Named for the coffee-shop discussions I enjoyed during my undergraduate and grad school days, this is an opinion-piece blog centered on my interests -- history and historiography, the classics, literature, comic books, Japanese language and popular culture, video/computer games, role-playing games, the pulps, television and film, and science-fiction/fantasy.
Monday, January 16, 2012
Hungover Heroes Guild, Part Twelve
A lot of character development took place. Vlad discussed his secret god with Lhaeo, who dug up some information from old tomes and identified Vlad's benefactor as Jergal, an ancient deity of death and endings once worshiped in Netheril thousands of years ago before Bane, Bhaal, and Myrkul won most of his portfolio from him (allowing Jergal to retire to the position of seneschal of Myrkul's Bone Castle). With the death of Bane, Bhaal, and Myrkul during the Time of Troubles, Cyric usurped all of their portfolios and now Jergal is a very frustrated deity due to Cyric's chaotic and vengeful nature.
Sven discussed the death of his Harper parents with Storm Silverhand, resident of Shadowdale, one of the legendary Seven Sisters, Harper, and former Knight of Myth Drannor. Later, as the party traveled south toward Mistledale through the elven forest, Sven's felt a calling in his elven blood. He keenly felt the loss the forest has experienced since the Retreat of the elves from Cormanthor. This has made him a bit moody and introspective. We'll see how he deals with the mixing of human and elven blood in his veins as the adventures continue.
The PCs paid many of their commissions, bought horses, a wagon, an alchemist's lab for Vlad, and a chest with an amazing lock for their communal treasure, then set out along the Mistle Trail beneath the eaves of Cormanthor along the River Ashaba. After many days journey, they arrived at the town of Elven Crossing, where they spent the night, then arrived the next day in the town of Ashabenford. When we next meet, perhaps their journey will continue toward Deepingdale, where the sage Rhauntides and the Leaves of Learning (the Temple of Oghma) may harbor knowledge that will lead them to the home of the wizard Finott or the location of the Sword of the Dales.
Sessions like this are why I love the Realms. Through the PCs' explorations, I get to see the Forgotten Realms come to life. Having Vlad interact with Lhaeo, Elminster's apprentice, and discover his benefactor is an ancient Netherese deity was really cool, but so was all of the development Sven has been experiencing as well. I never would have thought that I'd get to portray one of Ed Greenwood's original PCs, Storm Silverhand--legendary Harper and Knight of Myth Drannor. There are a variety of paths the PCs could take to reach Deepingdale. I'm excited to see where they go and what happens to them along the way! Let the dice fall where they may!
Thursday, January 12, 2012
Hungover Heroes Guild, Part Eight, Nine, Ten, and Eleven
Baravis: Played by Luke. A tiefling from Sigil, currently a 3rd-level Favored Soul (of Marthammor Duin) and 2nd-level Warlock.
Sven Lackman: Played by Shaun. A half-elf Waterdhavian Urban Ranger 2/Rogue 3 who seeks vengeance against the Cult of the Dragon for the murder of his Harper parents.
Drog Fangblade: A Rashemar 5th-level barbarian on his dajemma.
Vlad: A Zhent 4th-level Dread Necromancer who is seeking for his hidden, secret god.
Our Story Thus Far: After solving the riddle of the Dream Fever in Dagger Falls, the PCs came to Shadowdale searching for answers to several more clues--Baravis for a way home, Vlad for the secret god he seeks, and everyone for the location of the Sword of the Dales. They commissioned several weapons and armors from the local businesses and took up a reconnaissance job with the Twisted Tower in hopes that it could help them solve the puzzle as to what sort of stampeding herds were trampling the farms north of the Old Skull hill. They were offered 100 gp each and 20% of all loot acquired beneath the Twisted Tower of Ashaba as payment for mapping the tunnels and clearing out all monsters. They descended beneath the tower, fought a few quaggoths, boogins (half-orc, half-quaggoth), and a half-orc.
Part Nine
After defeating a group of boogins, led by a half-orc, they discovered an emaciated dwarf who called himself Simon Stonebreaker. Simon had apparently escaped from a dark-elven slave pit deeper in the tunnels. He led the PCs to a large room with an exit. They gave him a weapon and sent him to the surface.
The pool of water in the room contained an aballin--aka a "living water," a magical ooze that tried to absorb and suffocate both Drog and Sven before Vlad, thinking quickly, threw an open vial of Drow poison into the creature. The diluted poison knocked Sven out, but also did the same to the aballin.
The PCs then began to crawl down a long, low, thin tunnel that extended for hundreds of feet. Baravis blasted a swarm of rats, but was forced to hide behind his shield when the cave badger that was chasing the rats attacked him. Sven managed to kill the badger and they continued.
Part Ten
They made their way to a huge cavern with many exits and determined to explore as much as they could after resting many hours. They were almost taken in by a huge illusory treasure hoard (Drog kept feeling uneasy and I let him make a second Will save to disbelieve, which he did). Excellent roleplaying ensued in which Drog convinced the other PCs to disbelieve the illusion as well. Continued scouting led the PCs into an ambush by Mongrelmen and a drow patrol, which they dispatched. They crossed a chasm, encountered a gelatinous cube, then fled back across and pelted the cube until it collapsed into a gooey mass. (This was quite funny, as only Luke knew what the cube was. When I revealed the cube to the PCs on MapTool, Luke freaked out, screaming "run!") But that wasn't all the running they did. They stumbled upon the lair of a drider, and spent several rounds fleeing that as well. Luke's spider walk enabled him to cross the chasm, but Sven and Drog managed to successfully jump across it like something from an action movie. They continued fleeing until they were certain the drider had given up pursuit. At the end of the session, they encountered Tirrendale Talltales, a dwarven cleric whose voicebox had been severely damaged by a drow slaver. He told the PCs that the dwarves had been sold to the drow by the Zhentarim and the drow overmage was turning them into a horde of gibberlings that he released into the tunnels. The gibberlings would then pour out of a cave in the northern face of the Old Skull, descend and rampage through the fields in dead of night to pour into the forests and hopefully begin to destabilize the area during planting season.
Part Eleven
Armed with new information, the PCs found the secret tunnel that led to the drow fortress. They fought their way past another guardpost of ambushing Mongrelmen and plundered their corpses. They equipped themselves with the most excellent drowcraft adamantine mesh armor, drowcraft enchanted short swords, drow poisons, and prepared to turn the drow's own weapons against them (this really upped the chances they'd survive the upcoming encounters--without doing this, I doubt they'd have been able to succeed so well). But first, they finished mapping the regular tunnels, slew a carrion crawler in a drow graveyard, dispatched four monstrous spiders in a vast lair, burned the webs, and amassed as much treasure as possible from the enormous room (which they knew wasn't everything, but time was pressing in).
They rested and returned to the secret passage. Baravis used his spider walk to cross the lake beyond the Mongrelmen outpost by sticking to the cavern walls. He commandeered a boat and soon the entire party was across. Baravis and Tirrendale (the dwarven cleric) found a set of secret doors, Sven discovered how to bypass the trap set there. Beyond lay a chasm full of lava and a raised stone drawbridge on the other side. Vlad blew the code they had found (on a scrap of paper in a Mongrelman's pocket) on the horn dangling on their side of the chasm. The drawbridge lowered and the PCs (with NPC Tirrendale) charged and overwhelmed the Mongrelmen beyond.
As they made their way into the drow fortress, they heard a female voice chanting eerily. (I played Kanno Yokko's "A Sai En" for the drow chanting.) Baravis lept to the ceiling and together with Drog, bellowed out a roaring challenge. Silence fell deeper in the fortress and the party charged around the corner (Baravis, with his satanic features was quite intimidating crawling on the ceiling and yelling curses in Infernal).
The following encounter could have killed the PCs. As it were, three things saved them. 1) The dice were on their side. They rolled well, their opponents failed most poison saves, while they passed almost all of theirs (save one). Only one critical hit struck them, nearly incapacitating Vlad. 2) They had Tirrendale to throw a couple of cure light wounds at them. 3) They had the drow adamantine armor and drow-poisoned weapons.
Four quaggoths and three drow fighters (2nd-level) charged them, while the drow priestess tried to hit Drog with hold person and the drow sorcerer slung Melf's acid arrow at them (missing every time). Drog muscled through the hold person. Sven's two-weapon fighting with drow-poisoned blades put many a quaggoth unconscious and swayed the battle in the party's favor decisively. Drog finally fell unconscious beneath a poisoned drow-blade but the tide had already turned. The unconscious quaggoths were dispatched, the drow fighters were slain, and the priestess cast meld into stone and the sorcerer simply vanished. The PCs and Tirrendale now stand in a vast cathedral-like cavern with an altar to Lolth on a dais. We'll find out what happens next on Friday.
Tuesday, January 3, 2012
Meditations on Disappointment: INDIANA JONES AND THE KINGDOM OF THE CRYSTAL SKULL

See, there's actually a lot to like. I know this is hard to explain or understand, but somewhere in there is a really good movie that wanted to be made. However, what came out was a sort of fetal-alchohol-syndrome-cum-crack-baby-film, to use a really politically incorrect metaphor. Indiana Jones and the Kingdom of the Crystal Skull had all the potential in the world but upon delivery what came out was horribly disfigured due to prenatal abuse by its parents. Nevertheless, you can still see the elements of a fantastic Indiana Jones movie in there somewhere.
This movie isn't like the Star Wars prequels, which just sucked. No, in some ways, Indiana Jones and the Kingdom of the Crystal Skull is worse because it actually had potential to be as good as its predecessors. By explaining what was actually good about the movie will illustrate what I mean.
I have always liked the idea of seeing an older Indy since I first watched Young Indiana Jones and the Mystery of the Blues where the framing story involves Harrison Ford as Indy recounting how he learned to play the blues in Chicago in 1920. It indicated that the character still had fight in him, despite being middle-aged. However, that Indy was a far cry from the henpecked Indy in Kingdom of the Crystal Skull. I wanted to see more of that Indy.
2) McCarthyism: This some people thought was a heavy-handed politically driven soapbox vehicle for anti-right-wing sophistry to be injected into the film. I disagree. Check out Red Scare or Red Menace?, an interesting look into the era of McCarthyism. The existence of KGB-funded communist movements and subversive groups has become a very real part of historical study from that era, especially since a lot of stuff was declassified in Russia within the past twenty years. Yeah, the anti-communism rally was a bit over-the-top, but having Indy get sacked from his school and tailed by the FBI is great for plot development.

4) Aliens: Roswell. War of the Worlds. Area 51. Invasion of the Body Snatchers. The Day the Earth Stood Still. Forbidden Planet. This Island Earth. The 1950s and 1960s saw the height of science-fiction writing and film pushed further than ever before. Whereas the 1930s saw lots of pulp fiction featuring heroes modeled on Haggard's Alan Quartermain, with adventurers like Robert E. Howard's El Borak, the 1950s pulp was often about little green men from Mars. Having the Soviets chasing the secret of Roswell and Area 51 is actually a perfect idea for an Indy movie. It replaces the supernatural of the Grail, the Ark, and the Thuggi with the mysteries of conspiracy and alien artifacts. Handled well, it could have been awesome. Handled well... . It wasn't. That's the sad thing. I think aliens was a fantastic idea. But the aliens were revealed too soon and there was little or no mystery behind the entire thing. Consider--having the Soviets after some sort of alien technology isn't much different from having the Nazis chasing the Spear of Destiny, the Ark of the Covenant, or the Holy Grail. Having a set of ruins in the middle of nowhere turn into a flying saucer and disappear is over-the-top. Suspension of disbelief dissolves and the audience ends up feeling cheated.

All five of these elements are a recipe for a great (and slightly different, like Temple of Doom) kind of Indy film. It is risky, yes, but done right, it could have been awesome. That's why Kingdom of the Crystal Skull is such a disappointment. There's a good movie in there somewhere. It's just buried beneath bad decisions, poor plotting, and weak characterization.
Sunday, January 1, 2012
Hungover Heroes Guild, Part Eight

The PCs decided to take a reconnaissance job for the Twisted Tower. After negotiating the agreement with Thurbal, captain of the guard for the Tower of Ashaba, the PCs commissioned a few new sets of armor and weapons with some of their spoils from Daggerdale.
At midday, they arrived at the Twisted Tower the following day and were escorted through the tower dungeons (where they made offerings at the shrine for Sylune, the Lady of Shadowdale and fallen hero). They were escorted through a few doors and given a key and a parchment with the password to the next door.
They crossed an underground stream via a stone bridge. Baravis used his new spider walk invocation to guide PCs across the bridge. At the next door, they spoke the magic word to unbar the door and the parchment fizzled to ash. They opened the door, avoided a descending ceiling trap, and were attacked by two shaggy humanoid creatures with bastard swords. They dispatched them with ease, then plunged deeper into the dark tunnels.

Around a bend, a half-orc and five shaggy creatures (that looked like a cross between orcs and those things they had fought earlier) came round the bend and a tremendous fight ensued. The PCs made short work of three of the shaggy beasts when the rest retreated. A running fight ensued during which Sven was cut down, but Baravis healed him. (Sven always gets put below 0 hp in battle, the poor guy!) The session ended after the fight and will resume next time in the twisted tunnels.
Thursday, December 29, 2011
Hungover Heroes Guild, Part Seven

Our heroes thought they were safe at Eagles Eyrie, resting and preparing to set off southwards. However, a report from the dwarven lookouts from their concealed posts told of Zhentilar--not the standard town watch, but actual heavily armed and armored soldiers--approaching the Eyrie. They ran afoul of one of the dwarves' traps then withdrew.
A debate erupted in the Eyrie--should the dwarves leave their newly-liberated outpost to the Zhents or defend it to the death? A few blamed the PCs for leading the Zhents there, but Baravis' devilish charm convinced them that it wasn't their fault. The dwarves were convinced to depart and gathered up the bones of Elshar Kurl and Dorn the Grim. During their sojourn, the PCs learned the lore of the dwarves' flight from Eagles' Eyrie:
Sending their kinsfolk to the halls of their cousins in the Mines of Tethyamar, Elshar Kurl, the priest, and Dorn the Grim, the chieftain, remained behind to buy time for their clan, knowing that they would probably die. They kept up the appearance of an entire clan resisting Colderan forces and the rest of the clan escaped.The bones were gathered up and were taken to be interred at Anathar's Dell in a temporary tomb until the Eyrie could be retaken. Baravis led the escape from the Eyrie. The dwarves set out south on the Tethyamar Trail, disguised as simple traveling tinkers. The PCs stuck to the countryside. After two days, they arrived at Castle Daggerdale, where they spent the night, where Sven fell ill with filth fever. The next two days were rough on the PCs as they struggled to keep away from Zhentilar patrols on the road and reach Anathar's Dell as Sven weakened. They made a litter that Drog dragged through the fields and meadows as they wandered south.
The two dwarves sought to destroy the upstart mage and his curse by forging a sword of cold iron. They made the blade of dark ironstar steel and chanted sorcery with every strike of the smith's hammer, but ultimately the blade failed them. Their bodies are only skeletons now, clothed in remnants of chain mail armor.
INTERLUDE
Eragyn, swathed in flowing black robes, stepped into the illuminated dome of Eagles' Eyrie. Constable Tren Noemfor followed sheepishly, clutching a few papers and trying to avoid the steely gaze of the priestess of Cyric.
A Zhentilar trooper stepped forward. "The forge has recently been in use, priestess. It is uncertain if our quarry was here, but someone was until very, very recently. The coals are still hot."
Eragyn grimaced and turned toward Constable Noemfor. "Their papers?"
"Copied and sent away, as you ordered." Eragyn stretched out a hand and he placed the parchment into her hands. She looked at them briefly.
"Sven Lackman of Waterdeep, passport. An identification paper from someplace called Sigil for a certain Baravis. And we know the one was a Zhent traitor named Vlad, from whose sentence you apparently allowed to escape." She thrust the papers at Noemfor. "Your superiors in Zhentil Keep will not be happy at your incompetence." She sneered. "You underestimated them. I will not make the same mistake. However, I know their weaknesses better than you."
She turned to a sergeant of the Zhentilar. "I want those adventurers found. Send a patrol down every road leading out of the Dale. Send scouting parties to every town and village from here to the Dagger River and beyond."
The sergeant swallowed thickly. "Beyond, priestess? Even the Dagger River vale isn't safe--Randal Morn's Freedom Riders are active and hold the allegiance of nearly every river settlement and the entirety of the Dale south of it!"
She shook her head. "I understand your concerns, but they must be found. I want them and I want Colderan. Find them both!" She turned back to Noemfor. "If they escape the Dale, it is no matter. Every agent and spy from here to Westgate will soon know of them and know of the bounty I've placed upon them. We'll have them soon enough." She smirked. "Or at least their ears."
BACK TO THE PCS
With the help of Baravis' Healing skill, Sven made a full recovery at Anathar's Dell. There, Baravis attempted to mend the breach between the Brightblade Clan and House Morn. An agent of the Freedom Riders met briefly with the PCs and took their concerns regarding an alliance between the two factions. He asked if the PCs knew anything about the whereabouts of the Sword of the Dales.
They departed, following the Tethyamar Trail to the crossroads with the Northride, where they spent the night with a patrol of Shadowdale guardsmen at the Shrine of Torm. Upon arriving in Shadowdale the next afternoon, they decided to investigate the mysterious trampling of fields in the northern village as well as question Lhaeo, Elminster's apprentice, regarding the whereabouts of the Sword of the Dales.
The PCs are at a crossroads--they can seek information on Finott, a wizard who disappeared before the Time of Troubles who was an expert on Shraevyn the Weapons-Mage (maker of the Sword of the Dales), or they can follow up on other adventuring opportunities in Shadowdale itself. We'll see what they decide to do this Friday.
Tuesday, December 27, 2011
Book Review--THE JEWEL IN THE SKULL by Michael Moorcock

Anyway, on with the review... .
I'd like to start out with a few quotes:
How about another quote?Théoden King of the Mark had reached the road from the Gate to the River, and he turned towards the City that was now less than a mile distant. He slackened his speed a little, seeking new foes, and his knights came about him, and Dernhelm was with them. Ahead nearer the walls Elfhelm's men were among the siege-engines, hewing, slaying, driving their foes into the fire-pits. Well nigh all the northern half of the Pelennor was overrun, and there camps were blazing, orcs were flying towards the River like herds before the hunters; and the Rohirrim went hither and thither at their will. But they had not yet overthrown the siege, nor won the Gate. Many foes stood before it, and on the further half of the plain were other hosts still unfought. Southward beyond the road lay the main force of the Haradrim, and there their horsemen were gathered about the standard of their chieftain. And he looked out, and in the growing light he saw the banner of the king, and that it was far ahead of the battle with few men about it. Then he was filled with a red wrath and shouted aloud, and displaying his standard, black serpent upon scarlet, he came against the white horse and the green with a great press of men; and the drawing of the scimitars of the Southrons was like a glimmer of stars.
Then Théoden was aware of him, and would not wait for his onset, but crying to Snowmane he charged headlong to greet him. Great was the clash of their meeting. But the white fury of the North-men burned the hotter, and more skilled was their knighthood with long spears and bitter. Fewer were they but they clove through the Southrons like a fire-bolt in a forest. Right through the press drove Théoden Thengel's son, and his spear was shivered as he threw down their chieftain. Out swept his sword, and he spurred to the standard, hewed staff and bearer; and the black serpent foundered. Then all that was left unslain of their cavalry turned and fled far away. --J.R.R. Tolkien, The Return of the King
And then, as the horde writhed and coiled upon itself, Amalric's lancers, having cut through a cordon of horsemen encountered in the outer valley, swept around the extremity of the western ridge and smote the host in a steel-tipped wedge, splitting it asunder. His attack carried all the dazing demoralization of a surprise on the rear. Thinking themselves flanked by a superior force and frenzied at the fear of being cut off from the desert, swarms of nomads broke and stampeded, working havoc in the ranks of their more steadfast comrades. These staggered and the horsemen rode through them. Up on the ridges the desert fighters wavered, and the hillmen fell on them with renewed fury, driving them down the slopes. --Robert E. Howard, "The Black Colossus"And for comparison, this final quote:
From the remaining ranks of infantry, arrows flew thickly toward them and flame-lances sent searing fire. Count Brass' archers retaliated, and his flame-lancers also returned the attack. Arrows clattered on their armour. Several men fell. Others were struck down by the flame-lances. Through the chaos of fire and flying arrows, the infantry of Granbretan steadily advanced, in spite of depleted numbers. They paused when they came to the swampy ground, choked as it was with the bodies of their horses, and their officers furiously urged them on. --Michael Moorcock, The Jewel in the SkullOne can see a vast difference between the first two and the last quote, both in temperament and quality of prose. I would expect much more from the man who would later pen the essay "Epic Pooh," blasting Tolkien for the "sentimental, slightly distanced, often wistful, a trifle retrospective" prose that "contains little wit and much whimsy."
Tolkien's description of the Battle of Pelennor Fields and Howard's description of the battle at the Escarpment are both written extremely well. Tolkien's description eschews the sleepy quality that Moorcock describes as reminding him of A.A. Milne:
There is an element of conspiratorial persuasion in his tone that a suspicious child can detect early in life. Let's all be cosy, it seems to say (children's books are, after all, written by conservative adults anxious to maintain an unreal attitude to childhood); let's forget about our troubles and go to sleep. At which I would find myself stirring to a sitting position in my little bed and responding with uncivilized bad taste. --Michael Moorcock, "Epic Pooh"True, Moorcock provides quotes to compare portions of The Hobbit and The Lord of the Rings to back up his argument. But Tolkien does not maintain a consistent voice throughout the novels. Indeed, he alters his voice depending on the circumstances and the Battle of Pelennor Fields reads more like Beowulf or The Iliad than Winnie-the-Pooh. Granted, Moorcock deals with these shifts and injects a good deal of politics into his assessment of Tolkien's supposed anti-industrialism and anti-democratic romanticism.
But this review isn't about "Epic Pooh." If you want to read a full rebuttal to Moorcock's essay, check out "Knocking Some Stuffing Out of Moorcock's 'Epic Pooh'" by Brian Murphy of the Silver Key. It's about The Jewel in the Skull and how I was profoundly disappointed by this book by the man who wrote "Epic Pooh."
Now, I've read Elric of Melniboné and remember enjoying it. However, I wasn't quite so profoundly moved or invigorated as I was by Tolkien's or Howard's prose. Indeed, the prose in The Jewel in the Skull is so weak that I had difficulty making it all the way through the book. I was profoundly disappointed by this work. Indeed, this book is weak in more than simply prose, but also in characterization and plot.
Firstly, let's discuss characterization. The main character, Dorian Hawkmoon, isn't introduced until fifty pages into the novel. This isn't bad in-and-of itself, however Moorcock fails to utilize it effectively by building a very compelling opening. Dorian could be easily played by Keanu Reeves as he's almost completely bereft of emotion for much of the middle of the novel. Granted, Moorcock was trying to use his strange emotionlessness as a vehicle, but he handles it so poorly that it fails completely. Our protagonist is absolutely unsympathetic and the reader is utterly incapable of identifying with him. Therefore, we don't really care if he lives, dies, wins, or loses.
The villains are cardboard cutouts, especially Baron Meliadus. The Dark Empire of Granbretan, which is uniting the continent of post-apocalyptic Europe, is evil... and engages in wanton slaughter and rapine of conquered territories... and that's about it. Oh, and it has an immortal god-emperor. Wow.
Moorcock establishes Baron Meliadus' villainy so clumsily that it comes off almost as a laughable parody of Robin Hood-type heels like the Sheriff of Nottingham. Of course he's going to try to abscond with the princess! Of course he's going to wound the aptly-named warrior-poet Bowgentle with villainous swordplay. Of course he's going to betray Count Brass' honorable hospitality. Of course he's going to swear vengeance and rant over every defeat like Skeletor, Cobra Commander, or Megatron.
Count Brass is likewise such an archetype of the honorable warrior-knight that he, also, becomes a laughable stereotype. Moorcock introduces him and develops his character but in so doing makes Count Brass so predictable and noble that he comes off as a flat caricature and not a character.
The plot is not much better, although it does have its moments. At least the opening sets the stage for the later conflict correctly enough. The Dark Empire wants the Kamarg--a portion of what used to be southern France--either with Count Brass' vassalage or through outright conquest. Count Brass, being honorable to a fault, refuses to become politically involved and thus cannot support Granbretan, although he feels that the unification of Europe under one banner and the ending of all the incessant warring (of which he's a renowned hero) would be a Good Thing, even if Granbretan is at the helm. This makes very little sense--he wants to see Europe unified, doesn't want to get involved, and yet is the ruler of a state that is a part of Europe and must eventually be incorporated into any unified whole. The entire time I'm reading, I feel that Count Brass is Lawful Stupid--noble and honorable at the expense of any real rationality. At least Ned Stark wasn't stupid--his honor and nobility got him a pretty rotten result, nevertheless.
Baron Meliadus, in comparison, behaves Retarded Evil. You'd think a Dark Empire ambassador would be much more subtle, but no, that would actually be interesting. Instead, Baron Meliadus tries to steal Count Brass' daughter and kill his best friends when Count Brass proves himself too stupid to live. He doesn't spend time scouting out the defenses or planting a spy network or finding ways to sabotage the forces of the Kamarg.
Enter Dorian Hawkmoon, a lord whose state was conquered by the Dark Empire of Granbretan and is now a prisoner. The defeat robbed him of his emotions and has left him a cold automaton who just doesn't give a damn. When Meliadus makes a deal with him ("sabotage the Kamarg and we'll give you your state back"), Dorian basically says, "meh."
Then comes the eponymous MacGuffin--a plot vehicle that is so weak and positively stupid that I nearly put the book in the trash. The black jewel implanted into Hawkwood's forehead is basically a magical camera that is connected to a machine in London that shows only what is in front of Dorian and provides no sound. The sorcerers of Granbretan assure Hawkwood that if he betrays them, the jewel will basically fry his brain. It's the tool they're going to use to blackmail him and ensure his loyalty. But it has immensely profound weaknesses. So, in the end, instead of Lawful Evil, the leaders of the Dark Empire of Granbretan has demonstrated how they, like their Baron Meliadus, are entirely Retarded Evil.
At least Count Brass and his friends aren't so stupid as to not see through Granbretan's ploy. They use their own technomagic to prevent the stone from frying Dorians brain, but it will only last a little while--the only place Dorian can go to get the jewel removed without killing him is somewhere out in Persia. But the armies of Granbretan are marching for the Kamarg. Now that Hawkmoon has met Count Brass' stereotypically hot daughter, he's starting to get his emotions back, but the presence of the jewel makes him feel hopeless enough that he refuses to allow himself to fall in love (although she has, predictably, fallen head-over-heels for him).
By this point, I want to bang my head against a wall.
The rest of the story consists of a couple of rather better chapters describing guerrilla raids on the Granbretan forces and a decent set-piece battle before descending into Hawkmoon's journey toward Persia, his gaining of a companion, and a very uninspired arrival in a Persian kingdom and his participation in a battle. I say "descend" because the rest of the book is just as uninspired as the beginning.
The problems with the plot are not the actual contents but in how they are handled by Moorcock. Coupled with his lackluster prose (which I will address below), Moorcock's storytelling is simply lacking. Other authors have written equally derivative works but did so with style and/or panache that Moorcock, as of 1967, did not seem to possess. Every opportunity he had to make the story more interesting he did not seize. As a result, the book reads like a dull attempt at parody. If parody it was, then Moorcock failed at this as well because there is no wit whatsoever in his writing. There are no moments where we realize that he's presenting these events to us tongue-in-cheek. It simply plays out dully, uninspired.
The prose simply serves to drive this point home:
Sparks scattered into the darkness of the hall as the two big men dueled, the broadswords rising and falling, swinging this way and that, every stroke parried with masterly skill. Sweat covered both faces as the swords swung; both chests heaved with the exertion as they fenced back and forth across the hall.George Orwell said it best when comparing pulp boxing stories by British authors to those of American authors in "Boys' Weeklies:"
Notice how much more knowledgeable the American extracts sound. They are written for devotees of the prize-ring, the others are not.An honest comparison of this to any combat scene by Robert E. Howard demonstrates this. The American writer wants the reader to experience the combat. I could also compare it to Zelazny's description of combat, which benefits heavily from his excessive knowledge of fencing. Moorcock's description is vague and frankly blasé. Obviously, Moorcock doesn't know anything about sword-fighting, but he doesn't even attempt to guess. Tolkien's description of combat is much more energetic for all his dreamy let's-all-go-to-sleep prose.
Moorcock also is guilty of the tell-not-show sin.
A conflict was beginning to develop in Hawkmoon's breast--perhaps a conflict between humanity and the lack of it, perhaps a conflict between conscience and the lack of conscience, if such conflicts were possible.If such conflicts were possible? You tell us, you're the author! This is just clumsy writing, but it continues.
Whatever the exact nature of the conflict, there was no doubt that Hawkmoon's character was changing for a second time. It was not the character he had had on the battlefield at Köln, nor the strange apathetic mood into which he had fallen since the battle, but a new character altogether, as if Hawkmoon were being born again in a thoroughly different mold.One of the advantages of writing a novel is the author can actually develop these changes through showing how the character behaves and actually describing a bit of their thought processes and feelings. George R.R. Martin does this very well with many of his characters, especially ones like Arya, Jon Snow, and Jaime Lannister. Moorcock is writing one of the very, very short SF novels that proliferated the discount bookracks of convenience stores (like my own antiquated DAW Books copy pictured below) and the like during the mid-twentieth century, so he has to deal with page limitations. However, I don't feel that is a legitimate excuse, especially since these problems are rife throughout the narrative and detract from the interest factor.
I could provide more examples of the disappointing writing, but I'll refrain. Suffice it to say, for the most part, The Jewel in the Skull reads like a rough draft or perhaps an extended summary of a story that could have really benefited from some greater detail and less derivative narration.
I don't know if I'm going to read any more of The History of the Runestaff, the four-volume series of which this novel was the first. Indeed, this makes me want to go back and reread Elric of Melniboné to see if it suffers from the same weaknesses in narration, characterization, and prose.

The Jewel in the Skull by Michael Moorcock Style: C
Substance: C-
Overall: C-
Sunday, December 25, 2011
Hungerover Heroes Guild, Part Six




THE STORY THUS FAR
The PCs met in Shadowdale, where they heard rumors of a Dream Fever in Dagger Falls, chief town in Daggerdale. Forty or fifty years past, the Zhentarim (a.k.a. the Black Network) ousted the rightful rulers of Daggerdale and backed a usurper, Malyk. Then, twenty years past, Randal Morn and the Knights of Myth Drannor slew Malyk and retook the Dale. Zhentilar forces then invaded and captured all of the Dale north of the Dagger River. Randal Morn leads his Freedom Riders and only controls part of the Dale, while the Zhentarim controls Dagger Falls and the Zhentilar (the army of Zhentil Keep) extorts or raids villages between the Tesh and Dagger rivers.
They set off, encountering the Brightblade dwarven clan at Anathar's Dell and learning that two hundred years past, Colderan Morn, Lord of Daggerdale, exiled them from their home in Eagle's Eyrie, overlooking Dagger Falls. They encountered a patrol of Freedom Riders, who took them to Randal Morn. They were tried for being suspected Zhentarim (Vlad's accent gave him away as a Zhent), but Tunfer the Stout's zone of truth spell exonerated them. With Randal Morn's favor, they arrived at Dagger Falls and cleared out the Eagle's Eyrie.
They made contact with Loudon the Cooper, a supporter of Randal Morn, at the Red Rock tavern, but were captured later at the Teshford Arms inn resisting a summons by the Constable. Sven's attempted knifing of a mercenary in the Constable's employ and Vlad's spellslinging got them booted from town without their gear and Vlad slated for a caravan back to Zhentil Keep. But all was not lost--the Brightblade dwarves, on a pilgrimage to the Eyrie disguised as traveling tinkers, discovered the PCs had cleared it out and began to restore it in secret, giving the PCs a base of operations. They staged a daring rescue on Vlad's caravan, then snuck into town, headed for the ruined Temple of Lathander, having learned that all the troubles with the Dream Fever and the strange wood-woses (mysterious dwarf-sized night stalkers) had begun shortly after Eragyn the Dark, priestess of Cyric, had disappeared in the Temple crypts.
The PCs battled several wood-woses and a juvenile hook horror, befriended a nixie, and even met Colderan Morn himself--not 200-years dead as they had once suspected.
Session Six
The PCs made their way to Colderan's headquarters, centered around his crypt, and a great battle ensued. Colderan was ready for them--4 skeletons attacked as they entered the anteroom. Colderan created a wall of thorns and ordered his remaining wood-woses to gather his things and help him escape. The PCs managed to kill most of the wood-woses, but during the battle (which was fought in several rooms and corridors) Colderan escaped, trapping Sven in another wall of thorns and nearly killing him (negative hit points). Baravis stabilized him with a cure minor wounds orison, Drog hacked him out of the thorns, and the PCs discovered eight sleepers, several corpses, a strange net, a treasury, and Colderan's library and notes. After reading through his notes, the PCs destroyed the net of dreams (the cause of the fever) and the sleepers began to awake. Among them was Eragyn the Dark and a Zhent guardsman. Eragyn had been bound and gagged, but Baravis and Vlad disagreed on what to do with her. Vlad wanted to kill her outright--she was evil and served and evil god. Baravis wanted her to stand trial for her wickedness. They quarreled and Drog broke it up. Baravis tried to talk with her, but gave up all attempts at diplomacy when Vlad vocally advocated killing her outright. Eragyn saw the PCs as traitors, especially considering they were still wearing the Zhentilar tabards with the arms of the occupying forces.

The situation looked hopeless. The Zhentilar would be waiting at the temple entrance for the PCs. So, they decided to escape via the underground river.
Led by Boront (to whom Drog had given a longsword), the townsfolk fled through the tunnels and out of the temple, while Drog, Vlad, Baravis, and Sven (whom Baravis had healed with cure light wounds to demonstrate the power of a benevolent deity to Eragyn) managed to escape the tunnels via the stream. When I revealed (using Maptool) that the stream had spilled them out at the waterfall, the players cheered in triumph. Yet another seemingly hopeless situation turned into a victory by the PCs.
Colderan had escaped. Eragyn was attempting to seize control of Dagger Falls from Constable Tren Noemfor. However, the Dream Fever had been ended and the townspeople were safe from the depredations of the wood-woses. Colderan's plans to take over the town were foiled, as were any hopes of him allying with (or being backed by) the Zhentarim. The PCs had made some enemies, but as they rested the rest of the day in the Eagle's Eyrie, they knew that they had succeeded at something worthwhile. Now, they had to contact Loudon the Cooper for their reward, try to find Randal Morn to warn him of Colderan, his thrice-great grandfather, and return the holy relics of Lathander that they had discovered to the Temple of Lathander in Shadowdale. Baravis leveled up (now a 3rd-level character). However, Sven may have contracted filth fever from the swarm Colderan had summoned beneath him. The path ahead is murky yet filled with possibilities.