A Kind of Magic: Highlander: The Search for Vengeance

There is one more.

Twenty-one years after the original Highlander showed off potential that would never be fully realized, a decade after the TV series had hit the skids, I watched the Russian version of Highlander: The Source and completely gave up on this franchise. Then, in the midst of my throes of agony, someone tipped me off as to the existence of an anime called Highlander: The Search for Vengeance.

This movie has all the elements that make up a bad Highlander film. A post-apocalyptic future. Magic. Ghosts. But you know what? It is awesome.

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Crowning Deaths of Awesome Sadness

Comic book deaths are a punchline these days. Despite the fact that a comic book death currently translates into little more than a cheap sales gimmick, there have still been some really good ones over the years. Even if they didn’t stick, they were chilling, touching, or otherwise hugely influential. What follows is my totally biased opinion of the best deaths comics has had to offer.

Before I get into the actual deaths, it’s worth noting what I’m not counting. Death by origin story, such as Bruce Wayne’s parents or Uncle Ben, does not count here. A poignant death has to take a character the reader has known for a while and send them off in a way that has lasting emotional impact.

With one exception, I’ve also left off deaths not from the Marvel or DC Universes. That’s partly personal preference, since I read comics from the big two the most. The other part of it is that the Marvel and DC stable of characters are cultural icons recognizable almost worldwide. As such, when one of those iconic characters dies, it has an impact not only on the comic book universe but on society as a whole. The one exception to this rule comes from an ending scene in Y: The Last Man. If you haven’t read through this excellent comic yet, go read those graphic novels instead of this list. The list contains a major spoiler that will totally ruin the emotional impact of Y: The Last Man if you haven’t read it.

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Troubled Times, Troubled Adventures: Making the Avatar Trilogy Work

I’ve made my feelings on the Avatar Trilogy painfully clear. But one question remains: if I hate the adventures, why do I know so much about them? Well, I did it to myself.

Years ago, I picked up Waterdeep at a yard sale. I tried to run it, but never got it off the ground – very few of my campaigns lasted beyond the first few levels, and I usually shied away from doing mid-level one-shots. Years later, in a 3rd edition game, I decided that I wanted to shake things up in my campaign setting with a Time of Troubles-style event, so I hunted down Shadowdale and Tantras on eBay.

Yeah…I actually bought these monstrosities of my own volition.

And you know what? The game I ran with them turned out to be a lot of fun.

Any adventure module can be fun if the DM puts work into it. In the case of the Avatar Trilogy, it was still a waste of money on my part because the amount of work I put into the adventures to make them playable exceeded the work I would have needed to write my own adventure from scratch. Adventure modules are supposed to make things easier for a DM, not harder.

That said, let’s say you somehow wound up with these modules and you want to put them to use. How can you make this mess of an adventure into something enjoyable? Well, here are my suggestions…

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Thou Shalt not Kill

One of the oldest traditions in superhero comics is that the good guys don’t kill. There are exceptions out there, such as Wolverine, who sometimes the secret death squad X-Force or the Punisher, whose body count is somewhere in the thousands. But in general, superheroes haven’t killed since the Silver Age or even before. But the question is, why? Certainly some villains (*cough*Joker*cough*) deserve their necks snapped. Why is it that these guys who dress up in pajamas and pursue vigilante justice don’t do what sometimes needs to be done?

In an attempt to answer that question, or at least look at how the code against killing developed, here’s a look at some of the more iconic superheroes and why they don’t kill.

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Troubled Times, Troubled Adventures: Waterdeep, part six

At long last, we are on the last chapter of the Avatar Trilogy. Chapter 6 of Waterdeep is a long, convoluted mess that ends with a huge insult both in game and out of game. But let’s take it one step at a time.

“Midnight has seen the Realm of the Dead, and she would rather be destroyed utterly than live in the Realms if Myrkul rules them. What actually happened there? ‘Don’t ask,’ Midnight replies, shaking her head. ‘Never ask me that again.’

“The only fact she will reveal about her time in Hades is that she succeeded in gaining possession of the second Tablet of Fate – the one that had been held by Myrkul. As the PCs can deduce, her success occurred at just about the same time that Myrkul’s minions stole the first tablet. Thus, an ironic and uneasy balance is maintained – and the fate of Realms, as before, still hinges on which faction will ultimately possess both tablets at the same time.

“If the players think to post a guard over Midnight’s sphere in the Pool of Loss, go to Event 1. However, don’t remind them of this if they don’t think of it! No NPC thinks of it, either.

“If the PCs post no guard, skip the next event. PCs can undertake more adventures in Waterdeep (left as exercises to the DM). If and when they return to Blackstaff Tower to rest, go to Event 2.”

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Troubled Times, Troubled Adventures: Waterdeep, part five

As Chapter 5 of Waterdeep begins, the PCs have been separated from Midnight. They have also lost the Tablet of Fate to the god of death. But wait…didn’t the text in the previous section state that the PCs could hold onto the tablet if they took special pains to do so?

“If the PCs managed to hang onto their Tablet of Fate through the battle at Dragonspear Castle, they should lose it before they reach Waterdeep. Harry them with more night riders, or have Myrkul himself steal into camp invisibly and steal the tablet from its sleeping guard.”

Yeah…should’ve known better.

“Once they lose the tablet, the PCs still should head for Waterdeep. They can guess that is where Myrkul will be, with one or both tablets. Besides, they still want to meet Elminster, so that the sage can help them find Midnight.”

There is no part of that paragraph that I like.

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Troubled Times, Troubled Adventures: Waterdeep, part four

Chapter 4 of Waterdeep opens with a multiple choice path: either Midnight teleported the group to safety or they’re screwed. Breaking with my normal format, I’ll show the second option first, since it’s the non-assumed part that won’t get brought up again in the module.

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Troubled Times, Troubled Adventures: Waterdeep, part three

Waterdeep Chapter 3 assumes that the PCs watched as Midnight saved the day yet again and that they are okay with having Bhaal incapacitated rather than dead. Admittedly, they can’t kill off Bhaal without some fatalities – as demonstrated in Tantras, a dying god goes out with a literal bang that devastates everything in the area. Still, this would seem like an ideal time for a resourceful and noble PC to get everyone else out of the area and put down the Lord of Murder once and for all.

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Troubled Times, Troubled Adventures: Waterdeep, part two

Chapter 2 of Waterdeep wastes no time in telling us where the plot is going to go: “Midnight can think of nothing but her lost spell book. She needs a spell book to cast spells, and the party certainly needs her magic! Everyone should agree at this point that one of the first things they must do is find a way to replace the lost book.”

I’m beginning to wonder if these adventures were even designed for parties with a mage. If the group has a mage on hand, he’s been entirely useless this whole trilogy. His magic hasn’t worked reliably, and he’s been routinely dwarfed in power by Midnight and Elminster, both of whom operate with power of plot while the PC mage is bound by the rules.

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Troubled Times, Troubled Adventures: Waterdeep, part one

Who will be the new gods?

The God of Strife is dead, destroyed in his attack on Tantras, and Midnight and the player characters have recovered the first Tablet of Fate – one of a pair of mysterious artifacts that will return the gods to their former glory and save the Realms from the fallen deities’ wrath.

But the quest isn’t over! To find the other Tablet of Fate, your heroes must travel across Faerûn to Waterdeep, the City of Splendors. But both Midnight’s former ally, Cyric, and Myrkul, the Lord of the Dead, want the tablets for their own dark ends, and they will stop at nothing to capture Midnight – even if it means the destruction of the Realms!

Waterdeep marks the third and final portion of the Avatar Trilogy. It is also the most epic, with the PCs taking on multiple gods and meet Ao the Overlord himself. Perhaps because it has so much epic potential, it’s also the worst of the three modules, repeating all of the mistakes in the first two modules and then ending in the ultimate screwjob to the PCs. (Well, maybe not as ultimate as the “Rocks fall, everyone dies” ending of Neverwinter Nights 2, but it’s right up there.)

I think the cover, like the covers of Shadowdale and Tantras, is recycled art from another TSR product. But unlike Tantras, this recycled art makes sense, as it sets a pair of adventurers right in front of the Yawning Portal, a popular inn in Waterdeep. The woman even resembles Midnight’s description in the text, although it doesn’t mention her being so scantily clad in the flavor text. The back of the product says the module is for four to six PCs of levels six to nine, which is in line with the other modules. And a blurb on the front cover advertises the adventure as compatible with both 1st and 2nd edition AD&D, although we already saw some of 1st edition fall away in the last module with every assassin in the Realms dying at once.

The introduction gives us a breakdown of the story so far, in case the DM didn’t run the first two adventures. It also explains that the NPCs Midnight, Adon, and Kelemvor, are required for this adventure. Of note, both Adon and Kelemvor are 5th-level characters, meaning that they should be lower level than the PCs. Naturally, we can expect level not to matter, since they and Midnight are massively plot protected.

The prologue also gives details about the plans of Myrkul and Bhaal, the two remaining evil gods who stole the Tablets of Fate in the first place. The gods are manipulating Midnight and the PCs, allowing them to find the Tablets only to rob them afterwards. We begin with an in media res opening for the PCs, who took a ship from Tantras to Waterdeep only to get booted off because of a magical storm that caused the captain to think they were bad luck. So Chapter 1 begins back in Cormyr, not far off from where the PCs got involved in this whole mess in the first place and with several hundred miles of travel to go before reaching Waterdeep.

As in Tantras, there are no random encounters or non-plot related events here – the PCs should be used to having no freedom by now, anyway. And, as should be expected, we open up with an offstage event. The PCs are being pursued by two groups: followers of Bane, who blame Midnight for the death of their patron god (even though it was very clearly Torm who killed Bane in Tantras), and Cyric, who hopes to grab the Tablet of Fate from them. Cyric was, after all, the guy who walked around the last module wearing an “I’m evil” t-shirt but who still surprised all the NPCs with his sudden yet inevitable betrayal.

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