I didn't collect Blue Devil when it first came out--I got into comics just around the time its run was finishing up. But the character really stood out, and the more light-hearted vibe of the series was appealing when I got deeply into the "Bwah-ha-ha" Justice League, so I went back and assembled a complete collection. Re-reading it now, the series is obviously in an awkward time period, as it started about a year before Crisis on Infinite Earths, a series that changed a lot of the story-telling expectations in DC Comics. Blue Devil is definitely silly in tone, and could easily have come out in the late 1970s. Still, the series is a lot of fun (though rarely laugh-out-loud funny) and the character continues to make appearances to this day (and is apparently going to make its live-action small screen debut in the new Swamp Thing series, played by Ian Zering of 90210 quasi-fame!). Anyway, on to the capsule reviews.
Blue Devil # 1 kicks things off with a great cover and an origin story. Dan Cassidy is a movie stunt-man and special effects assistant. He designs a monster costume full of electronic gizmos to wear while portraying the "Blue Devil," the bad guy in a B-horror movie. While the moving is being shot on a jungle island, a couple of the lead actors (Wayne Tarrant and Sharon Scott, both major parts of the series' supporting cast) wander into an old ruin and awaken a real demon: Nebiros! The rest of the issue is a big group fight scene. After absorbing a demonic blast from Nebiros, Dan Cassidy is stunned to realize that his monster suit has bonded to his skin and can't be removed! It's also infused the suit (and the trident) with demonic powers in addition to the mechanical ones. It's a fun, solid introduction to the series that introduces other major supporting characters like Marla (the movie's director), Norm (its cameraman), and Gopher (Marla's kid nephew). The text page promises the series will never be full of "grimness, grief, and alienation," and that instead it'll be a "fifty-fifty mix of moonshine metaphysics and high-tech-armament smashing." It's only 1984, and mainstream comics will get way grimmer and angstier in the years to come, but already there's some push-back.
Blue Devil # 2 has Cassidy, still stuck in the suit and rather depressed, return to his home in Metropolis. The other members of the crew, based in L.A., call to cheer him up, but things are interrupted when the super-villain Shockwave starts knocking down buildings in Metropolis in the act of stealing some "experimental" kryptonite from S.T.A.R. Labs. Cassidy has to intervene, of course, and we have another big slug-fest issue. A new sub-plot starts: Cassidy gets sued by the Blue Devil movie's producer to stop making public appearances in the "costume"! The issue has lots of action and cute little moments, and moves quickly. I like Cassidy and his supporting cast.
Blue Devil # 3 reveals that Shockwave was sent to steal the experimental kryptonite by none other than Metallo! It leads to the traditional third-issue guest star appearance (Superman in this era) and another big battle. It's pretty unremarkable over all.
Blue Devil # 4 is one of the best of the early issues. Superman takes Cassidy up to the JLA's satellite and introduces him to Zatanna in the hopes that she can figure out a mystical way to remove the suit. Zatanna says that only Nebiros, the demon who bonded it to Cassidy, could possibly remove it. The two travel back to the island where the movie was filmed and Zatanna opens a magical portal to Nebiros' dimension. Suffice it to say, there's a lot more fighting than talking, and Nebiros escapes the island and is free in the "real world." The artwork in these first several issues is by Paris Cullins, and it's clean, clear, and impressive. Zatanna looks beautiful! It's a shame that Cullins doesn't stick around longer.
Blue Devil # 5 features Cassidy, Zatanna, Norm(!), and the Mexican army confronting Nebiros at the demon's secondary temple in Central America. Nebiros causes volcanos to erupt, but after a big slugfest, the heroes succeed in pushing the demon back to his own plane. Zatanna makes a great co-star in the issue, and I wish she became a more regular part of the series. An earlier subplot is resolved with movie director Marla succeeding in getting the restraining order against Cassidy appearing "in costume" lifted.
Blue Devil # 6 gets into pretty silly territory, with aliens whose religion is based on receiving broadcasts of "I Love Lucy" fleeing to earth to escape robot police who are chasing them. The aliens, Jorj and Lehni (a play on Of Mice and Men) are regular goofballs. They arrive on earth in Las Vegas, which is where Cassidy and Norm end up after the previous issue's excitement in Mexico. Shenanigans and wackiness ensue, and it's all too intentionally ridiculous for me. More interesting is the first mention (with Norm doing the theorizing) that Cassidy is now a "weirdness magnet", drawing strange things to him wherever he goes because of his encounters with Nebiros. I always loved this as a perfect in-story explanation for why super-heroes always "just so happen" to find themselves in dramatic situations. The Hellmouth in Buffy does the same story work, as does the concept of ta'avern in The Wheel of Time. A subplot starts up in this issue as well, with the Trickster on the run from the assassin Bolt (in the latter's comics debut).
Blue Devil # 7 is "Danny and Sharon's First Date." Sharon, a Hollywood actress, has been a minor supporting character in some of the past issues, and Dan Cassidy has a thing for her. The date doesn't go well, as Cassidy is much larger than he was before, so his clothes don't fit, he breaks the car (with his feet sticking out the bottom like the Flintstones!), and then the Trickster interrupts invoking "the bond between stuntmen" to convince Cassidy to help him escape from Bolt. The book has hit its stride, and then are some genuine laughs here. The Trickster ends up becoming a regular supporting character too, and a nice, surprising addition to the book.
Blue Devil # 8 sees Cassidy and Sharon agreeing to help the Trickster. Trickster and the Blue Devil have good chemistry together, as Cassidy finds its hard to turn a super-villain bad. It's revealed that Bolt has been hired by a criminal organization called (cleverly!) "The Organization" to get the Trickster, though the reason why has to wait until next issue. Meanwhile, to fund his escape plan, the Trickster decides to rob a special mobile bank by lifting into the air for a high-altitude attack. It's pretty fun, though the Giffen art is a bit of a shock compared to Paris Cullins'.
Blue Devil # 9 has, I have to admit, a completely original super-villain plan. The Organization wants California to secede from the Union by physically lifting the state into the sky using the anti-gravity technology in the Trickster's shoes! It's like reading one of those 1950s comics where Wonder Woman lassoes a planet or something. The joy continues, as it's revealed that "The Organization" is really just three nebbish university professors, and that they've made a gigantic copy of the Trickster's shoe left behind on a previous occasion. However, the professors don't realize that their giant shoe can only go up--the Trickster has one shoe for going up, and one for going down! Blue Devil rescues them. The whole thing was ridiculous but fun.
Blue Devil # 10 continues the goofy fun. Supporting character Wayne Tarrant once had a career as a pop singer under the stage name Theseus. But the real goddess Athena was angered by this, and ruined his musical career. Now, with the Blue Devil movie about to release, Wayne decides to revive his singing stardom--and Athena isn't having any of it! She sends the Furies (transformed from spurned groupies) after Wayne, and of course, Cassidy has to help out. Since a Greek goddess is involved, Wonder Woman is a natural guest star and helps Wayne placate Athena. A new subplot starts with a trio of professors (not the evil ones from the previous issue) who are studying "hyper-normal individuals" getting interested in the Blue Devil.
There's a lot to like about these first ten issues. Dan Cassidy has the classic "I don't want to be a super-hero!" mentality, but of course keeps getting drawn into situations where he's saving lives and battling super-villains. The artwork is really good, and the characters are distinct. This isn't the sort of series you'd give someone to convince them that comics can be "literature", but it's a relaxing, enjoyable read if you're in the right kind of mood. It's too bad, and surprising, that they've never been collected in trade paperback format.
Friday, May 24, 2019
Monday, May 20, 2019
Pathfinder: "Merisiel, Iconic Rogue T-Shirt" [RPG]
Merisiel has eleven daggers (and a rapier) visible in her depiction on this shirt, so you better buy it or she’ll cut you! Though to be fair, apart from the bared blades, her pose and facial expression are more of a “waiting at a bus stop” sort of thing. Anyway, if you like Merisiel and Wayne Reynolds art, you’ll be satisfied with this simple black shirt depicting the Iconic Rogue and the Pathfinder logo. It’s on clearance, so why not snap one up?
Labels:
Pathfinder Accessories,
RPG
Sunday, May 19, 2019
Rise of the Runelords Recap # 68 [RPG]
[30 Abadius 4708 continued]
Inside
Sandpoint’s Town Hall, a hearing is about to start on Nagol Scarnetti’s lawsuit
against Ava stemming from an encounter where he called her names and she
responded by conjuring a burst of water to drench him. Ava whispers to her friends that she doesn’t
want them to do anything violent, as she’s confident she’ll get a fair
trial. Kang says that with himself as
her attorney, she’ll surely be acquitted.
However, he sneaks off to the latrines to chug an elixir to increase his
personal attractiveness and charm.
Meanwhile, Jinkatsyu and Nerissa talk about the latter’s own legal
troubles with Nagol Scarnetti. Truly,
the adventurers have made an enemy!
When
doors to the large meeting room are opened, the adventurers are ushered
inside. They see the town council
(representatives of the four “founding families”) sitting behind a
semi-circular table, ready to hand out judgement at the end of trial. Present are Mayor Kendra Deverin, Ameiko
Kaijitsu, Titus Scarnetti, and Belvan Valdemar (standing in his for his elderly
father). Ava and her friends can tell
that Ameiko is favourably predisposed to them and that Titus is downright
hostile, but that the other two are remaining steadfastly neutral out of either
principle (Deverin) or disinterest (Belvan).
Mayor Deverin explains that the charges against Ava range from assault
(for using magic against Nagol) to destruction of personal property (for
allegedly ruining Nagol’s fine silk clothing) to seditious libel (for impugning
the character of a noble).
Litigants
who want the best counsel
available inevitably hire Edgeworth.
|
Kang,
who (despite his bluster) has no particular knowledge of the legal system or
trial advocacy, begins the defence case by calling his companions as
witnesses. Jinkatsyu’s testimony does
little to change the basic outline of events as presented by Edgeworth, but
Nerissa’s passionate defence of Ava’s character and contribution to Sandpoint
is quite effective. Salma’s
point-by-point, fact-based breakdown of what happened also goes over quite
well. Edgeworth decides there’s little
to be gained from cross-examining the trio, and waives his right to do so. But then, in a move that surprises many in
the room, Kang calls Ava to the stand!
On the verge of tears, she explains how hurtful it was to be accosted
and called insulting names over and over again by Nagol, and how she was afraid
of the much larger man and his friends.
Sympathy wells up in the hearts of the judges (apart from Titus
Scarnetti), until Edgeworth begins his cross-examination. He adroitly brings out just how many battles
Ava has participated in, how she has fought terrifying foes, and how she could
not conceivably been afraid of an unarmed young nobleman standing on the
streets of Sandpoint across from the Garrison.
“Ladies and gentlemen, I posit to you thus: if the defendant can stand
toe-to-toe with massive bears and stone giants, how could she truly be afraid
of my client? Was she afraid for her
safety, as she claims, or merely suffering from hurt feelings?” All of the
progress the defence witnesses made are shattered by the devastating remark,
and Kang’s closing argument fails to further sway the judges.
During
a recess for the judges to consider their verdict, Edgeworth approaches Kang
and smugly offers a settlement: if Ava compensates his client to the tune of
2000 gold pieces and publicly apologises for her misbehaviour, he’ll withdraw
his earlier request that she be stripped of all property and exiled from
Sandpoint. Kang quickly rejects the
offer, and whispers to his friends that if things go really bad, they can just
teleport away. Some of the others argue
that then they all might get in trouble and be permanently barred from the town.
When
the judges return, it’s clear that only Ameiko is still on the adventurers’
side in the dispute. The verdict isn’t
as severe as it could be, but it’s still harsh: Ava owes Nagol 500 gold pieces
as compensation for the damaged clothing, and is exiled from Sandpoint for the
assault and seditious libel. The grippli
breaks into tears, but while the others console her, Jinkatsyu catches up to
Mayor Deverin and asks for a quiet word.
The kitsune prevails upon Deverin to reconsider the decision, saying that
the adventurers have saved Sandpoint in the past and are currently on a mission
to stop stone giants from invading again!
However, Mayor Deverin says that the law does not allow past or future
deeds of virtue to absolve one from wrongdoing: no one is above the law, she
says, and (regrettably) even the “Heroes of Sandpoint” have to respect town
law. She does whisper to Jinkatsyu,
however, that Kang was a terrible trial lawyer and the group should seek an
appeal of the verdict in Magnimar!
Sheriff Hemlock clearly feels sorry for Ava, and says he can give her an hour to gather her things and say goodbye before he has to escort her to the edge of town. The adventurers discuss what to do next. Jinkatsyu raises the idea of hiring a barrister in Magnimar and appealing the outcome, Nerissa says that it’s best just to take it on the chin and get on with things, and Salma suggests using magic to disguise Ava as someone else. In fact, Salma and Kang are so outraged by the verdict that they suggest just letting the town be levelled by the stone giants! Jinkatsyu is aghast at the idea of letting so many die just because of one lawsuit. Ava remains quiet and subdued during the conversation, her eyes downcast. Eventually, the group decide that they’ll make Magnimar their new base of operations, but that Ava should pay the fine and comply with the exile order to avoid further antagonizing the town leaders. Ava hurries to the Cathedral to say goodbye to Father Zantus, and he’s clearly saddened by what happened—he explains that many people in Sandpoint despise the Scarnettis. The two agree that in an emergency, Father Zantus will contact Ava through magical means. Afterwards, the adventurers are escorted through the North Gate by Sheriff Hemlock. Nagol Scarnetti is there, smirking, but Ava classily turns her back and ignores him.
These rats like muffins! |
[31
Abadius 4708]
In
the morning, a snowy day greets the adventurers as they reconsider their
plans. A consensus starts to develop for
teleporting back to the Iron Peaks and the path towards Jorgenfist immediately,
as the timeframe for the stone giant invasion is not known apart from scattered
intelligence that it would take place in just a matter of weeks from the
initial raid on Sandpoint. The heavy
snowfall, however, convinces the group that travelling through the mountains is
too risky and that they should head to Magnimar instead. Salma’s initial attempt to teleport the group
utterly fails, and angry, he has to be talked out of trying for the Iron Peaks
instead. On the second try, the group
appears in Alabaster Park in Magnimar.
The adventurers trudge through the slushy streets into the center of the
city and head for the Arvensoar, hoping to gain some sort of reward or
sponsorship for their quest to defeat the stone giants. Soon they reach the massive fortress that
towers over the city, and Jinkatsyu persuades the sentinels to allow them in by
mentioning their encounter with the scout, Veridian. After being escorted through the labyrinthine
corridors of the massive fortress, the adventurers are eventually taken to meet
with Captain Gibble Fank. Fank listens
to their tale and Nerissa’s persuasive request for assistance on their
expedition to Jorgenfist; Fank says he’ll consult with his superior and let
them know in the morning. In the
meantime, given the weather outside, he suggests they stay at a nearby inn, the
Black Shield.
The
Black Shield seems to be a tavern and inn that caters to soldiers, mercenaries,
and caravan guards. Battle-scarred
shields line the walls, and the half-orc behind the bar grunts as he takes the
newcomers’ coin. Nerissa, Jinkatsyu, and
Kang decide to brave the snowstorm to find a library so that Nerissa can
research the origin of the strange red insect mask found in the boat belonging
to her would-be assassin, and to see if she can learn more about the code she
must have used when writing her own journal.
A few hours later, however, when the adventurers finally find Magnimar’s
best library, the Founder’s Archive, they have only moments to speak with the
matron, Irba Demerios, before it closes.
She confirms that the library should have the resources to assist them,
and that patrons can hire private researchers if their own skills are
inadequate. The trio agree to come back
in the morning.
[1
Calistril 4708]
While
the others are away at the library, Ava and Salma stand outside and endure the
harsh weather so they can memorize the façade of the Black Shield to aid in
future teleportation attempts. Just
before lunch, a messenger arrives bearing two scrolls. The first, signed by High-Captain Acacia
Uriana, says “Take all means at your dispersal to destroy the stone giant
threat.” The second is a magical scroll
that Salma deciphers as holding a spell that should allow them to teleport
directly to Jorgenfist!
---------------------------------------------------------
Director's Commentary (May 19, 2019)
The trial was pretty fun. I set it up as a skill's challenge, with different DCs to persuade different judges. Kang is pretty much the world's worst attorney, with a very low Diplomacy score that is an essential part of his character. Edgeworth (a character from a video game that I uncharacteristically implemented into the campaign at a player's suggestion) rolled much higher. I actually though the verdict was reasonably fair, but I soon realized it was perceived quite differently, with talk of abandoning Sandpoint altogether! It's hard to add some intrigue without the risk of it backfiring.
I set a *very* high Diplomacy DC for the PCs' attempt to get some direct help from the authorities in Magnimar, and they made it! Hence, the scroll of greater teleportation.
---------------------------------------------------------
Director's Commentary (May 19, 2019)
The trial was pretty fun. I set it up as a skill's challenge, with different DCs to persuade different judges. Kang is pretty much the world's worst attorney, with a very low Diplomacy score that is an essential part of his character. Edgeworth (a character from a video game that I uncharacteristically implemented into the campaign at a player's suggestion) rolled much higher. I actually though the verdict was reasonably fair, but I soon realized it was perceived quite differently, with talk of abandoning Sandpoint altogether! It's hard to add some intrigue without the risk of it backfiring.
I set a *very* high Diplomacy DC for the PCs' attempt to get some direct help from the authorities in Magnimar, and they made it! Hence, the scroll of greater teleportation.
Labels:
Rise of the Runelords,
RPG
Friday, May 17, 2019
Pathfinder Player Companion: "Melee Tactics Toolbox" [RPG]
You don't have to guess what sort of stuff is in the Melee Tactics Toolbox. If you like mixing it up face-to-face, there's a reasonable chance the assortment of feats, equipment, spells, and more will have something that piques your interest. The book also contains some general tips on tactics, useful for newer players to the game. Like most books in the Pathfinder Player Companion line, this is a 32-page, full-colour offering, divided into two-page sections. The interior artwork is really impressive, and I have to particularly call out the great shot of the Iconic Brawler punching out a troll on page 3. You can judge the front cover art yourself. The inside front-cover has capsule descriptions of four fighting schools and war colleges in the Inner Sea region of Golarion: the Aldori Academy, the Crusader War College, the Grand Coliseum, and the Tempering Hall. I thought it was a useful shortcut for coming up with a background for a character. Maybe someday I'll do a "graduate students" campaign where every PC has to be a student at a fighting school, wizard's academy, or bardic college! The inside back cover is a "Combat Options Overview" that has a chart of what type of action various things (like combat maneuvers and combat feats) require, along with basic definitions. I really should print it out for new players. Anyway, now onto the content.
The first five pages are the table of contents, a "For Your Character" page that summarizes what sort of stuff you'll find in the book, a "Rules Index," and a two-page Introduction. I guess this would be useful if I were deciding whether or not to buy the book, but the book is short enough that I would rather have more content than multiple pages describing that content. The Introduction does contain some reasonably good advice for different types of melee encounters, and a useful sidebar that I haven't seen elsewhere summarising the *seventeen* different types of feats in Pathfinder! Okay, maybe those PF2 fans have a point about bloat . . .
"Up Close and Personal" contains some good advice on offensive melee tactics along with suggestions of which feats to take to support various builds. It introduces seven new feats for close-combat, some of which have become pretty common with certain builds, like Artful Dodge and Circling Mongoose. On the whole, the new feats look pretty well-written and fairly powerful.
"On the Defensive" is the flip-side: advice for protecting yourself in melee combat (such as the benefits of different types of armor, whether or not to use a shield, etc.). There are three new feats, with one ("Just out of Reach") something that would come in very useful in certain APs like Rise of the Runelords. There's also a new Cavalier archetype called the Castellan; there aren't a lot of Cavalier archetypes, but this one is really only useful in a very niche sort of campaign centered around fortifying and protecting a castle.
"Mass Melee" contains some advice (again, with specific suggestions for feats and class options) for when the battlefield is crawling with multiple combatants on each side. When I ran homebrew campaigns, I used to love tossing twenty or thirty low-CR mooks on the battlefield, but a few years of playing exclusively APs and PFS have gotten me used to the PCs outnumbering the enemies. This section contains five new feats; I used Harrying Partners (making Aid Another last for an entire round) to good effect for one PC, and I know Phalanx Formation (eliminating soft cover for reach weapons) is really useful for a lot of builds. There's a new bardic masterpiece ("Battle Song of the People's Revolt") that looks pretty great, and a bland Fighter archetype called the "Drill Sergeant" (basically, it gives them the Cavarlier's tactician class feature).
"Unarmed and Dangerous" is really designed for monks and brawlers. It contains six new Style feats (3 for "Cudgeler Style" and 3 for "Kraken Style") and a very brief Bloodrager archetype ("Bloody-Knuckled Rowdy"). I've never gotten into Style feats so I don't really have an opinion, and the Bloodrager archetype pays a heavy price (one fewer spell known per spell level) to get better at unarmed combat.
"Melee in a Pinch" was a clever idea: what to do when you weren't expecting a fight (or, at least, when a fight slides into a situation you're not ready for--like underwater, while grappled, etc.). I know I've taken the "Aquatic Combatant" feat (no penalties on melee attacks underwater, and your weapons do full damage), for example. There are eight more feats in this vein. There's also a "Makeshift Scrapper" archetype for Rogues that are about improvised weapons, and it looks okay but not amazing.
"Anatomy of Melee Weapons" is something very different: poor drawings of several different types of swords and very basic diagrams of the different parts of an axe, mace, and sword. For most of this stuff, Wikipedia and Google Image search would be better.
"Melee Weapons" introduces sixteen new weapons. At this stage in the development of Pathfinder, I'm not really sure they're necessary. The only new one here I've ever seen someone use was the Elven Branched Spear just because it was an elven weapon that had reach and a x3 Crit modifier.
"Tools and Equipment", on the other hand, contained loads of good stuff. An armor truss is almost a must-have for solo adventurers who want to wear heavy armor, while "exemplar weapon salve" allows you to turn that story-based background weapon into a masterwork weapon suitable for enchantment. I would like to scare a player so much that they start regularly using Sunderblock, but it hasn't happened yet.
"Magic Armor" contains a good assortment. Advocate's Armor is really clever (getting hit by a crit has a chance to put a lesser geas on the attacker), an Alchemist's Suit could be great fun (get hit by a crit and automatically apply the effects of one of eight vials stored within it), and my caveman shaman really needs to get the Mammoth Hide armor.
"Magic Weapons" didn't do as much for me. I liked the Diplomat's Traveling Stick and could imagine characters it would be perfect for. One of the weapons, the Pirate's Arm, is just bizarre.
"Armor and Weapon Special Abilities" presents some pretty niche material, but it's an interesting array.
"Wondrous Items" has a mostly unremarkable selection. I do really like the Anchoring Bracers, and would love to see the surprise on a gamer's face when they try to have their character teleport away from a tough battle.
"Melee Spells" finishes the book, containing ten new spells. Most spells are assigned to four or five different classes, but I'd guess magus and bloodrager would get the most out of the selection. Some of the spells are cast by swift actions, which is particularly useful.
Overall, Player Companions like the Melee Tactics Toolbox are just a big grab-bag of stuff. Some of it's great, some of it's dumb, and most is mediocre. Having this book is excellent for something like PFS, as sooner or later you'll almost surely want an option that appears somewhere within these pages. I also think the advice given on melee combat is reasonably useful, even if it's rather concise.
The first five pages are the table of contents, a "For Your Character" page that summarizes what sort of stuff you'll find in the book, a "Rules Index," and a two-page Introduction. I guess this would be useful if I were deciding whether or not to buy the book, but the book is short enough that I would rather have more content than multiple pages describing that content. The Introduction does contain some reasonably good advice for different types of melee encounters, and a useful sidebar that I haven't seen elsewhere summarising the *seventeen* different types of feats in Pathfinder! Okay, maybe those PF2 fans have a point about bloat . . .
"Up Close and Personal" contains some good advice on offensive melee tactics along with suggestions of which feats to take to support various builds. It introduces seven new feats for close-combat, some of which have become pretty common with certain builds, like Artful Dodge and Circling Mongoose. On the whole, the new feats look pretty well-written and fairly powerful.
"On the Defensive" is the flip-side: advice for protecting yourself in melee combat (such as the benefits of different types of armor, whether or not to use a shield, etc.). There are three new feats, with one ("Just out of Reach") something that would come in very useful in certain APs like Rise of the Runelords. There's also a new Cavalier archetype called the Castellan; there aren't a lot of Cavalier archetypes, but this one is really only useful in a very niche sort of campaign centered around fortifying and protecting a castle.
"Mass Melee" contains some advice (again, with specific suggestions for feats and class options) for when the battlefield is crawling with multiple combatants on each side. When I ran homebrew campaigns, I used to love tossing twenty or thirty low-CR mooks on the battlefield, but a few years of playing exclusively APs and PFS have gotten me used to the PCs outnumbering the enemies. This section contains five new feats; I used Harrying Partners (making Aid Another last for an entire round) to good effect for one PC, and I know Phalanx Formation (eliminating soft cover for reach weapons) is really useful for a lot of builds. There's a new bardic masterpiece ("Battle Song of the People's Revolt") that looks pretty great, and a bland Fighter archetype called the "Drill Sergeant" (basically, it gives them the Cavarlier's tactician class feature).
"Unarmed and Dangerous" is really designed for monks and brawlers. It contains six new Style feats (3 for "Cudgeler Style" and 3 for "Kraken Style") and a very brief Bloodrager archetype ("Bloody-Knuckled Rowdy"). I've never gotten into Style feats so I don't really have an opinion, and the Bloodrager archetype pays a heavy price (one fewer spell known per spell level) to get better at unarmed combat.
"Melee in a Pinch" was a clever idea: what to do when you weren't expecting a fight (or, at least, when a fight slides into a situation you're not ready for--like underwater, while grappled, etc.). I know I've taken the "Aquatic Combatant" feat (no penalties on melee attacks underwater, and your weapons do full damage), for example. There are eight more feats in this vein. There's also a "Makeshift Scrapper" archetype for Rogues that are about improvised weapons, and it looks okay but not amazing.
"Anatomy of Melee Weapons" is something very different: poor drawings of several different types of swords and very basic diagrams of the different parts of an axe, mace, and sword. For most of this stuff, Wikipedia and Google Image search would be better.
"Melee Weapons" introduces sixteen new weapons. At this stage in the development of Pathfinder, I'm not really sure they're necessary. The only new one here I've ever seen someone use was the Elven Branched Spear just because it was an elven weapon that had reach and a x3 Crit modifier.
"Tools and Equipment", on the other hand, contained loads of good stuff. An armor truss is almost a must-have for solo adventurers who want to wear heavy armor, while "exemplar weapon salve" allows you to turn that story-based background weapon into a masterwork weapon suitable for enchantment. I would like to scare a player so much that they start regularly using Sunderblock, but it hasn't happened yet.
"Magic Armor" contains a good assortment. Advocate's Armor is really clever (getting hit by a crit has a chance to put a lesser geas on the attacker), an Alchemist's Suit could be great fun (get hit by a crit and automatically apply the effects of one of eight vials stored within it), and my caveman shaman really needs to get the Mammoth Hide armor.
"Magic Weapons" didn't do as much for me. I liked the Diplomat's Traveling Stick and could imagine characters it would be perfect for. One of the weapons, the Pirate's Arm, is just bizarre.
"Armor and Weapon Special Abilities" presents some pretty niche material, but it's an interesting array.
"Wondrous Items" has a mostly unremarkable selection. I do really like the Anchoring Bracers, and would love to see the surprise on a gamer's face when they try to have their character teleport away from a tough battle.
"Melee Spells" finishes the book, containing ten new spells. Most spells are assigned to four or five different classes, but I'd guess magus and bloodrager would get the most out of the selection. Some of the spells are cast by swift actions, which is particularly useful.
Overall, Player Companions like the Melee Tactics Toolbox are just a big grab-bag of stuff. Some of it's great, some of it's dumb, and most is mediocre. Having this book is excellent for something like PFS, as sooner or later you'll almost surely want an option that appears somewhere within these pages. I also think the advice given on melee combat is reasonably useful, even if it's rather concise.
Labels:
Pathfinder Player's Companion,
RPG
Sunday, May 5, 2019
Rise of the Runelords Recap # 67 [RPG]
[28
Abadius 4708 continued]
Salma conjures a magical dome to keep out the wind and snow. The others talk about how what happened wasn’t an avalanche, as they weren’t buried under a cascade of snow and jagged rock—just smooth boulders. Obviously, a trap of some type, but they can’t figure out how the defenders knew they were coming. Ava prays to her lord Sinashakti, the Walker of Worlds, for the power to bring Nerissa back to life and, fuelled by the sacrifice of a flawless diamond, the supplication works. Nerissa slowly regains consciousness, looking wan and pale from the ordeal. Ava’s joy at the miracle is short-lived, however, as she realizes she has no more diamonds to fuel further magicks of the same sort, and not enough money to buy more even if she were back in Magnimar. Salma suggests simply stealing some, as they’re now far more powerful than any jeweler’s bodyguards, but Nerissa and Ava are strongly against the notion.
Gargoyles are obsessive
collectors of souvenirs
from their kills.
|
The
adventurers’ much needed rest that night is interrupted when Salma realizes
that some of the rocky outcroppings near them have moved slightly over the
night—gargoyles! As has proven the case
so often in recent battles, the foes cannot withstand the pure destructive
conflagration of Salma’s fire magicks and Kang’s explosive bombs. Searching a crevice in the rock, Salma finds
some old trinkets and battered gear that the gargoyles must have collected from
past travellers over the years.
[29
Abadius 4708]
In
the morning, despite the urgency of their quest, the adventurers settle on
going back to Magnimar immediately and then on to Sandpoint the next day so
that Ava will be present for the legal proceedings brought against her by Nagol
Scarnetti. Kang again offers to act in
her defence, confident that his self-proclaimed status as a “genius” will make
up for any lack of legal training.
Salma’s
teleportation spell is successful, and the adventurers instantly find
themselves at a beautiful public park (lightly dusted with snow) in the city’
exclusive Alabaster District. Nerissa’s
interest in finding a tavern, despite the early hour, leads her to ask a
wealthy couple for directions. Alarmed at
her vagrant-like appearance, the couple motion for a nearby member of the City
Watch to escort the adventurers away and down from the Summit. The group decide to find someplace to sell
some of the spoils of war they’ve accumulated in their recent adventures and
eventually make their way to the Bazarre of Sails in Dockway. Here, despite the cold, hundreds of stalls
have been set up to form the largest free market in Varisia. Nerissa is enchanted by the array of exotic
foods and spices from all over the continent and even further afield, while
Kang makes fast friends with a dwarf named Bartol Ehdrick who has been
experimenting with mechanical wings, spring-loaded boots, and ink quill finger
gloves to write ten messages at once!
Meanwhile, Salma, Jinkatsyu, and Ava learn that the best place to
purchase flawless diamonds of the type they’re seeking is at the Bronze
House—the regional headquarters of the Aspis Consortium. There, they speak to a gaunt Taldan named
Maiveer Sloan, who is willing to sell them “blood diamonds” from the Mwangi
Expanse.
The adventurers decide to spend the night in Sandpoint, and teleport into the room at the Rusty Dragon that Salma carefully memorized in past stays. However, they’re not prepared for the fact that other guests might stay there after their departure, and they find themselves suddenly standing next to a half-dressed, terrified couple screaming for help. Seconds later, Ameiko Kaijitsu bursts through the door, rapier in hand, and has harsh words for the adventurers’ foolishness. Jinkatsyu’s attempt to charm her is shut down hard, as he can’t escape the indignity of his embarrassing practice duel in the common room from days earlier.
The
adventurers are lodged in different rooms, and spend the evening in the common
room. Nerissa’s alcoholism becomes more
alarming as she challenges the crowd to a drinking contest and finds no takers. When she offers to pay for the wine herself,
she’s invited over to a table in the corner with a trio of well-dressed young
men sit. Soon, she realizes that she’s
sitting with Nagol Scarnetti and his friends and they’re mocking her for her
association with “freaks.” Nerissa
places one of the spicy peppers she obtained earlier from the markets in
Magnimar into a flask of wine, and challenges Nagol to drink it after she takes
a sip with no visible effects. He drinks
the concoction down and then gasps in agony from the pain before rushing
outside to dunk his head in a snowbank—leaving Nerissa chuffed at how well her
prank on Ava’s tormentor worked.
Meanwhile, Jinkatsyu, who is down to his last coppers, hears how Ameiko
gives a discount to anyone who entertains the crowd with a story or
performance. He takes the stage and
tells the moving story of his family’s death at the hands of a coven of
hags—there’s barely a dry eye in the room when he finishes. Ava braves the stage to tell a joke that is
surprisingly well-received, but Kang’s follow-up leads to boos and minor
outrage in the listeners.
[30
Abadius 4708]
Veridian's map of Jorgenfist could be crucial for the heroes. |
After
their visit to Parooh, the adventurers hurry over to the Town Hall for Ava’s
court proceeding. They see Nagol
Scarnetti in the hallway, accompanied by a well-dressed and imposing barrister
from Magnimar named Edgeworth. Edgeworth
makes his way toward the group but instead of speaking with Ava or her “legal
advocate” Kang, he instead hands Nerissa scroll. “You’ve been served my dear—poisoning a
Scarnetti has consequences!”
The
adventurers’ initial push towards Jorgenfist has been repelled, and now they’ve
become wrapped up in local matters. Will
they get on track in time to stop Mokmurian from launching his planned invasion
of Varisia?
----------------------------------------------Director's Commentary (May 5, 2019)
The adventurers had alerted enough patrols in previous sessions, so I thought this time the stone giants would have a sense of their route and prepared some defences. I didn't expect to kill anyone outright with boulders though, and dropping two of the PCs certainly derailed things for a bit. It led to the group teleporting to Magnimar for more diamonds and other supplies. I think I did a pretty good job depicting Magnimar this session, but one of the things that surprised me this campaign was how much time the PCs spent there--I had very good prep for Sandpoint, but not as good of prep for Magnimar. In retrospect, I would have set aside more time to really bring the city to life. In other respects, this session was a solid "downtime" sort of session, with a lot of good role-playing, some development of subplots, and a few hijinks with plenty of laughs.
Labels:
Rise of the Runelords,
RPG
Pathfinder: "Beginner Box T-Shirt" [RPG]
I bought this for my kid who’s recently been having a blast with the Pathfinder Beginner Box, having invoked the PFS principle that wearing it means a free reroll. He’s completely bought into the idea, and looks like a classic grognard while playing! The shirt features the awesome artwork of Ezren and Merisiel squaring off against Black Fang (from the cover of the Beginner Box). I especially like that it’s purple (maroon? I’m terrible with colours) instead of the omnipresent black of other Pathfinder shirts. It’s held up well to several washings. It’s an excellent buy for the little (or not so little) gamer in your life.
Labels:
Pathfinder Accessories,
RPG
Friday, May 3, 2019
Buffy the Vampire Slayer: "Giles" [COMICS]
Buffy the Vampire Slayer: Giles #1
(Dark Horse) (one-shot 2000)
Creators: Christopher Golden and Tom Sniegoski (writers), Eric Powell (artist), Pat Brosseau (letterer), Guy Major (colorist)
Setting: After Season Four
T.V./Movie Character Appearances: Buffy, Giles, Quentin Travers
Major Original Characters: Archie Lassiter (Watcher), Micaela Tomasi (Watcher), Graham Locke (Watcher)
Summary: While cataloguing an ancient amulet in the vaults, a junior member of the Watchers Council accidentally sets free a monstrous curse, killing himself and a senior member, Archie Lassiter, in the process. Giles, an old friend of Lassiter, hears of the man's death and travels to England for the funeral. Quentin Travers and the rest of the Council stonewall Giles about the cause of Lassiter's death, but an ally from previous exploits in the arcane (a young Watcher named Michaela Tomasi) confides in him: the curse that killed Lassiter is spreading, consuming and transmogrifying its victims into hideous, tentacled beasts! In order to set things right, Giles and Tomasi have to find the amulet and perform a sacred ritual: but it's not easy, as a Watcher named Graham Locke enjoys his new Lovecraftian form and won't give up without a fight! Fortunately, Giles and Tomasi prevail, and Giles is able to return to Sunnydale, further convinced that the Council is not to be trusted.
Review: Not long after Season Seven wrapped things up for the show, there was a lot of chatter about HBO doing a dark-themed solo show with Giles called Ripper. It never came to pass, but this issue might have been an example of the type of stories such a show could have produced. It's a solid, well-written story--and doing that in a one-shot isn't always easy. It's clear that Giles has enough dimensions to carry his own book (or t.v. series), and the artwork in this issue is fantastic in setting the creepy tone and horrible monstrosities caused by the curse.
Notes
* There are some nice continuity references to a previous run (Blood of Carthage) in the main Buffy series as well as the Gatekeeper Trilogy of novels (where Micaela Tomasi first appears).
* I wonder if Dark Horse didn't have the rights to depict the actor who played Quentin Travers? The illustration doesn't look anything like the actor.
Labels:
Buffy Comic Project,
Comics
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