Tag: fantasy (page 18 of 23)

Into The Nentir Vale, Part 1

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.

Trade caravans often travel the King’s Road in the Nentir Vale. With bandits, wild animals and monsters roaming unchecked throughout the countryside, traders attempting to bring much needed goods to the town of Fallcrest and beyond often welcome the company of adventurers. They’re not always paid, but even the most inexperienced sword or spell can ward off unwanted attention.

This was the situation on a sunny afternoon. Traevus, a wagonmaster coming north through Harkenwood, had a few young adventurers with him when his wagon was beset by goblins. The adventurers sprang to his defense and managed to drive the goblins off. A distant rider shook his fist in contempt of his failed minions and rode off. None of the travelers was seriously hurt. However, a valuable box was stolen from Traevus’ wagon, and he commissioned the adventurers to bring it back.

Andrasian wasn’t about to let thieves escape without facing justice. He also was looking forward to not being so close to so many humans. Their city-folk ways put him a bit ill at ease. He was a warrior of the wilds, and his simple greatsword thirsted for more blood of the wicked.

“Like my Dalish character in Dragon Age, but with a Y chromosome and actually nice to some people.” – Mike, Andy’s player

Melanie Good-Melons, on the other hand, couldn’t care less what the goblins stole or why. The offer of payment, however, persuaded her to join the party. A seer had seen Mel as an infant and predicted both her arcane inclination and her voluptuous body shape. Not one to hide her assets, Mel made it a point to wonder why Lyria wore such tight, dark leather. “The body is something that should be cherished,” she said, “instead of hidden in disgrace.”

“A magically voluptuous freelance adventurer with a taste for danger and minimal coverage.” – Eric, Mel’s player

Lyria, for her part, didn’t want these goblins giving honest thieves like her a bad name. Stealing from a fat nobleman who pissed on the peasantry was one thing, but stealing the goods of a struggling merchant just trying to make it as far as Fallcrest? She wasn’t having any of that. A lithe halfling that moved like a dancer and always had a dagger handy, Lyria seemed interested in the adventure as much for helping Traevus as for the promise of treasure.

“Think Bayonetta, only three feet tall.” – my comment on Danielle’s description of Lyria

The three interrogated one of the remaining goblins. Before expiring, the goblin confessed to the rather intimidating elf asking the questions that he came from a ruined, half-buried temple deep in the woods. Andrasian lead the ladies down the indicated path without incident. They came across the ruin and made their way inside, finding two corridors leading into the rock. They chose one and came across a surprise.

Instead of goblins, the trio encountered a cadre of kobolds wandering the halls of a section of the temple. The kobolds chatted amongst themselves as to how to deal with the intruders. Not wanting to betray that she speaks the language of dragons, Lyria kept quiet as Andrasian asked to be taken to their leader. The kobolds’ master turned out to be, rather than the disgruntled rider, a fledgling white dragon named Farallax.

Farallax told the trio that he saw the temple as his, and the human who they’d seen, Malareth, was an intruder. If they drove Malareth and his goblin cohorts out, he’d reward them. Considering he was both sitting on a pile of treasure and looked poised to wipe the floor with the party if they refused, the adventurers agreed. The dragon pointed to a door that would take them to Malareth.

Beyond the dragon’s lair was a storage area where goblins milled about. The trio sprang into action. Andrasian met the goblins head-on, Lyria snuck and danced around the fight looking for the best angle at which to stab a given opponent, and magic missiles flew from Mel’s fingertips. A hulking bugbear with a nasty-looking greataxe entered the fray. It took a coordinated effort between the three adventurers to deal with the captain of Malareth’s guard, but despite being bloodied and bruised, Andrasian found the heft of the bugbear’s axe rather satisfying, resolving to take it with him.

Malareth’s lair was a dark laboratory full of bubbling vials, moldy books and a few skeletal servants. Out of the corner lumbered a stitched-together monstrosity, a huge zombie that was not likely to fit through a standard door. Malareth dismissively told his servants to deal with the intruders. Mel’s spells kept the zombie at bay, pushing it back and causing it to tear the arm from one of Malareth’s skeletons in its rage. Andrasian’s new axe hewed into bone. Lyria played with her opponents, often slipping in for the killing blow as the fighter’s strength put them off-balance. Malareth’s dark powers often froze the adventurers in their tracks and repaired the damage to his minions. For a while, the fight could have gone either way.

Then Lyria leaped onto the shoulders of the zombie and stabbed it in the base of the skull, severing the connection between its rotting brain and animated muscles. The beast toppled to the floor in a heap of body parts, the magic animating it draining away and its stitches coming undone. Malareth stood alone against the party, and despite his affinity for the magic of death, he was no match for them. Melanie eagerly claimed his staff for her own.

The box that had been stolen from Traevus sat on the necromancer’s table. It contained an immaculate skull that radiated dark energy. The trio discussed the possible ramifications of this on their way out. Farallax thanked them for taking care of the pesky human, reached into his pile of gold and treasure, and pulled out a suit of leathers for Lyria. The party found their way back to Traevus, who explained the artifact was being taken to a monastery deep in the mountains where it could be destroyed or, at the very least, kept safe.

Satisfied for now with that explanation and paid for their service, the trio of adventures kept the rest of the trip incident-free all the way to Fallcrest…

Next: A dwarf “fortress”, the town of Fallcrest and a sparkly cleric.

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

Opening The Red Box

Courtesy Wizards of the Coast

Last night was a little different. Normally on Sunday nights I stay at home with my feet up and possibly lacking a pair of pants, and every other week I twiddle my thumbs while I wait for Classholes time to come around. Not last night, though. About mid-afternoon I put on pants and sallied forth to a friend & co-worker’s house for something a little different. We opened the Red Box.

I never had the red box myself, as a kid. I got into D&D around 2nd Edition, and I had just about wrapped my mind around the nuances and algorithms of THAC0 when 3rd Edition was announced. Naturally, I was frustrated. How dare TSR take away all the complicated algebraic formulae we’d burned lean tissue to memorize! Between 3rd Edition and Star Wars Special Edition, fans had plenty to be butthurt about. 4th Edition, released just two years ago, has been met with a great deal of similar ire from those steadfastly devoted to 3.5, people who’ve turned up their noses at anything new coming out of Wizards of the Coast and opting to play Pathfinder instead.

And now comes the Red Box. D&D for beginners. Hurt butts everywhere.

So when we opened up the box, we found the following:

Bag of dice. Off to a good start.

A two-sided, glossy map with two outdoor locations on one side and an indoor temple/dungeon/really big house on the other. Good for a couple of adventures, sure, but I suspect that unless you slice up the interior locations to be rearranged and thus ruin the outdoor maps, it might get old after a while.

Cardboard counters for heroes, monsters and Action Points. I have to admit, this was really nice. Coupled with the map, a lot of the guesswork and ambiguity is taken out of combat. Yes, there’s something charming about “picturing it in your mind,” but at the same time knowing where you stand in relation to which hulking monstrosity at any given moment is a good thing both as a player and as a DM. For folks just starting out, this is pretty ideal. Painted miniatures and custom maps can come in time, provided you have some to spare. To say nothing of money for pewter and paints.

Character Sheets. It was nice of Wizards to toss these in, and on high-quality paper as well. That said, there’s something somewhat limiting about them. Granted, the contents of the Red Box aren’t intended to take the characters too far past level 2 (more on that later) but giving characters a bit more room to grow beyond the one side of a single character sheet isn’t a bad thing. On the other hand, the blank side of the sheet is great for sketches.

Power Cards. This is where a lot of the butthurt is going to come from when fans of 3.5 check this out. 4th Edition resolved to make things a bit more streamlined and free-flowing, especially in combat, and while this wasn’t necessarily implemented well on all sides — half the skills are gone, which dilutes the versatility of a character somewhat — the Power Cards are probably the best addition to the game. Instead of hunting through the Player’s Handbook or a supplemental guide to find the particulars of a given ability, a player has a set of cards giving the name of the ability or power, what it does and how often it can be used. And… apparently… this is a bad thing?

Player’s Book. This is probably my least favorite part of the new Red Box. Now, granted, I understand why Wizards put it together this way. It’s for the total beginner working solo to introduce themselves to D&D. But when you have a few people looking to try it out with ideas of what they want to play, hunting and picking the particulars of the watered-down character creation rules out of what is essentially a Choose Your Own Adventure book is a bit tedious. Again, I’m not ignorant as to why it is this way, and in terms of getting a kid started in D&D it’s a really neat way of doing it. It’s just not helpful to people starting together as a group, and it feels a little childish in presentation.

Dungeon Master’s Book. Tied into the Player’s Book as it is, there are some rough parts of the DMB. The transition into DMing is presented as a natural extension of the CYOA aspect of the Player’s Book, with an owner of the Red Box lending his or her Player’s Book to another interested player so they can generate their character. You could probably pass the PB around from player to player and let them figure things out on their own, but that’d be an evening in and of itself, more than likely. Other than that, though, I have to say the DMB is a really solid intro to DMing, which might be the biggest hurdle some people have to clear when it comes to D&D. Laying out an adventure, coordinating a dungeon’s encounters and handling things like experience, role-playing and treasure can be daunting when you first decide to try it. The Red Box’s DMB keeps things simple, walks you through rules procedures and even reminds you that the players’ choices are just as important as your dungeon and its denizens. As much as I felt the Player’s Book doesn’t help a party starting out, the DMB does that well, once you get over the rough transitional bits.

So there you have it. Those are the contents of the Red Box and my take on them. But how does it work with new players, or experienced ones for that matter?

Tune in tomorrow, and find out.

Exploring Inspiration

Courtesy Warner Bros

We get inspiration from a variety of places. It might not even be intentional. We catch sight of something, hear a snippet of conversation or music, and suddenly our mind is off on an unexpected tangent. Inspiration runs away with our concentration, laughs at our attempts to focus and taunts us with ideas and dreams until we finally sit down and bang things into some form of coherent work.

Let me give you an example, and I’ll speak in general terms rather than specifics. Maybe you’ll figure out something in the process, or maybe you’ll just be amused or entertained. It’s the least I can hope for.

Inception is pretty inspirational just in terms of getting an audience thinking, and it’s been on my mind pretty much since I’ve seen it. In particular of late, however, has been this piece of music used in its last trailer: “Mind Heist” by Zack Hemsey.

[audio:http://www.blueinkalchemy.com/uploads/Mind%20Heist.mp3]

So why is this music from Inception making me think of this particular character? In thinking about it, there’s one line in the trailer that stuck out. Cobb says to Ariadne, regarding extraction, “Well… it’s not, strictly speaking, legal.”

The things this character does are not, strictly speaking, good.

He has a good goal in mind, like Tyler Durden looking to free the world from the bondage of corporate greed. And he may help someone in need, but only if it suits him. The means at his disposal almost all fall into the realm of dark magics, he consorts with demons, he’s an intellectual snob and shows a lot of signs of being a sociopath. He’ll hear something he’s done or is doing called “evil,” agree, and laugh about it.

But why?

We have to go a layer deeper, like diving into another layer of dreams. We need to uncover what motivates or at least gave rise to this sociopathy, even if it’s of a heroic nature. What might people consider evil, among his actions? Well, evil people tend to destroy things. Going back to the Fight Club example, at times something must be destroyed in order for something better to be created.

In the world in which our subject lives, there are malevolent forces far worse than he. If he wants to continue to enjoy life in general, and his particular lifestyle in particular, the world must be prepared to face and fight back against those forces. I am suddenly reminded a line from The Boondock Saints:

“There are varying degrees of evil. We urge you lesser forms of filth not to push the bounds and cross over, into true corruption; into our domain.”

I think that’s it. His goal, the underlying motivation for all he does, is to cultivate within himself the power to stand against evil forces on equal footing, unhindered by the constraints of societal morality and seeking a form of karmic, cosmic justice. He has seen evil, stared it in the face, and chosen to become, not the antithesis of it, but a rival of it, a rival firmly on the side of his allies but cut from the same diabolical cloth. To this end he must bend his will and all of his intent, playing things off with casual humor, devilish charm and ruthless cunning. Good cannot exist without evil, after all, and if one is necessitated to become evil, one might as well enjoy the experience.

Now that I’ve found the roots of this inspiration, all I need to do is put it in story form.

Have you ever explored inspiration like this? What have your experiences been? What were the results?

Full Steam Ahead

Train

The Steam sale has pretty much reached its conclusion, and has saved many lives. After all, bees can kill with their stings, eating outside is a good way to attract ravenous bears, and have you ever taken a soccer ball to the face? Damn. That’ll mess you up. Never happens when playing Steam games.

My first order of business during the Steam sale was to round out my PC’s version of The Orange Box. I finally got my hands on the full version of Team Fortress 2. User-made maps, Valve’s great updates, the works. I fired it up on the X-Box once later, and really, it’s not the same. You never find anything cool as you play, you only have a few generic achievements to pursue and you’re limited to about five different maps. Boring. I’ve been playing on the PC exclusively ever since. Along with Half-Life 2 Episode 2, I also downloaded Garry’s Mod at the same time. I haven’t played with it much yet, but the idea of a sandbox with a physics engine and a fully-functional programming language for me to play with is very appealing. It’s a back-burner, percolating thought. I’ll get back to it later.

Left 4 Dead and its sequel is a great deal of fun. The idea of being one of the last few humans alive fighting against a slavering horde of one’s former fellow man is both harrowing and kind of exciting. Especially if there’s plenty of ammo & pain pills laying around. The best part of these games, though, is playing with friends. There’s nothing more satisfying than shooting zombies off of a friend, and nothing more terrifying than getting knocked down and wondering if the undead will tear off your head before your buddy can come to your aid. I’m looking forward to playing more of it.

My next likely fodder for a game review, however, is The Witcher. Being an old hand at role-playing games, and having played through the likes of Mass Effect and Dragon Age, this game seems right up my alley. I do still need to finish Dragon Age’s expansion, so it’s almost a race between it and The Witcher, and Awakenings has a head start. Of course I need to take time away from World of Warcraft to play either of these when I want an RPG fix.

There’s plenty of writing to do, as well. The holiday weekend is meant for recharging my batteries, as is the upcoming family reunion in Mystic. But for now, in terms of gaming, it’s full Steam ahead.

Recommend Some Fantasy

Hero with a Thousand Faces

So with Citizen in the Wilds now in the revision process, I thought it might behoove me to take a look at some other fantasy literature, maybe examine what works and what doesn’t. Since most of what I’m doing involves the defiance of most fantasy conventions, I’m curious if anything I’m aiming at hasn’t already been hit on the mark by another, more prominent writer.

For example, floating cities aren’t anything new. Look no further than Dalaran in World of Warcraft. However, I don’t know how often the ‘ruling power’ in a given land has been one ruled by mages and defined by the use of magic – ‘magocracy’ is the term I’ve used previously. Everybody has elves in their stories, and most of the time they’re dying out, but I’m curious as to how often they’re shown as very upset at this state of affairs, rather than quietly accepting their fate and loading up on ships to sail into the West.

That said, I own most of Tolkein’s works, a full set of Narnia, and somewhere in this mess are my copies of A Wrinkle In Time, a collection of Conan stories and even Eragon. I’ve taken Tigana out of the library before and would do so again, mostly because I didn’t finish it before returning it. What else would you recommend me to read, oh wise Internets?

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