Archive for the ‘Otaku’ Category

The Vault Of Helgorim

Friday, April 18th, 2014

I’ve recently finished reading Return To The Temple Of Elemental Evil in its entirety and found it an entertaining – if incredible difficult – module. It’s inspired me to write my own, and here it is.

The Vault Of Helgorim

This is a ‘drop-in’ adventure that can be added to any existing dungeon without requiring much (if any) explanation. It is intended that the adventure occurs in The Forgotten Realms. The encounters herein are quite difficult, including the presence of epic-level spells, and characters may not survive if not possessed of high level powers (including level 9 spells). The rewards – including a minor artifact – are certainly worth it.

Helgorim

Story: The vampire savant, Helgorim The Eternal (Wiz27/Clr22), spent centuries creating magic items so powerful that many of them are now considered artifacts. For reasons unknown, Helgorim sealed away some of these items when he left Faerun for Realmspace and they remain hidden in their vaults protected by powerful magic. This is one such vault and it contains a minor artifact known as The Stone of Blood. Some sages have assumed that Helgorim did not abandon these items and intends to reclaim them, and the epic-level magic he used to design the vaults seems to support this theory. However it has been aeons since Helgorim departed our world, and none know whether he yet unlives.

The vault should connect to an existing dungeon. It is recommended the vault be in a subterranean location, possibly hidden behind several secret doors or other traps and/or illusions of the DMs devising. Given the difficulty of the traps in the vault, the DM may decide to warn players in advance (such as by littering this corridor with the corpses of powerful monsters or describing runes of warning such as  “Death awaits” written in the entry passage). The entire vault is dark but not magically so and played should be able to illuminate effectively via spells or lanterns.

1. Entrance
After some time you reach the end of the tunnel. A pit, about 7 feet in diameter, is in the center of the floor and leads into blackness.”

The trapdoor drops 80 feet and as PCs descend they pass through two traps, both perpendicular to the drop and spanning the entire 7 foot width. Both traps are highly magical and cast at epic level. They are undetectable and undisarmable.
Trap 1: Field of Dispelling (3″ from the top). Dispel Magic is cast on all PCs and any magic items passing through this trap in either direction (this includes all armor, weapons and items held by PCs). This trap was created by Helgorim and Dispel Magic is caster level 27, and is therefore likely to succeed in dispelling all magic passing through it. While this is merely an inconvenience for items (which will regain their magic in 1d4 rounds), this means that players using items or spells to safely descend (as opposed to a rope) will lose such protection and fall unhindered down the shaft (and therefore take 8d6 damage upon landing)
Trap 2: Image Replacement (10″ from the bottom). All nonevil creatures moving (only) downwards through this trap must make a fortitude save (DC28) or be immediately replaced by a copy of the contents of the mirror in room 4 (see that room for more details). The original character is either gone completely, entrapped or teleported without error to some other location at the DMs discretion (and therefore possibly rescueable). Copies created by this trap fall only 10 feet (1d6 fall damage).
It is possible this second trap replaces the entire party, in which the adventure is likely immediately over.

2. Vestibule
This large room contains statues of extinct creatures in a manner of materials. A passage in the north wall ends at a stone door, from behind which the grinding of stone can be heard.”

The statues are lifeless and constructed of bronze, iron, marble and granite. This room contains no threat to the PC unless anyone was replaced by the trap in the shaft, in which case the remaining party will likely battle the (evil) copies here.

3. Torment Of The Storoper
You enter an octagonal room, approximately 50 feet in diameter and 60 feet high. Large boulders are scattered around. In the very center is a thin column of living stone, spanning floor to ceiling with a dozen animated tentacle-like strands branching off it. As you survey the scene, a great eye opens in the center of the column, glaring at you with malice.”

This room contains the only inhabitant of the vault, a Paragon Dire Storoper with the evil-elemental (earth) subtype.  This creature was created by Helgorim specifically to defend this vault, and is likely the most powerful of its kind ever to exist. As a paragon creature five times larger than a normal storoper, it has 360 hp and bites for 10d6+10 damage. It’s 12 strands span the room and while delivering no damage, hit at +28 and draw targets in at a rate of 20 feet/round (double a normal roper). The earth elemental subtype was added by Helgorim to make the strands impervious to slashing damage (and therefore unseverable) and the dire trait was added to remove the usual roper vulnerability to fire. The storoper has spell resistance 42 and all other stats are as described in the Monster Manual

As formidable a foe this creature is already, Helgorim has given it a unique power designed to make it very unlikely his vault will ever be pilfered: Reverse Gravity. As a free action, the storoper can reverse gravity in this room up to once every round (typically it is cast every 1d4 rounds). PCs will ‘fall’ 60 feet every time this is cast, for 6d6 damage every time. In addition, the disorienting effect of the continually reversing gravity results in a -6 on all attack rolls and gives spellcasters a 20% chance to fail on any spellcast (or 80% if the casting is occurring when the gravity is reversed). The storoper, attached to both floor and ceiling, is not affected by the gravity switch. When the roper dies, gravity returns to normal.

The secret door in the west wall is featureless and difficult to discover (DC31) but opens easily once found.

4. Mirror Room
“This room contains what appears to be a large framed mirror on an intricate stand, turned to face away from the entrance. A dark cloth shields the face of the mirror, and runes are scribed into the back.”

The runes are elven and read ‘Eternal’. The mirror is a Mirror Of Evil Images and was accidentally created centuries ago by an Elven wizard searching for immortality. Helgorim obtained it and used it extensively in his research. The mirror functions exactly as a single-cell Mirror Of Life Trapping with the exception that the version of the character sealed into the mirror is evil (alignment converts to evil) and more intelligent (+2 to original INT) than the original. Any character looking into this mirror must make a will save (DC23) or be trapped inside. To an observer, the character trapped appears to disappear as soon as they look at the mirror.  If another character is trapped, the character already in the mirror is lost forever. Characters that save versus the magic of the mirror can never be trapped by this mirror, and when looking into it will always see the character trapped within (who appears in repose). When the players enter the dungeon, the mirror contains a (lawful evil) sword archon (77 hp).

This mirror is magically linked to the trap in the entry shaft, and any character that fails to save against that trap is replaced by a copy of whatever is in the mirror. This copy is exact, including all items, equipment, memorized spells etc. As evil intelligent characters, it is likely these copies will either try to abandon or kill the PCs at their earliest opportunity (especially if multiple characters fail the trap and copies outnumber the remaining party). There is no limit to the amount of copies that can be created via the replacement trap, but all copies and the character trapped in the mirror (including gear and equipment even if it has been passed on to another PC) immediately disappear when the mirror is smashed. While highly magical the mirror has no special protection and smashing it is a simple matter.

5. The Empty Room
“This large room contains beds and tables for dozens of people, as well as equipment and supplies that suggests that men, women and children may have once lived here. Closer examination reveals warm bowls of soup and still-burning candles that suggest the inhabitants departed quickly and very recently.”

This room is an epic-level illusion cast by Helgorim for reasons unknown. It is likely PCs will assume there is illusion here, but unlikely they will be able to overcome the magic (DC43 to overcome the illusion) and therefore the contents will be as if real. They can eat the soup (or other foodstuffs, assume there is enough here to keep 30 people alive for 30 days), sleep in the beds and entertain themselves with the gambling games. If players spend at least an hour searching, they will (DC16) discover on the inside cover of one of the many books a single word written in magic script (and therefore detectable by magic): ‘CROATOAN’. The meaning of the word is unknowable.

6. The Inner Vault
A small stone altar stands in the middle of this triangular room. On the altar is a black box, about 1 foot on each side, from two sides of which extend thin cylinders formed of an unknown material.”

The altar is unremarkable. The box – actually a cube of epic force – contains The Stone of Blood. The walls of the box are highly magical and transparent, and the interior of the box has a permanent darkness spell cast on it (caster level 27). The box is undispellable, immovable and unscryable, and the walls are unbreakable. Any spell cast onto the box fails (50%) of reflects (50%) back to the caster. To open the box, 4 keys must be inserted directly into the 4 side walls, of which two are already in place. These keys can be freely removed (no holes remain in the walls of the box) for examination and slide in and out of the box walls easily and without resistance to a depth of about an inch. The missing two keys do not exist, and therefore PCs must be creative to open this box and obtain the contents. Possible solutions are:
Wish for them (one wish per key)
– Obtain them via divine assistance
– Construct additional exact duplicate keys using pieces of the firmament of the Plane of Dreams (known as dreamstone)
– Create them via the mirror in room 4 and the replacement trap by giving the two existing keys to a creature, trapping them in the mirror, then deliberately creating two copies and taking the now four keys. Note that this method is an evil act.

With four keys, the box can be easily opened by pushing a key into each of the four sides. When the box happens, a trap is triggered:
Contingent Delayed Maximized Fireball, 162/81 damage (DC 31 for half). The fireball fills the entire room. PCs can save for half except the last person to push a key into the box, who takes full damage. Helgorim cast this spell centuries ago, triggered to detonate as soon as the box is opened. The trap is undetectable unless PCs cast Time Stop before pushing in the last key.

The box contains The Stone of Blood. This minor artifact is an ioun stone with the following effects:
a) Drain Life: If the owner is damaged in any way, this stone drains the life of all nearby (20 feet) targets to heal the owner at the rate of 2hp/target/round. There is no saving throw against this life drain, which does not work against undead.
b) Steal Life: Once per day, the owner can use the stone to steal the life of another target. This slays the target (Fort save DC 21) and heals the owner equal to the amount of HP lost by the target. This is an evil act, and does not work against undead.
c) Supermassive: When being used, the gravity field of this stone prevents the use of any other ioun stone and actually affects the owner in such a way that their dexterity drops by 2.
The stone is highly intelligent (Int 17, Wis 11, Cha 15), lawful evil and has a strong preference for powerful vampires. It never communicates with nonvampire owners, but seeks to dominate them (Ego 26) and if successful freely uses them to steal the lives of friends and compatriots. It knows many secrets of Helgorim, including the location of other vaults, and will freely share this information with powerful vampires that possess it.

Ending the Adventure: The Stone of Blood is a tempting tool, but most players strong enough to recover it will likely quickly determine it is evil and should be destroyed. Similarly, they will want to destroy the mirror in room 4. While destroying the mirror is simple, discovering the method to destroy the stone is another matter and quite possibly the goal of an entirely different adventure…

The Doomsday Box

Sunday, March 16th, 2014

For Christmas, I received a most wonderful item from Doctor Florence (aka. The Great Bear of the Northwest). Specifically, I received this:

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Useless Box“? What is that? All will be revealed…

There’s actually a funny story behind this gift! I had purchased one myself for JBF for Christmas, and when it had arrived I committed the evil sin of covetousness and very nearly ‘stole’ his for myself. My good nature won out though, and it was wrapped and put under the tree. I was super happy when I ended up getting one of my own from SFL! In short: this was a perfect gift 🙂

I made it yesterday. The suggested assembly time was 1.5 hours, but it took me at least double that. During construction I ruined:
– my eyes (due to me needing a new prescription)
– my fingers (due to friction from jewellers screwdriver handles and a soldering iron burn)
– my back (due to bending over the tiny pieces putting them together
But despite the endless and soul-wracking pain, this was one of the most enjoyable builds I have ever done!

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That’s me being a technomancer there, soldering the toggle switch to the PCB. There was actually quite a bit of soldering required, since none of the wires came attached. Here’s the finished circuit:

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You can see a motor, a PCB, a toggle switch and a pressure switch. What could it all do?

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The box itself is made of thick laser-cut plastic, and is assembled using a very clever T-connection system (via nuts and bolts). The machining of the parts is superb, and it all went together smoothly, seamlessly and very easily. Here’s the nearly-finished box:

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And here’s the final product, both closed and opened to show the inside:

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I finished it! I made it with no mistakes, and it worked perfectly first time. As you can see when it is closed there is a just a switch poking out. So what happens when you switch it on? This happens:

Yes my friends, the box – when switched on – switches itself off! It’s only goal in life is to turn itself off if anyone happens to turn it on. The very definition of a useless item…

…and I love it!

My Collection: PSP

Thursday, March 6th, 2014

I wasn’t planning on doing another of these posts so soon but I got a PS Vita for my birthday. This was the final nail in the PSP coffin (so to speak), so since I found myself packing the PSP away into the ‘permanent collection’ I thought it was a good time to do a retrospective of the many years of enjoyment it has given me.

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In December 2004, Sony released their first handheld console, the Playstation Portable, or PSP. I bought one on launch day in the US, March 24, 2005. It cost me $249.99 and I also bought Lumines, a puzzle game.

At launch, this was an extremely impressive device. It had a beautiful screen, wi-fi connectivity, was the first handheld with an analogue stick and used media with far more capacity than the cartridges Nintendo were using for their Gameboy Advance and DS systems. The PSP also launched very shortly after the DS, and was initially a much more impressive unit. The future looked rosy indeed for Sony.

Furthermore, the Universal Media Discs (UMD) that the PSP used were being used to sell movies and TV shows as well, and Sony wasted no time marketing the PSP as an all-in-one device. Customers showed little interest in buying movies though, and this market was soon abandoned and the PSP was devoted to being a game system.

Within a few years western support for the device as a game system had cooled as well. More and more tier-1 console franchises saw their PSP versions canceled or never announced, and it became more a console for translated Japanese games. In other words, it became heaven to an otaku like myself! The PSP more and more became the console for RPGs, shooters or other quirky games that would have been too risky to release on PS3. I lapped them all up, and I loved the thing.

Some examples:

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R-Type Tactics (2008) – A tactical based shooter set in the R-Type universe. Unique, difficult and very playable!

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Metal Gear AC!D (2005) – The second game I purchased for the PSP was this crazy tactical card game set in the Metal Gear universe. Incredibly entertaining, very replayable and for my money the second best Metal Gear game yet (after its sequel)!

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Patapon (2008) – A rhythm RPG in which you control an army of Patapon’s against many fierce beasts. The graphics are in silhouette, the music charming and the gameplay surprisingly deep. A landmark PSP series (there are two sequels) that I’ll remember forever.

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Tactics Ogre: Let Us Cling Together (2011) – If you look back on my list of favourite games of all time, this one (which originally came out for SNES in 1995) is one of them. The best version by far is the PSP re-release from 2011. This game is so packed with content I feel I could play it forever…

Of course no mention of the PSP library would be complete without the recognition of one particular series, and that would be Monster Hunter. Capcom’s juggernaut series was first released for PS2, but didn’t explode until it came out on PSP. Suddenly Japanese players discovered they could easily hunt monsters together via this portable system, and in the years that followed the launch of Monster Hunter Portable (Freedom in the west) in 2006 the sales of the PSP would get a large bump with each new Monster Hunter game.

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I was – still am – addicted to the series, and played them all for many, many hours. To this day, I suspect Monster Hunter Freedom Unite (aka Portable 2g) is the portable game I have played more than any other, with a save file somewhere near 400 hours (not including the ~130 hours on the old savefiles that were imported from previous versions).

In 2007 Sony released a new model of the PSP – called the PSP Slim – that I bought on release day. It was lighter and had a better screen and longer battery life. In 2009 they also released a version called the PSP Go that was digital only and did not include the UMD drive, which meant it couldn’t play any of the existing games unless you repurchased them digitally. This was a tremendously bad idea and unsurprisingly it failed miserably, being withdrawn from the market within six months.

The writing was on the wall for the device in the west even then, and the last few years have seen few new game releases, especially in physical versions. The last UMD-based game released in the west came out last November (I bought it), over a year after the PSP’s replacement device (the PS Vita) was released.

During the years I purchased 102 different PSP games. Here’s a shot of most of my collection:

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The PSP had no lockout, which meant games worked no matter where you bought them. About 15% of my collection is from Japan, Australia or the UK. I also have a decent amount of promotional UMDs (thanks AW!) also strangely some of these don’t work on either of my systems. Compared to my game collection as a whole, the PSP ranks sixth in terms of total games owned.

One of the PSPs strengths – the physical drive – is also a weakness. I haven’t used my original PSP in years, but around the time I purchased the slim model the original was demonstrating loading issues. And in the last year or so the springs on the UMD drive on my slim model have weakened, and occasionally discs take an excessive time loading. Were the PSP to continue as a viable device, I imagine I would have had to purchase a new one soon. I do wonder how playable they will be in the years to come.

For now, everything you see above is being sealed inside the pink storage box and put away. I can thank my PSP’s for nine years and thousands of hours of fun. In my opinion the PSP is one of the best handheld systems ever made.

How Did My Resolution Go?

Tuesday, January 21st, 2014

Last year I made a post detailing what I felt was an enormous amount of books, games and DVDs on my ‘list’ that I felt I really needed to get through. It became a resolution or sorts, to shrink all lists in 2013. How did I go?

Books

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I made great progress in this category, reading the majority of the approximately 50 volumes that were sitting on my shelf this time last year. The only one I haven’t yet found time for is In The Wake Of The Sea Serpents, the 800+ page magnus-opus by Heuvelmans. In addition to those I had this time last year, I purchased and read many new books during the year, mostly manga and fantasy novels. I try and read every single night before sleep at the least.

However – and to my delight since I love books – I have to admit my ‘to read’ list is hardly smaller than it was last year, replenished as it was by a large variety of other books. Heuvelmans tome is now accompanied by 3 other cryptozoology books, and they share a shelf with about 20 novels (mostly fantasy), a handful of manga (not much I am interested in is released nowadays), and a half-dozen or so RPG manuals such as the one pictured above. Add to this a couple of Doctor Who books, an art book or two and four books on video-game and pinball history and I should have enough to keep me busy well into 2014!

Movies & TV

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As with my books, I made great progress on the DVD ‘watch list’ of February 2013. Ultraseven, Lexx, Claymore – all the box sets have been watched. In fact almost every single item we owned last year has been watched months ago, and many more have now filled their place.

In fact, the ‘watch list’ as of today is actually longer than it was last year. Two items alone: the Inspector Morse DVD box set and the Monkey DVD set sum to over 100 hours! Add to these several other anime DVD sets (Spice & Wolf, Sekai de Ichiban Tsuyoku Naritai!), another Japanese sci-fi set (Ultra-Q) and about a dozen assorted DVD movies (almost all sci-fi/fantasy) and we’ve got our watching cut out for us.

Games

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As with the other two categories, I made bold strides into my piles of unplayed games. As of today I have:

– 8 unplayed PSP games, only one of which was actually purchased in 2013
– 8 unopened 3DS games, most of which are less than 6 months old
– only 1 unopened Wii U game (Pikmin 3, which I may start playing today!)
– 2 unopened PS3 games (both of which I owned last February as well…)

As you may recall from the blog post a month ago, I purchased much less games in 2013 than I usually do, which allowed me to play a lot more games I already owned. I expect during this next year to ‘finish’ the PSP games as well as possible the PS3. Since I currently have no plans to obtain a PS4, I imagine this section of the list will be much reduced this time next year.

Last time I looked at the piles of unopened/unread/unwatched media and thought “Why do I even buy more stuff?!”. Now I look at the smaller piles and think “I’m looking forward to opening that!”.

In other words, I think my resolution was a success 🙂

The Master At Work

Tuesday, January 7th, 2014

Yesterday I spent the morning catching up with my old friend Kirsten. Much laughter ensued 🙂

Later in the day Bernard and I visited Pizza and Pinball, the restaurant not too far from where mum and dad live.

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Of all the games I played, Judge Dredd may have been best. But the one above – an ‘indie’ pinball made in Newcastle in 2013 – was certainly the most memorable. I think I’ll have to go and play it again before I leave.

Here’s what Bernard had for dinner: a fish salad sandwich (with beetroot):

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Here’s his five word review: “It was good, no, ok”.

I gave dad my phone and he took a few snaps. Here’s his best selfie:

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And a shot of Bernard and I watching the cricket while eating ice blocks:

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Bernard’s working hard on our game. Later today I plan to start the graphics and ‘monster design’. We regularly talk about the core mechanics and the scoring. It will be playable online when complete. Here’s a code preview:

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It’s going to be awesome!