Tuesday, January 24, 2006

Aargh! They did it again!

Once again, in 2006, GenCon SoCal is scheduled for the same weekend as the annual Society of Biblical Literature meeting—the weekend before Thanksgiving. Once again, therefore, I won't be able to attend GenCon SoCal. A huge gaming convention practically in my backyard and I can't go because of the schedule conflict. Obviously, a professional conference is much more important, but I do so wish they'd move GenCon SoCal back to December.

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Friday, January 20, 2006

New products from SkeletonKey Games

SkeletonKey Games has recently released three new miniature-scale tile products featuring Ed Bourelle's artwork. Two of these are in a new series, Edventure Tiles, which differs from e-Adventure Tiles in that Edventure Tiles are non-modular tile sets (they fit together in just one way) from Ed's own campaigns.

The latest e-Adventure Tiles set is Caves of Peril. Caves of Peril consists of 28 tiles (if you count the online bonus tile, which doesn't seem to have been uploaded yet) of winding multi-level caverns. The "peril" comes, as far as the terrain is concerned, from having to maneuver around and through the cave columns—if you're on the lower level—or from having to jump from column to column and keep your balance if you're on the upper level. The tiles are creative but will likely have relatively limited application for most games. Compared to the dungeons or wilderness tiles from the same series, these tiles are much less flexible. However, if you have need for what they supply, they do the job excellently.

The Caves of Peril tiles blend very well with, and in a way extend, the recent Temple of the Spider Queen set. Although the tiles in Temple of the Spider Queen are designed to be laid out according to a certain pattern, they are quite flexible and fully compatible with other offerings in the e-Adventure Tiles line. Temple of the Spider Queen features tiles that would go very well with tiles from Ed's earlier temple, cavern, and dungeon sets, so it's a great extension to your e-Adventure Tiles collection. The set offers fifteen tiles that can be put together to form "the main temple," with many interesting features including idols, a pit, dungeon entrances, egg chambers, and storage rooms. another ten tiles are designed to form "the spider pits," a nasty-looking place where captives or intruders could be fed to the spiders. (The spider pit caverns are in the same style as the Caves of Peril.) Finally, there are six bonus tiles (though the online bonus tile appears not to have been uploaded yet).

Ed has also published two items in the new Edventure Tiles series, featuring locales that spring from his home campaign. The first to be released was Danger in the Mists. The tiles in the Edventure Tiles series are not modular; they only fit together one way, and thus have much more limited applicability and usefulness than the e-Adventure Tiles products. The advertising is very clear about this, so no one should be surprised or disappointed by it. Danger in the Mists presents a wide, mist-filled gorge with tall outcroppings of rock that might serve as a way to get across—if the PCs can jump 50 feet horizontally from a standing start. The key to getting across (may) lie in the lower level of maps. This is probably the coolest feature of this product: although these are 2D tiles, there is very much a 3D "feel" to the scenario they invoke, since Ed provides maps for both an upper and lower level of the gorge. On the other hand, I do feel a bit disappointed with the product's narrowness. I knew about the non-modularity of the tiles going in, so that's not an issue, but even the storyline that the tiles presuppose is relatively non-modular. If the PCs don't have magical or superhuman flying or jumping ability, there's pretty much just one path across the gorge. Once across, it's not terribly likely that your PCs will revisit the same location, unless you force them into a return trip. Given that this locale is pretty much a one-shot (or two at most) for a particular group of players or at least of PCs, I felt like this product did not give the same kind of return on investment that e-Adventure tiles do.

The second Edventure Tiles release, Tavern in the Woods, has several advantages over Danger in the Mists. It has much greater reusability (PCs are visiting taverns all the time), and the tiles blend seamlessly with the e-Adventure wilderness tiles. As with all SKG tile products, the artwork is rich and beautiful. However, all is not completely well at the Tavern in the Woods. I would not really want to be the proprietor of this establishment. For one thing, the tap—I'm assuming that's what the barrels in the "southeast" corner are—is too easily accessible to all and sundry, as is the cash box above the tap. Moreover, the place has no interior storage (even the extra barrels of drink are stored outside, too easily stolen), and any cooking to be done would have to be done over the fires in the hearths, as there is no kitchen. There is also no provision for any sort of cellar or second floor. These limitations probably won't stop me from using the tavern, but hopefully such oversights won't be as evident when SKG releases their long-awaited fantasy urban tiles.

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The Age of Worms, Part 1A

A couple of weeks ago, I and my friends Jeff, Josh, Brian, David, and Steve assembled at Jeff's house to launch a new D&D campaign. All except Josh are old-time gamers about my age (Josh is Jeff's teenage son). After a little bit of indecision (prior to the first meeting), we decided to go with a default Greyhawk setting, which I would DM. I had heard some good things about the Age of Worms adventure path that began in Dungeon #124.

The party consists of Sturm (Jeff, human fighter), Santoku (Steve, half-orc monk), Othorian (Brian, human cleric), Phillipe (David, halfling scout), and Valgore (Josh, human sorcerer). I shouldn't say too much about the plot, I suppose, in case anyone reading this might go through the adventure path later on. Suffice to say that the PCs got about halfway through the first dungeon in five hours of play, figured out a couple of important clues (though they don't yet have the tools to act on those clues), and earned about half the experience they need to go on to second level.

Our group had plans to play monthly, at the beginning of each month, so watch this space for additional updates.

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Wednesday, January 11, 2006

The Rainbow Fan, Chapter 5a: Shatterhull Isle (Part 1)

After various sorts of holiday disruptions, Nathan and I finally got back to the Fahrvonhier storyline last Sunday. If you've lost track of the storyline, the characters—Prince Roderick (human paladin), Prince Truman (human cleric), Agris (human sorcerer), Illuriel (elf ranger), and Galen Oakheart (human fighter)—were traveling from their home, the kingdom of Alythria on the continent of Fahrvonhier, to the exotic faraway land of Xaisu Ba. Their help had been requested by six ambassadors, each representing one of the independent nations of Xaisu Ba. The ambassadors wanted the heroes to help them find and recover the disassembled pieces of an ancient artifact, the Rainbow Fan of Xaisu Ba. The PCs agreed, and are now in the middle of their sea voyage to Xaisu Ba.

This installment of the story uses the adventure locale Shatterhull Isle from Stormwrack. (This means that I don't really have any DM notes for this chapter, since I'm just cribbing from Stormwrack.) Our particular implementation began with a freakish storm driving the Eagle's Wing and the Xaisu ship off course. I let Nathan roll Profession (sailor) checks for Hamilton Stancourse, the Eagel's Wing's captain, and he managed to keep that ship safe, but the Xaisu ship was driven by the wind and waves onto the harsh rocks that surround Shatterhull Isle and, indeed, give it its name. All this happened in the middle of the night, and the PCs were forced by the weather, and by Captain Stancourse's unwillingness to send out a dinghy in the storm, to wait until morning to check on the Xaisu ship.

In the morning, when the PCs rowed to shore on a small boat to examine the Xaisu wreck, they found a crippled ship, emptied of people. On the shore, they found the bodies of several Xaisu sailors, and one of the bodyguards from the ambassadors' retinue. None of the ambassadors or the other bodyguards were in evidence. Before the PCs could mount an exploration of the mountain that just up in the middle of the island, they were startled by a pair of ogres. Outnumbered, the ogres called for reinforcements and engaged the PCs. Just as the second of those ogres was slain, three more showed up, but the PCs defeated these as well.

We didn't have a lot of time that afternoon for play, so that's where we left off. Next time (scheduled for this coming Sunday), we'll proceed with the PCs' exploration of the island in an attempt to find the missing Xaisu ambassadors. The island is pretty small, so they're probably inside that big rock/small mountain that dominates the island ...

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