Šund zabavnik

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Bok!
Ja sam Glupinickname a ovo je "Šund zabavnik" - trivijalni blog o trivijalnim temama. Njihov popis možete pronaći ovdje.

Čitamo se!

(GNN)

Stranice
Fantastika - SF&F podforum IMF-a
AV Club - krasan način za gubit vrijeme
TV Tropes Wiki - Learn it. Love it. Live it.
Roger Ebert - zakon recenzije i zakon blog
Wrong Side of Art - stoljeće filmskog šunda
Good Show Sir - samo najgore SF naslovnice
Shorpy - fantastični skenovi starih fotografija
Modern Mechanix - vickasta znanost jučerašnjice
Tales of the Future Past - budućnost kakva je trebala biti.
Dark Roasted Blend - kul stvari iz znanosti, tehnologije i šunda

Blogovi
"Beware! The Blog!" - moj stari blog
At the Diner - patnje mladog Nighthawka
Blogov kolac - blog Darka Macana
Svijet u boci - odem pa čitam
Nefove kolumne - funny as Hell
Nepoznati Zagreb - "Ulicama moga grada..."
Dečko koji obečava - trash movies galore
Almighty Watashi - da ne postoji, trebalo bi ga izmislit





25.03.2009., srijeda

O svećenicima i spaljivanju

While Sigmar's cult is popular in Arnsberg as much as anywhere in the Empire, town itself grew out of fusion of old Arnsberg with the local monastery lands of the Order of Verena. This all makes priests of the goddess relatively powerful in the city' hierarchy.

Bandit's transformation into a mutant (With a sigil of Tzeentch on her, no less!) caused considerable discussion. Can they trust her now? Will her taint spread? Should they kill her or try to remove the cursed symbol surgically? And, this being Warhammer, is there really any difference between the two? Dwarf suggests surgery to try and cure the Elf. Nobleman is opposing the idea saying she'll turn into monster. Halfling supports the Bandit making the Noble even more vehement on the idea of burning the mutant. Zealot also voted for surgery: "We need to remove this unholy symbol before it burrows it tendrils into her brain!"

Now, as I already wrote, Zealot has talked about this whole cult business with the high priestess of Verena. Meanwhile, Noble visited town's high priest of Sigmar. Sigmar's priest is a large, jovial fellow. Former templar, he now serves as a high priest of Sigmar's cult in Arnsberg. This all happened a session or three before this whole "Honey, I Turned into Mutant" incident. So, now discussion naturally turned to the matters of religion:

Noble: "Let's discuss this in a matter of rational men."
Zealot: "Yes. Let's!" [player turns to me] "I run as fast as I can towards temple of Verena."
Noble: [to me] "I stand there, shaking my head sadly… And then run as fast as I can towards the temple of Sigmar."

While Zealot was convincing the High Priestess to help them, Noble visited the Sigmar's temple. In comes the High Priest all drenched in blood!

"Never mind me! We are just gutting the pigs for the winter!" says he, while taking his apron off. He takes Noble in his study and offers him some beer and tobacco for the pipe. He starts to tell the story of how, as a young man, he went on the raid against orcs only to end up fighting against his own companions who bought some sort of lucky charms that turned them into monsters.

Noble: "Well, you see…"
Priest: "and then I had to kill them, KILL THEM ALL! Ha ha ha!"
Noble: "Yes, indeed but…"
Priest: "But I couldn't kill them! I bash their heads with my hammer and they grow two new ones! What's a man to do then, eh?"
Noble: "Funny story that one…"
Priest: "So I decided to burn the fuckers and burn they did! Boy, that was sure funny! SO! What did you wanted to tell me?"

Noble then explained the story about the mutant and how it seems to him that entire party has conspired against him. So priest explained him how taint of Chaos is hard to spot and that unfounded paranoia is just the kind of thing Chaos cultists want to start. There's no need to distrust his long time friend, Bullwick the Halfling. In front of the increasingly dumbfounded Noble, priest proceeds to explain how his Zealot colleague is obviously, well, a zealot and dwarf barber-surgeon is a long time resident of Arnsberg. Really what's all of this fuss about? There's nothing wrong these folks.

Noble: "What the hell?"
Preist: "So, with these matters aside, let us go now and burn some elf mutants!"
Noble: "Yay!"

(GNN)

- 10:07 - Rubrika: Za dopisovanje (1) - Dečje novine, Gornji Milanovac - X marks the spot

23.03.2009., ponedjeljak

O govorima i gradskom vijeću

Zealot quickly found himself discussing the case with the old, no-nonsense priestess of Verena. This led to the town's Council hearing the PCs present their case in front of the Council shoving them the evidence of the cult's activities: tainted beer, several mutant bodies, some letters, etc.

Nobleman made a wonderful in-game speech:

"Friends! Arnsbergers! Free citizens! Lend me your prosthetic ears! I came here recently from the wonderful northern province of Stirland. I came to Averland searching for the adventure, justice and the Imperial Way. I came here, my friends…. But I became worried. I visited the highest echelons of your society and also reached it's lowest layers. I discovered that in the heart of Arnsberg beats… well, a heart. Rotten one. A heart floating in the rotten beer.

It has come to my attention that your beautiful Wurstfest - that will commence shortly - is doomed. Yes, my friends, you heard me well! Somewhere among you – and by that I don't mean this here Council, but a more "you" somewhere in the town - live and work cultists of Chaos who threaten the reputation of your town's beer, who want to chase away all the students from Verena's college, obstruct the honest trade andturn all the tourists into monsters. My manservant Bullsick used to prattle on drunkenly about common bond existing among all the classes. But here, cultists want to destroy all classes simultaneously!

Arnsberg is doomed.

Or is it? Here and now, you have a chance to right the wrong before it is brought upon you. Justice must be partially served!"

[Applause from other players]

(GNN)

- 10:06 - Rubrika: Za dopisovanje (0) - Dečje novine, Gornji Milanovac - X marks the spot

19.03.2009., četvrtak

O magiji i mutantima

Now, everyone knows that looking for magical items in Warhammer world is a really, really stupid idea. Player of the Elven Bandit knows that too, but she nevertheless decided to do that because it would make for a interesting game. It surely is fun but I'm not sure how she'll enjoy the part when she ends up on the pyre. Oh, well.

Anyway, Elven Bandit decids she really, REALLY wants a magical bow so I introduce "Pfeiffer's Emporium Curiosum" and a old book seller doing a side-business in smuggled magical items. He offers her a holy symbol of Sigmar that will, when worn directly on the skin, make her a better fighter. The only catch is the ritual which demands her to be at the crossroads on the night when Morrslieb is full and to stab a dead body of a hanged Bandit with one of her arrows. Luckily, party has just visited Theophilius von Hohenheim, Magister of Astromancy and the closest thing Arnsberg has to a real wizard. They found out there that there as 97.324 % chance of Morrslieb being full throughout the next two nights.

So, Bandit decides to cough out 10 crowns needed to buy the holy relic and proceeded discreetly next evening to the crossroads accompanied by the Nobleman. She didn't trust the Zealot (too fanatical) or the Dwarf (too common-sensed). Halfling, on the other hand, wasn't invited because, remember, human Noble is becoming increasingly freaked out of the poor guy.

After the ritual, shit happens. Symbol starts to burrow under her skin, Bandit manages to succeeds on her Terror test but fails a Toughness test for mutations and gains Albinism. But the real fun starts when they return to the inn.

Zealot: "What. The Fuck. Were you thinking?"
Barber-Surgeon is intrigued by the prospect of operating a mutant, "Did you show us the scar?" he asks.
Zealot and Nobleman: "Yes, indeed! We want to see your scar! It's in the chest area, isn't it?"
Bandit: "Fuck you!"
Nobleman: "Let's burn the filthy mutant then!"
Zealot: "Who can shrink things!"
Halfling: "But, Master! If I may, she is our ally!"
Nobleman: "AHA! You treacherous little bastard! I knew you were a mutant all along! What did you do with my real manservant?! Where's the real Bullwick?!"
Halfling: "But I am Bullwick! I have no taint in me whatsoever. Give me a symbol of Sigmar to prove you."
Nobleman gives him the symbol. Halfing doesn't get burned or anything. "Observe now!" he says, pushing the symbol onto the Bandit's skin.

Nothing happens.

Nobleman: [snatching the symbol back] : "See? SEE?! You're no real Bullwick! You tainted my holy symbol! You will both burn for this!"

(GNN)
- 10:00 - Rubrika: Za dopisovanje (0) - Dečje novine, Gornji Milanovac - X marks the spot

17.03.2009., utorak

O ponosu i predrasudama

Sljedećih par mojih postova je na engleskom. Velim, nije mi se dalo dvaput pisati isti tekst kad sam znal da ciljana publika tak ionak uglavnom govori engleski. Samo bi htio dodati da su nove likove u partyu zaigrali forumaši Kierlan (Bullwick Aldenberry) i Nighthawk (Baron Dieter von Naubhof).

While passing through the town of Arnsberg, PCs stumble upon the dead dwarf drowned in the barrel of beer with property papers for derelict inn on the town's docks. They start setting up their own business while simultaneously investigating the dwarf's murder, supposedly haunted graveyard and searching for the murderer that brutally kills people on the riverfront. Before the summer break, we ended the game with PCs finding the hideout of thugs/smugglers hidden in the catacombs under the graveyard.

When we continued playing this October, party consisted of:

Ugrim the Red - Dwarven Barber-Surgeon, brother of the dead dwarf in the barrel.
Hildebard Oberholzer – Zealot of… unzealotry. Last session, Jasin finally decided on his character's religion… I think.
Yuviel Fairwater – Elven Bandit.
Dieter von Naubhoff – a penniless Noble from Stirland, accompanied by…
Bullwick Aldenberry – Halfling manservant and Entertainer.

The game sessions are really terrific fun, with players constantly role-playing Warhammer paranoia, religious fanaticism and superstition. "Elves can shrink stuff" is one of the frequent taglines by our Zealot, who meantime, cannot really decide what imperial Cult is he really going to be fanatic about. Then there's Nobleman who is becoming increasingly convinced that his Halfling servant – who got abducted by the cultists and later saved by the party – is in fact some sort of doppelganger infiltrated instead of his real servant.

Halfling definitely gets the worst of the jokes, not just because of his race or his master's paranoia but also because suspicious stuff just happens to him. Party discovered hidden cult temple in the smuggler's hideout with several barrels of Warpstone-tainted beer. Luckily, it was only the Halfling with his Resistance to Chaos who tried the beer but unfortunately for him, this made Zealot and Noble suspect he might be hiding mutations now.

Oh, and a Undead, too! You see, they found him in sarcophagus where smugglers hid him. Next day, Zealot accused the Halfing of being a vampire. Failing his Knowledge (Theology) check he explained the party how all vampires are afraid of children's crying. Luckily, they were just near the Punch & Judy street theatre so Zealot smacked one of the kids to get him crying, shoved him up to Halfling's face and waited for reaction. After the test failed, he accused the kid of being fawlty in it's design.

So, it's fun time in Warhammer with my players.

(GNN)

- 10:30 - Rubrika: Za dopisovanje (0) - Dečje novine, Gornji Milanovac - X marks the spot

13.03.2009., petak

O posluzi i purgerima

Sljedeći post nije moj. Napisao ga je jay kada je na američkom RPG forumu koji prati poželio opisati jedan od najzabavnijih sessiona čitave kampanje koji nije imao apsolutno nikakve veze sa mojom radnjom ali sve sa jednim skroz nebitnim sporednim likom i malo dobre improvizacije.


We had another WHFRP session today.

The characters:

Reinhard Allenstag, an apprentice wizard
Ugrim the Red, a dwarf barber-surgeon
Hildebart Oberholtzer, a zealot (my character)

We're investigating some weird murders, including a murder of a priest of Morr who might now be haunting the graveyard and the murder of the brother of our barber-surgeon. We're also trying to start up our own tavern (called "The Cockmongler"), using a permit for operation we took off the dead brother.

Last session, we got ambushed by some thugs and my character lost a foot. We killed the thugs' leader, but the three others ran away. I got myself an Excellent Craftsmanship fake foot, with skulls and prayer strips and bolts and all that WH stuff.

This session started with us going back home to celebrate the opening of the tavern and the survival of a maiming injury, together with Jocelyn Beyer, our landlady. Next morning:

Someone: "Hey, weren't we planning to look into that haunting at the graveyard at night?"
Everyone: "Oh, riiight! Eh. Tomorrow night, then."

We decided to try and find the thugs that attacked us. Some Gossip at the docks suggested that they're a regulars of a tavern called the Boar's Head. But on our way to there, we noticed a girl of about 10, standing alone in the middle of the fish market and crying. Apparently, she had lost her nanny.

Us: "Say, how old is your nanny?"
Girl: "Very old..."
Us: "Meh."
Girl: "... maybe 16!"
Us: "Quickly, search for the nanny! We must help the child!"

Some rolls on the character generation table later, we found out that the nanny Esmeralda is a brown-haired blue-eyed 5'2" girl of 130 lbs. with a nose ring, and we decided we could use someone like that in our tavern. All we needed to do is to get her fired.

So when we noticed her by a fish stand getting chatted up a sailor, we came up with a plan. Reinhard and I casually approached, chatting about our might adventuring exploits, trying to draw the attention of the crowd and impress them (using my Public Speaking). Ugrim stayed behind with the little girl. When we captured everyone's attention, we did some sort of half-assed segue into "... and that's why the children are our greatest treasure. We must always look after our children!" Prompted by this, Esmeralda checked for her little charge and, naturally, found her missing.

Esmeralda: "Oh gods, where is the child!? Greta! Where is she!?"
Sailor: "Uh... you have a child? I think I hear the overseering calling..."
Me:
Sailor:

With our reputation as mighty heroes already established, Esmeralda asked if we would help her find little Greta quickly, and at least reduce the beating her master would surely administer. To better look for her, we would split up: Esmeralda and I would go one way and Reinhard would go the other... perhaps thataway, where we had left Ugrim and little Greta?

Reinhard: "Why don't I go with Esmeralda, and you go thataway?"
Me: "..."
Reinhard: "Well?"
Me: "Because... your Intelligence is higher, so you can see better, so there needs to be two of us to match that. And my Fellowship is higher."
Reinhard: "Dammit. Well, meet you here in 15 minutes?"

So I spent a pleasant 15 minutes fake-looking for Greta with Esmeralda, and then we met up with Ugrim and Reinhard with little Greta.

At this point, I perceived a serious flaw in our plan: if Greta now told her nanny that we three had found her half an hour ago, our credibility would be severely compromised. Luckily, the penny little Greta was twirling in her hands assured me that Ugrim and Reinhard had been one step ahead of me. With the girls reunited, we feigned to take our leave.

Me: "We were happy to help you, Esmeralda. You seem like such a nice girl. We could use an honest girl like that, so if you happen to know any honest girls like yourself, any sisters or cousins, we're hiring for our tavern. Well, good luck with that beating and everything!"
Esmeralda: "Well, I don't have any sisters, but..."
Me: "I do not know if you can help us then... unless..."
Esmeralda: "... unless I work for you!"
Me: "You working for us! I never would have thought of that! Well, then I suppose we could also return Greta instead of you. That way you won't get your punishment. And we'll get our reward..."

The Baumans, Greta's family, were rather well-off, so Esmeralda suggested we take the servant entrance, more appropriate for our type. In front of the Baumans' house:

Reinhard: "So we're taking the main entrance, right?"
Me: "I don't know..."
Greta: "When I'm naughty, Daddy sends me upstairs and then she talks with the nanny a long time."
Reinhard and me: "The main entrance will be just fine!"

Sadly, the Master of the house was out. Luckily, Mistress Bauman was a religious woman, and my fake foot w/prayer strips impressed her ("My faith is my support Lady! Why, look, without it, I would just topple over, I would!") enough for her to give us some gold. And we also left a message for Master Eric.

Me: "If you please, Milady, tell Master Bauman that we are well apprised, well apprised indeed of his particular situation with the nanny. The fact that he has to hire another one, I mean. So should he wish to visit us at The Cockmongler to discuss his situation with the nanny, we might offer some help in that regard."

And we went back to The Cockmongler to celebrate. Jocelyn was less than pleased with Esmeralda's presence, so she only had a couple of drinks before going up home, but we got Esmeralda Stinking Drunk, and Reinhard got lucky. We made a mental note to not let this turn into the situation from Seinfeld where someone is sleeping with the help, and paying them as help, but they don't actually, y'know, help. Next morning:

Someone: "Hey, weren't we planning to look into that haunting at the graveyard at night?"
Everyone: "Oh, riiight! Eh. Tomorrow night, then."

Next session, we might actually do some stuff relating to the plot. Or not, as the case may be.


- 10:00 - Rubrika: Za dopisovanje (0) - Dečje novine, Gornji Milanovac - X marks the spot

11.03.2009., srijeda

O bačvama i banditima

I dok mi je nakon prvog sessiona bilo malo bed kaj sam bijedna četiri događaja morao rastezat na cijelo popodne igranja, drugi session sam iskoristio hrpu NPCja i događaja koje sam već odavno smislio zbog čega mi je vođenje bilo zakon a session proletio za čas. Khaleesi i Marija nisu igrale no, umjesto njih je uletio Blackadder koji je složio Ugrima Crvenog – iznimno korisnog patuljačkog brijača-ranarnika koji pomaže gradskoj straži Arnsberga.

Raynard i Hildebard su prijavili pronađeno mrtvo tijelo gradskoj straži. Kapetan Karl Schwartzman, uvijek zainteresiran za novu znanstvenu metodu tzv. forenzike - pozvao je Ugrima da otkrije uzrok smrti patuljka iz bačve. Ugrim se neugodno iznenadil kad je skužil da je neko njegovog vlastitog buraza zatvorio u bačvu punu pive i pustio da se utopi.

Ugrim je normalno popizdio želeći osvetu i smjesta unovačio Raynarda i Hildebarda da mu pomognu u potrazi za ubojicama. Kapetan je podržao tu odluku: najsposobniji vojnici i stražari grada otputovali su na sjever u razbijanje opsade Middenheima prorijedivši stražu na one koji su bili ili prestari ili premladi za borbu protiv Kaosa. Raynard & Hildebard nisu bili nekak impresionirani apelima za osvetu i pravdu, sve dok Ugrim nije krenul prčkat po tijelu svog mrtvog brata i, u vodootpornoj kuverti, pronašao papire za vlasništvo nad lokalnom birtijom.

FAK!" - reče Hildebard - "Zakaj se mi nismo sjetil prekopat tipu džepove?!"

Nakon kratke potrage, igrači su na Dokovima pronašli trgovca koji im je jučer dao bačvu nakon kaj su pobijedili na natječaju "Pogodi težinu ovog prasića!". Trgovac je pivu nedugo nabavio po povoljnim cijenama od nekog krupnog prijetećeg tipa.

Nakon malo duže potrage pak, na tim istim Dokovima igrači pronalaze birtiju "Cockmongler" u zgradi zamamne kućevlasnice Jocelyn Beyer. Iznajmivši stan u istoj zgradi, igrači su razgledali zapuštenu zatvorenu birtiju i otkrili znake sumnjive prisutnosti u njezinom podrumu. Nešto golemije od čovjeka razvalilo je zid koji odvaja gradsku kanalizaciju od podruma i za sobom ostavilo oglodanu ljudsku bedrenu kost i goleme tragove stopala. Raynard je pak osjetio eterična zračenja iz podzemnih zidova koja su ga uputila na nedavno prisustvo znatne količine warpstonea na prostoru gdje je prebivalo ovo stvorenje.

Ugrim je kasnije posjetio Morrov vrt Arnsberga da organizira sprovod svog brata. Raynard je svratio na Sveučilište Svetog Krispina - lokalni samostan boginje Verene - gdje se raspitao za moguć nastavak svog studija kod licenciranog carskog čarobnjaka. Igrači su saznali i tko je trgovcu prodao bačve – Morgus, lokalni nasilnik i grubijan koji je pametan ko što je i ljep. Na koncu su svi otišli na raport kapetanu Shwartmanu koji ih je upozorio da ga puno više zanima tko stoji iza Morgusa a i da ima hrpu posla tražeći masovnog ubojicu. Naime, unatrag zadnjih mjesec dana četvoro je ljudi ubijeno: u sva četiri slučaja to se desilo blizu rijeke i u svim slučajevima su žrtvama bili otrgnuti i odneseni dijelovi tijela. No, kapetan je slučajeve do sada držao u tajnosti da ne podigne paniku. Ukazale su se zanimljive veze između toga i stvorenja iz podruma "Cockmonglera".

Drugo jutro likovi su otišli na sprovod Ugrimovom bratu. Primjetivši nervozu mladog svećenika koji je vršio obred, Hildebard je u razgovoru s njim otkrio da svećenik ima problema sa nekom prikazom na groblju. U par navrata je vidio čudne sjene usred noći na groblju što bi mogao biti samo duh pokojnog starog svećenika – opljačkanog i ubijenog – koji je očito nezadovoljan načinom kako mladi svećenik čuva groblje pa sam noću patrolira njime. Likovi su odlučili prvom prilikom ispitati može li se kako pomoći starom svećeniku.

Tražeći Morgusa po gradu, igrači su ponovo nabasali na kozjobradog trgovca koji ih je odveo u obližnju slijepu ulicu moleći ih da mu vrate bačvu pive (i patuljka) natrag. I dok su ulaz u uličicu odjednom blokirala seljačka kola, trgovac je pobjegao kroz jedina vrata u ulici i zaključao ih za sobom. I tu su se likovi susreli licem u lice sa Morgusom i njegovim banditima.

Bila je to teška borba u kojoj je Ugrim, zveknut u glavu, ostao teturati naredne četiri runde dok je Hildebardu Morgus posebno gadnim udracem smrskal stopalo batinom i ostavio ga na zemlji da nasmrt krvavi. No, nakon što se Ugrim povratio, dokrajčio je već ranjenog Morgusa raskolivši mu tikvu sjekirom na što su se banditi dali u bijeg. I, iako je Hildebardu stopalo moralo biti amputirano, zauzvrat su dobili ostavljena kola sa volom, Morgusovu opremu i trofejno stopalo koje će Ugrim dati ukiseliti u teglici za buduću uspomenu.

I na to cijela četa prasne grohotom u smijeh.

(GNN)

- 10:00 - Rubrika: Za dopisovanje (1) - Dečje novine, Gornji Milanovac - X marks the spot

09.03.2009., ponedjeljak

O šumama i gorama

Na prvom, probnom sessionu WFRP-a u ožujku prošle godine igrači su bili:

Watashi -> Raynard Allenstag, čarobnjakov šegrt
Njegova cura -> Galina Beyer, ribarica
Khaleesi -> Yuviel Fairwater, robinhudovska elfica
Jay -> Hildebard Oberholzer, religijski fanatik

Galena, Raynard i Yuviel su krenuli iz malog obalnog sela Frucktenwalda prema gradu Arnsbergu u kojem je neki čika doktor planirao ekspediciju u Crne planine i pozvao sve sposobne pustolove da mu se jave za posao (osim ako su haflinzi jer svi znamo da su oni prljava kradljiva bagra).

Nakon Raynardove briljantne ideje da se umjesto dva dana cestom radije putuje četiri dana rijekom, ekipa se uputila uzvodno e da bi u roku od jednog dana prvo zgubili jedno od dva vesla a zatim i kompletni čamac (loši Perception checkovi tijekom logovoravanja na obali). Robinhudovska elfica Yuviel se uspjela izgubit u šumi no srećom je zato tu bila ribarica sa rijeke da im objasni naviganje šumom pomoću mahovine. Pronašavši cestu proveli su večer u kočijaškoj krčmi "Buzdovan" gdje su upoznali religijskog frika Hildebarda.

Drugi dan su sreli starog čiku obješenog u kavezu pokraj ceste ko kaznu za česta pijančevanja. On ih je zamolio da ga oslobode i da će im dati savjet. Nakon što su to učinili, uslijedio je savjet "Pazite se opasnosti jer privodnost je varljiva" što su i likovi i igrači dočekali kolektivnim kolutanjem očima. Elfica ga je na to pokušala ubit ali čika je utekao u šumu gdje se robinhudovska vilenjakinja uopće ne snalazi.

To popodne likovi su došli na križanje kojeg zapravo tu ne bi trebalo bit. Pustolovi su se odlučili krenuti istočnom cestom što ih je dovelo do krčme "Veprova glava" kojom je upravljao mudri elfovski domačin. I sve bi bilo super - topla krčma, pijani gosti, svinja na ražnju, pohani sir za Yuviel - da Hildebardov od boga urođeni osjećaj za opasnost nije krenuo vrištat da tu nešto ne štima dok je Raymond na trenutke osjećao puhanje vjetra kao da je čitava zgrada zapravo ruševina.

U taj čas, jedan od gostiju zakračuna vrata a svi navale na naše junake!

Govoreći poput jedne osobe, krčmar, konobarice i gosti povikali su "Nema vam spasa!" Naši junaci uhvatiše oružje i započeše borba. Elfica je skoro pala na nulu i krepala dok je ribarica odalamljena šakom u glavu završila na podu. Raynard i Hildebard su se s druge strane prošli čist okej.

Sa svakim gostom kojeg bi ubili, čitava krčma bi zatitrala poput pustinjske fatamorgane: istovremeno je bila rasvijetljena, uredna birtija ali i nagorjela ruševina. Na koncu su se zadnja dva monstera pretvorila u identično izgledajuću prikazu koja ih posljednjim dahom prokleo i umro. Ekspertno poznavanje nauke i legendi Carstva Hilderbarda i Raynarda pokazalo je kako je ovo čudovište bio posebna vrsta undeada koji se krije po ruševinama, iluzijama ih pretvara u prekrasne zgrade i po potrebi se kopira u druge ljude kako bi privukao, ubio i pojeo.

Nakon toga je uslijedilo putovanje mračnom ukletom šumom, popračeno usputnim vandalizmom protiv napuštenog oltara Kaosa zap rinošenje ljudskih žrtvi. Drugo jutro, šuma je opet izgledala normalno i likovi su se našli nedaleko Arnsberga.

Nakon što su Yuviel i Galina završile kod lokalnog ranarnika na oporavku (jer, naravno, niko u skupini nema Healing skil) u Arsnbergu su ih dočekale dobre i loše vijesti. Loša vijest je bila da se doktor već odavno uputio iz grada na svoju ekspediciju. Dobra vijest je bila da je carska vojska na sjeveru konačno razbila dvomjesečnu opsadu grada Middenheima i pritom porazila Hordu Kaosa.

Usljedilo je općenarodno veselje sa plesom, pivom i pljeskavicama. Drugo jutro, Raynard i Hildebard probudili su se mamurni pokraj velke bačve pive na kojoj je pisalo "NAGRADA". Veseli time što su osvojili nagradu zak oju se ni ne sječaju da su se natjecali, veselo su je krenuli kotrljati ulicama grada da bi začuli čudne zvuke iz nje, kao da se u njoj nešto nalazi. Bio je to leš mrtvog patuljka.

"Najgora. Striptizeta. Ikad." zaključio je Raynard.

(GNN)



- 10:00 - Rubrika: Za dopisovanje (1) - Dečje novine, Gornji Milanovac - X marks the spot

07.03.2009., subota

O pivi i čudovištima (v 2.0)

Praise Sigmar, and go about your lives. Peddler, provost, woodsman, soldier, barkeep, coachman, chandler, goodwife... go to your various callings and prosper. But keep the holy days and festivals, bar the door at night, whet your blade's edge, and, in the name of Sigmar, keep watch against the dark.

How quickly the lights go out!"


Prije kojih godinu dana, krenul sam vodit RPG mini-kampanju smještenu u Warhammer settingu - "a grim world of perilous adventure". No, kako se kampanja približava kraju - sljedeći tjedan bi trebali biti gotovi - shvatil sam da nema razloga zakaj svoje opise Warhammer sessiona ne bi poslao i ovdje. Igra je bila zabavna i meni i igračima a moji opisi su naišli na prilično pozitivne reakcije forumaša. Ne zbog nekih svojih kvaliteta prave priče, mind you, ili čak fanfictiona, nek čisto zato kaj opisuju jednu zabavnu kampanju odigranu od strane grupe frendova.

I rekoh: zakaj ne? Umjesto jednog posta kojeg sam poslao koncem prošle godine ili teme koja će se izgubiti u bespućima foruma, tijekom narednih ću par tjedana slati manje-više kompletni opis kampanje kako sam ga pisao po mejlovima i raznoraznim forumima. Čisto ovako, da ga imam ovdje sebi za uspomenu.

Jedina stvar na kojoj se ispričavam je što će dosta postova biti na engleskom. Kampanju sam, naime, paralelno opisival na jednom domaćem i jednom stranom forumu. Isprva sam pisao iste postove na hrvatskom i engleskom dok nisam shvatio da zapravo isti posao radim dvaput - čitatelji koje zanimaju RPG-ovi uglavnom znaju pričat engleski.

Pa krenimo!

O svijetu

Warhammer Fantasy Roleplay RPG je inspiriran Europom 16. stoljeća. Carstvo – glavno mjesto radnje avantura – nadahnuto je pak povijesnim Svetim Rimskim carstvom njemačke narodnosti. Glavna razlika u odnosu na naš svijet je ta da u Warhammer svijetu postoje magija, čudovišta i različite fantasy rase.

Na prvi pogled, reklo bi se tipični tolkinovski ili D&D-ovski fantasy setting. Al nije baš tako. Warhammer je oduvijek bio puno više srednjovjekovni fantasy nego srednjovjekovni fantasy. Magija je nepredvidljiva i opasna - nešto poput radijacije, sma zajebanije - zbog čega i postoje posebni carska sveučilišta magije. Postoje patuljci, hobiti i vilenjaci, al njima praznovjerni i ksenofobični kmetovi ništa ne vjeruju. Lovci na vještice lutaju Carstvom spaljujući stvarne ili lažno optužene heretike. Rijetki carski gradovi su prljava, prenaseljena mjesta di se miješaju prosjaci, purgeri i plemstvo. Čak i takvi, gradovi su sigurniji nego goleme mračne šume koje ih okružuju a koje skrivaju
razbojnike, vukodlake, sotoniste i žive mrtvace.

Četiri stvari o Arnsbergu koje zna svaki stanovnik grada:

1) Piva – arnsberške pivovare najbolje su u čitavoj provinciji. Lokalna piva se za pristojnu cijenu izvozi nadaleko i naširoko.

2) Politika – Arnsberg je ponosni nositelj povelje slobodnog carskog grada. Zbog toga je stoljećima trn u oku obližnjoj grofovskoj obitelji von Preiss koja se stalno tužaka kako bi grad trebalo vratiti njima prepucavajući se sa vlastima.

3) Podzemlje – smješten na ušću rijeke Labe u rijeku Aver, Arnsberg je često bio izložen poplavama. No, prije stotinjak godina gradska je vlast unajmila patuljačke inženjere iz Nulna koji su izgradili komplicirani labirint tunela, kanala i cisterni kojima se iz rijeka odvodi višak vode ujedno održavajući grad kolko-tolko čistim.

4) Picok – prije 300 godina, orkovska je horda opsjedala Arnsberg. Nakon što ovi i nakon nekoliko mjeseci nisu prekinuli opsadu, gladno se stanovništvo na nečiji prijedlog odlučilo na očajnu taktiku. Uzeli su posljednjeg pijetla u gradu i ispalili ga iz topa. Orkovi su na to pomislili da stanovništvo ima još toliko puno hrane da ju mogu bacati na neprijatelje i odustali su od opsade. Od tada je pijetao na topovskoj kugli službeni simbol grada.

Gradski kvartovi:

Panorama slobodnog cesarskog grada Arnsberga


1) Klis – jedino gradsko brdo služi kao glavna obrambenih pozicija. Tu su gradska utvrda sa baterijama topova, oružarnica, vojarna, gradski zatvor i hramovi Sigmaru i Myrmidiji.

2) Dokovi – središte riječne trgovine Arnsberga, Dokovi su ujedno i najopasniji dio grada.

3) Kamp – nastao izvan zidina na južnoj obali rijeke Aver, Kamp je logor izbjeglica koje je rat protiv Kaosa potjerao sa sjevera. Stanovništvo Arnsberga i izbjeglice su u odličnim odnosima.

4) Stari grad – trgovačko i političko središte Arnsberga, Stari grad je njegov najnaseljeniji kvart. Tu su Gradska vijećnica, najveći gradski hram Sigmaru, nešto manji hramovi drugih bogova, mnogobrojne pivnice, sajam i slično.

5) Geto – patuljački kvart sa svojom gradskom stražom.

6) Kaptol – nekadašnji samostan boginje Verene s vremenom je postao dio Arnsberga. Samostan je poznat po svojoj knjižnici posvećenoj teologiji, pravu i povijesti i malom sveučilištu Svetog Krispina posvećenom tim istim znanostima.

7) Novi Arnsberg – nove zidine koje su spojile Kaptol i Stari grad ujedno su obuhvatile i lokalno groblje i niz praznih polja. Na poljima su s vremenom iznikla imanja i kuće gradskih bogataša a na groblju je sagrađen mali hram boga smrti Morra.

(GNN)

- 10:57 - Rubrika: Za dopisovanje (0) - Dečje novine, Gornji Milanovac - X marks the spot

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