Saturday, May 21, 2011

Adventuring Tips With Adventure Time

Adventuring can be a fun and profitable lifestyle choice. And who could miss the appeal? Slaying evil monsters, rescuing fair damsels in distress, and looting fortunes and magical items. However, before you head out the door to begin a career in fighting evil, there are a few things you'll need to keep in mind:

Rule #1: Choose Your Weapon

Before you start battling against the unholy undead or bizarre dungeon dwelling creatures, you must first choose a weapon. Perhaps a weapon that suits your own personal style? If you are small and weak, perhaps it would be better to focus on weapons that are also small and weak, like you. Or if you're big and strong, a large, powerful, weapon might be just the thing for you. There are a plethora to pick from, but it is vitally important that you make the right choice.

Rule #2: Always Be Careful

When you begin adventuring, most of that adventuring will be done in dungeons. Dungeons are the natural environment for some of the most vile and putrid creatures in need of a good smiting, and (for some reason) there seems to be no shortage of dungeons to delve in. Keep in mind, however, that dungeons are extraordinarily dangerous places. They have been designed specifically to kill you in the most unusual and horrifying ways possible.

As a rule, when dungeon delving, never trust anything you see.

Rule #3: Always Be Prepared

Like the boy scouts, it always helps to be prepared. Of course, a single adventurer can't be prepared for every situation. As such, it works to your advantage to form an adventuring party of like-minded individuals, preferably individuals who can all fill a certain niche. As an example, in many dungeons you will encounter what are called 'locks'. These pesky things, believed to be some sort of dungeon-based growth that occurs on wooden objects like doors and chests, will prove to make your adventures difficult if you do not have someone with you who can take care of them.

Be sure to look out for more Adventuring Tips in the future.

Friday, May 20, 2011

How The Hell Do I Recap All Of This Part 2: The Quickening

Wait, that's not what I'm recapping... Oh right.

It's been a while since I've posted about our game. As I may have mentioned in the past, in the DC Adventures game, I play Necromancer, a magic user who can summon and communicate with the dead.

Earth 52: DC Adventures Recap

The last time we caught up with our band of intrepid heroes, they were headed to Central City to begin their crime fighting escapades, or should I say icecapades?

After getting set up in a hotel and having some time to relax after their last fight, the group decides to head out and start patrolling the city for villains and ne'er-do-wells. However, before they can get to work, the nearby monorail breaks and the train flies off the tracks, causing damage to nearby power lines and creating all sorts of chaos. The team jumps into action, with Necromancer summoning up the shadows themselves to do his bidding, lifting the train back up onto the tracks as Demoana(?) and Beorn (bear guy) work to turn off the electrical grid, and Fahrenheit Myrmidon goes about putting out nearby fires, Fahrenheit with his powers, Myrmidon with his body.

After the situation is under control, the media is on the scene to interview this group of strange new heroes. The team follows Waller's instructions to not inform anyone of their government origins, and so remain somewhat tight lipped on the subject of their origins, though Fahrenheit comes up with some bizarre backstory featuring volcanoes and I think there was something about cursed tiki idol. Wasn't there something like that in the Brady Bunch? Anywho...

The citizens of Central City are relieved to see a group of heroes after so many have gone missing, and so the team decides that what they need to do is take out some high profile villains to better improve the people's morale. After following the crimes being committed by Flash's Rogues, they discover a pattern in the attacks, realizing that the next location to be hit will be the Flash Museum! In order to stop these nefarious.. nincompoops.. they stake the place out, preparing to spring a trap on their unsuspecting enemies.

While most of the team hides, Marathon (team loudmouth) decides to stand on the front steps in his garish yellow and red costume for everyone to see. The criminals arrive, their group consisting of Weather Wizard, Heat Wave, Tar Pit, and Captain Cold (I may be missing someone). However, only Weather Wizard seems to notice Marathon waiting for them, but before he can inform these ignorant individuals of their immediate and impending immolation, the team springs their trap. As they realize Weather Wizard is the only one aware of the trap, the team immediately gangs up on him, much to Weather Wizard's dismay.

The team makes short work of the group, even managing to stop Captain Cold from escaping with the help of his friend Mirror Master. With him in tow, the team begins the interrogation, discovering that this group of vile villains was hired to perform these crimes, perhaps as a distraction for some other abominable agenda. Captain Cold gives them the directions to their hideout and once the bad guys are in custody, the team takes off to investigate. What they find, however, is an empty warehouse. With no sign of Mirror Master, the group does some searching, but what they discover is that they're the ones who've been found. By a group of speed ninjas, that is.

Luckily, thanks to their ability to sense danger, the group is not caught too off guard, and they manage to make short work of the ninjas. But after interrogating one of these super speedy assassins, they discover that they are cultists of Savitar, one of Flash's Rogues. The cultist speaks of the 'Reckoning' but much of what he says is useless. The team ties up the cultists and calls for the authorities to collect them before heading out. On the way out, though, they are greeted by another team of super powered people, though this one is decidedly less.. heroic then their own.

With the help of Fahrenheit's somewhat unusual knowledge of superheroes and villains, they learn that this is a group of villains. Not just that, but a group of supposedly dead supervillains. However, Necromancer's finely tuned magical senses discover that they are not zombies. Apparently, this team was sent by Waller to do the 'clean up' on the less.. photogenic jobs. They're the team that does the dirty work, apparently. However, several of the team are not interested in handing over anyone to a group of supervillains.

Growing tired of this stand off, Mongul breaks away from his team to attack Myrmidon, and the two duke it out. Even though faced with the undisputed lord and master of War World, Myrmidon manages to hold his own, even bruising the alien conquerer before Task Force X can rein him in and take him away. With the authorities arriving to take care of the cultists, the team sets off to return to their hotel and prepare for the next day of crime fighting.

Recap to be continued...

Mood: Hungry

Music: 'Mystic Mind' by Those Darlins

Quote: "You can't lead the people if you don't love the people. You can't save the people if you don't serve the people." - Cornel West

Saturday, May 7, 2011

How The Hell Do I Recap All Of This?

Okay... So... Been a while since I posted last. Don't look at me that way, it's a pain in the ass to walk across town. Plus my Zune headphones broke and I hate walking without some music to distract me.

Anyway.. well, I guess I'll start with the most recent game:

The Shackled City (Pathfinder)

I've been in a Pathfinder game for over a month now, playing a Gnome Gunslinger named Fandango Galbraith Firebrand. Fandango, his brother Alastair (played by Ryan, a guy I game with frequently), and a wizened old halfling named Nathaniel Pennywhistle joined up with the current party whose names I can't for the life of me remember for which I apologize. Anyway, the party had been investigating goblin graffiti in a cave. Not exactly the most pressing adventure to be had, but it pays the bills.

Shortly after joining up, the group ran into a large number of goblins and had to fight. Sadly both Fandango and Alastair did a less than stellar job, partially due to guns jamming and due to low damage. Apparently small guns hurt less than normal sized guns. I always figured you've got about an equal chance being killed by a Derringer as you do by a Desert Eagle, but meh. We defeated the goblins, made use of their corpses as a wall, and hid behind it to get some rest.

However, that rest was interrupted when a Necromancer and his Tiefling friend showed up. Thanks to some rather mind numbing magic by Nathaniel, we were able to defeat the Necromancer and cause the Tiefling to run off. With a captured wizard, there was a great deal of discussion about what should be done with him. Some wanted to just kill him, others wanted to get the information he had and then cut his thumbs off, and a few (including Fandango) just wanted to find out what he knew and then send him on his way. We made short work of him, after all. It wasn't as though he was going to try and jump us later on just so he could get curb stomped a second time.

Venturing further into the caves, we found some rooms that had been built, most likely for the goblins and whoever they were serving. In our search, we inadvertently stumbled across the Tiefling woman again. She attacked, we beat her, and rather than go through another hour long party harangue about the ethics of torture, I shot her. Sometimes sacrifices have to be made for the good of the party.

But things did not go so well soonafter. While the party began searching the barracks, looking for anything of value, Alastair wandered away from the group to go scout out the caves. However, his search led him right into a group of angry orcs. When the party discovered he was missing, they found him dead, cleaved in twain by the murderous monsters. Fandango and the party slaughtered the orcs and their friends when they showed up, avenging Alastair's death. Fandango has been shaken by the experience, but attempts to keep it hidden, the full effect of what his brother's death had on him still unknown, even to himself.

After Fandango mourned the loss of his brother, and the party sort of mourned the loss of an acquaintance, they moved on, determined to be done with this god awful cave. They did find the other end of the cave, and with it, another Tiefling. However, this one proved to be less murderous than the last one. In fact, this Tiefling was a Paladin of Tyr! Yes, a very unexpected character. However, after the party fighter was convinced not to go on a killing spree, we continued onward in our exploration of the cave.

It didn't take long before our next fight. Spotting a goblin spying on us, Fandango rushed ahead of the group and shot the foul creature. It ran, naturally, and he gave chase, only to find that it had retreated back to the room of it's master a Bugbear. Fighting a Bugbear is scary enough because, as we all know, Bugbears are dangerous serial killers.

That was bad enough, but imagine our surprise when he turned out to be a vampire Bugbear!

With a throne that was actually some sort of undead Transformer (obviously a Decepticon) and aided by a group of goblin shamans who could heal them, it certainly looked to be a tough fight. However, with a paladin and two clerics, the odds were slightly in our favor. Fandango didn't get to do a whole lot of fighting, peeking around the door and taking pot shots at goblins, but the real hero of the fight was the wrinkled, old, Nathaniel Pennywhistle, who actually chased the vampire down as it went vaporous and attempted to escape.

With the vampire dead, its chair Carnage Destructicus slagged, and the goblins crushed, we looted the hell out of the place and left. Surprisingly, our eyes did not melt after having become adapted to living underground for so long. And once we hit town we sold the loot, bought some equipment (got myself a fancy new pistol and a shotgun!), and took a long deserved rest.

And that catches us back up. Stay tuned, as tomorrow I recap Earth 52, our DC Adventures game where I play Necromancer, a spellcaster that everyone thinks is a creepy, emo, serial killer.

Mood: Contented

Music: 'Teenage Kicks' Cover by the Bad Shepherds

Quote: "Truth goes out the door when rumor comes innuendo." - Groucho Marx