Saturday, October 5, 2019

Buffy the Vampire Slayer: Angel ("The Hollower" Part 3) [COMICS]


Buffy the Vampire Slayer: Angel # 3
(Dark Horse) (Limited Series, 1999)

Creators: Chris Golden (writer), Hector Gomez (penciller), Sandu Florea (inker), Ken Bruzenak (letterer), Guy Major & Jeromy Cox (colorists)

Setting: Season 2

T.V./Movie Character Appearances:  Angel/Angelus, Spike, Drusilla, Giles, Buffy

Major Original Characters: Catherine (vampire), The Hollower (monster)

Summary:  In 1894 Vienna, Angelus leads a mob of vampires in the fight against The Hollower.  Angelus has prepared some sort of acid flask to throw against it, but Catherine gets grabbed by a tentacle and is right in the line of fire.  But Angelus doesn't hesitate, and hurls the flask, driving The Hollower away but burning her severely.  Afterwards, Angelus heads east, leaving Catherine, Spike, and Drusilla behind.  In the modern era, Giles continues to do research and figures out a potential way to kill The Hollower that involves an enchanted spear.  He enlists Buffy's help.  On the outskirts of Sunnydale, Angel and Catherine track The Hollower down and Angel flings flasks of "holy poison" at it.  Catherine is killed by The Hollower before Buffy appears to help in the fight.  Giles arrives with the enchanted spear and gives it to Angel, who uses it to destroy The Hollower.  Afterwards, Angel explains to Buffy that he was never tempted to let the monster suck out the demon inside of him--it was a risk he wasn't prepared to take because he has too much to lose (Buffy).


Review

The final part of the limited series.  Definitely a fast-moving issue.  I wish The Hollower had more backstory (or an origin), because (apart from the sucking out vampire's demons) it was a pretty generic massive tentacle monster.  Similarly, there's no mention of Catherine after she's killed, and since she's been built up over the past two episodes, you'd think there'd be a reaction from Angel.  All in all, though, I'd rank the limited series as a bit above average for Buffy comics of the era.

Notes

* In the credits, Jeromy Cox is credited as colorist "with apologies".  I wonder what that means--was he rushed and felt he turned in sub-par work?

* There's no Darla in the backstory segments, even though she also ran about with Angelus, Spike, and Drusilla around this time period.


Thursday, October 3, 2019

Buffy the Vampire Slayer: Angel ("The Hollower" Part 2) [COMICS]


Buffy the Vampire Slayer: Angel # 2
(Dark Horse) (Limited Series, 1999)

Creators: Chris Golden (writer), Hector Gomez (penciller), Sandu Florea (inker), Ken Bruzenak (letterer), Guy Major (colorist)
Setting:  Season 2

T.V./Movie Character Appearances:  Buffy, Willow, Xander, Angel, Giles, Spike, Drusilla,

Major Original Characters:  Catherine (Vampire), The Hollower (monster)

Summary:  Angel agrees to help Catherine slay The Hollower, and conceals what's happening from Buffy.  Angel visits Giles for help, and their joint research shows that once The Hollower has consumed 3,000 vampires, it can contain no more and unleashes all the demons back into the bodies of the nearby living.  Such a cataclysm would destroy Sunnydale!  A flashback to 1892 Vienna shows The Hollower attacking a party put on by Angelus, Spike, Drusilla, and Catherine; the tentacles monster kills several vampires by sucking the demon out of their bodies.  Back in the modern era, Buffy learns about The Hollower and Angel's involvement; but she's concerned he may want to be attacked in the hopes that the monster will take the Angelus out of Angel!

Review:  Interior artwork is fairly amateurish in spots, though the facial likenesses and depictions of the Lovecraftian Hollower are done well.  I thought the twist at the end, with Buffy suspecting Angel wants to be attacked by The Hollower, was pretty good.  The melding of flashbacks with present day scenes works well.

Notes

* We get a last name for Catherine: "DeLancie"

Wednesday, October 2, 2019

Pathfinder: "Bottle Opener" [RPG]

I understand you're upset.  You've been waiting over six years for me to review the Pathfinder Roleplaying Game Bottle Opener.  And I've been toying with your affections, reviewing almost 275 Paizo products before this one.  And now, just when you've pretty much given up on it ever happening, here it is.  It feels bittersweet, I imagine.  After so many years of anticipation, what will life be like afterwards?  But please don't think of this review as the culmination of your life's dreams.  Instead, it's an opportunity to dream even bigger, and forge new paths ahead.

This metal bottle opener does indeed open bottles.  If asked, I would testify under oath to such in a court of law. It comes in different colors.  I ordered the red one.  When it arrived, it was indeed red.  At least I assume so--I'm color blind and easily fooled. It has the word "Pathfinder" on it, and now every time I drink a beer at home, people know I like Pathfinder.  Except when I use my "Starfinder" bottle opener.


Tuesday, October 1, 2019

Buffy the Vampire Slayer: Angel ("The Hollower" Part 1) [COMICS]


Buffy the Vampire Slayer: Angel #1
(Dark Horse) (Ltd. Series, 1999)

Creators: Chris Golden (writer), Hector Gomez (penciller), Sandu Florea (inker), Ken Bruzenak (letterer), Guy Major (colorist)

Setting:  Season 2


T.V./Movie Character Appearances:  Buffy, Angel/Angelus, Giles, Spike, Drusilla,

Major Original Characters: The Hollower (monster), Catherine (vampire)

Summary:  A pair of vampires, Catherine and Johnny Lee, are hunting in San Francisco when Johnny Lee gets snatched by an enormous tentacle monster!  Over in Sunnydale, Buffy and Angel work together to kill a chaos demon.  Later that night, however, Angel is accosted by a pack of vampires led by Catherine: it turns out that she was part of his inner circle during the 1890s.  Back then, Angelus, Spike, Drusilla, and Catherine were in Vienna when heard tales of a terrible monster called The Hollower that feeds on vampires!  In the present, Catherine tells Angel that The Hollower is back and headed for Sunnydale.  When he says that he no longer considers a monster that eats vampires a problem, she says there's something he doesn't know: that once The Hollower eats enough, it could turn the entire town into vampires overnight!

Review: A solid story, with more depth than the usual monster-of-the-week that plagued long stretches of the regular series.  Christopher Golden loves telling tales about Angelus at various points throughout history, and although this is the first time we've heard of Catherine, it doesn't seem like a ret-con.  The idea of something that even vampires are afraid of is cool, and I'm looking forward to seeing where the story is going.


Notes

* The back cover is an ad for The Phantom Menace.  Man, that movie's gonna be good!

* There's an ad for a variety of Buffy stuff, like usual.  This one spruiks a cool Buffy doorknob hanger--someday!

* The letters page contains multiple missives complaining about continuity conflicts between the show and the regular series.  It must have been tough for the editors to get comic stories synched with the show, considering how different the production schedules are.

* This issue came out with the usual art and photo covers, plus a Dynamic Forces Gold Foil cover and a 1500 issue run autographed by Christopher Golden.

Monday, September 30, 2019

Pathfinder Module: "From Shore to Sea" [RPG]


NO SPOILERS

I played through From Shore to Sea with my "caveman shaman" Gurkagh, and had a great time.  It's a really atmospheric adventure with a strong story and lots of room for exploration and adventure in an open-ended way.  Although the beginning is a little rough, on the whole the writing is really strong.  However, the monsters in the module are also really strong!  Probably a bit too strong (combined with other factors) for an average group of sixth level characters to successfully complete it.  I'd definitely recommend groups play through the module, but maybe not until they're a level or two higher than what's stated on the cover.

SPOILERS

From Shore to Sea takes place in two locations in the Hellmouth Gulf, which is a remote and rarely-visited area off the coast of Cheliax.  The first location is the village of Blackcove, where the PCs quickly get the sense that something strange is going on, and the second location (where the bulk of the gameplay is set) is a small island off the coast called Nal-Kashel.  The gist of the adventure is the PCs exploring Nal-Kashel and piecing together clues to realise that an aboleth (trapped underground since the days of Old Azlant) has been mind-controlling villagers from Blackcove to help it escape!  The adventure background is pretty complicated (and perhaps over-complicated for a 32-page module), involving Nal-Kashel (an ancient Azlanti observatory and university); the villagers of Blackcove who, for generations, have been birthing gillmen; a strange curse on the island; off-shore colonies of skum; an alchemist named Gerlach who tried and failed to solve the mystery of Nal-Kashel; and the aforementioned aboleth with the fitting name of Mohlomog.  I won't go into all of the backstory here, though bits and pieces will come out later in the review.

Part One ("The Shores of Hellmouth Gulf") starts off with the PCs walking along the coast of the Hellmouth Gulf.  Absolutely no mention whatsoever is given for why the PCs might be doing this, so a GM is going to have to make up a reason from scratch.  I like it when modules give at least a small sidebar listing possibilities, because if the initial adventure hook doesn't sink in, it can be hard for the GM to get things on track.  The adventure hook for this module is pretty weak, I think.  The PCs hear a scream in the distance and see a man in an old rowboat fighting off an attack by giant crabs.  If a rescue is made in time, the man will explain that his wife is from the village of Blackcove up ahead.  The couple followed a local tradition and went to spend the night on an island (Nal-Kashel), but she was abducted by strange sea creatures and the man barely escaped.  He asks the PCs to travel to Blackcove and the island to see if they can rescue her, and says there's lot of ancient golden artifacts in the area.  The reason it's a weak adventure hook is that Blackcove is five hours out of the way down a rarely-used road, the husband is too scared to accompany the PCs (instead, he flees back to his own village, which isn't a trait likely to make PCs feel sympathetic towards him), and no provision is made for what the GM should do if the man is killed or rendered unconscious during the battle against the crabs.  Fortunately, despite a poor start, the rest of the module gets better.

When the PCs reach Blackcove, they see a village that looks almost entirely abandoned.  The village has a great, creepy vibe, and the module uses the most of little vignettes, weather effects, and description to help get a table in the right mood.  This is a gray, misty, lugubrious place like something out of Lovecraft's Kingsport.  Eventually, the PCs will encounter one of the few remaining villagers, and the group is (quite organically) steered toward visiting the lighthouse, where an assembly is taking place.  PCs can start to gather some information about what's going on here (with a nicely written and detailed section on what different Diplomacy check results will reveal) and probably learn that a local man named Gerlach visited Nal-Kashel some weeks ago but never returned.  There are fears that he must have "stirred something up," and, ever since, more and villagers have been disappearing.  Many of the villagers are revealed to have fish-like traits (and are mechanically Gillmen), though this is a generations-long phenomena and not something directly tied to the current adventure.

A very cool and cinematic encounter takes place in the lighthouse.  The waters of the bay begin surging and flooding lower levels, while a massive (off-screen) sea creature begins probing the higher levels with gigantic tentacles to batter and snatch villagers!  The PCs have to try to simultaneously keep people from panicking while fending off the tentacles.  The battle is handled in an abstract way (a grid isn't supposed to be used, and there's not a floor map of the lighthouse), and when I played through it there were parts that were somewhat cumbersome because so many PC abilities assume precise areas or distances that just weren't available.  The encounter goes on until a certain number of tentacles have been destroyed or a certain number of villagers have been taken, and I don't think our group got the positive result!  The PCs, as professional adventurers, are naturally asked to travel to Nal-Kashel and rescue the (presumably kidnapped) villagers.  Some financial incentives are offered, and a local man is willing to ferry the group over in his boat.  In a really nice twist, once the journey is underway, the man transforms rapidly into a skum (a croaking evil fish-man) and attempts to rock the boat and pitch the PCs into the sea!  This is an encounter that could be pretty lethal for PCs who haven't taken the necessary precautions; though, if they're in a module called "From Shore to Sea" and don't have any ranks in Swim, I don't feel *too* bad for them.

Part Two ("The Ruined Island of Nal-Kashel") involves exploration of the island. One of the common criticism of RPG adventures is rail-roading, but one of the real strengths of From Shore to Sea is that it's very open-ended. There are several locations that be visited in any order, and they're really cool, fitting the theme of an ancient Azlanti scientific outpost quite well.  There's an old archives, an observatory, some mysterious towers, an astronomical center, and more.  Most of the locations hold encounters and, when combined with the random encounters listed on a chart, the PCs are likely to have a pretty tough time just surviving.  There are chuuls, rust monsters, a giant octopus, some particularly nasty (recurring) traps, and more.  A particularly difficult location is the observatory which turns out to be crucial for the PCs to understand and solve the mystery of the island but it pulses with constant damaging effects.  At one of the locations, the PCs will find the missing villagers--but they've obviously been mind-controlled and forced to dig out a tunnel from the sea into the interior of the island.  There's no realistic way to rescue them, as an unlimited number of skum intervene (in waves every few rounds) if the PCs try.

Adding to the difficulty is that when the PCs step foot on the island, they will, sooner or later, be affected by a mysterious curse that starts to gradually give them fish-like traits!  At first the changes are innocuous or even mildly beneficial, but the problem continues to get worse the longer the PCs spend on the island--and this isn't a place that can be handled in a quick SWAT-team style sweep.

Another issue was what ended up leading the group I played with to decide to leave the island with the task unfinished: this is definitely an adventure for smart PCs with lots of skill in Spellcraft and Knowledge (arcana).  The complex backstory makes it hard to tell which of the various problems are just part of the island's magic and what parts are related to Gerlach's visit, and the problems of the taint and the (tough!) random encounters make too much lingering and back-and-forth between locations (to experiment with different ideas) a dicey prospect.  Depending on party composition, the necessary skills and problem solving abilities just might not be available, and, unfortunately, I don't think there's really a way around it here.  I didn't mind too much, as I think different characters with different skillsets should get a chance to shine in different adventures.  We just happened to have the wrong group of characters, and couldn't figure out how to move forward.

Part Three ("The Natatorium of Mohl'omog") details the subterranean caverns beneath the island.  Here, the PCs will encounter Gerlach (a sorcerer who has been dominated by Mohl'omog), multiple traps and ambushes, and, finally, the aboleth itself.  My group never made it this far, so I can only evaluate the section from reading it, but I'd be honestly surprised if a group of normal sixth-level PCs survive it.  There are multiple CR 5-9 encounters in short order, and one bad saving throw vs. the aboleth's domination ability can result in PCs fighting each other.

It's ironic, from an internal story perspective, that things probably work out fine (at least in the short- to medium- term) if the PCs never visit the island.  Once the mind-controlled villagers dig the aboleth free, it swims away to carry on centuries-long evil machinations and schemes, and likely leaves Blackcove alone.  I'm not saying aboleths on the loose are a good thing, but Mohl'omog has been out of currency for a while, and it's not like he's the only aboleth in the big blue sea.  I suppose that's neither here nor there, however.

We can't move on without recognising that awesome cover--definitely poster worthy!  The inside front cover is a map of the island of Nal-Kashel,while the inside back cover is a map of the observatory.  The maps are done in an interesting and unusual style that I don't really know how to describe.  For the sake of completeness, I'll mention that there's a page containing capsule stats for four level 6 Iconics; Paizo stopped doing this in the module line after a while, but I think there is something to be said for being able to get a game up-and-running quickly even if not everyone has original characters (though, I'm sceptical the foursome would be tough enough to survive the island).

Overall, I love the feel of From Shore to Sea.  The setting is memorable and atmospheric, the exploration of the island reveals rich and interesting aspects of Azlanti lore, there's a wide variety of encounters (diplomatic, combat, and problem-solving), and the plot is interesting.  I do think it's pitched a couple of levels too low, and I would recommend characters around level 8 that (hopefully) have a diverse range of knowledge skills.

Friday, September 27, 2019

PaizoCon 2014 Pint Glass [RPG]

Of my collection of Paizo barware (yes, I'm that guy), my least favorite is the PaizoCon 2014 Pint Glass.  It came in green or black, and I only ordered one color because I'm a thrifty sort of collector.  The green image just doesn't stand out well against the glass, and you really have to look closely to figure out what it is.  Even then, it just looks like some kind of weird robot, which doesn't really call to mind anything particular about Pathfinder (and this was years before Starfinder).  According to the product page, it's an "emerald automaton" from the Emerald Spire Superdungeon.  Well, some day, I'll run or play through that and be very proud of this glass.  Until then, I'm going to ponder my first-world problems while drinking from *other* pint glasses!

(I do appreciate that it's dishwasher safe, because I'm *way* too lazy to wash anything by hand . . .)

Monday, September 23, 2019

Starfinder Society Scenario # 1-29: "Honourbound Emissaries" [RPG]


NO SPOILERS

There's a lot to like in Honourbound Emissaries.  There's plenty of cinematic action scenes, interesting NPCs, and storyline development.  It is a very straight-forward scenario without much in the way of player agency, and there are some clunky spots with skill checks.  Still, I ran the scenario at subtier 7-8 using the four-player adjustment, and had a good time overall.


SPOILERS

During the briefing, the PCs may only slightly outnumber the NPCs.  Luwazi Elsebo is there on behalf of the Starfinder Society, but she's accompanied by the deliciously enigmatic Iteration-177 and another returning NPC (from # 1-04), Captain Yuluzak of the Vesk salvage vessel Honorbound.  It seems that the Honorbound recently came across a destroyed vessel of unknown make.  After returning to Absalom Station with some of the salvage, it was purchased and put up for sale by the pawnbroker Julzakama.  Iteration-177 heard of the sale and realized the item was unique to a federation of races in the Vast called the Kreiholm Freehold that used to occupy part of the Scoured Stars system!  The PCs are tasked with returning to the wreckage on board the Honorbound and seeing if they can find clues to where the Kreiholm Freehold exists today.

During the resulting Drift travel, the PCs are expected to bond with the crew of the Honourbound.  Each crew member is given a particular interest that the PCs can appeal to with the right skill checks.  Each success leads to the crew member giving the group some valuable technology (often worth thousands of credits!), which is a particularly clunky way to work in the justification for certain items appearing on the Chronicle sheet at the end.  I really wish organised play would find a way to dispense with the need for these loot dumps, as they just get in the way of the story and are rarely meaningful in play.

Once at the wreckage, finding the coordinates that the ship departed from isn't difficult. The story really heats up once the Honorbound drops out of the Drift and into the middle of a warzone!  The Kreiholm Federation is being invaded by a jinsul armada.  Before any decisions on what to do can be made, the Honourbound receives a distress call that's repeated in Vesk!  It seems that, planetside, a hospital is under attack by jinsul ground forces and the staff and patients inside are trapped.  Captain Yuluzak makes the executive decision to help out and lands his ship planetside.  The PCs are expected to rush into the hospital, rescue the civilians, and get back out before the entire facility is overrun by jinsul.  The Hospital flip-mat is put to great use here.  The PCs will end up engaging jinsul shock troops before they can evacuate the civilians.  The civilians' main spokesperson is a doctor named Yuuqa, and she's just one of three entirely new alien species within the facility: winged, batlike humanoids called Nelentu; amphibious creatures with cilia-based mobility called Syngnathrix; and gaseous, intelligent oozes who rely on encounter suits for communication called Thyrs.  It's a lot for the GM to describe in what's supposed to be a high-pressure situation, and it would have been nice if each species received its own illustration (following the picture being worth a thousand words principle).  There's an interesting moral choice for the PCs to make here between recovering surgical technology that exceeds even Pact Worlds standard versus hurrying to rescue the trapped civilians.  I'm sure most groups will choose the second option, but it's nice to see a plausible alternative (with credible consequences for either choice).

After lifting off from the planet with the refugees from the hospital, there's an opportunity for role-playing with the NPCs.  The PCs can learn more about the Kreiholm Freehold and its various sapient species.  Oddly, the scenario allows both Culture and Diplomacy checks here, which doesn't make a lot of sense to me--Culture represents knowledge already learned, so Diplomacy would seem to be the better option.  I find too many scenarios allow too many skill checks to be used as equivalences, which devalues the (already problematic) skill system in Starfinder.

The final third of the adventure is pretty damned exciting and cinematic.  The Honorbound receives a distress signal from a Kreiholm command ship named Kreiholm's Hope.  The ship is being actively boarded by jinsuls, but carries an important passenger: the thyr council member Speaks Forgotten Words.  The PCs have to board the command ship while the Honourbound engages the jinsul ships, rescue Speaks Forgotten Words, and get to an evacuation point for pick-up when the Honourbound returns.  The jinsul boarding party (mystics) aren't too tough, and there's a little fun to be had with glitching gravity generators.  The artwork for Speaks Forgotten Words is cool.  The real fun picks up when the PCs escort the ship's surviving crew out of a breach and onto the outer hull of the ship.  The PCs have to fight off wave after wave of jinsuls emerging from the interior until a sufficient number of rounds pass for the Honourbound to arrive.  Even after this happens, there's still the drama of getting the allied NPCs over to the friendly ship while under heavy fire.  PCs with a penchant for heavy weapons will enjoy the anti-personnel starship gun turrets they can use to even the score.  The map could be explained a bit more clearly and Zero-G combat is clunky, but (for the most part) it all feels very fast-paced and heroic in a Star Wars Jedi rescue vein.

The scenario ends with Speaks Forgotten Words extending an invitation for the Starfinder Society to meet with the Kreiholm Federation's governing council.  I'm sure some important plot developments will come from that.

I thought Honourbound Emissaries was a really good scenario.  Like too many SFS scenarios, it's very much on rails; if the PCs don't think of or do the right thing, Captain Yuluzak always steps in to advance the story.  It also needs some work in terms of skill checks to make choices more meaningful.  However, it introduces some really interesting NPCs, offers some interesting directions for future storylines, and has a really cool third act.  If blasting alien after alien to keep a foreign dignitary alive while trying to somehow cling to the hull of a starship during a massive space battle doesn't get your science-fantasy blood pumping, I don't know what will!