Year: 2010 (page 12 of 73)

Game Preview: Minecraft

Courtesy Mojang Specifications

A lot of games are called “sandbox” games. They are games in which you can, allegedly, do anything you want at any time. Usually this term is applied to games like Grand Theft Auto or Just Cause 2. But those games have a lot of things set up for you: buildings, other people, weapons and so on. I recall a time when playing in a sandbox meant you had little more than the sand in the box and your own two hands. Or when all we had was a bin full of LEGO bricks and the admonition not to leave them where Dad could step on them in the middle of the night.

If your memories of that time are anything like mine, Minecraft is carefully calculated to tap those memories. With its simplistic design, intuitive crafting, dynamic lighting and HUGE map, the game is surprisingly immersive and innovative in spite of its looks.

Yes, the map is blocky. It’s all blocks, in fact. Just like some games that characterize themselves as sandboxes that boast “fully destructible environments,” Minecraft’s environment is 100% malleable. The only thing you can’t mine or move is the bedrock, also called “Adminium.” Other than that, you can change just about anything, explore the caverns generated by the world when it’s generated by carving mines down to them, construct any sort of building you can imagine and even do battle with zombie pigmen in Hell. It can be a construction sim, an open-ended exploration game or an action adventure. It’s up to you.

This mostly applies to single player, since at the moment the multiplayer aspect is devoid of damage. The zombies, creepers and spiders still exist, but you can’t damage them and they can’t damage you. Basically all you do is rub up against each other as the excellent sounds creep you the hell out. But this is fine, actually, since the game is still technically in alpha and being coded and constructed by one guy. ONE.

Markus “Notch” Persson, a programmer from Sweden, is the mastermind behind Minecraft. With only assistance in terms of music, sound and in-game art, Notch has created a world with solid mechanics, procedurally-generated maps and a surprisingly deep and intriguing crafting system. You start with your bare hands surrounded by hills full of dirt, trees, rocks and the occasional animal or zombie. The world is yours to build, provided you don’t get killed when the monsters come out at night.

Getting in on the ground level in Minecraft is relatively inexpensive at $15 US and will give you unlimited, free updates and support from Notch. Multiplayer Survival mode is at the top of his to-do list, and as soon as it’s live you can bet I’ll be in there with friends, creating strongholds against the monstrous hordes as we play pranks on one another. Like encasing an AFK friend in obsidian and TNT and destroying a good portion of the landscape. Until then, I have caverns to explore in Single Player and electricity mechanics to understand in Multiplayer.

Working in a mine has never been this much fun.

IT CAME FROM NETFLIX! Masters of the Universe

This week’s IT CAME FROM NETFLIX! brought to you by a generous donation by Rick Carroll. Thank you for your support!

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/he-man.mp3]

The universe, be there a master of it or no, seems to have an interesting sense of irony. You see, I watched Toy Story 3 for the first time the night before I put this little gem into my computer’s optical drive. I had He-Man toys when I was growing up. In fact, one impetuous act of youth had me seeing Skeletor’s evil castle long before I was supposed to unwrap the gift. Oddly, though, I don’t remember seeing Masters of the Universe clearly before now, save one occasion where I might have been watching it and remember it being very, very dark. My memory might have been affected by booze or therapy, but I really can’t recall anything about that film which etched it into my mind as one based on some of the favorite toys of my childhood.

Seeing it now, I think I know why I didn’t remember it. I’m hoping I can find a way to forget it again as I write this.

Courtesy Cannon Pictures

Even from the opening titles, I was faced with a major flaw in the movie. The grandiose music, the swooshing credits, the somber narration – this movie’s trying very, very hard to be the original Superman. But the director is not Richard Donner. The music’s composer is not John Williams. Even when this came out, Superman was ten years old. This means Masters of the Universe was dated when it was in theaters. Other movies from earlier, working in a similar vein with similar material and even similar looks, are a lot more fun than this movie. Flash Gordon immediately springs to mind. That was camp. This is crap.

Let me ask your indulgence to explain, as I see it, the difference between camp and crap. Both are styles of film where the material is silly, the premise far-fetched and the budget on a level quite a bit below the usual summer blockbuster. But camp has fun with this. Camp is fully aware of how silly it is, and it’s grinning and laughing right along with you. Crap, on the other hand, plays it all straight. Masters of the Universe is definitely the latter. Between the stilted writing, the freshman-year-of-film-school directing and several hero-cast members acting so wooden they make Hayden Christensen look like Oscar material, this movie wouldn’t know camp if Flash Gordan and Jack Burton were sitting in its backyard toasting marshmallows and pitching tents.

Courtesy Cannon Pictures
“Um… guys? Does anybody remember how we got here?”

I realize I’ve been complaining already, and for two solid paragraphs, without mentioning the story of this movie. I’m not even sure it’s worth a mention. Basically, there’s this fight going on between the heroes defending the castle Greyskull and the villains attacking from Snake Mountain. An ill-explained turn of events and a magitechnical MacGuffin see the heroes catapulted to Earth. Other than the names and the occasional location, there’s really nothing at all connecting this story, its characters or anything about this movie to the action figures or cartoons that brought it into being.

I guess the whole storyline of foppish, cowardly Prince Adam secretly being He-Man wasn’t good enough for this movie. We get a midget inventor who looks like he was carved out of a pile of sick instead. I have no idea why this character is necessary at all. The closest parallel that comes to mind is Orko, but at least Orko had a purpose half the time and had the good sense not to follow He-Man around when he’s raiding Skeletor’s stronghold. You know it’s bad when a character in the movie makes you miss the “Scrappy” comic relief character from the cartoon. Dolph Lundgren sports an outfit bought at an S&M yard sale and a hilarious He-Mullet as he makes his way from one scene to another with an expression that is of a man either utterly lost or putting on a manly show to try and hide how utterly lost he is. Teela’s practically gutted, the mercenaries sneer like high schoolers snatched up to play villains in a Saturday amateur dramatics production and I’m going to reiterate that Gwildor is even more arbitrary than the whole “sent to Earth by happenstance” excuse for a plot. At least Man-at-Arms is having some fun.

Courtesy Cannon Pictures
“No I’m not. You leave me out of this. And stop checking out my daughter’s ass!”

It’s a bad sign when you find yourself wanting to spend more time around the villains than the heroes. Skeletor has decent make-up and an agenda that he pursues rather intelligently, and Evil-Lyn not only makes evil look pretty damn good, she does everything Skeletor orders her to do and does it well. For the bulk of the movie I came damn close to rooting for the ruthless magitechnological dictator and his sultry right-hand girl. Even the innocent Earthling bystanders have more pathos and character than the heroes. I mean, say what you want about Courtney Cox and Robert Duncan MacNeill – yes, that’s Tom Paris – but they can actually salvage something watchable out of this mess. As the movie hurtles towards its lackluster and flaccid climax, though, the things I found myself almost liking dribbled away one after another: Evil-Lyn had less to do, a police detective tried and failed to upstage the kids caught up in the fight, and Skeletor not only got a little to into He-Man getting whipped by a fellow bondage show refugee, he also started taking fashion tips from Lo Pan’s gay cousin Emperor Wang. I didn’t care about the outcome of what was probably meant to be an epic battle, save for the fact that seeing it end brought with it the end of the film. Finally.

Masters of the Universe leaves the unfortunate viewer with so many questions. Why does a movie from 1987 look and feel like something from a decade before? You’d think special effects would have at least grown a bit beyond recycled bits from other sources. If Skeletor achieves godhood, why does he still need his minions to do his bidding? Can’t he just smite the lot of them, or does he leave matters in the hands of his inept underlings out of habit? If the police detective was Korea, how does he not know what a “forward position” is? The closest I’ve been to a battlefield is the tour at Gettysburg, and I know what a forward position is. Why does He-Man, a hero defined by his manliess and swordsmanship, insist on constantly using frickin’ laser beams? I don’t recall his action figure ever having a gun as an accessory. And what purpose does Gwildor serve, other than to be annoying in just about everything he does?

Courtesy Cannon Pictures
“Evil-Lyn! Bring me the Golden Headdress of Wang! I have a party to attend!”

Courtesy Cannon Pictures
“… My lord, I’m afraid He-Man’s stupidity may be catching.”

The fight coordination is awful, the dialogue is trite, the special effects are painted on, the connection to its source is as intangible as its narrative structure and its utter dedication to its sincerity makes the entire experience excruciatingly painful. G.I. Joe, Revenge of the Fallen, hell, even the original 80s animated Transformers was better than this. This is just… sickeningly bad. There are very few movies that I’ve loathed utterly when watching it. In that scene towards the end of Toy Story 3 – those of you who’ve seen it know the one I mean – I can only hope that somewhere in that pile of about-to-incinerate garbage is a master copy of Masters of the Universe burning masterfully. It languishes in dark obscurity in places like Netflix, and if you have any decent taste in movies, that’s where it’ll stay.

Too good for it, I say!

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

The Hunter in Cataclysm: Marksmanship

Courtesy Blizzard

Last week I kicked off an examination of the talent builds for the Hunter class in World of Warcraft since the class changed radically. I started out with Survival, my primary tree for most of the last expansion. This week we turn our aim to Marksmanship. This talent tree has also been re-balanced to have tools for both raiders and gladiators willing to invest in it.

Spoiler

The Marksmanship Tree

It’s signature ability, Aimed Shot, delivers powerful damage to a single target at a high cost of Focus and a casting time. At first, it might seem like too much risk for too little reward, as standing around dumping Focus into a single attack might be inconvenient in certain situations, but the tree has a lot of ways to make it worthwhile. Artisan Quiver increases the damage of our auto-attacks and ties nicely into the Mastery buff of Wild Quiver, which procs an additional ranged shot based on RNG, increased by Mastery of course.

Go For The Throat
Every time your auto-attack crits, your pet gains Focus. The more Focus your pet has, the more often they can smack your target around. This means greater overall DPS. In the end, this is a great talent to pick up for just about any build, even if you’re only investing 1 point in it. Combined with Bestial Discipline, your pet will be contributing a lot more to your damage with this talent, making it a great place to plunk a floating point for Beast Masters.

Efficency
Hunters are all about Focus management now that they have the mechanic. This talent makes that management a bit easier as it reduces Focus costs for some of our tools – our Arcane, Explosve and Chimera Shots. If you find yourself struggling with Focus in other trees, a point or two of this might help but you’re probably better off spending your “floaters” elsewhere. As for Marksmanship, grab this. Even though we only use Arcane Shot occasionally, reducing its cost along with Chimera Shot will mean more of those shots more often.

Rapid Killing
I’ve always been a bit lukewarm about this talent. Sure, additional damage is great, but this talent makes the damage buff a bit situational. For levelling and dealing with multiple groups, say for example the oncoming zerg rush in a battleground, this might be more useful in replenishing our Focus when paired with Rapid Recuperation later on. Even in those cases, one point in Rapid Killing should be enough, but I can’t recommend it for a raiding build.

Sic ‘Em!
Investing 2 points in Go For The Throat gives access to this talent. When you critically hit with Arcane, Aimed or Explosive shot, your pet gets a free basic attack at 2 points in Sic ‘Em! A crit from us plus a free attack from our pet yeiled a mess of damage. Raiders should definitely grab this. PvPers may benefit from it as well, but there are other talents down the tree for which you may want to save a few points.

Improved Steady Shot
This talent changes the way Hunters use Steady Shot. In addition to replenishing Focus, casting Steady Shot twice in a row now grants a buff to our attack speed. By the time you finish that second cast, you should have enough Focus for something more interesting and there will be auto-shots in-between for sure. Pretty much a must-have for any Marks build.

Careful Aim
All of our cast-time shots gain an increased critical strike chance with this talent. There’s great synergy here with a lot of talents, like Sic ‘Em! and Piercing Shots. Definitely worth the investment as we head down the tree.

Silencing Shot
Hunters hungry for an interrupt should snatch this as soon as it’s available. For no Focus and a 20-second cooldown, this shot silences the target for 3 seconds and interrupts their spellcasting. It’s a PvP no-brainer. Raiding Hunters may also want to snag it, if they’re going up against bosses who need to have their abilities interrupted. Most raids will have at least a few other classes with interrupting abilities, like a Rogue’s Kick or a Death Knight’s Strangulate, but if you know your party’s lacking the interrupts, a point spent here will increase your utility.

Concussive Barrage
Dazing isn’t really a big deal in raids. Sure, it’ll slow down some of the damage the tank is taking, but most bosses are immune to daze effects and trash is going to die so fast it won’t be an issue. Now, other players? They HATE being dazed. This is a great PvP talent. Not only can it slow down a zerg rush, it can mess up a single player for 4 seconds allowing a team mate to set them up for a deadly combo. It makes a Hunter in a 2v2 arena team a one-stop shop for crowd control. Silence one enemy with Silencing Shot, daze the other with Chimera Shot. Gladiators, grab this one.

Piercing Shots
Remember how increasing our crit chances with Careful Aim was supposed to pay off later? Here’s a good example. Unlike daze effects, bosses are not often immune to bleeding. The more points you put in this talent, the more the enemy bleeds. This is a good talent for any Marksmanship build.

Bombardment
Since Multi-Shot is our most efficient way of contributing to quick trash pulls, we’ll want to use it often before we reach the boss. A couple points in Bombardment ensures we’ll be Multi-Shotting more often meaning trash will drop more quickly. It also means more damage dealt to groups of enemy players. A solid utility talent.

Trueshot Aura
A straightahead buff to attack power. A noteworthy change since Patch 4.0.1 is that this will get overwritten by several other buffs. If a Paladin is in your party and you’re bringing Trueshot Aura, ask them to bless the raid with Kings instead of Might. An Enhancement Shaman’s Unleashed Rage and a Blood Death Knight’s Abomination’s Might will also overwrite this, but you can’t exactly ask them to switch it off. Still, it’s definitely worth having.

Termination
Everything you shoot at is going to run out of hit points sooner or later. When they get close to Kill Shot range, Termination gives you additional Focus from your Steady & Cobra shots to speed the process along. Worth the investment no matter what the build.

Resistance is Futile
Unfortunately, this talent does not give your Hunter cybernetics or introduce you to Seven of Nine. Instead, it gives you the chance to have a free Kill Command whenever your target tries to run, flee or even move. Its benefit to PvP builds should warrant no explanation, while raiders may find it useful in certain situations if they have floating points they do not wish to invest elsewhere.

Rapid Recuperation
This is an interesting talent that shows its worth when other talents and abilities are used. It’s great for levelling as getting Focus when you gain Rapid Killing means you can blast mobs more often. For raiding and PvP, the use or Rapid Fire means we not only shoot more quickly but get Focus back every 3 seconds while we have that buff. Provided you pick up Readiness – and why wouldn’t you? – this means you can hit Rapid Fire, hit Readiness when it expires and then hit it again. This means we sustain high DPS longer in raids, and unload our utility & crowd control shots in PvP much to the chagrin of our opponents. Smart hunters will find lots of uses for this talent’s permutations, so grab it.

Master Marksman
This talent is the definition of synergy. Every time you Steady Shot – which, given previous talents, increases your ranged attack speed, replenishes Focus and crits more often – you have the chance to gain the Master Marksman effect. Gain it 5 times, you get a free and instant Aimed Shot. This talent also unlocks two more talents further down the tree, making it easily worth the 3 point investment.

Readiness
If you’ve been in a raid before, you’ve heard the raid leader call for everyone to “pop cooldowns.” Readiness allows you to pop your cooldowns TWICE. Now, this means we can hit Rapid Fire, Chimera Shot, all of our other big damage dealers, and then after Rapid Fire fades and we’ve done a little Steady Shotting to replenish some Focus, we hit Readiness to do the same dance again. And in PvP, popping Deterrence means that your foes are just waiting for the chance to actually hit you and buys you time to escape. Follow it with Readiness and another Deterrence, and they may ignore you entirely out of sheer annoyance, opening up all sorts of opportunities for you to ruin their day. And it’s one point. Only one! Grab it.

Posthaste
Remember what I said about popping Rapid Fire more often? Posthaste makes it even more viable to do so. Also, you move faster after you Disengage, meaning you can open up even more distance between yourself and whatever mob or player wants to bite or smash your face off. Definitely worth its 2 points.

Marked for Death
Surprisingly, we have a talent on the second-last tier that is not a must-have. Marked for Death has the chance to apply a debuff like Hunter’s Mark that does NOT stack with Hunter’s Mark but isn’t dispellable. Huh. During a long boss battle where we’re not switching targets, there’s no need to hit this when we should be opening with Hunter’s Mark anyway. However, when we engage multiple targets we can hit an off-target with Hunter’s Mark while our primary target gets Marked for Death. Most Marksmanship builds, I think, can get by with 1 point in this talent.

Chimera Shot
This shot does a lot of things all at once, hence the name. Direct damage, refreshing Serpent Sting, even granting us a heal. Not to mention applying Marked for Death, inflicting a bleed and possibly dazing the target. Pop your point in here and start assigning your floaters. Oh, and don’t let the cooldown put you off of it. Between the glyph for the ability, your other shots and Readiness, you’ll have plenty of chances to make your enemies suffer with Chimera Shot.

And now, the prerequisite pontification:

Aspect of the Fox

Here is an interesting specimen. There are a lot of fights & situations where staying mobile is preferable to standing still. This is true for boss fights as well as PvP. Two of the key abilities Hunters do and will be using, Steady Shot and Cobra Shot, have casting times that are interrupted when we move. Aspect of the Fox changes that. By sacrificing the boosted attack power we get from Aspect of the Hawk, we gain the ability to shoot on the move. What’s odd about Aspect of the Fox is that it comes very late in our leveling process. PvP may seem like a struggle to some before this ability shows up at level 83. Also, some configurations and keybinds may make strafing and shooting difficult for players, at least for those who haven’t mastered moving with the mouse. I get the feeling this will be one of those “Your mileage may vary” abilities.

Next: Beast Mastery and Camouflage.

Welcome to Scrivener: Getting Around

Courtesy Literature and Latte

Last week around this time I promised I’d be helping my fellow writers now deeply entrenched in NaNoWriMo by showing them how a little program called Scrivener can make things a bit more organized and smooth for them. I for one am the kind of person who feels the best way to get to know a piece of software is to roll up my sleeves and use the damn thing. Fortunately, even the beta for Windows comes with a tutorial built into it. What I like about this tutorial is, as you work your way through it, you’re learning more about the software just by reading about what it does. It’s extremely intuitive.

So this is what Scrivener can look like. Feeling a little lost? Here’s a short version on what you might be looking at.

The Binder

Courtesy Literature and Latte

The biggest thing Scrivener offers a writer is a means of organizing, sorting and arranging bits of information and research all in one place. It’s like having all the tools you need in one box instead of scattered all over your apartment and your parents’ basement. Not that I’d know anything about that.

The most obvious place to see this is the left-hand column called the Binder. This is where you will find pretty much every document you work on in a given project. You can navigate through them one click at a time, rather than hunting and searching through folders, flash drives and hand-written notes. When you start a new Scrivener project, you have folders for your draft, any research you want to include and trash.

The neat thing about the trash bin in the Binder is that it doesn’t destroy your work automatically. Unless you specifically empty the trash bin, the work is always there for you to reference, restore or copy-paste into a more viable document. The Binder allows you to break what may be a work with hundreds of thousands of words into smaller, more managable chunks that you can edit, reorganize and publish much more easily. I’ll deal with all those things in upcoming posts.

The Inspector

Courtesy Literature and Latte

While the Binder lets you physically organize your work, the Inspector provides organizational help from a data perspective. It first and foremost lets you specify a synopsis that will show up in Scrivener’s Corkboard and Outline views. I’ll get to that in a moment.

The Inspector’s additional powers deal with making searching for aspects of your work easier. Say you want to look for scenes from a particular character’s point of view, or focused on a given subject. With the Inspector, you can add labels, notes and keywords that make these searches more comprehensive and easier to understand, rather than drilling through the entire document one search result at a time. You also have the option to add notes to the entire project through the Inspector.

Last but not least, the Inspector lets you specify how a given document will appear in the final product, if it appears at all. You can exclude a passage from your final draft without losing its content, specify when page breaks should happen or set a document’s status as finished, in progress or “a mess.” The status of the document, like its labels, are totally customizable. Making Scrivener your own is about as intuitive as it gets.

The Corkboard

Courtesy Literature and Latte

This is a matter of personal preference. Scrivener has two views that lets you see what’s in your documents as you shift them around, how they’re labelled and what their status is. None of this info shows up in the Binder. At least it doesn’t in the beta I was working with. Anyway, these views are the Corkboard and the Outliner.

The Outliner lays out the sections and sub-sections of a project in a very linear fashion. Not only do you see status and labels, but you also see when a document was created as well as when it was modified. It’s chock full of information and very handy, but I, being somewhat more of a visual person, perfer the Corkboard.

Maybe it’s the idea of pinning things down to get them where I want them. Maybe it’s the act of moving the cards around to get the right order. Maybe it’s the way labels show up as big red stamps that makes me smile. Whichever view you choose, I hope you’ll find organizing information in a draft as easy as I have. You can even use the Corkboard to navigate if you like. An option in the view allows you to control the document displayed in the portion of the editor not displaying the view you prefer.

“Portion?” I hear you asking. “What do you mean by ‘portion’?”

I’m glad you asked.

Split Views & Scrivenings

Courtesy Literature and Latte

Scrivener allows you to split the view in the main window. You can, in essence, have two documents open in the same window at the same time. If you felt you may have repeated yourself unnecessarily, this is a good way to check. Moreover, having the Corkboard or Outliner open in one part of the window while you edit in the other makes it very easy to keep track of where you are even if you have the Binder closed. You can move documents around and get right into editing them afterwards, to make sure your work flows properly from one snippet to the next.

The other direction is the Scrivenings. This overall view lets you view multiple documents as a single, cohesive text. You can also edit it as you view it, which may make you feel like you’re back in Word save for the fact that switching back to one of Scrivener’s other modes takes just a click or two. It’s important to see how the end result may look from time to time, and Scrivenings is a good way to do that without having to make the program spit out a sample “finished draft.”

So that’s how Scrivener looks. But how does it actually work, and how would an author like myself work with it? Join me next week when I take my last coherent draft of Citizen In The Wilds and give it the Scrivener treatment.

Into the Nentir Vale: Part 4

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: Kobolds play in old tombs.

They took time to rest. Melanie reflected on her spells, Lyria sharpened her daggers, Andrasian practiced his swings with the axe and Krillorien recited his prayers. When they were ready, they delved
deeper into the so-called Kobold Hall, wary for trouble and unnerved by the caverns’ growing chill.

They walked into an open chamber with pillars and a frozen pool of water. Guttering torchlight cast dancing shadows along the stone walls. The party kept their eyes on the darkness for any potential danger, with the exception of Lyria.

“Oh my, is that a hangnail?” – Danielle as Lyria, getting surprised by Szartharrax

From behind the largest pillar in the room, a large winged shape pounced upon the party. Covered in snow-white scales and fixed on its prey with beady eyes, the white dragon Szartharrax announced his presence with a blast of cold breath and a palpable miasma of fear. The party was quick to respond, Krillorien blessing them with his prayers as Melanie assaulted the dragon with the vision of an imposing ogre. The dragon seemed unimpressed, however, and swiped at the humanoids with its massive claws.

“Why do we roll shit when we get all these bonuses?”
“Because RNG hates your guts.”
– Eric & Danielle

The dragon did not have the advantage of surprise for long. Lyria, forgetting all about her apparent hangnail, sank her blades deep into its side as Andrasian kept it at bay. Krillorien’s sword sang the battle hymn of Pelor as Melanie conjured the terrifying image of a mind flayer. Set on its scaly heels by the assault, Szartharrax struck back, only to overextend its reach and leave itself open to a counterattack by the cleric, who unleaded a brand of righteousness upon their foe.

“It misses like a champ.”
“Then I kick it in the balls.” – DM & Ben

The dragon quickly found itself on the defensive. Another flurry of blows from the halfling sent it into a mad frenzy, causing it to breath cold once more. This time, the sellswords were ready for it. Spells and strikes meant to shatter bones and cleave limbs came into play, even if every blow did not land as intended.

“RIGHTEOUS BRA- oh, a 7. Nevermind.” – Eric, on Ben’s Righteous Brand roll

Szartharrax had begun by attacking Lyria and Melanie in an apparent bid to rob the party of its lighter-armored members. Now, it focused all of its attention on the elf in scale mail. Perhaps the metal scales reminded it of some metallic foe of its past. Perhaps the elf’s blows were the most telling. Whatever the reason, Szartharrax lashed out at Andrasian, first with its claws and then, unsatisfied, snapped out to bite the elf. Andrasian felt the cold teeth sink deep, but struck back at the dragon with all his might.

“It’s okay, I still have Elven Accuracy just in case. *rolls a 4* …I use Elven Accuracy…” – Mike

The dragon was clearly beginning to feel its wounds. Its movements slowed but were still deadly. Melanie reached deep into Szartharrax’s juvenile mind, pulled out its deepest fear and made it real with her phantasmal force. The metallic dragon that suddenly appeared roared at Szartharrax, giving it pause. That was the opening Lyria had been waiting for. With a running start, she sprang onto the white dragon’s snout, somersaulted behind its horns and bent to bury her dagger in its eye up the hilt. The white dragon squawked in surprise, then toppled to the ground.

“YAAAAAY WE DID IT! *claps like an infant*” – Ben

Among the dragon’s hidden belongings were the bit of dragon hide Teldorthan had asked Andrasian to recover, a sum of gold along with a decent-sized pearl, a longsword with a handle wrapped in black leather with a small silver skull for a pommel, and a letter written in Draconic offering an alliance to the kobolds from Irontooth, the goblin warlord wishing to conquer the Nentir Vale. It spoke of taking the long-unoccupied dwarven manse south of Fallcrest and using it as a staging point for the invasion of the town. Krillorien realized that was why the goblins kept attacking his house.

The party left Kobold Hall, returning briefly to Fallcrest before making their way south to Winterhaven east to Harkenwold. While they had ended the threat of Szartharrax and his kobold minions, the ominous portents of the letter and word of a death cult beyond the southern hamlet eastern barony meant their adventures were only beginning…

Next: Your cultist is in another castle.

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

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