December 2008 Archives

Dragonlance Campaign, Part the Sixth

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The night after returning to Kalaman, the party is escorting Kragan and the other mutants to the hospital of Mishakal under cloak and cover of darkness. As they reach a square off the major trade streets, an armored woman wielding a silver trident steps out of a building and orders the party to relinquish their charges and leave. Some posturing on her part reveals she has snipers stationed on nearby rooftops. Naturally, the party refuses to yield, and the battle is on.

The woman is identified as a cleric of Zeboim, and this is quickly confirmed when she tries to cast hold person on Galdar (unsuccessfully). With her are six archers, as many men with tower shields to block off the streets out of the square, and six more men armed with shortspears. A dwarf with a strange, gem-studded shortsword emerges from a blind alley to engage Robert. Brightfire, the Kagonesti barbarian the group encountered in the Land Shark safehouse rushes out and attacks Melvina, while her lover Marco covers her back with his crossbow. Finally, after summoning several dire rats to further congest the battlefield, a druid is spotted on one of the rooftops. All told, there are six major combatants and 18 minions on the field, in addition to the five members of the party, Kragan, and six mutant munchkins.

The battle is fierce, and at first the future does not look bright for our heroes. The archers pepper everyone with crossbow bolts. Robert cannot seem to hit the dwarf, but the cleric's armor takes the sting out of most of the return attacks. At first, the munchkins panic before regrouping and attempting to help the heroes. Kragan springs into action, his incredibly tough skin helping him fend off the entire squad of spearmen. Seeing the tentacled, sightless monk thrashing their fellows prompts the spearmen to surrender and run.

Deiria moves to engage Brightfire, but a well placed spear thrust sends the nimble fighter to the ground. Galdar tempts fate and rushes inside the elf's reach; luckily, his gambit pays off and he is able to slip past her guard. A sleep spell from Melvina soon makes this moot, though, as Marco slumps to the ground, unconscious. Brightfire controls her rage and retreats with Marco over her shoulder.

A lucky shot from a munchkin wielding the crossbow of a fallen archer sends the dwarf scampering for safety, but a charge from Galdar takes the stumpy rogue's head clean off. Allie and the druid are exchanging shots while a munchkin scales the outside of a building to reach her. Sadly, an archer shoots the munchkin when he reaches the roof, killing him.

After much effort, Kragan manages to punch a whole in the shield wall, clearing a path to the cleric. She wastes a number of spells trying to take the mutant out of the fight, but eventually she is forced into melee with him. A tumble leaves Kragan flanking her with Deiria, and Deiria puts her rapier through the woman's throat, killing her. At this, the remaining archers and shieldmen flee, save for one that Deiria intimidates into removing his tower shield. Deiria and Kragan scale the building to reach the druid, who tries to escape under cover of obscuring mist, to no avail. Finally, the battle is won.

The group collects their spoils with the help of the remaining munchkins, and Kragan carries the gagged druid, the only surviving prisoner. On the way to the hospital, the group discovers they are being followed by a gully dwarf, who offers his service to Deiria for killing the cleric, his "old master." He also reveals that he can take her to the group's secret lair, where there are many nice things for her to take. He warns that it is dangerous, however.

The group parts ways with the mutants at the hospital and decide to proceed immediately to the hideout, which is apparently under a warehouse near the water. The gully dwarf, who calls himself Prince, tells them that the warehouse contains many dangerous traps, and that it's safer to go in the back way -- through an outlet pipe under the nearby boardwalk. Into the water they go, and the most heavily armored heroes struggle to get inside.

Inside, they find themselves in a flooded chamber that slopes slowly upward, leaving a small breathing space on the far end. Unfortunately, the room is occupied by a trio of lacedons, aquatic ghouls who turn to face them hungrily. Quickly, Robert grasps his medallion of faith and invokes the light of Majere. The blast of positive energy disintegrates the ghouls, leaving nothing behind but ash in the water.

The group is again halted, this time by a heavy iron grate blocking the exit. Galdar struggles to lift it enough for the rest of the party to swim under, and then Deiria and Robert hold it up while he struggles through. They all emerge into a larger chamber where the water ends at a small ledge with a door. In the water are a swarm of bloodbloater oozes and a strange, undead fish that Robert identifies as a mere, the undead remains of bodies left to decompose in water. The cleric holds the mere off with another turning, but the ooze swarm proceeds to drain the blood of anyone it envelops. The party scrambles to reach the exit before the swarm can drain them dry, and after much sloshing through the water and a brave, if slightly foolhardy, distraction by Galdar, they make it into a narrow hallway.

The hallway is trapped with a tripping chain trap that manages to hurt a few of the heroes before Prince can reach the bypass switch to deactivate it. The hallway leads to four bedrooms, one each for the druid, the cleric, and the dwarf, and one shared by Brightfire and Marco. The druid's room contains a snake protecting a clutch of eggs, so they simply avoid it. Some further exploration uncovers a large, partially flooded chamber with a stone dais in the center and chains hanging from the ceiling. A hand-pulled elevator hangs above, with a chain that can be reached from the dais. Robert recognizes a semi-traditional temple to Zeboim, and Galdar's detect evil seems to confirm its dedication to a dark god. The party recovered keys for these chambers from the bodies of their attackers (except for the couple's room), and they decide to bunk here to recover their strength.

In a chest in the cleric's room (trapped with a fire trap spell from the druid), the group finds a few scrolls and a wand. One of the scrolls details a ritual to direct the coming storm of Zeboim. Allie manages to translate the Solamnic scroll, which appears to have been scribed in a trance and later illuminated. The ritual takes 16 hours to perform and requires the blood of a black dragon and the sacrifice of a "pure-hearted woman between the ages of 19 and 25."

In the night, while Robert is on watch, he hears a hissing and splashing coming from the temple chamber. He wakes the others as quietly as possible, and Allie and Galdar pull on their armor before investigating. In the temple, Allie sees a small black dragon playing in the water, and she recognizes Draconic. The dragon seems to be singing to itself about how hungry it is. Allie talks to the dragon, whose name is Etch in the common tongue. Etch lives down here because she feels important to be part of the ritual to direct the storm, and because the "sea woman" feeds her tasty peasants every few days. Also, the cult has Etch's hoard in sacks hanging above them from the chains.

Galdar realizes that they have one of the components of the ritual sitting right in front of them. He wants to keep the dragon where they can find it. Allie offers Etch a deal. They'll bring the dragon's hoard down to her so she can better appreciate it, and they'll bring her sheep to eat as often as she wants, if she just stays here until they can perform the ritual with her blood. Etch doesn't think sheep will taste as good as people, but the deal sounds pretty good, so she agrees.

The group then ascends on the elevator. Once in the warehouse above, they discover that a path has been blazed through the traps into the building. It would seem that Brightfire and Marco returned and cleared out their room before the party arrived. The party is too tired and battered to note that the warehouse had become the safer path. They simply left to find their respective beds.

Dragonlance Campaign, Part the Fifth

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The party returned to the beach to find their ship was gone. Questioning the tentacled mutant, whose name is Kragan, the party learned little other than he served a Prophet (Arnes) and the goddess Zeboim. In the morning, however, the captive was a bit more open with Galdar when he learned that Galdar had slain Arkush, the captain of Zeboim's Wake. Turns out Arkush had bought Kragan and the other some-day mutants as slaves and brought them to this island to build a pirate base. Arnes drove Arkush away, and the man never returned. Kragan gave Galdar his word that he would take the party to Arnes and not attack them.

He led the group back to the spire, and they descended into the (seemingly literal) bowels of the island. There, they found Arnes by a pool of some strange, black fluid that seemed to be the source of the evil on the island. The man had been transformed into a bloated, slug-like aberration. Arnes had captured Zeboim's Wake and now offered the party a deal: transport him and his followers to Kalaman and let them go free. In return, Arnes would direct a powerful storm sent in a month's time by Zeboim. He would ensure it only destroyed parts of the city rather than the whole, saving thousands of lives. Galdar, tired of making compromises with evil, refused, and a fight ensued. Kragan, true to his word, did not fight, but simply blew out the party's lantern and then ran away. Arnes, however, fought to the death, telling Galdar that slaying him would doom thousands to death in the storm. With the killing blow, Arnes' body fell into the pool and disappeared.

The group gathered up a sizable amount of loot from the chamber and then followed the tunnel Kragan had gone down to find a cavern open to the sea in which Zeboim's wake was anchored. Kragan surrendered to the party, asking only that they take his men back to civilization that they might search for a cure to their afflictions. The party agreed and set sail for Kalaman.

Arriving back at the city, the party dispensed of their booty. Galdar then made a trip to the temple of Kiri-Jolith to speak with the high priest, but he was in a meeting of council at the castle. Next, Galdar went to the hospital of Mishakal and asked their help in curing the mutants. Finally, going to the castle, the party spoke with Templar Gareth, high priest of Kiri-Jolith, telling him of the approaching storm and learning that Lord Kransin was being dressed down by his fellows for raiding Zeboim's Wake unlawfully.

Yeah, I have no idea.

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Three Takes on Mythology

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These days, I only really watch three shows on TV: Heroes, Eli Stone, and Lost. Each, in its own way, is genre, and as such, each has an underlying speculative conceit, or as I'll refer to it, a "mythology." (During the run of FOX's The X-Files, the show's alien conspiracy backstory became known as its "mythology," and I use the term here in a similar vein.)

The oldest of the three, Lost also takes the most conservative approach to its mythology. As far back as the pilot episode, the creators have injected elements of science fiction and supernatural horror into what otherwise would have been a fictionalized season of Survivor. But they've been sparing with their revelations. On Lost, the mythology is like a prize to be hoarded, or more accurately, it's a scarce resource to be rationed.

This was especially obvious during the course of season 3, before ABC agreed to a definite end date for the series. Showrunners Damon Lindelof and Carlton Cuse knew that the story of Lost was nearing its middle, but without a clear end in sight, they couldn't push forward too quickly. On the other hand, the story couldn't be stretched indefinitely without straining or even breaking their credibility as storytellers. So season 3 just kind of meandered, skirting close to interesting mythological territory without the freedom to dive right in. At least until ABC gave their endgame the thumbs up. Then we got the season-ending "Through the Looking Glass," and the entire show turned on its head.

On the other side of the coin is Heroes. From the beginning, NBC's superhero drama has purposefully avoided the mythology hoarding of other serialized programs like Lost. Certainly, Heroes has a mythology, and questions were raised about backstory and how this fantastic works from the pilot episode on, but these questions were rather quickly answered, only to be replaced by more questions. So it's gone on Heroes for two and a half seasons, and I'm beginning to fear that the show's writers simply can't maintain the pace. In the current season, the tension of impending apocalypses has been replaced by a seemingly endless string of betrayals and characters flip-flopping from "hero" to "villain" and back again. The show is still entertaining; it just doesn't feel like it's going anywhere.

Finally, there's Eli Stone. It's safe to say fewer people know what this one's about. Short answer: hotshot young lawyer starts getting visions from God and turns his life around, helping the legally inconvenienced along the way. Whereas Heroes and Lost are built firmly on their mythologies, Eli Stone has an attitude of, "yeah, we know there's hocus pocus going on, but let's just try to get past that, shall we?"

Sure, the main character has visions of the future (and occasionally, the past -- and even more rarely, the present, but from somebody else's point of view). And sure, Eli's father had the same visions 20 years before. And yes, he wrote them down in a notebook that seemingly tells the course of the future for years to come. And, finally, yes, an angel and possibly God himself have appeared on screen and interacted with our quirky prophet. But, come on! The visions come complete with full-sensory musical numbers. Sigourney Weaver was the angel, who masqueraded as a psychiatrist. God looks like George Michael, for crying out loud! And it all serves solely as a catalyst for some of the best character drama on television.

So, three different takes on genre mythology. It's interesting to note that in its fourth season (its most recent), Lost was averaging 14.5 million viewers. Heroes, as of season 3, is currently averaging 8.6 million. And Eli Stone, as of its second season, is averaging 7.4 million.

I didn't realize that my life lacked a color-coded particle physics simulation game until I discovered Auditorium. Currently in beta, Auditorium takes that tried and true puzzle formula--put object A into slot B--and runs it through its paces in a way I haven't experienced before. In this case "object A" is a stream of high-energy particles, and "slot B" is a series of colored meters. As the particles flow over the meters, they fill, dialing up a section of atmospheric, piano-and-strings background score. Filling up each meter brings the music to a head and completes the level.

You manipulate your stream of particles using a selection of controls. The center of each control produces a specifice gravity-like effect: pushing the stream in a certain direction, attracting it toward the center point, or repulsing it away, and so on. Expanding the radius of the control generates more force according to the nature of the control. By position and resizing the controls, you maneuver your particles through a series of color-changing rings, in, around, and through the meters, until the music swells and the entire board fades away into nothing.

A combination of smooth graphics and a very well-composed music loop makes for a game that is playable perhaps indefinitely without even completing a level. I was perfectly content to just fiddle with my controls, making new patters in colored particles shooting across my screen. Any game that keeps me engrossed without any concern paid toward completion deserves major kudos.

I'm looking forward to the full version of Auditorium in the near future, especially if the hinted iPod Touch port is also forthcoming.

Going with the Flow

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To get the upcoming plot for my Dragonlance campaign sorted out, I decided to build a flowchart. It looks something like this:
flowchart1.png
What, you thought I'd show it to you in full resolution? No, no. Some of my players might read this.