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On February 13th, 2009 a new installment of horror cinema’s most prolific series opens, unlocking Camp Crystal Lake and unleashing Jason Voorhees on yet another generation of horror fans. By way of Michael Bay and Platinum Dunes, Marcus Nispel’s (Texas Chainsaw Massacre remake 2003) Friday the 13th re-imagining/remake will mark the twelfth time in the last 29 years that we’ve been given the opportunity to spend an hour and a half at Camp blood.
The Friday the 13th films are guilty pleasures one and all. They’ve contributed as much to the global pop cultural make up as any other film or film series made. The iconography in these movies is among the most recognizable, comparable to The Wizard of Oz and Star Wars. The hockey mask-wearing, machete-wielding maniac is now considered cliché. Harry Manfredini’s musical score has been imitated arguably more than any other. And we all know what happens to those morally bankrupt youngsters who have sex, do drugs, and decide the investigate strange noises – rules that have become permanent fixtures in the horror genre.
Empty Room Studios produces full-color tiles for use with miniatures in an adventure-game setting. The sets I’ve looked at most closely are the Blasted Canyon and the Caverns Tiles Base Set 1.
The Blasted Canyon set provides a wide variety of terrain features that can be printed and cut out to produce more than four square feet of unique terrain. Box canyons, cul-de-sacs, a large temple, a marketplace, transition pieces, dungeon entrances, and an oasis are all included, each with either a desert background or with canyon walls added around the edges. This is a handsome set, and much thought clearly went into its design.
Tales of the Seven Dogs Society is a collection of three short stories framed against the background of the Seven Dogs Society, the player group of Abstract Nova’s Aletheia RPG. If the game is unknown to you, I recommend taking a look at the reviews found at rpg.net, flamesrising.com and abstractnova.com, as they will reveal a great deal about the setting which I cannot go into here. The cover is one of Eric Lofgren’s typical pieces, showing an evil-looking man leering at the reader, with flames rising around him.
The short stories give some useful ideas for an Aletheia GM, and (if you don’t mind the spoilers), for some good ideas on how a PC can be integrated into the team – Matt McElroy’s narrator, a former private eye, for example, is recruited after getting a name for himself as a missing persons expert on ‘weird’ cases.
After a long hiatus, Little Nightmares is back. This month, I’ll be covering somewhat related products from two different companies; full-color stand-up cardboard figures from Precis Intermedia, and ready-made maps from Empty Room Studios.
Precis Intermedia produces stand-up cardboard figures, called Disposable Heroes, in a variety of themes. Since this is Flames Rising, they sent us a pack of monsters to look over: Disposable Heroes: Horror Statix 1. The figures themselves are available in two different formats within each set: two-sided and three-sided. The two-sided figures may require some kind of plastic stand to assist them, as the fold is at the top like a sandwich board sign. Printing the figures on lightweight cardstock before cutting them apart will probably remove the need for bases – at least until the figure has a few miles on it and the crease begins to wear. The front of the figure is a full color image and the back is a black silhouette of the same image for ease in determining rear/surprise attacks.
Demons are more personal when one’s father is summoning them, in Cassandra Clare’s second Mortal Instruments novel, City of Ashes.
Shadowhunters (Nephilim) can defeat antags by carving runes on their skin and surroundings, and by using various blades and whatnot. But Clary Fray’s and Jace Wayland’s father Valentine has stolen a Mortal Instrument or two, using them to summon demons. Why? I’m not sure. Will the teens hunt down their dad and destroy him? There’s definite hunting, but we’ll have to wait for the final installment in the trilogy, City of Glass, for closure.
As I was currently playing a Wizard in a D&D 4E campaign, I figured that when the opportunity to review The Quintessential Wizard came up it was serendipity. When I created my character I was a little let down at the lack of options and flavor for building my arcanist. The choices available in comparison to the other classes seemed a bit…bland, or maybe un-unique. Same-ol, same-ol. The Quintessential Wizard goes a long way towards rectifying this.
One note: the book was designed by Italian studio Asterion Press, and there are a few instances where the translations show. Nothing major, the work they did was exceptional and I seriously doubt any of us could do better on an Italian published book. When reading, be a bit forgiving of a few awkwardly worded sentences.
The best paranormal private investigators have been brought together in a single volume—and cases don’t come any harder than this.
This book offers something a little different from the several Urban Fantasy anthologies that have hit the shelves over the last couple of years (Blood Lite and Many Bloody Returns for example). Instead of a collection of short stories by a bunch of different authors, this book has four novellas. The novella allows the authors a chance to develop the plot a bit more and occasionally drop a few more twists and turns into the mystery.
Last house on the Left is director’s Wes Craven’s (Nightmare on Elm Street, Scream) first movie. It’s a low budget exploitation movie about two teenagers that head to the big city to attend a BloodLust concert. On the way they get kidnapped by a gang of escaped convicts that torture and rape them.Then the movie takes a turn into revenge tale territory where bad guys get their comeuppance. I thought the movie was OK, certainly not the masterpiece I expected to see, judging from the hype surrounding it. The plot is pretty standard fare, the characters rarely have any kind of motive or reasoning behind their actions and there are plot holes in most of the film.
Let’s get one thing out of the way first: Scott Sigler’s book entitled Infected was my favorite read in 2008. Written as the first book in this series, Infected‘s sci-fi/horror mood was set by a few inventive elements. Infected explored the now infamous blue triangles (and their hatching) with the claustrophobic devolution of Perry Dawsey’s (the main character’s) mental state. The book was an absolutely thrilling work, and left me quite excited for Contagious, the next story in Sigler’s current trilogy. The third book entitled Pandemic is the last work in this trilogy.
White Wolf Publishing is well known for their Horror and Dark Fantasy RPGs. From the World of Darkness to games like Exalted: Abyssals, White Wolf creates great tabletop RPGs that define and shape gaming. In addition to their core game lines, White Wolf Alternative Publishing products include a wide selection of horror board games that range from World of Darkness games to fun board games for kids.
Flames Rising has been fortunate to receive support from White Wolf over the years; they’ve provided us with review copies, contest prizes and give-a-ways. When we mentioned we wanted to check out their recent selection of board games, Kelley Barnes-Herrmann (White Wolf Marketing Director and all-around awesome individual) agreed and sent us a box of games to dig into. The box arrived a day or two ago and we’ve only had the chance to crack them open a bit. So, what follows are our initial impressions after messing around with the contents and skimming the rules. More complete reviews will be on the way after we’ve had the chance to play the games.
12 to Midnight’s Skinwalker (TWL-0021) is a modern horror campaign using the fictitious town of Pinebox, Texas as its setting. I reviewed the “Savaged” version of the rules, but a D20 version of the same campaign exists. The PDF, which is sixty-plus pages, comes in a regular and printer-friendly format (I suppose that makes it 120-plus pages). As with most of 12 to Midnight’s products, the attention to detail is the first aspect that pulls in the reader. They love their haunted town so much that fans can visit their website (www.12tomidnight.com) and print out their own map of the city. This attention to detail is why the scenario never puts in the “you can adjust this campaign to fit your own setting” speech. They went ahead a built the town you would need to create for the campaign.
It is a story of Richard Cypher, a woodsman in a village of the Westland. To him magic was a myth or a legend and he never thought of it more than an afterthought. Then he stumbled across a woman dressed in white named Kahlan and everything in his world changed instantly. He finds out he is the Seeker of legend and he must cross the boundry to fight the evil Darken Rahl.
The good and bad thing about fantasy is that there is a very true formula for how the story is written. It is good because when someone that can truly write gets a hold of it, it can be a magical thing indeed. It is bad because of how predictiable the story can be sometimes. This book had both the good and bad of that equation.
I’m not entirely sure why Eve was Marked. Since sinners are drafted to kill demons, her sin must be…rooting Reed in the stairwell after they just met, and maybe didn’t know each other’s names. I’m not quite clear on that, or maybe because she “tempted” both brothers. I must have forgotten this detail, or it wasn’t explained well enough, which is a problem when your protagonist is a “chosen one” – readers want to know why.
The series concept seems so obvious in hindsight, it’s actually a surprise that no one thought to do it before. The author’s angels and demons are well-crafted and original, as is the world-building. But then when witches and werewolves come into the picture…it seems a bit kitchen sink.
The first half of the adventure is a straight up series of linear deadly encounters. By linear I mean that while there are a few options given, there is really only one path to succeed. By deadly I do indeed mean DEADLY. A party of 1st Level Adventurers needs to be balanced and smart. They need to be absolutely cautious or face mortality. True Dungeoneers only please! All other should stay on the porch. No real RP at all in the first half. It’s a series of combat encounters and traps only.
The second half of the adventure introduces some roleplaying opportunities. Actually, it’s a big opportunity for characters with social skills to shine because failure at this stage could almost certainly result in TPK as well. Poor rolls and accidentally insulting a faction can result in a massive attack or ambush by vastly overwhelming forces.
First published in April 2000, Storm Front is the first in Jim Butcher’s popular series – the Harry Dresden Files. This particular story introduces us to the wily wizard from Chicago by telling a story about a mysterious murder. Dresden’s investigation involves a dangerous mobster named Johnny Marcone, a deadly-yet-beautiful vampire named Bianca, and Chicago’s finest. Along the way, you find out more about this unlikely investigator and why he’s the guy with this shingle outside of his door:
Lost items found. Paranormal Investigations. Consulting. Advice. Reasonable Rates. No Love Potions, Endless Purses or Other Entertainment.
The setting is an area of post-Convergance Boston known as the Weird. Having lived in Cambridge and worked in Boston, I was hoping for more sights and sounds that I would recognize, but other than the lack of complaint about traffic, the Boston that del Franco creates feels real. (The most difficult parts of the novel to believe were the sections where Connor Gray and his police detective companion Murdock were driving without any substantial effort through sections of Boston that I remember being constantly backed up.) It’s changed, mostly due to the growing population of Fae: fairies, druids, elves, and dwarves, who have bought high rises, businesses, and other city assets. (Maybe they’re one of the factors in the lack of obnoxious traffic!)
The protagonists in this tale are the drow mercenary Jarlaxle and the assassin Artemis Enteri; characters whom were originally a part of the tales of the drow ranger Drizzt Do’Urden and Company. These characters were apparently popular enough to have a spinoff series starting with Servant of the Shard.
This spinoff series The Sellswords started with Jarlaxle and Enteri and their attempt to establish themselves in the surface world using The Crystal Shard: Crenshinibon, an intelligent artifact that plays upon it’s bearer’s own desires for power. I say “their” attempt but really it’s about Jarlaxle; Artemis Enteri is largely a pawn, caught in a delicate but deadly web of deception amongst the drow of Bregan D’aerthe.
At fifteen, Chloe Saunders still hasn’t menstruated. But the day it hits coincides with the ghost of a custodian haunting Chloe at school, until she finally breaks down. Told she has schizophrenia, she’s sent to live in a group home for other teens dealing with mental illness. Or are they?
But Lyle House’s patients are here by no happy accident, judging by the supernatural happenings. As Chloe comes to terms with her necromancy, she learns her powers are much stronger than they should be. Ghosts have been more hindrance than help in the past, but there’s one particular ghost who could provide information the group needs. If only Chloe can figure out how to contact her…
Goodman Games has a new Age of Cthulhu series, which starts with Death in Luxor. Set in 1924, this adventure centers around a group of investigators as they explore a murder/suicide and the events that could have provided the catalyst for the violence. This adventure comes in at exactly fifty pages (including cover art) and, due to its structure, is a hefty read.
The author, Harley Stroh, also directed the game’s art, which is one of its strongest features. The cover art provided by Eddie Sharam depicts the adventure’s more Sanity-blowing moments and is, quite simply, one of the better cover pieces I’ve seen in ages.
There’s a war brewing between Shadow Wolves and Werewolves in L. A. Banks’ Undead on Arrival.
Genetics, the military and the paranormal all feature in this third instalment of the Crimson Moon series. Newcomers will easily get lost trying to figure out the differences between clans and packs, Shadow Wolves and Werewolves, and who’s related to whom. In addition, some characters have different names for their different forms (human and wolf), and others are simply referred to as “Hunter’s mother” or “Shogun’s mother”. And since relations are a big issue here, this is rather confusing.