An elegy is a poem of mourning.
It is also the title of a 2009-2010 story arc of Detective Comics featuring the new Batwoman. In many ways Elegy is Batwoman's origin story, but it is also the origin story of her arch-enemy and the secret connection they have.
After reading "52" I became a big fan of the new Batwoman. She was a different character than either Batman or Batgirl. You knew what motivated them, what caused this new Batwoman to don the cape and cowl? Elegy tells you what motivates Kate Kane, what drives her and why she has to do what she does.
I'll let you in on a little secret, I don't actually read a lot of comics. I pick up a collection every now and again, read some things that were popular years ago, or a trade paper-back, but I don't actually follow anything. I am a bigger DC fan than Marvel by a long shot and I tend to watch any super-hero cartoon, TV show or movie that I can, but monthly comics, I rarely if ever read those.
I picked up Elegy since I was a fan of Batwoman.
I am very glad I did.
Elegy is not a story that could be told with the Batman or even any of the Batgirls. It had to be Batwoman.
Before I go on I have to mention the artwork.
J. H. Williams III had been lauded for his work on this book, but I am not sure that even those do him justice.
The art work here is another layer of story telling above and beyond the great story by Greg Rucka. There are parallels drawn between the two foes that make you think that we have a rivalry to well, rival that of Batman and the Joker. But that is the easy stuff to sell because it is so good. The look on Kate's face when she is dumped by her girlfriend is tangible. She says she is ok, but her look says so much more. That is something you never see in the Batman. Both characters are full of sadness and loss. Kate's though is closer to the surface, not beat down like Bruce has done, or she thinks she has done. Kate is more vulnerable; not because she is a woman, but because her pain is still real to her, her multiple losses, all the reversals of fate. She just wants to do the right thing, the honest thing, the just thing, but each time reopens a wound. Elegy rips her old wounds open and drowns them in salt.
Ok on to the story. Caution, Spoilers Ahead.
The story is told in flashbacks while the Batwoman is working on a new case. The Cult of Crime is back in town and the Batman is giving his approval for the Batwoman to take it on her own. She investigates and only turns up a few clues.
She returns home to where we meet her father, a retired Army officer, is helping her out via two way radio ala Batman Beyond. Frankly it's a great idea, two heads are better than one. She works out and has to rush to a breakfast date, only to get the aforementioned dumping. With the Cult of Crime in town though she can't dwell on that.
We get flashbacks to her life at Westpoint. She was then an up and coming officer with high marks. Just past "Ring weekend" the young Kate Kane is brought into the Commandant's office where she is told she is under suspicion of "homosexual activity" and is asked if she wants to deny it, reminded that if she doesn't she will be expelled. Kate recites the Cadet Code of Conduct about not lying nor allowing others to do so. She admits to being gay and is kicked out of the academy.
Let me go back to the art for a second. Look at the sequence of Kate's face. She is sad, angry and then finally resolved because she knows there is only one right answer the answer is the Truth she can't deny who or what she is. She is a Westpoint Cadet and they never lie. Neither will she.
For the first time (we think at this point) Kate has no where to go and nothing to do. She returns home to tell her Army officer father what happened and he tells her he is proud that she stood by her honor and told the truth. That's it. Kate struggles a bit. She doesn't care for her new step-mother at all (we find out her mother was killed, but that is it for now). A chance meeting with a mugger in the streets though changes that. She is actually about ready to beat the thug into a bit of pulp, shouting at him "think I'm some victim? I'm a soldier!" till she (or rather the mugger) is rescued by the Batman.
I want to come back to this later. Rescued is such a loaded word here, but I use it on purpose. I want to get to why later.
Kate then decides (between tattoo sessions I am guessing) that her new purpose in life is to be a vigilante. That is till her father discovers. He helps focus her attention. She trains with people he knows for the next couple of years. He tells her if she is serious then she is going to war and in war you define your objectives and your winning strategies. She comes back and her father has decked out their version of the "batcave" with state of the art surveillance, urban combat weapons (but the "Batman Rule" is always in effect) and a new costume done up in red and black, the colors of war in her Jewish faith (I have to take Rucka's word on that one, never heard it before, but it sounds right). Though she is not happy with the heels on her boots. In newer parts of the story we see they have been replaced with proper bad guy stomping red combat boots.
More details are discovered with the Cult of Crime. But frankly at this point those details are only a means to an end. That end is Alice. Alice is the new High Madame of Crime and she has a very personal interest in Kate/Batwoman. She is also Joker-level crazy. This gets to my one real issue with this. WAY too many bad guys know all about her "Secret Identity" for a character that was introduced as a closeted, lipstick lesbian, everyone seems to know her secrets. Alice in particular knows a lot of them.
We get up to the final confrontation. Alice has kidnapped Kate's father and wants to us his knowledge to launch some missiles (I thought he was retired. Maybe still active??). So the ruse of fighting Batwoman was just to get to her father. Or was it. Reading on it seems that was just a ruse to get at Batwoman. Alice and Kate fight. Kate manages to stab Alice, Alice stabs Kate. They are over the Gotham river and in a rare lucid moment Alice, no longer talking in 3rd person, tells Kate that "she has our father's eyes". She then falls to her death (seemingly).
Kate goes back to the HQ, her father begging her to stop along the way. She takes two blood samples, hers and Alice's. She gets them analyzed and Alice is her twin sister that she had assumed was dead for years.
In one more flashback we see Kate's life when she was a little girl living with her mom, dad and twin sister. Briefly, she is kidnapped along with her mom and sister by terrorists. Her father does get an army team in to save her, but shots are fired and her mother and sister are killed.
Kate dedicates her life to service to honor her Army Officer mother and twin.
When Kate gets the confirmation she goes to the Cult of Crime and tells them that if they come for her father again she is going to kill them all.
The story ends with Kate still not talking to her father.
--
There is so much happening here and I didn't even get into the relationship Kate has with mer step-mother, her dance with Maggie Sawyer, what happened with her and Renee Montoya, or how Betty "Flamebird" Kane is her cousin. It has been said before and it is true; This is not a female Batman. Kate's Batwoman is also propelled by loss and grief and anger, but they are different. She built her entire life after her mother's death on the idea that she would be the best officer she could be and serve to honor them. When that is removed she was lost in a way that Bruce Wayne never was.
When I said before that she was "rescued" I meant it. She was never in danger of that mugger. The mugger actually had more to fear from a very capable and very deadly opponent with no outlet what so ever for her aggression, anger and sense of loss. The Batman showing up saved her. Not the man, but what the man stands for. The symbol. That is why she is the Batwoman and not some other new costumed hero.
The parallels in the art in the book between Alice and Kate are amazing. I am rather disappointed in myself for not guess who Alice was sooner.
I mentioned also that Kate is more vulnerable than Batman is. Again, not because she is a woman, but because her pain is still so fresh and her choices still weigh on her. Because of that her heroic actions are greater. We know she can fail, we know she hurts (and sometime physically given her chest wound from 52 is still not 100% healed) and yet she still goes out there, every night. The Batman goes out every night because that is what he is. Kate chooses her life, the ups and the many downs.
Elegy manages to be poignant yet not preachy. Kate certainly is not a perfect character. She is still brash, has a chip on her shoulder and even with out the Batwoman gig she would still have troubles in her relationships (as seen with Renee). But she is trying and I think that is the reason why her series would do well.
Elegy is the best comic I have read in a very long time. I like Kate, I like Batwoman and I want her to do well. It would make a great movie. Maybe when Nolan is done with Batman he can turn his sights to a Batwoman.
You can read more here:
http://en.wikipedia.org/wiki/Batwoman:_Elegy
http://www.amazon.com/Batwoman-Elegy-Greg-Rucka/dp/1401226922/
Wednesday, April 6, 2011
Tuesday, April 5, 2011
D is for Dresden Files
When the Dresden Files RPG was announced I had a vague idea of the books. I had watched and enjoyed the series on Sci-Fi (back when they still were Sci-Fi and didn't show Wrestling). But I never gave the books much thought. Over the course of the last couple years all the other books I was reading in the Modern Urban Supernatural genre kept bringing up the Dresden Files and Harry Dresden.
So I bought the game and I liked it a lot. It is cool and neat. And I quickly put it away! The game is so full of spoilers for the books. I had read the first book, Storm Front, and remembered it was a bit like the Sci-Fi channel movie. But the game went so far beyond that. So I figured before I could properly read the game I needed to read the books. So for the last six months I have been going through all the Dresden Files books. I have been "reading" them on audio-book during my commute. I have gotten them from my local library and I have gotten rather used to hearing James Marsters in my car. By the way, I never really liked Spike as a character and never thought much of Marsters as an actor, but hearing him read these books has really changed my opinion of him.
Anyway I am almost done with Turn Coat now which as I understand it is the next to the last book so far. There is a collection of short stories and a new book out soon. I should be ready for it. One thing I have enjoyed about listening to the book in my car is while I am driving through Chicago is every so often I'll hear of a place and immediately think of where that is in proximity to where I am at. I once even drove by one of the grave yards mentioned in the book while it was being talked about.
Though as a Chicagoan (of sorts, moved here 17 years ago) its the Kennedy, not the JFK. It's DUI, not DWI. It's not Coke, it's Pepsi (ok that one is just me). Things that would be said if you grew up in Missouri (like Jim Butcher did, where it is the JFK and DWI). Nor is it as easy to get a cab as Harry seems too, but then again he is a wizard. There weer other minor issues (he drove from downtown to Deerfield in a few minutes? The guy HAS to be a wizard for that!) but nothing that was a deal breaker for me.
Dresden Files the RPG is a different story. I liked the background already; supernatural going ons in Chicago and the developer Fred Hicks once claimed that he loved the WitchCraft setting as a possible choice for the Dresden Files RPG. I am just not a huge fan of Fate. I do understand that they have taken it to new and wondrous places and that it is not very similar to FUDGE at all anymore, but I am still skeptical. I will though review the game on it's own merits and not my pre-conceived notions of the system.
I have played in a Chicago-based Unisystem game that has some similar tropes of the Dresden books. Though our Chicago is also 1 part Cine Unisystem, 1 part Ghosts of Albion, 1 part World of Darkness and 1 part just good old fashion knowledge of the area.
I'll certainly convert some characters sometime. The issue though is the whole Wizards and Technology deal. Makes converting the Hex Girls difficult and Willow down right impossible.
More I guess when I am done reading the books and the game. Maybe I'll re-watch the series too.
So I bought the game and I liked it a lot. It is cool and neat. And I quickly put it away! The game is so full of spoilers for the books. I had read the first book, Storm Front, and remembered it was a bit like the Sci-Fi channel movie. But the game went so far beyond that. So I figured before I could properly read the game I needed to read the books. So for the last six months I have been going through all the Dresden Files books. I have been "reading" them on audio-book during my commute. I have gotten them from my local library and I have gotten rather used to hearing James Marsters in my car. By the way, I never really liked Spike as a character and never thought much of Marsters as an actor, but hearing him read these books has really changed my opinion of him.
Anyway I am almost done with Turn Coat now which as I understand it is the next to the last book so far. There is a collection of short stories and a new book out soon. I should be ready for it. One thing I have enjoyed about listening to the book in my car is while I am driving through Chicago is every so often I'll hear of a place and immediately think of where that is in proximity to where I am at. I once even drove by one of the grave yards mentioned in the book while it was being talked about.
Though as a Chicagoan (of sorts, moved here 17 years ago) its the Kennedy, not the JFK. It's DUI, not DWI. It's not Coke, it's Pepsi (ok that one is just me). Things that would be said if you grew up in Missouri (like Jim Butcher did, where it is the JFK and DWI). Nor is it as easy to get a cab as Harry seems too, but then again he is a wizard. There weer other minor issues (he drove from downtown to Deerfield in a few minutes? The guy HAS to be a wizard for that!) but nothing that was a deal breaker for me.
Dresden Files the RPG is a different story. I liked the background already; supernatural going ons in Chicago and the developer Fred Hicks once claimed that he loved the WitchCraft setting as a possible choice for the Dresden Files RPG. I am just not a huge fan of Fate. I do understand that they have taken it to new and wondrous places and that it is not very similar to FUDGE at all anymore, but I am still skeptical. I will though review the game on it's own merits and not my pre-conceived notions of the system.
I have played in a Chicago-based Unisystem game that has some similar tropes of the Dresden books. Though our Chicago is also 1 part Cine Unisystem, 1 part Ghosts of Albion, 1 part World of Darkness and 1 part just good old fashion knowledge of the area.
I'll certainly convert some characters sometime. The issue though is the whole Wizards and Technology deal. Makes converting the Hex Girls difficult and Willow down right impossible.
More I guess when I am done reading the books and the game. Maybe I'll re-watch the series too.
Monday, April 4, 2011
Woo Hoo. I leveled up!
According to Trey over at The Sorcerer's Skull I just leveled up to Level 7 Pundit!
Thanks all!
(file under: Silly)
Thanks all!
(file under: Silly)
C is for Charmed
I am not ashamed of this, but all things considered I vastly prefer Charmed to Buffy. I don't even consider myself a Buffy fan to be honest, more of a Willow & Tara fan. But I am an unapologetic Charmed fan.
There is the whole witch thing to be sure. And the Charmed Ones are rather easy on the eyes. But I think my friend and former TV writer Robert Black said it best, Charmed never forgot who their audience was and never forgot they were a TV show.
You can see his post from an archive of the Original Other Side here, http://web.archive.org/web/20040518093406/http://www.xtreme-gaming.com/theotherside/tenways.html
I am at a really good place in my gaming life. I get to game all the time now with various groups. I get to talk to the people that make this hobby happen and they are really cool. And I get to write the stuff I like.
But I'd kill to be able to write a Charmed RPG.
While I know the demographics of the show and your average gamer are not exactly the same, I think with the amount of "modern supernatural" fiction being published today that a Charmed game would be fantastic. Buffy sold well, Dresden Files is doing nicely. Granted those are properties with significant geek/gamer buy-in and at the time of their games the properties are still active.
I would like to point out that with all the stuff I have written about witches and magic in the things I have published that this game would be a natural for me. ;)
The world of Charmed is richer and it is a drama about sisters that happen to be witches and living in a supernatural world. Not one about witches that happen to be sisters. The differences sound subtle but have huge potential differences on how a story can be told. Charmed featured, not just witches and demons (the typical fare in my book) but all sorts of other races, creatures and groups with agendas of their own; and just because two groups were working for the same side they didn't always get along. For example the Charmed Ones and the Elders or even the Valkyries.
I think there are better stories one can tell in the Charmed universe, actually I know so. One of the premises of Season of the Witch was to take two Buffy characters and put them into a more Charmed like universe and tell a story. It worked. It worked really well in fact.
Of course my system of choice for this would be Unisystem, but I can also see doing it in something like Mutants & Masterminds or even Cortex.. Maybe I need to chase down the company that owns the game rights (I know, or rather knew, who they are) and see if they want to hire me cheap. If Eden were to do it and publish it I'd even consider doing it for free.
There are a couple of versions of Charmed on the web.
Andrew Peregrine, author of Victoriana 2nd ed and Hellcats and Hockeysticks did one way back when. You can still find it here, http://www.peregrine.madasafish.com/charmedrpg/.
Jeff Slick also did one years ago, but all his copies seem to be gone. I did find thins one though, http://www.scribd.com/doc/44502892/Charmed-RPG-Netbook.
I like both, but there are things I'd do different in each one.
At the end of the day though I think a Charmed RPG may never be. More is the pity too. I think I could really rock on writing it.
There is the whole witch thing to be sure. And the Charmed Ones are rather easy on the eyes. But I think my friend and former TV writer Robert Black said it best, Charmed never forgot who their audience was and never forgot they were a TV show.
You can see his post from an archive of the Original Other Side here, http://web.archive.org/web/20040518093406/http://www.xtreme-gaming.com/theotherside/tenways.html
I am at a really good place in my gaming life. I get to game all the time now with various groups. I get to talk to the people that make this hobby happen and they are really cool. And I get to write the stuff I like.
But I'd kill to be able to write a Charmed RPG.
While I know the demographics of the show and your average gamer are not exactly the same, I think with the amount of "modern supernatural" fiction being published today that a Charmed game would be fantastic. Buffy sold well, Dresden Files is doing nicely. Granted those are properties with significant geek/gamer buy-in and at the time of their games the properties are still active.
I would like to point out that with all the stuff I have written about witches and magic in the things I have published that this game would be a natural for me. ;)
The world of Charmed is richer and it is a drama about sisters that happen to be witches and living in a supernatural world. Not one about witches that happen to be sisters. The differences sound subtle but have huge potential differences on how a story can be told. Charmed featured, not just witches and demons (the typical fare in my book) but all sorts of other races, creatures and groups with agendas of their own; and just because two groups were working for the same side they didn't always get along. For example the Charmed Ones and the Elders or even the Valkyries.
I think there are better stories one can tell in the Charmed universe, actually I know so. One of the premises of Season of the Witch was to take two Buffy characters and put them into a more Charmed like universe and tell a story. It worked. It worked really well in fact.
Of course my system of choice for this would be Unisystem, but I can also see doing it in something like Mutants & Masterminds or even Cortex.. Maybe I need to chase down the company that owns the game rights (I know, or rather knew, who they are) and see if they want to hire me cheap. If Eden were to do it and publish it I'd even consider doing it for free.
There are a couple of versions of Charmed on the web.
Andrew Peregrine, author of Victoriana 2nd ed and Hellcats and Hockeysticks did one way back when. You can still find it here, http://www.peregrine.madasafish.com/charmedrpg/.
Jeff Slick also did one years ago, but all his copies seem to be gone. I did find thins one though, http://www.scribd.com/doc/44502892/Charmed-RPG-Netbook.
I like both, but there are things I'd do different in each one.
At the end of the day though I think a Charmed RPG may never be. More is the pity too. I think I could really rock on writing it.
Sunday, April 3, 2011
Special: C is for Companion
Yes I know. No A-to-Z posting on Sunday and C is Monday's letter. But I do have a C for Monday.
The Companion Edition of D&D was one of the near mythical books for me growing up. As I mentioned yesterday that I began my game playing with the Basic/Expert, known today as B/X, sets from the early 80s. The expert took the game from 3rd to 14th level and the Companion book was then going to take the game from 14th to 36th level. Even though I knew of AD&D at the time, I thought that the Companion book was going to be the way to go. So I waited for it.
And waited.
And waited some more.
Finally I gave up waiting and dove into AD&D instead, leaving Basic D&D behind. Eventually a Companion Rules Set did come out. But it was for the new Mentzer-edited Basic set (now called BECMI) and I no longer had any interest in it having discovered the world could also have Assassins, half-orcs and 9 alignments.
I did manage to read it once. I was in college and it was at Castle Perilous Games in Carbondale. Of course now AD&D 2nd Ed was the new hotness and I had no desire to look backwards. What I saw though at the time did now impress me. I think the entire Mentzer set at the time (AT THE TIME mind you) made me think of it as D&D for little kids (now I see it differently).
Fast forward to the Old School Revolution/Renaissance/Resurgence/Recycled and I have re-discovered the Basic sets (all of them) in their imperfect glories. And I am not the only one that must have felt a little gipped by not getting a Companion book for B/X.
JB over at B/X Blackrazor designed his own Companion rules.
If it is not exactly what the companion was going to be, it is really, really close.
I have gushed on and on (and on) about how much I love this book here and elsewhere. If I went on anymore then Jonathan owes me advertising. ;)
But I have to add this. B/X Companion I think is the best embodiment of the what is the spirit of the OSR, not to diminish the to efforts of others (hardly at all), but the B/X Companion gives us something new, something that we didn't have before. Something, for me at least, that I have been waiting years for.
I only have two issues with the book. First I want a PDF of it. It is my only old school book that I can't cart around with me everywhere. Though now according to JB the pdf is on the way! Second I wish he had used the OGL so others could expand on it, make modules for it. But no big deal, I am just thrilled to have it.
Speaking of which, I did get a chance back in the day to get my Companion fix in. My DM ran the module CM2 Death's Ride under AD&D and it nearly killed us all. In a perfect world I'd run Death's Ride again using the B/X Companion. Maybe one day I will.
In general I like the idea of the Companion rules, either of them. They take the rules into a different place; a place that the Basic or Advanced rules had not previously done well. The idea of running a kingdom or even traveling the planes. Great stuff.
Saturday, April 2, 2011
B is for Basic D&D
Ok that was silly yesterday, but now lets get down to the serious business of serious blog posting. Seriously.
I am fairly well known in these circles for my enjoyment of the new 4th ed D&D game. It's fun. Really what else should it be? If I want to play something that feels like an older edition of D&D then I have older editions of D&D still on my shelves. Which is interesting because lately my current favorite edition of D&D is the Moldvay/Cook versions of Basic and Expert.
Like so many other gamers my age I had been exposed to the AD&D 1st ed books and LOVED the Monster Manual. And like so many others I asked for D&D for Christmas. I didn't get this:
I got this:
Of course I was not sure what the difference was. I had been using a really piss-poor scan of someones Holmes Basic book that was I was sure was blue. This one was red in a purple box. But it said D&D on the cover and that made it official D&D to me (funny how that hasn't changed much in the past 30 years).
I played this edition and then eventually got a hold of the Expert Set too. We played AD&D, but I still used these books. OR maybe we played D&D and used the Advanced books too. It was a good time in any case.
With the release of such cool products like Basic Fantasy, Labyrinth Lord and the B/X Companion (more on that tomorrow!) I have been able to get my Basic D&D fix all over again.
The rules are light, to the point and very, very fun.
I have gone back now and re-bought both the Moldvay Basic and Cook Expert sets (my originals were long since lost), the Holmes Basic and even the Mentzer Basic set and Rules Compendium. But it is this version is the one I consider "mine". When people say Red Box, this is what I think of first. Sure there are some "odd" things about it. I got really used to the alignment system in AD&D and races as classes seemed odd to me then and they still do. But these books are just such good fun that I can overlook all of that.
Zatannurday: I get by with a little help from my friends...
I like the Hellblazer series of comics. I like their darker tone and of course I love the magic. I also love them because of Zatanna, of course.
In one of the odder comics (Hellblazer #63, 1993) it is John Constantine's 40th birthday and his friends throw him a surprise party. Chantinelle "Ellie" (a succubus), Zatanna and Swamp Thing are invited as well. Swampy then proceeds to grow a bunch of pot for everyone at the party. Which leads to Zee becoming to my knowledge the only standing member of the Justice League to get high in the comics. So here is John, Zee and Elle getting high.
There is a commentary about this issue here:
http://www.ifanboy.com/content/video/ifanboy_mini_-_episode__59_-_what_were_they_thinking__hellblazer__63
Friday, April 1, 2011
Season of the Witch: Episode 12
Episode 12: Torn
May/June, 2005
Heatherfield, WA
Willow and Tara spend more than a month with the Daughters of the Flame. They begin to feel a pull to the north, something summoning them.
They prepare to travel but Tara mentions being sick. Cordy scans her, but finds nothing wrong with her. She admits though as she is mage now her magic is different.
They arrive is a small town in Washington State called Heatherfield. Here they meet up with five young women fighting a giant dragon. Before they can help they are able to send through a portal. The women identify themselves as “The Guardians” and they have been protecting Earth from threats from the magical worlds for almost 10 years. They are younger than Willow and Tara, but act much older. When they are finally able to talk to them (they are not interested in what Willow and Tara have to say) they learn that the Veil is thinnest here and it is getting thinner by the minute.
There are some battles with various monsters that come through and Willow and Tara prove their worth to the five Guardians. Tara notes that in Tamara’s Journal she talked about creating the Veil to protect the lands of Faerie from humans and visa versa. The spell is in the book, but it is a very complicated one and it will take all seven of them to cast it. They debate, the five guardians are anything but united in their plans, but finally they decide to give it a try.
The ritual is cast. During this time the Witches’ Committee shows up to try to stop them but they are stopped themselves by S.A.V.E. The ritual hits a tumult and the veil is erected anew, but Willow is trapped on the other side and they can’t take it down now.
Notes: This one was going to be bigger but my group was falling apart at this point. The Guardians obviously are a take on the Guardians of Kandrakar from the comic book W.I.T.C.H., but also designed to be any type of elemental-based magic-girl. I wanted to explore why the universe would choose five teenage girls as the ultimate protectors. I figured it had something to do with innocence or something, but I never got the chance to really get too deep into it.
I wanted this episode to have a real anime feel to it. So there were a lot of magical battles. I let Willow and Tara fire bolts of magical energy that were cast like spells and did SL x3 + Willpower x2 amounts of damage. It made for an interesting time.
I wanted to play up how the Guardian girls were no longer connected to what they were and that had something to do with the weakening of the veil, but I don’t think I quite got it.
I did the cliffhanger ending here of Willow being on the other side of the veil when it went up. Yeah I know, separating the girls to cause angst was quickly becoming a cliché in this game, but this was the last time.
The Witches Committee and S.A.V.E. were back to provide some more antagonists/distractions.
Next up. There must be some kind of way out of here…
May/June, 2005
Heatherfield, WA
Willow and Tara spend more than a month with the Daughters of the Flame. They begin to feel a pull to the north, something summoning them.
They prepare to travel but Tara mentions being sick. Cordy scans her, but finds nothing wrong with her. She admits though as she is mage now her magic is different.
They arrive is a small town in Washington State called Heatherfield. Here they meet up with five young women fighting a giant dragon. Before they can help they are able to send through a portal. The women identify themselves as “The Guardians” and they have been protecting Earth from threats from the magical worlds for almost 10 years. They are younger than Willow and Tara, but act much older. When they are finally able to talk to them (they are not interested in what Willow and Tara have to say) they learn that the Veil is thinnest here and it is getting thinner by the minute.
There are some battles with various monsters that come through and Willow and Tara prove their worth to the five Guardians. Tara notes that in Tamara’s Journal she talked about creating the Veil to protect the lands of Faerie from humans and visa versa. The spell is in the book, but it is a very complicated one and it will take all seven of them to cast it. They debate, the five guardians are anything but united in their plans, but finally they decide to give it a try.
The ritual is cast. During this time the Witches’ Committee shows up to try to stop them but they are stopped themselves by S.A.V.E. The ritual hits a tumult and the veil is erected anew, but Willow is trapped on the other side and they can’t take it down now.
Notes: This one was going to be bigger but my group was falling apart at this point. The Guardians obviously are a take on the Guardians of Kandrakar from the comic book W.I.T.C.H., but also designed to be any type of elemental-based magic-girl. I wanted to explore why the universe would choose five teenage girls as the ultimate protectors. I figured it had something to do with innocence or something, but I never got the chance to really get too deep into it.
I wanted this episode to have a real anime feel to it. So there were a lot of magical battles. I let Willow and Tara fire bolts of magical energy that were cast like spells and did SL x3 + Willpower x2 amounts of damage. It made for an interesting time.
I wanted to play up how the Guardian girls were no longer connected to what they were and that had something to do with the weakening of the veil, but I don’t think I quite got it.
I did the cliffhanger ending here of Willow being on the other side of the veil when it went up. Yeah I know, separating the girls to cause angst was quickly becoming a cliché in this game, but this was the last time.
The Witches Committee and S.A.V.E. were back to provide some more antagonists/distractions.
Next up. There must be some kind of way out of here…
A is for "Lipra Loof!"
It's the start of the A to Z blogging challenge and I Am already breaking the rules, or rather bending them a bit.
It is also April 1st and that mean April Fools Day. So my first post is about the great April issues of the old Dragon magazine.
Back in the 80's Dragon would send out their April issue and it would have various bits of "off" content. While every May there would be "serious gamers" complaining about it I thought it was great.
I came to enjoy them as much as I did the annual Halloween/Undead/Horror issues in October.
In fact the "Adventure" Nogard from Dragon #96 (it's Dragon spelled backwards! Funny!) became a serious thing in our game. A dimensionless plane with no exits. It is timeless, so you can't die of old age or even hunger (but you still get hungry) became an awful place to get stuck in for our high school games.
I'd later use the exact same place in my series "The Dragon and the Phoenix" as the demonic waste-land in the finale "No Other Troy".
Of course some of the articles were just silly. I remember them now only fondly. Plenty of allusions to Phil and Dixie's "Sex and D&D" and lots of pointless character classes.
More recently WotC did an April Fools web site that featured older Basic and 1st Ed books as "New" and an equally useless cass, Witchalok (that got my attention) with powers like "Slow Dramatic Clap" and "Turn into Dinosaur". Some of the older gamers were "offended" I thought it was funny as hell myself. So in the vein of humor I present a new Witch Spell for Basic D&D. Convert to any version of D&D you like. But not to Original D&D, because really, who plays that any more? BTW this is the spell I got paid for the new 5th Edition D&D that will be announced at Gen Con 2011.
Slow Dramatic Clap
Level: Witch 8
Range: 25'
Duration: 3 rounds
This spell is one the greater compulsion spells the witch has access too. It can only be cast after someone in the witch's party does something that can be described as truly epic. Defeating the ogre king with only a broken table leg, getting the cursed gem into a bag, or scoring the winning basket with only seconds left on the clock. The witch stands and begins to clap very slowly. Any creature that fails their save vs. Awesomness (or Spells, whatever is on your sheet) will stand (if sitting), drop their weapons and clap too. Everytime someone falls victim to the spell, others will take a -1 to their save rolls. So if 4 people fail their save before you then you are at a -4 to save yourself. Eventually all will be clapping. If any 80's rock anthem is playing then everyone takes and additional -5.
The witch must be able to stand and speak the command words "Well done. Well. Done."
Of course WotC is doing it all again this year too!
http://www.wizards.com/dnd/
It is also April 1st and that mean April Fools Day. So my first post is about the great April issues of the old Dragon magazine.
Back in the 80's Dragon would send out their April issue and it would have various bits of "off" content. While every May there would be "serious gamers" complaining about it I thought it was great.
I came to enjoy them as much as I did the annual Halloween/Undead/Horror issues in October.
In fact the "Adventure" Nogard from Dragon #96 (it's Dragon spelled backwards! Funny!) became a serious thing in our game. A dimensionless plane with no exits. It is timeless, so you can't die of old age or even hunger (but you still get hungry) became an awful place to get stuck in for our high school games.
I'd later use the exact same place in my series "The Dragon and the Phoenix" as the demonic waste-land in the finale "No Other Troy".
Of course some of the articles were just silly. I remember them now only fondly. Plenty of allusions to Phil and Dixie's "Sex and D&D" and lots of pointless character classes.
More recently WotC did an April Fools web site that featured older Basic and 1st Ed books as "New" and an equally useless cass, Witchalok (that got my attention) with powers like "Slow Dramatic Clap" and "Turn into Dinosaur". Some of the older gamers were "offended" I thought it was funny as hell myself. So in the vein of humor I present a new Witch Spell for Basic D&D. Convert to any version of D&D you like. But not to Original D&D, because really, who plays that any more? BTW this is the spell I got paid for the new 5th Edition D&D that will be announced at Gen Con 2011.
Slow Dramatic Clap
Level: Witch 8
Range: 25'
Duration: 3 rounds
This spell is one the greater compulsion spells the witch has access too. It can only be cast after someone in the witch's party does something that can be described as truly epic. Defeating the ogre king with only a broken table leg, getting the cursed gem into a bag, or scoring the winning basket with only seconds left on the clock. The witch stands and begins to clap very slowly. Any creature that fails their save vs. Awesomness (or Spells, whatever is on your sheet) will stand (if sitting), drop their weapons and clap too. Everytime someone falls victim to the spell, others will take a -1 to their save rolls. So if 4 people fail their save before you then you are at a -4 to save yourself. Eventually all will be clapping. If any 80's rock anthem is playing then everyone takes and additional -5.
The witch must be able to stand and speak the command words "Well done. Well. Done."
Of course WotC is doing it all again this year too!
http://www.wizards.com/dnd/
A to Z blog challenge, Let it begin!
Hello! Welcome to the Other Side!
This blog is the "reincarnation" of my old The Other Side website from the dawn of the Web. I like to write about role-playing games, particularly old-school ones, D&D and horror games. I post a lot of character write-ups, I love witches and magic.
I am participating in this blogging challenge for the same reasons I am blogging to begin with; to help improve my ability as a writer. Challenges like these help stretch those creative muscles and hopefully get me to write about stuff I might not normally do.
I am not alone in this challenge. I am going to be following all these blogs, some of which I only know about because of this challenge. Please join me in watch and reading these blogs.
This blog is the "reincarnation" of my old The Other Side website from the dawn of the Web. I like to write about role-playing games, particularly old-school ones, D&D and horror games. I post a lot of character write-ups, I love witches and magic.
I am participating in this blogging challenge for the same reasons I am blogging to begin with; to help improve my ability as a writer. Challenges like these help stretch those creative muscles and hopefully get me to write about stuff I might not normally do.
I am not alone in this challenge. I am going to be following all these blogs, some of which I only know about because of this challenge. Please join me in watch and reading these blogs.
- B/X Blackrazor
- Gaming All Over the Place
- Lands of Ara
- Sword +1
- Sea of Stars
- Places to Go, People to Be (still one of my favorite RPG sayings ever)
- Old School Heretic
- Porky's Expanse!
- Asshat Paladins
- Grognardia
- Grubb Street
- The Dump Stat
- A Hamsterish Hoard of Dungeons and Dragons
- Calvin's Canadian Cave of Coolness
- Risus Monkey
Ands a few new blogs to me that are also participating.
- City of Iron
- Tower of the Archmage
- The Jovial Priest
- There's Dungeons Down Under
- Quickly, Quietly, Carefully
- No Signal
- Redwald
- Nine and Thirty Kingdoms
- Lasgunpacker
- Appendix N
- The Underworld Kingdom
- Alien Shores
I also plan to see what other posts they may have that came before this challenge.
Thursday, March 31, 2011
Horror RPG Blogs
So putting out a request to all the RPG bloggers out there.
What Horror RPG blogs do you all read?
I have some, but not as many as I'd like.
Looking for some reading suggestions.
What Horror RPG blogs do you all read?
I have some, but not as many as I'd like.
Looking for some reading suggestions.
Wednesday, March 30, 2011
Class Compendium: Warlord
Back a bit ago WotC announced they were cutting some books and the minis line and other things and the cry went out far and wide that they were doomed. To be fair if WotC had changed the name of a book or the cover art there would be people out there on teh internets claiming it was a sign of their near death.
One of the books that met the gallows that day was "Class Compendium: Heroes of Sword and Spell". It's purpose was to update some of the earlier PHB classes to the new Essentials format. It was never high on my list as something to get; PHB classes and Essentials classes are still equal. But it would have been nice to see some of the content.
So Wizards has released the Marshal, which is the Essentials version of the Warlord.
And they have done it for free. In Dragon Magazine 397.
You can download the Marshal from Wizard's site here, http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201103warlord
I checked from other browsers to make sure my DDI password was not cached in. It is free.
So if you have not looked into the Essentials classes yet here is a good example.
One of the books that met the gallows that day was "Class Compendium: Heroes of Sword and Spell". It's purpose was to update some of the earlier PHB classes to the new Essentials format. It was never high on my list as something to get; PHB classes and Essentials classes are still equal. But it would have been nice to see some of the content.
So Wizards has released the Marshal, which is the Essentials version of the Warlord.
And they have done it for free. In Dragon Magazine 397.
You can download the Marshal from Wizard's site here, http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201103warlord
I checked from other browsers to make sure my DDI password was not cached in. It is free.
So if you have not looked into the Essentials classes yet here is a good example.
Tuesday, March 29, 2011
Happy Birthday Lucy Lawless
In celebration of who might very well be the biggest reason most people come to my blog, here is a happy birthday to Lucy Lawless, aka Xena.
And since DC Women Kicking Ass has declared Xena an honorary DC ass-kicking woman, here are some stats for her for DC Adventures/Mutants & Masterminds 3rd Ed.
I am going with the idea here that Xena might be more than just human.
Xena, Warrior Princess - PL 8
Strength 4, Stamina 4, Agility 4, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 3
Advantages
All-out Attack, Attractive 2, Chokehold, Connected, Contacts, Defensive Roll 3, Diehard, Equipment 2, Improved Critical: Nerve Pinch: Suffocation 1, Improved Grab, Improved Hold, Leadership, Power Attack, Precise Attack (All) 4, Skill Mastery: Close Combat, Skill Mastery: Ranged Combat
Skills
Acrobatics 6 (+10), Athletics 6 (+10), Close Combat: Sword 4 (+9), Insight 2 (+4), Intimidation 6 (+9), Perception 6 (+8), Persuasion 6 (+9), Ranged Combat: Chakram 8 (+11), Stealth 4 (+8), Treatment 1 (+3)
Powers
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Nerve Pinch: Suffocation 1 (DC 11, Advantages: Chokehold; Grab-based)
Protection: Protection 2 (+2 Toughness)
Regeneration: Regeneration 1 (Every 10 rounds)
Equipment
Chakram (Boomerang), Sword
Offense
Initiative +4
Chakram, +11 (DC 20)
Grab, +5 (DC Spec 14)
Nerve Pinch: Suffocation 1, +3 (DC Fort 11)
Sword, +9 (DC 22)
Throw, +3 (DC 19)
Unarmed, +5 (DC 19)
Complications
Honor
Motivation: Doing Good
Relationship
Languages
Greek
Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 9/6, Will 4
Power Points
Abilities 54 + Powers 8 + Advantages 22 + Skills 25 (49 ranks) + Defenses 11 = 120
And since DC Women Kicking Ass has declared Xena an honorary DC ass-kicking woman, here are some stats for her for DC Adventures/Mutants & Masterminds 3rd Ed.
I am going with the idea here that Xena might be more than just human.
Xena, Warrior Princess - PL 8
Strength 4, Stamina 4, Agility 4, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 3
Advantages
All-out Attack, Attractive 2, Chokehold, Connected, Contacts, Defensive Roll 3, Diehard, Equipment 2, Improved Critical: Nerve Pinch: Suffocation 1, Improved Grab, Improved Hold, Leadership, Power Attack, Precise Attack (All) 4, Skill Mastery: Close Combat, Skill Mastery: Ranged Combat
Skills
Acrobatics 6 (+10), Athletics 6 (+10), Close Combat: Sword 4 (+9), Insight 2 (+4), Intimidation 6 (+9), Perception 6 (+8), Persuasion 6 (+9), Ranged Combat: Chakram 8 (+11), Stealth 4 (+8), Treatment 1 (+3)
Powers
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Nerve Pinch: Suffocation 1 (DC 11, Advantages: Chokehold; Grab-based)
Protection: Protection 2 (+2 Toughness)
Regeneration: Regeneration 1 (Every 10 rounds)
Equipment
Chakram (Boomerang), Sword
Offense
Initiative +4
Chakram, +11 (DC 20)
Grab, +5 (DC Spec 14)
Nerve Pinch: Suffocation 1, +3 (DC Fort 11)
Sword, +9 (DC 22)
Throw, +3 (DC 19)
Unarmed, +5 (DC 19)
Complications
Honor
Motivation: Doing Good
Relationship
Languages
Greek
Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 9/6, Will 4
Power Points
Abilities 54 + Powers 8 + Advantages 22 + Skills 25 (49 ranks) + Defenses 11 = 120
Wanted to Trade
Hey out there!
So I have a couple copies of the 4th Edition "Manual of the Planes" and a copy of the 1st Edition "Manual of the Planes" that I'd like to trade for a 3rd edition version.
The 4e one is in very good condition. A couple of the pages have had some corners bent by accident, but I have it sandwiched between some heavy books and that should fix it. That is all that is keeping it from being in Mint status.
The 1st Ed one is in really sad shape. It has one of those "Dragon Skin" covers on it that has melted to the cover. The book is stained a bit and the binding is loose. It is in poor to fair shape. You can still turn the pages and read them all. But I don't want to play this one up, it is in sad shape.
I'd like a 3e version if anyone would part with one. Just email me or post something below.
I am not at home at the moment, or otherwise I'd post pictures.
So I have a couple copies of the 4th Edition "Manual of the Planes" and a copy of the 1st Edition "Manual of the Planes" that I'd like to trade for a 3rd edition version.
The 4e one is in very good condition. A couple of the pages have had some corners bent by accident, but I have it sandwiched between some heavy books and that should fix it. That is all that is keeping it from being in Mint status.
The 1st Ed one is in really sad shape. It has one of those "Dragon Skin" covers on it that has melted to the cover. The book is stained a bit and the binding is loose. It is in poor to fair shape. You can still turn the pages and read them all. But I don't want to play this one up, it is in sad shape.
I'd like a 3e version if anyone would part with one. Just email me or post something below.
I am not at home at the moment, or otherwise I'd post pictures.
Monday, March 28, 2011
A to Z blog challenge, update
Getting ready for the A to Z April blog challenge. I see there are a lot of RPG bloggers taking part too. That is great, I can't wait to see what everyone does.
I have a tentative schedule and even some posts in the starting phase. Trouble is I keep re-doing my posts for A, B and C! That and I have two Hs, no J yet. Though I think I just came up with something....
I have some game posts, but I am also using this as an excuse to post some non-rpg, non-horror content.
Hey! If you have a blog and are going to participate post a link to blog below so others can also see what you do!
Here are some I am going to follow.
I have a tentative schedule and even some posts in the starting phase. Trouble is I keep re-doing my posts for A, B and C! That and I have two Hs, no J yet. Though I think I just came up with something....
I have some game posts, but I am also using this as an excuse to post some non-rpg, non-horror content.
Hey! If you have a blog and are going to participate post a link to blog below so others can also see what you do!
Here are some I am going to follow.
- B/X Blackrazor
- Gaming All Over the Place
- Lands of Ara
- Sword +1
- Sea of Stars
- Places to Go, People to Be (still one of my favorite RPG sayings ever)
- Old School Heretic
- Porky's Expanse!
- Asshat Paladins
- Grognardia
- Grubb Street
- The Dump Stat
- A Hamsterish Hoard of Dungeons and Dragons
- Calvin's Canadian Cave of Coolness
Ands a few new blogs to me that are also participating.
Sunday, March 27, 2011
Reviews: Eden Studios / Misfit Studios Edition
Some more reviews, my goal is to have my review queue cleaned out by the end of 2011.
Here are some of my favorite products from two of my favorite publishers, Eden Studios and Misfit Studios. They had a partnership a while back and produced some really good products.
http://rpg.drivethrustuff.com/index.php?cPath=299_4530&affiliate_id=10748
Armageddon: Armed Force
For a while Misfit Studios and Eden Studios worked on a partnership, one of the outcomes of that partnership was this new book for the Armageddon game. Filled with just tons of information on real world and the world of 2018 military equipment. Plus a bunch of new qualities that would also work great for WitchCraft or even Conspiracy X. Great map of the conflicts and what is going on in the war, new combat rules for Unisystem. Not to mention new magic and monsters. If you play Unisystem and need any type of military information then this is the book you need. If you play Armageddon, then this is the book you need.
5 out of 5 starts
Armageddon: Enemies Archived
You can never be too rich, too thin or have too many monsters. And in the post-Reckoning world of Armageddon, this is also true. This book contains a number of horrible beasts that rose up after the reckoning occurred. Some have always been around, others are new to this realm. Written by Steven Trustrum for Misfit Studios under license from Eden studios. This book is a fantastic guide that is perfect for any Classic Unisystem game or even Cinematic Unisystem. It's faux military dossier style makes it perfect for Conspiracy X or even an Initiative based Buffy/Angel game.
5 out of 5 starts
Odyssey Prime
Odyssey Prime is a fantastic premise that was perfect for the time. What if all your d20 (and Unisystem) worlds were connected? One part Armageddon: The End Times, one part Conspiracy X and one part Stargate SG1, the Odyssey Prime Mission was to "seek out new life and new worlds, and get to them before ours blows up!". Some examples were given of various d20 products from many publishers on how link in their product to this one. Pluses: Great use of the d20 system to do a variety of things (military, tech and magic). Built in excuse to use all your d20 books in one game. Minues: Lacked product support since the line was delayed. Still a fun game though and one I would enjoy seeing come back.
4 out of 5 starts
Odyssey Prime: Southern Discomfort
Odyssey Prime was a noble experiment. Take all the d20 worlds you can grab (or buy) and link them all together with a Stargate like device to transversing the multiverse. And for good measure include the in-house rules of Unisystem.
The game was a great idea, but something about it never caught on with everyone. Regardless the ideas are sound and this is a good adventure based on the simple idea that everything is better with velociraptors.
Worth it for the dino-stats alone really.
4 out of 5 starts
Here are some of my favorite products from two of my favorite publishers, Eden Studios and Misfit Studios. They had a partnership a while back and produced some really good products.
http://rpg.drivethrustuff.com/index.php?cPath=299_4530&affiliate_id=10748
Armageddon: Armed Force
For a while Misfit Studios and Eden Studios worked on a partnership, one of the outcomes of that partnership was this new book for the Armageddon game. Filled with just tons of information on real world and the world of 2018 military equipment. Plus a bunch of new qualities that would also work great for WitchCraft or even Conspiracy X. Great map of the conflicts and what is going on in the war, new combat rules for Unisystem. Not to mention new magic and monsters. If you play Unisystem and need any type of military information then this is the book you need. If you play Armageddon, then this is the book you need.
5 out of 5 starts
Armageddon: Enemies Archived
You can never be too rich, too thin or have too many monsters. And in the post-Reckoning world of Armageddon, this is also true. This book contains a number of horrible beasts that rose up after the reckoning occurred. Some have always been around, others are new to this realm. Written by Steven Trustrum for Misfit Studios under license from Eden studios. This book is a fantastic guide that is perfect for any Classic Unisystem game or even Cinematic Unisystem. It's faux military dossier style makes it perfect for Conspiracy X or even an Initiative based Buffy/Angel game.
5 out of 5 starts
Odyssey Prime
Odyssey Prime is a fantastic premise that was perfect for the time. What if all your d20 (and Unisystem) worlds were connected? One part Armageddon: The End Times, one part Conspiracy X and one part Stargate SG1, the Odyssey Prime Mission was to "seek out new life and new worlds, and get to them before ours blows up!". Some examples were given of various d20 products from many publishers on how link in their product to this one. Pluses: Great use of the d20 system to do a variety of things (military, tech and magic). Built in excuse to use all your d20 books in one game. Minues: Lacked product support since the line was delayed. Still a fun game though and one I would enjoy seeing come back.
4 out of 5 starts
Odyssey Prime: Southern Discomfort
Odyssey Prime was a noble experiment. Take all the d20 worlds you can grab (or buy) and link them all together with a Stargate like device to transversing the multiverse. And for good measure include the in-house rules of Unisystem.
The game was a great idea, but something about it never caught on with everyone. Regardless the ideas are sound and this is a good adventure based on the simple idea that everything is better with velociraptors.
Worth it for the dino-stats alone really.
4 out of 5 starts
Saturday, March 26, 2011
The Dragonslayers vs White Plume Mountain, Part 2
We continued on with White Plume Mountain.
The Dragon Slayers made their way through and fought the giant crab protector of Wave. They got the idea really fast about not poking the semi-solid membrane and they even remembered to shut all the doors in case it did break.
They are now in the inverted ziggurat room they defeated the first water layer and the dessert layer. Then pizza came and the combat was held for another day. I have mentioned that there are other groups of adventures here also looking for the other items, Blackrazor and Wave (they are supposed to get Whelm for Omar), but I have not pulled them out yet. I think I will do that next session.
Also the final battle will be with Keraptis and Dragotha. Dragotha will swoop down and grab the PC holding one of the items and carry them off to the Cave of Bones. Cheesy I know, but it works.
I have the 3.5 update for WPM and while it is nice to have the stats for the monsters handy I don't care for how the weapons have been re-done as legacy weapons. Even with everything that you need to do to get the powers up and going they seem less interesting than they did under 1st Ed. I am thinking of just using the 1st ed stats to be honest, not even really upping them.
Might get some more in tomorrow.
The Dragon Slayers made their way through and fought the giant crab protector of Wave. They got the idea really fast about not poking the semi-solid membrane and they even remembered to shut all the doors in case it did break.
They are now in the inverted ziggurat room they defeated the first water layer and the dessert layer. Then pizza came and the combat was held for another day. I have mentioned that there are other groups of adventures here also looking for the other items, Blackrazor and Wave (they are supposed to get Whelm for Omar), but I have not pulled them out yet. I think I will do that next session.
Also the final battle will be with Keraptis and Dragotha. Dragotha will swoop down and grab the PC holding one of the items and carry them off to the Cave of Bones. Cheesy I know, but it works.
I have the 3.5 update for WPM and while it is nice to have the stats for the monsters handy I don't care for how the weapons have been re-done as legacy weapons. Even with everything that you need to do to get the powers up and going they seem less interesting than they did under 1st Ed. I am thinking of just using the 1st ed stats to be honest, not even really upping them.
Might get some more in tomorrow.
Zatannurday: Adam Hughes
I have mentioned elsewhere that I think Adam Hughes might be my favorite artist for Wonder Woman. He also does a very awesome Zatanna.
This might one of his most recognized versions of Zee.
And this one,
And let us not forget this awesome piece of all the DC women.
He keeps his Deviant Art page updated as well and you can visit his Zatanna gallery here, http://adamhughes.deviantart.com/gallery/27635250
Friday, March 25, 2011
Season of the Witch: Episode 11
Episode 11: The Burning Times
April 30, 2005 (Beltane)
Willow and Tara are mad. They have spent the last month researching all things mage, “Awakening” and every prophecy they can find and there is nothing useful out there. Though lots of stories of mages going insane or accidently causing destruction wherever they go. Plus their Adourflame condition is getting steadily worse, now they can barely touch each other without setting something on fire. A quick kiss in the kitchen one night causes the microwave to explode. In fact they discover in their research that most fire-starting supernaturals are either evil or groomed by evil. Independently each discovers something that might help, the binding ritual they used on Amy and Beth to remove their own magic. They do not mention it to the other.
They do get a visitor in the form of Anya, who is here to represent Lilith. She tells them that they have learned that Witches’ Committee is pissed off and they will be sending operatives to come and get them soon. They change plans and instead look for a refuge since they figure out that the town will not be safe. They discover there is a coven of witches, The Daughters of the Flame, in Sacramento. Willow and Tara are certain they can teleport there on their own. Anya remains, not wanting to trust their new powers teleporting them to an unknown location.
Not a moment too soon either as Bob appears to tell them that there are Witches’ Committee operatives headed their way. Anya says she will try to stall them. The girls along with Bob and Cordy, teleport out.
Arriving at the covenstead Willow and Tara are surprised to see it is really a commune with a few score witches. As soon as Willow and Tara though arrive they are set upon. There is a scuffle but soon the leader of the coven, Mistress Brent, recognizes the two and kneeling she welcomes them “home”.
They all go to Brent’s office. Cordy and Bob are silent as Brent explains the history of this coven. Bob and Brent keep looking at each other, till finally Bob calls her “Cathy”. She gasps out loud and says “Robert?” Brent, like all the women here, takes a coven name that is some form of a Celtic Goddess’ name. She explains she has been expecting them for some time now. She knows they are the reincarnations of Bohdmal and Liath, the founders of this coven. She didn’t know that Liath/Tara was the daughter of Robert Mclay, a man she had known about, but never met. Tara’s mother had been raised by the coven and was sent out to work with a “Robert Mclay” many years ago. Brent blamed that man for Megan’s death. Though Brent is torn now that Megan’s own daughter is here, seeking aid and the reincarnation of Liath to boot. Cordelia asks her leave to report this situation to the Elders and find out what she needs to do.
The girls explain what their problem is, the magic and being followed by both the Witches Committee and Lilith. Brent doesn’t trust either side. Brent offers the coven’s library, but she has never heard of two witches that were becoming mages that were also Anamchara. Bohdmal and Liath were Anamchara, but they never became mages. Brent says it is an exciting time in their cycle of life to have become mages at this point and waxes on what their next life might be like. Willow doesn’t care about the next life, she wants this one, with Tara. Tara mentions the binding ritual. Brent says that would destroy their magic, all of it, and also remove them the witches’ cycle of life, death and rebirth. Plus there is the roll they have to play in the Awakening. Willow and Tara argue that a life that they can’t have each other is no life at all. Brent agrees that if they ask her to she will perform the binding. It also means that they will never see Cordy or Bob ever again, but it will stop the Witches Committee and Lilith from chasing them. But she asks for 24 hours so they can all research a better solution.
They all agree and set to work. Because of their position in the coven, Willow and Tara are given a “Guardian” by the name of Ceridwen and a research assistant named Brigh. Brigh is in awe over Willow and Tara, having studied Bohdmal and Liath all her life. She couldn’t help but notice that their auras were brighter than any she had ever seen and more strangely they were exactly the same. Brigh said that even married couples whose auras begin to blend still retain distinctive patterns. As an example she asks them to view her and Ceri. They had been handfasted a few years back (June 21, 1997) and legally married recently (in Cerri's home of Boston last year), though both agreed that their handfasting was the true date of their bond. Brigh mentions that her own aura had been disrupted due to exposure to Taint a few years ago and when she and Ceri fell in love and were married the interplay between their auras “smoothed out” the Taint. Willow and Tara are a little stunned to meet two married women and their thoughts turn to each other. Brigh notices this and studies their auras more carefully. She gasps and tells them the exchange spiked the power in their auras. She doubts that they have 24 hours. She doubts they have 2 hours in fact before their magical feedback blew a hole in reality.
With Brent involved now the girls begin to think very seriously about the binding ritual. Of course I had dropped a hint or two, but they asked not about a binding ritual, but a bonding one. They discovered that a handfast could do the same thing but also allow them to still use their magic as always. Taking that huge step they agreed. That evening they prepared. Robert stood for his daughter, Cordy for Willow and with Cerri and Brigh as witnesses. Brent performed the ceremony. The girls kissed for the first time in a month and their auras were visible to all.
The girls are given the night to consummate their marriage, but by morning the reality of their mission hits them again. The Witches Committee are at the coven’s doorstep demanding that they release Willow and Tara to them.
The Daughters of course refuse, but the Committee tells them that they are not capable of dealing with mages. If Willow and Tara were only “just witches” it would be fine, but the Committee was set up to deal with witches that become mages. Both sides agree to allow Willow and Tara to be seen by the Committee’s people (called The Keepers). To everyone, Willow and Tara’s auras no longer look like mages, but just really powerful witches. Though they still have their mage powers. The Keepers, seeing but not believing, challenge them both to a battle Arcane. If they are Mages then they will be fine, but have to go with the Keepers. If they are witches then they will loose, but can remain here. Before anyone can say anything though Willow is grabbed by the female Keeper and Tara by the male and they all phase. All four have been removed from the reality of the coven, though everyone can still see everyone else. Willow and Tara are also not in the same reality and can’t touch to get the benefit of being Anamchara. The battle progresses, and does so poorly for the girls. Willow is locked in a reality with her attacker and Tara is also locked with her own. Cordy and Bob both make different attempts to phase into either girl’s reality, only to run into a wall. Willow and Tara both try to exploit their own connections to somehow bring themselves together, but no luck there either.
Tara does notice that the aura’s of the Keepers are also strangely linked. She figured out (with some good rolls and a drama point) that these two must be sleeping together, but don’t want anyone else to know (she sees lust and guilt). She uses the binding ritual on the male keeper to pull him closer to his clandestine lover. They crash into each other, metaphysically speaking, a cancel the magics in place. Brent rules that since Tara defeated them both not with mage magic, but witch magic they don’t have to leave with them and they can stay here. The male Keeper, furious, knocks down Brent, pulls out a gun and fires on Tara. Willow throws up a barrier and the bullet ricochets off and hits the Keeper in his side. He lives, but will need surgery to repair is intestines.
Willow and Tara decide to remain with the Daughters as a “honeymoon” and as a way to be trained on their new mage powers.
Notes: Brigh was “played” as Lexa Doig, Ceri was Yancy Butler, Brent was played by Kate Jackson, I did not cast the Keepers, but any resemblance to certain Executive Producers or show runners I am sure is by coincidence only.
Ok what is going on here?
A few things. The Daughters of the Flame are a coven I had made for my 1999 AD&D Witch book. I had used the coven a number of times in my own works and games for years before that. Lisa, who had been helping write a bunch of these episodes and was my Tara had also, independent of me, used the Daughters in her own writing. Brigh, Ceri and Brent were her creations. I ran Brigh and Ceri through some WitchCraft adventures back in 2003-2004 (where Brigh picked up some Taint from a Mad God cult), so it was nice to have them back here. In my WitchCraft game at the time I specifically mentioned that Brigh can’t read auras. Ah well, I forgotten that. The Keepers were also her creation (though she only had one) and their job was to train Mages into assassins. I wanted them all here in Season of the Witch since their genesis was so related to the “witch culture” I had built in my own games (Mages were even Prestige Classes for witches in my later d20 book).
The Daughters also gave us the chance to poke a little fun at our selves, the Willow and Tara fan community. Often stereotyped as fanatical lesbians devoted to Willow and Tara above anything else, the daughters became (on the surface anyway) a group of fanatical lesbians who believe that Willow and Tara (or rather their past lives) were their reason for being. If the Wicce book had ever come out for the WitchCraft game you would have seen a more balanced view of the Daughters of the Flame. There were the “Eala” or swans that were more passive and the “Brenna” or ravens were more fanatical.
The date the girls were married is set in my world as April 30, 2005.
Marriage. If there is one thing that is debated more in W/T fan communities more than when they first had sex it is what sort of wedding the girls should have, if any at all. I forced the issue by well, forcing the issue. Since no situation would have appealed to all tastes I made it so they had to get married in order to preserve their magic. There is a nice little bit of parity there. To save their magic (which had been a metaphor for love) and likely the world they had to get married. The Keepers, who were having an illicit affair (the male Keeper was married), actually became their weakness. I don’t pretend to be subtle.
This is also the Gaelic Tree month of "Willow". Again. Not subtle.
Plus we wanted to talk about the whole same-sex marriage issue, it's not something a TV would do to be honest, at least not one at the time.
Originally there was going to more to this episode making a double episode really. Dawn was going to be there as well since she was taking college courses and still in town. Willow and Tara were going to “confront their Old Souls”, but we had kind of done that with The Dragon and the Phoenix. Cordy was mostly an NPC by now anyway, but I was happy she was at the wedding, someone from the Original Series there was nice. I had more political play between the Daughters and the Witches Committee but it never came out well in the game, so it was dropped. There was also more scenes with Willow/Tara and Brigh/Ceri. We did learn that Ceri’s birth name was Susan and she had played drums in an all girl KISS tribute band called LICK when she lived in Boston. Brigh had been born Amy Nakamura to a Japanese father and an Irish mother. She had lived in Toronto. Amy's transformation into Brigh was part of the background for my Witch Guardian post.
Next up: The Cast travels north to find the Veil between realities is torn and the witches holding it together are not in the mood to hear some new-comers' ideas on how they are supposed to do their jobs; fated or no.
April 30, 2005 (Beltane)
Willow and Tara are mad. They have spent the last month researching all things mage, “Awakening” and every prophecy they can find and there is nothing useful out there. Though lots of stories of mages going insane or accidently causing destruction wherever they go. Plus their Adourflame condition is getting steadily worse, now they can barely touch each other without setting something on fire. A quick kiss in the kitchen one night causes the microwave to explode. In fact they discover in their research that most fire-starting supernaturals are either evil or groomed by evil. Independently each discovers something that might help, the binding ritual they used on Amy and Beth to remove their own magic. They do not mention it to the other.
They do get a visitor in the form of Anya, who is here to represent Lilith. She tells them that they have learned that Witches’ Committee is pissed off and they will be sending operatives to come and get them soon. They change plans and instead look for a refuge since they figure out that the town will not be safe. They discover there is a coven of witches, The Daughters of the Flame, in Sacramento. Willow and Tara are certain they can teleport there on their own. Anya remains, not wanting to trust their new powers teleporting them to an unknown location.
Not a moment too soon either as Bob appears to tell them that there are Witches’ Committee operatives headed their way. Anya says she will try to stall them. The girls along with Bob and Cordy, teleport out.
Arriving at the covenstead Willow and Tara are surprised to see it is really a commune with a few score witches. As soon as Willow and Tara though arrive they are set upon. There is a scuffle but soon the leader of the coven, Mistress Brent, recognizes the two and kneeling she welcomes them “home”.
They all go to Brent’s office. Cordy and Bob are silent as Brent explains the history of this coven. Bob and Brent keep looking at each other, till finally Bob calls her “Cathy”. She gasps out loud and says “Robert?” Brent, like all the women here, takes a coven name that is some form of a Celtic Goddess’ name. She explains she has been expecting them for some time now. She knows they are the reincarnations of Bohdmal and Liath, the founders of this coven. She didn’t know that Liath/Tara was the daughter of Robert Mclay, a man she had known about, but never met. Tara’s mother had been raised by the coven and was sent out to work with a “Robert Mclay” many years ago. Brent blamed that man for Megan’s death. Though Brent is torn now that Megan’s own daughter is here, seeking aid and the reincarnation of Liath to boot. Cordelia asks her leave to report this situation to the Elders and find out what she needs to do.
The girls explain what their problem is, the magic and being followed by both the Witches Committee and Lilith. Brent doesn’t trust either side. Brent offers the coven’s library, but she has never heard of two witches that were becoming mages that were also Anamchara. Bohdmal and Liath were Anamchara, but they never became mages. Brent says it is an exciting time in their cycle of life to have become mages at this point and waxes on what their next life might be like. Willow doesn’t care about the next life, she wants this one, with Tara. Tara mentions the binding ritual. Brent says that would destroy their magic, all of it, and also remove them the witches’ cycle of life, death and rebirth. Plus there is the roll they have to play in the Awakening. Willow and Tara argue that a life that they can’t have each other is no life at all. Brent agrees that if they ask her to she will perform the binding. It also means that they will never see Cordy or Bob ever again, but it will stop the Witches Committee and Lilith from chasing them. But she asks for 24 hours so they can all research a better solution.
They all agree and set to work. Because of their position in the coven, Willow and Tara are given a “Guardian” by the name of Ceridwen and a research assistant named Brigh. Brigh is in awe over Willow and Tara, having studied Bohdmal and Liath all her life. She couldn’t help but notice that their auras were brighter than any she had ever seen and more strangely they were exactly the same. Brigh said that even married couples whose auras begin to blend still retain distinctive patterns. As an example she asks them to view her and Ceri. They had been handfasted a few years back (June 21, 1997) and legally married recently (in Cerri's home of Boston last year), though both agreed that their handfasting was the true date of their bond. Brigh mentions that her own aura had been disrupted due to exposure to Taint a few years ago and when she and Ceri fell in love and were married the interplay between their auras “smoothed out” the Taint. Willow and Tara are a little stunned to meet two married women and their thoughts turn to each other. Brigh notices this and studies their auras more carefully. She gasps and tells them the exchange spiked the power in their auras. She doubts that they have 24 hours. She doubts they have 2 hours in fact before their magical feedback blew a hole in reality.
With Brent involved now the girls begin to think very seriously about the binding ritual. Of course I had dropped a hint or two, but they asked not about a binding ritual, but a bonding one. They discovered that a handfast could do the same thing but also allow them to still use their magic as always. Taking that huge step they agreed. That evening they prepared. Robert stood for his daughter, Cordy for Willow and with Cerri and Brigh as witnesses. Brent performed the ceremony. The girls kissed for the first time in a month and their auras were visible to all.
The girls are given the night to consummate their marriage, but by morning the reality of their mission hits them again. The Witches Committee are at the coven’s doorstep demanding that they release Willow and Tara to them.
The Daughters of course refuse, but the Committee tells them that they are not capable of dealing with mages. If Willow and Tara were only “just witches” it would be fine, but the Committee was set up to deal with witches that become mages. Both sides agree to allow Willow and Tara to be seen by the Committee’s people (called The Keepers). To everyone, Willow and Tara’s auras no longer look like mages, but just really powerful witches. Though they still have their mage powers. The Keepers, seeing but not believing, challenge them both to a battle Arcane. If they are Mages then they will be fine, but have to go with the Keepers. If they are witches then they will loose, but can remain here. Before anyone can say anything though Willow is grabbed by the female Keeper and Tara by the male and they all phase. All four have been removed from the reality of the coven, though everyone can still see everyone else. Willow and Tara are also not in the same reality and can’t touch to get the benefit of being Anamchara. The battle progresses, and does so poorly for the girls. Willow is locked in a reality with her attacker and Tara is also locked with her own. Cordy and Bob both make different attempts to phase into either girl’s reality, only to run into a wall. Willow and Tara both try to exploit their own connections to somehow bring themselves together, but no luck there either.
Tara does notice that the aura’s of the Keepers are also strangely linked. She figured out (with some good rolls and a drama point) that these two must be sleeping together, but don’t want anyone else to know (she sees lust and guilt). She uses the binding ritual on the male keeper to pull him closer to his clandestine lover. They crash into each other, metaphysically speaking, a cancel the magics in place. Brent rules that since Tara defeated them both not with mage magic, but witch magic they don’t have to leave with them and they can stay here. The male Keeper, furious, knocks down Brent, pulls out a gun and fires on Tara. Willow throws up a barrier and the bullet ricochets off and hits the Keeper in his side. He lives, but will need surgery to repair is intestines.
Willow and Tara decide to remain with the Daughters as a “honeymoon” and as a way to be trained on their new mage powers.
Notes: Brigh was “played” as Lexa Doig, Ceri was Yancy Butler, Brent was played by Kate Jackson, I did not cast the Keepers, but any resemblance to certain Executive Producers or show runners I am sure is by coincidence only.
Ok what is going on here?
A few things. The Daughters of the Flame are a coven I had made for my 1999 AD&D Witch book. I had used the coven a number of times in my own works and games for years before that. Lisa, who had been helping write a bunch of these episodes and was my Tara had also, independent of me, used the Daughters in her own writing. Brigh, Ceri and Brent were her creations. I ran Brigh and Ceri through some WitchCraft adventures back in 2003-2004 (where Brigh picked up some Taint from a Mad God cult), so it was nice to have them back here. In my WitchCraft game at the time I specifically mentioned that Brigh can’t read auras. Ah well, I forgotten that. The Keepers were also her creation (though she only had one) and their job was to train Mages into assassins. I wanted them all here in Season of the Witch since their genesis was so related to the “witch culture” I had built in my own games (Mages were even Prestige Classes for witches in my later d20 book).
The Daughters also gave us the chance to poke a little fun at our selves, the Willow and Tara fan community. Often stereotyped as fanatical lesbians devoted to Willow and Tara above anything else, the daughters became (on the surface anyway) a group of fanatical lesbians who believe that Willow and Tara (or rather their past lives) were their reason for being. If the Wicce book had ever come out for the WitchCraft game you would have seen a more balanced view of the Daughters of the Flame. There were the “Eala” or swans that were more passive and the “Brenna” or ravens were more fanatical.
The date the girls were married is set in my world as April 30, 2005.
Marriage. If there is one thing that is debated more in W/T fan communities more than when they first had sex it is what sort of wedding the girls should have, if any at all. I forced the issue by well, forcing the issue. Since no situation would have appealed to all tastes I made it so they had to get married in order to preserve their magic. There is a nice little bit of parity there. To save their magic (which had been a metaphor for love) and likely the world they had to get married. The Keepers, who were having an illicit affair (the male Keeper was married), actually became their weakness. I don’t pretend to be subtle.
This is also the Gaelic Tree month of "Willow". Again. Not subtle.
Plus we wanted to talk about the whole same-sex marriage issue, it's not something a TV would do to be honest, at least not one at the time.
Originally there was going to more to this episode making a double episode really. Dawn was going to be there as well since she was taking college courses and still in town. Willow and Tara were going to “confront their Old Souls”, but we had kind of done that with The Dragon and the Phoenix. Cordy was mostly an NPC by now anyway, but I was happy she was at the wedding, someone from the Original Series there was nice. I had more political play between the Daughters and the Witches Committee but it never came out well in the game, so it was dropped. There was also more scenes with Willow/Tara and Brigh/Ceri. We did learn that Ceri’s birth name was Susan and she had played drums in an all girl KISS tribute band called LICK when she lived in Boston. Brigh had been born Amy Nakamura to a Japanese father and an Irish mother. She had lived in Toronto. Amy's transformation into Brigh was part of the background for my Witch Guardian post.
Next up: The Cast travels north to find the Veil between realities is torn and the witches holding it together are not in the mood to hear some new-comers' ideas on how they are supposed to do their jobs; fated or no.
Thursday, March 24, 2011
White Plume Mountain, I challenge you to do this!
So. Been a really busy week for me. Work. School. Family.
I took a mental health break from it all last night around 8:00pm and was looking through all my material for the White Plume Mountain and I realized something.
Edition wars are fundamentally bullshit.
The concept of an "edition war" is based on the idea that one edition of a game is better/worse than another.
My running of White Plume Mountain flies in the face of this.
Here are the materials I am using:
Rule base: D&D 3.0 (not 3.5, just 3.0).
Module: White Plume Mountain, 1st Ed AD&D, with 3rd Ed D&D updates and an extension, Dragotha's Lair, written for 2nd Ed. AD&D.
Characters: A Pathfinder Ranger, a 3.5 ed Paladin that is a 4e race (Dragonborn), a 3.0 witch, a couple of converted elemental sorcerers (were M&M 2ed, now Pathfinder), and a Star Wars revised ed bounty hunter.
Dragotha (Big Bad 1): D&D 4e stats from the Draconomicon.
Keraptis (Big Bad 2): BASIC D&D Witch that I am playtesting.
Plus I am using D&D 4e fortune cards.
Also maps released under GSL and minis from at least 5 or 6 different sources (which are all of course edition-free).
Everything so far has run nice and smooth and everyone is having a blast.
So. Either I am some Mad Scientist, Super-Genius-level DM that can make all these conversions on the fly OR there is just not as many differences between these systems as some people think.
You may not like a particular edition, but that doesn't actually devalue it nor change it's worth to others.
Anyone else out there do this kind of D&D freestyle mixing of editions? What were your experiences? Did it work? Did it fail miserably? If none of the above would you be interested in trying it out?
I took a mental health break from it all last night around 8:00pm and was looking through all my material for the White Plume Mountain and I realized something.
Edition wars are fundamentally bullshit.
The concept of an "edition war" is based on the idea that one edition of a game is better/worse than another.
My running of White Plume Mountain flies in the face of this.
Here are the materials I am using:
Rule base: D&D 3.0 (not 3.5, just 3.0).
Module: White Plume Mountain, 1st Ed AD&D, with 3rd Ed D&D updates and an extension, Dragotha's Lair, written for 2nd Ed. AD&D.
Characters: A Pathfinder Ranger, a 3.5 ed Paladin that is a 4e race (Dragonborn), a 3.0 witch, a couple of converted elemental sorcerers (were M&M 2ed, now Pathfinder), and a Star Wars revised ed bounty hunter.
Dragotha (Big Bad 1): D&D 4e stats from the Draconomicon.
Keraptis (Big Bad 2): BASIC D&D Witch that I am playtesting.
Plus I am using D&D 4e fortune cards.
Also maps released under GSL and minis from at least 5 or 6 different sources (which are all of course edition-free).
Everything so far has run nice and smooth and everyone is having a blast.
So. Either I am some Mad Scientist, Super-Genius-level DM that can make all these conversions on the fly OR there is just not as many differences between these systems as some people think.
You may not like a particular edition, but that doesn't actually devalue it nor change it's worth to others.
Anyone else out there do this kind of D&D freestyle mixing of editions? What were your experiences? Did it work? Did it fail miserably? If none of the above would you be interested in trying it out?
Tuesday, March 22, 2011
The Dragonslayers vs White Plume Mountain, Part 1b
So I picked up my 4e Draconomicon: Chromatic Dragons and read up on Dragotha.
Cool stuff really. What they have there is largely compatible with what I want to do in my adventure. Dragotha was Tiamat's consort, he was betrayed and left for dead. In the Draconomicon he was "aided" by Kyuss. I think I might not use that part or just not bring it up.
Course now is the big question. Will Dragotha help the PCs or try to fight them? I am going to have him under Kerapis' thrall, so as long as Keraptis is alive, then Dragotha will attack. Would Dragotha know of the PC's quest? They have not been secret about it to be sure.
So till next session, I'll hit the research. Certainly I could "just make stuff" up, but I like the feeling of my little game being part of a larger world. Plus one day, maybe one day soon, my boys will be searching for this stuff online too and I want them to be able to say "yes! I Was there, I did that."
What have I learned?
To be sure, this is a lot of background for a guy that is essentially the Level 20 Boss. But a well developed villain is a good villain.
I might change Seeker to a bow and my other son has been looking for a sword called "The Dragon Blade" that he is certain has to exist. I'd give it pluses for killing evil dragons and allow the wielder to be looked apon favorably by good dragons. He is not interested in Blackrazor at all. It might end up in Omar's shop!
I even found a place for the final battle, the Cave of Bones.
http://www.wizards.com/dnd/article.asp?x=dnd/dx20010817a
Refs
http://www.canonfire.com/wiki/index.php?title=Keraptis
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=465
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=464
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=447
Cool stuff really. What they have there is largely compatible with what I want to do in my adventure. Dragotha was Tiamat's consort, he was betrayed and left for dead. In the Draconomicon he was "aided" by Kyuss. I think I might not use that part or just not bring it up.
Course now is the big question. Will Dragotha help the PCs or try to fight them? I am going to have him under Kerapis' thrall, so as long as Keraptis is alive, then Dragotha will attack. Would Dragotha know of the PC's quest? They have not been secret about it to be sure.
So till next session, I'll hit the research. Certainly I could "just make stuff" up, but I like the feeling of my little game being part of a larger world. Plus one day, maybe one day soon, my boys will be searching for this stuff online too and I want them to be able to say "yes! I Was there, I did that."
What have I learned?
- Keraptis was a contemporary of Acererak.
- He delved into Necromancy, pretty deeply in fact. He may have been one of Greyhawk's premier necromancers.
- He is most certainly a lich now; if not dead.
- The magical items are each connected to the elements, Whelm-Earth, Blackrazor-Fire, Wave-Water and a fourth, Seeker, an elven arrow for Air.
- White Plume Mountain is a place of ancient magics.
To be sure, this is a lot of background for a guy that is essentially the Level 20 Boss. But a well developed villain is a good villain.
I might change Seeker to a bow and my other son has been looking for a sword called "The Dragon Blade" that he is certain has to exist. I'd give it pluses for killing evil dragons and allow the wielder to be looked apon favorably by good dragons. He is not interested in Blackrazor at all. It might end up in Omar's shop!
I even found a place for the final battle, the Cave of Bones.
http://www.wizards.com/dnd/article.asp?x=dnd/dx20010817a
Refs
http://www.canonfire.com/wiki/index.php?title=Keraptis
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=465
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=464
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=447
Monday, March 21, 2011
There goes the last shred of my OSR-ness
I am beholden to the man now.
Just got paid for writing some D&D 4e stuff. Not a lot as you can see, but I didn't write a lot either.
Now if I can just get paid some of the other things I did for companies I'd be very happy.
Just got paid for writing some D&D 4e stuff. Not a lot as you can see, but I didn't write a lot either.
Now if I can just get paid some of the other things I did for companies I'd be very happy.
The Dragonslayers vs White Plume Mountain, Part 1
Sunday was cold and rainy, so the perfect day to recover some stolen magical artifacts in a volcano!
The Dragonslayers (my kids' 3.x game) ventured into the classic module White Plume Mountain. I changed the set up a bit, they have been hired by one of my more infamous NPCs, Crazy Omar, to recover Whelm, which he claims is owned by his family. He tells them of Wave and Blackrazor and that representatives of their owners (which of course are already dead now).
I spent a couple days cutting out and taping the the White Plume Mountain Dungeon tiles I reviewed a while back, and the boys loved them! They liked being able to see the doors and being able to write on the maps themselves. BTW i figured if I printed the map out and connected all the tiles they would be about 7 feet by 5 feet.
The Dragonslayers (my kids' 3.x game) ventured into the classic module White Plume Mountain. I changed the set up a bit, they have been hired by one of my more infamous NPCs, Crazy Omar, to recover Whelm, which he claims is owned by his family. He tells them of Wave and Blackrazor and that representatives of their owners (which of course are already dead now).
I spent a couple days cutting out and taping the the White Plume Mountain Dungeon tiles I reviewed a while back, and the boys loved them! They liked being able to see the doors and being able to write on the maps themselves. BTW i figured if I printed the map out and connected all the tiles they would be about 7 feet by 5 feet.
Astute readers will recognize Fire and Ice back there as well (they are quasi NPCs in this game). Our minis are an eclectic lot of D&D minis, Heroclix, Darksword, and Heroscape. More astute OSR players will recognize this as room 10.
My sons' ranger/arcane archer found the deeper pool and they made short work of Sea Hag and her pet, even with me boosting the Hag using some of my new rules on the witch (all hags in my game can take levels in Witch).
We had to cut short the adventure, diner was ready, but we will be getting back to it very soon. I think my youngest wants Blackrazor, my oldest, who plays the Dragonborn Paladin, wants nothing to do with it.
I am dropping some of the Cthulhu-ish ideas I had earlier in favor of running it "straight", but there is something I just can't pass up. A totally throw-away by Erol Otis I am sure, but the picture has always intrigued me.
My boys after all are the "Dargonslayers" and Dragotha has to be one of the most powerful dracolich around. I figure he is a ancient (1,000+ years) red dragon lich. I'll have him breath "black fire". Give the boys something to really remember. Maybe even put Kerapis on top of him, a lich of course. Make them both pretty difficult to beat.
Spoke too soon! I found this online, http://www.wizards.com/DnD/Article.aspx?x=dnd/4pr/20081105a. Sweet. And given that he is in 4th Edition, I might let him escape to plague the characters when we move over to 4e. Plus, his stats are pretty much custom made for my son Liam! Red dragon, dracolich, breaths cold blue necrotic fire, I am a bit surprised he never pointed this dragon out to me before in fact. He does own all the Draconomicons.
To fit it into themythology of the game, Dragotha was once the red dragon consort of Tiamat. Like all her consorts though he did something to offend the great Queen of Dragons and she killed him. Of course Dragotha and Kerapis had already struck up a deal. Kerapis, already a lich himself, turned the great dragon into a demi-lich and has been in Kerapis' service ever since. If the players kill Kerapis first then Dragotha is free and he will use that freedom to lay waste to Kerapis' lair; ignoring the characters (till another time!). The Dragonslayers only need his tooth to complete their own ritual to create a portal to Tiamat's lair.
This will be fun!
Saturday, March 19, 2011
Web Development
Doing some web-development this week and looking into snazzing up the ole blog a bit.
Here are some icon sets that I need to link to if I want to use.
http://wefunction.com/2008/07/function-free-icon-set/
Here are some icon sets that I need to link to if I want to use.
http://wefunction.com/2008/07/function-free-icon-set/
GROGNARDIA: RIP Jim Roslof (1946-2011)
GROGNARDIA: RIP Jim Roslof (1946-2011)
Grognardia is reporting that Jim Roslof, artist for the early days of TSR, has passed.
Zatannurday: Cosplay Fun
Cosplay. Halloween for the Con going crowd.
Virtualgirl over at The Girls Entertainment Network posted these of Zatanna a while back, but I think they need another look.
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