The Alexandrian

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March 30th, 2012

Comments are now open again. They’ve been going down quite a bit lately (after having been stable for a good long while). Unfortunately, there’s still no indication that WordPress intends to fix this problem. If you ever see the comments closed on a post here at the Alexandrian, please drop me an e-mail and let me know.

March has proven to be a horribly dismal and frustratingly unproductive month for me. (And the silence ’round these parts has only been one small part of that.) My fingers are crossed that I’ll get things turned around and April will be better in all respects. At the very least, I can promise that things will be more active here at the Alexandrian as I’m currently laying in a full slate of content that will launch on Monday.

While I’m here, let me chat about a couple of movies I’ve seen recently…

JOHN CARTER OF MARS

John Carter of Mars

John Carter has become another victim of the “nobody saw it opening day, so it must not be good” fallacy that plagues the toxic combination of Hollywood’s front-loaded marketing schemes and the cult-like worship of the box office in media news.

Were the trailers terrible? Yes.

Have the mainstream reviews been mediocre? Of course. (Mainstream reviewers will always rip apart a genre movie if they’re given free rein to do so.)

But what about the actual movie? It’s very good. Not perfect, but very good.

If you’re a fan of science fiction adventure stories — particularly ones which are mind-blowingly beautiful — then you owe it to yourself to give John Carter a chance to wow you on the big screen before it disappears from theaters entirely.

THE HUNGER GAMES

The Hunger Games

Recently re-read the books and then watched the movie.

The film is a very good adaptation of an excellent novel. If I had any quibble whatsoever, it would be that Katniss ends up being a slightly weaker character in the movie. This is partly the result of needing to push exposition out of Katniss’ head and into the mouths of other characters (which results in other characters taking away some of her decisions and insights), but it’s also a minor structural issue in which Katniss remains almost constantly reactive and is never allowed to capture the initiative or take control of her situation. (Which is in marked contrast to the book, where I’d argue that Katniss’ unique quality is her ability to force her will onto situations over which she should have no control.)

Despite this, however, Katniss remains one of the strongest female protagonists in film history. (Which is kind of a sad indictment of female protagonists in film. But I digress.)

I have a general rule of thumb about adaptations: If the only thing I didn’t like in the movie were my favorite moments from the book, then the adaptation is a good one. (Why? Because they’re my favorite moments. The odds of the film perfectly capturing my personal vision of those moments is almost nonexistent; and because they’re my favorite moments, any deviation is going to come up lacking in my judgment.)

The Hunger Games passes that test, and also clears another important hurdle: Instead of just regurgitating the book onto the screen, it takes the opportunity to explore the story in ways that the book couldn’t and didn’t.

(This assumes, of course, that the book was good in the first place. In a situation like Field of Dreams — where the original book, Shoeless Joe, was mediocre at best — a different set of rules applies.)

Legends & Labyrinths

Things have been quiet around here lately because I’ve been frittering away on a number of projects. One is a lengthy series of essays that I’ll be posting here once they’re done… but they’re not done yet, so you’ll have to wait a little longer.

And one of the reasons they’re not done is because I’ve been working hard to finish up Legends & Labyrinths.

Basically, the current status of L&L is pretty easy to sum up: Flaking artists.

This was to be anticipated. Unfortunately, some of the outstanding pieces are actually crucial: The cartography for the Tomb of the Crypt Spiders bonus; the character sheet; and one of the pieces I’m contractually bound to include in the printed book as a sponsor reward. The character sheet is probably not 100% essential, but I literally can’t print the book without providing that last one. I probably should have pulled the plug sooner and moved onto a different artist.

Expect more preview stuff in the near future. And for those of you who missed the 8-Bit sponsorship but have been hammering my e-mail to know when the book will be available for general sale: You have been heard. There will be a pre-order system set-up, but it will probably not be made available until the book is ready to go.

Ocular Tyrant

March 2nd, 2012

The ocular tyrant is a bulbous ball of floating flesh dominated by a large, central eye which protrudes from its circular bulk. Five smaller eyes extend on thickly-veined eyestalks in a penumbral crown above it, while a dangling array of five psychic tendrils hang in a thick mass below it.

DESIGN NOTES

The first goal of the ocular tyrant is to provide an OGL alternative to a well-known beastie that remains unavailable because it was declared product identity. Their progenitor is fairly self-evident, and the ocular tyrants are happy to become part of that proud family which includes luminaries like the gazers from Ultima. (Or, at least, as happy as these cynical, narcissistic creatures can ever be.) The main innovation here are the psychic tendrils, which initially occurred to me as a lark and are now growing on me quite a bit.

The second goal was to tweak the power list of the progenitor to improve it. Whether you use the original creature or the ocular tyrant, I hope you’ll give some thought to swapping in the power list below. Let me explain why.

Original List of Eyes: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis

This list presents three problems.

First, duplicate powers. Does it really need both charm person and charm monster? Similarly, although disintegrate was revised in 3.5 to resolve a little differently, both it and finger of death are basically slightly different ways of saying “save or die”. Speaking of which…

Second, two of its powers are type 4 save-or-die effects (save or you’re dead); four are type 3 (save or you’re out of the encounter); and one is a type 2. I don’t necessarily think all save-or-die effects need to be nerfed out of existence, but the massive lethality of seven save-or-you’re-gone abilities being unleashed every round has certainly made me hesitant about using these guys over the years.

The other problem is that these save-or-die abilities make the ocular tyrant too dangerous. The only way to make the creature at all workable is to nerf its hit points so that the PCs can take it out quickly. But the result turns it into a super-swingy paper tiger: PCs who get the drop on it will often wipe it out before it can even take a shot. PCs who don’t are likely to be completely devastated. There’s no way to have any kind of substantial confrontation with the monster the way that it’s currently designed.

Third, because sleep has been nerfed so many times over the years it’s now effectively useless to the creature: It’s a CR 13 creature, but sleep isn’t effective against any creature with more than 4 HD.

Some of this stuff just has to go.

The Culling: charm monster, —, disintegrate, fear, —, flesh to stone, inflict moderate wounds, greater sleep, slow, telekinesis

This list eliminates the duplicates and bumps sleep up into being an effect that will actually be meaningful in CR-appropriate encounters (see below).

The next thing I’m going to do is take the two severe save-or-die effects (disintegrate, flesh to stone) and modify them: I don’t want to eliminate these effects from the tyrant’s arsenal, but I will soften them up a bit so that I can use ’em with heartless glee as a DM.

Finally, I need to replace the two abilities I removed entirely.

The Replacements: confusion, force missile

Confusion feels like a good replacement for charm person: It’s got a similar role in combat (turning friends on friends), but does it in a unique way that doesn’t duplicate charm monster.

Force missile is an original spell I developed a couple years back. It’s similar to magic missile, but it’s going to give the ocular tyrant the ability to shove people around the battlefield. I think it’ll complement telekinesis and really let this guy throw his weight around.

THE NEW SPELLS

These are the new spells I’m using.

SLEEP, GREATER
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-foot-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

As sleep, except that you roll 4d6 to see how many Hit Dice of creatures are affected.

FORCE MISSILE
Evocation [Force]
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to 5 creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

Force missile is similar to magic missile, but each missile inflicts 1d6+1 points of force damage. In addition, a target struck by a force missile must make a Fortitude save or be forced back 5 feet per 3 caster levels. (So a creature struck by a 6th-level caster would be forced back 10 feet.) Forced movement is in a straight line directly away from the caster.

THE OCULAR TYRANT

OCULAR TYRANT (CR 12+1*): 152 hp (16d8+80), AC 23, ranged touch +21 (eyestalks), Save +15, Ability DC 21, Size Large

Str 10, Dex 14, Con 18, Int 18, Wis 15, Cha 14

All-Around Vision immune to flanking

Darkvision 60 ft.

Fly 20 ft. (perfect)

Antimagic Eye (Su): The ocular tyrant’s main eye emits a continual 160-ft. cone in which magic items, spells, spell-like abilities, and supernatural abilities (including the tyrant’s eyestalks and psychic tendrils) have no effect. Spells or effects brought within the area are suppressed, but not dispelled. Summoned creatures and incorporeal undead wink out of existence within the area, but reappear in the same spot when the tyrant’s gaze moves away. (Time spent within the area counts against the suppressed spell’s or summoned creature’s duration.) The ocular tyrant can redirect the gaze of its main eye as an immediate action.

Eyestalks (Sp): As a full action, the ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils. The tyrant’s eyestalks require successful ranged touch attacks (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11th.

Disintegrating Ray: A thin, green ray which inflicts 2d6 points of Constitution damage (or 5d6 hit points on a successful Fortitude save). If this damage kills the target, it is entirely disintegrated. When used against an object, the ray simply distintegrates up to one 10-foot cube of nonliving matter. The ray even affects objects constructed entirely of force energy.

Flesh to Stone: A dull gray ray which inflicts 2d6 points of Dexterity damage (Fortitude save negates). If this damage reduces the target’s Dexterity to 0, the target, along with all its carried gear, is turned into a mindless, inert statue.

Inflict Moderate Wounds: A black ray coruscated with silver, inflicting 2d8+11 points of damage.

Force Missiles: The eye emits five missiles of force energy, which can be directed independently at multiple targets. Each missile unerringly strikes its target and inflicts 1d6+1 points of force damage.  In addition, a target struck by one or more force missiles must make a Fortitude save or be forced back 15 ft. directly away from the ocular tyrant. (This movement does not provoke attacks of opportunity.)

Slow: An orange-red ray which drastically slows the target (Will save negates). The victim moves at half speed, can only take a single standard action each turn, and suffers a -1 penalty to attack rolls, AC, and Reflex saves.

Psychic Tendrils (Sp): The ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils as a full action. Each psychic eyestalk affects a single target (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11th.

Charm Monster: The target considers the ocular tyrant to be its trusted friend and ally. The charm effect lasts for 11 days. (Will save negates; +5 bonus on the saving throw if the ocular tyrant is currently attacking the target or its allies.)

Confusion: The target becomes confused for 11 rounds (Will save negates).

Fear: The target must make a Will save or become panicked for 11 rounds. On a successful save, they are shaken for 1 round.

Greater Sleep: This psychic tendril causes 4d6 HD of creatures to fall unconscious for 11 minutes (Will negates). It can affect multiple creatures within range, with those closest to the ocular tyrant succumbing to the effect first. Wounding a sleeping creature awakens them, but normal noise does not. Allies can use a standard action to slap a victim awake.

Telekinesis: Using this tendril, the ocular tyrant can apply a sustained force (moving objects weighing 275 pounds or less up to 20 feet per round; creatures can negate the effect on an object it possesses with a Will save), perform a combat maneuver (bull rush, disarm, grapple, or trip without provoking attacks of opportunity, using a +14 bonus for any required action checks), or make a violent thrust. During a violent thrust, the tyrant can hurl up to 11 objects or creatures (all within 10 feet of each other and weighing no more than a total of 275 pounds) towards any target within 10 feet of the objects. The tyrant makes an attack roll for each object, dealing 1 point of damage per 25 pounds (for less dangerous objects) or 1d6 points of damage per 25 pounds (for hard, dense objects). Hurled creatures and creatures holding hurled objects get a Will save to negate the effect.

* CR adjustment due to multiple attacks each round.

FINAL NOTES

The stat block here is designed for Legends & Labyrinths, but can be used in 3.5 without modification. (That’s the whole point of L&L, after all.) Alternatively you can just grab the eyestalks and psychic tendrils and slap ’em onto the stat block in the MM.

This material is covered under the Open Game License.

Tagline: I’ve given my thumbs up to the Trinity Field Reports before, and this product is no exception.

Trinity Field Report: Alien RacesI offered hearty compliments to the first Trinity Field Reports: Extrasolar Colonies for fixing almost everything I found to complain about the main Trinity rulebook in an elegant, creative, and engaging manner. Just so you’re warned, I’m going to rave about Alien Races.

First, this product possesses all the strengths of the first Field Report. It would be very difficult to produce a roleplaying supplement for $4.95 in which I could not find some scrap of information which would justify the purchase price – and these Field Reports come nowhere near that minimal threshold. The pages are all glossy, full-color affairs with high-quality artwork which is directly related to the text. The text itself is not only well written, but also tantalizing in that it says enough to begin working with what the subject matter is, but leaving everything you wish you knew unsaid (I literally finished reading these 25 pages and had an uncontrollable urge to pick up another Trinity supplement because the cliffhanger full of questions which this book left me with meant that I desperately wanted to fill in more of the picture). Finally, because the entire product is cleverly presented as a field report to Aeon Trinity operatives (as the title suggests), it is a handout you can safely give to your players.

Second, this product improves upon the example laid down in Extrasolar Colonies in a couple of ways. First, as mentioned above, the loose ends and half-answers are beautifully constructed to leave you begging for more. Second, this report provides oblique references to the Darkness Revealed series of adventures. If you didn’t use those adventures it doesn’t matter – the references aren’t all that important and are self-explanatory in the context of this product – but if you did the minor mention here provides an extra feeling of importance to your PCs. Because of the nature of the comments made the players can really feel as if the actions of their characters are having a long-term effect on the setting. Definite kudos.

There’s really nothing bad which can be said about this Field Reports : They’re a great read, they’re high-quality, they’re cheap, and they’re useful. Is there anything else you could possibly want in a roleplaying supplement?

Style: 4
Substance: 4

Author: Bryant Durrell
Company/Publisher: White Wolf
Cost: $4.95
Page count: 25
ISBN: 1-56504-772-9

Originally Posted: 1999/02/17

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Tagline: The classic dungeon crawl designed by the master of dungeon crawls, Gary Gygax.

Tomb of Horrors - Gary GygaxThe Tomb of Horrors module is one of the great classics in our little industry. It would be truly surprising to me if someone who has been playing RPGs for more than a handful of years would not have heard of this module, if not played in it or run it themselves.

The Tomb of Horrors was first released in 1978, as one of the first modules available for the AD&D game, after being used for the Official D&D tournament at the very first Origins convention. Recently it has been re-released as part of The Return to the Tomb of Horrors boxed set and can be obtained there if you can’t track it down through the used section of your local game store.

At the time it was published this was a fairly innovative product. In addition to the “map and key” presentation which was standard at the time, Tomb of Horrors also came with a pamphlet of forty illustrations – each presenting some part of the module which could be shown to the players at the appropriate time. This was cutting edge stuff at the time. Honest.

By all merits this should be an absolutely awful product by current standards – substandard writing, sub-par art, and a linear plot. Okay, I take that last one back: There is no plot, just a bunch of rooms full of traps and monsters.

Despite all this, though, there’s something about the Tomb of Horrors which still tantalizes me. Part of it is the fact it’s a classic. Like Queen of the Demonweb Pits it’s one of those things which “every” gamer has experienced at some point. There’s a sense of history to it, which adds to the experience. The other part of this is that sometimes you just gotta kick up your heels and take a brief detour visit back to your youth. In other words: Hack ‘n slash can be fun if you’re looking for hack ‘n slash.

The Tomb of Horrors was and remains a classic not because it dots all the i’s and crosses all of the t’s of what the current popular consensus of roleplaying is (or even of the type of roleplaying I enjoy most of the time), but because it accomplishes exactly what it sets out to do.

So when you’re looking for a quick one-shot relax from your normally roleplay-intensive campaigns, you might want to look back at an old classic once in awhile. It can’t hurt anything. Actually, I’m thinking about adapting it to FUDGE for a quick run sometime real soon. See you there.

Style: 2
Substance: 3

Author: Gary Gygax
Company/Publisher: TSR / Wizards of the Coast
Cost: n/a
Page count: 50
ISBN: 0-935696-12-1
Originally Posted: 1999/02/17

This review is another example of how 3rd Edition and the OSR have rehabilitated first D&D and then old school D&D in the RPG community. There are, of course, still haters out there. (There are always haters.) But even I occasionally have difficulty appreciating just how much “D&D Sucks” was the received wisdom of the online RPG community pre-2000.

I was no exception (nor am I now): AD&D is a terrible game and there are many, many reasons why I stopped playing it. But I did recognize that there was a fun game hiding away inside of AD&D, and this review was basically an attempt on my part to say, “Hey! There’s fun to be had over here!”

Several years later, my own adaptation of Tomb of Horrors to 3rd Edition became one of the earliest additions to the website. Check it out. It’s still a ton of fun.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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