be lazy and absent-minded. Many of the villagers blame Gurkagh for Uteo's death.
Six months later, Gurkagh was sent upriver to hunt a boar for the end-of-mourning feast. Gurkagh killed the boar, but fell asleep on the raft while returning home. He awoke in a land he had never seen before, and is afraid to return home because his father will be furious.
Gurkagh is curious and playful around others, but is deeply troubled and confused by his brother's death. His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice. Uncle Shimo usually gives sound advice, but occasionally his fear gets the better of him.
Labels:
RPG
Sunday, April 7, 2013
The Buffy Comic Project: "Remember the Truth"
Buffy the Vampire Slayer # 37(Dark Horse; Vol 1, 1998-2003)
Creators: Tom Fassbender & Jim Pascoe (writers); Cliff Richards (penciller); Joe Pimentel (inker).
Setting: Season Five
T.V. Character Appearances: Buffy, Dawn, Spike, Anya, Xander, Willow, Giles
Major Original Characters: Yuki Makimura (vampire)

Summary: Buffy awakens from a strange dream full of foreboding to find Dawn standing at the foot of her bed. Dawn and Buffy argue about whether Spike can be trusted, and Dawn says Spike is better than Buffy's previous boyfriends, Riley and Angel. Meanwhile, Yuki Makimura visits Spike and apologizes for her minions attacking him earlier and pays him to lure Buffy to the site of the old high school on the following evening. The next morning, Xander returns home from night-work at a construction job, much to Anya's dismay. At the Magic Box, talk turns to Dawn and Buffy realizes that everyone else has a false memory of Angelus having attacked Dawn at the high school when they first discovered Angel had turned. Buffy storms off and, that evening, walks to a cemetery where she is attacked by Yuki. Yuki reveals that she was the missing Slayer and escapes. Giles arrives and Buffy accuses him of lying for keeping the truth of Yuki's origins from her. Giles says he's discovered why Yuki wants the mysterious Eidu amulet. Meanwhile, somewhere near the site of the old Sunnydale High, Yuki and her minions discuss how their master will soon rise again to be incarnated in an existing fleshy vessel. But before that can happen, a sacrifice is necessary; and at the construction site, Xander has just arrived to work!
Review
I don't find the the Yuki Makimura storyline particularly interesting. The big reveal that she was a Slayer came across flat, and another demon summoning? *yawn*. I do quite like the idea of "flashbacks" showing how events would have been different if Dawn had been around during the show's first few seasons--something the show itself could have had a lot of fun doing. The artwork remains strong, especially the bold coloring and depiction of Makimura, though sometimes the artists slack a bit on facial features. I'm not 100% convinced by Giles keeping need-to-know info from Buffy at this stage of the characters' development, and it comes across as forced drama.
Notes
* There's a mention of Joyce being in the hospital. I'm fuzzy on what this refers to; I know what happens to Joyce in Season 5, of course, but I think that was out of the blue. Maybe she was injured in a previous issue or episode.
Labels:
Buffy Comic Project
Wednesday, March 27, 2013
X-Wing Rogue Squadron Omnibus Volume 2
Volume 2 of the X-Wing Rogue Squadron Omnibus begins with a short adventure seeing the Rogues liberating the planet Tandankin from Imperial control. During the fighting, Wedge is forced to destroy a monument sacred to the Tandankin people and comes up against vehement criticism from the locals. A certain pilot by the name of Luke Skywalker explains all of the heroic things Wedge has done to try to mollify them. It's a slight story, but probably a good refresher for people who are a bit fuzzy on Wedge's background.The next story arc reprinted, "Battleground: Tatooine" features Rogue Squadron being sent in to investigate Imperial connections on the planet. Biggs Darklighter's father is holding a special reception to honor his son's death, but a Twi'lek criminal named Firith Olan takes advantage of the distraction to have hired guns steal a datadisk from Darklighter's safe that holds the location of a secret Imperial cache of weapons and starfighters. The Rogues manage to find the cache and destroy it before Firith can set himself up as a warlord on Tatooine, but he escapes to Ryloth. The Rogues chase him, but Firith escapes again with the help of an ambitious Imperial leader named Semtin, and the two return to Tatooine to another secret Imperial base! (Apparently, they're laying under every rock on this strategically-useless and remote Outer Rim planet . . .). The Rogues return and destroy that base as well. Most of the story is pretty average, but I did quite like the interplay between Firith Olan and his special guest: Bib Fortuna's brain, which, in close continuity with Tales From Jabba's Palace, is stored in the spider-like repository of the Bo'Marr monks. There's a great twist ending here that makes the rest worth reading.
The second story arc is "The Warrior Princess", which focusses on the Rogue named Plourr Ilo. Plourr is revealed to be a lost princess from the world of Eiattu, and she reluctantly returns to the planet to help solve a civil war. A renegade Imperial leader named Tavira gets involved and props up an impostor pretending to be Plourr's long-dead brother. The Rogues save the day, of course, but Tavira escapes to fight another day and Plourr decides to say on Eiattu and lead her people into the future. The personality given to Tavira was good and distinguished her nicely from the standard Imperial leader, and the story took the time to flesh out Eiattu's political system. I don't find Plourr a particularly interesting character, however, so a story focussing on her is not going to be my favourite.
The last story arc in the book, "Requiem for a Rogue", is quite good. The Rogues travel to a planet called Malrev 4 in the hopes of rescuing a Bith starliner that has strayed off course. The fate of the vessel, and its inhabitants, are tied into an interesting story about ancient Sith temples and magic. Two Rogues die in the story, and that's the sort of thing I think is necessary to keep up the tension, as, for the most part, it seems like the Rogues are pretty much invincible regardless of how heavy the odds are stacked against them.
Now I've just got to track down the third and final volume of the series!
Sunday, March 24, 2013
Realms Toowoomba Recap # 21 [RPG]
[18 Mirtul 1372]
The group continues travelling east towards Nesme. That evening, the decision is made to camp without a fire, a decision Cain is not pleased with.
[19 Mirtul 1372]
The group crests a hill to see a small caravan of wagons clustered around a pond in the grassland below. Minutes later, another caravan of wagons arrives from the east, and the two small caravans begin exchanging long, shallow boxes. Although Mellia stays behind examining some strange mystic runes round on a hillside, the other members of the group walk down to meet the caravans, one of which appears to be setting off west and the other back to the east. A man calling himself Verdos rushes out to meet the group. When asked, he explains that he is a coffin-maker transporting his wares to Nesme. He weaves a story about how bodies are increasingly rising from the dead in the Evermoors, but that his coffins come with strong locks to keep that from happening. The group offers their services as caravan guards for the remainder of the voyage to Nesme, and Verdos agrees.
[20 Mirtul 1372]
In the morning, Fargrim decides to ask Verdos about Startop Mountain. Cain notices that the man seems nervous and looks away while denying any knowledge of it. Cain conveys his suspicion to Fargrim, but the two decide not to take action at the moment. Soon thereafter, Mellia catches up to the group.
Later that afternoon, on the west bank of the Subrin, the travelers encounter the rubble of a large fortress, former home to the Riders of Nesme. A bridge spanning the Subrin to the city on the eastern bank has also been destroyed, and only a large barge now offers a way across. As the first of the wagons is loaded on the barge, Mellia is told about Verdos' strange reaction to mention of Startop Mountain. She concocts a plan with Cain; the cleric will ask the man about it again, while Mellia will cast a mystical incantation to detect his inner thoughts.
When the two adventurers put their plan into motion, a suspicious Verdos spots Mellia casting a spell and demands that she stop. When she doesn't, he suddenly lashes out with a vicious strike to her face! All of Verdos' caravan guards had "coincidentally" stayed on this side of the river, and they leap into action, pummelling Mellia and Cain with quarterstaffs. A brief battle ensues, as Mellia manages to escape by turning invisible, Fargrim cuts one of the guards almost in twain, Markus disarms a guard and then charges into battle on horseback, and Cain incapacitates several of the guards by shattering their eardrums with a magickal sonic burst.
In the confusion of battle, however, "Verdos" manages to escape by jumping into the river and swimming for the far bank. Two his men try the same thing, but their inability to swim leaves them flailing and splashing. Markus shoots one of the swimmers in the back with an arrow, while Fargrim pulls the other one out. A brief interrogation reveals that the escaped leader's name is Melchor, and that the contents of the coffins are actually slaves headed for Startop Mountain! Fargrim allows the guard to flee, much to Mellia's dismay.
A quick search of the two remaining wagons shows that the bandit's words are true: a slave is imprisoned within each coffin. When the barge returns to the west bank, a difficult task is had trying to convince the bargewright to waive his normal 5 gp/head fee so that all of the slaves can cross. Markus manages to persuade the stubborn and frustrating man to accept 20 gp and two horses as payment.
As they cross to the far side of the river, it becomes clear just how much devastation has been brought to Nesme. The city walls have been breached in several places, many homes have been reduced to piles of rubble, and the remaining citizenry are heavily-armed and suspicious. The slaves brought on the barge and freed from the third wagon are put safely into the hands of the city guard, and the four adventurers find lodging in a no-questions-asked boarding house.
In the middle of the night, Mellia turns herself invisible, runs to where the barge is tied up at the western pier, and cuts it loose.
[21 Mirtul 1372]
While Mellia works on scribing a Shield scroll, the others sell the excess horses they took from the slavers. Having heard word that adventurers are quite welcome and well-remunerated in Nesme, the trio journey to the gilded spire, a former temple to Waukeen, that now houses the Nesme Council. There, the First Speaker of the Council, Tessarin "Longtresses" Alaurun, a beautiful but beleaguered sorceress, tells the group about the bounty on giants (250 gp each) and other monstrous creatures that are responsible for Nesme's current dire situation. She relates the hope that the newly-formed Confederacy of the Silver Marches, an alliance of the region's largest cities, will admit Nesme to membership and send aid.
Upon request, she arranges for the city to purchase the wagons captured from the slavers, and on a well-detailed map of the Silver Marches, she points out the precise location of Startop Mountain, mentioning that she has heard it is now a monastery to Lathander, the Morninglord.
Labels:
Realms Campaign
Subscribe to:
Posts (Atom)


