Friday, April 03, 2015

The Strange, pt.3

Our excursion to Ardeyn went ahead without McNulty and Soderstrom. Rumours around the Estate suggested that McNulty got a sudden assignment somewhere in Siberia and that Soderstrom got a tryout with the Canucks in some NHL-based recursion.

[spoiler warning]

Our first obstacle was the entrance to the Mouth of Swords, a cave opening ringed with dozens of blades. A few nicks and cuts later we were through. Further on, we came to a central chamber with a giant copper brazier and encountered a hooded figure in tattered robes, a wrath lord calling itself the Myth Keeper. We decided to talk to the wrath lord and he offered to keep treasures safe for a fee. We had nothing to give it. We said we were there to claim the dragon eggs. However, we did not have the means to prove ownership and the Myth Keeper told us to leave. Roll for initiative!

The Myth Keeper proved to be less of an adversary than we anticipated. He had a seven-sided ring that controlled the fire in the brazier. There were seven doors around the room, each one inscribed with one of the Incarnations of the Maker; Death, Desire, Lore, Silence, War, Commerce and Law. With the ring, we could direct the fire toward one of the doors, which would then become unlocked. For no particular reason, we selected the Silence door first. It opened to a long stairway circling downward, eventually reaching a chamber with a statue of a unicorn. The statue was made of stone, while the horn was metal. We uncovered a secret door that could be opened by rotating the unicorn's horn to the left. A sign on the wall warned us against entering the Night Vault, lest the umber wolves consume our souls.

With the sound of howling in the distance and no sign of dragon eggs, we decided to try our luck somewhere else. So we chose the Death door. I mean, why not, right? We headed down a corridor, past another unicorn statue (which we chose to bypass) and came upon a chamber with four large sarcophagi and a large, smoking urn. A layer of water covered the ceiling. Not liking the look of this room one bit, we decided to try our luck elsewhere, although we all had a sneaking suspicion we would have to return eventually.

We next tried our luck at the door of Desire. A short passage led to a room with several corpses. We searched the room thoroughly, suspecting a secret door. There was a secret door and we also uncovered a small, hidden cavity in the floor containing a qephelim clay figurine. After some study, we determined it to be a talisman that allows the Myth Keeper to regenerate. Not knowing how long it would take the wrath lord to return, we decided to keep it as leverage in case we couldn't find all the eggs and needed to force the Myth Keeper to reveal them to us. Moving on throughout the secret door, we found a room with three statues. One was a muscular human male throwing a hammer, the second, a graceful qephelim dodging two pendulums and the third, a female human reading a large book. Holbein approached the second statue. It animated and reached out a hand. Upon making contact, Holbein got blasted for some serious Speed damage, but the outstretched hand of the statue held a dragon egg. Wilcox and Buckingham followed suit with the other two statues, each doing a type of damage appropriate to the style of the statue and relinquishing its treasure. However, neither held another egg. Rather, they were a large gem and a book.

Moving on, we found rooms behind the door of Lore to be largely empty, so we continued on to the door of War. By this time, our more martial team members were itching for a fight and that seemed like the best place to find one. Inside, we found a large black-tiled chamber with a large statue of an armoured qephelim and racks of weapons on the walls. An open door led to a large chamber beyond. As we examined the room, Wilcox touched one of the weapons. Suddenly, the open door slammed shut, the statue bellowed "Your challenge is accepted" and Wilcox disappeared. Wilcox found himself in a large chamber with a stone step pyramid occupying most of the available space. He stood at the base of the pyramid with the weapon he had touched in his hands, while two sark stood atop the pyramid raining arrows down toward him. As Wilcox worked his way up the pyramid to close on the sark, Holbein touched a weapon as well. Holbein and two more sark joined the battle. Holbein provided cover fire with his bow as Wilcox dispatched the sark with his sword. As the last sark fell, the previously open door reopened. At the top of the pyramid was a bronze altar with a bronze dial affixed to it. Wilcox turned the dial and the top of the pyramid collapsed. Fortunately he was able to dive to safety. After the trap reset itself, Wilcox tried again, this time turning the dial in the opposite direction. Another door in the room opened revealing another room beyond. Inside was another armoured qephelim statue and several chests. The chests contained some ancient bottles of wine, a few cyphers and another dragon egg. Two down, one to go.

After skipping over the door of Commerce (seemed lame) and spending some fruitless minutes not finding any eggs behind the door of Law, the time had come to return to the door of Death. Back at the room with the sarcophagi and the water on the ceiling, we jammed a large rock into the door to keep it open. Then Buckingham went inside and proceeded to push open the closest sarcophagus. As soon as it budged, the door started closing, crushing the rock as it did so. At the same time, the water on the ceiling started flowing down the walls and pooling on the floor. Buckingham dove throughout the door just as the rock shattered. We waited for roughly an hour and the door opened. The water was once again pooled on the ceiling. Holbein had a cypher that allowed him to breathe under water, so he volunteered to go in and look for the final egg. Sure enough, as he searched each sarcophagus, water continued to fill the room. Holbein was able to open the sarcophagi, retrieving some coins, a valuable amber statue and the third dragon egg. We smashed the Myth Keeper's talisman to ensure he wouldn't return, then fled the Mouth of Swords with a good supply of stolen treasure and the precious dragon eggs.

-Rognar-

Wednesday, March 11, 2015

The Strange, pt.2

Our second session saw us add a new agent to our team, a slick, smooth-talking bloke named Buckingham. McNulty would be sitting this one out. Presumably, a few of the higher-ups at the Estate wanted more details on the Seattle operation and why some local college kids had hired lawyers and were accusing the local authorities of harassment and police brutality. The rest of us boarded a flight to Denver.

[spoiler warning]

Nederland is a small, hippie town a half-hour west of Boulder. Soderstrom and Sinclair posed as Southern California hipsters looking for business opportunities selling healing crystals and other New Age paraphernalia. Soderstrom is a master of disguise and Sinclair has an MA in philosophy, so it wasn't difficult to be convincing. The rest of the team set up a surveillance cordon so we could keep watch on the Dreaming Crystal.

After checking out some of the local businesses and scoring some legal weed from a nearby head shop, Soderstrom and Sinclair headed over to the Dreaming Crystal. A tattooed young woman was outside smoking a clove cigarette. Her name was Delsey and she was an employee of the store. She didn't have a great deal of useful information to share, other than when to expect her boss, Lydia Nance, to arrive. Later that day, when Nance arrived, Sinclair and Soderstrom returned and proposed a business partnership whereby they would open a store in California. After some friendly banter and a few drinks, Soderstrom furtively brought up Spiral Dust. Although Nance was initially concerned about how we came to know about it, after mentioning Leroy Cain and indicating our interest in selling dust in SoCal, she seemed interested. She invited Sinclair and Soderstrom into the basement of her store where she said her Spiral Dust operation was located. Sinclair, a paradox, initiated a Mind Reading revision, allowing him to determine the combination of the lock on the door to the basement which she hid from view. This also allowed him to recognize that Nance was leading them into an ambush, At the foot of the stairs, clinging to the ceiling were two night spiders, horrific giant arachnids from Ardeyn. Soderstrom opened fire with his 9mm, while Sinclair started launching Exception revisions and signalling to the rest of the team for backup. It was a tough fight, but with help of the rest of the team, the night spiders were killed and Nance was taken into custody. Several dead bodies were discovered, victims Nance had lured down there to feed her pets.

The rest of the basement was explored and a room was discovered with a taped off square in the middle of the floor. Further questioning of Nance revealed that her source of Spiral Dust, a woman by the name of Donna Ilsa, would translate from a recursion called Area 51 into the taped off area, drop off the dust and collect money Nance would leave for her. She didn't have a fixed schedule, although drop-offs were typically every couple of weeks. It was decided to take up residence in the store and wait in the translation room in shifts for Ilsa's next appearance. It turned out Sinclair and Holbein were present a few days later when she arrived.

Subduing Ilsa proved no mean feat. She possessed several cyphers which she used to great effect. The first one was some sort of chemical grenade which she used on Sinclair. It covered him in a greasy, sticky substance which effectively immobilized him. The second created a force wall intended to keep Holbein at bay. However, a spectacularly successful attempt to vault over it allowed him to close with her and engage in a grapple. Holbein was able to subdue her long enough for the rest of the team to arrive. Once captured, we were able to interrogate her with the aid of a Mind Reading revision,

We soon determined that Ilsa was actually a dragon from Ardeyn. A creature she referred to as the Dustman was holding a clutch of her eggs hostage in order to coerce her cooperation. She was running Spiral Dust for him through a recursion called Area 51, a chaotic place in which a human rebel movement was fighting against a classic 50's movie style alien invasion of Earth. She knew roughly where her eggs were being held. but a previous attempt to rescue them had failed. Upon hearing this, we offered to rescue her eggs. We would allow her to continue running dust so as not to arouse suspicion, with an Estate agent waiting here to receive the shipments and dispose of them. Though reluctant, she agreed to give us a few weeks to try our rescue mission. She told us the eggs were kept in a dungeon in Ardeyn called the Mouth of Swords. And so, we're off to a old-fashioned dungeon crawl in Ardeyn.

-Rognar-

Monday, March 09, 2015

Our first campaign in The Strange, pt.1

Posts have been few of late. I'm not sure why. There just hasn't been much to talk about lately. Nonetheless, our gaming group has been busy delving into Monte Cook's new Cypher gaming system. We started with Numenera, but have recently switched to The Strange. For the uninitiated, The Strange is a multi-genre game that harkens back to the classic TORG game of the 90's. The title of the game refers to an ancient technological marvel created by a hyper-advanced alien race from the inconceivably distant past that permeates the universe. Thought to have originally been intended as a means of intergalactic travel, the Strange has decayed into a dark energy network that is capable of giving birth to pocket dimensions called recursions. Typically, these recursions are anchored to an inhabited world and derive their reality from popular fictional or mythological sources.

Our group is currently running through The Dark Spiral [spoiler warning] with some added material from other sources. We started out with five agents; Soderstrom, a mysterious Swede with a troubled past, Wilcox, a gung-ho ex-military NCO and unofficial leader of the team, McNulty, a disgraced ex-cop who's not afraid to bend the rules, Holbein, a former military sniper and all-around glass-half-empty kind of guy and Sinclair, a Canadian writer and philosopher who acts as the voice of reason. We are operatives for the Estate, a secretive private organization that monitors and investigates the Strange to protect the Earth from the many dangers that lie in wait. Our first assignment together involved investigating a drug dealer in Seattle named Leroy Cain who has been selling a mysterious drug called Spiral Dust which seems to have an unearthly origin. Pretty quickly, we were able to determine his home address and decided to stake out the place. We found Cain's car parked out front and someone inside, but despite repeated attempts to gain entry, the occupant could not be coaxed into opening the door. At one point, McNulty and Holbein tricked their way into the apartment next door which was occupied by two college kids playing video games. The young guys were clearly stoners and McNulty suspected they might be customers of Cain's despite their protests to the contrary. They applied a little bad cop/worse cop on the college kids to coerce their cooperation and get them to try and gain access to Cain's residence, to no avail.

Some time later, the sole occupant of Cain's apartment, a woman named Janice Cordell, left and headed toward a nearby car. Sinclair intercepted her and, posing as a police detective, placed her under arrest. Returning to Cain's apartment, we found a picture of the U.S.S. Enterprise from the original Star Trek TV show which we determined to be a focus used to translate to a recursion based on the series. Realizing that Cain had gone there, we followed, taking on classic character types from the show. McNulty became the pilot/navigator, Soderstrom, the science officer, Wilcox manned the weapons console, Sinclair became the engineer and fittingly, Holbein became the redshirt, a character who repeatedly died and was replaced by another. Each of his deaths, however, was beneficial to the rest of the party. We pursued Cain through a Federation ship that was fighting off a boarding attempt by Romulans. After successfully bypassing the automated defensive systems of the ship, we fought a pitched battle against the Romulans who were attempting to seize the engineering section. We were successful in defeating the Romulans and taking Cain back to Earth. He revealed his source of Spiral Dust to be Lydia Nance, owner of a small gift store in Nederland, Colorado called the Dreaming Crystal. We're off to the Centennial State.

-Rognar-

Monday, February 23, 2015

Jupiter Ascending - unfairly maligned


Jupiter Ascending, the new big-budget sci-fi film by the Wachowski siblings, is currently imploding in a theatre near you. The movie stars Mila Kunis as Jupiter Jones, an illegal Russian immigrant working as a maid with her mother and aunt in Chicago when she finds herself the target of an alien hit squad. Coming to her aid is Caine, played by Channing Tatum, a disgraced former soldier who is a hybrid of a human and a wolf-like creature. Jupiter, it turns out, is the genetic reincarnation of the recently-deceased matriarch of a massive interstellar corporation. The discovery of Jupiter's existence threatens to destabilize the delicate balance of power among the children of said matriarch as each seeks to deal with the situation in different ways so as to derive some benefit or simply to eliminate the threat.

The visual effects are dazzling, as befitting the massive budget, and the plot is far better than one usually expects from a popcorn flick. Sadly, some of shock of the big reveal is tempered because of the trailers. One of the scions of Abrasax mentions his intention to "harvest" the earth, betraying some hint of the true evil of this family. Still, when all is revealed, it is pretty chilling.

The acting was a bit uneven. Kunis and Tatum delivered performances worthy of their talents. Eddie Redmayne. who claimed a Best Actor Oscar last night for his portrayal of Stephen Hawking in The Theory of Everything, was less inspiring. I don't know whether he was attempting to portray his character, Balem Abrasax, as deranged or merely an evil caricature, but suffice to say, the scenery was thoroughly chewed by the end of the film. Still overall, the film deserves more love than it is getting and seems destined to join John Carter on the junk heap of good sci-fi movies that never found an audience.

-Rognar-

Sunday, December 28, 2014

Skylanders: Trap Team turns the wackiness up to 11

Although my kids and I have been playing a lot of Disney Infinity 2.0 lately, we have been Skylander fans for a lot longer and it was inevitable we would get the new Skylander: Trap Team when it was released. Each iteration of the Skylanders franchise brings with it some new gimmick. The original Skylanders: Spyro's Adventure introduced the "toys-to-life" concept whereby collectible figures with embedded RFID chips could interact directly with a video game. A world of floating islands with a force of defenders known as the Skylanders is being menaced by a diminutive, would-be conqueror known as Kaos. Many races including elves, dragons, trolls and robots inhabit the world and many of the Skylander characters are derived from these races. Next came Skylanders: Giants which introduced a new story involving the indefatigable Kaos, a giant robot voiced by George Takei, and a new group of special extra-large figures. The third installment, Skylanders: Swap Force, introduced a new group of figures that had separable upper and lower halves, each of which had its own RFID and which could be interchangeably attached to mix and match capabilities. Once again, the Skylanders battle Kaos, but this time, his mom shows up.

Finally, in the most recent version of the game, we have the "Trapmasters", a special team of Skylanders who have mastered the power of traptanium. a magical crystalline material that has the power to trap villains and turn them to good. Extra crystal traps are available to allow the player to call up trapped villains as needed to either fight or engage in certain side quests that only the villains can do. Obviously, there are a lot more unique villains in this game than in previous Skylanders games in order to utilize this new game mechanic and some are pretty crazy. The elite villains are a gang called the "Doom Raiders" led by the imperious Golden Queen and included among their ranks are a giant disembodied doll head with a Vally Girl accent, a leather-pants-wearing rock star wolfman and a Cajun chef who is an anthropomorphic chili pepper. Of course, Kaos is also back (this guy has more lives than a cat which has been genetically spliced with a cockroach). When you are carrying a trap, the villain can talk to you through the portal. It's generally quiet enough to ignore, but some of the chatter is quite entertaining. Spend a few minutes carrying Broccoli Guy around and you'll never want to bring anyone else.

After spending a fair bit of time playing both Skylanders and Disney Infinity, I have come to some conclusions. First, I like the two-person split screen play of Disney Infinity better than the single screen two-person play of Skylanders. My oldest daughter is a better and more aggressive player than the younger one and she often finds the tether to the other character very frustrating. Hence, they don't play it together very well. However, in Disney Infinity, my younger daughter can interact with the game environment at her own pace while the older one can charge ahead and do as she pleases. On the other hand, the linear adventures of Skylanders seem to be more playable for my kids. The adventures in the DI playsets are often quite challenging even for me and nearly impossible for my kids, while the worldbuilding opportunities of the toybox mode just don't appeal to anyone in my family. After twenty minutes of putting up buildings and laying down racetracks, we are pretty much bored to death. So overall, I give a slight edge to Skylanders as far as playability is concerned.

But damn, those Disney figures are sweet!

-Rognar-

Sunday, October 05, 2014

Intermission +

With our Way of the Wicked campaign finished, we took a couple weeks off and debated what to do next. We often play something a little different in the space between long Adventure Paths to try other things out or get a break from the norm.

We've done short evil adventures, tried out Basic Role Playing, did Star Wars and probably others I can't think of right now. For this break we agreed to play some Numenera. Rognar broke out his GMing short and some of us got together to try it out.

Character creation is pretty simple and quick. Once you get a general idea for your character it comes together pretty quickly.When it comes to role playing games, not all option are created equally and its always tough to guess what sort of character is going to be the most useful. The players discussed what they had in mind for a character. We had one fighter type, one Nano (wizard type), and two Jacks.

I was one of the Jacks. I played Dennis Duvalier, a reformed smooth talking thief. So far at least the game hasn't had much combat so a skilled base character has been very handy. The system itself is quite light. you roll a 20 sided dice and tell the GM what the result was and whether you are trained in the task or not. You can put in effort to make the task easier. The GM thinks about how difficult the task is and lets you know whether you succeeded or not. That's it. No adding different buff modifiers, or adding circumstantial bonuses, or rolling a fistful of dice and then multiplying them on a critical hit.

My initial view of the system is that the PCs were pretty wimpy until we actually fought a battle. I quickly realized that we were not super powerful but most other things are pretty wimpy so in actuality the PCs are pretty tough. With that being said we decided not to pick fights with two very bad-ass looking body guards or an ancient monstrous work. Strong we are, suicidal we are not.

So our Numenera campaign should run until the end of the year. This seems to be quite an epic quest we've found ourselves. The first session was lots of fun and I think everyone is looking forward to what comes next. If I can find the motivation I'll do a write up of the session from my characters point of view.

Looking ahead it appears we're going to be playing Wrath of the Righteous next. After playing evil-doers, we switch over to Big-Damn-Heroes. Everything I've read and my test PCs indicate that the Mythic rules for Pathfinder increase the level of Rocket-tag exponentially
. I look forward to inflicting 1000+ points of damage a round.

Monday, September 15, 2014

Unpopular geek opinions

One of my "go to" geek sites is io9.com. Like most of the Gawker media world, they do spend a lot of time railing against the Patriarchy which can get a little tiresome, but the good outweighs the bad most of the time. One of the things I like is when they pose questions to their readers about their tastes in geek entertainment. The latest asks what unpopular opinions do you have about geek culture. It's an interesting question and one sure to elicit strong opinions, so I put it to our readers. What things do you like in geek entertainment that are unpopular?

I will start:

1. I don't hate Michael Bay. There, I said it. I recognize he is no Stanley Kubrick or even Steven Spielberg, but he's no worse than George Lucas. Nobody in the business, with the possible exception of James Cameron, is as adept at FX as Michael Bay.

2. I never got into Doctor Who. I first watched it in the Tom Baker era and stuck with it for awhile mainly because there wasn't much else to watch. Now, just not interested.

3. I think the Cthulhu Mythos is very cool, but I think Lovecraft's writing is weak and dull. Other writers did a far better job bringing the Mythos to life than HPL ever did.

Note, these are just my opinions, your mileage may vary. Anyone else?

-Rognar-