CHRONICLE VAULT 20080327, FROM THE LIBRARY OF RHAVUS THE FIEND-SAGE ...
Coldeven 2, 595 CY
The steaming Amedio Jungle is an inhospitable place, even for a band of brave heroes. But especially inhospitable considering Argo, Duke, Kong, Drake, Klaus, and Kaspar still needed to penetrate the Ziggurat of Kyuss to learn the dread secrets behind the Wormgod's ascension to godhood thousands of years ago.
Kaspar joined the companions on their return trip to the ruined city of Kuluth-Mar and he took the seventh section of the fabled Rod of Seven Parts as well. The six heroes returned to the ziggurat where they had fought the minions of Kyuss the previous day and decided to search the remaining antechambers of the main room before descending into the natural fissure.
The first chamber was to the north, out of which came the corrupted eladrins previously. As they entered their vision wavered for a moment and they knew that they looked upon a vision like before. This time they were standing in a torture chamber, in which stood two figures. One was Kyuss, handsome and dressed in flowing robes. The other was a strange, six-armed creature that looked as much insect as it did humanoid. Its eyes were hollow sockets and its flesh rotted and festered. Duke recognized the being as a spellweaver - a strange creature capable of great arcane mastery. This was clearly some sort of lich spellweaver, a terrible thought indeed, and it held a jeweled gold box in one of its sets of hands. Kyuss opened the box and removed from inside a writhing green worm. The priest's expression changed to exultation as he looked upon the worm ...
And suddenly the heroes were standing back in the present, looking upon the torture chamber as it stood now - ruined and decrepit. Kong definitely recognized the worm as a Kyuss worm, one of those things that infested spawns of Kyuss. They realized they had just witnessed the man who would become a god first seeing such a terrible thing as that wriggling green worm. It was a sombering thought.
Across the fissure chamber to the south wwas the room where the wormcaller priest and swords of Kyuss emerged from previously. As they stepped into the room a vision washed over them again, and this time they saw Kyuss sitting at a desk in a grand library, the undead spellweaver at his shoulder. The man studied a collection of worn and pitted bronze disks arrayed on the desk before him. The spellweaver pointed to one of the plates, which had runes and markings that seemed to shift in an alien way. Kyuss suddenly gains comprehension ...
And the heroes are left again standing in the room as it existed now. It was clearly a library, but unlike the torture chamber there were still some secrets to be found here. Duke found on several of the shelves jars containing floating worms. The worms were covered in runes, and the dwarf wizard remembered hearing something about these. They were called "knowledge worms" and if you ate them it would dissolve in your brain. But it took a strong constitution to keep the worm from killing you before it imparted its knowledge. Feeling confident, Duke sucked down one of the knowledge worms - and immediately regretted it. It was a glaringly painful procedure, but at the end of a minute or so the worm dissolved in his brain, imparting knowledge.
Nobody else volunteered to eat a knowledge worm, and Duke stuffed the remaining eleven jars into his bag for later study.
The only path left open to the heroes was the fissure, and they decided to descend. They used rope to get down, aided by immovable magical rods carried by Kaspar, and they reached the bottom of the 500 foot shaft. The large chamber at the base of the shaft was covered with a mat of green worms, and as they prepared to blast the swarm with magic a trio of the hunched wormcallers arrived. They caused the wormswarms to lunge at the heroes and used magic to drop everyone but Duke and Kaspar to the ground. Argo squared off against one of the wormcallers while Drake and Klaus took another and Kong took the third. Duke used magic blasts to keep the swarm of worms at bay while Kaspar provided emotional support, not wanting to get taken over by one of the worms.
It was a tough combat, but eventually the swarms crawled into the cracks of the room and the wormcallers collapsed to the ground, defeated. Three halls led out of the room, and they decided to check out the one to the east first. Behind a door was a room lined with religious icons dedicated to Kyuss the Wormgod, complete wityh a beautiful but disturbing fountain carved from black marble. There seemed to be some sort of liquid in the fountain, and Drake was suddenly overcome with a powerful thirst.
He stepped forward to drink and no one stopped him. When he put the water to his lips the magical hold over him snapped and he found in his hands brackish water crawling with digusting Kyuss worms! He spit the water out and managed to help stop Kong from drinking as well. After a moment, everyone's surroundings faded and were replaced by another vision.
This time they had a birds eye view of Kuluth-Mar at its height. The streets were empty, as the thousands of citizens were gathered in a mass in the central plaza surrounding the Spire of Long Shadows. A foul energy welled up from the spire, sweeping outward and killing the living as it passed. Each person that died rose a moment later as a shambling creature, and the heroes were struck the inexplanable feeling that the souls of these poor people were sucked forward and absorbed by the strange black monolith at the top of the spire. A body compsoed of a million writhing worms began to take monstrous shape around the Spire of Long Shadows, its arms raised in triumph. Another moment later and its pose changed to one of rage, and a soul-wrenching cry of fury tore from the undulant face. The massive body of worms shrunk, imploding wit ha horrific wet burst, as the thousands of dead citizens rose up with green worms crawling over their corpses ...
And just like that the heroes were back in the fountain chamber. Duke had heard of such an event happening - a being calls upon the souls of its followers to attain limitless power. This was how Kyuss rose to godhood, but clearly he could not control such an apotheosis - he lost control and seemed to have been trapped in the monolith. A good thing, considering if he had succeeded there would be no limit as to what he could do.
Returning to the previous chamber they went south this time, and were confronted by a veritable sea of wriggling, writhing Kyuss worms. They blanketed a small lake, coating the surface and moving like lichen on the surface. It was a particularly disgusting sight, but they could see branching hallways across the undulating mass.
Utilizing flying spells and sheer strength the six companions reached one of these hallways. They stepped carefully down the corridor, prepared for anything, and opened the door at the end. Inside was an opulent room yet somehow alien, with furniture placed at odd and uncomfortable angles. The walls were decorated with intricate tapestries depicting scenes of carnage and torture in great detail. It was all very disturbing, culminating in the room's single occupant.
The undead spellweaver sat in the middle of the floor in a meditative stance, staring intently at the heroes. Nobody said anything for several moments, when suddenly their minds were filled with the spellweaver speaking to them. It called itself the Harbinger of Worms and demanded to know what prophecies had been fulfilled. Had the Malgarius seed come to fruition? Did the burning comet strike the ground? Did the shadows within shadows rise within the city? Did the volcano erupt?
None of these questions meant anything to heroes, who only looked on in blank amazement. The Harbinger of Worms fell silently after that, staring intently but not making any move. After a moment waiting for something to happen, Kong led the way and they returned down the corridor from whence they came.
When suddenly they were struck by a powerful prismatic spray spell from behind! Nobody suffered grievous wounds, and when they turned around they found the Harbinger of Worms facing them, its six arms weaving arcane spells like a potter works clay. Kong, Drake, Argo, and Kaspar charged forward, facing off against the undead menace in melee while Klaus kept back and shot crossbows. Duke tried to counter the spells of the creature but its arcane power was beyond the dwarf's.
Eventually, after a pitched battle, the Harbinger of Worms was killed. As it collapsed to the ground the room melted away into darkness. A hundred strange and frightening whispers filled the air that seemed to be speaking a hundred languages. But after a moment the voices became one and announced the prophecies of the Age of Worms, visions that appeared before the heroes' eyes ...
... legions of worm-eaten dead rose from soggy graves ...
... an immense and demonic tree exploded into destructive life from the heart of an unfamiliar city ...
... a burning comet lanced down from the heavens to strike a small town in a tremendous, mushroom-shaped cloud of devastation ...
... another city, its town square wreathed in a cloud of black smoke filled with eyes, is held in the grip of shadows that move independently from their source ...
.. a cackling man attaches a clawed and withered hand to the bleed stump of his arm ...
.. a city built in the heart of a volcano suffers tragedy during a partial eruption that sees the collapse of its southeastern quadrant ...
As each event transpired they were accompanied by the crushening sense of certainty that these events had already occurred. The whispering voices spoke of two more prophecies unaccompanied by visions ...
"A tripartite spirit once again becomes one, and at its advice are the mighty undone..."
"On the eve of the Age of Worms, a hero of the pit shall use his fame to gift a city to the dead ..."
Then only silence, and the vision faded. The heroes recognized many of the things in the vision. The worm-eaten dead were clearly spawns of Kyuss. Duke recognized the giant tree as the physical manifestation of a demon lord named Malgarius. Argo remembered hearing about the comet that destroyed the town of Big Rock that turned out to be a temple called the Fane of Scales. Drake recognized the shadow city as Istivin, a place long held to be cursed and haunted by demonic spirits. Kaspar knew the hand that the man attached to his stump was actually the horrid Hand of Vecna. Klaus remembered the volcano that almost destroyed the city of Cauldron, not too far from the Amedio Jungle to the west.
All of this left the companions with the crushing realization that the Age of Worms was set in motion, and that there weren't many people in the world who knew enough to stop it. As they contemplated their future, the present decided to grab their attention. The entire underground structure began to buckle and shake, and the heroes decided to beat feet towards the exit.
Utilizing flying spells and effects the six companions quickly fled from the underground chambers and out the doors - just in time to see the ziggurat collapse. The power of Kyuss seemed to have been broken over the ruins of Kuluth-Mar as the worms were no longer in sight as well. Somber in their duty, the heroes returned to the Sunshadow and take their next step.
Session Updates
Ha! Bet you thought you'd never see this one, did ya!
XP Recap
13th-level 14,600
12th-level 19,300
'Till next, Game On!
"Weird" Dave Olson
Thursday, June 26, 2008
Wednesday, June 25, 2008
Age of Worms Campaign Update 3/20/2008
CHRONICLE VAULT 20080320, FROM THE LIBRARY OF RHAVUS THE FIEND-SAGE ...
Readying 28, 595 CY
After resting from their first foray into the ruins of Kuluth-Mar, the heroes set out again to explore it depths and find out all the information they could on Kyuss and his rise to power. Kaspar Nailo, the elf monk, decided to stay back at the Sunshadow and take time to investigate the powers of the Rod of Seven Parts (with the help of Captain Shadowstalker).
As the remaining four party members prepared to depart, a commotion came from the bow of the airship. A pair of shadow elf crewmen pulled out of hiding a stowaway, which turned out to be none other than Drake the Slayer! Drake explained that after he was rescued from the doppelganger lair in Greyhawk he traveled to the hall of Grunther Moradinson in a quest to find Captain Shadowstalker. Using a supply of potions of invisibility he stowed aboard the Sunshadow in hopes of talking with the elusive captain. Alas, he found himself sealed in a large crate when the ship took off several days ago. He only now managed to get someone's attention.
Drake was a bit bewildered as to where they were, but looking at the stern stares of the shadow elf crew he volunteered to help the heroes in whatever way possible, especially if it meant finding a way to where he needed to go. He was vague on the details, but the party decided they could use the help.
The jungle was uncharacteristically unquiet as Kong, Drake, Duke, Argo, and Klaus approached the ruins of Kuluth-Mar and the Ziggurat of Kyuss. They climbed over the 30 foot high obsidian ring and crossed the worm-laden ground carefully and quickly. A deep sense of foreboding came over them as they stepped up the stairs into the very site of a god's ascension.
The ziggurat was built simply, with four chambers around a large central hall. The stairs the heroes went up led into one of the four chambers, which depicted Kyuss as a mortal holding sway over a populace of ancient Flan people. In the murals painted along the walls they discerned that Kyuss was a powerful priest, perhaps of an older version of Nerull, but that the people of Kuluth-Mar worshipped him and not a deity. The companions stepped carefully into the large central hall.
Four massive pillars stood defiant against the ages in this hall, and in the dead center of the large chamber was a fissure in the ground. Their dwarven senses keen, Duke and Klaus could tell that the rent in the floor was a natural one. As the five companions stepped into the hall to investigate further commotion erupted from the doors on teh north and south. Within moments the heroes were not alone in the Ziggurat of Kyuss.
From the south door came a trio of armored skeletal figures, girded in steel and silver plate mail that carried a sickening green sheen and carrying finely crafted greatswords in the bony hands. Leading them was a hunched skeleton dressed in similar armor and empty claws, though it moved with a sense of purpose. Green worms writhed in what could be seen of the skeletons' bodies.
From the north door came a strange sight, and it gave the heroes a moment of hope. There were three celestials, a ghaele eladrin and two sword archons, who came flying out into the main chamber. But the brief glimmer of elation was replaced by the sickening sense of dread as it become clear that these were not servants of the celestial host. Even from their distance the companions could see the tell-tale signs of worms crawling just below the celestial's flesh and coupled with the gleam of insanity in their eyes they knew that they were not here to help.
Weapons were drawn and the heroes took up defensive positions. The skeletal warriors of Kyuss were relentless foes but moved slowly, a fact that Kong and Drake took full advantage of. Klaus was paralyzed by the lead skeleton's black magic, but Duke squared off in a titanic struggle of magic against magic. Argo kept the corrupted celestials busy, aided by the flashing blades of Kong and Drake.
It was a fierce struggle. Their opponents were dedicated to the memory of Kyuss and fought with a tenacity that left the heroes drained. But after much blood and combat their foes were finally defeated. Wounded, the companions did little other than strip their opponents of any valuable gear and took their leave, moving quickly over the field of green worms that stood between the ziggurat and the wall of obsidian.
They retreated through the jungle and sought shelter at the Sunshadow, with the shadow elves providing rest and aid. The heroes knew that their journey into the heart of Kyuss' ancient realm had just begun.
Session Updates
Phew! Way late on this one. I'm working on the other ones as well, but it's not easy. Damn I should've posted these a hell of a lot earlier!
XP Recap
11th-level Characters 15,600
12th-level Characters 11,300
Uhh, that's all for now. Soon I shall have a house and the Age of Worms shall continue once more.
"Weird" Dave Olson
Dragonfyre Gaming Assocation
weird.dave.dfga@gmail.com
Readying 28, 595 CY
After resting from their first foray into the ruins of Kuluth-Mar, the heroes set out again to explore it depths and find out all the information they could on Kyuss and his rise to power. Kaspar Nailo, the elf monk, decided to stay back at the Sunshadow and take time to investigate the powers of the Rod of Seven Parts (with the help of Captain Shadowstalker).
As the remaining four party members prepared to depart, a commotion came from the bow of the airship. A pair of shadow elf crewmen pulled out of hiding a stowaway, which turned out to be none other than Drake the Slayer! Drake explained that after he was rescued from the doppelganger lair in Greyhawk he traveled to the hall of Grunther Moradinson in a quest to find Captain Shadowstalker. Using a supply of potions of invisibility he stowed aboard the Sunshadow in hopes of talking with the elusive captain. Alas, he found himself sealed in a large crate when the ship took off several days ago. He only now managed to get someone's attention.
Drake was a bit bewildered as to where they were, but looking at the stern stares of the shadow elf crew he volunteered to help the heroes in whatever way possible, especially if it meant finding a way to where he needed to go. He was vague on the details, but the party decided they could use the help.
The jungle was uncharacteristically unquiet as Kong, Drake, Duke, Argo, and Klaus approached the ruins of Kuluth-Mar and the Ziggurat of Kyuss. They climbed over the 30 foot high obsidian ring and crossed the worm-laden ground carefully and quickly. A deep sense of foreboding came over them as they stepped up the stairs into the very site of a god's ascension.
The ziggurat was built simply, with four chambers around a large central hall. The stairs the heroes went up led into one of the four chambers, which depicted Kyuss as a mortal holding sway over a populace of ancient Flan people. In the murals painted along the walls they discerned that Kyuss was a powerful priest, perhaps of an older version of Nerull, but that the people of Kuluth-Mar worshipped him and not a deity. The companions stepped carefully into the large central hall.
Four massive pillars stood defiant against the ages in this hall, and in the dead center of the large chamber was a fissure in the ground. Their dwarven senses keen, Duke and Klaus could tell that the rent in the floor was a natural one. As the five companions stepped into the hall to investigate further commotion erupted from the doors on teh north and south. Within moments the heroes were not alone in the Ziggurat of Kyuss.
From the south door came a trio of armored skeletal figures, girded in steel and silver plate mail that carried a sickening green sheen and carrying finely crafted greatswords in the bony hands. Leading them was a hunched skeleton dressed in similar armor and empty claws, though it moved with a sense of purpose. Green worms writhed in what could be seen of the skeletons' bodies.
From the north door came a strange sight, and it gave the heroes a moment of hope. There were three celestials, a ghaele eladrin and two sword archons, who came flying out into the main chamber. But the brief glimmer of elation was replaced by the sickening sense of dread as it become clear that these were not servants of the celestial host. Even from their distance the companions could see the tell-tale signs of worms crawling just below the celestial's flesh and coupled with the gleam of insanity in their eyes they knew that they were not here to help.
Weapons were drawn and the heroes took up defensive positions. The skeletal warriors of Kyuss were relentless foes but moved slowly, a fact that Kong and Drake took full advantage of. Klaus was paralyzed by the lead skeleton's black magic, but Duke squared off in a titanic struggle of magic against magic. Argo kept the corrupted celestials busy, aided by the flashing blades of Kong and Drake.
It was a fierce struggle. Their opponents were dedicated to the memory of Kyuss and fought with a tenacity that left the heroes drained. But after much blood and combat their foes were finally defeated. Wounded, the companions did little other than strip their opponents of any valuable gear and took their leave, moving quickly over the field of green worms that stood between the ziggurat and the wall of obsidian.
They retreated through the jungle and sought shelter at the Sunshadow, with the shadow elves providing rest and aid. The heroes knew that their journey into the heart of Kyuss' ancient realm had just begun.
Session Updates
Phew! Way late on this one. I'm working on the other ones as well, but it's not easy. Damn I should've posted these a hell of a lot earlier!
XP Recap
11th-level Characters 15,600
12th-level Characters 11,300
Uhh, that's all for now. Soon I shall have a house and the Age of Worms shall continue once more.
"Weird" Dave Olson
Dragonfyre Gaming Assocation
weird.dave.dfga@gmail.com
MORE Thoughts on D&D Classes
After I picked up the 4E Player's Handbook on Saturday the 7th, I found myself in a bit of a funk. The book was definitely NOT D&D, and gave me the distinct impression of being a computer or video game. Perhaps if there was no alternative it would work, but since the Pathfinder RPG exists there is hope.
I posted my thoughts on how to categorize the classes a few weeks ago. In that post I postulized that there should be 15 base classes, based around the six ability scores divided between two groups and the mixing of them. But perhaps that's not the way to go. Perhaps there is a different way.
What if there were only 6 base classes, each based on one of the prime attributes? This starts with the same basic premise as my previous post but stops there.
Fighter = Strength
Barbarian = Constitution
Rogue = Dexterity
Wizard = Intelligence
Priest = Wisdom
Lord = Charisma
That includes the two new classes I created to better re-focus the base classes - Priest and Lord. That doesn't mean the other classes go away - far from it. Instead, they are created as prestige classes. This idea was actually presented in the Unearthed Arcana book, introducing the Bard, Ranger, and Paladin as 15-level prestige classes. Well, why not expand that out to the other non-basic classes into 15-level prestige classes.
Does this take a feeling more like d20 Modern? I don't think so, mainly because the base classes were SO generic as to be unusuable and pointless to pursue after the point where you qualified for a prestige class. But this method means that you would start out as one of the basic six, and then by 5th level or so you could focus yourself into one of the prestige classes.
Just another way to look at it. Thoughts welcome.
I posted my thoughts on how to categorize the classes a few weeks ago. In that post I postulized that there should be 15 base classes, based around the six ability scores divided between two groups and the mixing of them. But perhaps that's not the way to go. Perhaps there is a different way.
What if there were only 6 base classes, each based on one of the prime attributes? This starts with the same basic premise as my previous post but stops there.
Fighter = Strength
Barbarian = Constitution
Rogue = Dexterity
Wizard = Intelligence
Priest = Wisdom
Lord = Charisma
That includes the two new classes I created to better re-focus the base classes - Priest and Lord. That doesn't mean the other classes go away - far from it. Instead, they are created as prestige classes. This idea was actually presented in the Unearthed Arcana book, introducing the Bard, Ranger, and Paladin as 15-level prestige classes. Well, why not expand that out to the other non-basic classes into 15-level prestige classes.
Does this take a feeling more like d20 Modern? I don't think so, mainly because the base classes were SO generic as to be unusuable and pointless to pursue after the point where you qualified for a prestige class. But this method means that you would start out as one of the basic six, and then by 5th level or so you could focus yourself into one of the prestige classes.
Just another way to look at it. Thoughts welcome.
Saturday, June 14, 2008
Minnesota's First Specialty Beer Store!
http://www.thefourfirkins.com/
We have to go. Grand opening is today (Saturday, June 14th) and there will be Surly beer and Flat Earth beer sampling at 6 pm. That is all.
We have to go. Grand opening is today (Saturday, June 14th) and there will be Surly beer and Flat Earth beer sampling at 6 pm. That is all.
Thursday, June 12, 2008
Star*Drive on the Horizon ...
So I've been watching Babylon 5 lately, which is a really wonderful show that I think I've mentioned to everyone. But watching it has started my old noodle going and I've gearing up towards the Star*Drive campaign. One of the things I'm going to incorporate into the campaign is the interactive universe mapping software called AstroSynthesis, which will give you a map of the universe to do whatever the heck you want to do in.
More so than any other campaign I've run this will be player-motivated. I have events I'm going to incorporate, but the thrust of the campaign will be driven by the players not by flavor text or scripted occurrences. Because of this I'll need more detailed backgrounds for characters with NPCs that I can mine to make things more involved.
The other thing is that the campaign is moving to the Savage Worlds rules rather than the clumsy Alternity rules. Savage Worlds is fast, furious, and fun, and very easy to pick up and use for everyone. The system is light on details and heavy on story, and the presented rules are very simple for starship construction and modification. I'm working on a hybridization of the detailed Alternity starship rules and the overly-simplified Savage Worlds starship rules. I think that will give the players access to the toys they want and the customization options while still making my job easy.
Star*Drive is coming. It won't be long. Soon we're going to need a session to remake characters (I hope everyone keeps their characters). Reminder of who they are:
* Luke - Axel Hargreaves, grizzled old starship captain of the Iron Fox
* Harris - Philander Shirow, smooth arms merchant and smuggler
* Griff - Jack Krueger, human former space marine
* Aaron - Sheshak, t'sa engineer and parts expert
* Lee - Ereshkigal, sesheyan assassin and freedom fighter
Those are the players who made characters for Star*Drive originally. There were also two extra characters (Katrina Apollo, human thief played by Jesse and Gar "Sawbones" Torgin, weren surgeon and field medic played by Travis). If Jesse and Travis are interested in playing they can create their own characters or use these pre-gens.
Soon. Not long now.
More so than any other campaign I've run this will be player-motivated. I have events I'm going to incorporate, but the thrust of the campaign will be driven by the players not by flavor text or scripted occurrences. Because of this I'll need more detailed backgrounds for characters with NPCs that I can mine to make things more involved.
The other thing is that the campaign is moving to the Savage Worlds rules rather than the clumsy Alternity rules. Savage Worlds is fast, furious, and fun, and very easy to pick up and use for everyone. The system is light on details and heavy on story, and the presented rules are very simple for starship construction and modification. I'm working on a hybridization of the detailed Alternity starship rules and the overly-simplified Savage Worlds starship rules. I think that will give the players access to the toys they want and the customization options while still making my job easy.
Star*Drive is coming. It won't be long. Soon we're going to need a session to remake characters (I hope everyone keeps their characters). Reminder of who they are:
* Luke - Axel Hargreaves, grizzled old starship captain of the Iron Fox
* Harris - Philander Shirow, smooth arms merchant and smuggler
* Griff - Jack Krueger, human former space marine
* Aaron - Sheshak, t'sa engineer and parts expert
* Lee - Ereshkigal, sesheyan assassin and freedom fighter
Those are the players who made characters for Star*Drive originally. There were also two extra characters (Katrina Apollo, human thief played by Jesse and Gar "Sawbones" Torgin, weren surgeon and field medic played by Travis). If Jesse and Travis are interested in playing they can create their own characters or use these pre-gens.
Soon. Not long now.
Thursday, May 29, 2008
More MovieJerking Ideas
So I was thinking about this yesterday, and I think for each Moviejerk session we should go around and everybody rates the movie ... with a letter grade and something odd and very nonsensical. For instance, rate this movie on the following scale:
* Jellybelly flavors
* Comic book heroes
* Crayon colors
* Comic book villains
* Calendar months
* Weekdays
* Meat
* Cheese
* Presidents
* Mammals
Or anything else, but the rating should be as descriptive as possible. For instance, let's say we were MovieJerking Star Wars Episode III and we decided that it was going to be rated on the Jellybelly flavor scale. I would give it a D- and call it the Sour Ear Wax flavor - it's got a rush at first taste but quickly fades, leaving only the waxy buildup that tastes just like regular ear wax. Things like that.
For this nonsensical rating scale we should come up with it beforehand in order to put as much time and thought into them. It's hard to come up with a good rating on such a nonsense scale off the top of the head.
* Jellybelly flavors
* Comic book heroes
* Crayon colors
* Comic book villains
* Calendar months
* Weekdays
* Meat
* Cheese
* Presidents
* Mammals
Or anything else, but the rating should be as descriptive as possible. For instance, let's say we were MovieJerking Star Wars Episode III and we decided that it was going to be rated on the Jellybelly flavor scale. I would give it a D- and call it the Sour Ear Wax flavor - it's got a rush at first taste but quickly fades, leaving only the waxy buildup that tastes just like regular ear wax. Things like that.
For this nonsensical rating scale we should come up with it beforehand in order to put as much time and thought into them. It's hard to come up with a good rating on such a nonsense scale off the top of the head.
GenCon 2008 w00t!
Allright, so I accept the fact that there probably won't be a trip to California this year, and that truly bums me out. However, that leaves room in my schedule and budget for GenCon 2008. GenCon is August 14-17 in Indianapolis, IN. Let's look at some numbers shall we?
4 day badge: $65 pre-reg, $75 on-site
Lowest of the low hotel room: $50/night, $200 total for four nights (arrive Wed, leave Sun)
Gas: It's roughly 600 miles to Indianapolis. Figure at least another 50 miles puttering around and 600 to get back puts it at 1250 miles. In my truck highway gas mileage is 18 miles/gallon. That's roughly 70 gallons of gas. At (perhaps conservatively) $4.50/gallon cost that's $315 for gas for the trip.
A four hour event at GenCon: $4.00.
Misc. food and merchandise expenses.
So for me to go it would cost $515 for hotel and gas. That sucks. But if someone else went with me, it would be $260 each. Much nicer. And if a third person goes with it drops to about $175 each. Totally do-able. More than three people I think and another hotel would be required. And the hotel and badge registration is done up front, so the only expenditure at the time of departure would be gas and misc. food and merchandise expenses.
So ... who's up for GenCon 2008? Details can be found at http://www.gencon.com/.
4 day badge: $65 pre-reg, $75 on-site
Lowest of the low hotel room: $50/night, $200 total for four nights (arrive Wed, leave Sun)
Gas: It's roughly 600 miles to Indianapolis. Figure at least another 50 miles puttering around and 600 to get back puts it at 1250 miles. In my truck highway gas mileage is 18 miles/gallon. That's roughly 70 gallons of gas. At (perhaps conservatively) $4.50/gallon cost that's $315 for gas for the trip.
A four hour event at GenCon: $4.00.
Misc. food and merchandise expenses.
So for me to go it would cost $515 for hotel and gas. That sucks. But if someone else went with me, it would be $260 each. Much nicer. And if a third person goes with it drops to about $175 each. Totally do-able. More than three people I think and another hotel would be required. And the hotel and badge registration is done up front, so the only expenditure at the time of departure would be gas and misc. food and merchandise expenses.
So ... who's up for GenCon 2008? Details can be found at http://www.gencon.com/.
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