Tag: Gaming (page 12 of 41)

Into the Nentir Vale: Part 9

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: Caravans & Standing Stones

The disorienting teleportation effect faded from the foursome and they found themselves in a dark, underground room lit by sconces and populated with goblins. A half-dozen, to be exact, with a couple vicious drakes in cages. Before any of them could move, however, Melanie was already preparing a spell to doom the diminutive greenskins.

“She does critical damage to TIME and SPACE!” – Eric, on Melanie’s initiative roll of 30.

The goblin in charge was Snilvor, an emissary from Irontooth, and he did his utmost to hex the party into submission. As they tore into his minions, however, he ordered the drakes released. The beasts were far more dangerous than their goblin handlers, but were poorly trained and hungry, snapping at anything with meat on it that wandered too close. Lyria alighted onto one of the cages and stabbed one before it could grab hold of a teammate rather than a goblin. Snilvor’s attempts to dominate members of the party failed, with Andrasian taking the brunt of the damage in the form of a skull-splitting headache.

While the minions were easily dispatched, Snilvor turned out to be something of an annoyance, avoiding close range with the adventurers while flinging his spells. An area on the raised dias in the room caused damage to all who entered it, pushing Andrasian to his limits. However, there was only so much room for Snilvor to use in his attempts to escape, and Lyria’s knives finally silenced the emissary.

“We live to suck another day!” – Mike, having nearly dropped to 0 HP during the fight.

Beyond the doors from that room was the workshop proper, a converted reflection hall in which the undead mage Yisarn had laid out the bones of a dragon. A glimmerweb spider crouched in the corner, and skeletal minions turned towards the interlopers. Upon stepping into the room, however, a trap was triggered and Krillorien fell into a pit, barely avoiding getting impaled by the spikes waiting for him. As Lyria ran along the wall to reach the other side, Andrasian took a running leap while Melanie slipped into the pit after the cleric of Pelor.

“Crap, one of these deflated. I’m using Ghost Hand to hold it up!” – Eric, on the damage done to Melanie’s ‘girls’

Despite their weakened state, the foursome put up a valiant fight against the undead. Krillorien’s divine light tore through the defenses of Yisarn’s minions, and Andrasian’s axe did the rest. Yisarn himself proved a difficult foe, lightning leaping from his skeletal hand and ice blasting across the room in focused shards. The good news was that in the confusion, the spider was unable to ensnare anyone with its bright, blinding webs. Without the stealth upon which it usually relied, it was a marginalized threat.

The party focused on Yisarn, taking down the undead mage before it could either kill them or awaken its dark experiment. After the unlife had left the bones wrapped in robes, they turned to the spider and chased it around the room in a scene reminiscent of their fight with Snilvor. While dangerous, it was still only a beast at the mercy of the four seasoned adventurers. After it was over, they gathered up what items of interest they could find.

Krillorien found a half-burnt holy symbol of Pelor. It looked familiar, but he was unable to place where he’d seen it before. Perhaps Marla of Fallcrest would know. Meanwhile, Melanie found a sack of gold, Andrasian uncovered a small handful of gems, and Lyria plucked a ring from the finger of Yisarn. It was a platinum ring with an obsidian inlay of a lightning bolt, but neither Melanie the wizard nor Krillorien the eladrin were able to determine its purpose. Weighing it in her hand, Lyria estimated it was worth over three hundred gold.

“Wait! How does she know what it’s worth but we don’t know what it does?”
“I’m a fence! … I mean…” – Ben and Danielle on the failed Arcana rolls and Lyria’s ability to appraise

The party took time to rest. They needed to return to the Woodsingers to report on their success, and pray that they would not be too late to save the Harkenwold from the Iron Circle…

Next: The Battle of Albridge

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

What VVVVVV’s Music Says

Courtesy Souleye

One of the best things about indy platformer VVVVVV is its infectious chiptune music. It compliments the story of gravity-flipping Captain Veridian’s quest to rescue his crew from the 8-bit perils of the mysterious other dimension. Souleye, the composer, brilliantly uses the tools available in a minimal environment as much as the game itself does, building mood and driving the actions of the player without extraneous bombast. But more than underscoring the action, PPPPPP (the soundtrack) carries messages all its own, illustrated by the game and reaching beyond the screen into one’s life.

This sort of thing could simply be a case of me reading into things more deeply than I should, but it’s nonetheless interesting to me that this music worming into my ears has more to it than rhythms to which one taps the action button.

Pushing Onwards

As much as bits of this iconic tune of VVVVVV are borrowed from other themes, the message it conveys is clear in its title. As this music plays, the Captain is learning the ropes of the levels, flipping from floors to ceilings and back again, often running afoul of the hundreds of spikes littered throughout the corridors. Thanks to the checkpoints, however, Veridian is never stopped for long, unless you as the player pull the plug.

In other words, the only thing stopping you from pushing onwards is you.

Considering this is the first tune we hear in VVVVVV following the accident that strands Veridian and his crew, it has to immediately set the mood, as we don’t have voice acting or deep sound effect design. More than just creating atmosphere, however, Pushing Onwards gets us into the groove. It dares us to live up to its soars, to defy its lows, to overcome the obstacles before us and go further than we have before. Who couldn’t use a little bit of that sort of motivation in their daily lives?

Potential for Anything

The tools that produce this tune may be the same as those used throughout the game, but Potential for Anything moves at a slightly different pace, a more lyrical lilt than the straightforward grooviness of Pushing Onwards. It’s a bit more mysterious, a little esoteric. Like Pushing Onwards, the reasons are there in its title.

In the context of the game, it’s difficult to say what to expect as the player moves Captain Veridian from one screen to the next. It could be a straighforward dodge-the-spikes setup, or a wrinkle could be thrown in with disappearing platforms, or the word LIES may get in our way. It’s clear that Terry Cavanaugh saw this dimension as one full of potential, and he used it to create just about anything he could to present us with new mind-bending challenges. But again, I feel the music transcends its origins.

The fantasy bookstopper novel, the hand-drawn masterpiece, the epic hero on a harrowing quest – they all begin with a blank page. The same pulpy construct used to generate TPS reports, account audits and letters of termination also yeild escapes to our dearest fantasies or exploration of our darkest fears. A blank page holds, quite literally, a potential for anything.

These are just two examples from this surprisingly deep soundtrack, and both tracks are audible in the free demo of VVVVVV available on Kongregate & Steam. Check out the game, listen to the music, and make up your own mind.

Into the Nentir Vale, Part 8

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: The Resistance Grows

In the wake of the brawl, the four adventurers are directed to the livery in the northern part of Albridge. There they finally meet Dar Gramath, the de facto leader of the resistance against the Iron Circle. Faced with needing to organize his people into an armed resistance, Dar Gramath suggested to the heroes that interdicting some of the supply runs taking place across the Harkenwold would disrupt Iron Circle operations and distract them from what were, essentially, troop movements. The party was in favor of this plan, especially Lyria.

“I come from a long line of…”
“Thieves?”
“Canadians?”
“… grizzlies!”
– Danielle, Mike & Ben on Lyria’s lineage

The supply routes used by the Iron Circle are known to Dar Gramath, but nobody has undertaken operations against the mercenaries due to fear of reprisal against their families. The foursome of outsiders, on the other hand, have no such concerns and plan an ambush. The chosen area has some standing stones by the side of the road, making for excellent cover. As Lyria and Andrasian adeptly get into position on top of the stones, Krillorien gives Melanie a boost, only to have her slip and fall on top of him.

“I like this plan.”
“Try again.”
“wait, no, give me a second down here…”
– Mike and Ben after Ben fails his roll and gets a face full of Melanie’s good melons

After surviving his vision of marshmallow hell, Krillorien gets Melanie in position and gets into a hiding place himself.

Ben was a little confused on skill rolls, Danielle tried to explain:
“Say you have to roll dungeoneering for something.”
“‘You have to roll dungeoneering for something.'”
“Say you have to do that.”
“‘You have to do that.'”

The caravan came into sight after a short wait. It was a single horse-drawn cart flanked by Iron Circle soldiers and lead by a hound-like construct. It did not catch the scent of the party, and they set upon the caravan before the dark adept sitting beside the cart’s driver knew what was happening. The horse was freed from its restraints and bolted down the path a bit as the fighting ensued. Melanie needed a moment to gather her wits for spellcasting after taking a bad step off of the ledge she’d been hiding on.

“You must have popped a lung when you landed on your boobs.” – Ben

It wasn’t long before Melanie’s spells took their toll upon the Iron Circle.

“My bosoms emit a phantasmal energy!” – Eric

With the guardians of the cargo dead, the party claimed it for themselves. They also took ownership of the horse, debating whether to cede it to Dar Gramath or keep it as well.

“You can ride it back,” Krillorien told Melanie, “as long as you don’t ride side-saddle.”

“No problem!” Melanie favored the men with a smile as Lyria rolled her eyes.

“I don’t think you’re talking about the same thing anymore.”

They returned to Albridge to discover that, thanks to their distraction, Dar Gramath had contacted Tor’s Hold to begin organizing those willing to fight the Iron Circle. However, to ensure that all of the Harkenwold would rise up against the oppressors, they would need the allgiance of the Woodsinger elves living deep in the forest. Andrasian did not like this turn of events; it’s possible he and his family do not get along for some reason.

The Woodsingers are a cagey, xenophobic tribe, and were unwilling to join up with the others within the Harkenwold facing Iron Circle rule without proof that their sacrifice was warranted. To prove their good faith, the adventurers were charged with destroying an ancient evil within the forest. A travelling cleric from elsewhere in the Nentir Vale, who matched the description of Malareth, had been seen in the wood near ancient standing stones serving as the entry to a forgotten elven city. The only way in involved a vial of green dragon’s blood and the name of the city.

With this information, the party made their way to the standing stones. Goblin minions bearing the mark of Irontooth slept nearby in a broken-down cart as large spiders roamed the canopies of the trees. Sneaking through the underbrush, Andrasian poured the blood onto the plinth and spoke the name of the city, and the party found themselves whisked away by ancient, arcane means…

Next: Dal Nystiere

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

IT CAME FROM NETFLIX! Prince of Persia

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

[audio:http://www.blueinkalchemy.com/uploads/pop.mp3]

Translating a story from one medium to another can be a tricky prospect. Video games in particular have had a rough time getting comfortably adapted from their interactive medium to non-interactive means of storytelling such as book or movies. Some seem more inclined for this sort of translation than others on concept alone – fighting games, hack-and-slashers, etc. Platforming games seem an unlikely candidate for adaptation, probably because most people remember how awful the Super Mario Brothers movie was. And yet, that’s how we got Prince of Persia. A PS2 platformer that was arguably the best in its series, Sands of Time, has become a major motion picture.

Courtesy Disney

The eponymous prince, Dastan, is a former street urchin adopted by the old king due to his uncharacteristic sense of fair play and justice. Circumstances throw his lot in with the princess of a blessed kingdom who has the charge of defending a magical artifact with powers over time itself. The king’s brother and vizier, whom nobody seems to think might be a bad influence despite the nature of the advice he gives, wants the artifact for himself. What follows is an adventure story that looks to tap the same vein as successful and even classic flicks like Raiders of the Lost Ark or The Mummy, and for the most part pulls it off.

What sets Prince of Persia apart from its video-game predecessors is the basic building blocks of its storytelling. While it is unashamedly playing in the same sandbox as Theif of Baghdad or Disney’s Aladdin, the game pretty much did the same thing so the aesthetic is instantly familiar. There’s also the fact that the game itself, Sands of Time, had a solid narrative, an interesting and well-rounded main character, real chemistry between its leads and lots of fun gameplay underscoring the story points. This being a film, we need to swap out the game play for something else, and Prince of Persia wisely adds more characters rather than relying on special effects, gimmickry or blatant sex appeal.

Courtesy Disney
It’s not overly blatant

Which isn’t to say Jake Gyllenhaal or Gemma Arterton aren’t sexy. Because they are both damn sexy. I mean… damn. On top of the hotness factor, though, is some careful characterisation and really cracking dialog which keeps it right in line with its source material, even if it goes in an entirely different direction in terms of what the MacGuffin ultimately does and where it came from. Ben Kingsley as the vizier does a good job in not only being menacing but at times pulling off a few moments where you can start to understand how he’s pulling the wool over the eyes of the other characters, even as we with our thousand-foot view of things can see his villainy as being a tad obvious. And isn’t it always cool to see Alfred Molina in something? I mean, let’s put it in troper terms: we’ve got Donnie Darko and Io on the run from Ghandi, and the only person who might kind of be on their side is Doc Ock. How is that not a winning combination?

As much as I would have liked to have seen Oded Fehr or Omar Sharif in this, the cast does acquit itself quite well. A lot of criticism has been levied at this movie for ‘whitewashing’ the setting and while a more diverse cast more in line with the ethnicities of the area would admittedly lend the tale more weight, at the same time I can’t fault the movie for going for a lightness of tone. This is an adventure romp based on a puzzle-platformer video game, not an epic looking to become the next Lawrence of Arabia. It certainly doesn’t take the liberties 300 did with how Persians look and act, and the accents sounded somewhat consistent (if vaguely British for some reason) instead of the situation we had in The 13th Warrior where Omar Sharif’s legitimate accent is supposed to sound like Antonio Banderas’ Spanish accent. The nature of the cast doesn’t cripple the movie, as it relies less on authenticity than it does the cast’s chemistry, combined talent and attractiveness. Because… damn.

Courtesy Disney
Yeah. I’m down with this.

Video game movies have had a rough time. They’ve ranged from vaguely mediocre to downright abyssmal. Prince of Persia is the first adaptation of a video game in recent memory, and perhaps ever, to ascend beyond the level mediocrity to something that’s legitimately good. The adventure feeling is consistent, the storytelling’s decent, it moves at a good pace and it goes some places you may not quite expect, making it a refreshing change from the likes of Uwe Boll and even Michael Bay. I’m not going to say anything about the ending, which some people may not have appreciated, but I felt it was in keeping with the nature of the story and it took me by surprise, so I have to give the movie props for that. It’s a good time, a fun little yarn, and I say you could do a lot worse by queueing it up. And even if you’re not glad to see a good video game movie or interested in a story of an urchin prince working with a snarky princess to keep a magical item from the clutches of an evil mastermind, you’ve got Jake Gyllenhaal and Gemma Arterton to look at for about two hours, and, well… DAMN.

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.

Back On Track

Train

The holidays can throw everybody for a loop. I’m no different. Travel schedules, inclement weather and other factors unique to this time of year tend to play havoc with routines and timetables. Things have started to normalize a bit and it’s time I took a bit of stock of where I am now and where I’m heading.

Writing

Citizen in the Wilds is out for test reading. I’m eager to get some reaction and feedback, even if it takes the form of “CHANGE EVERYTHING ‘CAUSE IT SUCKS.” I’ve started compiling and expanding some notes I’ve jotted down on the next Acradea book. I’m going to edit The Jovian Gambit for this Saturday’s Free Fiction, and after that? I’m not sure. Possibly a hard-boiled Cthulhu detective story in the style of C.J. Hendersen, or perhaps a sequel to Akuma. I’m also getting back in the habit of writing for my Warcraft characters, both on forums and in the game proper.

IT CAME FROM NETFLIX!

The feedback on the first ICFN video has been generally positive, if somewhat cautious. I’m somewhat trepidatious myself, if I’m honest. I think I’m going to shoot for a new video every month and traditional audio enties in the intervening weeks. The poll will return for those audio entries, and as for the videos, I have a few films in mind. Stay tuned.

Dungeons & Dragons

Everybody in the group’s been a little off their game, no pun intended. We’ll be resuming our normal schedule of Tuesday night games, which means I’ll be returning to posting the adventures (or misadventures) of Andrasian, Krillorien, Lyria and Melanie on Tuesday afternoons. After this current printed advneture (Reavers of Harkenwold from the Dungeon Master Kit) I may move them into homegrown content rather than shoehorning Caern of the Winter King from the Monster Vault into the campaign. Or Wizards might have worked a smooth transition in already. More to come on this.

Magic: the Gathering

The local comic/gaming store has free casual play on Thursday nights, $5 FNM events on Fridays and special events like previews of the upcoming expansion Mirrodin Besieged. Attending paid events is a matter of my entertainment budget, and considering it’s something I enjoy alone and the entertainment budget must cover activies for both my wife and myself, it’s hard for me to justify the expense at this time. And I tend to watch my ICFN audio entries the Thursday night before I post the review. There’s simply not enough time, usually. Again, more to come.

World of Warcraft

Cataclysm has rekindled my interest and enjoyment of this game even more than I’d expected. Between the new areas, the promise of dungeons being challenging again (until the next nerf hits) and the resurgence of interaction with guild mates, this game is the other reason I’ll likely have less time for other activities. However, since I play it with my wife as we have since we’ve met, it’s a much more comfortable expense to work into our slender budget.

Classholes Anonymous Podcast

This is more dependant on Black Eagle’s band schedule than anything else.

This Blog

I plan to keep updating every day. Sometimes I’ll have a notion in mind for days before I post it, and some days – like today – I’m stumped up until lunchtime. Comes from everything else on this list as well as the day job and the other responsibilities of adulthood, I guess.

Until I rebel.

Courtesy Hyperbole and a Half

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