Saturday, November 13, 2010

Dungeon Crawl Classics # 45: "Malice of the Medusa" (Part 1)


In order to introduce a couple of The Wife's friends to fantasy RPGs, I offered to run a module in Goodman Games' "Dungeon Crawl Classics" series. The modules promise to be traditional hack-n'-slash focussed adventures, and I chose # 45, Malice of the Medusa, because the desert theme seemed somewhat interesting. The premise is that a remote desert city named Khemair has been subject to strange curses and murders, and that the residents suspect a snake-like demoness is responsible.

The advantage of the module was that little or no prep time would be required on my part as I would basically run it straight out of the book for better or for ill. Last night was the first session in this adventure for level 1 characters, and we had five PCs: a human barbarian; a human wizard; a half-orc ranger; an elven fighter; and a gnome bard.

The module started well enough. After a long-winded introduction, a nobleman who has hired the party to help rid a remote desert city of evil bursts into flame and is suddenly reanimated as a skeleton. The PCs handily destroyed it and several evil cultists, and then quickly found the module's introductory dungeon--a three-room affair with two traps (classics: poison needle on doorknob and tripwire crossbow) and one combat (mongooses! or should I say mongeese?).

The last room here provided a map to a location in the desert where the module really gets going, but that'll have to wait until we resume play because the PCs spent most of the rest of the four-hour session buying supplies and equipment in preparation for the two-day trek into the desert. This process included a long and funny (in retrospect) discussion about how much water was in a barrel, and if they bought a barrel, how much would it cost and who could carry it, and perhaps a camel could carry it, but they didn't have money to buy a camel, so how about buying a sled to put the barrel on, but if they buy a sled who is going to drag it, and if they drag it what if they have to run and leave it behind? Etc. Some of the fault here is mine as I had naively assumed they would just stock up on waterskins and I hadn't really prepped anything regarding supply costs while simultaneously sticking close to by-the-book encumbrance and sustenance requirements; part of the fault is the module's, as it has the PCs start in a desert city but provides absolutely no information about what this city is like, what supplies are available, how much things cost, etc. Surprisingly, the module also doesn't provide helpful information on why the PCs are undertaking the quest--not even whether or how much of a reward they should be offered. I've never directed games purely by the seat of my pants before, so it's been a good learning experience in how much improv to expect using a module.

So all-in-all an okay start to an adventure that I think will be a lot more fun in the next session.

UPDATE: After running the second session, I noticed there's an appendix in the back of the book that provides a little info on the city of Khemair. It's only a page and a half long, but it does detail an inn and a couple of NPCs to flesh out the city a little.

Friday, November 12, 2010

Fantasy Football 2010 Week 9

All right, the train keeps rolling with a big 129-87 win that leaves me just one game behind the best record in the league. 129 is probably as many points I've ever scored in a single game, and I've got Browns RB Peyton Hillis (31 points), Bengals WR Terrell Owens (26 points), and Giants RB Ahmad Bradshaw (20 points) to thank for it. I'm the most happy with Hillis, because I drafted him in the final round purely because I wanted a Browns player on the team and he looked tough in preseason. The fact that all of his points game in a BEATDOWN of the Patriots makes it that much sweeter.

I'm benching Chargers RB Ryan Mathews for the foreseeable feature. I've started him since week 1 and he was a high draft choice, but he's never really produced.

My opponent got half his points from a surprising Packers D/ST (28 points) and Philip Rivers (25 points).

The Wife's team lost and has now fallen to 5-4. Although I lost the head-to-head game, I now have the better record and more points with four "regular season" games left before the playoffs start.

Accelerated Sun Runners (129 Points)

QB Tom Brady: 16
RB Ryan Mathews: 3
RB Peyton Hillis: 31
RB Ahmad Bradshaw: 20
WR Terrell Owens: 26
RB Danny Woodhead: 8
TE Visanthe Shiancoe: 12
D/ST Jets: 2
K Sebastian Janikowski: 11

Gully Side (87)

QB Philip Rivers: 25
RB Mario Barber: 1
RB Cadillac Williams: 1
RB/WR Lance Moore: 7
WR Brandon Marshall: 3
WR Greg Jennings: 14
TE Tony Gonzalez: 7
D/ST Packers: 28
K Robbie Gould: 1

Tuesday, November 9, 2010

Torchwood Online Game: Mission # 7

Mission # 7 in the Torchwood Online Game is pretty straightforward. The task is to come up with a keyword to help identify who the whistleblower is inside the New Eden facility. The following sources are available:

* An e-mail from the CCTV monitors to the Cardiff police noting the unusual number of "kids running around in boilersuits and halloween masks" (aka, Weevils!)

* An e-mail from Ianto reminding you, the investigator, to listen to Dark Talk because the whistleblower is supposed to call in using the codeword "Blue Sky."

* A video from Tosh saying that after listening to Dark Talk to use the audio tool to hone in on the background noise from the call.

* The Dark Talk episode which has, as a theme, whether there is life after death. The third caller is the whistleblower who says something about his wife having died. A woman's voice can be heard in the background, and then the call gets cut off.

* The audio tracking tool is a minigame which works by playing a sound and then giving you just a few seconds to pick which of three possible locations could be the source of the sound. If you click on the right location, a new sound and three new locations appear, but if you fail you have to start all the way over. In order, the correct choices are: Bus Station, Rock Club, Stadium, Fish & Chip Shoppe, Pub, Cathedral.

If the audio tool game is completed successfully, a CCTV camera will get a snapshot of a dead body (a middle-aged balding guy) leaning against a brick wall. The wall has the word "venus" scrawled in blood.

Thus, the answer to Mission # 7 is "venus".

Saturday, November 6, 2010

Captain America: The Medusa Effect [Comics]


Captain America: The Medusa Effect was a 1994 one-shot written by Roy Thomas. Set entirely in World War II, the comic tells of Captain America's and Bucky's battle to stop Baron Zemo from unleashing a death ray (the eponymous "Medusa Effect"). Roy Thomas, to my mind, is one of the best ever at writing World War II-era comics, as he has a perfect feel for the era and the characterization of classic heroes. High quality stuff, well-worth picking up as a good sample of Captain America at his finest.

Thursday, November 4, 2010

Clone Wars Campaign: Xam, Aqualish Bodyguard

Every underworld crime figure worth his salt has a loyal henchman to carry out his orders. For Stefan Cassadine, that being is Xam, a devoted Aqualish bodyguard and "Security Chief" for Cassadine Enterprises. Xam was usually a lightly comical figure in the campaign and was often in the background baby-sitting, delivering messages, keeping look-out, etc. for "Mr. and Mrs. C". He served an important function, however, because the mystique of a character like Stefan Cassadine can be lessened with overuse, but Xam was usually around to represent his employer's interests.

Xam's most dramatic role in the campaign came near the end, as he found himself in a one-on-one fight with Daal while a poisoned Tarn Tamarand neared death's door between them. Daal won the fight and saved Tarn's life, but Xam survived and soon resumed his duties for the Cassadines.

Xam, Aqualish Bodyguard

Soldier 5/ Nonheroic 3

Aqualish

Size: Medium

Speed: 6

Initiative: +11

Force Points 8

Str. +1, Dex +2, Con +2, Wis +1, Int +1

Defenses: Reflex +8, Fortitude +9, Will +7 (add 10 to each if not using house rules)

Attacks: Blaster Pistol +9, d. 3d6 +2; Unarmed +8, d. 1d3+3

Hit Points: 71, Threshold: 19, Second Winds: 2

Feats & Talents: Draw Fire, Harm's Way, Point Blank Shot, Tough as Nails

Skills: Perception +11, Treat Injury +11, Persuade +10

Possessions: Blaster Pistol, Comlink

Return to Clone Wars Campaign Main Page

Tuesday, November 2, 2010

Fantasy Football 2010 Week 8

A solid victory for Week 8, after dropping two straight. I beat a good team by the score of 98 to 77. I had solid production all around except for Wes Welker, who I'll probably end up benching--he catches a lot of passes but for very few yards or touchdowns. Ryan Mathews finally put up some points at RB, as did desperation start Danny Woodhead. My new kicker, Oakland's Sebastian Janikowski, put up the best numbers I've had from the position all season.
However, although I'm now at 5-3 and I'm tied for the second-best record in the league, I'm two games back in the division (behind a 7-1 team that averages 100 points a game) with only five regular season games left before the playoffs begin.

The Wife's team falls to 5-3, but that's good enough for a tie for first place in her division.

Accelerated Sun Runners (98 Points)

QB Tom Brady: 13 Points
RB Ryan Mathews: 11 Points
RB Danny Woodhead: 11 Points
RB/WR Wes Welker: 2 Points
WR Terrell Owens: 18 Points
WR Jabar Gaffney: 5 Points
TE Marcedes Lewis: 17 Points
D/ST Jets: 6 Points
K Sebastian Janikowski: 15 Points

Team Oool (77 Points)

QB Ryan Fitzpatrick: 14 Points
RB Steven Jackson: 5 Points
RB Rashard Mendenhall: 14 Points
RB/WR Santonio Holmes: 4 Points
WR Steve Smith: 6 Points
WR Santana Moss: 5 Points
TE Chris Cooley: 4 Points
D/ST Rams: 15 Points
K Mason Crosby: 10 Points

Friday, October 29, 2010

Minutes of the Lovecraft Studies Institute (# 2) [Cthulhu]

LOVECRAFT STUDIES INSTITUTE
xxx WELLESLEY STREET EAST, # xxx (BUZZ xxx)
TORONTO, ON M4Y 1H5

MINUTES OF OCTOBER 23, 2010 MEETING

ATTENDANCE: Patrick, Bloch, King, Joshi, Cannon (Members). Five Guests.

2:15 P.M. Meeting Convened

2:20 P.M. Approval of Minutes for Meeting of April 10, 2010

2:23 P.M. Chair proposes reading of "Harbingers" manuscript Chapter 2 ("Deeper Than a Grave"). UNANIMOUS.

6:30 P.M. Reading Concludes

6:31 P.M. Chair proposes open discussion. UNANIMOUS.

[FULL TRANSCRIPT FROM AUDIO]

PATRICK: Ladies and gentlemen, thank you for your patience. Chapter Two of the lost Lovecraft manuscript "Harbingers", titled "Deeper Than a Grave" was written in a cypher much more complex than the prologue and first chapter, and thus took several months to decode. However, I think we can all agree it was worth the effort and the result bodes well for the remaining chapters of the manuscript.

BLOCH: To start with, I thought it surprising that Lovecraft brought the characters to the very edge of Dunwich (Gilmore's farm) in Chapter One, and then swept them back to Aylesbury for the beginning of Chapter Two, where we realize the protagonists have been arrested for arson and property damage. This was a twist I hadn't expected, since I assumed his intention was for the characters to get drawn into the strange events of that famous backwater village.

CANNON: Perhaps he wants to build the reader's anticipation? Or perhaps the inclusion of Dunwich is a classic fake-out, and the characters won't visit it at all?

PATRICK: In any event, Aylesbury seems to have some mysteries of its own. A small town that seems to be thriving in the midst of the greatest economic crisis known to mankind? The presence of Aylesbury Days--mere flavor or something significant? And the scene that begins this chapter, with the protagonists locked in a jail cell, includes some clues that other strange events may be happening.

KING: Before we go further, I have to say I quite liked the character of Deputy Bickford "Bickie" Roberts. He's brutish, short-tempered, and violent--a person in a position of authority but one that the protagonists cannot rely on for assistance. A character I could imagine putting in my own works.

JOSHI: We do see some of the familiar tropes of the horror genre: the main characters find themselves trapped far from home, in an isolated place difficult or impossible to escape from, and then frightening things begin to take place.

PATRICK: Quite so. We have a fellow inmate, Kurt Caughey, muttering about how he's "gotta dig, gotta dig it out" and then being brutally beaten by the Deputy for causing a disturbance; the creepy scene of the hapless protagonists forced to listen while another inmate seems to be murdered by something horrific and disturbing; and the appearance of this strange fellow, a lawyer for the "Gilchrist Trust" named Zeituni Wanjiku--described by Lovecraft as "a tall, coloured fellow from blackest Africa, impeccably dressed, uttering an English that is comprehensible but oddly accented."

CANNON: An interesting character for the time period. We know Lovecraft had some rather dicey views of race, so I hope the character doesn't become objectionable in future chapters. Also, I thought Lovecraft's rendering of the character's speech seemed more akin to stereotypical "Chinese English" than that of "Central African English."

KING: He sounded like Charlie Chan!

[laughter]

CANNON: And then we find out Wanjiku has some sort of connection to Aylesbury's sheriff, Tim Glasby, and has read Sheriff Glasby's report of the incident on the train. Wanjiku thinks he can get the protagonists released in his custody if they're willing to assist Sheriff Glasby in an investigation of some sort. In any event the protagonists are more or less stuck in Aylesbury until the circuit judge returns in a few days time for arraignment.

JOSHI: My research into early twentieth-century Massachusetts legal procedure indicates that this may not have been "on the up and up" as it were.

KING: Lovecraft wasn't a lawyer. Who cares?

JOSHI: The reader should care. Does this demonstrate sloppy writing and forced motivation or is it a clue that Wanjiku wields a disturbing influence in Aylesbury?

PATRICK: Gentlemen, I believe we should move along--we have a lot of ground to cover. The protagonists agree to Wanjiku's terms--some more reluctantly than others, but all with the understanding that more will be explained at dinner the following evening. The Catholic priest, Patrick Murphy, is the last to give in. Lovecraft's depiction of Murphy is an interesting one--the character seems heroic and sensible, but also prone to believing quickly and whole-heartedly in the efficacy of occult rituals. We talked about Murphy's reliance on spellcraft in the basement of the Gilmore farm, and then he tries (and fails) to use mysterious magicks to banish that foul and demonic monstrosity that attacked a fellow inmate.

CANNON: Also interesting in that incident is that the only character to actually witness that "houndlike, humanoid perversion" was one of the characters who was not marked as a "Harbinger." And yet, Blackstone distinctly heard it growl "Harbingers lead the way, Harbingers act the play." Strange diction, especially the last part. But of more significance, I believe, is that Lovecraft later slips in the fact that a similar attack occurred while the protagonists were sleeping at the Miskatonic River View Inn the night prior. A pattern may be developing.

PATRICK: When the protagonists are eventually released on what we're told is the morning of Monday, March 23, 1931, they make their way to the location Wanjiku said they could find Sheriff Glanby. Behind the house on Dillard Street, they encounter a strange sight: a young laborer named Richard Doggett is digging out a huge pit which is already several feet deep and ten feet to a side. The bystanders, the young man's parents, and Sheriff Glanby all agree that Doggett has been digging 16 hours a day, more or less nonstop, for days now. Kurt Caughey, the inmate the protagonists overheard being beaten by Bickie, had been digging alongside Doggett until Caughey's father tried to stop them and ended up with a shattered jaw from Kurt for his trouble. No one can figure out why the boys are so hell-bent on digging, and nor will the boys themselves explain.

KING: At this point Lovecraft decides to split the characters up as they pursue clues alone or in pairs. Narratively, this has the advantage of "spotlighting" characters who may tend to fade into the background while in large groups. If I remember correctly, Father Murphy and the butler, Harleigh Matheson, decide to search the Doggett house for clues but turn up little of interest. The book salesman, Hoyt Symmes, visits the local five-and-dime and the Aylesbury County Library, but again his investigation bears little fruit. A potential breakthough comes when Blackstone and Scarlet Warren visit the textile mill where the Doggett and Caughey boys were employed.

JOSHI: Your coarse summary overlooks several interesting details. For example, the frequent whispering between Murphy and Symmes about the occult texts they found in the Gilmore farmhouse--Simia Daemon Futurus (Latin for "The Coming of the Daemon-Kind") and Damanomagie (German, of course, for "Diabological Magicks"). What role will these books, and the increasing obsession of the two characters with them, play in the story?

CANNON: And there's the issue of the dreams--the Harbingers share an evocative vision of a carnival atmosphere gone mad, while Patrick Murphy experiences something very different. And Blackstone, courageous debunker, forces himself to stay awake the night through!

PATRICK: Gentlemen, I again remind you--these asides, interesting though they may be, draw us further from the heart of the story and time grows short. Now, as Mr. King was saying, Scarlett Warren displays a penchant for charming young men when she convinces a mill worker to tell an unflattering tale about the Caughey and Doggett boys. Apparently, the two came across the body of a supposed "hobo" while on a hunting trip near Dunwich a week ago. They joked around and "posed" with the body before informing their parents, who in turn reported the discovery to the authorities. Sheriff Glasby and his brother James Glasby, the county coroner, arrived the next day. Dr. Glasby performed a brief examination and pronounced death by hypothermia. A day after that, the body was interred at the local cemetery.

KING: I quite liked the end of this chapter--a classic twist that drives the reader to turn the pages. Three of the characters end up at Dr. Glasby's clinic to question him about the body of the "hobo." He explains that the body was somewhat malnourished and dehydrated, that the corpse's hands were bruised and callused, and that a large bug-bite was visible on its left forearm. However, just as the investigators think they may be on the right track, Glasby suddenly announces he's remembered something important and dashes out of the room. The investigators wait patiently for several minutes and then decide to look for him. They walk outside and hear strange sounds coming from behind the clinic--and there is Dr. Glasby, on his hands and knees, covered in dirt, digging furiously with his bare hands and muttering "Gotta' dig!"

PATRICK: Agreed, an intriguing ending to the chapter, although one that leaves the reader with more questions than answers. Why the compulsion to dig? What links the victims? Will it continue to spread? Is there a link between the strange events at the Gilmore farm and the events in Aylesbury? And perhaps most importantly, what are the "Harbingers"? Harbingers of what--or whom?

7:45 P.M. Chair proposes adjournment. UNANIMOUS.