I have a big long fight against a giant robot spider.
I have a big long fight against a giant robot spider.
The squad has to hold off an enemy attack while Charles pushes some fuel towards a door.
Having finished the second book in the Jedi Academy Trilogy, this seems like as good a time as any to take a look at the comic book storyline discussing the rise of Exar Kun – The Freedon Nadd Uprising and Dark Lords of the Sith.
Writer: Tom Veitch
Pencils: Tony Atkins
Inks: Denis Rodier
Lettering: Willie Schubert
Colorist: Suzanne Bourdages
Covers: Dave Dorman
Publication Date: August – September 1994
This is available independently in a Kindle/Comixology edition from Amazon.com.
Writer: Tom Veitch & Kevin J. Anderson
Pencils: Chris Gossett (1-5), Art Wetherell.
Inks: Mike Barreiro (1, 3, 5-6), Jordi Ensign (2, 4),
Lettering: Willie Schubert
Colorist: Pamela Rambo
Cover artist: Hugh Fleming
Publication Date: October 1994 – March 1995
This is available independently from Amazon.com.
Both stories are available in a combined form in Tales of the Jedi Vol. 2 (along with the next two arcs of the comic).
Following the defeat of Queen Amanoa in the events of the first Tales of the Jedi storyline, Jedi Master Arca Jeth has decided that it’s best to remove the remains of Sith Lord Freedon Nadd from Onderon to the nearby moon of Dxun. As Jeth, and his students Ulic and Cay Qel-Droma, Tott Doneeta, and Master Thon’s former pupil Oss Wilum, move Nadd’s sarcophagus and the remains of the former queen, Amanoa, to Dxun, they are attacks by followers of Nadd, stealing the sarcophagi.
The Jedi consult current Queen Gallia’s father, King Ommin, for assistance. To their surprise (but not exactly mine), Ommin turns out to also be a Nadd cultist, betraying the Jedi. Arca Jeth is captured, through the rest of the Jedi get away. Meanwhile, another group of Jedi, including Nomi Sunrider are sent to help defend the planet.
While all of this is going on, two other Sith Cultists – Satal and Aleema Keto – heirs to the throne of the Empress Teta system, steal a book on the Sith from the Galactic Museum, which leads them to Onderon. They manage to steal a few relics of Freedon Nadd and return to their world home system, and murder their parents to seize the throne.
Once again, the Jedi are drawn into action to take down the two. As Republic and Jedi forces work to retake the Empress Teta system, a Jedi Knight named Exar Kun raids the crypt of Freedon Nadd and takes several relics. Nadd’s spirit directs Exar Kun to Yavin IV, and the temple and Sith laboratories of an earlier Lord of the Sith known as Naga Sadow. Nadd manages to corrupt Kun to the Dark Side of the Force, making him accept the mantle of the Sith in order to heal an otherwise mortal wound.
Back in the Empress Teta system, the Keto siblings are able to fight the Republic forces to a standstill using their Sith powers, and in particular Aleema’s ability to conjure illusions. As Kun turns to the Dark Side, a wave of power runs through force, that allows the forces of the Keto Siblings to attack a gathering of Jedi, with their battle droids killing a bunch of Jedi, including Master Jeth.
In response to this, Ulic Qel-Droma proposes a hazardous plan – to infiltrate the forces of the Empress Teta system, and to attempt to overcome the Sith from within. Several Jedi masters, along with Ulic’s brother Cay and Nomi Sunrider, attempt to talk him out of this, but he decides to go forward with this plan anyway. Ulic manages to gain the confidence of Aleema, but Satal does not trust him – drugging him with a Sith poison that will kill him if he tries to draw on the Light Side of the force. Kay and Nomi attempt to pull out Ulic, but he insists on staying to see this through.
This all comes to a head when Exar Kun travels to the Empress Teta system himself. Kun kills Satal, and ends up doing battle with Ulic. Ulic puts on an amulet from the cache of Sith artifacts in Aleema’s possession – which resonates with a similar amulet that Kun had on his person. They get a vision of a Sith Lord far older than Freedon Nadd. He informs them that this moment has been planned for long before they were born – Exar Kun is to be the new, true Dark Lord of the Sith, with Ulic Qel-Droma as his apprentice.
Ulic Qel-Droma: Still somewhat naive and brash, but also somewhat driven and idealistic, as he’s willing to put everything on the line to infiltrate the Sith in order to end this war once and for all.
Cay Qel-Droma: Still the more mature brother, tries to talk Ulic out of his plan, and tries to pull him out with Nomi Sunrider.
Nomi Sunrider: At some point fell in love with Ulic. Is a little more willing to use her lightsaber, and she’s demonstrated the ability to use Battle Meditation to get her opponents to turn on each other.
Master Arca Jeth: Dies during the Battle Droid attack on the Jedi gathering.
Oss Wilum: Has a vision that he will be “learning a great deal” from Ulic Qel-Droma.
This installment does a great job of building up the backstory for the events that are going on in the Jedi Academy trilogy, while also forwarding the existing Tales of the Jedi storyline. That said, again – I feel this would work better as an ongoing comic than a bunch of short miniseries, but that’s how Dark Horse rolls in the ’90s.
This is a great continuation of the story from the last Tales of the Jedi series. This ups the scope to a more galactic threat, and gets across why this is a big deal.
The Keto siblings are generally introduced in an interesting manner. They are something of an archetype – rich, decadent spoiled brats who turn to occultism when bored – almost the Star Wars equivalent of Fenris from the Marvel universe (though with less implied incest).
That said, once Exar Kun is introduced in full in Dark Lords of the Sith, it’s made clear that the Keto Siblings are placeholder villains. They’re certainly dangerous, but the amount of attention that Exar Kun receives makes it clear that he’s the big bad – something that is made all the more clear if you read Dark Apprentice.
The action this volume is well done, and the environments panel layouts and art really works with the scope as well. We have some tremendous vistas in this story – which in the modern era of decompressed storytelling would probably be shown as massive two-page spreads, but here are kept a little more confined. Still, they’re given a lot of page real estate to play-up the impact of the art.
The end of this part is definitely a cliffhanger, and it feels almost like our Empire Strikes Back moment, but we’ll see when we get to Part 3 of Tales of the Jedi, with The Sith War.
However, on the novel side, we need to finish off the Jedi Academy trilogy with Champions of the Force, and after that we have, on the comics front, Dark Empire II.
A while back I reviewed Andrei Tarkovsky’s classic science fiction film Solaris. However, of the various films in Tarkovsky’s filmography, while Solaris was and is extremely well regarded, it’s a film that hasn’t built quite the same following behind it as Tarkovsky’s 1979 film, Stalker. While Solaris got a highly regarded remake approaching 30 years later from director Steven Soderbergh, Stalker has gotten a series of games that draws more, visually, from the film than from the novel that inspired it.
Stalker effectively follows three characters, the titular Stalker, and his two charges, known only as Professor and Writer, as they travel into The Zone – a geographical area where weird stuff has started happening after a meteor landed. Inside the zone is The Room – where whoever enters will receive their heart’s desire. As they travel through The Zone, the three talk about their personal philosophies, and why they chose to travel to the Zone.
To be frank, in the various axis of Science Fiction that I brought up in my review of Solaris, this is a film that uses Science Fiction purely for set dressing. This could just as easily be a film about two people accompanying a lay-priest through a hazardous journey to reach a shrine that has a holy relic that is said can work miracles. This is especially case when it comes to the subject matter of the film.
With Solaris, both with the source material, and with the interpretation of the book’s themes by Gorenshteyn and Tartakovsky, they made the film about interpersonal connections, both among humans and the potential between the human and the inhuman.
Stalker, on the other hand, is about faith and belief. The Stalker is a true believer. He knows what The Zone can do. He’s traveled this route many times before, and he understands. He has internalized his belief in the Zone’s power, and the faith in what it can do. It’s a part of him, possibly not only in terms of his identity.
On the other hand, the Writer and the Professor are more pragmatic. The Professor respects the Stalkers judgement and with one exception, respects his instructions. The Professor breaks from the Stalker’s instructions only when he realizes that he has forgotten his rucksack and must return to get it (as the contents of his bag also related to his Desire). Ultimately, when the trio reaches The Room, the Professor reveals that it his intent to destroy the room, and possibly the Zone itself, with a portable atomic bomb that he’s snuck into the Zone – as he believes that The Room’s power is too dangerous to be trusted by people, that people are not worthy of its power – that the unholy cannot be trusted with the holy.
By contrast, the Writer is a complete skeptic. He frequently scoffs at the rules put forward by the Stalker, chafes at his instructions, and when he encounters potential peril, he turns on the Stalker. Meanwhile, while talking about his own career as a writer, he frequently puts blame for his lack of success on others – that Editors, Critics, and Publishers don’t properly understand his work. He complains about their appetites – not only material appetites, but appetites for reading, cloud their mind to his brilliance. Only briefly does he admit any personal failing – claiming that he’s lost inspiration – before dismissing his earlier remarks later. He fits perfectly into the archetype of the creator who attacks any and all critics of their work, taking the view that if you don’t like their work, then you don’t understand their work.
There’s also the character of the Stalker’s daughter, “Monkey” – who was born without the use of her legs, due to the Stalker’s trips in and out of the Zone. In the film, scenes shot outside the zone are filmed in a sepia monochrome, while scenes within the zone are in color, much like with The Wizard of Oz. The exception is scenes from the implied point of view of Monkey, which are always in color – and the end of the film reveals that she has some telekinetic abilities, implying that there is a little of the Zone within her.
I’ve had to think a lot about what makes this film something that would be science fiction – why the earlier narrative framework I suggested wouldn’t work just as well if not better. The best answer that comes to mind is that this is a story that, possibly like Tarkovsky’s earlier film Andrei Rublev (which I admit I have not seen), which confronts the topic of faith, but unlike Rublev, is dependant on having characters with a more modern, and in particular more Soviet take on skepticism and religion.
If I had one complaint about this film, it’s that I think the contrast would have been stronger had the scenes within the Zone been in a 16:9 aspect ratio, with the scenes outside staying in monochrome and 4:3. However, going from the documentary material on the film, the movie was a tremendously troubled production, in particular with the developers ruining the negative from the first round of filming.
The film also has one thing in common with the John Wayne film The Conqueror – it was filmed in a tremendously toxic environment. While the environment of the Zone is very beautiful, it’s also toxic as hell, with industrial pollution in the environment giving much of the cast and crew cancer, including Tarkovsky himself.
As with Solaris, this is a film I absolutely recommend watching, though I admit I may be completely off base when it comes to the themes of faith in the film – I’ll let someone more versed than I get into that (and if I do find a good essay on the topic, I’ll pass it along).
The film is available from Amazon.com on DVD and Blu-Ray. If you buy the film through those links, I’ll get a small commission on the size of that order, which will help support my work. Also, please consider backing my Patreon.
The new chapter begins, and the rain has broken.
I wrap up the chapter, and get the one time where Dan doesn’t act like an obnoxious idiot.
I encounter some of the local Japanese population, and learn the lay of the land.
I’ve previously reviewed the first two Fate anime. Now it’s time to review the third – Ufotable’s adaptation of the second route – Unlimited Blade Works.
Footage Property of Aniplex and the Unlimited Blade Works Production Committee – used under fair use for purposes of criticism.
Fate/Stay Night Review: https://www.youtube.com/watch?v=ewDl1Eob1Ho
Fate/Zero Review: https://www.youtube.com/watch?v=2-E84C2lFqk
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We take on the first boss of the game.
Dan’s team makes his arrival in Japan, and immediately start going for racist remarks…
The thing with collections of short stories is that, in theory, they should serve as your narrative buffet. You take the stories you like, and if there’s one you don’t like, you can move past it and go on to the next. However, much as some buffets have nothing to like, occasionally some short story collections have nothing enjoyable to them. Thus is the case with The Hastur Cycle and me.
As someone who has enjoyed some of H.P. Lovecraft’s fiction, and playing the Call of Cthulhu role-playing game, I had thought this collection would be right up my alley. I was wrong. As a collection of stories, it has a profoundly unpleasant tone to it that seems to permeate every work in the story. There’s recurring motifs of cruelty to animals in general and cats in particular that particularly turned me off. One story has the “lead” (I wouldn’t call him a protagonist) attempting to murder a cat with their cane, and then another draws a connection between a bus driving off a road into a flood with a sack of kittens being downed.
The latter example felt particularly unnecessary, and bounced me hard out of the story in two different directions. The first was in the context of the image being particularly gross. The second was because I had to ask myself – how and when was this particular act – drowning kittens – widespread enough that it was something that an author would feel is familiar enough to draw reference to – and finding myself really not wanting to know the answer, as learning it would be bad for my sanity.
This isn’t helped by the stories not being in any real chronological order by publication. Some of the earlier stories fit, but the rest don’t have any information in terms of when they were published, and consequently it makes it hard to figure out what stories and conceits came from HPL, and which were contributed by those particular authors. Looking at the list of stories and diversity of authors in this book, I was hoping was an aspect of the Cthulhu Mythos where Lovecraft was influenced as much as he was influential. Unfortunately, this book does not contain the answers to those questions.
That said, the central focus of the stories – Hastur, Carcosa, and the King in Yellow – are concepts of the Cthulhu mythos that I hadn’t run into that much, and I was interested in reading more about, so this made the fact that the book bounced me out all the more disappointing. It does make me wonder if this particular issue is particularly intrinsic to stories related to Hastur, or if there are short stories and novels where this isn’t an issue.
I can’t recommend this book, though I admit the issues that caused me to bounce out of this book might not be issues for other readers.
If you do want to pick up the book, it is available from Amazon.com. I receive a commission from purchases picked up through that link, so if you want to help support the site in a manner other than my Patreon, consider making any purchases through that link.
The concept of the “adventure path” – a series of adventures or vignettes strung together to form a larger campaign – has become increasingly more prevalent in tabletop gaming. Even standalone adventures, like some of the adventures for Dungeon Crawl Classics, are built around the idea of being part of a larger world, with the idea that the player characters would have further adventures brought on by the events of this adventure.
Probably one of the first examples of this to be published, though, is the G-D-Q series of adventures published by TSR for AD&D 1st Edition. The adventures were originally created to be run as a series of convention scenarios, but even then, the narrative of the three series of adventures were designed to be strung together into an ongoing story. In the interest of that, I’ve taken a look at the first scenario in the G series – The Steading of the Hill Giant Chief.
G1 is significantly different from Keep on the Borderlands in several very dramatic ways. The most obvious one is that it is designed for more high-level characters, and not a normal sized party either – the recommended party is nine 9th level characters, with less players being viable if the players are more experienced. Not if the overall party level is higher or more powerful, but if the players are more experienced and can consequently metagame better – which is especially interesting that the general vibe with modern roleplaying is in favor of less metagaming.
The other major difference is that Keep on the Borderlands is a more conventional dungeon crawl, though one designed with the concept of a bunch of monster apartments around a central hub. G1, on the other hand, has a much more cohesive structure. To make a comparison to modern video games, I’d compare it to a level from Hitman – you have an objective (Break the back of the Hill giants), and a living breathing environment that you have to navigate to accomplish that objective. Just rushing in and killing everyone all willy-nilly will get you killed, so you have to sneak through the environment trying not to get noticed. Indeed, the main set-piece of the environment, the ongoing feast between of the Hill Giant Chief and his supporters, is a location to be avoided if possible, because if you draw their attention you’re going to get squashed flat.
Further, there are several elements of the set-piece encounter that can be picked off if they show up as random encounters. A DM who wants to put some more work into this can change this from being triggered at random to setting up a guard schedule for some of the roaming portions of the set-piece. This makes it more like a Hitman sandbox level, and depending on your players might make the level more accommodating than approachable than the level as written.
As in Hitman, the preferred way of approaching the problem is to skirt the perimeter, finding a disguise if possible, and picking off guards quietly along the way. The adventure does have room for a more conventional dungeon crawl, mainly within the literal dungeons beneath the steading – where the Hill Giants keep their orcish slave labor. This isn’t a case of wiping out the orcs – but rather wiping out their guards – a few slaves upstairs will tip the players off to an earlier uprising and where the leaders are held, and in turn that if someone can take on some of the guards downstairs they can launch a larger uprising – something that sadly nobody has based a Hitman level around.
My complaint around the adventure is actually the framing narrative – that the band of adventurers are sent by their King to accomplish this task by pain of death. This makes sense within the context of a convention tournament scenario, but not within the context of a home game. Once you start approaching Ninth level, you’re starting to approach name level, and with it the responsibility of staking out land and maintaining it. So, I’d adjust the framing narrative to accommodate that – accomplishing this quest will include not only fame, riches, and glory, but also a land grant from your King that you can use to build your Name Level buildings – with the catch being that in the course of this adventure you learn that to pacify this area you will not only need to take out the Hill Giants, but also the other two groups of Giants as well (with the players learning of the Drow involvement partway through pacifying their new territory).
Overall, G1: The Steading of the Hill Giant Chief, is a really well structured adventure that provides a great break from the conventional dungeon delve, and with a few adjustments to the structure of the adventure overall, and the initial adventure hook, will make for something to keep your players adventuring and engaged once they hit Name Level.
We’ve saved the Galaxy. Time for some denouement.
Next LP is Binary Domain, and we’ll return to the Monday-Tuesday-Thursday-Friday schedule for that, at least for a while.
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Ryder and crew have their final battle against the Archon.
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Sara Ryder is back in the game, and now she’s got to stop the Archon from taking Meridian.
I saw Thor Ragnarok on opening weekend, and since we’ve had enough time to allow for some minor spoilers, I’m posting my immediate thoughts.
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Last time things went pear-shaped, and Sara Ryder needs help from her brother Scott.
It turns out that wasn’t Meridian. Now to find out where it *actually* is.
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A while back I reviewed Sgt. Pepper’s Musical Revolution, a documentary on one of the more prominent albums to come out of the second part of the career of The Beatles studio-only era. A little before that documentary came out, Ron Howard came out with his own documentary on the Beatles, covering their touring years, from when they got big in the UK, to their US tours, and finally becoming dissatisfied with touring.
Some of these stories aren’t entirely new – a lot of this is covered through a lot of histories of Pop Music, Rock Music, and the Beatles themselves. What makes this documentary different is the extensive interviews of the surviving Beatles in the documentary. Additionally, when it comes to the reaction of fans, and the experience of going to these concerts, the documentary also gives time to minority voices, to African American fans who were able to go to their concerts in the South because the Beatles required that the audience be integrated, along with fans in the North (specifically New York)
That said, there are some things that were omitted that I wish had more coverage. There isn’t much discussion of the Beatles Cavern Club years, outside of a mention that a concert promoter spotted them at the club and brought them to play a few gigs in Hamburg. And there isn’t much discussion of the point where The Beatles switched from playing smaller venues to more… conventional audiences, to crowds of girls screaming so loud that they couldn’t hear themselves play.
This last is something of a bummer because there’d never been anything quite like that before, and I don’t think there’s been anything quite the same since. Not even the Boy Bands of the ’90s and 2000s got the same reaction as the Beatles did. The documentary also doesn’t give a sense of the pace – a switch is slipped and all of a sudden everything has changed. Even if this did happen overnight, somebody had to have looked into why this happened overnight. This is the kind of thing that people write doctoral dissertations about – in music, in business, and in human psychology.
It’s not like John Lennon went to bed one night, and then woke up the next morning with hordes of screaming teenage girls outside his window like in Life of Brian (though that is an amusing mental picture). In the same way, it’s not like the Beatles only toured for 2-3 years before retiring. Of their 7-8 year career, they toured for half of it, so the transition of the audience reaction is important, and if it really was an overnight thing, where one day you’re playing to what is basically an ordinary crowd reaction, and the next the audience is in full Beatlemania and sustains that fever pitch for 4 years, that speaks volumes. The same thing if there was something of a build-up to that.
The documentary is still worth watching, but that’s something to keep in mind.
The film is available from Amazon.com – if you do pick this up through that link, I get a referral from whatever you pick up on that purchase.
Now to bring Meridian on-line.
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AD&D 1st edition and Original D&D started out without much in terms of first party setting support, with the first setting that was commercially published for the games being from a third party – the Judges’ Guild’s City State of the Invincible Overlord. Eventually, TSR got around to putting out their own first campaign setting, the World of Greyhawk, as an official setting – first as a small pamphlet, then as a larger boxed set with fold-out maps and several books describing the world.
The boxed set contains a variety of pamphlets describing the setting of the world, along with a country-by-country breakdown, descriptions of major geographical features and the perils that lie within (such as monster populations in those areas), and the gods of the world.
The country breakdown is less divided by geographic region, and more done in alphabetical order. The reasoning somewhat makes sense, but doesn’t make as much sense from a gameplay standpoint. As a DM, I want to know what countries are in contact with each other, and how they interrelate to each other. This is aggravated somewhat by the fact that Greyhawk is notable as a campaign setting by having multiple human ethnic groups within the setting. Further, the game does recognize the differences between the differences between these cultures by having different deities in the setting come out of different cultures.
Considering that clashes between cultures have been something of a big deal throughout human history, having an understanding of the cultural demographics of particular countries would really help DMs get the flavor of what life is like in the country, and how it relates to their neighbors – and in turn how those cultures relate to the other races (Dwarves, various flavors of Elves, etc.) within their borders.
That said, it is worth mentioning that of the various ethnicities within Grayhawk, something that isn’t called attention to and sadly is forgotten by the art in later editions is that the predominant skin color of the World of Greyhawk isn’t white. It’s various shades of brown – and there isn’t discrimination based on skin color outside of the Great Kingdom (which is one of the predominantly Evil kingdoms in Greyhawk – their version of the Late Roman Empire).
I can infer some cultural information about the various groups based on the deities within those groups, but it’s really up to the DM to figure out what those societies are actually like. We get a bit of this as well from the descriptions of the various countries, but that information focuses less on societal identity – as we don’t get human demographic information – and more on national identity. It’s still useful to a DM, but there’s a bunch of narrative options that are left off of the table.
The religious information is generally nicely done. Unlike in Deities and Demigods, we get some real focus on the “portfolios” of the Gods – what parts of life do they care about. None of them have real combat stats – though some combat information is reproduced from Deities and Demigods. The book gives some information of the vestments that clerics of the various deities have, and what their weapons are (and consequently what you can assume their favored weapons would be, if you’re using those rules).
The book doesn’t get much into the relationships between the various Gods though – whether particular Good Deities would be inclined to take an active role in fighting some of the Evil Gods like Iuz, or if certain acts would be particularly reprehensible to followers of those gods (do followers of Boccob find destruction of books reprehensible?) It comes up in a few occasions – Hextor and Heironeous are in conflict because of how they represent different perspectives on combat and war – but other deities generally come across as being mostly ambivalent.
All of that said, even in comparison to the game materials put out in the “Greyhawk Adventures” Orange-spine book, and the 3rd edition Greyhawk corebooks, this is still some of the most comprehensive rundowns of the society of Greyhawk that have been published. Its omissions are significant, but nowhere near as dramatic as the omissions from setting core-books in later editions, and there’s a lot of useful material from here that is missing from other later editions.
The boxed set is available digitally from DriveThruRPG and the Dungeon Master’s Guild site, and physical copies can be found on eBay.
Ryder’s team hits the second relay.
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The Tempest makes its run on Meridian.
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This time we start 1994 with issue #56 of Nintendo Power, and begin a new era for The Blue Bomber.
Kim Justice’s video about the Bitmap Brothers
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Games Reviewed:
Mega Man X – Capcom
Flashback – Delphine Software
Claymates – Interplay
Soldiers of Fortune – Renegade Software
Battletoads & Double Dragon – Tradewest
Batman: The Animated Series (GB) – Konami
TMNT III: The Radical Rescue – Konami
Tetris II (GB) – Nintendo
Chip & Dale’s Rescue Rangers 2 – Capcom