Tag: Gaming (page 16 of 41)

Beyond the Nentir Vale

Courtesy Wizards of the Coast

No D&D this week, but I took the opportunity to expand a bit on the geography and current events beyond the Nentir Vale (pictured above). The map I’ve sketched is on graph paper in pencil, and I don’t have access to a scanner yet.

North of the Vale

The orcs that brought the Bloodspear War into the Nentir Vale continue to thrive between, under and on the Stonemarch, in their vast warrens called the Fanged Jaws of Kulkoszar. Cheif Urfeng Bloodspear eyes the Nentir Vale, and Fallcrest in particular, as irritants that must be stricken from the memory of his people. The Keep on the Shadowfell stands in his way.

West of Kulkoszar and leading north out of the Winterbole Forest is the Glacial Pass, a wind-swept and narrow plain emptying into a wide taiga. Above this frozen stretch of land rise the Frostjaw Peaks, a cluster of jagged mountains dominated by the Titan’s Vigil. It is said that a structure of some sort exists above the clouds that always conceal the top of the Vigil in darkness and the occasional flash of lightning. None who have dared to test the Vigil have returned.

South of the Vale

The King’s Road leads south out of the Nentir Vale to two very different cities, each about the size of Fallcrest. To the west along the coast is the stoic walled port of Stormwatch. Its lighthouse is one of the largest in the world. Princess Tavia Stillwater maintains control of the city, though threats of the Iron Circle and a possible blockade coupled with increased tariffs seem poised to choke her and her city into submission.

On the other side of the King’s Road through the Vale is the city formerly known as Adamantine. When Emperor Lysander seized power, King Alphonse Markelhay of Adamantine was among those who refused to kneel to the new potentate. He was returning to Adamant Keep to prepare for war when he disappeared. It is rumored he was slain by highwaymen of the Iron Circle. Indeed, the mercenary force moved into the city backed by the Emperor’s sorcerers and vicious beasts, putting down resistance and claiming it for their own. The Emperor declared the city be renamed Sarthel, in honor of his late father.

Resistance remains in Erathgate, the coastal city south of Stormwatch. Baron Silas Shandra pays homage to the Emperor but does all he can to keep commerce flowing to Stormwatch and his own ports rather than the Imperial-controlled Junction or the free city of Daggerport. He is a prudent and cautious man, and does not wish to call undue attention to his sympathy towards the anti-Imperial forces.

The Second Nerathan Empire

South of Erathgate, the King’s Road becomes known as the Imperial Highway. It leads to Junction, the largest city outside of Nerath itself and a crucial part of the Emperor’s strategy of securing his rule. Duke Karl Calebros, the Emperor’s finest warrior outside of the Executioner, has ensured that all commerce worth having comes into Junction, having raised tariffs on shipping to and from Stormwatch and exaggerating the dangers of Daggerport.

Along the Highway to the east is Nerath itself. Easily twice the size of Fallcrest and seated where the Nentir River splits in three, it maintains control of most of the commerce flowing through the region. Until recently, it was a city administered by a duke and every five years played host to the Games of Ascension. If the current king could be defeated in an honorable tournament, he would be come Duke of Nerath while his opponent became King, at least until the next Games. King Perrin II had been king for twenty years before Prince Lysander Nerath arrived with his Iron Circle mercenaries, dark sorcerers, priests of Bane and tamed beasts to seize the city and declare himself Emperor.

South of Nerath along the Imperial Highway, which follows the Scintil River, Shoredale rests near Lake Iris. It is a quiet and peaceful town, a bit smaller than Fallcrest, where the farmers of the southern plains gather to trade goods and barter for new equipment as caravans travel between Nerath and Fortune’s Harbor to the south. Baron Gabor Zoltus capitulated to the Emperor without contest.

Fortune’s Harbor serves as the gateway to both the Eladrin leading north to the elven lands and the mysterious Caliphate of Seven Stars to the south. Earl Carlson Everdawn ascended to ruling the city after his mother, a favorite to become Queen, was poisoned by her chancellor, who now advises the Earl not to contend with the will of the Emperor.

Daggerport

The only openly free city in the Nerathan Empire lies along the Low Road, across the long stone bridge called The Hilt. The delta of the Nentir Vale, The Knives, frames the city to the west. The natural defences of the coast allow the shipping to and from Daggerport to avoid some of the Imperial patrols, just as they did the Royal Coast Guard before it.

Daggerport is not ruled by a noble or even a particular group of individuals. However, anybody living or trading in Daggerport knows they had better not cross Szcathia, the drow reportedly in control of Daggerport’s network of thieves and assassins. To engage in commerce in Daggerport is to engage in crime, and Szcathia is Daggerport’s criminal mastermind.

Dwarves & Elves

East of the Nerathan Empire are two of the most extant threats to the new potentate. As soon as he seized control of Nerath, Emperor Lysander sent emissaries to the Dawnforge Dwarves. The messages spoke of a pact of non-agression between the dwarves and the Nerathan Empire. The dwarves agreed, but not before allowing some of the elite forces of Adamantine to flee into their holds. Before Lysander could protest, the mighty stone doors in the shadow of Adamant Hold rolled shut, leaving Hammerfast the only open road into dwarf territory in the region.

South of Sarthel is the Moonwood, seperated by the greater Feywood by the city of Sehavia. While the city boasts some idyllic mountain retreats, natural hot spring baths and all the wonders of the Feywild available for sale or trade, it is also a place for the exchange of secrets. Eladrin and tieflings are common sights in the city, far moreso here than in any other city in the region.

The Feystride takes travellers south from Sehavia to the other sylvan city in the region, Meloravia. A port city far from Fortune’s Harbor, Meloravia rests at the apex of the Eladrin Bay. Intrepid explorers can seek adventurous crews to take them around the Black Marsh towards the Bay of Bahamut, rumored to be a gateway to a realm of metallic dragons and untold hoards of treature. However, the waters in the bays are treacherous, and more than a few crews have washed up in the turgid, stinking waters of the Black Marsh to make their sticky way home, while others are never seen again.

The Feystride then leads east into the Feywood. Little is known of this place. It is said the elves (not eladrin) hail from this realm, and that it is a shard of the Feywild itself, just as ways to the Shadowfell lay concealed beneath the Stonemarch.

DLC Review: Lair of the Shadow Broker

Courtesy BioWare

The character of Liara T’soni in the original Mass Effect wasn’t an overall fan favorite. Aside from being a source of controversy and leading some phenomenally ignorant people to call the game “a sex simulator”, Liara’s tendency to be both loquacious and seemingly naive could get on people’s nerves, while others (like myself) found her desire to help and fascination with the Protheans to be endearing. And then, she turned up in the sequel, holding down a desk on Illium where she worked as an information trader and someone you really, really didn’t want to mess with. Just ask her secretary. The graphic novel Redemption expands on the role she played in the events following the opening of the second game, and the big question on the minds of most players was just how badass Liara had become, to say nothing of the resolution of the possible romance a player may have pursued or even abandoned over the course of Mass Effect 2. Those answers are questioned in Lair of the Shadow Broker.

The DLC begins when you deliver some information to Liara, courtesy of the Illusive Man. Following up on it, Liara is attacked at home. You and your squad show up in the aftermath, meeting the lead investigator and beginning to piece together what happened. By the time you find Liara again, it becomes clear that the Shadow Broker has classified the asari scientist as a threat and is moving to eliminate her. With the information she’s gained, however, Liara can beat him to the punch, a task for which she needs your help.

Courtesy BioWare
Just like old times.

This DLC is much, much larger than anything produced for the game to date, expanding on the location of Illium and adding new upgrades and achievements. You also get Liara as a temporary member of your team, and she’s a fantastic addition. While we did have adepts on the team in the form of Samara and Subject Zero, Liara brings the fantastic crowd-control combination of Singularity and Stasis to the field. She’s the only character besides Shepard (as an Adept) to have access to the miniature black hole, and you can add Stasis to your arsenal permanently if you make the right choices.

BioWare’s always shown decent character writing chops in their work, and this DLC is no exception. In fact, it’s pretty exemplary of everything that makes the Mass Effect games so playable. Not only do we get interesting events and character development from both the first game and the graphic novel, we get a great change of pace, similar to that in Kasumi’s Stolen Memory, in the form of a car chase.

Courtesy BioWare

The environment of Illium’s soaring towers is reminiscent of Blade Runner, and the chase takes place between and even through those towers. Environmental concerns, other vehicles and little surprises crop up to get in your way. And the entire time, Shepard and Liara are in the car bickering like an old married couple. It’s fast-paced action that has you rolling with laughter while you’re dodging other sky-cars. It’s one of the highlights of the DLC.

Between the unique setting of the eponymous Lair, the great dialog and the expansion of Liara’s character, this DLC has plenty to offer and is well worth the price. Even after the mission ends, you get plenty of use out of its content, from interesting video surveillance of some characters to dossiers of your team and some of the people who’ve crossed your path, for good or ill. Finally, it begins setting up the story for Mass Effect 3 even moreso than any of the sequel’s in-game content. I thoroughly enjoyed playing through it, and I actually look forward to doing so again. If that’s not praise, I don’t know what is.

The Gathering Grows

Courtesy Wizards of the Coast
Art by Kaja Foglio

Remember how I mentioned that I’m playing Magic: the Gathering again? I’m not the only one. My niece has taken up the hobby, both of her parents play and my friends in Chesterbrook are trying to nail down a date in December for a Magic night.

I’ve blown the dust off of my decks and started a couple others. Here’s the state of things in this planeswalker’s arsenal.

Reanimator: After some trial and error, I’ve narrowed this deck down to two primary colors, green and black. There are a couple cards that let me add the white necessary if I need to hardcast Teneb, the Harvester. However, a few of the defenders, such as Twisted Abomination or Penumbra Spider get some help in the form of Lure and Gaze of the Gorgon. The core of the deck remains the same: by destruction in combat or discarding, my creatures sent to the graveyard don’t stay there long thanks to Dread Return.

Sliver Legion: People hate this deck. It’s pretty much remained unchanged since I put it together.

Chronomancy: Slightly less hated than the Sliver Legion, Jhoria and I still make a good team. I pared down the “big guns” to a single Akroma, Angel of Fury and a pair of Lightning Angels to ensure I had enough counters and ‘answers’ to enemy threats. It may still need a tweak or two, but it’s performed well.

Grinder (working title): At the core of this deck are four Millstones. Around this are built a variety of counters, including Induce Paranoia and anti-creature answers such as Assassinate and Doom Blade. It’s creatureless, nasty and a HUGE target.

Creature Feature: Still in the concept stages. The more I consider the best way to make use of Magus of the Future, Momir Vig, Simic Visionary and Vorosh, the Hunter, the more I consider Vedalken Aethermages and Plaxcaster Frogling essential parts of it. The Aethermages are pretty self-explanatory, letting me tutor my deck for two of the three essential trio. The Frogling can protect the other creatures in play, provided I have enough mana, but I’d also need more +1/+1 counters to spread around. I think most of them will come from the same block as Momir, such as the Simic Initiate and the Sporeback Troll. More on this deck as it develops.

This is of course without diving into the latest edition of Magic, including its preconstructed decks and Planeswalkers. We’ll have to see what the holiday holds…

Game Review: Poker Night at the Inventory

Courtesy Telltale Games

So, what can you do with $5 these days? Get a Happy Meal, or a footlong sub. Take a ride on a mass transit people-mover. Put just over a gallon of gasoline in your car.

Or, get yourself lots, and I mean lots, of entertainment.

On the surface, Poker Night at the Inventory sounds like something thought up as a cute little “what if” scenario. Simply, this is bunch of Internet favorites gathered together to play some no-limit Texas Hold ‘Em in a private, semi-secret club established as a holdout first against Prohibition, then the idea of games becoming shunned or banned. While some of us might simply sit around drinking and talking about how such a scenario might play out, Telltale Games took a break from their succession of point-and-click adventure entries that breathed new life into some neglected LucasArts franchises and made the scenario happen. It’s now available on Steam, and the results are simple, addictive and hilarious.

Courtesy Telltale Games
They saved you a seat.

The characters are, as I said, favorites of the Internet. First is Max, of the Sam & Max Freelance Police. Of the two, Max has always been the unhinged one. His tendency is to solve his problems with violence. The rabbit from Monty Python & the Holy Grail has nothing on the lagomorph, since the furry little slayer of knights never ran off at the mouth about how much he enjoys the taste of kneecaps. He’s here thanks to Telltale Games bringing him and his big canine partner back from the grave LucasArts dug for them in the 90s.

Next is StrongBad, of Homestar Runner. He first appeared courtesy of TellTale in his Cool Game for Attractive People. Apparently the only thing he got out of the game’s designers was “a recommendation for a cool hang-out.” He’s the shortest player at the table, but do not judge him by his size. Or the fact that he can hold his cards quite well despite the boxing gloves.

Taking a break from crushing tiny baby-men with bare hands, the Heavy of Team RED came to the Inventory after the Engineer showed him where it was. Apparently, destroying opponents in games of poker is just as satisfying as mowing them down with Sasha. Not only does he bring his distinctive voice and imposing presence, the Heavy also shares quite a bit about himself. You may just find out what his favorite movies are.

Last but certainly not least, Tycho of Penny Arcade may seem to be the most reasonable one at the table, but don’t be fooled. He brings not only his trusty 20-sided die but also portents of doom and his rapier-sharp rapid-fire wit. He rounds out your opponents nicely.

The dialog and interactions in this game are fantastic. They alone are worth the price of admission. And, really, they’re what you’re paying for. As a representation of Texas Hold ‘Em goes, it’s not going to set the world on fire. Max might, though, if I don’t wrap this review up quickly.

In contrast to a lot of Steam titles available, this is a relaxing and fun little enterprise. One-liners whip across the table as your opponents taunt one another and call you out to match their bets. Even when you’re not playing, say for example after Strong Bad went all in on what seemed to be a weak flop only to pull a flush out of his mask, you’re pretty much guaranteed to have a good time. There’s hours of entertainment here, and for $5 on Steam, you can’t ask for more and might expect much less. Poker Night at the Inventory is packed to the brim with more than you’d think, from fantastic dialog to Team Fortress 2 unlockables, and is worth every penny.

Into The Nentir Vale: Part 5

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: Who’s in charge of these kobolds, anyway?

The party continued down the King’s Road to Winterhaven. They remained long enough to speak with a few of the locals about the Keep on the Shadowfell. Apparently, it had been occupied but only until recently. Making their way north of Winterhaven to the forbidding ruin of the Keep, they found evidence of the goings-on taking place before its abandonment. Under the ruin through some dank corridors, they found a room almost entirely encased in shadow. The half-completed portal in the room seemed to be absorbing the light from the few guttering torches in the chamber. Despite this dire portent, there was not a living soul to be found among the ruins or the catacombs, and the only clue as to what had happened to either the death cultist Krillorien sought or the goblin war chief mentioned in the letter carried by Lyria was a dark banner, bordered in red with a single symbol in its center: a red circular chain.

“We should take it.” – Ben as Krillorien
“But stealing is wrong!” – Mike as Andrasian
“Lyria’s already taken it.” – Danielle

The party returned to Winterhaven before setting down the King’s Road for Fallcrest. Without wagons or horses, the trek took them two days. Upon arriving they made finding Marla, the priestess of Pelor who had told Krillorien of Malareth’s fascination with death cults and reported activity outside of Winterhaven. They found her in the House of the Sun, speaking with a senior priest, Grundelmar the dwarf. Upon seeing the banner, the priests sent the foursome to the Lord Warden, aware of his interest in the chain symbol but unsure of its significance. Markelhay, happy to see the heroes, told them the banner belonged to the Iron Circle.

A band of mercenaries with a mysterious but undeniable purpose, the Iron Circle first appeared in the Nentir Vale two months before the party’s discovery of their banner in the Keep. While the Lord Warden had gotten no reports of Circle activity anywhere near Winterhaven, he does know they stormed Harken Keep to the southeast and conquered Harkenwold. Markelhay’s friend, Baron Stockmer, was now their captive, and the brigands were exacting “tolls” and confiscations from all who dwelt and passed through the area.

Teldorthan Ironhews had also heard of the Iron Circle. The blacksmith told Andrasian that he’d heard rumors of an old nemesis, Nazin Redthorn, commanding the mercenaries in the Nentir Vale. Fashioning a suit of mail from draconscale recovered by the elf, Teldorthan expressed his desire for the adventurers to return to Redthorn’s head. Lyria was also a beneficiary of the blacksmith, who presented her with an obsidian dagger fashioned by the drow. To explore and empower its enchantments, the halfling and Melanie visited Orest Naerumar, who was delighted to see them. He asked if the rumors were true, and the heroes had rid the Vale of the extant threat within Kobold Hall.

“Yeah, they played tetherball with us.” – Ben

Outfitted and prepared, the heroes found space aboard a wagon train heading south. Rather than go into Harkenwold itself, the driver let them off before taking a fork from the King’s Road towards Hammerfast. Proceeding on foot, the party spotted black smoke and followed it to a scene of a homestead being put to the torch. Iron Circle brigands and their pet wolves had set the outhouse on fire, and when the party approached they dismissed the heroes, saying it was Iron Circle business. A woman’s voice from within the house pointed out that this ‘business’ looked like robbery and murder.

The battle ensued and it was clear the party was a match for the mercenaries. The wolves harried the heroes but they did not last long under the concentrated efforts of Melanie’s spells, Andrasian’s blade, Lyria’s flourishes and Krillorien’s prayers. Inside the house they found a woman named Ilyana and her sons. The homesteader explained that her husband Karthen had been murdered by the mercenaries, but hope remains and the people are ready to fight back. To touch things off, the heroes would need to speak with Reithann, the druid, or Dar Gremath, an old fighter somewhere in the town of Albridge. With the druid’s grove being closer, the heroes set off in that direction first…

Next: Damn Dirty Croakers

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

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