Tuesday, June 11, 2013

The Deadly Foes of Spider-Man [COMICS]

The Deadly Foes of Spider-Man

This 1991 limited series was an interesting (though probably unsuccessful) attempt to better develop Spider-Man's second- and third- string super-villains:  the Rhino, Hydro-Man, Shocker, Boomerang, the Beetle, and  Speed Demon (I barely remembered this last guy, despite 25 years of reading Marvel comics off and on; let's call him fourth-string!).  The focus is definitely on the villains and their personalities, though of course they do come into conflict with Spider-Man for at least a few pages every issue; he's the guy selling the book!

In issue # 1, we see how the Beetle, in debt to Kingpin for his early release from prison, organizes the other super-villains (except the Shocker, who is still incarcerated) into forming the Sinister Syndicate to pull a heist.  Spider-Man intervenes, but the group actually manage to defeat him and make off with the loot (except for Boomerang, who is captured).  The Beetle's not particularly popular when the others realize all the proceeds have to be turned over to the Kingpin, but he manages to persuade them to try another job now that the Kingpin has been paid off.

In issue # 2, the Sinister Syndicate try to free Boomerang from the courthouse where he's being tried, but the plan fails.  Boomerang's girlfriend, Leila Davis, is introduced as the planned getaway driver, but it's clear she has mysterious ulterior motives for hanging around the group.  The villains escape the failed rescue attempt, though Rhino decides to leave the group as his only focus is to get his armor removed.

In issue # 3, Spider-Man defuses a bomb set by Beetle and saves the life of a district attorney.  In prison, Herman Schultz (a.k.a., the Shocker) helps Boomerang escape.  Leila's true purpose for infiltrating the group is revealed, and it's a doozy: in a bit of what (I think) is ret-conning, it turns out that the Beetle was responsible for constantly humiliating the costumed super-villain The Ringer, and that this motivated him to stay in the business and be assassinated by the Scourge; Leila was The Ringer's wife, and wants to get revenge on Beetle for her husband's death!  It's a bit of a roundabout way of doing it, but okay.

Issue # 4 involves a battle between what has become two factions of the Sinister Syndicate: Leila, Rhino, and Boomerang versus Beetle, Speed Demon, and Hydro-Man.  Spider-Man, as is his way, intervenes to keep the city from being wrecked.  The battle causes such mayhem and destruction, it leads to rioting and general anarchy.  It turns out, this was all arranged as a clever plan by the Kingpin to cause such a distraction that his operatives could sneak into police headquarters and steal a disk containing the names of all of law enforcement's undercover operatives!  He gets away with it too, which is not something that happens often in comics.  As an epilogue, Rhino finally succeeds in getting his armor removed; but he finds his new, mundane life so boring, that he asks Justin Hammer for a new one!

It was an odd choice to build the central plot of the series around a revenge quest by the wife of a rather obscure, dead super-villain (I actually kinda liked the Ringer after reading about him in the OHTMU: Book of the Dead & even picked up his first appearance, but still).  I do like the idea of developing the personalities and motivations of some of Spidey's less famous villains, and to a degree this was successful: Speed Demon is a would-be ladies' man, Rhino just can't figure out how to live without the excitement of crime, the Shocker is terrified of being murdered by the Scourge, etc.  The more these characters become more than costumes and powers, the better the Marvel Universe becomes.

All in all, an average book that sold well enough to earn a sequel.

Monday, June 10, 2013

Wrath of Ashardalon Adventure # 2: "Monster Hunt"

I think this was one of the easiest adventures we've ever done.  The Wife's a fan of using all five heroes whenever available, so taking out twelve monsters was a snap.  By focussing on killing monsters, we got plenty of XP to cancel the occasionally problematic encounter cards.  The special abilities of certain monsters that are usually quite dangerous, like the keyword Sentry monsters and the Legion Devils, actually proved really helpful in speeding gameplay along.  We took out twelve monsters, but I think we could've handled 24!

Maybe this is one of those adventures that doesn't scale well, and would be much harder with fewer heroes . . .

Sunday, June 9, 2013

Wrath of Ashardalon Adventure # 1: "A Day in the Life of a Hero"

I admit it: after completing Castle Ravenloft, The Wife and I were a bit cocky about starting Wrath of Ashardalon.  And for the first mission, what could be easier than the standard "turn tiles over until you find the exit" adventure?  Well, the first time through we got schooled--badly!  First of all, playing a solo hero isn't something we had done in a long, long time.  Second, the new keyword "Sentry" monsters kicked the crap out of us; these are monsters that, if on a tile with an unexplored edge, require you to place a new tile from the bottom of the stack along with a new monster.  We weren't prepared for this and it led to a huge number of monsters slowly chasing us from behind.  When we did finally find the Kobold Dragonlord, we were attacked from the front and the back.

We were better prepared on our second time through.  We still decided to mostly run from mundane monsters, but we were careful to put a lot more distance between us and them, and we had better luck with fewer Sentry monsters.  The Dragonlord himself wasn't too tough for our Elven Paladin.

Definitely pleased so far with the new game; it has some interesting monster abilities, some clever new traps, and enough going for it to keep it from seeming like an exact copy of Castle Ravenloft.

Tuesday, June 4, 2013

The Buffy Comic Project: "Remember the End"

Buffy the Vampire Slayer # 38

(Dark Horse Vol. 1, 1998-2003)

Creators:  Tom Fassbender & Jim Pascoe (writers); Cliff Richards (penciller); Joe Pimentel & Will Conrad (inkers)

Setting:  Season Five

T.V. Character Appearances:  Buffy, Spike, Dawn, Xander, Giles, Anya, Tara, Willow

Major Original Characters:  Yuki Makimura (vampire); Shiden (mentor)

Summary: 

Spike tries to warn Buffy about the dangers posed by Yuki, but Buffy thinks it's just part of the trap and refuses to listen.  At his construction site, Xander is attacked and kidnapped by several vampires sent by Yuki.  At the Magic Box, the remaining Scoobies discuss what to do about Yuki and the Eidu sect's plan to restore the Master to life by summoning his spirit from the astral plane and placing it into the body of a mortal.  Anya suggests using a vapour blade to kill the Master's spirit.  The Scoobies find the cult's hiding place in the ruins of Sunnydale High and attack, realizing that Xander was to be the receptacle for the Master's spirit!  Willow and Tara cast a spell to keep the spirit from entering Xander's body, and Dawn picks up the fallen vapour blade and uses it to kill (or dispel?) the Master's astral form.  Buffy stakes Yuki and punches out Spike for his ambiguous role in the events.

Review

Fairly standard "interrupt the summoning ritual" stuff.  The twist about it being the Master's astral spirit was a nice touch (far better than just a generic demon).  Solid characterization throughout, and good artwork.  On the whole, though, nothing we haven't seen before and somewhat underwhelming given the story arc's promising first issue.  The theme about Dawn's false memories gets something of a payoff, but could be better.  I really think that the comic writers work so hard to recreate the feel of an episode that their stories end up derivative, and that they've usually missed a golden opportunity to use the medium to its fullest effect.

Notes

* Really cool artwork on the cover--something I often don't pay much attention to.

* Funny that Anya just so happens to have a vapour blade laying around  . . .

* There's a really weird series of panels at the bottom of the first Magic Box scene, where the focus is on Giles' hands; not really sure why.

*  On the letters' page, the editor, Scott Allie, says this is his favorite story arc yet and that, when it was being created, he felt like "we were creating a new Watchmen or Dark Knight."  Scott, Scott, Scott.

Sunday, June 2, 2013

RealmsToowoomba Recap # 23 [RPG]

[22 Mirtul 1372]

As the group walks back to Nesme, Mellia is clearly annoyed and says little.  Markus mentions to Cain his suspicion that undead abominations are drawn to the group, and inquires about the process for making holy water. Cain replies that for him it is possible, but expensive. Markus mentions having had alchemy lessons from his father long ago, and suggests the possibility of crafting so-called "alchemist's fire" as a potential alternative. The two go on to discuss whether their foray into Arden Brightheart's tomb constituted grave robbing, and how to go about discovering the functions of magical items.

The adventurers, still unable to decide on a name, encounter a group of the Tyran faithful making a pilgramage to Brightheart's resting place. Speaking eloquently of the dangers to be encountered there, Markus persuades the pilgrims to return to Nesme and wait for brave warrior-priests to cleanse the haunted place. He also turns over the mace inscribed with the Tyran mark to them.

Upon approaching the hastily rebuilt walls of Nesme, the group see a long line of sellswords and adventurers waiting to turn over their trophy heads in exchange for a bounty payment. The Red Ravens are in the line, with the rotund Neville Robideaux practising with his rapier. He looks surprisingly agile and skilled. As the group passes through the city gates, a herald trumpets the announcement that First Speaker Tessarin Alaurin has proclaimed that any faith may practice openly within Nesme, provided they agree to take part in its
defence and, except for that purpose, cast no harmful spells within the city or within sight of its walls. The announcement is met with dismay by some passerby, but is seen as a sign of just how drastically the city needs to recruit newcomers to help defend it.

While Mellia returns to the boarding house, the other three find themselves at a large, warehouse-sized establishment named Tantor's Outfitting just before dusk. Tantor, the proprietor, has a deep, booming voice and jocular manner, and does a nice end-of-day business as he sells a longbow to Markus, brass knuckles and an urgosh to Fargrim, and a shield to Cain. He offers to sell an enchanted map which, he says, will also show the bearer's present location, but his asking price (2,000 gp) is reluctantly determined to be too steep.

As the trio leave, a messenger boy brings them a letter from Mellia. In the letter, Mellia states that her daughter has been kidnapped by a mysterious sorcerer in black, who has demanded from her the "Crown of Horns" in return for the child's release. The letter goes on to explain that the reason she originally sought the group out was because the sorcerer's auguries indicated joining them was the path most propitious to lead her to the Crown. The missive concludes by stating that Mellia is willing to aid the group in its current quest to find the bandit Grim, but in return she needs their commitment to helping her find the Crown of Horns. If they agree, they are to meet her at the city gates the next morning. Otherwise, she will go her own way.

On the way back to the boarding house, the trio encounter a cleric of Loviatar, the Goddess of Pain, taking advantage of the new amnesty by openly admonishing initiates into the faith. The trio quickly depart, disgusted.

[23 Mirtul 1372]

The next morning, Cain hurries to the city gates to assure Mellia of the trio's willingness to aid her in rescuing her daughter. During a brief visit to the Pride of the North festhall (where the pilgrims to Tyr have been allowed to rest overnight), Markus learns that the pilgrims have agreed to send a request for warrior-priests but they have no idea whether one will be sent or how it will take. When Markus and Fagrim join the others at the city gates, the group decides to continue on to Startop Mountain and hope to find some clues to the Crown's whereabouts along the way.

Although no trail leads to Startop Mountain, Fargrim memorized its location relative to Nesme when he saw Tessarin Alaurin's map. Heading due east, the group makes good time as their mounts have little difficult on the barren, solid moor. During a meal break, however, an astonishing spectacle takes place when a massive, ten-feet long, six-legged, 800 lb. creature emerges from the ground and sinks its mandibles into Markus! He recognizes the creature as a rare burrowing monster called an ankheg, but his rapier seems to have little effect on it.

Mellia devastates the ankheg with a fiery ray, but her second attempt misses.  Cain tries to charge into the battle, but he trips over a root and lands face first on the ground! Fortunately, Fargrim manages to get a feel for fighting with his new urgosh and fells the monster. That evening, the group sets up camp high on a rocky tor to avoid further attacks from below.

[24 Mirtul 1372]

Led by Fargrim, the group decides to move more slowly and cautiously in the hopes of avoiding further trouble. The adventurers have Beshaba's luck, however, and a peaceful day is not to be had. Before they realize it, the group finds itself in the middle of a battle between two hill giants. With massive boulders raining down around them, with the adventurers fight or flee?

Sunday, May 26, 2013

La classe de neige

I checked out Emmanuel Carrere's La classe de neige ("Ski Camp") from the library because I needed another French book and it was short.  Luck was on my side as it was an excellent novel.  The story follow a boy on the cusp of adolescence named Nicolas and his time at a school-sponsored ski camp.  Nicolas is an introspective kid, very imaginative and prone to flights of fancy, but also not particularly popular with the others.  When a little boy goes missing in a nearby village, Nicolas decides it would be a fun game to investigate.  The result is very tragic and very dark.  As is often the case with reviews, my plot summary does not do the book justice.  The author has a beautiful understanding of tone and inner dialogue, and the subtle use of memory and daydreams lends the book the feel of mystery and impending revelation.  It's a short book, but a very good one, and absolutely successful in evoking pity for the protagonist.

A quick look at Wikipedia reveals that the book has been made into a movie . . .

Wednesday, May 8, 2013

Realms Toowoomba Recap # 22 [RPG]


[21 Mirtul 1372]

That evening, in Nesme, Mellia stays inside her room at the boarding house working on spells. Meanwhile, Fargrim, Cain, and Markus walk to a local tavern named the Six Flames Foundry, a dimly lit, crowded, and subdued establishment.  There, they hear gossip about missing prospectors, "blight blades", lizardmen,
and a group of "foolish" Tyran pilgrims planning to make the dangerous journey to the tomb of Ardun Brightheart. Fargrim asks some more questions about this last topic, and the trio connect this information which the request to investigate made by Sword-Captain Gyrax in Grunwald almost a tenday ago. The tomb of the legendary paladin lays about fifteen miles southeast of Nesme, but in recent months few pilgrims who venture towards it ever return.

[22 Mirtul 1372]

The next day, Mellia has the proprietor of the boarding house deliver a message stating that the sorceress is not to be disturbed. The others decide to pay a visit to Brightheart's tomb, and leave word of their intentions with the proprietor. The half day's journey over the largely barren, rocky moor is uneventful, and soon the trio catches sight of Bright Hill. The path leading up the hill is deceptively treacherous, and Cain falls off his horse before leaving it at the base of the hill in frustration.

The entrance to the tomb is a large white marble archway carved into the side of the hill. Inside, several statues of Brightheart occupy alcoves built into the walls, with placards testifying to the hero's exploits: leading campaigns against orcs, impaling the legendary necromancer Dread Watcher with his holy sword, and carving room for civilization out of the savage area now know as the Silver Marches.

While examining one of the statues, Markus unknowingly activates an insidious trap: the statue itself topples on him and shatters! Seconds after being knocked to the ground, Markus is set upon by a flock of Darkmantles, large, black, flying squid-like creatures that try to envelop their prey. Before his allies can react, Markus is at death's door! Clutching a coin and uttering words to Tymora, the dashing swordsman is miraculously filled with new life and strength. Still, the battle continues as other Darkmantles swoop down toward Fargrim and instinctively create an area of utter darkness around the entry to the tomb. Meanwhile, Cain, who had left to check on his horse, returns to a scene of confusion. Invoking his divinely-granted gifts, he melds into the marble wall of the chamber and steps out just in time to aid Markus by invoking fire and terrible sonic magicks. The battle is a difficult one, but the trio emerge alive.

As they recover from the battle, Mellia arrives and hastens to tell the group of her breakthroughs in magickal research. Partially aided by the strange runes on the hillside west of Nesme, Mellia has discovered means to hasten movement, create massive incendiary effects, and even craft wands. Markus expresses his desire for a Wand of Magic Missiles.

The group continues on to an adjoining chamber carved out of natural rock and containing a large pool at the far end, with a statue of a kneeling Arden Brightheart on a small island in the center. At the statue's base is engraved the words: "When strength of steel in trouble fails, Silent reverence knows the way/Arden's arm was strong and true/But `twas his faith that won the day."

Markus' familiar senses an undercurrent of rot and decay coming from the pool.  Wary of traps, Fargrim carefully inches close to the pool and his caution is rewarded when he notices a narrow underwater ledge running around its circumference and a pair of ghastly, unliving abominations slowly emerging towards him! Their waterlogged flesh is wrinkled and sagging, but sharp claws and teeth speak to their predatory nature. A mere scratch from one of the creatures renders Fargrim temporarily unable to move before it is destroyed,
while Cain forces the other to flee back into the depths of the pool by displaying Kossuth's divine might.

With the battle over, at least for now, Markus speaks an incantation to determine if there are any magickal auras in the chamber. He senses several radiating objects at the bottom of the pool. Moving closer, he speaks another incantation to lift the objects into the air: 11 crossbow bolts and a light mace featuring the symbol of Tyr on its hilt. The mace gently shocks Markus' hand when he touches it, and he therefore decides to wrap it in cloth.

Meanwhile, Mellia asks the group why they have come to this tomb and is dismayed to discover it was simply for a lark rather than a considered purpose. She strides away, frustrated, and begins the journey back to Nesme. Cain hurries to catch up with her.

In the cavern, Fargrim decides to check the remnants of the undead creature for treasure. He finds nothing, and the delay has injurious consequences as the other abomination emerges again from the pool! Markus and Fargrim have a difficult running battle with the creature, as its paralyzing blows make it difficult to defend against. At last, with some concentrated teamwork, the pair manage to outrun the monstrosity and escape the tomb. They hurry and catch up to the others at the base of the hill, and Markus and Mellia exchange words.