Sunday, July 25, 2010

The Saga of the Time-Traveling FedEx Slips



Not pictured: H.G. Wells, Dr. Who, or Kathryn Janeway

About a week ago, I got a notice on my door from FedEx saying that this was my third and final notice, and I now had to go pick up my package from their delivery center way down in Emeryville. The thing is, that was the first I'd heard of it. I called them to complain, and they apologized, saying that their system showed two previous delivery attempts, but the delivery person should have left a slip at each attempt. They offered to send it again, but I said I'd just go pick it up.

So I biked down to Emeryville and picked up the package. It was my new phone, by the way, so send me an email if you'd like the new number. Anyway, I figured it was an inconvenience, but I'd live.

Then a weird thing happened: a few days later, I got a notice on my door saying it was the first delivery attempt. But that's not the weirdest part: the date on the notice was several days before the final notice's date (and about a week before the date the slip mysteriously appeared on my door). And sure enough, the next day I got the "second" notice, dated the day after the "first," both for an item I had already retrieved.

In an attempt to cause a rift in the space-time continuum, I looked up the number for the second slip on the FedEx website. The site found no such package.

There are only two possibilities I can think of:

* The delivery person found out that I was unhappy about not receiving the first two notices, and figured that I must really, really love notices. In this hypothetical delivery person's brain, the notices themselves must have some totemic quality, an intrinsic value separate from the package itself. Thus, the delivery person, out of the goodness of his/her heart, decided to grant me my beloved slips, and posted them on my door.

* The slips were posted on the days they were supposed to, but slipped through a rift in space-time and ended up on my door about a week later than they should have.

I honestly can't think of any other explanations. I've considered a few, but had to reject them:

* The slip was posted on time, but it fell off my door, and a helpful neighbor saw it a few days later and replaced it. But how do you explain the second slip also appearing, a day later?

* The two mysterious slips were actually for a second, unrelated package. So why were the dates off by several days, and why didn't anything come up when I looked them up on the website?

If you can think of any other explanation, please let me know. Just look for the guy in the tin-foil hat.

Wednesday, July 21, 2010

The Legend of Korra



What you see above is a picture of Korra, a young woman from the Southern Water Tribe who becomes the Avatar after Aang. She will star in a new show on Nickelodeon, made by the team behind the original animated series Avatar: The Last Airbender.

Only a few details have been released, on this site that has currently been brought down by the server load of countless squee'ing Avatar fans.

We do know these things:


  • Korra will be taught by Tenzin, who is Aang's son.

  • It will take place in a steampunk metropolis.

  • Part of the plot will deal with an anti-bending movement.

  • It takes place 70 years after the original show.


Some of you might be saying, "Aang's son?!" or "Steampunk in Avatar?!" (as if that's news), and I understand your nervousness. Those were my first reactions, too, but I've gotten over my initial shock and I'm currently in a state of extreme excitement bordering on squee. I remember what it was like watching the original show and wondering, worrying, if the creators would do something to mess it up along the way, but they always steered us right. Personally, I'd just like to know that the same animation studios will be doing the artwork, and I'll be set.

EDIT: A great interview with Mike and Brian here: 'Legend of Korra': The 'Avatar' Creators on the New Spinoff. This show sounds SO GOOD YOU GUYS!

Friday, July 9, 2010

Fake Book Review: Sir Alec Byrd and the Queen of the Sky Pirates

(Note: there is no such book as Sir Alec Byrd and the Queen of the Sky Pirates. All of the names in this review are made up.)

In Sir Alec Byrd and the Queen of the Sky Pirates, B. B. Strauss (writing under the pseudonym Reginald Chestertham) begins what can be considered the golden age of Byrd stories, leaving behind the hackneyed plots of earlier tales while not yet devolving into the jingoism of the later stories.

The Queen of the Sky Pirates is perhaps best known for its thrilling climax, which depicts Sir Alec's dogfight with the sky pirates among the peaks of the Himalayas, and culminates in a one-on-one dogfight between Byrd and the Queen of the Sky Pirates deep within the ancient ruins hidden in the mountains.

Though she never gets a name, the character of the Queen makes the story interesting to scholars of Strauss's work, as she clearly shows how the author was maturing as a writer. Several commentators have focused on the fact that the Queen, a black woman, is one of the few characters in all of the Byrd stories to shoot down Byrd in a fair, one-on-one dogfight (the others being Baron Hell in The Pharaoh's Heart, Otto von Dietrich in Gorombaa, Island of Monsters and Lord Percy Fitzhugh in The Curse of the Maharajah's Gold). The dogfight itself, which takes place over a series of unnamed Mediterranean islands, is considered one of the most thrilling and realistic depictions of one-on-one air combat in the series.

Though it has received less attention from scholars, an equally important aspect of the Queen's character is that she is presented as an attractive woman. When Byrd first sees her in a secret aviators' bar in Greece, he asks Sophia, "Who is that beautiful woman who just came in?" In the ensuing scene, where Byrd and the Queen flirt from across the bar, Strauss shows that he has come a long way from earlier stories such as Sir Alec Byrd and the Cannibal Head-hunters of the Congo.

When Sophia is jealous of Byrd's flirtation with the Queen, we see that the co-owner of the Aurora is becoming a more well-rounded character, herself. In previous stories, Strauss uses Sophia as a plot device. Her secret island shop serves as a place for an injured Byrd to take the damaged Aurora to get them both patched up. Sophia passes on news and fusses over the damage to her plane, often with pages of description in which Strauss overindulges in his passion for amateur engine-building. In The Queen of the Sky Pirates, Strauss delves more deeply into the relationship between Sir Alec and Sophia, describing the plane they built together as their "child" and exploring issues of responsibility in the life of his brawling, devil-may-care hero.

While Sir Alec gets into a brawl in virtually every Byrd story, The Queen of the Sky Pirates is notably the first time he gets into trouble for it. During the opening scene, at a gala in a New York museum, the famous ace is insulted by an airplane racer. When Sir Alec begins to fight the dandy, the two are forcibly removed from the room, meaning that Sir Alec is not present when the Sky Pirates arrive and steal the a stone idol from the museum, setting off the chain of events that constitute the rest of the tale.

Much has been made of Strauss's fascination with weird fiction and his attempts to incorporate it into his stories, but the stone idols and the lost city in the Himalayas are one of the most effective examples found in the series. Strauss leaves both the idols and the city they guard shrouded in mystery, allowing the reader to guess "what hand might carve such grotesque features, and what mind might conceive such a horrid shape." When the city is revealed in the final scene, Strauss describes the "Cyclopean structures flashing by," lifting the most recognizable descriptions from his contemporary writers while focusing on the dogfight itself.

Some modern editors have chosen to begin Sir Alec Byrd collections with The Queen of the Sky Pirates, and there is evidence that Strauss himself considered the tale the first "true" Byrd story, as later stories stop referencing events of novels that preceded The Queen of the Sky Pirates.

Friday, July 2, 2010

I don't like sand

What's up with all these D&D posts lately? Well, I've been playing a lot of D&D, and I know that my audience (all four of you) is probably interested in hearing about D&D. So here you go, another D&D post.



I don't like sand. It's coarse and rough and irritating and it gets everywhere.
--Anakin Skywalker

I agree, Anakin. But you left out one important detail about sand: it explodes, and it kills you! Shikirr and his clutch found this out the hard way on Wednesday, when we found ourselves fighting monsters that were living dust devils.

Before the monsters showed up, we met a dwarf who spoke with Jarvix and Castri while Yuka and Shikirr kept careful watch. The dwarf warned us that we were fighting someone called the Wastewalker, who apparently has a vendetta against the Veiled Alliance. Thanks for nothing, Jarvix and Barcan! I was happy being a bug-slave and now here I am, running from my life from people who aren't even out to get me. Well, they're my clutch-mates now, so I'll defend them with my life. The jerks.

The fact that we were fighting the Wastewalker didn't come as a surprise to the players, since the module is called Fury of the Wastewalker. It didn't mean much to the characters, either, as we had already gathered that the storm wasn't natural. We also learned that the Wastewalker's lieutenant, a siltrunner lizard, had a personal grudge against the dwarf, and was coming for him.

After the dwarf showed off his gnarly obsidian wounds, we got attacked by dust devils. One of them promptly exploded, dealing massive damage, including a critical hit on yours truly. I went from 33 HP to 11, then used my Speed of Thought ability to climb onto a rock to avoid the creatures, incurring an opportunity attack that dropped me to 6. Then the sand creature attacked, dealing 11 more damage and knocking me out before I even had a turn. GG, uninstall.

Two of our players were out for the day, so our DM let the first two people to go down play as their characters. I say the first two because, as you may have guessed, our party was soon literally biting the dust. The sand creatures made a mockery of our piecemeal armor and meager defenses. As Jarvix's player, who took over Phye, pointed out at one attack, the attack roll was over twice Phye's defense value. The DM was consistently rolling in the mid to high twenties on his attack rolls, which makes me wonder why he didn't just go straight to rolling damage. Oh that's right; in case he landed critical hits, which he got at least two of on Wednesday.

Shikirr was down, so I got to play Barcan, the human star-sorceror who has the survivability of a damp marshmallow. Because Barcan was late to the battle, he was the last one standing as the lizard-person lieutenant showed up. I couldn't do much about it as one of the dust devils picked up the dwarf, who was already having a seizure from the lieutenant's magical attacks. The lieutenant then cold-bloodedly stabbed him in the heart. Dag.

The dust devils turned to Barcan, and I knew they'd make short work of me. So I figured, heck, this isn't my regular character, we're all about to go down, and I'm not going to get a TPK with a daily power still remaining. So I flung out Barcan's daily power: Cosmos Call.

I focused the power of the unknowable void in my fragile human mind, just long enough to direct it into the skull of my enemy. The lizard man squealed as the power of the universe overwhelmed his brain and flat out killed him.

I like to think that Barcan had a little smirk on his face as the dust devils swung over and beat the tar out of him.

Then our DM dropped the bombshell: with the lizard person lieutenant dead, the dust devils would dissipate after a round. So basically, once they were done with me, they gently fell back into the desert, leaving a suddenly peaceful scene of a bunch of bodies and unconscious people.

I like to think that, when we wake up, we'll be spitting out sand and complaining sand getting into places we didn't even know we had, like Iago in Disney's Aladdin.

Anyone? Anyone?

*cricket, cricket*

Oh, well. See you in Athas!

Tuesday, June 29, 2010

If I were to sum up my impression of Eberron in one word, that word would be "juicy"

In this post, I will talk about our "regular" D&D game, the one that we play at a friend's house with people we know rather than the pick-up Encounters games we play at the game store.

We started the campaign in Fallcrest, which is set in the default D&D setting (which may or may not still be called Greyhawk, I'm not totally clear on this). We fought some kobolds, slew a dragon, and got a magical sword as loot. It was all very straightforward D&D stuff. The next adventure we ran was set in Eberron, where things turned out to be somewhat more... juicy.

First, I should take a moment to talk about our campaign, and how we went from Greyhawk to Fallcrest. Our Dungeon Master (who plays Jarvix in my other campaign) has set up his world as a mix of every Dungeons and Dragons setting. People in various parts of the world believe in various pantheons, and depending on how people see the world, the world itself manifests in different ways. At least, that's the way I interpret it.

This feels a lot more real to me than the normal D&D approach, where a campaign setting has a strictly delineated pantheon of gods, who each have their distinct areas of influence. This feels too neat and tidy for my tastes. I like the idea that the gods are sort of trying to scratch out an area of influence while competing with similar gods from neighboring countries.

In any case, we got to Eberron and things seemed pretty normal. We had a bit of a laugh at the place names, as we were in the Darkswamp at the edge of the Blacktree Forest or something like that. The town we were investigating was populated mostly by humans, orcs, and half-orcs. That was a bit weird, but not totally unknown in a setting like Forgotten Realms.

But things got really weird when we entered the inevitable nearby monster-filled cave. We started things off by fighting cultists with eyes growing all over their bodies, who were led by an eyeless, psychic, tentacular horror. Meanwhile, an eye growing out of the wall tried to take over our minds.

Things got even weirder as we descended into Khyber, which is apparently Eberron's version of the underworld. Here we met monsters without heads but with two mouths, formed by evil wizards who had magically fused two goblins. At one point, the DM mentioned that the monsters' eyes were looking for us, and someone asked a question that you should probably avoid asking in Eberron: "But without a head, where are its eyes?" In this case, the DM deadpanned, "Oh, all over." (For those wondering about the mouths, they're on the shoulders.)

The deeper we get into the Khyber, the softer the walls get, and in our current room the walls are distinctly fleshy. I joked that, if we poked them, they'd probably bleed, but I'm in no hurry to test that. Let's just say that the floor has mouths.

I'm not one to get all squeamish, and part of me thinks that this stuff is pretty cool. I'm just glad that, when I run my Dark Sun, things are going to be decidedly drier.

Monday, June 28, 2010

We Killed It and Took Its Stuff

I have not one, but TWO D&D sessions to recount, as these seem to be fairly popular (meaning one person has commented asking for more). I'll discuss our D&D Encounter from last Wednesday in this post, then post later about the game I played on Sunday.

Our intrepid party found their way into a canyon, where we found a rare fruit tree, covered in ripe, juicy fruit. The non-kreen in the group assured me that the fruit was delicious and succulent. I naturally had little interest in something so repulsive, though I pointed out that, as my companions ate the fruit, their own nutritional value was increasing. I was just trying to make conversation, but apparently my comment made them nervous. I will never understand non-kreen.

Suddenly, we found ourselves under attack from some nearby boulders. Goblin-types bristled at the top of some twenty-foot rocks, peeking out from among the brambles. It soon became obvious that the creatures could happily dodge among the brambles, but when we climbed the rocks, we found ourselves getting slashed and entangled.

One of our party members, Phye, found a rope dangling from the cliff, attached to some provisions. She climbed the rope, only to find a drake tied to the other end. She was soon fighting for her life against the goblins, though the drake itself was too busy trying to break free of its bonds to fight Phye. Yuka climbed up the rock face to help her, but they both suffered a huge blow when, upon defeating one of the goblins, a curse-bleeder (or whatever they were called) made its dying body explode so that it badly damaged both Phye and Yuka.

The most dangerous creatures were spellcasters who threw their own blood at us to curse us, which hurt us and made us more vulnerable to attack. Meanwhile, two snipers with magical rocket boots flew from rock to rock, peppering us with arrows along the way. I half-jumped, half-climbed up after them, then used my natural Thri-Kreen jumping to try to keep up with them. Phye had succeeded in loosing the drake, but its wingbeats did not dislodge the goblins as she had hoped. She needed my help, so I jumped over to her rock as she was dropped by some goblins.

Jarvix, meanwhile, was so engrossed in his fruit that he was nearly taken down before he could put up a fight. Soon he, too, was down for the count, leaving me, the stalwart Yuka and a cowardly Barcan the only ones still fighting, as Castri was MIA. While Yuka held them off, I fed Phye the magical healing fruit I had picked up from the caravan in the first encounter, and she helped us fight off the goblins while the drake lazily flapped away.

Yuka flung several goblins from the rock, where Barcan cleaned them up with chicken-hearted efficiency. We then got Jarvix back on his feet as we took out the last goblin, expecting it to explode again. We were all rather disappointed when it just fell.

This was the second fight so far where closing to melee range meant taking ongoing damage. In the first fight, it was the sandstorm that dealt 5 points of damage to any player outside the tents. In the third fight, it was the brambles. This feels like lazy scenario design to me. The designers figured that the Defenders fight in close range and can soak up a lot of damage, so they design the fights so that close range fighters always have to take ongoing damage.

Another gripe I have is that the enemies keep coming from all sides, making it impossible to set up a unified battle line. I have several abilities that depend on getting several party members "stuck in" to fight the enemy in close combat, and so far I haven't been able to make good use of them.

I'm not trying to say that every fight has to be tailored to allow the player characters to shine, and I'm definitely still having a great time.

One thing I should make note of is that last Wednesday's session was the first D&D Encounter in which we got genuine loot. We had picked up some healing fruit in the first encounter, but in the third we got a magic weapon (which went to Yuka, who had recklessly broken his beloved rope-axe weapon in an earlier fight) and a shrunken head made of wood (made, we were told, from a slightly larger wooden head!)

It felt a bit weird so far to go through two encounters without seeing a single gold coin for our trouble, so it's nice to get some loot, finally... even if I didn't get any of it myself, and thri-kreen don't understand the way money works.

See you in Athas!

Tuesday, June 22, 2010

O, to be a psychic, four-armed bug-man!

Our D&D Encounters group had our second game last week, and tomorrow's the next game. The second game was even more fun than the first, which is really saying something. The players seemed more relaxed, and the DM was really getting into it. He would take simple rolls and actions and describe them in epic terms.

In one particularly memorable moment, one of the characters, a Mul (half-dwarf) ex-gladiator was wrestling with a giant beetle that held him in its pincers. The beetle opened a secondary mouth and jabbed a needle-sharp proboscis into the Mul's chest, poisoning him. Not one to be taken down lightly, the Mul broke free of the beetle's grasp and used an ability that let him end the "poisoned" condition. The DM enthusiastically described how the character out-wrestled the beetle, then used his diaphragm to pump out the venom from his chest. If you can, try to picture someone holding an imaginary beetle's pincers in his hands while pantomiming pumping poison from your chest with your diaphragm. He had us in stitches, and the moment will probably live forever in my memories of D&D.

My character so far has been reliable and I feel like I'm doing a pretty good job of tanking (though I probably could be using my offensive abilities better). Still, I feel like I'm getting the hang on this character, and hopefully I'll be more on top of things in tomorrow's session. We'll see if maybe I can even get such a legendary moment of greatness!

If any of you are still wondering why I'm so stoked about playing a thri-kreen, check out this picture. Some thri-kreen art looks pretty terrible, as they can look like lumpy beetle-people, but this is the way I picture my guy:



Though my current character has a stone, three-bladed halberd, orangish markings, and a mangled arm.

See you in Athas!