Thursday, June 28, 2018

The Deep Mines of Published Adventures

The Deep Mines of Published Adventures — Blue Ink Alchemy

I'd like to give you a bit of a peek "behind the curtain" regarding where inspiration comes from and how basic materials from other sources can lead to new ideas and new directions in storytelling. This past weekend, I put together a one-shot D&D adventure for Seattle fans of Critical Role. While I did re-watch some favorite episodes from the first campaign of the series, and read up on a good deal of material in the Tal'dorei Campaign Guide, considering this was a one-shot, I wanted to make sure that the adventure had direction and balance. With that in mind, I turned to my time acting as a Dungeon Master for the Adventurer's League. The two Adventurer's League modules that I took as my basis were "The Waydown" and "The Occupation of Szith Morcaine". They're from the same season of the Adventurer's League, the "Rage of Demons", and thus had a lot in common. Both were delves into the Underdark, both involved strange beings to both interact with and fight against, and both were influenced heavily by the machinations and madness of the demon prince known as Graz'zt. But the Adventurer's League modules take place in the Forgotten Realms. This was an adventure in Exandria, on the continent of Tal'dorei. This lead to some questions for me, as the Dungeon Master: where is the Waydown on Tal'dorei? How are drow, duregar, myconids, and so on different in the world created by Matt Mercer? And what would Graz'zt want with Exandria? I am, of course, not going to answer that last question here. This is going to be more than a one-shot, much to my delight. But I will say that, since these two adventures were related by the overarching "Rage of Demons," it wasn't difficult to tease a few bits apart, remove things that didn't work, and weave them together into one coherent adventure with Tal'dorei flavor and and plenty of places for a party of adventurers to go. One of the things that saw me moving away from Adventurer's League was that in a short, two- or four-hour session, it can be very difficult to get into character, establish rapport with other players — or, if you're the DM, any players. On the other hand, the published adventure modules are adjustable for all sorts of parties in terms of difficulty and rewards, and the through-line of start to middle to end is very easy to follow. With the change of setting and a longer session time, this flexibility made the matter of adding more narrative storytelling a straightforward one. Now that the party's established, and these initial adventures are completed, we can move on. While it can't be called entirely original, considering the involvement of Graz'zt and the very nature of where Tal'dorei came from, the storyline and character hooks I have in mind are all mine, informed by my fantastic players and rooted in the desire to tell a great story woven through with emotion and character. I also run a game on the occasional Thursday night, and we're going through the 5th edition starter set's "Lost Mine of Phandelver". Again, however, this adventure has been transplanted from the Forgotten Realms to a campaign setting entirely of my own design. The world of Levexadar is my first real attempt at something like this, and as a result, I'm still tweaking things and looking to published materials. On top of the Phandelver resources, I've incorporated some adventure and setting trappings from the previous edition of Dungeons & Dragons. You could say I've "filed off the serial numbers", and I don't feel bad about that. So far, it's made for a good story. When it comes to role-playing games, you can delve deep into the fertile veins of published materials and find all sorts of things to tell a story of your own. I find my thoughts turning to parts of the Tomb of Annihilation hardcover and materials even older than 4th edition as elements to use in one or both of these campaigns. The echoes of the familiar in unexplored territory can both comfort a player, and present an opportunity to surprise them. And if you manage to surprise your players, get them invested in the world and the story, and anticipatory of what'll happen in the next session or even the next minute, you've got a great game of Dungeons & Dragons on your hands.
Blue Ink Alchemy

Friday, June 15, 2018

500 Words on Outrage

500 Words on Outrage — Blue Ink Alchemy

Between the political landscape and my personal situation, it's very tempting to just type out the word "AAAAARRRRRRGGGGGHHHHH" 500 times and be done with it. It's also tempting to just fire up a video game and try to forget about the things that are taking up space in my brain and making me froth at the mouth. However, no amount of playing cards, rolling dice, or escorting payloads contributes to the solutions of the problems at hand. And even if I spend my time writing fiction or working on programming tutorials and projects, there's a nagging voice inside of my head telling me that my time should be spent finding more work, or doing something about my country's political situation, or fighting for the rights of others. You know, addressing the stuff that makes me angry. Anger, as an emotion, can get a bad rap. I remember Yoda saying in the first Star Wars prequel "fear leads to anger, anger leads to hate, hate leads to suffering," as if there's always a linear path that emotions take. Anger is almost always spoken of in negative terms. After all, anger fuels a lot of negative or violent outbursts. But as with so many things in life, the proper application of anger can get a lot done. Anger is a problem, as are its causes; what matters is how we use that emotional energy to create some sort of solution. It motivates us to finish more projects, to put forward better behaviors, to act in defiance of injustice. Sure, there are those who subscribe to false narratives and let their misinformed anger push them to make bad decisions. But I'd like to think, optimist that I am, that those folks are in a small (but very vocal) minority. I get little bits of hope, here and there. Seeing people come together in solidarity to fight back against abuse. Social media exchanges of trying to reach a mutual understanding in a civil discussion. Servants of justice constructing their cases to take down the wicked. A phone interview. A comment on Ao3. A hug and a kiss from a loved one. Play of the Game in Overwatch. It quiets those annoying head weasel voices that try to convince me I'm wasting my time and getting nothing of substance done. I have to look after myself, stay on top of my mood, and keep from falling to pieces. It's self-care. It's necessary. I have a lot going for me, when I stop to look at it. There's a lot of love in my life. I'm in a safe place. I'm trying to keep an eye on my diet and what little income I've actually got, and doing my utmost not to be a drain on my family or friends. The outrage remains. It bubbles under the surface. It seeps out through cracks in my veneer. But at least it's not exploding. Because nobody deserves that. I'm using my anger; I refuse to let it use me.
Blue Ink Alchemy

Saturday, June 9, 2018

Book Review: Ready Player One

Book Review: Ready Player One — Blue Ink Alchemy

Fan Cover by Ali Kellner
I state the following without hyperbole: the first few chapters of Ernest Cline's Ready Player One is some of the most difficult reading I've done in a very long time. Not because of the nature of the events, or even the quality of the writing, in and of itself. It was difficult because it was just so damn proud of itself for the number of 80's references it was making. Reading over our protagonist Wade's list of 80's nostalgia subjects was like reading over the results of a search for "80's pop culture references" and had just about as much emotional effect. Hey, I remember the Atari 2600! I remember Adventure! I remember Joust! I remember WarGames! I remember... wait. Let me back up. For those of you who don't know, Ready Player One takes place in a near-future Earth where things are not necessarily post-apocalyptic, but are definitely bleak and cynically prophetic. With fossil fuels all but gone and the global economy in dire chaos as a result, homelessness and unemployment are as rampant as power outages and autonomous corporate monstrosities. The only refuge most people have is in the OASIS, a free (ostensibly) virtual world which allows user VR access to a universe that takes notes from the Matrix, MMOs, and even SecondLife. Our protagonist, Wade, is a high school student who uses the OASIS for his schooling, since he lives in a refugee camp/shantytown of stacked RV trailers called... well, "The Stacks". He is also participating in a hunt for an item hidden within the OASIS by its creator, who recently died, and left the bulk of his fortune and the controlling share of the OASIS to whomever can find the item. Wade is not alone, however; not only have many other nerds started the hunt, but a corporate rival to the OASIS's company has mounted a major operation with tens of thousands of employees scouring the virtual universe for the item. What chance does one little reclusive nerd has against those odds? Well, if he starts rattling off 80's pop culture references every time he takes a breath, his chances are probably pretty good. I grew up in the 80's. I didn't quite hit my teen years until 1990 or so, but I do remember a lot of the things Cline gleefully barrages readers with during the opening chapters of Ready Player One. When he described the crude, pixelated characters of the Atari game Adventure, I could picture it clearly in my head. I've played through the D&D dungeon "Tomb of Horrors" a few times since I first learned how to play 2nd edition in the 90's. Quick aside: I am really looking forward to the full-blown campaign being built around the latest version of the dungeon. It's called "Tomb of Annihilation" and I plan on ordering it in at my Friendly Neighborhood Comics Store. The novelty of Cline's zeal in rattling off his references quickly wears off, and soon becomes tiresome. Yes, Ernest, we get it, you love the 80's, and a lot of other nerds do too, and this is aimed at making them feel like this is a story for them. That this protagonist is someone they understand and can relate to. Specifically, the tone and timbre of Cline's opening feels like it's leaving out huge chunks of cheese for spectacle-wearing mice, where the cheese is references to Back to the Future and Joust and the mice are mostly males, and probably a majority of them are white. It felt, to me, like pandering to a horrifyingly shameless level. I nearly stopped reading entirely. Like the hunt within the book, Ready Player One contains three gates. This was the first one, and it was definitely the hardest one for me to get past. And to get past it, I had to take a step back. Ready Player One was published in 2011. This was a time before the Oculus Rift, perhaps the most prevalent equivalent to the OASIS's VR/haptic hardware. This was a time before GamerGate and the rise of social justice as a major component of the online narrative. Hell, this was a time before the Marvel Cinematic Universe was really a thing; until The Avengers debuted on 4 May 2012, nobody really thought Marvel could pull off its grand experiment. The world into which Cline presented his novel was one where nerd culture was still most definitely a sub-culture, one far less part of the public narrative than sports, celebrity scandals, and reality television. Tournaments for games like StarCraft II happened largely away from public eyes in the Americas and Europe. Other accessible mutliplayer games geared for what is now called 'e-sports' like League of Legends, Hearthstone, and DOTA 2 hadn't been released. Unlike today, where you can find people playing D&D every week on Critical Role, if you wanted to see people doing that, you had to find a special episode of Community or a fan film like The Gamers. So, yes, while Ready Player One is pretty blatant in pandering to a certain demographic, at the time of its publication, that demographic was not this directly represented. Sure, plenty of white male power fantasies existed — comic books in and of themselves were as power-fantastic as ever, and look at games like God of War and Call of Duty. But here was a novel in which the protagonist, like much of its intended audience, was a reclusive nerd. Even during the first few times we see him in the OASIS, he's kind of a loser. He starts getting ahead because of all of this esoteric knowledge he has in his brain. Not because he gets bitten by a radioactive spider, or discovers an alien rock, or because he's some kind of Chosen Onetm. Wade finds the first key, and clears the first gate, by knowing his D&D, his Joust, and his WarGames. I can see the narrative merit in that. I saw that there was some value in a protagonist, especially in the context of young adulthood, thinking their way through a problem rather than punching their way through it. When I looked at it from that perspective, I found it a bit easier to move forward with the book. And, to be honest, the references became less pervasive and persistent as the book went on. Such was clearing the first gate of the book — whether you embrace and delight in the references, or merely endure them, accepting them gets you into the meat of the story. Spoilers abound past this point. Fairly be ye warned. The second gate involved seeing Wade as a human being. With all of the pandering in the narrative's set-up, and the many ways in which it was clear (at least to me) that Wade was meant to be just as much an avatar for the reader as Parzival was Wade's avatar in the OASIS, how do we contextualize Wade as a person? This involves not just raising the stakes but also making Wade respond to pressure, dealing with real complications, and so on. When his horrible aunt and her idiot meathead of a boyfriend are killed when the evil corporation bombs the trailer where Wade had his mail sent, it's horrific, but Wade walks away from it pretty nonchalantly. By now, as an online celebrity for clearing the first gate of Halliday's challenge, Wade has sponsorship money in no small amounts and can look after his own needs. Sure, it establishes EvilCorp — sorry, "IOI" — as a pretty major threat, but it also shows Wade is capable of planning and forethought to a pretty high degree considering where he goes and what he does next to keep himself safe for the hunting to come. There is a romance, and this being not just a novel with a young adult protagonist but a romance in the context of online, things run anything but smoothly. It feels like pretty standard teen angst, albeit with the backdrop of nerd ephemera and virtual laser-gun battles. The zero-g dance party held by The Great And Powerful Og was a highlight, to be sure. But it isn't until another character is killed — literally yanked out of his rig and thrown out a window by IOI goons — that suddenly the threat becomes incredibly real. In his conversation with the victim's brother, Wade shows us that he has a capacity for respect and compassion that, honestly, runs extremely counter to how straight white male nerds tend to comport themselves in modern society. I feel that it is this, just as much the moment where I considered the second gate of the book cleared, is really what sets Wade apart from quite a few other young adult protagonists. While he did get a little obsessive over his paramour Art3mis in the wake of her cutting off communication, lovesick teens do a lot of dumb shit. He never goes so far as to invade her privacy or compromise her safety or integrity, but he does do the whole standing-outside-the-window-with-the-boombox routine. The window, in this case, being set in a huge fortress on the remote world of Benatar. Wade is someone who can learn from his mistakes. He can take steps to improve himself — he sets up a system for himself to get and stay in shape rather than just become a sad sack of meat strapped into an OASIS rig. And, most of all, he can see past the digital avatar to the real person on the other end, and imagine them complexly. When he sits with Shoto, the brother of the murder victim, their conversation is quiet and meaningful. There are no explosions of angst or huge dramatic reveals; instead, Shoto tells his story, Wade conveys his condolences, and they start to plan what to do next. This could have been another young-adult-standing-in-the-rain moment; instead, both Wade and Shoto demonstrate a strength of character that is not only difficult to find in the genre, but all too often lacking in many of the denizens of the Internet we deal with here in the real world. What happens next in the book, with Wade infiltrating IOI, was to me, a very pleasant surprise. After all of the tiresome reference-making and the teen angst — which, again, Cline handled very well — we come to a moment where Wade risks everything. He sacrifices his safety, his comfort, and his very identity to find a way to overcome the villains. He doesn't do this by kicking down doors, shooting up goons, or even confronting the enemy mastermind in the real world. He lays out an elaborate plan in secret, sets himself up for success, accepts the hardships that will be involved, and without a word to his friends, disappears into the IOI corporate machine. To me, this sequence is the highlight of the book. Moreso than the explosive climactic battle (which I'll get to), this demonstrates what Cline is capable of in terms of storytelling. Devoid of his toys, his resources, and his allies, left with only his wits and whatever he prepared for in advance, Wade has to be clever, subtle, and think on his feet to accomplish his goals. There's no violence, no explosions, no rants, no moments of big drama. Just tension, a touch of corporate horror, and — if I'm honest, much to my delight — a very subtle nod to Michael Crichton's The Andromeda Strain. I never said all of the references were bad ones. The second gate is cleared when Wade is picked up after his real-world infiltration gambit by one of his closest friends and allies, H (spelled out 'Aech' since the OASIS doesn't allow one-letter monikers). While presented in the OASIS as white and male, H turns out to be neither of those things. How does Wade react? Barely at all. H's race, gender, and sexuality matter very little in the grand scheme of things. Cline, in his fashion, may make the point in a bit of a heavy-handed matter, but considering how relevant a point it is to this day, in this case I think it's justified. Wade's character sketch is now complete; we can move on to the third and final gate. The third gate is — what's the point of this story? What's it trying to tell us? As much fun as the epic final battle is, with everything from a tiny Johnny-5 robot being a key part of our heroes' plan to a showdown between Mechagodzilla and Ultraman, the payoff for all of the fireworks needs to be worth all of the time it took to set everything up. While Wade's obsessive knowledge-farming and gaming skills get him up to the climax of the battle, it is a combination of things that see him through to victory. He relies on a little luck — a one-off scene from earlier in the book becomes incredibly vital to success — as well as knowledge his friends possess that he does not. In the end, his recollection of Halliday's message to the world and an understanding of where Halliday's heart lay are what secure victory. And what lays beyond for Wade is not just the prizes and the accolades, but something far more interesting — he has the ability to turn the OASIS off. Would Wade ever push the Big Red Button? I don't know. Probably not, not unless IOI put some sort of virus into it that might kill everyone if he doesn't. But that seems far-fetched. The message, though, is that Wade can turn it off for himself and, more than likely, should do that more often. After all, he's proven that he can handle himself in the real world, without having to be some kind of hyper-masculine badass or post-human savant. His friends respect him because of who he is, not because of what he can do for them. The last scene of the book, between Wade and Art3mis (Samantha) in a lovely garden maze in the real world, is quiet and touching, and it makes it clear that however amazing and dangerous and empowering a virtual world like the OASIS might be, it is the people we connect with, not the systems we use for that connection, that really matter. And it doesn't really matter who that person may pretend to be, but rather who exists behind the digital avatars and the character sheets and the bells and whistles. That's what matters. That's the crux of the story. That's what lies beyond Ready Player One's third and final gate. Maybe I'm still too optimistic after all of these years. Maybe I'm trying to find meaning where there is none, where other critics see just an endless pile of pandering 80's references aimed at a demographic that already has more than enough representation in pop culture, thank you very much. I can't shake the feeling, though, that Cline has smuggled something to us under all of that seemingly shameless tat and glitzy graphics in our minds that actually means something. On the surface, Wade is a stereotypical gamer — reclusive, introverted, obsessive, maybe even selfish or downright mean. But look again at how he treats those around him. Examine the way he tackles his problems. Read over how he looks into himself when he runs into obstacles, and how he works to overcome them. How many gamers do that? How many dedicate themselves more to practice and self-improvement, rather than screaming imprecations and slurs and insults at their opponents before throwing down their controllers and jumping on Twitter to blame SJWs for the woes of the world? Wade takes responsibility for his actions, and pushes himself to do better. He doesn't give up, never stops trying. He reigns himself in, checks himself, corrects himself. This is something a lot of people, not just gamers, fail to do when the time comes for the individual to step up and do the work necessary to make things right. This is why I ended up liking Ready Player One. This is why I feel it has value, and why I will be interested to see how Speilberg's film adaptation turns out. I don't think it's a "HOLY GRAIL OF POP CULTURE" as the self-fellating promo text tells us in the preview. I think it's good, and honestly, better than its superficial reference-making pandering appearance would make it out to be. Like Gygax's Tomb of Horrors, if you can navigate the various traps and get past some of the more monstrous parts of things, there's definitely treasure to be found. In my honest opinion, to see a protagonist behave like a decent human being in a world where most of the populace would rather be anything but a human being is definitely a treasure worth finding. It's easy to blame the controller or the other player or the world or your circumstances for whatever made those dreaded GAME OVER words flash in front of you. It's a lot harder to dig out another quarter, take a deep breath, and put yourself in harm's way again. Ready, Player One? Cover artwork by Ali Kellner
Blue Ink Alchemy

D&D Matters

D&D Matters — Blue Ink Alchemy

I'm really glad I started playing Dungeons & Dragons again. It's taken me the better part of a year to feel comfortable going out-of-doors again. I was walking around like a man with my skin peeled off, and the fresh air and particulates of the outside world stung like a son-of-a-bitch. I had to take that time, in a place of safety and solitude, to reacquaint myself with myself. Take a good long look in the mirror. Start fixing some shit. Get better. Then I started going out to watch soccer matches again, and I made a friend. She noticed my d20 ring, a souvenir of days gone by that has only the meaning I've given it. No other associations, no bad memories. Just a spinning random number generator for rolling skill checks in the real world. We got to talking about D&D. And she mentioned a game she was in on Monday nights. Without knowing what I was doing or why, I jumped at the chance. Then I got nervous. You see, I might have gone a bit too far the other way in correcting myself. I was a little hyper-vigilant. I had trouble trusting my instincts. Here was a smart, lovely, challenging person who saw in me enough value and goodness to invite me into another part of her life, and I was asking myself a bunch of questions — do I have the right reasons for doing this? Am I going to be an invasive presence? Will I get along with everyone? Should I be scared? In order: yes, no, yes, and no. My partner told me so. A few times. I can be a little thick-headed; it's an aspect of myself I've had since I was young. Still, the answers were conveyed to me in love, even if they had to be repeated. I finally quieted the head weasels, drew up my character, and headed downtown. My head was on a bit of a swivel before I got into the Raygun Lounge. I didn't know how my Paladin of Bahamut would go over with these new people. I guess the best way to put it "like gangbusters." He had to leave the party at one point because a fellow party member made, in his opinion, a monumentally bad and immoral decision. So I reintroduced one of my favorite characters, a dark elf necromancer, to the party. Again, he was a big hit. Sure, he was the complete opposite of my paladin in personality and motivation, but therein lies the challenge. And since my life isn't exactly on hardmode, being the sort of white male of education and relative means that often serves as a poster child for the Patriarchy, I tend to game that way. See also my pacifist/stealth run of Deus Ex Human Revolution's Director's Cut that is my current PC gaming 'project'. Long story short: I was worried over nothing. With everything going on, within and without, it's been difficult to fully engage with my writing brain. Certain parts of myself have lain somewhat dormant while getting better, engaging in self-care and self-correction, and generally being an isolationist hermit have dominated my time. Being with others and collaborating in telling a story about people making bad choices has started reawakening my own storytelling synapses. If nothing else, it's underscored my need to shift my career path away from banging out code for a living to making words happen. That's been mostly what I've been looking for when I'm on LinkedIn looking for a new job that has nothing to do with start-ups — I am unsuited for such a life. Perhaps I'm just too old at this point. Anyway. Dungeons & Dragons. The classic role-playing game matters to me because it hits all of the right buttons. It's escapism. It's storytelling. It's interacting with other humans, revealing parts of oneself in a safe environment and bouncing off of one another and the Dungeon Master in delightful and intriguing ways. It's taking chances. It's putting on a performance in the 'theatre of the mind' just because you can. I want to start my own group, and guide people through the bones of a story I construct, and watch them flesh everything out and make it a living, breathing thing that we all enjoy. Storytelling matters. Collaboration matters. People, their dreams, their imaginations, their fears, their potential and ambition and passion — all of that matters. All of that comes together in Dungeons & Dragons. That's why it matters. Tuesdays are for telling my story. Art courtesy Wizards of the Coast
Blue Ink Alchemy

500 Words on World-Building

500 Words on World-Building — Blue Ink Alchemy

I'm very much looking forward to introducing more people to Dungeons & Dragons. The published materials for that purpose within the Starter Set are quite fine, but even moreso than the content within the books, I appreciate the flexibility of it. It's been a while since I've put together a world into which others will be introducing characters with their own motivations, drives, fears, and goals. I want to flex those muscles again. As much as I like the Forgotten Realms setting, what's the harm in creating what might be considered a parallel world on the Prime Material Plane? Similar, but different in many ways. Same maps, different names. Similar factions, different motivations. A history all its own that resonates with the high points of established materials. If nothing else, it's a great exercise in world-building. Even when set in the modern era on Earth, authors tend to create their own worlds when they set out to tell a new story. Look at Jim Butcher's Dresden Files, Seanan McGuire's October Day, Diane Duane's Young Wizards, Lev Grossman's the Magicians — the list goes on. I know that these are all fantasy examples, but considering this pontification is rooted my D&D ambitions, they're what come to mind for me. I'm sure you can think of your own. Speaking of D&D, there's been quite a bit written about the Starter Set called Lost Mines of Phandelver. For my part, my desire is not just to integrate it into a slightly different world of my own creation, but also deepen and flesh out the characters within the adventure. Even within a D&D campaign, I'm not terribly fond of one-dimensional characters, be they cackling villains or glorified vending machines. These are, for the most part, people; people have thoughts and feelings, they have hopes and dreams, they make mistakes. To me, it's important to convey those things and demonstrate that the protagonist (or in this case, the player character) are not alone in the world in terms of beings with agency and identity. Not long ago, I began running an adventure for some friends at a neighbor's house. Upon a cursory reading, I got a notion for how the local innkeep behaved and what his relationships were like. On the fly, as the players interacted with him, I created the character's partner and began role-playing their interactions in front of the players. It was just a little flavor, a bit of color splashed into the black and white text of the pages in front of me. And it went over incredibly well. I can't overstate the importance of taking just a little time to flesh out parts of your world, whatever you're creating it for and however you're creating it. Tolkien and Martin might at times get carried away with descriptors, but would we care so much about their tales and their many characters without those passages, that depth? Their worlds persist because of the way they were built. Don't you want the same for yours? On Fridays I write 500 words.
Blue Ink Alchemy

Songs of Cornell: Just Getting Started

Songs of Cornell: Just Getting Started — Blue Ink Alchemy

There really wasn't anything Cornell Starblossom liked more than a lively tavern at night. Night was when everybody shook of the day's responsibilities, relaxed, and loosened their laces, especially their purse strings. The half-elf was adept enough with bandore and thelarr to maintain a decent enough lifestyle with just a few hours of song every night. What really got him attention — and tips — was his voice. Unlike the instrumental skills, honed by years of study at the College of Fochlucan, he'd been born with a melodious voice with good range and solid timbre. He'd trained that too, to be sure. From participating in hymns to Sune with his mother, to literally singing for his supper all up and down the Sword Coast, he'd built the stamina, clarity, and expressiveness to handle a night's worth of song, much to the delight of patrons and approval of tavern owners. He sang songs of pure love, loves lost and regained, learning to love one's own self. He sang ballads of heroes long gone and the battles of mighty nations. He sang of dragons, dire portents, and powerful magic. Most of all, he sang to the individuals in the tavern, rubbing elbows with men and sitting beside ladies, all the while keeping a fine hat in view for the depositing of coin. It was getting late at the Clover Wall Roadhouse when Cornell wrapped up his encore. He felt tired, but satisfied. After recent ordeals, he was glad to have time to simply ply his trade and get to know the locals, especially those in high standing. The blacksmith in particular had been of interest to him, in terms of acquiring better means of protecting himself. Having done that, he resolved to spend the next tenday involved in nothing but good song, good food, and pleasurable company. He was thinking about the feisty redhead who'd invited him to her chambers in a few hours as he counted the night's coin. Just enough for his upscale rooms and meals to last him until tomorrow night. He leaned back with a smile. He had no taxes to pay, no lands to manage, no manor to worry over. Just him, his music, and the road. It was freedom, and he valued it highly. "Oi. Knife-ears." He blinked, slowly, and looked up at the source of the voice. It was a burly, smelly human, beefy hands in fists. A thinner, weasel-faced human stood behind the first, sneering at Cornell. "Gentlemen." Cornell's voice came out in his easy drawl, an affect picked up from his youth in Daggerford and time on the road. "Got some feedback on th' set? I'm always lookin' t' improve." "We bet good money on you in the arena, flower-muncher. We want it back." Ah. So these two were from the Redplumes. Or, at least, had supported the Redplumes in their assault and kidnapping of innocents along the road. Especially non-humans. Cornell's smile faded just a touch, remembering the roar of the crowd, the frothing of the quipper-infested waters... "Ain't my fault you bet on th' wrong odds." He paused. "Were they good odds that we were gonna bite it? I shoulda placed a bet on us, myself. Might've been able to help you kind gents." The beefy one slammed his fist into the table. "We will have coin, or we will have blood!" "Oi." This was the barkeep, wiping down his bar, looking up from tending to his last few customers. "Keep it down or get out. No fighting in my place." Cornell gave the barkeep a nod and a smile, and got to his feet. "You heard th' man, gentlemen. Care t' step outside?" The two humans shared a vicious grin and moved to the door. Cornell handed the barkeep his coin — "for my rooms and board 'til tomorrow night" — and followed, running his fingers over the feather in his hat before putting it on his head. He thought about the rapier hanging from the left side of his belt, and the new crossbow on the right. It was his bandore that he hefted onto his left shoulder, however. As he walked to the door, he did a quick check of the tuning of the strings, plucking one or two to get the notes just right. As soon as they were outside, he saw Weasel-face pulling out a pair of crossbows not unlike Cornell's new acquisition: built for a single hand, quick to reload, deadly with good aim. Ham-fist's weapon of choice was a hammer with a long haft and a heavy-looking head. They grinned. Ham-fist opened his mouth to speak. Cornell looked squarely at Weasel-face and gave the bandore a quick riff.
this may hurt a little but it's something you'll get used to
The discordant melody and minor chord made Weasel-face's eyes go wide. Screaming in panic, the man dropped his crossbows to clutch his head in pain, and turned to run as fast as he could. Ham-fist whirled to yell an imprecation, and that's when Cornell drew his crossbow, aimed, and shot the human in the back of the thigh. Howling, Ham-fist went down. Cornell walked over, hanging the crossbow from his belt, and drawing his rapier. He placed the tip of the blade under Ham-fist's chin, and lifted the human's face towards his. "I'm no killer, nor am I thief," he said, his voice grave and even. "But I am a Harper agent." Cornell lowered his instrument to the ground gently and opened the left side of his jacket, showing the badge he wore underneath. "An' you are a threat t' the common folk, or at least those who ain't like you." He put a little pressure on the rapier, a tiny bead of blood appearing on the man's white skin. "I suggest you grab your friend an' leave. Don't let me see you here again. Remember: we're watching you, racist." Ham-fist nodded, or at least did so as well as he could with a rapier at his throat. Cornell smiled, stepping back, and sheathing his weapon. Ham-fist stumbled to his feet and jogged after Weasel-face. Cornell took a deep breath, and let it out again. While he had no taxes or land, he did have his responsibilities. It was the Harpers who had sponsored his entry into Fochlucan, kept his mother safe, and appraised his father, an elf wizard and adventurer in his own right, of Cornell's progress. And there was the whole empathy-for-the-common-folk thing. Growing up half-elven wasn't easy, especially in areas in the North of the Sword Coast mostly dominated by mainline humans. He could empathize with so many of them. It was part of the reason why stories of the Harpers had always appealed to him, and why he now wore their emblem. He adjusted his hat and headed back for the Roadhouse, bandore on his shoulder. The night, much like his journey across Faerûn in search of story, song, and worthy causes, was just getting started. Mondays are for making art. Dungeons & Dragons copyright Wizards of the Coast.
Blue Ink Alchemy

500 Words on the Adventurer's League

500 Words on the Adventurer's League — Blue Ink Alchemy

Of late, (almost) every Friday night, I take a long trip from my flat to West Seattle so I can join in the occasionally madcap shenanigans known as the Adventurer's League. For the uninitiated, the Adventurer's League is the 'official' organization for players and DMs of Dungeons & Dragons, sanctioned by Wizards of the Coast. Participants log their adventures, XP gains, and magical items to maintain a relative power level. There are three tiers of play, based on player character levels. New players start with characters at level 1 and work their way up the tiers, trying a smattering of different adventures every week as they progress. To what end, you might ask? The advantage of the Adventurer's League is that you can take an official, logged character to any League venue and game, and fit right in. No need to explain any odd stats or homebrewed items to your new DM. You can review a logsheet at any time, make sure things are on the level, and start rolling dice from there. It could be a friend's house, a coffee shop, or a huge gaming convention. It doesn't matter. Got that +1 breastplate and your holy avenger logged and approved by another DM? You're in. Speaking of DMs, being a Dungeon Master for the Adventurer's League has perks all its own. When you run an adventure, you don't just get the satisfaction of helping your players have a good time, even if you kill their characters. You also get rewards to apply to characters of your own. Dungeon Masters can be hard to come by — the DM experience is ultimately rewarding in and of itself, but it can be incredibly intimidating. There are incentives given just to get someone behind a screen at the table. After all, you can't have a Dungeons & Dragons adventure without someone to populate the dungeon and bring those dragons to life. Most of all, however, beyond the experience points and whatever else players and DMs gain, the Adventurer's League is a wonderful way to meet new people. Tabletop gaming, more often than not, is a collective experience, and everyone has something to bring to the table. Meeting like minds who contribute to a wonderful night of adventure and magic helps create a feeling of community. It helps people feel like they're not alone. It draws people out, and encourages them not only to engage their imaginations, but share it with others. That, in and of itself, is a beautiful thing to me. This happens with most D&D groups, of course. But when gathering at home, most of the players know one another, or get to know one another fairly quickly as they meet regularly. In the League, this happens with strangers. Every week. And everyone benefits from it, and walks away having had a good time. I know this isn't always the case, but so far, my personal experiences have been overwhelmingly positive. In spite of my worries, I plan to keep making the trip every week.
Blue Ink Alchemy