Saturday, April 25, 2009

D&D (3rd Ed) PC: Harkin the Half-Elven

Stalking enemies amidst the wilds of the Forgotten Realms, Harkin is represented by Wizards of the Coast Gray Cloak Ranger, Collector # 16/60, of their Arch Fiends set.



Harkin explores the entrance of Ashardalon (The Sunless Citadel). Immediately after the launch of Dungeons & Dragons, 3rd Edition, Wizards of the Coast published a series of adventure modules to support their new product. The Sunless Citadel is one such module for 1st-level adventurers:



Hmmm. This set of ruins looks identical to the one Borgil is pictured exploring. Could they be portals between Middle Earth and the Forgotten Realms?


Harkin's Baptism of Fire:

A ranger from the wilds of Comyr, Harkin encountered fellow adventurers on the road to Oakhurst: Pilga, the Half-Orc Cleric of Ilmater; Shem, the Halfling Sorcerer and a Dwarven Rogue, known to them only as "The Dwarf with no Name." (In actually he was Ondahl the Silent Killer).

The four stopped a band of Zhentarim thugs from severing the hand of a farmboy in the village square. This was "punishment" for not paying tribute to Zhentil Keep and the Church of Bane. Unfortunately the accidental heroes were too late to stop the brutes from poisoning Oakhurst's well.

A local sage informed the party that only the White Apple from the Golthias Tree will cure the poison in their well. This fabled tree is said to be rooted in the center of the ruins of Ashardalon, a citadel swallowed by earth long ago.

Setting out immediately, the party followed the trail of two other adventurers: Sherwin the Human Sorceres and Sir Bradford the Human Paladin. The heroes discovered the "Sunless Citadel" at the bottom of a deep crevass and fought their way past goblins and bugbears inhabiting the ancient ruins.

They discovered the Golthias Tree was corrupted by the evil Druid Belak while Sherwin and Sir Bradford were turned into "Bark Minions." After killing Belak, along with putting Sherwin and Sir Bradford out of their misery, Harkin found one white apple. After plucking the precious fruit, the party set fire to the deformed tree.

Their return to Oakhurst however, was not a happy occassion for they found the village razed to the ground. All the villagers were either killed or carried off. Wanted Notices bearing their names were scattered among the remaining bodies. A bounty of 1,000 Gold Crowns was offered to anyone delivering their heads to Zhentarim Agents or Bane Cultists.

Harkin dropped the White Apple into the well. After hearing the lonely splash, he turned to his newfound companions and said "Maybe life will return here someday."

Avoiding Zhentil Keep's dark minions, the heroes made their way to Blasingdell reportedly terrorized by bands of roving Orcs. Once within the town's walls, they were joined by the Elf Warrior, Thelanis Menelmacar (the subject of a later post) and Selinda, the Bardess.

Blasingdell's Elders inform the party their town is practically beseiged by Orcs from Stone Tooth Mountain, located between the River Surbrin and the Moonwood Forest. The next morning the party set out to investigate.

As Blasingdell's inhabitants anxiously wait, Zhentarim Agents scour the roads and trails hoping to collect the reward when the heroes return...

(Note: A friend of mine started running a Forgotten Realms Campaign. Unfortunately we haven't been able to re-connect with him since he moved after we started the second adventure).


Harkin's Stats

Campaign: Forgotten Realms Class: Ranger

Race: Male Half-Elf Alignment: LG Level: 3

Height: 5' 7" Weight: 140 lbs Eyes: Green Hair: Brown
Initiative: +1 Base Attack: +3 Speed: 20

Saving Throws: Fort-3, Ref-2, Will-1

Attack Bonuses: Ranged +5, Melee +4

Abilities: Str-12, Dex-13, Con-11, Int-10, Wis-11, Cha-10

HP: 25 AC: 16

Favored Enemies: Goblinoids

Special Abilities/Feats: Point-Blank Shot, Weapon Focus (Composite Longbow)

Skills (Trained): Handle Animal, Hide, Intuit Direction, Jump, Move Silently, Ride, Swim, Use Rope, Wilderness Lore

Languages: Common, Elven, Damarran, Giant, Gnome, Orc, Sylvan

Weapons: Mighty Composite Longbow (+1 to dmg), Shatterspike Longsword (+4 to dmg), dagger

Armor: Scalemail, Shield (small)

Ammunition: 60 arrows, 10 drugged arrows (w/sleeping potion), 10 silver arrows

Equipment: Quiver (for 20 arrows), Backpack, Rope, Mapcase, Waterskin, Bedroll, Signal Whistle, Oil Flask (x2), Flint & Steel, Belt Pouch, Traveler's Outfit, Cloak, Crowbar, Steel Mirror, Chalk, Hammer, Pitons (x12), Tinder Twigs (x5), Torches (x2)

Potions: Endure Fire, Cure Moderate Wounds

Money/Treasure: CP-200, SP-180, Gp-67

Sunday, April 19, 2009

Lord of the Rings RPG PC: Borgil of Bree


Answering the muster of the Dunedain, Borgil is represented by Wizards of Coast Freeleague Ranger, Collector # 14/60, from their Blood War set.

Borgil explores ancient ruins found between Fornost and Bree. This Hilltop Temple was orignally part of Geo-Hex's Battleground Set. Geo-Hex went out of business in 2003, but the Hilltop Temple is available from Monday Knight Productions:
Borgil

1st Level Warrior

After escorting a caravan to Fornost, Borgil receives a message from a fellow Dunedain, a mysterious ranger known only as "Strider."
The message reads: Meet me at the Inn of the Prancing Pony.

Borgil sets off the next morning but runs into trouble along the way...

(Note: A friend of mine was going to run a Lord of the Rings RPG campaign, so with his help I rolled-up this character. However, shortly after creating my PC, he moved and we haven't been able to connect. So Borgil has yet to start his adventures.)
Borgil's Stats
Race: Male Dunedain Age: 25 Size: Medium Hair: Red Eyes: Green
Height: 5' 10" Weight: 190 lbs
Corruption: 0 Courage: +4 Renown: 0
Init: +5 Defense: +12
Languages: Common, Westron, Sindarin
Attributes: Bearing 10, Nimbleness 10, Perception 8, Strength 8, Vitality 10, Wits 8
Reactions: Stamina +1, Swiftness +4, Willpower +2, Wisdom +2
Order Abilities: Evasion

Edges: Warwise, Lionhearted, Wary
Skills (Trained): Armed Combat-3, Climb-1, Healing-2, Inspire-2, Intimidate-1, Jump-1, Observe-1, Ranged Combat-3, Ride-2, Run-1, Stealth-2, Survival-1, Track-1, Unarmed Combat-2
Regional Lore (Intermediate): Mordor, Rhudaur, Moria, Misty Mountains

Weapons: Longbow w/quiver & 20 arrows, Longsword
Armor: Chainmail, Shield
Equipment & Gear: Backpack, Blanket, Clothes (ordinary), Rope, Waterskin, Torch, Travel Rations (1 week)
Wealth: 11 Copper Pieces
Ancestors of Note: It is rumored that one of Borgil's ancestors was Isildur's standard bearer. No proof of this has yet been found.

Sunday, April 12, 2009

Happy Easter!

This picture and what it represents today leaves me speechless.



Saturday, April 11, 2009

First Impressions: Age of Dreadnoughts



Age of Dreadnoughts (AoD) is Mongoose Publications' latest release in their Victory at Sea (VaS) series. The original VaS is a popular "beer and pretzels" set of rules covering World War II naval combat. This popularity is, in part, due to the coincidental release of Wizards of the Coast's (WotC) Axis and Allies: War at Sea in 2007. So in one fell-swoop naval miniature enthusiasts had a set of easy rules and pre-painted, plastic ship miniatures to fight their table-top battles.

AoD in contrast, takes a step back time-wise to the battleship clashes of the First World War. The hardcover book weighs-in at 128 pages. But despite the length, the rules themselves comprise only 28 pages. The remaining portions of the book consist of: Scenario and campaign guidelines (29 pages); the Fleet Lists for the UK, US, German, Russian and Turkish navies (75 pages); along with 2 pages of black & white playing aids.

Each game turn is divided into several phases: Pre-Game Scouting (1st turn only), Initiative, Movement, Gunnery Attack, Torpedo Attack, Air Attack and the End Phase. The time-scale of each turn is not defined and the surface-scale is roughly 1 inch = 500 yards, which is geared for 1/6000 to 1/2400-scale miniatures.

Avoiding a tedious Order Writing Phase to reflect simultaneous movement, AoD employs the simpler "Igo-Ugo" method. This is where winning the initiative each turn is important. A player holding the initiative can either move first, or force his opponent to tip his hand by having him move first instead.

The Pre-Game Scouting Phase is an abstract way of determining which player's scout ships are more effective (or lucky) in finding the enemy. The winner receives a positive modifier for several Initiative Phases. As previously discussed, the Initiative Phase determines who moves and fires first. In the Movement Phase, players move ships singly or entire squadrons of up to 6 vessels in an alternate-move fashion. That is, Player A moves a ship/squadron, then Player B does, and so on until all ships and/or squadrons have finished moving. Opponents then fire at each other, if within range, during the Gunnery Attack Phase. If any ships are carrying torpedoes or there's aircraft present, then these weapons are moved and their attacks resolved in the Torpedo Attack and Air Attack Phases, respectively. The End Phase is where fire-fighting and damage control are conducted as well as any book keeping issues are completed.

Ships can attack enemy vessels within range of their guns (main, secondary and tertiary) or torpedoes. For each weapon eligible to fire or attack, one or more Attack Dice (AD, a 1D6) are rolled. If a die-roll is equal to or greater than the ship's Target Number, a hit is scored. For every hit, roll the number of Damage Dice (DD, a 1D6) listed in the weapon's DD Score. For every die-roll equal to or greater than the target's Armor Value, 1 point of damage is inflicted on the enemy ship. When a ship's damage points reaches zero, the ship sinks.

Other colorful items such as Special Traits, Special Actions, Crippled Ships, Skeleton Crews and Critical Hits affect the performance of ships under fire. The 12-page Advanced Rules include squadron formations, bad weather, night actions, submarines, shore batteries, mines, submarines and aircraft.

While AoD is geared for easy, balanced tournament-style games, 5 historical scenarios are also included along with an abstract campaign game. The Fleet Lists provides the information on the various ships of the main protagonists: The British Royal Navy and the German High Seas Fleet. Smaller fleets from the US, Turkey and Russia are also included. However, no other national navies are currently represented.

Having played a couple of solitaire sessions of VaS, I found the AoD rules very familiar. While helpful, you don't need to know anything about VaS to understand the game mechanics of AoD. The rules definitely lean towards "game" as opposed to "simulation" and is ideal for beginners. It's also a great set of rules for more experienced players who want to take a break from more complex games.

Now for a salvo of bad news. While the rules are easy to follow the book is poorly edited. Starting on page 3, there is a reference to "Chapter XX." At first I thought this was Chapter "Roman Numeral Twenty." When I came across another "Chapter XX", along with a "page xx," I realized there is no Chapter "Roman Numeral Twenty." In fact, none of the chapters are numbered. While I can forgive a few glitches like this, I find this to be extremely irksome, especially when every page or chapter reference in this $30 rulebook is printed this way.

The use of "xx's" or other symbols is a writer's technique used while working on a rough draft. You're typing-up page 6 for example, and know you need to reference a particular fact that will appear later, but you don't know yet where it will end up within the book. So you type an "xx," or "insert pg # here;" or anything else to remind you to go back and fill in the xx's with the appropriate data. This helps maintain a writer's creative flow.

In this case, it's as if the publishing company grabbed the author's rough draft and express mailed it to the printers without bothering to edit or proofread the material. Or better yet--getting someone else proofread the rules. This basic mistake should have been easily caught long before this rulebook went to print.

Fortunately, there's an Errata Page available on-line:

http://www.mongoosepublishing.com/home/detail.php?qsID=1651&qsSeries=41

I like the rules and give this product a 4-star rating. I'd love to give it a 5-star rating but the lack of proofreading is a bothersome issue for this $30 book. I'd be more forgiving of this if AoG was Mongoose Publication's first naval warfare product.

It's not.

AoG is, as previously mentioned, derived from VaS while VaS in turn, is derived from Babylon 5: A Call to Arms, space combat game. So Mongoose Pubs should have plenty of experienced folks on hand to get the proofreading right.

The on-line errata damage control prevents this rulebook from sinking to a 3-star rating.

So if you're interested in World War I table-top naval combat and want an easy set of rules, then Age of Dreadnoughts fits the bill.

Just be sure to download the errata and grab your pen...

Friday, April 10, 2009

Droids Need Enhancement Too...


No wonder the Trade Federation developed the Super Battle Droids.

Seriously, I'm a big fan of Wizards of the Coast (WotC) Star Wars Miniatures. In fact, I'm also an avid collecter of their Dugeons & Dragons Miniatures and especially of their Axis & Allies: War at Sea/Task Force naval miniatures. I even have an entire case of the upcoming Flank Speed on pre-order.

Despite my admiration of these pre-painted products, some miniatures may have one drawback: Being made of soft plastic, a figure's pose may not be as, ah...firm, as should be. The Droopy Droid pictured above is a Battle Droid Sniper, Collector # 23/40, and is part of WotC's Clone Wars Set.

Another point to consider when purchasing WotC miniatures: The figures in most sets are packaged at random and each miniature has a Rarity Factor. This is similar to collectible card games, where figures are rated according to how many are produced and referred to as: Common (C), Uncommon (U), Rare (R) and Very Rare (VR).

This is fine in order to generate enthusiasm among collectors but can be irritating to wargamers. Buying packages of unknown figures is not a cost-effective way to raise legions of dreaded stormtroopers, strike teams of rebel commandos and hordes of battle droids.

My solution is to buy a Starter Kit and/or Booster Pack of each set in order to see if I "win the mini lottery." That is, lucking-out and getting a rare or very rare figure. Then I'll buy miniatures from sites that sell them individually.

My favorite site is The Miniature Market:

http://www.miniaturemarket.com/

I can usually get "rank & file" figures for less-than $1 to $3 each and characters for $4 on up; sometimes less if a they're having a sale. The Miniature Market also offers a "stimulus package" of free shipping--IF you spend $75 or more. Which, of course, I always do. (Hey, my shopping cart's already at $60, what's another $15, right?).

All the figures stand on black bases which can be painted and flocked at the owner's discretion. Since I find these distracting, I spent the extra time and effort in creating appropriate terrain for each base.

WARNING: Use acrylic paint when painting the bases! Oil-based model paints don't adhere well to the soft plastic and remains sticky even after drying.

I give WotC's miniatures a 5-star rating and am very happy with everything I've purchased--even the Droopy Droid.

For more information on WotC's Star Wars Miniatures and Role-Playing Game, log on to:

http://www.wizards.com/default.asp?x=starwars

Star Wars RPG PC: Niht Genga, Twi'lek Scout


Niht Genga is represented by the Twi'Lek Scout figure, Collector # 17/60, from Wizards of the Coast's Star Wars Miniatures Legacy of the Force Set.


Niht's vehicle is represented by the Rebel Snowspeeder, Collector # 12/60, from Wizards of the Coast's Star Wars Miniatures Bounty Hunters Set.


Niht Genga
(Size--Medium) Twi'lek Scout 5

Born into the service of House Malentha in the Tapani sector, Niht witnessed an act of cowardice from his master Bal Jaset. Accompanying Bal on the annual Vor-cal Safari, they were surprised by a ferocious Nexu. As Bal fled for his life, Niht killed the beast with his master’s discarded rifle. The Twi’lek stealthily made his way back to camp where he overheard Bal claim Hiht attacked him but was devoured by the hungry Nexu.

Knowing that he faced a death-sentence for assaulting a Tapani nobleman, Niht made his way off Vilhon and out of the Tapani jurisdiction by signing on as a crewmember of an HT-2200 class light freighter.


Eking out a living as best he could, Niht found himself on Coruscant. No sooner than he landed at the spaceport, he ran afoul of a covert squad of battle droids involved in a fire-fight with the Jedi Padawans Lacto Ovo and Ewan. He boarded their ship as they took off and helped destroy a pirate base hidden on an asteroid.


Upon returning from this mission, Niht was snatched by two bounty hunters--Bal Jaset had a score to settle. Niht was taken back to Vilhon where Bal planned on hunting Niht as the main event in this year's Vor-cal Safari. Fortunately Niht was rescued by his friends and Bal's cowardice exposed. (See details in Star Wars RPG Adventures Vendetta on Vilhon).


Niht is still in the company of the Jedi Padawans Ewan and Lacto Ovo, along with the Kel Dor technician Took Ilo Donin and the human scout Bail. The party is concluding its investigation of an ancient temple where they discovered two Sith Holocrons in a tomb. Niht and Ewan escaped a trap within the tomb and discovered another chamber containing red crystals radiating Dark Side Energy. (See details in Star Wars RPG Adventures The Puyallup Padawans and the Crystaline Chamber).

Niht Genga's Stats

Destiny: -- Force: 6 Dark Side: 3

Init: +3 Senses:

Languages: Basic and Ryl

Defenses: Ref-20, Fort-17, Will-17

HP 49; Threshold 19

Speed: 6

Base Atk: +3

Abilities: Str 14, Dex 16, Con 13, Int 13, Wis 14, Cha 12

Talents: Expert Tracker, Acute Senses, Improved Initiative

Feats: Blaster Pistols, Blaster Rifles, Simple Weapons, Point-Blank Shot, Precise Shot

Skills (Trained): Initiative +5, Perception +5 , Pilot +5 , Ride +5 , Stealth + 5, Survival +5

Possessions: Blaster Rifle, Heavy Blaster Pistol, Dueling Blaster Pistol (+1 to hit), Knife, All-Tempurature Cloak, Electro-Binoculars, Glow Rod, Grappling Spike Launcher, Breath Mask, Medikit, Liquid Cable Dispenser, Com Link, Data Pad w/Link, Energy Cells (x4), Power packs (x6) and Credit Chip

Saturday, April 4, 2009

The Sibling Coffee War


First my sister Roxanne posted this picture using her D&D miniatures on her blog in honor of Caffeine Appreciation Month.






Then my sister Erika retaliated by posting this picture on needcoffee.com using her daughter's Star Wars action figures.







Saturday, March 28, 2009

The Puyallup Padawans and the Crystaline Chamber, a Star Wars RPG Adventure

A long time ago in a galaxy far, far away...

Five heroes discover a hidden tomb after rescuing their Twi'lek scout from the clutches of his former master, Bal Jaset. After defeating two vornkrs they uncover several artifacts hidden in a sarcophagus: A Force Pike, 1,000 pieces of gold coins of alien manufacter, and most disturbing of all--2 Sith holocrons. (See the previous adventure Vendetta on Vilhon posted on 17 March 09).

It seems the only thing to do now is to pack-up the treasures and return to the Jedi Temple on Coruscant. However, no one said the life of a Jedi--or of any of their friends was easy...

CAST FROM THE PUYALLUP WARGAMERS:


Adrian as: Ewan, human Jedi Padawan


Ted as: Niht Genga, Twi'Lek Scout


Seth as: The Gamemaster


Other party members:

Lacto Ovo, Mon Calamari Padawan;

Took Ilo Donin, Kel Dor Technician; and

Bail, Human Scout

THE ADVENTURE:


While Lacto and Bail are gathering-up the treasure, Ewan and Niht are examing the glyphs carved into the side of the sarcophogus.

"We're heading back to the technical," rasps Lacto. (The "technical" is their armed aircar acquired in a previous adventure).

Still absorbed with examining the glyphs Ewan murmurs, "Be up in a minute."


As soon as Lacto and Bail leave the chamber a stone slab rumbles down the entry with a resounding "crash!" Igniting his lightsaber, Ewan rushes to the blocked doorway. A loud, continuous hiss abruptly brings the Jedi to a halt. Scanning the chamber, Ewan realizes the sound is coming from all around them.

Niht goes into a coughing fit. "Gas!" He manages to sputter. As Niht fights for breath, Ewan's comlink crackles to life.

"Ewan--ssch!--Lacto--ssch!--all right? What's--ssch!"


The trapped Jedi tries to respond but is now only receiving incessant static. Searching to find better reception, he spots a hole in the ceiling only 3 meters above them.


"Niht! Here! We can get out this way!" He points to the ceiling and brings the Twi'Lek near the opening. Closing his eyes, Ewan summons the power of the Force and swiftly jumps up through the hole. Peering down through the hole, he waves and urges Niht to follow him. "Come on!"

Niht tries to make the jump but falls flat on his back. "Can't!" He gasps and lapses into another coughing fit. "Got rope?"


"No." Ewan steps back and once again closes his eyes. "Something better."


When Niht stands up, the surrounding air molecules seem to solidify and slowly lift him up. Despite the danger, Niht instinctively tries to touch the floor as he rises towards the ceiling.


"Ow! Ouch! Ow! Through the hole please!"


"Shh. I'm--concentrating."


Niht emerges through the hole with his arms crossed, fixing the Jedi with a baleful stare. "You need practice."


"Would you prefer it back down in the tomb?"


The air around Niht loosens its grip causing the Twi'Lek to drop several centimeters. "Whoa! No! I fine here!" He shouts as he scrambles out and away from the hole on all fours. After clearing his lungs of the last of the poison gas, Niht stands up and looks around. "So, vere are vee?"

"Somewhere in between the first and second level, I think," Ewan says. "But this tunnel goes in the opposite direction from the entrance."

"Hmm. Maybe come out other side of hill?"


The pair are at the termination point of a dead-end tunnel, wide enough for both of them to walk side-by-side. The only course open to them is to the west, where dim light filters into the far end of the passagway. Activating their glow wands they follow the tunnel hoping it will lead them to the surface.

They are greeted by a deep, unremitting growl as they approach an intersection. Nit peeks around the corner to the south and spots a vornrskr with raised hackles staring in his direction. Niht soon discerns other sounds--yapping from two tiny pups.

Niht steps back from the corner. "Shh. Momma Vornskr guarding her young."


Ewan nods and carefully glances around the north corner. "This is a dead end."

"Yah. So is south tunnel vhere momma made her lair. Looks like vee go vest. Now follow me and do as I do. Be careful, vee don't need to fight momma like vee did de last two."

Following Niht's lead, they assume a non-threatening posture and carefully walk through the intersection. Mother Vornskr's growls intensify and she stands her ground but she doesn't attack.

Both breath a sigh of relief as they pass the intersection. They continue west and enter another chamber similar to the one they evacuated. In the center lies a pedestal topped by a small, cubic, humanoid statue. The idol is adorned with several pieces of rough cloth, like a miniature robes. Surrounding the pedestal lay 10 alien skeletons.


"Is booby-trapped?" Asks Niht, nodding towards the pedestal.


"I don't think so," says Ewan while looking down at the bones. "There's no uniform pattern where the skeletons are laid. A trap would activate at about the same distance away from the pedestal."


"Mmm. Maybe. After last chamber, I not so sure."


The accidental explorers spend a considerable amount of time searching for traps. They notice glyphs on the pedestal identical to the ones on the sarcophagus. Looking around they notice similar, but more primative markings carved on the walls and stalagmites of the chamber. Taking out his holocorder, Ewan scans the cave to record their findings.


Once Ewan's finished with the cursory scan, they approach the pedestal. Niht carefully removes the first of the miniature robes and turns it over. "Is map!"


"Of what?" Ewan focuses the holocorder on their latest discovery.


"Mmm. I tink its a map of dis island."

"Are you sure? It doesn't look like an island. Where are the lakes?" (Ewan's refering to the island's geological oddity--the perfectly circular lakes).


Niht runs a finger across the map's center. "I tink so. Look, here's Waena Kualapa."

Ewan nods as he recognizes the central ridge where they fought Bal Jaset and his henchmen just the other day.


Niht explains: "Here's temple--vait. Dere's a mark, like ink-stain, vhere vee are now. And here! Identical mark of to de vest. Hmm. Looks like about 100 kilometers from here. Map shows it as dry land. But is now under vater. Another temple maybe?"

Niht then considers Ewan's question, "I don't know about de lakes. Bal's family bought de island many years ago. No one knows any ting about de lakes."


"Hmm. Maybe the xeno-archeologists back at the Jedi Temple will know something about this and the statue."


"Vee take statue?"

Ewan nods.


"Vait." Niht bends down, picks up a pebble and tosses it at the statue. It rebounds off the figure with a tiny "plink!" Nit shrugs, closes his eyes and places both hands on the idol. After a second or two he opens one eye to find Ewan standing in front of him with his arms folded across his chest. "Is okay?"

"Apparently. Now why don't you carry it along with the map. The tunnel resumes over there on the west side of this chamber and I think the light's getting brighter. Let's go."

As Niht puts the artifacts into his pack, they pick their way around the alien skeletons and head towards the tunnel. They can still walk side by side in this section of the passageway which starts to lead upward. A minute later though, they come to a T-section, where another tunnel leads south. Ewan falters.


Niht grabs the swooning Jedi. "Vhat's wrong?"

"I'm, I'm alright." Ewan shakes his head and rubs his eyes as if to clear his vision. "I feel an ongoing disturbance in the Force coming from that direction," he says nodding at the south tunnel.


Niht remains silent for a moment and then asks, "Does--dis mean vee go look?"


"I'm a Jedi. I'm under oath to investigate any anomalies in the Force, especially ones caused by the Darkside."


"Dang."


"What?"


"Noting."


They travel down the tunnel and notice the cave walls are bathed in a reddish light. Rounding a slight turn they discover another natural chamber. This one however glows in vivid red light. This light comes from what appear to be hundreds--possibly thousands--of jagged, red crystals imbedded in the walls and ceiling of the cave.



Still gazing around in wonder, Nit mutters out of the corner of his mouth, "Dis de place?"

Ewan merely nods. After a moment the Jedi shakes himself out of his reverie and glares at the far wall. "I'm going to take one of these crystals, for the--ah--Jedi Council to--ah--examine." As Ewan nears the wall he discovers the crystals make a faint humming noise as he approaches.


"Hmm. Hokay." Niht continues to gawk at the ceiling until he's startled by the flash and hum of Ewan's activated lightsaber. "Is dat good idea?"

Ewan turns and faces the Twi'Lek scout with a cocky smirk.

Are his eyes red? Niht asks himself in silent alarm. No. Must be reflection from crystals.

"Besides," Ewan continues as he casually swings his lightsaber, "I'm a Jedi, what could possibly go..."

Bzzz-zzzt.

As the glowing power blade strikes a fist-sized crystal, the energy-beam sputters then vanishes.

"What the..."

Ewan steps back to examine his weapon and is surprised when it reactivates on its own. The Jedi then braces himself as if preparing to fight and chops down angrily at the defiant crystal. Once again the traditional weapon of the Jedi fizzles out.

"Arrr-rrrgh! Nit! Give me your knife!"

"Umm. Ah. Hmm." Niht's hands fumble around his equipment belt, as a sense of unease builds within him. "Umm. I--ah--don't have my knife. I must have dropped it behck in the statue chamber. Vy don't vee go behck and look for it, den vee come behck here and pry out a crystal?"

"No. I'll stay here while you look for your knife. You should be able to find it with your glow wand."


Nit casually tosses his glow wand aside, raises his hands, spreads his fingers and shrugs his shoulders. "Heh-heh. Me loose glow vand too. Vy don't you come vid me and help me look for knife, hokay?"

"No." Ewan confronts the scout with his arms a-kimbo. Then he waves his right hand in a semi-cirular gesture. "You want to help me," the Jedi whispers.

"I--I vant to help you."

"Here, give me your knife."

"Here--here is my knife."

Then--very slowly--Niht unsheathes his knife and holds it out, handle first, to the Jedi. When Ewan snatches the knife from the scout, Nit staggers back as if he's about to faint. He shakes his head to clear it from the after-effects of the mind-trick. He backs away from the Jedi, who's now obsessed with hacking out a crystal from the stone wall.

"Ha! How dare they treat me like a mere padawan!" Ewan quietly rants as he slashes furiously at the stone around his selected crystal. "I'll show them! I show those "masters" the true meaning of power! I'll..."

Bwip!

In a flash, an electric-blue light bathes Ewan's body causing him to jitter and drop the blade. Fixated on obtaining a crystal, he failed to see Niht draw his blaster pistol, the dueling weapon he "acquired" from Bal Jaset. However, the Twi'Lek's hasty stun-shot didn't render the Jedi unconscious.

Niht quickly holsters his weapon as Ewan fumbles for his lightsaber. "Wha--. Wha-- thoo do thath fffor," Ewan slurs as Nit runs up and grabs the stumbling Jedi.

"Come-come my friend. Let me help you."

Niht drags Ewan out of the chamber as some of the stun effects begin to where off.

"Ooh! Nit! Look at the pretty crystals!"

"Yah, yah. Very pretty. Maybe vee come behck and look at dem later--much later. Oi! Here you go my friend. Vy don't you rest here." Nit sets the Jedi down and props him against the wall near the T-section. Niht then sits across from Ewan--with his right hand near his blaster pistol.

After several minutes, Ewan shakes his head and holds a hand over his eyes. "Wow! What, what happened?" Nit helps the Jedi as he struggles to stand. "Umm, thanks. Thanks Niht. I don't know what came over me."

"No problem," Niht says with a dismissive wave. "But I know vhat came over you. Chamber is--how you say--full of Darkside Force. Vid all due respect, my friend, I tink dat place is beyond your current powers. Maybe vee should seal dis place up and tell Jedi Council."

"Yes, I think you're right Niht. Although I'm not sure we can seal this place with our hand-held weapons." The Jedi mulls over their predicament for a moment. "Once we find our way out of here we should be able to close the main entrance--and the exit we're looking for--with the technical's heavy blaster."

"Now you talking."

As they head up the western tunnel, Ewan halts abruptly. "Wait a minute! I've got an idea."

"Yyyyes..."

"We take the statue..."

"Annnd..."

"We go back into the chamber..."

"Go behck!? Are you crazy!?"

"No wait, here me out. You weren't affected by the crystals and the statue was made by some Force-sensitive culture. Maybe it has some properties that could dampen the crystals' power."

"Or make dem vorse..."

"Maybe, but the Jedi..."

"I know, I know." Niht sighs. "Jedi Council vants to know. Hokay, I take statue--but you stay out here! Hokay?"

"Okay."

Niht removes the statue from his pack, takes a deep breath and walks back into the red crystaline chamber.

"Anything?" Ewan's voice echoes from the tunnel.

"It hums. Just like crystals vhen I get close. Othervise, noting."

Niht shivers as he exits the chamber. "Boy, dat place give me creeps! It's like doze crystals are alive!"

"Hmm. I don't know about that. Midi-chlorians inhabit living material, I don't know if they'd be found inside the crystals." After pondering the intricacies of the Force for a moment, Ewan turns to the scout. "I have another idea."

"Vvvvhat?"

"I take the statue..."

"Annnd?"

"And I go into the chamber..." Ewan raises his hand to stifle the scout's protest. "No, no I'm not crazy. I want to see what happens when a Force-sensitive being holds the statue."

"And I cover you vith blaster, right?"

"Right." Ewan takes the statue from the reluctant Twi'lek and steps towards the chamber. Impulsively he turns and lightly thumps Nit's chest with the back of his hand. "Just don't get too use to shooting me, okay?

Niht cackles. "Hokay--just keep hand avay from lightsaber and maybe vee both get out of here alive."

As Ewan enters the red glowing chamber the statue hums just as Niht described earlier. But above the hum, the Jedi hears seductive voices whispering in his mind. Voices promising him wealth, fame, power and even all forms of sensual delights. All this could be his if only he would...

"Niht? I'm--I'm okay. I can feel the pull of the Darkside all around me, but holding this statue keeps it in check." Ewan decides not to mention the feeling of wraithlike claws plucking at his skin to the worried scout.

"Dats good to know," the Twi'Lek's voice echoes into the glowing-red chamber. "I still got you covered though."

Ewan gazes around the chamber and realizes many of the crystals aren't glowing. Some have even fallen to the chamber's floor like rotten teeth. Ewan bends down and holds the statue near one of the dull crystals. Nothing.

"I'm picking up a crystal."

"Vhat!?"

"Relax. It's 'dead'."

"Vhat do you mean dead?" Niht's last word echoes sharply around the room, "...dead...ed...ed."

"Here," Ewan says as he emerges from the chamber, "look at this." Placing the dull crystal in Niht's palm, he continues, "it doesn't glow, nor does it hum when placed near the statue. I figured it was safe to carry out so the..."

"I know, I know, so Jedi Council can examine. But I carry with rest of our stuff, hokay?"

Ewan nods as they make their way to the exit now visible to both of them. They stumble out into the bright sunlight and determine they've ventured out on the far side of the hill. Ewan's com link once again crackles to life, but this time Lacto's gravely voice comes in loud and clear.

"Ewan, this is Lacto, come in. Do you read me, over?" Ewan eagerly responds and passes on their estimated coordinates to his fellow Jedi.

Soon the roar of the technical's engines announces the arrival of the rescue party. When the team reunites, Niht and Ewan decide to stun and retrieve the vornskr family before they seal the temple. The Twi'Lek volunteers to lead Bail and Took back into the cavern. When Ewan offers to help, Niht gasps and his hands flutter as if to ward off evil. "No! No. You Jedis stay hear and talk about vhat to do vid de stuff vee found. Vee'll go get Momma Vornkr and de pups. You stay avay from red crystals!"

Ewan snorts. "Oh yeah. Of course," he says while backing away to explain Niht's outburst to Lacto.

An hour later the trio emerge from their underground safari carrying the unconscious canines. Once the vornskr are released the party turns their attention to sealing the entrances. Bail mans the heavy blaster while Took employs the holovid droid as a forward observer. Soon the echoes of blaster fire, explosions and falling rocks reverberate through the low hills and forest surrounding the temple mound.

Once both entrances are sealed, Niht approaches the two the Jedis who've been in a deep discussion while the temple entrances were blasted shut.

"So. Vhere to now?"


Pictured below: Ewan emerges from the temple entrance, ready to do battle.



Pictured below: Niht emerges from the temple entrance scanning for possible enemies.

BACKGROUND INFORMATION (courtesy of Wookiepedia):

Force Pike:

http://starwars.wikia.com/wiki/Force_Pike

Midi-chlorians:

http://starwars.wikia.com/wiki/Midi-chlorians

The Force:

http://starwars.wikia.com/wiki/The_Force

Saturday, March 21, 2009

Firefly Wiki and Artist Website


For you Firefly/Serenity fans, there's a Firefly Wiki available:


http://firefly.wikia.com/wiki/Main_Page

I linked this site in this blog's Entertainment Section. There is a Serenity role playing game (RPG), by Margarete Weis Productions and if I ever get it, I'll move the link to the Wargaming Section where Wookiepedia is.

Pictured here is a copy of Adam Hughes Serenity GN print. I liked Mr Adams work so much after just scanning through his website, I decided to link it to this blog's Art Section.

http://www.justsayah.com/index.html


Tuesday, March 17, 2009

Happy St. Patrick's Day!


My family roots are anchored more in the highlands of Scotland than on the Emerald Isle. But we always celebrated St. Patrick's Day growing up and I still try to do something fun on this Catholic feast day.

An increasing number of non-Irish folks here in the US are celebrating St. Patrick's Day. It's not hard to understand why: Another reason to have a party! Ireland's patron saint is nearly as popular as St. Nicholas and St. Valentine.

Did you know, Ireland's patron saint was actually born in Scotland? I didn't until reading his short biography in Catholic Online for this blogpost.

No wonder why my family celebrated St Patrick's Day:

http://www.catholic.org/saints/saint.php?saint_id=89

The Wikipedia biography of St. Patrick:
http://en.wikipedia.org/wiki/Saint_Patrick

The history of St. Patrick's Day:
http://en.wikipedia.org/wiki/Saint_Patrick

Vendetta on Vilhon, a Star Wars RPG Adventure

A long time ago, in a galaxy far, far away...


...a band of heroes set out to rescue their friend, Niht Genga, their Twi'lek scout. Nit was captured by bounty hunters as the party returned from their last mission.

Employed by Bal Jaset, leader of House Melantha, the hired guns brought Niht to the game-preserve moon of Vilhon in the Tapani Sector.

Once dumped dirtside he is to be the main event, that is hunted, in the annual Vor-cal Safari.

Can the heroes rescue their comrade in time? Or will Nit become the latest trophy in Bal's orbital hunting lodge?

CAST FROM THE PUYALLUP WARGAMERS:

Dan as: Lacto Ovo, Mon Calamari Jedi Padawan


Adrian as: Ewan, Human Jedi Padawan


Chris as: Took Ilo Donin, Kel Dor Technician


Oliver as: Bail, Human Scout


Ted as: Niht Genga, Twi'lek Scout

Seth as: The Gamemaster (GM)

THE ADVENTURE:


Based on a tip from "a friend" on Coruscant, the adventurers take off for Vilhon on board their starship Bailout. After docking with House Malentha's orbital hunting lodge they enter the crowded casino. Instead of gambling, the patrons are focused on all the holovid screens. Half of the screens show Bal Jaset and two henchmen trekking through the forest on Malen Isle. The remaining monitors show Niht regaining consciousness in an open field. (He was drugged and beaten by the bounty hunters. But worst of all--he subjected to the obligatory villainous monologue of Bal Jaset).

To make the hunt more "sporting" Niht is armed with a half-charged blaster pistol. After shaking off the narcotic effects, Niht surveys his surroundings and then stares at the holovid droid hovering nearby. The patrons in the casino gasp as they're suddenly staring down the 3-D image of a blaster pistol's muzzle. Everyone jumps at the flash of "blaster red" and then moan in disappointment as half the monitors go snowy and then black.

Meanwhile the heroes, disguised as hunters approach their assigned guide to discuss the arrangements for their own "safari." Using Jedi mind-tricks and a small bribe of 500Cr they convince him start their expedition ahead of schedule.

Pictured below are: Lacto (front, foreground), Bail (front, background), Took (rear, foreground) and Ewan (rear, background) entering the casino.

Once the guide drops the party off at Akau Kahua (North Lodge), Took disables their assigned holovid droid with a blast from his ion pistol. The Kel Dor technician then reprograms the droid while Ewan destroys the rest of the robots in the lodge's garage. Once the droid is re-programmed to act as their scout, the party sets out towards Nit's last known location. Towards the end of the day, both Jedis feel a malevolant fluctuation in the Force eminating from the northeast of their position.

Meanwhile, Nit hasn't been idle. Once a former servant and huntmaster for Bal, he makes his way northwest towards a weapons cache. The hidden trove is exactly where Niht remembers it and he removes a blaster rifle, heavy blaster pistol, a field kit, 2 med packs and several power packs from the cache's inventory. Unfortunately in his haste to avoid pursuit, Nit forgets to take any of the frag grenades.

The next day as Niht gives a narglatch nest a wide berth, he receives strange but comforting thoughts. Words and phrases like "friends near" and "ridge" emerge, while images of Lacto and Ewan appear in his mind. Remembering two of his friends are Jedi's, he assumes they must be on the planetoid and he makes his way to the only ridge on the island--Waena Kualapa (Central Ridge).

Indeed, Lacto and Ewan have been trying to contact Niht using their basic telepathic abilities. Sensing Nit is acting on their thoughts, they continue their trek towards Waena Kualapa.

The third day passes uneventfully for the rescue party as they ascend the crest of Waena Kualapa. However, Niht narrowly avoids a confrontation with a foraging narglatch. Thanks to his hunting skills he assumes a non-threatening posture and the beast moves on.

Pictured below is the location of the rescue party camped out on the ridge's crest (Lacto's figure). The central figure is Niht's last known location, while the figure on the left (south) is the last known location of their friend's pursuers.



The next morning the rescue party awake to the sound of distant shouts and blaster fire. They soon spot Niht running for his life through the forest and towards the ridge, with 3 humanoids and a holovid droid in hot pursuit.

Pictured below is Niht (top) being pursued by Bal (leading the group), his henchmen and their assigned holovid droid.


Through the use of Force-Jumps, jet packs or scaling-line, the rescue party scrambles down the steep slope of the ridge.

Pictured below are: Ewan (left), Bail (center) and Lacto (right) at the foot of the ridge, while Took (still at the crest) activates his jet pack.
Ewan races forward, deflecting blaster bolts with his light saber while on the run.

This being no time to greet his friends, Nit turns back and lays down covering fire with his newly acquired blaster rifle.


Ewan charges into the pack of hunters swinging his light saber at Bal, who manages to dodge the padawan's blows.

Lacto, moves against the right flank of the pursuers firing his blaster as he advances. After a short exchange of blaster fire, the Bothan hunter crumples to the ground when a blaster bolt strikes him in the chest.

Pictured below is: Niht (behind the tree to the left), Lacto (to right), Ewan dueling Bal next to the fallen Bothan; while the surviving henchman fires back at the advancing Took and Bail (not pictured). The hovering holovid droid is at the bottom corner.

Meanwhile Took and Bail maneuver around the hunters' left flank, dodging blaster fire from Bal's remaining henchman. Took fires his ion weapon in attempt to stun him, while Bail on the other hand, blazes away with his blaster rifle.

The firefight continues until one of Bail's shots hit Bal Jaset in his left shoulder. Bal stumbles and drops his guard allowing Ewan to graze Bal's right forearm causing him to drop his vibro-blade.
"Do you yield?" demands Ewan.

Bal Jaset, now staring at the tip of a glowing light saber nods a barely perceptible "yes."

Pictured below is Took advancing through the woods on the hunters' left flank.


As the heroes close in, the question on everyone's mind is: Why did a Tapani "Lord of the Expanse" go through such lengths--and expense--to drag their friend here for Vilhonian version of The Most Dangerous Game?

As Lacto kneels to examine the fallen Bothan, Niht explains that several years ago he was a servant and hunting guide for House Melantha. During his last Vor-cal Safari he and Bal were surprised by a rabid nexu. As Bal fled for his life, Niht killed the beast with his master's discarded rifle. He then stealthily returned to camp where he overheard Bal claim Niht attacked him. Knowing he faced a death-sentence for assaulting a Tapani nobleman, Nit made his way off Vilhon by signing-on as a crewmember of a light freighter. Since then, Niht avoided any "Tapani entaglements"--until now.

As everyone turns to Bal, Ewan asks "Well? Is this true?"

The red-faced Bal blurts out, "Yes! Yes, it's true!" Then he launches into a monologue about how his honor was at stake and had to be avenged, etc, etc, yadda-yadda-yadda; all of which is captured by Bal's holovid droid.
Bal's monologue is interrupted by Lacto when he stands up and announces the Bothan is dead. Unruffled at the death of his henchman, Bal asks Niht "Where does that leave us now?"
Niht suggests that honor has been served because both have seen fear in the other. They should each go their seperate ways now without claiming any "debts of honor" against the other. (Besides, Tapani courts don't punish nobles for "disciplining" their servants and the adventurers are foreigners in this sector). Bal reluctantly agrees.

A shuttle eventually lands nearby and the re-united party escorts Bal and his surviving henchman back to the orbital hunting lodge. As they make their way to the shuttle, Niht picks up Bal's discarded blaster pistol, with enhanced sights, and casually slides it in his tunic.

Pictured below is Bal's confession captured by the holovid droid (farthest figure on the right).
As soon as they are back on the orbital hunting lodge, Bal is hustled away by family retainers immediately upon exiting the shuttle. The casino is now in a complete uproar as patrons are demanding their money back from cashiers, pit bosses and dealers. Everyone now assumes the game tables are rigged and they've all been cheated, since House Malentha is now looked upon with distrust.

The party makes its way to the station's communications ("com") center only to find beleagured operators barraged by incoming calls from bankers, lawyers, PR reps and news reporters. By-passing the chaotic com center, the group makes its way to the station's unguarded computer room. (House guards have been called-out for crowd control duty). Once there, Took hacks into the system and reconfigures the station's IFF (Identification Friend or Foe) code to accept their ship as friendly. (No one's taking any chances, despite Bal's reluctant promise).
However, instead of leaving the system right away, the two Jedi's have another obligation--to investigate the Force disturbance back on Vilhon. After hearing about the Jedi's experience, Nit points to two likely spots on the holo-map. The first is a crash site where a starship went down "hundreds of years ago." The second, about 10 kilometers to the north of the crash site, is an ancient ruin of unknown origin.
The party flies the Bailout back down to Vilhon and lands near the weapons cache. After cleaning out the hidden trove and stocking the ship's weapons locker, everyone embarks on the "technical," an armed air-car the party acquired during Nit's captivity. The Jedi sense nothing at the crash site where a rusted hulk sits, overgrown with vines. They press on to the ruins.

Once at the entry, carved into a small hill, the Jedi become nauseous. Despite their ill feelings, the Jedi advance into the dim gateway followed by Took's holovid droid. Inside they find a stone temple decorated with benevolent looking alien statues of an unknown race. Exploring this level reveals noting but another dark doorway leading to a lower level. As the Jedis descend, Bail and Nit follow, while Took mans the heavy blaster on the technical while controlling his newfound"scout" droid.

The next level is similar to the first one except the malicious alien statues, different from the race upstairs, appear to be weilding stone images of light sabers. The nauseating Force disturbance grows stronger as the Jedis advance towards an opening on the far side of the chamber. Once through the entrance they're pounced upon by 2 vornskrs, large pack-hunting canines that use the Force to stalk prey. And they are extremely hostile to other Force-users.

Bail and Niht break into a run once they hear the echo of the snarling beasts. The vornskyrs, being Force-adepts themselves, readily dodge the glowing lightsabers and the Jedis are repeatedly bitten, raked by claws and lashed by venomous, barbed tails. Lacto manages to severely wound one of the beasts, giving Nit the opportunity to run up and finish it off with a shot from his newly acquired blaster pistol.

The remaining vornskr continues to put up a fight with Ewan while Bail squeezes off some shots when the opportunity presents itself. Nit moves forward to protect the wounded Lacto. In doing so he moves within easy reach of the creatuer. Within seconds, Niht is lashed by the barbed tail. Reeling from the effects of a small injection of poison, Nit staggers back a few steps. With the vornskr's tail coiled around Niht's leg, both Jedis plunge their light sabers deep into the creature's body. The beast remains impaled by the two glowing rods of light until it's snarling death-throes subside.

After binding each others wounds and injecting Niht and Ewan with anti-venom, the party conducts a search of what they now see as a burial chamber. The chamber's sole sarcophagus proves to be the epicenter of the Force tremors. Despite their weakened condition, the four of adventurers manage to remove the top block resulting in a resounding "crash" echoing throughout the ruin. Inside lay one a Force-Pike and two tiny pyramidal objects. Now completely unshielded, the Jedis stagger back from the Darkside Force radiating from both pyramids.

Even the two non-Jedis recognize the wicked artifacts: Sith Holocrons, devices out of myth and nightmares. These evil gadgets were used by the Sith to store arcane knowledge and according to legend--the very lifeforce of it's creator.
Concern over Bal Jaset's revenge fades as they gaze down at the two sinister relics.

Glancing around at his rescuers, Niht says, "I dohn' know 'bout you guyz. Buht I hef a behd feelin' 'bout 'dis..."



POST-PRODUCTION NOTES:

No pictures of the temple fight were uploaded. I plan on restaging this scene using some terrain I didn't think to bring with me to the game session.

Hopefully in the next several months, I'll post a made-for-YouTube movie about this and future adventures.



BACKGROUND INFORMATION (courtesy of Wookiepedia):




Lords of the Expanse:
House Melantha:

High Lord (of the Expanse):

Bal Jaset:


Kel Dors:

Twi'leks: