dorchadas: (Quest for Glory I Hero Bow)
​For a long time, Quest for Glory II: Trial by Fire was my gaming white whale. After I played Quest for Glory I: So You Want to Be a Hero at my friend's house, I played a copy of it for a long time, and later went out and bought the VGA remake. By that time Quest for Glory III: Wages of War was out, so I got that too, and later Quest for Glory IV: Shadows of Darkness. But Quest for Glory II never got a remake and still had EGA graphics in the days of 640x480 and 256 colors, and that's probably why I could never find it for sale. For years, I would import my character from QFG straight into QFGIII and rely on the recap at the beginning of QFGIII explaining the battle against the wizard Ad Avis and the salvation of Raseir. I assume Sierra put it in there because there were a lot of people in my situation.

While I was at university, I finally found a copy of Quest for Glory II on the high seas and played through the whole series back to back. I didn't fall immediately in love with it or discover a magical hidden gem. It's a good game with a few oddities. But it's better constructed and more true to the spirit of Quest for Glory than its immediate sequel, and as a QFG game it's a better adventure game than most of Sierra's output while also being a fun RPG to boot.

Quest for Glory II sell a duck
Viaduct.

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dorchadas: (Legend of Zelda Toon Link Feels bad man)
​Phantom Hourglass is the most recent Legend of Zelda game I've played until now, other than about five minutes' worth of Skyward Sword while visiting [livejournal.com profile] melishus_b in December of 2011. In preparation for moving to Japan, [personal profile] schoolpsychnerd and I bought a DS--we had a PSP before then, but weren't that happy with it--and several games. [personal profile] schoolpsychnerd picked Puzzle Quest and The World Ends with You, and I picked Final Fantasy IV DS and The Legend of Zelda: Phantom Hourglass. I played it almost entirely on the train, as we went to and from Hiroshima City and on the shinkansen throughout Japan, and I thought it was cute and fun. It wasn't until years later that I looked it up on the internet and discovered I was supposed to hate it.

Playing it again I still don't hate it, but the shine has worn off.

The Japanese title reads Mugen no Sunadokei, "Visionary Hourglass" or "Hourglass of Dreams."

Legend of Zelda Phantom Hourglass Kyubosu attacks
It did give us the name for Dead Man's Volley, though.

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dorchadas: (Legend of Zelda Zelda Dark Princess)
​I played Twilight Princess back when it first came out, when it was a Wii game that required swinging the WiiMote around to attack. When [personal profile] schoolpsychnerd and I got married, our friends pooled their money and efforts and got us a Wii as a wedding present, back when Wiis were at the height of their popularity and people would stand in line for hours just at the rumor of stock arriving. They also got us two games, one for each of us--[personal profile] schoolpsychnerd got Cooking Mama, which she played for probably fifty hours, and I got Twilight Princess, which I played for maybe six. At first I really liked it, but I soured on it pretty quickly. I had never bought into the anti-Wind Waker craze, so while I liked the new art style I didn't view it as a return to the true spirit of Legend of Zelda or any of the other pre-release complaints about Wind Waker you can hear read in the Retronauts Wind Waker episode. No, I didn't like the controls.

There were games where the Wii motion controls really worked, like Super Mario Galaxy, and games where they didn't, like Twilight Princess. Movement with the nunchuck was fine, but combat was painful. The last straw came with the fight on horseback with King Bulbin, which took me almost half an hour. I eventually won, but put the game down and never went back to it, and when [personal profile] schoolpsychnerd and I moved to Japan, we left our Wii behind in America because we (incorrectly) thought that Japanese TVs used a different television system than America's NTSC. And until this month, I never played it again.

But this time I played the GameCube version, so the controls were just fine.

The Japanese name doesn't have any special meaning here. It's just a transliteration of "Twilight Princess."

Zelda Twilight Princess sunset ride
Twilight.

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dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into the bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
The souldrinker battened on Father James, its claws wriggling, and he struggled in vain as he felt his life force being drawn away. Willow contemplated calling up a wall of vines between the party and their enemies, but eventually decided that having opened the door, they wanted to see what was in the room beyond, so she laid into the souldrinker, hurting it and also slashing Father James across the arm. The soulddrinker still healed the wounds, but more slowly now.

Elaphe lashed out at one of the spiders, and as he was bringing his dagger down, the spider's horns crackled with sparks and lashed out with a blast of lightning! Elaphe staggered, but his aim was true, and he brought the dagger down onto the spider's head, killing it. Amos fired at the souldrinker attacking Father James and the arrow passed through it, causing it to deflate slightly and start leaking a thin, oily fluid. Shining Star drew out her bow and knocked an arrow, then fired at the remaining spider, but it skittered sideways and advanced on Elaphe, who turned and hacked off one of its legs. Amos also drew on it, but the spider unleashed a blast of lightning that knocked Amos off his feet, sending him bouncing off a wall and into the floor in a heap.

As the souldrinker overwhelmed Father James, draining out his consciousness and lowering him to the floor, Willow moved to attack it while Elaphe and Shining Star hacked at the spider. Elaphe killed it with a savage blow, hacking off its head, and then leaped over to the souldrinker and carved it open. With a high keening wail its membrane broke open and its claws stopped twitching, freeing Father James. Shining Star immediately set to work binding everyone's wounds and examining Father James, but as near as she could tell, he was simply unconscious--anything else would have to wait. Once the bleeding had stopped and first aid had been applied, they carefully moved into the next room and looked around with Hundred Wings's help. Much of a corner of the room was taken up with a resinous nest, inside of which they found an egg, and there were several doors out of the room, but they found some money, a few loose crystals, a cord of blue threads bound in intricate knots, a pair of bracers forged of orichalcum with B'rabti writing and images of the Temple of Yarikh on it, and some potions. Hundred Wings dived down on the egg and began to feast, and Elaphe used his bob-omb to blow up the nest before they left. Then they began the long period of walking back out of the Tower.

On the bottom floor, they passed by the assessor's station, who explained the process. They would leave the artifacts and enchanted items they found in the Tower with them and receive claim tickets for them. The next day, they could return and they'd receive a tax assessment for 5% of their value, which they'd have two weeks or until they left Tower Town to pay, and how they got the money was none of the town's business. They handed over all their items, went back to the Roaring Lion tea house, and all collapsed into bed.

The next morning they woke up slightly refreshed, though most of them were still injured and Father James felt like he had been kicked by a mule. After a mug of mushroom beer, Elaphe went to check the markets to find places to sell their gear, while Shining Star and Willow sought out the Fog Chirurgeons, worshippers of an aspect of Phantom who married skill against the undead with healing prowess. The two asked around town and learned that there were two chirurgeons in town in a clinic, and going there they found an old silverback kong and his very young apprentice. They paid for healing--the room filled with fog and the old kong struck them each once directly over the heart--and then explained that they wanted to learn the ways of the Fog Chirurgeons. The elder one seemed to react especially to Shining Star's admission that she was a priestess of Nyahré, and he told them to return the next day. Then, they departed.

Amos went to the same sorcerer that Father James had gone to when they first arrived in Tower Town, the chuzan with white fur and eyes of burnished gold. His bedside manner was just as terrible as ever, but when Amos paid and the sorcerer worked his sorcery, he left feeling much better.

At noon, after reconvening in the Roaring Lion and eating lunch, and after Shining Star looked for the two starfolk and not seeing them, they went back to the Tower and collected their items. Elaphe paid the tax--at one koku, enough money to feed a peasant family for a year--and paid extra for the assessor's analysis of the items. Several items were simply decorative, but the white jade armor would allow the wearer to pass through walls, the blue cord had an air spirit bound into it that would be released by untying the knots, the jade ring had a kinokoko bound into it and the wearer could use the spirit's powers, the bracers would make the wearer's blows more deadly, and among the crystals was a powerful fire crystal that would allow its user to turn into a firebird. Their expedition had paid off.


All that time looting cursed artifacts from fighting warlocks, necromancers, and vampires, and now the party finally has some worthwhile enchanted items they can distribute! Elaphe wants to use the bracers, and I've heard multiple people who are interested in that ring. Though the way Exalted's system works, there's a cost to use enchanted items--attunement reduces a character's pool of motes of Essence, leaving fewer motes to use Charms or spells--so that may determine the user. Willow wants the ring since he's a treesinger, but already over a third of his Essence pool is tied up in his armor and sword, and wearing armor makes his spells more expensive. Wearing the ring and tying up more motes may not be the best idea.

This combat was probably the most dangerous one the party has been in yet. Father James came dangerously close to suffering permanent damage from the souldrinker, and if the first souldrinker hadn't been killed almost instantly, it could have healed up and latched on to someone else. That would have been catastrophic.

Next game is after the new year, and we'll see what the party decides to do then!
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into the bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Having taken the gloves, the party turned their attention back to the gooey masses underneath two of the benches. No one really wanted to touch them, but Father James used his wind arms to reach out and scoop up a double-handful of the sludge. It came free with a splortch, and they put it into Willow's storm lantern for safekeeping. Amos also fired an arrow into, and while it didn't catch fire, it began to emit an acrid smoke that stung their nostrils, so they quickly exited through the door in the northwest wall, with Willow leading the way. This almost turned into tragedy when Willow stepped on a floorplate that shifted and fell to the floor, but not before he was hit by darts that shot out of the wall. Shining Star examined the wounds and recognized the traces of bloodrot poison, and so Elaphe reluctantly reached into his alchemical store and pulled out a anti-venin, which Willow gulped down. As he stood up, Father James sent Hundred Wings down the hall to look for further traps, and the spirit found a portion of the floor that it was suspicious of. When Father James pushed on it, a portcullis crashed down ahead of them in the corridor. It was made of wood, so Amos fired several flaming arrows at it before the party returned to the room with the altar and took the other door to the southeast.

Father James checked the door and didn't find anything, and they opened it to find a short corridor leading to a large tapestry of a landscape, a view of the Great Bridge and the Narrow Sea from high in the air. Carefully checking behind it, they found a pipe entrance, and they considered going through it until Elaphe pointed out that the tapestry might be a map of the destination, a hundreds of yards in the air above the Narrow Sea. Father James carefully untied the wire that kept the tapestry tied to the ceiling and they folded it up and left it on the floor, to be taken with them when they left.

With Hundred Wings scouting ahead, they passed through several more corridors, past a trap that shot needles from the ceiling in repeating steams by having Father James use his wind arms to scoop up Shining Star and everyone else jumping. As they walked, the air began to feel heavier and more oppressive, almost like the air before a storm, and they rounded a corner and found a pile of bodies. Two mycon, an amanita, and a mandragora, strangely shrunken and drained in appearance, much more so than would have been done by a vampire. The party carefully approached the bodies, mindful of their experience with the walking dead, but they were just corpses. There was nothing unusual about the area where they were lying, either, and eventually the group continued onward until they stood in front of another door. The air was almost palpably heavy here, and Elaphe's fur stood on end, and they put their heads together to consult their various scraps of lore. Piecing together what they knew, Shining Star, Father James, and Willow recalled stories of "lightning spiders" that lived in Predecessor ruins and hunted for prey, and for a moment the party looked at the loot they had already gained and considered calling it good enough. But eventually greed won out, and Elaphe instructed his bob-omb to wait by the door and explode if anything dangerous moved, and then they all backed up and Father James pushed open the door with his wind arms. Then several things happened at once.

When the door opened, the party heard a clacking sound of something moving over a stone and a warbling screech. Then a blobby, floating jellyfish-like creature with several claws on its lower end flew out the door into the corridor. It immediately began moving toward the party, dodging an arrow Amos fired at it, and then the bob-omb went off, blowing it into the wall and sending it slumped to the floor trailing ooze. Amos put another arrow into it, its claws clacked, and then it stopped moving.

Then another one, along with two similar-looking creatures with spider legs, burst out of the door.

Father James was in front, and the flying souldrinker moved straight toward him, dodging the sling bullet he fired and latching onto him. Shining Star wove chains of light arund one of the spiders as Elaphe drew out a crystal and handed it to Willow, and Amos took aim at a spider and fired, but it skittered sideways and he missed. Elaphe stepped forward as the spiders attacked both him and Willow, but the pair managed to parry their clacking jaws. As Amos fired an arrow into the souldrinker on Father James and as it wounds began healing, Willow crushed the crystal and felt Essence flowing in his body, and...


...we stopped, because there was a lot of trap-searching and description in going down those corridors and looking for traps that took up much of the time. The curtain incident from the last session is still strong in their minds, so they're being extremely cautious. Not that I blame them, since I got the template for this from an OSR random dungeon generator.

Next time, they (probably) take the loot they have and escape!
dorchadas: (Broken Dream)
I've never played Ultima VII, but I know about its reputation. The truly simulationist RPG, predating games like Deus Ex, where the protagonist could get into hidden places by stacking up boxes by the sides of houses and climbing on them, bake bread, have infinite storage space by picking up the cargo door for a ship's hold, paint a self-portrait, rob the bank blind, earn infinite money through rigged gambling, or bake bread using blood to bind the flour together. These were the kind of interactions that Divinity: Original Sin promised in its kickstarter video, but with more modern design, applied to a turn-based combat engine, and with multiplayer. Moving barrels around to solve puzzles? Getting enemies wet and zapping them with lightning? Doing all of that together with [personal profile] schoolpsychnerd? All of that sounded like a lot of fun!

I was going to say that this was the third game I kickstarted, after Wasteland II and Pillars of Eternity, but it turns out that's not true. There were a few other games in there like Shadowrun Returns and Sealark, but this is the third big game I kickstarted, and one of the ones I was most excited for.

Well, it took us almost two years to finish it, so that may provide insight into what I thought about the game.

Divinity Original Sin rat battle
"Poison the Rat King" would be a good band name.

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dorchadas: (Legend of Heroes Trails in the Sky Estel)
​Last year, I played through Legend of Heroes: Trails in the Sky. It was amazing, the best JRPG that I've played in over a decade, with a cliffhanger ending that demanded an immediate resolution. And then I...didn’t start the second game until September of this year because I got sidetracked. You know how it goes. I wanted to play more Zelda games before Breath of the Wild came out, and then I was a little intimidated by the commitment than Trails SC would required, since I tend to only play one game at a time.

Seventy-seven hours later, my verdict is that I should have played this back in February and March instead of Wasteland 2. I could have moved on to Trails in the Sky the 3rd by now and finished up the first trilogy rather than spending my time shooting robots with assault rifles, the true post-apocalyptic überweapon. And in Trails SC I even got to shoot some robots with gattling guns, so it would have been the best of both worlds. Long as they were, those seventy-seven hours were an excellent use of my time.

Warning before I start: this review contains spoilers for Trails in the Sky FC. The games are so tightly connected it’s impossible for me to discuss the characters or plot in any real detail without them.

Trails in the Sky SC - Luke Estelle rematch
Not the secret final boss.

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dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into the bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
As the shapes rushed toward the sprawled form of Willow, Amos leapt into the room and fired an arrow at the one on the ceiling, but it skittered out of the way and continued advancing. Shining Star called down chains of searing light on one of the shapes moving along the floor, but it too dodged. Father James sent Hundred Wings to scout out the room, and it reported a pipe along the southern wall flanked by two bird-like statues. It also recognized the shapes as shadowcrawlers, creatures that can see in darkness and hate the light. The spirit suggested that they may have come through the pipe into Etemenanki.

Willow rolled away as the shadowcrawlers leapt down on him, taking a superficial wound, and Elaphe ran past the enemies into the room. The party tried to use the light panels on the walls and floating light-seeds from Willow's sword to drive away the shadowcrawlers, but they seemed berserk, ignoring each of the wounds they took and continuing to attack. Even when Amos shot one in the eye, seriously injuring it, it didn't run. It wasn't until Shining Star bound two shadowcrawlers in chains that the third one backed off. Willow couldn't bring himself to kill the helpless shadowcrawler, writhing in the sorcerous chains of light, but Amos didn't have that problem. He shot it, and shot the third one as it ran. The party treated their wounds and spread out to search the room.

There was a large amount of debris scattered by the entrance to the pipe, and Elaphe picked up two small gems, a scattering of coins, and a heavily-gilded sword that didn't seem like it could stand up to actual battle, but would fetch a nice sum if they could sell it. Then, the party debated what to do. They briefly thought about entering the pipe, but eventually decided against it and instead thought to look through the portcullises on the western end of the room. They were all of one piece, seemingly carved of solid wood, and mindful of the possibility of them closing behind them after entering, Amos touched one and chanted a brief bit of hedge magic to set it on fire. Then, they sat down to wait, sitting quietly or resting for an over an hour while the door burned. Father James sent Hundred Wings to scout out the small hallway, and the spirit reported a body wearing armor at the end of a short corridor. Fearing a trap, Father James tossed Elaphe's grappling hook down the corridor and began pulling, and his cautious was proved justified when whips of flame emerged from the walls and seared the body and the rope. Father James retrieved the body using his sorcery, and Elaphe took the jade chain shirt off of it and put it away.

They had explored all the parts visible on their map but they knew there were still other areas, so they went back to the room with the fountain and took the door to the southeast. The corridor went on for about fifty feet and then ended, with a door to the left. Father James tapped it using his arms of wind and eventually pushed, forcing it open. No one responded to the noise, and so they filed in. The room was filled with benches, made from the same pearlescent stone as the exterior of the tower, with a rough-hewn granite altar in the center and something on top of it. After throwing a few stones in and not triggering any traps, the party entered the room and looked around.

Most of the room was empty, but Elaphe found something under one of the benches. A hardened, gelatinous mass, with several lumps of fossilized goo inside, punctured and deflated, that he refused to touch. On the altar was a pair of gloves, white fabric with lines of iridescent thread running through them, but before anyone touched them Shining Star asked them to wait and invoked Nyahré's blessing on the altar. She closed her eyes, glowed with a soft silvery light, and saw-
A series of indistinct figures, standing amidst the benches, chanting in a language she didn't understand.

A figure raising a bowl over the altar and pouring it over itself.

Several figured gathered around the altar, seemingly engaged in a discussion.

A figure looking into a bowl on the altar, and then picking it up and hurling it across the room.
The vision faded and she told the others what she saw. Father James mentioned that this might be valuable knowledge to a sage or scholar of some kind, and since she hadn't seen anything immediately dangerous, Elaphe took the gloves. After a brief discussion and a look at their packs--most of the treasure they found was small and none of them were tired or seriously injured--they elected to keep going.


And we would have kept going except that battle against the shadowcrawlers took much longer than I expected. They kept dodging and, in contrast to nearly every other battle fought over the course of this game, the PCs kept rolling low. It's fortunate that Willow was wearing armor, because the shadowcrawlers clawed him several times while he was on the ground but every single attack after the first one just bounced off.

The PCs actually have a pretty nice selection of loot already, including some stuff that they might use in the future, and they elected to keep going further in. We'll see what else they find, and if their cautious approach will keep them out of danger!
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into the bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Determined to enter Etemenanki and follow the map that Bonnie had long ago received from the caravan guard detailing a way to a less-dangerous, unplundered part of the tower, the party spent the rest of the day resting up and preparing. Shining Star went out with the starfolk and found private library of a hedge witch who claimed she specialized in fate, but realized it would take several days of research at least to find the information she was looking for. Willow use his sorcery to fashion a wooden mask to protect his head and, mostly importantly, his face. Father James tracked down a hedge wizard and learned how to conceal himself from site. Elaphe rested and healed the last of his injuries. And Amos walked the streets again, enjoying the masses of people going about their business.

The next morning, after a quick breakfast of mushrooms and meat in the tea house's common room, the party set out. They walked on the broad western road to the tower, which shone iridescently in the sun like an enormous seashell, bathing all of tower town in multicolored light. After a brief lesson in the rules from the guards at the hundred-foot-high tower doors--bring all goods out for inspection and taxation, no fee for entrance, smuggling out anything is harshly punished--they entered Etemenanki. The first room was unreasonably large, hundreds of feet long and a vaulted ceiling towering above them, though the entire room was well-lit due to glowing panels on the floor and chandeliers above that must have been dozens of feet in diameter.

Following their map, the party went to a side alcove with several empty shafts in them. Father James sent Hundred Wings into one, and the spirit reported other openings up and down the column, but there didn't seem a way up until Willow stepped out into empty space and blue light appeared under his feet. When everyone stepped in, the blue light stretched out into a platform and lifted them up, and they continued following their map. At one point they exited the tower and walked along a narrow walkway outside, with a spectacular view of the rolling plains west and south of the tower, a drifting cloud kingdom floating high above the earth, and something coming toward the tower from the south--possibly the airship they had seen leaving the Scarlet City.

When they reached the end of the path and climbed the narrow stairs, they consulted their map and went north. Around a bend was a spot on the map marked with a dagger. Elaphe tossed a small rock on it and was rewarded when parts of each wall slid down and several darts flew through the space between them. A rock tossed over did not trigger the trap, and the party individually jumped over, though Amos and Willow grabbed Shining Star and helped her clear the gap. Further down the corridor was a closed door, after checking it for traps and finding none, they entered the room. It was mostly empty except for a low table and oddly-shaped chair made of the same nacreous stone as the exterior of the tower, with a few doorways on the north and south walls. The other northern doorway was an empty arch, and after Elaphe tossed a rock through to make sure that there was no flame or acid that would appear, they passed through. The corridor split, left and right, and at each end was a tracing of blue stone in the wall leading to an alcove containing a crystal, one teardrop-shaped and deep blue and one like a glowing ember. Hundred Wings found a pressure plate under the ember, so Elaphe carefully tied a rope around it, waited until everyone exited back through the arch, and pulled. There was a crackling sound and the air smelt briefly of ozone, but the crystal came out of the alcove and Elaphe pocketed it.

Through the southern door--merely jammed shut, though when Willow tried to check for traps he accidentally stumbled through it--was a corridor leading west, with a gold and silver curtain coming down to about chest-high hanging from an archway. Elaphe threw a rock and then, when there was no reaction, asked Father James to have Hundred Wings look at it. They found its attachment point was recessed slightly into the archway, hung on dozens of small stone tiles that were individually attached to the ceiling. Elaphe hooked a grappling hook to the curtain and pulled, aided by Amos and Shining Star, and the bindings ripped before the curtain did, sending it fluttering to the floor. Elaphe picked it up, but quickly wrapped it up in a blanket when he felt something greasy on the curtain and his fingertips went numb.

Through the archway was a fountain on a dais, and after more testing of the water, Amos finally drank. It was delicious and refreshing, and they all filled their waterskins from it. After they were done drinking and resupplying, Elaphe washed off the curtain in the water. When it went in, the water around it turned cloudy, and he kept it in until the water ran clean and then stowed it back in his bag. Also, Elaphe noticed a skeleton in the corner of the room, with some decayed scraps of cloth and an axe-head with no handle. There was also a jade ring, and after another thrown rock evinced no response, he took it.

They debated going east off the boundaries of the map they had, but eventually decided to loop back around to the west and explore the one remaining room on their map they hadn't been to. They exited to the south and went west, finding a closed door at the end. Willow checked the door for traps but leaned against it a bit too hard, knocking it open and sprawling into the room on his face. As Amos leaned into the room and Willow looked up, they saw three creatures like living shadows, watching them with empty white eyes, who rushed in to attack.


And that's where we ended on a cliffhanger, because everyone was very sleepy and a combat at the end would have gone over time.

I love how cautious the party is being. I don't currently have any wandering monster rolls because I specifically mentioned that this part of the tower is safer than normal and doesn't have patrolling automata or something like that, so they can go slowly and get used to old-school dungeon delving. I even had a magic fountain! I especially liked how careful they were with the curtain and then just picked it up. Good thing Elaphe resisted the contact poison. And they finally found more treasure!

Next time, we start with the combat.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into a bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
The party rode down the ramp around the pipe and spoke to the tower town guard, who waved them through after making they bound their weapons in their sheaths. Elaphe tied an elaborate knot shaped like a rose, causing one guard to take a step back, but then they were allowed to enter. They were in a crowded square, with a tea house on one side under the sign of a roaring lion next to a large public notice board, which Amos immediately went to look at. In Floral, Muskalan, Sarasan, and other languages the party didn't speak among them, there were calls for companions to go into Etemenanki and find treasure, advertisements for businesses, and a call to find a missing child. There was a notice for mercenaries to come to Fontina, and a note half-pasted over it warning mercenaries away and saying that something suspicious was happening there. They took note of a bounty on some gigases that were lairing west of tower town as well as the standing bounty on putting the dead to rest in the ruined parts of the city, and then entered the tea house.

It was quickly obvious that they'd fit right in. The ceilings were high and there was a roaring fire in the center of the room. In the back was a blonde human woman, drinking by herself, and to the left of the entrance were two kremlings and a heavily-muscled frog person playing some sort of dice game. Two starfolk were drinking next to the fire, while a couple tables over a man dressed in a toga with feathered white wings and shockingly purple hair sat with his head in his hands. And behind the bar, wiping down the surface, was a lynel.

Willow ducked out to invoke a quick ritual and returned, his skin shining and flower petals falling from the air around him, and bargained for their stay. The lynel was unmoved by his beauty, however, and they handed over the money for a week's room and board as well as stabling for their mounts. After a quick dinner and ice-cold mushroom beer chilled by the lynel's touch, Elaphe went up to their room to rest, Father James went outside to earn some cash through palmistry, and Willow went over to talk to the winged man. He blearily looked up when Willow approached and gladly told his story: his name was Hemah, and he said he had been cursed by a "vegetable wizard" during in invasion of the "kingdom of the sky," and in response he had been exiled. He hadn't found anything that could break the curse and eagerly seized on Willow's suggestion that he could help, and he called Shining Star over. She quickly determined that the curse on him was not demonic in nature and couldn't easily be broken with her sorcery, but thought that it might be worth asking the starfolk.

As Hemah slumped back onto the table, Shining Star bought drinks for the starfolk and introduced herself as a priestess of Nyahré. One of them spoke Muskalan, and excitedly--and slightly drunkenly--greeted her. In response to her questions, he said he was just a farmer, but that Kimé, the other starfolk, was a guardian-in-training and may be able to help. They gathered around Hemah, but Kimé's efforts were also in vain, for now. Shining Star asked the lynel about libraries, and he said there were various private libraries in tower town and their best bet would be to ask a sorcerer, so Shining Star made a note to do that in the morning. She bought another round of drinks, and as thanks, Kimé cast a spell that cleansed her of all the dust and grime of travel.

As Hemah continued his melancholy and Shining Star talked with the starfolk, Amos slipped out to walk the streets. He saw mostly shops and residences, though he took note of the building with a blazing sun and sand as well as the faerie, the universal symbol for a healer, on the shingle. The neighborhood had the feel of a boom town, all excitement and hope, and it wasn't as run-down and fearful as Rockfort or Gyere had been. He nodded at Father James as he passed him, and eventually made his way back to the tea house.

While he was gone, Willow took a seat at the back of the bar with the woman. After he introduced himself, the woman questioned him, asking him something in Latin, and then asking if he was from Egypt or Libya, and who had been the tribunes when he left. After some back and forth, Willow established that he was from far in her future, from a land beyond "The Pillars of Hercules," and she said that she had been born to freed slaves and made a life for herself in Egypt until the conflict between Marcus Antonius and Gaius Julius Caesar Octavianus forced her to flee. She lost her way in a sandstorm and wound up in Agarica. She said her name was Valeria, and Willow suggested that Amos had an interest in her. She took it in stride, and Willow took his leave. She also briefly talked to the lynel and learned that, while lynel do not give their names to those outside their tribe, people called him Old Lion and he thought it was fitting.

After meeting up at the tea house, the party went to sleep. The next morning, Father James's wounds burned with a dull ache and red lines were extending from under the bandage up his side, so he knew he needed immediate medical attention. Amos told him about the healer he had found, and after breakfast, the party left the tea house to attend to their missions. Shining Star and the two starfolk went to find a library; and Elaphe, Willow, and Amos went to a market to get appraisals on the Imperium coins from the ziggurat and the crystals they had found in the vampire's lair. Elaphe also bought some potions from an alchemist that promised to increase the senses.

Father James went to the healer after borrowing some money from Elaphe. He attempted to ingratiate himself, but the healer, a white-furred chuzan with shining golden eyes, was incredibly brusque, poking him in the wound, shutting down all his attempts at conversation, and demanding full payment up front. When Father James paid, the healer ordered him onto cot and began chanting. His hands glowed, stronger and stronger, until it filled the room and Father James could see the veins in his eyelids, and the the pain in his wound suddenly vanished. A few more incantations and flashes of light, and the wounds were almost entirely healed. Father James thanked him, but the healer hurried him out and, with a quick "Tell your friends!" closed the door behind him.


Next time, Etemenanki! Or maybe hunting gigases, since Elaphe's player is keen on that. Anything that's corporeal, without a lot of supernatural might, and will bleed when he stabs it.

I like the games that take place in larger cities because they let me show off more of the cosmopolitan nature of WotMK. I deliberately tried to avoid the D&D approach where everyone lives in their isolated kingdoms and there's no cultural exchange or immigration. Tower town especially is an adventurer's dream with a giant megadungeon right next door, so people from all over come there. Like fallen starfolk--Shining Star's player has made it a mission to get them back to the Star Road--or frog people.

I've got a map of part of the tower I've been waiting to use for over a year, so I expect the party will go hunt gigases. We'll see!
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into a bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
The group fell back down the well but landed mostly on their feet, uninjured and ready. Elaphe heard the sound of claws on stone as Willow spun her vine-sword around her heard, releasing a group of seeds attached to dandelion-like fluff pods that floated in the air and glowed faintly, revealing the room. To the north were three shapes, maggot-pale and bloated, with long fangs and claws. Wraiths, long-dead and swollen with hate, and as they advanced, all the lights went out.

Willow and Elaphe bore the brunt of the assault, with Willow being claws almost immediately but Elaphe fending off multiple blows and striking back with his vine-sword. Shining Star began casting a spell to enchant the group's weapons against the power of darkness, and Amos--who could see in the dark thanks to the crystal he bore--fired flaming arrows into the wraiths. After their initial assault, one wraith lost its footing and fell under Elaphe's blows, and the other took grievous wounds from Elaphe, Willow, and Amos's attacks. But before Willow could attack again, he felt icy fingers on his skull and then something violently shoved his awareness aside, rending him a passenger in his own body.

As Willow struggled with whatever was possessing him, the remaining wraith charged Father James, knocking him down and savagely mauling him. Elaphe backed away from the two wraiths, his keen chuzan hearing allowing him to nimbly block one of their attacks as he retreated and striking back before withdrawing to Father James' side. Another of Amos's arrows hit the standing wraith and destroyed it, causing it to flare up in a brief burst of flames before vanishing into shreds of plasm. As the remaining wraith got to its feet, Father James told Hundred Wings to pick up a torch and hold it in the air near Amos, who performed a trick shot and deflected an arrow off the torch into the wraith near Father James, lighting the torch and seriously injuring the wraith.

With the lights on once again, the battle turned decisively in favor of the party. Shining Star finished casting her spell and their weapons began glowing with a silver-white light, allowing Elaphe and Amos to destroy the wraith near Father James. The remaining wraith died quickly as Amos, Shining Star, and Elaphe all attacked it, leaving the party battered by alive. Willow shook of the possession and, quickly scooping up some moss from the wall, enchanted it and placed it on his wounds. Shining Star applied first aid to Father James, and Elaphe chanted a few words to ease the pain of his own cuts. After Willow told the others about the possession, they quickly decided that they had enough with the haunted ziggurat and decided to leave. They briefly debated questioning the mummified corpse of the kong they had found using one of the crystals from the necromancers' lair until Willow pointed out that none of them spoke the language of the Kong Imperium, then Father James sent Hundred Wings out to find an exit. The spirit returned and explained that there were stairs down but none up, but in the course of their travel to the stairs, they found a place where the wall had collapsed and they could faintly see sunlight, so they dug their way out.

They traveled through the pipe and back to the winter landscape of Fontina, overland to Rockfort, where they noticed there seemed to be fewer refugees in the streets, and back to B'rabt. After a night of rest, they rode down the Kintai to the town with the pipe to the Scarlet City, restocked on some alchemical supplies they were running low on--Elaphe bought hero's recovery to speed the healing of his wounds and godstriking oil, which would allow the party to attack dematerialized spirits if they rubbed it on their weapons--and they asked around until they found the location of the pipe from the Scarlet City to Tower Town. Once again they took a pipe, and they knew they were in the right location as they emerged and saw the enormous shape of Etemenanki, miles high, blocking out the setting sun.


This session was mostly combat against the wraiths, and was made significantly more dangerous by the darkness and Willow getting possessed. If Willow had resisted or if the party had more light sources so the wraiths couldn't destroy them so easily, it would have been easier. Then again, it was pretty easy already. Elaphe did something like 30 health levels of damage during the fight.

As usual, I put in treasure and danger and the party sees the danger and doesn't go after the treasure! But that's life--this is a game about what they decide to do, and they've decided they want to delve into Etemenanki and turn the game into a megadungeon crawl for a bit. They still have that map to the "safe" location in Etemenanki that they haven't used yet. Maybe now is the time?
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • Father James, human disciple of the pidgit-folk.
    • Hundred Wings, Father James' familiar spirit bound into a bodies of dozens of ravens.
  • Willow, human treesinger raised in Taira.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Bonnie left soon after the snow fell, deciding after discussion with her father that she would return to Chai to continue her orator studies. She rode out with a caravan bound for Chai early in the Month of Frost after bidding farewell to the others, and then set her face to the east. The Green Knight also left a week later, his disciple Drifting Snow in tow, saying that it was the will of the forest spirits that called him elsewhere.

Some time later, Amos was walking through the new-fallen snow in the square outside the temple of the goddesses when he saw another human! A man dressed like a vagabond, playing a shell game for a trio of amanita who clearly did not understand the rapidly-spoken Muscalan that the human was giving his pitch in. Amos watched to see if the amanita would get swindled, but while one wandered away, the others actually won a small amount of money and the other human packed up his gear and left. Amos stood in the square for a while until he felt a tap on his shoulder. It was the human, who spoke in a British accent and introduced himself as Father James, a priest of Mark Twain, a god unfamiliar to Amos. They chatted for a short time until Shining Star stepped out of the temple and saw them, and she stopped to see who Amos was talking to. Moments later, another human stepped out of the tea house on the other side of the square and stopped in shock at the sight of two others from his own world of birth.

After an excited discussion in English between Willow, Father James, and Amos that Shining Star waited out politely, the four of them, along with a limping Elaphe, retreated into the tea house to drink rice wine and mushroom beer and swap stories. Over the next week and a half they got to know each other better and decided to go treasure-hunting. Shining Star and Amos were pushing for a strike against the Dragon Emperor, and while they knew they weren't powerful enough to do so now, they thought that finding more ancient artifacts and then performing a decapitation strike on the Dragon Empire and letting the Dragon Emperor's eight children fight a civil war in the ruins might be their best bet. With winter in effect and snow a yard high, they left on the 17th of the Month of Frost for the pipe that would take them through B'rabt to Rockfort and on to that pipe that led to the jungle.

On the way out of the city, they noticed people staring upward at the sky and turned to see that the Silent Ones were casting off the lines on the floating ship they were building over the Scarlet City. As the party watched, the propellers on one end began to turn and the ship began to move, accelerating forward and then turning in a wide arc toward the north, where it passed out of sight.

The trip to the jungle ziggurat ruins was uneventful. With Bonnie gone, there was no one who could speak B'rabti in the group, and while Shining Star could use the Royal Speech to make herself understood, they found no one who could or would speak back until they arrived at the tea house in the B'rabti town with the pipe to Rockfort. Willow attempted to use his charm and good looks to win them a better price on the room, but the mycon proprieter just glared at him and raised the price. They paid for a few extra days to stable their mounts and in the morning, went through the pipe and out of Rockfort into the wild. As they passed the farms that had been abandoned, they noticed that now they were inhabited, but the inhabitants ran inside and locked the doors at the sight of a group of heavily-armed individuals walking toward them.

The other side of the pipe was a steaming jungle, with a broken plaza leading to a ruined ziggurat mostly obscured by overgrowth, and after removing their heavy winter clothing, the group advanced across the square. While Elaphe and Father James could hear a loud buzzing audible even over the sounds of the jungle coming from somewhere in the canopy, but they didn't see anything and nothing came to attack them, so they climbed the ziggurat steps and entered the top. Amos summoned up a witchlight, revealing a small room maybe twenty-five feet square with a stone bowl in the center, anything in it long since gone, and four statues in the four cardinal directions. One was a turtle, one was some sort of bird, and the other two weren't identifiable. There were stairs leading up and down, and the party took the stairs up first. The room was empty, with a bit of light coming from windows in the crown of the dome, and an obsidian knife in the dust on the floor. Elaphe carefully picked it up and handed it over to Shining Star, who didn't sense anything actively malicious from it. She gave it to Amos, who wrapped it up and put it away. The party went down two levels to a room with four pillars, a pit in the center of the room below the basin in the room above, and no other exits, though they found a half-mask on the floor made of gold and severely tarnished silver. They considered descending through the pit until Elaphe decided to look for any secret doors, and he and Father James's ravens found separate hinged section of stone walls that opened, revealing stairways down.

They descended down a level and began to explore, finding only kong bones mixed with other bones they couldn't identify. The humans heard a low murmuring, like rock rubbing against rock, echoing through the ziggurat, and Elaphe heard a sound of something clicking on stone, but the buzzing they had heard earlier was gone. Then, as they went down a corridor toward another room, Father James heard a message from his raven spirit, Hundred Wings, asking him where he had gone. Turning, he found a rock wall behind them with a corridor curving around to the left. After a hurried discussion, they found the lower end of the pit that led from the room above, and some of the ravens flew door from above, and then flew a rope back up and secured it to a statue. Elaphe held onto one end of the rope and kept an eye on the pit while Amos, Willow, and Father James looked down the corridor. They found a room that might have been a guard room, with some rust on the walls and spearpoints carved like snakeheads on the floor, though the spear shafts had long since rotted away. Amos could see a door at the far end, made of metal and still intact, and with the others' help he forced it open. Inside was a small room with a figure seated on an ivory stool in front of a low table. It was a kong wearing elaborate robes and a headdress, somehow in good condition despite the jungle humidity and with its flesh withered as though mummified. Amos entered the room with his musket ready and saw several items of jewelry on the table just as Elaphe heard the sound of claws on stone behind him, turned, and found nothing there.

He called out to the others and they hurried back to the rope. Father James told Hundred Wings to fetch the treasure, and the ravens brought back two rings, a kong-sized half-mask made of silver and gold like the one they found above, and a gold pendant with a banana tree surrounded by kong glyphs. As the rumble came again, they began to climb the rope back toward the top. They had almost made it when Amos felt the rope shiver, and then it snapped.


This is two sessions together because session twenty-eight was mostly character creation and getting the new characters together.

Elaphe pushed for leaving because while if it bleeds, he can kill it, he's much less confident about spirits or ghosts. And that is a weak spot of this party. Shining Star can fight demonic spirits with her sorcery, but if the spirit is just annoyed that its home has been disturbed, there's not much she can do, and they don't have any other way to affect the immaterial. Shining Star and Amos are pretty keen to keep exploring, though, since they haven't looked around the entire complex and there are still the insects that were making that buzzing sound. Elaphe was pretty excited about the idea of poisoning his weapons.

Next time is in three weeks, when we'll see what happens as the party falls down and the deal with whatever is trying to keep them in the ziggurat!
dorchadas: (Legend of Zelda Toon Link happy)
This is the game with the hat.

There's a Capcom logo that comes up every time I loaded up Minish Cap, but without that, there would have been nothing to tell me that this wasn't developed internally by Nintendo. The internet tells me that it's the same Capcom team who handled both Oracle of Ages and Oracle of Seasons, so they had practice at squeezing Legend of Zelda down into a portable format. And that practice paid off, because they shaved off much of the weirdness and clunkiness from their earlier attempts and made a great Zelda game that's simple enough to not overstay its welcome but has plenty to do for people who want it. I mostly did not want it, and that's okay! I enjoyed what parts of the game I played a lot.

The Japanese title is straight and to the point: fushigi no bōshi, "the mysterious hat."

Legend of Zelda Minish Cap oversleeping
Yep, he's the hero alright.

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dorchadas: (Legend of Zelda Link to the Past Comic M)
Originally I wasn't even going to play this on my chrono-gaming march toward Breath of the Wild. It's not a mainline Zelda game, after all. Then I happened to be reading an old interview with Aonuma Eiji that mentioned that there used to be a lot more story in the game about the Imprisoning War before Miyamoto came in, pulled a ちゃぶ台返し and most of the story was thrown out. I saw elsewhere that Four Sword Adventures featured Gufū (Eng: Vaati) as the villain, making it a good lead-in to The Minish Cap. And when I posted about it on Facebook, several people said they had a great time with it, so on the list it went.

I remember reading about it when Four Swords Adventures came out, but while I did have my sister's GameCube, I didn't have a Game Boy Advance, and I certainly didn't have four of them. Of my friends at the time, I think only [livejournal.com profile] sephimb had one. Four Swords Adventures sounded like a great game, but even at the time I remember people complaining about the high investment cost, and I lost interest and never actually realized that it doesn't require multiplayer. Dolphin does allow for multiplayer with Four Swords Adventures, but from the minimal research I did, it's a giant headache and anyway I don't have three other people to play with. The game is still plenty of fun by oneself.

The Japanese name just means "four swords" (yottsu no tsurugi +), though it's a little odd. Japanese uses counters for specific objects, like 人 for people, 冊 for printed or bound books, and so on. Long, thin objects, including swords, usually take 本, so I would expect the title to be yonhon no tsurugi. There may be some subtlety in the title that escapes me.

Legend of Zelda Four Swords Waterfall and Rainbow
This is probably my favorite screenshot I took.

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dorchadas: (Pile of Dice)
A while ago, I wrote up a description of elves for a science-fantasy RPG setting I'm working on. I liked them, but they were based on elves as creatures of Faerie and didn't really have anything science-fiction about them at all, so now I went back and changed them a lot and I think they fit a lot better:

Elf
The elves have always been a people apart. Before the coming of the Mist, the elves were united by the Elven Court of the Elder Wood, the center of elven civilization. There the Queen ruled, advised by the oldest of her people and the spirits of the forest. Even the far-flung communities in other forests paid homage to the Elven Court, their bonds aided by the Emerald Roads that facilitated travel from elven community to community.

The Mist ended that forever. As it washed over the Elder Wood, the elves made a choice. Some of them gave themselves fully to the rule of the forest spirits, forsaking such technology as they used and following the dictates of their shamans. Others saw the changes that the Mist wrought in those creatures it touched and determined to learn from them. They studied the Changed, using all their magic to form bastions among the woods to hold the Mist at bay, and developed the art of fleshcrafting. The former are known as the wild elves, and the latter as the mist elves.

There are rumors of a third group, who fled underground to avoid the Mist rather than ascending to the heights. It is said that the Mist changed them as they fled, that they worship spirits of fungus and spider and unclean things, and that they have tunnels under the surviving lands and raid the surface for slaves. But theses are merely rumors.

Physical Description: Generally taller than humans, elves possess a graceful, slender physique seemingly made of bark, vines and foliage. They vary greatly in appearance, as wild as nature itself. They encompass the colors of all plant life, tending towards shades of green and brown. Their hair grows leaves and branches. The older they are, the more growths they have, sometimes becoming long twisted vines that hang to their waist or longer. Their flesh is wooden, smooth when they are young and furrowing more and more as they grow older until it resembles the gnarled bark of an ancient tree. Their eyes vary from virgin wood green, morning sun gold, rich brown earth, to deep sky blue, but always a solid color with neither pupil nor iris visible.

The wild elves live in the forests and frequently dress in animal skins or clothing of bark and leaves, whereas mist elves wear suits designed to keep off the mist and work with fleshcrafted creatures, or the symbiotic armor given to their warriors.

Society: Where the elves were once unified, now there is a great division among them. The wild elves are ruled by shamans who speak to the forest spirits and look up to the warriors who practice supernatural martial arts learned from the spirits of the animals around them. The mist elves delve ever deeper into the arts of fleshwarping in the hope of discovering the secret of adaptation to the Mist without losing themselves to it.

There are still some similarities, however. Both cultures have a deep-seated appreciation for artistry and craftsmanship, and whether it’s a carved wooden chair or a piece of living furniture, an elven artisan will always work to their utmost and take pride in their work. Magic is held is high esteem, and the lifeshapers of the mist elves and spiritspeakers of the wild elves are some of the most honored members of their communities.

Relations: Others were always suspicious of the elves because of their insularity, and their new behavior has not changed that. It is the wild elves who are the most well-thought-of, because while they are savage and unpredictable, at least their powers are understandable. Wild elves get along especially well with grippli and sesheyans, who share their wilderness homes. Whatever it is that the mist elves are doing in their living strongholds makes the other races nervous, and their appearance, swathed entirely in robes or with visible symbiotic grafts attached to their bodies, does not allay that concern. There are some elves who live in the patchwork human cities that sprang up after the Mist came, but they are often not entirely trusted there, even after long years of residence.

And here's a picture I found on the internet that's a pretty good visual inspiration:



Pathfinder game mechanics )

Exalted stats )

Maybe someday, I'll actually be able to run this.
dorchadas: (Legend of Zelda Toon Link happy)
Wind Waker is one of the few Zelda games I've played and beaten around the time it came out, along with only the original Legend of Zelda and Ocarina of Time. My sister owned a GameCube and kept up with the releases, though she never played the games for that long. She pre-ordered the limited edition--I still have the bonus disc with the Ocarina of Time Master Quest on it--and I'm not sure she ever played it, but when I came home from university that summer, I did. I played through and beat the game without reading any of the online invective about it and I really liked it. I didn't care about the happy, cartoony graphics. That was the year that Call of Duty first came out, and I was busy playing Morrowind and Warcraft III. Something light and happy was refreshing, especially when I spent every weekday at a summer job that I hated and was going to spend the next semester studying abroad in Ireland. At the time, it might even have been my favorite Zelda game.

On replaying, it's still good, but the cracks stand out to me in a way they didn't then.

The Japanese title, as is often true, is simple and straightforward--kaze no takuto, "The Baton of the Winds."

Wind Waker - Ship firing Cannon at shore
Incoming!

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dorchadas: (Default)
King's Quest as a series was introduced to me by the same friend who showed me Hero's QuestQuest for Glory. We played King's Quest I, in all its EGA and text-parser magnificence, and while I fondly remember its fairy-tale aesthetic and falling into the king's moat and being eaten by crocodiles, we never got particularly far. We never reached an unwinnable situation because we would always die before solving anything. But that made an impression, and I grew up playing Sierra games.

My favorite Sierra games are still the the Quests for Glory, but King's Quest VI is my favorite King's Quest out of the ones I've played until now (I, V-VIII). King's Quest V is too arbitrary and full of situations that require advance knowledge of to beat, like throwing the boot at the cat so that the rat will rescue Graham in his cell later or beating a yeti with a pie, that I didn't want to replay it and I didn't want to subject [personal profile] schoolpsychnerd to it, so we watched a longplay of it. I didn't own King's Quest VII at the time we started playing and anyway it has a different style and interface than the older games, so wasn't going to begin with that one. We do not speak of King's Quest VIII. But King's Quest VI is the best iteration of the early King's Quest games, with understandable puzzles, a whimsical setting, and a minimum of no-win situations. I thought it would be fun for us to play together, and I was right.

King's Quest 6 Ignorance Kills
The credo of adventure games.

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dorchadas: (Warcraft Algalon)
Warcraft is the series that I've put the most time into. Even completely ignoring World of Warcrafr--my main had something like 450 days /played by the time I lost interest in the game in in 2011--Warcraft III was my go-to game for pretty much all of university. I'd work on a paper for a while, load up WCIII and play a quick game, then go back to the paper. Back in high school, instead it was Warcraft II, and I was good enough that our team placed second in a tournament that the high school games club ran entirely on the strength of my performance. I mean, one of my team members forgot to build a town hall.

Warcraft I, though, I have less experience with. I came into the fandom (as the kids say nowadays) with WCII, so I got used to that game's much more capable interface. I eventually borrowed the install discs from a friend and played through Warcraft I, and then after I beat it I never went back.

Until now.

Warcraft I humans vs orcs battle
Welcome to the world of Warcraft.

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dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
    • Drifting Snow, chuzan former farmer.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Seriously injured but with their enemies dead, the party began cleaning up the loose ends. Elaphe searched the lab where the vampire had died, finding several seemingly-enchanted items--a suit of armor composed of tiny scales and fitting like a second skin, a cup as large as his forearm that had seemingly been filled with blood, and a set of chains made of soulsteel, as well as the cloak that the vampire had been wearing. He scooped them all up, as well as a pile of crystals, and the books on necromancy that were in a bookshelf against the wall. Shining Star offered her talents to the mercenaries, who had suffered several casualties and had severely injured members being carried out. They were also bringing out the corpses of the necromancers for burial, to prevent their angry ghosts from rising and attacking their killers. She spent some time on this while the Green Knight and Amos went down the remaining tunnel and found a living area with clothing, some money, but no food. They took the money and then left the cursed cave behind.

Outside, Crimson accepted the rest of the mercenaries' payment with grace, though obvious sadness. His company was in no condition to fight now and would need time to recover. They all made camp together away from the cave, and in the morning departed for Rockfort. This time, the mercenaries were not singing.

The trip back was uneventful under clear skies, though a chill wind was blowing from the north. Once in Rockfort, Bonnie told the wall guards about their success in fighting the necromancers and the undead, showing one of the necromancy books as proof after Elaphe would not give up the cloak to be used as a sign fearing that it would be taken from them. The guards were obviously skeptical, but they sent a runner off to the castle to consult with the king. The runner returned after about an hour with a message that the king's chancellor would speak with them after lunch the following day, and with no other option, the party accepted. They continued into Rockfort and through the pipe in the town square, passing into B'rabt, and taking a room at a hostel. They remained there that night, watching the B'rabti passing to and fro, the priests of the moon god, and the slow flow of the Kintai south to the Narrow Sea.

The following day, everyone except Elaphe went back to Rockfort to meet with the chancellor. Bonnie introduced herself as an Auspicious Orator of Chai and explained their deeds, and the chancellor eventually declared them knights of Fontina, subject to the rights and duties thereof. The Green Knight violently rejected the knighthood and almost earned a spear through the throat from the guards in the room, but stood down when Shining Star asked him too. The chancellor was very clear that the king was too busy to see the party, so they left and went back to Elaphe, who had been attempting to identify the items they had found. They rode north until the moons had risen in the sky and finally took a pipe through to the Scarlet City.

On the way in, Shining Star saw another one of the starfolk, who live in the Star Road and fight a ceaseless war against the demons to prevent them from descending in their swarms to the world below.
Bonnie's player: "Is there anywhere in this world which is just a nice place to live?"
Me: "Don't be ridiculous."
She nodded a greeting to them and received a nod in reply, and then they entered the temple. The Temple of the Goddesses in the Floral Quarter gave a warm welcome to Shining Star, especially when they heard that she had killed several necromancers and a vampire. The old priest of Tharu who had treated them last time gave them a room, though they would have to pay for their own food, and offered medical treatment of the injured. Elaphe' wounds were serious, and they would need at least six weeks to heal, so they settled in for a long convalescence.

Amos spent some time with a group of Muskalan mercenaries who followed the way of the Excellent Archer, eventually picking up their fighting style himself. Shining Star devoted herself to studying sorcery in the temple's library. The Green Knight spent time cultivating a patch of wilderness outside the city and training Drifting Snow to live off the land. Bonnie went to the Chaian consulate and spoke with a powerful orator stationed there about the books they had found. The orator was able to send a message back to Chai about the books--they were to be placed in the Orators' library--and realizing that she could convey a message, she asked if the orator would contact her father. She sent a message explaining what she had been doing, and her father sent her a reply about how proud he was of her and how he was glad she was accomplishing so much, since he had never left the borders of Chai. Bonnie left with a happy glow and spent time teaching Amos Muskalan and Shining Star Sarasan, using her supernatural understanding of languages to speed the learning process.

Elaphe, once he was cleared to walk again, took the artifacts they and found to a shady sorcerer for identification. The sorcerer told him that the cloak could be used to command the walking dead, the cup could be filled with blood that the owner could drink themselves or give to others to drink for healing, the chains had the ability to bind ghosts, and the scales were armor that would increase the wearer's mobility underwater. He later took them to be priced, but when he heard the princely sum offered for the armor--four and a half ryō, enough to retire on--he had second thoughts.

Two weeks before Elaphe's wounds healed, the first snow of the year fell.


Another logistics-based episode requiring convalescence extended by bad rolls on the part of the chirurgeon, much like session seventeen. Bonnie and the Green Knight's players are thinking of switching their characters out for new ones, but don't have their new characters finalized yet so that won't happen until next time. Elaphe's player also wants a set of silken armor, since he can't wear armor with Black Rose Style, but we saved that for the next game. The next game might be entirely more Scarlet City, actually, as new characters are introduced and the party figures out what they want to do. They thought about finally following the map to the treasure, but that requires winter travel into the wilderness. There's also exploring the safe route in Etemenanki they learned about, or the pipe through to the jungle ruins neither of which will be affected by the weather. We'll see!
dorchadas: (Legend of Zelda Toon Link happy)
I was originally planning to play both Oracle of Seasons and Oracle of Ages together and then write a joint review because I wasn't sure there was enough difference between them to warrant separate treatments. Obviously, now I know that's wrong. They have the same premise, where Link is tested by the Triforce and dumped into a land that may or may not really exist, but beyond that and the basic gameplay conceits of the Legend of Zelda series nearly everything is different. Oracle of Seasons focused on combat and the end result was mostly a disappointment for me, but Oracle of Ages focused on puzzles and that was a much better choice for the format. If I had played this game first and then played Seasons, I might have been happier overall. This is definitely my favorite of the two.

The Japanese title is fushigi no kinomi -jikū no shō-, "The Mysterious Seed -Time-Space Chapter-".

Oracle of Ages Nayru's Song

"Quiet! I can't hear Nayru's song!"

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dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
    • Drifting Snow, chuzan former farmer.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
The adventurers and the mercenaries entered the cave mouth, descending into the depths of the earth. The darkness was oppressive, even more so than normal, and Shining Star felt the taint of darkness in the walls and floor all around them. They heard chanting as they reached an intersection and Elaphe sniffed at each of the passages. The left-hand side bore the strongest smell of rot, so Crimson left four mercenaries to guard the passage back and then continued downward. After only a minute or so, the emerged into a large circular room, maybe twenty yards across, with several of the walking dead milling around and a piled altar of rough stone in the center. Around the altar were four figures--the skeleton mycon they had seen at the entrance to the cave, a chuzan holding a strange mercurial sphere, a slightly smaller kappa, and a mycon with glowing red eyes standing further back. As they entered, the red-eyed mycon looked up at them and said in Floral, "Kill them."

The remainder of the session was a battle. The mercenaries surged forward into the walking dead as Amos quickly aimed at the chuzan necromancer and fired, seriously injuring him, while the chuzan threw the sphere he held into the mercenaries, hitting one and knocking him over. The skeletal mycon charged forward while the Green Knight prepared for his arrival and they began trading blows. One of the mycon's blows hit the Green Knight, scoring a cut on his side. The red-eyed mycon waved his hands and shadows descended on Shining Star and the Green Knight, draining their vitality, but Shining Star's answering bolt of white fire just missed.

As Amos fired another arrow at the skeletal mycon, half-a-dozen maggot-white hands attached to long arms erupted from the ground and grabbed at the mercenaries. Crimson shouted at his men to push the walking dead back and open up a path, but they were wavering. The red-eyed mycon gestured at one of the bleeding wounds on a mercenary and the blood leaped through the air into their mouth, which did not help with morale.

Elaphe sent out a mental call to his claw strider mount and drank a Crimson Hero's Elixir he had waiting for just such an occasion and collapsed on the floor, writhing in agony but growing in size. As he stood up again, now almost five yards high, he leapt over the mercenaries and brought his blade down onto the red-eyed mycon, but the mycon's body fell apart into mist as Elaphe struck.

Shining Star blasted the skeletal mycon with holy fire as Elaphe laid into the two necromancers near him, cutting the chuzan in half and seriously injuring the kappa. His claw strider leapt forward to guard him, but both of them were assaulted by shadow energy. The red-eyed mycon was revealed in the light as the mercenaries surged forward, though Bonnie saw one of them have her throat bitten out as something emerged from the dirt before vanishing again. Then hands burst from the dirt around her and pulled her to the floor.

Elaphe sent his claw strider to free Bonnie, and it bit one of the arms in half and ripped it from the soil, allowing Bonnie to push herself up from the soil and out of immediate danger. The red-eyed mycon, seeing that it was in danger, fell into mist again and Elaphe's attack missed...but Amos's arrow, or at least the fires on it, seemed effective. As the mist fled from them, the party chased it through the tunnels to a small laboratory or workshop filled with corpses and unholy texts and, just as it was going to some cracks in the wall, Amos's last shot struck home. The mycon reformed briefly, silently screaming, and then exploded into ash, leaving only the black cloak it was wearing behind.


And that was it. The battle took almost the entire session between the mercenaries, the thing under the ground, the three necromancers and the vampire, and the PCs. The Green Knight's retainer Drifting Snow botched her Valor roll, so she spent most of the battle cowering in fear. And yes, they left the mercenaries to kill off the skeletal mycon. Did they? We'll see.

I guess in one way I went easy on the PCs because I had to make a snap decision about how they could hurt the vampire's mist form, but fire harms mist in Vampire: the Masquerade, so that's the precedent I drew on.

Next session is next week due to the hiatus we've had, where we'll also deal with the fallout from the battle and what the PCs do next.
dorchadas: (Legend of Zelda Toon Link)
I'm not sure I had even heard of Oracle of Seasons--in Japanese, fushigi no kinomi -daichi no shō-, "The Mysterious Seed -Land Chapter-"--before I set out on my Zelda chronogaming quest. It was twinned together with Oracle of Ages and released in 2001, the height of my anti-console snobbery. My loss. But the march of time and technological progress means I can go back to those games that I missed and play them now, when I'll appreciate them. Truly, we live in the the golden age of gaming.

Oracle of Seasons is another weird portable entry, starting a trend that began with Link's Awakening and continuing to this day. The mainline console entries, with the exception of Majora's Mask, are the traditional Zelda games where Link fights Ganon and rescues the Princess, and the handheld games are the ones where he talks to a psychedelic winged whale, rides trains, and plumbs the depths of the same dungeon a dozen times. Or here, uses the progression of the seasons to save a land where the seasons have been thrown into disorder.


Link's dancing was already disordered.

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dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
    • Drifting Snow, chuzan former farmer.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Just before dawn, Amos decided that he should scout out the necromancers' camp and see what it was that they had to face. Without waking any of the others--the Green Knight was already awake--he crept out of the camp to the north to within sight of the enemy camp. There were three figures sleeping near the fire, one large, one medium-sized, and one small, but that was all he noticed before he realized that the sapling next to him was a pole, on top of which was a skull, which turned and glared balefully at him before opening its mouth and letting out a sustained, ear-piercing wail.

Amos leveled his musket and fired at the shapes and then ran. He wasn't even sure he hit anything in the darkness, but he did see that the walking dead were coming for him. He arrived back at camp and explained, and after trying to start a prairie fire and failing due to the sodden grass from all the rain, the party mounted up and rode south for a mile in the lightening sky until they were sure that they weren't being pursued. They debated going back to try again, but eventually decided that now that knew where the necromancers were headed, they would go back to Gyere and see if they could raise a mob.

The ride back to town was uneventful and they were let in with only minimal hassling from the militia. They rounded up the militia captain and went to the tea house Three Wheat Sheaves, where they found the Band of the Red Dove drinking and dicing within. So they decided to call the mercenaries over as well, and with Captain Crimson of the Band of the Red Dove, they sketched out a map of the local area and asked the militia captain if there was anything that the necromancer could be heading for, a graveyard or a place of power or something. The militia captain recalled, in broken Floral and then in Muskalan with Bonnie translating, that he had heard stories of a cursed cave to the west of Rockfort during his childhood and maybe that was their destination. Then the party drew up a contract with the Band of the Red Dove and rode out at the head of a company of mercenaries. Emoji Dragon Warrior march

There was some side discussion of getting mounts for the mercenaries to try to beat the necromancers to the cave, but it was eventually dismissed as unfeasible due to the cost of horses, the likelihood of actually finding thirty riding horses in a farming community, and the fact that oxen aren't suitable for riding.

The mercenaries force-marched, and Shining Star called up the witch-sight as she traveled, and by mid-afternoon she saw a grove in the distance with a shadow hanging over it like a cloud. Bonnie immediately drank spirit-flower tea when Shining Star mentioned the miasma, and she saw pairs of eyes watching them as they approached. The mercenaries sent out scouts, and when they reported back, the party drew up a plan.

The grove surrounded a cave mouth that reared out out of the ground in a tiny hill, with two skulls on posts in front of it. There were no walking dead or necromancers visible, and the party decided to move closer and take up positions in the surrounding woods and try to lure the necromancers out by activating the skull guardians. Elaphe would send his bob-omb familiar above the cave mouth and, when the necromancers appeared, it would drop on them and then they all would attack. The Green Knight gave a brief sermon to Drifting Snow and then summoned the power of the forest to armor him in bark. The bark split through his skin...but it was gnarled in strange ways, with odd purple moss growing on it. Drifting Snow stared, unsure if this was what was supposed to happen, as the mercenaries began their plan.

Two mercenaries charged forward into the sight of the skulls and, as they started to shriek, they tossed off small bombs that made loud noises and then ran back into the trees. As zombies started filtering up from the cave mouth, mercenary archers began firing at them...as did Amos and the Green Knight. The other members of the party waited as more of the walking dead appeared from the cave, as well as one ghul, which Amos and the Green Knight focused on until it ran forward and the mercenaries fell on it with swords.

Then, another figure walked up from the depths of the cave. Skeletal, with green balefire burning in its eyesockets and wearing black robes, it looked around the clearing, taking in the walking dead full of arrows and the shapes it could see in the trees, and shouted something back down the cave mouth.
Elaphe's player: "Are there any signs that this is a necromancer?"
Me: "Other than the obvious necromancy?"
At his signal, Elaphe's bob-omb ran over the edge of the cave mouth and exploded as it hit the ground, sending the walking dead flying in all directions. The necromancer was barely visible in the smoke, fleeing back down the cave mouth, as the mercenary heavy foot charged forward, tossing a few bob-ombs as they did, and began dismembering the remaining zombies to prevent them from acting. Emoji Axe Rage Then, the party configured. The cave didn't seem harmed at all by the explosion and the opening had jagged edges that were uncomfortably reminiscent of teeth, so collapsing the entrance didn't seem like it would work. The Green Knight opined that it might be the corpse of some unholy beast that the necromancers were attempting to raise and they would have to go in after them, and that is ultimately the course they chose. One of the mercenaries pulled a crystal out of a pouch and squeezed it, producing a flickering orange-red light as bright as a bonfire, as the mercenaries and party together moved into the cave mouth.


I expected the party to ambush the necromancers, but I suppose that is what they tried! Maybe if Amos had done better on his Stealth roll.

The players were originally thinking of bringing along a bunch of the town militia, but once they realized the mercenaries were still there they immediately thought about hiring them. Trained warriors beats farmers with spears, especially when fighting the walking dead and necromancers. And thanks to some good tactical planning by Amos and outnumbering the walking dead (so far), they've done very well. Going into an evil cave? Well.

We stopped a little early because there wasn't time to run the final battle in the last twenty minutes we had, so exploring the cave will be next game.
dorchadas: (Warlords of the Mushroom Kingdom)
Final met for another game!

Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
The party huddled with Black Salted Earth in the Three Wheat Sheaves, ordered food and mushroom beer, and planned. Black Salted Earth went over the situation--Gyere was again terrorized by a vampire who now was even attacking people in their homes, making the old advice to stay indoors useless. She mentioned that they had already considered the obvious suggestion to assemble everyone in the town square at noon, but the refugees and farmers from the surrounding countryside made it impossible to keep track of who was in town. Shining Star and Bonnie consulted a moment and suggested that the vampire might be a shedo, a group of vampires who could assume the forms of those whose blood they drank and who were vulnerable to silver's touch. That led to some more outlandish suggestions--wear silver rings and shake everyone in town's hands--and then they asked Black Salted Earth to send for Sigeferth and ring him into the discussion.

He arrived moments later, ordered food, and with Bonnie translating into Sarasan the party filled him in. He was troubled by their story of the vampire attack in the wilderness, mentioning that he had once hunted a brood of jiang in Sarasa, but they had been half-feral and the Veiled Ones had been able to flush them out into the sunlight. An intelligent jiang and a shedo working together was a bad sign. He hadn't seen anything, but said he would keep a look out, especially now that he had a description of the jiang. He asked if any of them could scry and try to find the necromancers they were looking for that way, and Shining Star said she could not, but that they should consult the old amanita who had helped them look into Old Three Eyes's disappearance, so that was their next destination. The seer asked if they had any items from the person they were looking for or something affected by their sorcery, and they handed over the old sword they had found on the battlefield. The seer performed the ritual, lighting candles and pouring water over the sword, and then their hand tapped the table and slowly moved a handspan westward.

With some idea of where to go, the group made final preparations. Shining Star and Bonnie sought the aid of Gyere's healer and performed surgery on Elaphe, trying to make sure that the wounds he received from the vampire wouldn't lead to permanent disability. After several hours, and with the aid of Shining Star's hedge magic and Bonnie's alchemy, Shining Star was satisfied that Elaphe would recover, and they all went back to the tea house to rest.

Amos and Sigeferth went up to the roofs to scout out. They didn't speak a common language, but with Sigeferth using the Royal Speech and Amos pantomiming, they were able to have a brief conversation about where Amos came from and whether he had ever fought a vampire before. They didn't see anything during their watch, and some time after midnight Amos went to bed.

The Green Knight rode in patrol down through the village, and when he heard the sounds of combat he approached the southwest wall. He asked the militia captain what had happened, and in broken Floral the captain said that there had been a few walking dead but the militia had taken care of them. Seeing the assembled crowd, the Green Knight made a speech about the glories of the Way of the Forests and the downfall of mortal civilizations. Then he turned to go and he was halfway down the street before he realized the someone had actually listened to him. A young female chuzan, brown-furred, clutching a spear and a wooden shield and wearing homespun undyed wool. The Green Knight didn't speak Muskalan and the chuzan didn't speak Floral, but through the Royal Speech he was able to learn that she did mean to follow him and he had finally acquired his first disciple. Flush with success, he returned to the tea house and went to sleep, though he had sure to caution his disciple when she climbed into the bed that the things built of mortal hands were all impermanent.

The others were shocked to find someone else in the room when they awoke. Elaphe had dagger out almost before his eyes opened, and Bonnie let out a shocked squeak. She asked the chuzan's name--Drifting Snow--and bundled her off to the baths with some soap after noticing that she hadn't taken a bath in probably days or weeks. The Green Knight explained himself while she was gone, and while the Shining Star and Bonnie were dubious, they weren't going to stop Drifting Snow from following them, and they certainly weren't going to let only the Green Knight talk to her. They welcomed her when she returned from the bath, and she followed as they checked in about the village--no vampire attacks the previous night--and then mounted their horses and rode out into the rain.

They left Gyere heading west, past some abandoned farms and a few still being worked and watched over by wary-eyed farmers with bows close at hand, scavenging food from the ripe fields. Elaphe took some of the trow weapons, a sword, spear, and shield, and gave them to Drifting Snow to use. Her eyes almost bugged out of her head, but Elaphe just waved it off.

After midday, in the middle of a small copse of trees, they came on a pipe standing alone. Bonnie asked Drifting Snow if she knew anything about it, and the chuzan said that she had heard of a pipe that led to somewhere warm and overgrown, like a jungle, and this might be it. That piqued Bonnie's curiosity, and over the objections of the rest of the group she went down the pipe. It did indeed deposit her in a jungle, steaming hot, in front of a plaza overgrown with weeds and small trees between the stones. In the distance, rising out of the jungle, was an immense ruined ziggurat. Bonnie returned and excitedly told the party about her find, pushing the treasure angle to try to get them interested, but Amos pointed out that they were chasing necromancers and on a timetable. Bonnie marked the pipe on the map, and they pressed on.

Before dinner they found the remnants of a campfire, but the rain had washed away all the tracks. The Green Knight used his sorcery to speak to nearby plants and learned the necromancers had gone north, and after half an hour Amos managed to pick up the tracks again. They kept going through the night, guided by Amos, until they saw a campfire in the distance with figures milling around it. They set up campfire in bowshot range, without a fire, and waited for the dawn. During the night, Amos saw figures continually milling around during his entire watch, and the Green Knight noticed someone setting up some object on the edge of the firelight, but the others did not seem to notice them and the night passed without incident.

When dawn came, we stopped for the night.


The Green Knight's endless speeches finally worked! His player even spent XP on the Followers Background to cement her loyalty, so she'll stick around and earn XP. Though come to think of it, Henchman might be better for that, though she's starting from a lower base. "Subsistence farmer" is a classic D&D start for an adventurer, but the combat ability of a farmer is pretty low. She might have Melee 1, or more likely, Melee 0 (Spears +1). And Survival 2 (Farming +2)

The next session won't be in five weeks, barring a sudden cancellation. I was expecting a hunt for vampires in Gyere, but the players surprised me again. Next time, a fight against necromancers and the walking dead!
dorchadas: (Legend of Zelda Majora A Terrible Fate)
Majora's Mask almost completely passed me by. I think the first time I even saw any of it was at the first Symphony of the Goddesses concert I went to, where the gameplay footage of a moon with an evil face, Link turning into some kind of plant monster and flying around using flower umbrellas, and mysterious giants assembling to defend the city completely confused me. What was this? What was even happening here? And what is it about Majora's Mask that leads Zelda Dungeon to have a huge philosophical exegesis on the game?

(The answer to that is "When there's only one Zelda game every 3-5 years, they've got to publish something")

When my sister bought a Nintendo 64, I played Super Mario 64 and I played Ocarina of Time, and sometimes I played Blast Corps, and then I played Quest 64 and that was basically it for me. The N64 was not the system for an RPG-lover like myself, so I went back to my PC games and that's why I didn't know anything about this game until I played it.

I feel like I'm still missing a lot, honestly.

The Japanese title is mujura no kamen, "Mujura's Mask."


"You've met with a terrible fate, haven't you?"

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