Charles Plemons’ Blog

August 31, 2007

Ocanthus, Illustrated

Filed under: Dungeons & Dragons — charles.plemons @ 10:44 pm

A couple of years ago, Wizards of the Coast released a book entitled Manual of the Planes which described all manner of “other worlds” in the Dungeons & Dragons multiverse. For some unknown reason, I tucked away a memory of the description of Ocanthus, a layer of the plane of Acheron and thought it to be particularly gruesome. I don’t know why it stuck with me, but it did. Here is an excerpt of the description, quoted from the book:

The fourth layer of Acheron is lightless but filled with fast-flying, razor-thin shards. Some shards are little more than needles, while others are miles wide. The largest shards have their own objective gravity like the cubes of the upper layers, as well as a breathable if icy cold atmosphere. The constant blizzard of bladelike shards makes Ocanthus inimical to creatures and objects alike.

The shards are black ice, frozen into thin layers. Their collisions break them into progressively smaller shards, and eventually into needles and then dust. The shards all originate from a single source: the night-black boundary of Ocanthus, a sheet of infinite, magically charged black ice.

By sheer dumb coincidence, I stumbled upon a nearly perfect visual illustration of the plane in the form of an online game. I find it both intriguing and horrifying at the same time. So far, I’ve succeeded in dodging 354 shards in one game.

August 30, 2007

Navy, Kuwait

Filed under: Letters — charles.plemons @ 10:02 pm

Received the following letter:

Hi Charles,
I wrote just to thank you for sending the care package. I really appreciate what you have done. It really means a lot to me and the rest of the guys. We thank you and salute you in your efforts to enrich our lives in our duty serving abroad. Thank you and God bless.

Sincerely,

—–

Marvel HeroScape

Filed under: HeroScape — charles.plemons @ 9:58 pm

I saw the much-anticipated Marvel Comics version of HeroScape at Wal-Mart tonight. I had been eagerly awaiting its release, and as soon as I picked it up, I realized I wouldn’t be buying it. See, I have no interest in Marvel characters and playing the game with them; I wanted some cool new terrain. However, the set contained very, very little terrain at all. Hey Hasbro, swing and a miss!

McWoD Delivers

Filed under: World of Darkness — charles.plemons @ 2:12 pm

About a year ago, I heard that veteran game designer, Monte Cook, would be writing his own version of White Wolf Games Studio’s World of Darkness setting. Mr. Cook is renowned for being one of the authors of the 3rd Edition of Dungeons & Dragons and owner of the very successful Malhavoc Press. As a fan of Monte’s work and of the World of Darkness, I was intrigued. I later discovered the project would be set in the World of Darkness setting but use the d20 rules. Because my players seem to favor d20, this really piqued my interest.

I purchased the PDF version of Monte Cook’s World of Darkness (or McWoD for short) from DriveThruRPG yesterday. Wow, just wow. It is a fantastic blend of d20, d20 Modern and Storytelling System that is easy to pick up and understand. Character creation is a snap; anyone who has played any of the d20 games can being playing this in a very, very short amount of time.

What is truly spectacular about the product is the creative twist on the old World of Darkness. Rather than running with the thousands of years of history the supernatural creatures in normal WoD possess, Monte made the appearance of supernatural creatures in the world a brand new occurance in McWoD. Basically, some Cthulu-esqe entities (known as the Iconnu) attempted to enter our reality in full, but failed. Instead, the attempt caused an explosion of supernatural energy that wiped out central USA and spread waves of nightmarish energy across the globe. The intrusion failed because of a number of humans, known as Awakened, whose subconscious powers were able to hold the barrier between worlds. Now, the Iconnu have sent their spiritual agents into the world to destroy the Awakened and bring the barrier crashing down. Their main agents consist of:

  • Vampires - The Iconnu brought forth the most evil, twisted souls of dead humans that ever existed and forced them into the bodies of living (and often innocent) people. The result killed the body and suffused it with the supernatural strength and power of the vampire. Like most traditional vampires, they drink blood, avoid sunlight, etc. However, they have a huge twist; there are two souls locked in the body. Some vampires are completely controlled by their “evil” soul, some by their “normal” soul, and some have a blend of both or even completely split personalities!
  • Werewolves - Where vampires are a fusion of a dead soul and a living soul, werewolves are the fusion of a primitive, primal spirit with a living soul. The result is a total meld of personalities into one body, with the bestial nature of the spirit mostly dominant. Werewolves are wild, dangerous creatures capable of tremendous destruction.
  • Demons - Not the traditional “devil” that immediately comes to mind, demons are spirit creatures brought forth from some unknown dimension. They are not merged with a living soul; instead, they have the power to take the shape of any human they wish and change that shape on a whim. The result is a powerful spirit entity that can hide anywhere! That little girl on the swing, the cop coming to your rescue, or the taxi driver picking you up could be a disguised demon waiting to rip you to shreds!

Players can be members of these three races; not all are loyal to the Iconnu. For example, sometimes the “wrong” soul is dominant in a vampire, or a werewolf puts its destructive urges to use against evil. Even a demon can change sides. Perhaps the allure of having a physical body is better than where it came from, and it is not interested in the Iconnu destroying this world. If these three options weren’t enough, there are two other options available:

  • Awakened - These are the humans who had the latent ability to hold reality together against the Iconnu. Thus, they are the target for most of the vampires, werewolves and demons out there. They have some supernatural talents and can really be the focus of many stories. If all the Awakened die, reality comes crashing down.
  • Mages - When the Iconnu backlash occured, mystical energy washed over the world. Suddenly, magic actually began working! Now, shapers of magic walk the world trying to learn new ways to unleash their talents. They are really the wild cards, because they have no ties to the Iconnu, nor are they targetted by them. Thus, a mage could be working for either side in this hidden war.

Antagonists in the game are regular humans (thus, a similarity to d20 Modern), one of the five “supernaturals” described above, or even more exotic monsters. Due to the Nightmare Wave, many bizarre creatures can be found in the world. The most bizarre are in places near the central US where the devastation was the worst. Most any d20 monster imaginable could crop up there. Further away things like ghosts and other undead, bizarre plants, giant insects and other sterotypical horror creatures could easily fit into the campaign.

The way the story is written, it allows the Iconnu intrusion to play as much or as little into the campaign as you want. It can be the entire focus, with players trying to protect Awakened and destroy minions of the Iconnu, or it can be way in the background. This allows for a post-apocalypse style of gaming all the up to a modern horror, depending on where you base your game in relation to the central US. I think that flexibility alone makes McWoD have huge appeal. You could easily replicate the feel of the TV show Supernatural with these rules. If you want more extreme, you can sway more toward the Mad Max feel.

All-in-all, I think McWoD is a brilliant adaptation of WoD. I think it is a niche market; most of your WoD purists are going to avoid it. However, it is a really good way to expose the d20 gamer market to an exciting and rich setting. After reading through it, all I could really say about is summed up in my first thoughts, “good stuff.”

August 26, 2007

UFC 74 Results

Filed under: Mixed Martial Arts — charles.plemons @ 9:52 pm

It was a bad night to be one of Joe Rogan’s favorite wrestling or jiu-jitsu “experts”. The main event fights made them look pathetic. Number one case in point, the fantastic thrashing given to Alberto Crane by Roger Huerta. All through the introductions, Joe Rogan could say nothing but the overwhelming awesome nature of Crane’s BJJ. That’s great. Really. But an MMA fight is not a BJJ competition. The results: Huerta looks like a superstar fighter, and Crane is embarassingly beaten into a bloody pulp. It’s not often that the camera zooms in on a fighter and you can see “what have I got myself into” clearly in his eyes. Don’t get the wrong idea, there are some awesome BJJ MMA fighters. I’m just saying you have to bring more than just Brazilian jiu-jitsu to a MMA fight or you can expect the utter stomping Huerta delivered to Crane.

How about the reality check for Josh Koscheck? His biggest problem is he has watched some re-runs of UFCs and listened to Joe Rogan say the “Kos” has wrestling skills like superstars such as Matt Hughes. What? Wait a minute, did Joe really compare an Ultimate Fighter loser to a former champion with over 40 wins? Let’s not all jump on the Koscheck boat just yet; he may prove to be good one day, but don’t put the cart before the horse! Before the fight, Koscheck was bragging about how he’s been wrestling since he was 5 and Georges St. Pierre would not be out-wrestling him. (Does your wrestling experience at age 5 really matter, I wonder?) Not only did Georges St. Pierre completely out-wrestle Koscheck, he did it with authority. I’m not really a GSP fan, but I think the fight went the way that is best for everyone involved.

Of course, the big fight was ole’ Captain America Randy Couture against Gabriel Gonzaga. Couture started the fight by wobbling Gonzaga, then drove him to the fence, slammed him down, and fought the younger, faster fighter with brains and brawn instead of just brawn. During one of the takedowns, Gonzaga’s nose was shattered which caused massive bleeding and problems breathing. By the middle of round two, it was obvious Gonzaga had lost the will to fight. Oh sure, he kept swinging, even for the fences, but he was already out of the game mentally. This played even better into Randy’s plan. Eventually in round three, Randy put Gonzaga on the mat, got half guard and rained punches on the behemoth. Most of the blows were not getting through, but Gonzaga put up no attempt to improve his position after several warnings from the ref. Finally, the fight was stopped because Gonzaga continued to lay there, with no heart or will to continue, and try to block punch after punch after punch. At 44 years of age, Randy retains his heavyweight title against the 28 year old monster. Oh, and did I mention that Gonzaga is a BJJ master who was supposed to be able to dominate Randy at all levels? There are a lot of people saying Randy “cheated” by breaking Gonzaga’s nose. That’s an easy move to perfect, you know pick up the bigger man and land just right to break his nose while said man grabs the fence (which actually is cheating). So, I guess that theory is shot. Then, there are those saying the ref stopped the fight too soon. Really. After warning Gonzaga he was going to do it? And after years of fights being stopped when a fighter is caught in a position and can’t seem to defend himself? Don’t hate the player, hate the game.

All-in-all, it was an exciting UFC to watch. The card was really good, and I think a lot of the results were happenstance. On any given night, anyone can somehow find a way to beat a given opponent. If they all fought again, the results may be wildly different. But then, that doesn’t really matter, does it?

August 24, 2007

Age of Worms Adventure Path - Game Session 50

Filed under: Age of Worms — charles.plemons @ 11:46 am

Game summary for August 23, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Iapetus Hasur (hu-charad giant rogue/vigilante), Jimiath “Jimmy” Firespark (halfling rogue/spellwarp sniper/wizard), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

Almost immediately after defeating the corrupted angels and eladrin, another pair of doors burst open, and three swords of Kyuss led by a wormcaller attacked. Jimiath unleashed a wall of fire to hem in the undead and slow their advance. The flames proved particularly effective against the dead flesh and did slow the advance. Much to the chagrin of the Mercenaries, as the swords of Kyuss emerged from the flames, they revealed a horrific power. Channeling the dark, negative energy of their god, the swords dropped invocations of the worm on the clustered party members. These explosive bursts of fell energy tore into the heroes but actually healed the burned flesh of the undead. Within moments, the monsters healed the damage they took from the fire as well as the mighty blows landed by the Mercenaries’ frontline.

The barrage of negative energy proved too much for Aridarye and Jimiath to withstand, dropping both of them. A quick-thinking Morak cast a spell that revived Jimiath, but another invocation of the worm tore into the paladin, Taravin. His body could not stand the shock of the blast, and he was hurtled into oblivion. Ashkor and Iapetus held the front line while Syvarius blasted away with arrows. Thoril was rocked back on his heels and forced to fall back to recover. All the while, Morak Beardfist ran to and fro conjuring forth the healing blessings of Moradin. As things seemed most bleak, Lyrin unleashed the mightiest fireball he had ever cast, destroying two of the undead outright and weakening another significantly. Soon, the party proved victorious.

Staggered by their losses and depleted resources, the team barred themselves into the torture chamber to recover. Their slain allies were called back from the dead by the power of Moradin. The next morning, they gingerly crept out and began their exploration again.

The team experienced a vision in the library and saw the man they believe to be Kyuss studying some worn and pitted bronze disks under the tutelage of the six-armed insect creature. A deeper vision revealed the Netherese depiction of Jergal inscribing the disks while they were new.

Later, the team explored the outside of the Spire and flew to the top to investigate. Ashkor received another vision wherein he saw a trapezoid-like black monolith atop the Spire with some kind of figure raging within. Suddenly, a massive red dragon flew up, snatched the monolith and ripped it from its moorings. As Ashkor watched, the dragon and monolith faded into the distance as the beast flew North.

August 20, 2007

Chuck Norris, Still Kicking

Filed under: Mixed Martial Arts — charles.plemons @ 6:39 am

By happenstance, I stumbled upon one of the semi-finals for the World Combat League. After watching, and enjoying, an episode I began reading about it. The WCL was founded by Chuck Norris, and part of the proceeds go to a charity organization he is involved in.

The WCL is a full contact fighting promotion, but not MMA. There are no throws or takedowns, but this isn’t your regular kickboxing. The “ring” has no ropes; instead it is a 27-foot diameter circle with sloping sides. It is a team sport, with each match earning points for your team. Fighters compete in a 3-minute round and give points to the other team when they get fouls. Fouls can be for things like throws, elbows, stalling (i.e. not fighting), backing up instead of moving forward, and holding your opponent. Because of these rules, there is almost no clinch, which leaves for three minutes of brutal combat; unlike any boxing or kickboxing match I’ve ever seen.

After all members of the team team compete, it starts over and you fight the same opponent again for another 3-minute round. The exception is a KO or TKO, where you are replaced by an alternate for the second fight. For a fight, I prefer MMA because it is more complete (i.e. takedowns, grappling, etc.); however, if you just want to watch some pure excitement for a few minutes, tune in to a WCL match!

WEC WrekCage

Filed under: Mixed Martial Arts — charles.plemons @ 6:31 am

I finally saw an episode of WEC WrekCage, one of several smaller-venue MMA organizations now owened by the UFC. I was surpised to see an octagon ring as well as the referees I’m used to, such as Herb Dean and Yves Lavigne. Basically, it was a UFC event without the UFC logo.

The fights were good, and the new weight classes were interesting (WEC has bantamweight and featherweight divisions). Overall, it looked like another good source of quality MMA action!

August 17, 2007

McDiculous

Filed under: Rants — charles.plemons @ 2:53 pm

McDonald’s again. As I sat in the long drive thru line at McDonald’s last night to get food for the family, I began reading the big white and red signs they had beside the order prompter. They read “For Faster Service” and “Please Have Money Ready”.

That’s not an unreasonable request, but if you stop and think about it, McDonald’s is telling us that their service is lousy because we are lousy customers. Here are some ideas for faster service, McDonald’s:

  • Have equipment that allows clear communication between you and the person taking the order.
  • Get my order right when I tell it to you.
  • Quit trying to up size everything I say. If I want something, I’ll tell you. You don’t have to ask me for every freaking item if I want it bigger, better or badder. I just want what I ordered.
  • Learn to count back money.
  • Try putting the coins in my hand first rather than on top of those nice smooth bills. You will fumble less.
  • Give me the right order at the “second window”.
  • Don’t try to artificially “improve” your drive thru wait times by having me pull around the building and wait for you to walk through the entire store out to my car to bring me my food.

Having read these signs and getting annoyed by their insult, I pull up to the order prompter. As I suspected, I could barely hear the person asking for my order. I lean out of my window and say I want “three double cheeseburgers”. On the digital order screen, it immediately reads “33 Double Cheeseburgers”. I tell the order taker that was “3″ not “33″. She very curtly replies “I know that, sir.” Then, there is silence and I wait. And wait. And wait. I’m assuming that she doesn’t know how or doesn’t have the ability to fix the order. About two minutes later, the 33 changes to a three, and a $4+ chicken sandwhich of some kind pops on there too. I don’t know where that came from, so I have to get that removed as well. Finally, I’m able to finish my ordering.

Yet, McDonald’s posts signs telling me I’m the reason their service is pathetic.

Age of Worms Adventure Path - Game Session 49

Filed under: Age of Worms — charles.plemons @ 9:37 am

Game summary for August 16, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Frank Urthadar (human evoker/sorcerer/ultimate magus), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

The Mercenaries moved up the stairs into the ziggurat and were assaulted by two eviscerator beetles and a Kyuss knight. The undead monsters tore into Iapetus, causing him to retreat by flying and turning invisible. After a few moments of intense fighting, including a flurry of smites from Taravin, the undead were destroyed. Realizing they were weakened by their fight with the trolls earlier in the day and the brutal attack from the undead, the team pulled back and made camp in the jungle.

The next day, the team returned to the ziggurat and entered the central chamber. As they investigated a gaping hole in the floor, a flood of creatures spilled into the room, causing a riot of violence and carnage. A pair of angels of the worm, their arms turned to flaming swords and their feathery wings dripping worms, spearheaded the attack, followed closely by swarms of Kyuss worms. A worm-drenched ghaele eladrin entered the battle and used destruction to annihilate Frank. Seeing his ally destroyed, Lyrin fired back with a disintegrate, which completely eliminated the eladrin. The Mercenaries then finished off the remaining foes with stunning efficiency. As the last of the worms wriggled and died, another vision overtook the team.

Again the party sees a man they believe to be Kyuss. This time, the man is wearing robes and accepting a golden box from a six-armed rotting insect creature. He opens the box and extracts a single Kyuss worm with a pair of tongs. Taravin saw an even deeper vision, revealing a two-armed insect creature looking down on the proceedings holding an identical box. The paladin believes this matches an ancient Netherese depiction of Jergal, Seneschal of the Dead.

Ashkor used some of the remaining minutes of the fly spell Frank had cast to go 80 feet into the vapor-filed central hole. He then returned to the temple proper and the team investigated a side room the enemies had burst from. They discovered it to be an abandoned torture room with rusting equipment which Taravin quickly pocketed. Now the Mercenaries face a serious problem. Swarms of Kyuss worms cover the ground between the ziggurat and the obsidian ring, and Frank was the one who could make the party fly. If they leave the temple to recover, they may be unable to return; however, if they stay, they may be too weak to continue.

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