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nanowrimo2009
How can one not be inspired by those beautiful golds and pinks? This at the end of my day soothes my soul and makes the daily grind worth while.

[PS: more photos on my flickr album]

Writer's Block: Who will you be?

  • 30th Oct, 2009 at 12:02 PM
abby goth

What are you going to be for Halloween this year? Are you going to wear coordinating costumes with a friend or partner? Did you buy something pre-fab or make it yourself?

Submitted By [info]crazyprotein


View Answers


Not entirely sure of the final product yet but for Halloween at work I went as an undead Python Developer with Pink glowing horns - cue lots of back eye-make-up, pale complexion, sunken cheeks and dark lips.

Might just rock the same or similar tomorrow night as it is easy enough to pull off but I may make more of a clothing effort ... still not sure though and lacking inspiration too.

Play of light across the water

  • 25th Oct, 2009 at 9:05 AM
nanowrimo2009
I really wish I could get this shot right but I guess practice makes perfect!

Sponsor my novel! Help a great nonprofit!

  • 14th Oct, 2009 at 10:33 AM
nanowrimo2009
This November, the nonprofit Office of Letters and Light will be bringing together the mightiest of novelists for an event that will define our generation forever.

I'm speaking, of course, of National Novel Writing Month. It's a global writing challenge in which participants spend November (and portions of our sanity!) writing a 50,000-word book in just 30 days.

I will be among the participating authors this year. In addition to my writerly duties, I'm raising money to help the Office of Letters and Light continue to put on free creative writing programs for kids and adults in classrooms, communities, and libraries around the world.

Every dollar I raise will keep my spirits high as I write my way towards the realization of my creative dreams. More importantly, your contribution will help National Novel Writing Month and its Young Writers Program build a more engaged and inspiring world.

Thank you so much for your support of my writing!

Click here to visit my personal web page in support of The Office of Letters and Light. 

nanowrimo2009

This is the oldest gaming convention in South Africa and is held annually over the Women's day weekend (or closest weekend to said public holiday: August 9th) which means that this year it was 3 days and 4 nights long. It is organised by CLAWs the UCT gaming guild committee and great props have to be given to these varsity kids for the awesome event they pull together. This year was no exception.

Friday night was VTES demo games and a variety of boardgames. It was mainly a social evening designed to help people ease into the con - and to allow for the few out-of-towners to actually arrive. [Very few non-Capetownians attend this con unfortunately.]

Saturday saw the con into full swing with the Warhammer 40K Double Tourney, MTG tourney and of course the role-playing (more on that later.)

Sunday was much the same with the various events wrapping up and then awarding prizes.

Monday was another relaxed day with the Munchkin tournament, more boardgames and VTES and most of the out of towners leaving for home. The dinner ended up at Touch of Madness in Observatory and chatter went on well into the night.

LARPs were run with varying success on both Saturday and Sunday nights.
 

The Role-playing side, despite having epic prize support from White Wolf and Chaosiam publishers this year decided rather to go with a raffle which anyone could enter (even if they didn't play) than with awarding actual prizes to the participants of the games (players or GMs.) While I understand that this was a bid to remove the competitive edge for the games (something I have never really felt and I even won a best player prize at this con last year), it did for me also remove any need to actually play ANYTHING at the con. Why pay R20 play a module and get one entry into the raffle when tickets are just R5 each and you can buy 15 for any one raffle? I know this then says that I only play for the prizes, which I don't but it does not make the playing field level as I am now "competing" against people who may not even roleplay a single module during the entire weekend. The system has merit but I feel it still also needs a bit more thought - perhaps a single exclusive raffel just for those who actually played in a module for something that actually related to roleplaying (background books are only really useful to GM's and powergamers.) Having had this mini-rant though, I do congratulate those who did win the prizes as some of the rule books did look awesome.

Now on to the modules and my thoughts:
 

Friday AM
Module Name:
A Big Lost and Found
Author: Dominic Nunes
System: Werewolf the Forsaken
Number of Players: 4

Friday 2 March 1979 - The Cold War

You're on the hunt again.
Someone has lost something and your pack has been paid to find it.
What makes this hunt your biggest is that this time you're hunting an entire lost ship and her crew.
Offically she's still docked in the Persian Gulf off the cost of Iran under the control of the "Noble House" of Hong Kong.
Unofficially she's been hijacked by unknown militants.
The true challenge of the hunt will be to return the ship and her crew unharmed. This should be fun...

In other news the Iranian revolution has erupted with Islamic Socialists, Communists, Shi'a Fundamentalists and Sha loyalists fighting for control of Iran and her people.

The moon is out. It's time for the wolves to hunt.

Comments: I played the Alpha wolf and it was great fun. I am not sure if we got the rules for the changing between phases correct but as little guidance was given in the rules cheat sheet, we played it the fun way. Nothing says fun quite like detroying half a town to rescue a handful of captives and kill some seriously hugh Green Alien/Mythos creatures.
 

Friday PM
Module Name:
Concordance
Author: Brendan Quinlivan
System: New World of Darkness
Number of Players: 5

6.3 clicks NW of Al-Hillah, Iraq 0934hrs Arabian Standard Time

"What do you see, Diana?"

Private Rubreaux concentrated, focussing her will through the raging sandstorm column several kilometers ahead and onto the ruins inside. She let out a small gasp, and her eyes opened. "It's not that bad inside the storm. But the ruins are littered with bodies, sir - women and children, a few men. It looks like they've all been shot." Sergeant Marshall's face darkened. "Any sign of the cult?" "No sir, none - just the bodies amidst the ruins." "You OK?" Marshall could see Rubreaux's knuckles whitening. "I'm fine sir," came the short response. "Shit!" spat Lance-Corporal Andrews. "I swear, we're gonna get those Blood Dawn motherfuckers!" "I agree. Ang, I need details on any Arabian magickal effects powered by the sacrifice of women and/or children, stat," Marshall said. "Tanner, you move ahead: confirm the severity of the sandstorm, and any noticable effects of HARMONY, and then broadcast. I'll pick it up." "Yessir, Mr Sergeant-sir," Tanner said, and moved over the low dune and towards the localised storm. "Fuckin' jackass," Andrews muttered under his breath. Marshall shot him a look, and Andrews said nothing further.

Corporal Ang looked up. "Sir, I've searched through the knowledge on magickal rituals, and it seems that human sacrifice tends to power curses and summonings, usually of a malign nature. There are also Aztec fertility rites that required human sacrifice, but given the locality, I doubt that branch of magick would apply. Arabian branches of magick that require human sacrifice tend to be very ancient: Mesopotamian, Babylonian, Sumerian and the like. Babylonian magick of this kind would revolve around the summoning of demons and ifrit, with the sacrifice both powering the summoning, and providing a vessel for the summoned being. I can only guess that the summoning must be quite powerful, given the number of victims hinted at by Private Rubreaux." "OK, thanks. Keep dredging Babylonian magick for further details. Team, lock and load - we may meet company. Andrews, you ready to unleash?" "Oh, I'm ready all right, sir." Andrews said with a grin, as he hefted his light machine gun off his back. "It's time to burn some shit."

Moments later, Marshall turned to his team. "OK, team, Tanner's found someone barely alive, so get ready Ang. He says the storm's tough but seems non-hazardous and mostly interfering. We're going in!" And with that, they moved toward the ruins.

They did not see the figure standing beside them, nor the look of concern on his face.

Comments: Brendan is an awesome module writter and his modules always have interesting twists in them. This one had the same trademarks and delivered handsomely on story content and role-playing opportunities. I played Tanner (the scout) and at one stage I failed a luck die roll on my epic skill-thingy, so I thought I was invisible (what it was meant to do) but I wasn't. Not so good for the character but very entertaining for the rest of the party. He did not die as the result of his faux pas but he did learn some valuable lessons like how to out run people on the huge steps leading up to the Gardens of Babylon. Good fun, good laughs and some very memorable moments for all the players.
 

Saturday AM
Module Name:
Dreams of Sand
Author: Karl Silbernagl
System:  DnD 4e Light/Modified
Number of Players: 5
In the desert resources are scare.
In the desert you will find only heat and death.
In the desert water is life
In the desert shade is heaven
In the desert are you willing to share with those who you despise?
In the desert does innocence count for anything?

Comments: As I playtested this module, I DMd it at the con. It was quite delightful to take this incrediably rules light, role-playing focused module with very little storyteller guidence and mentally twist the players until their minds had been wrung of all goo and left resembling pretzels. When I played through the module in the playtest, I played a Dwarven Druid who didn't really have much to do with the story line. Feedback given to the writter from both the playtest and the actual running of the module was to rework some of the encounters to include more of the characters and to perhaps swap the dwarves out for characters more important to the pivitol ones. Good fun was had by my players and I am getting far more comfortable running modules in public (This was my 3rd public module and 1st con module - I only started DMing in February this year too.)
 

Sunday PM
Module Name:
There and Back Again
Author: Garrick Von Onselen
System: New World of Darkness - Innocence
Number of Players: 4

Pine Grove, San Locura. A small oasis amidst crisp lawns and small parks as far as the eye can see. The bright heart of suburbia. Kid Heaven. The sun shines bright and strong, the skies an almost sapphire shade of blue and every square inch of nature glows with a rainbow of summer flowers framed in an ever present green. Only the smallest of pale grey clouds on the horizon could ever remind you of the oncoming start of the school year.

But not today. Today you have finally seen the greatest movie of your entire lives and the last chapter to the most important story ever told…Return of the King. For the Cul-de-sac Kids of Foresters End, today is for Orks and ghosts. Dwarves and Elves. Swords and Rings. Today is a day for adventure in one of the last fading afternoons of the best summer vacation ever!

Comments: Garrick has steadily been improving as module writter and this year was by far his best and the one that pushed him up on to the same pedestal as Donald, Greg, Naas and several of the other Epic modules writers who have written for the South African cons. This module sounds sweet and innocent and it starts out that way too but by the end of it all of your worst childhood memories and nightmares have been brought out, twisted and magnified. I played the only girl character and the leader of the group but by the end of the module, she was an almost glibbering wreck. We did have the masterful Naas (down from Pretoria) running our table so he has finally managed to make me squirm, but not yet cry. I am not usually one who enjoys emo modules but we did get the good ending so I could forgive Garrick for making me feel so wretched while still enjoying the entire experience.

Link to con website: dragonfire.za.net
 



 


 

This entry was originally posted at http://magependragon.dreamwidth.org/1293.html. Please comment there using OpenID.

Con Report: ICON 2009

  • 25th Sep, 2009 at 7:12 PM
bookcrossing

I made my annual July pilgrimage to Johannesburg this year to attend ICON as I always do and once again it was well worth the cost of the flights up from Cape Town and the chaos of finding accommodation and transport. The con is the largest one in South Africa, but not the oldest one even if it has run for over 15yrs now, attractions gmaers from all over the country and even the world as ex-pats fly home to rejoin their friends at the RPG, Warhammer, MTG, VTES and boardgame tables or even just to hide in the dark Anime screening room (aka non-gamer gf dumping zone - "wait here sweeties, I'll be back in a few hours".) For me it is a chaotic weekend of reconnecting with friends from various cities that I rarely get to see and intense roleplaying as I play 5 sessions over the 3 days: 2 Friday, 2 Saturday and 1 Sunday. There is also LARPing for those who are interested but I don't participate in that as social-politicing doesn't interest me in the slightest.

On to my reviews of the modules I played in:
Friday AM
SPIRITUAL ENLIGHTENMENT COMES AT A PREMIUM
By Alan Brickett
You and your companions seek great spirits to join you in your future quests. Spirits of great powers and abilities, called Furies. To gain a Fury you must find the one that most closely matches your personality and traits. The one which conforms to you the most.
And so, you enter the lost passages to meet the great spirits. Only some are there to choose from however. Others are there to guide you, some are there to hinder you. Note: Virtually stat less module, highly dependent on role-playing.

System: Exalted - 4 Players
Comments: This was an interesting module but degenerates too quickly into 4 seperate story arcs that have no bearing on each other and essentially 4 mini-modules, one per player. I didn't spend much time at the table during this and it also didn't seem like all the players had to be there all the time either, which makes it very hard for the GM to keep control. Ours did an admirable job but this was not an easy module for gm or players. I can't even actually remember wht character I was playing in this module and I usually can remember all of the characters I have played.

Friday PM:
WHEN 2 WORLDS COLLIDE (PART I)
by Marié Wessels
Rokugan. The Emerald Empire. Land of Samurai. The Empire is a rich land. Plentiful water and good agricultural resources. Its people live in a rigid structure dictated by the Celestial Bureaucracy.
Just over the mountains to the South and the West lie the Burning Sands. A hot land of many cultures. There is little water. Every day is a struggle to survive. In the Burning Sands, the Yodotai armies have grown strong and conquered many. They have grown confident and now stare with hungry eyes towards Rokugan. A land recently united under a new Empress. A land that might still be rife with instability. The Yodotai have seen the rich green fields and the flowing water and they are marching…

[While the story completes in the Module, the true finale is the LARP, When two worlds collide (Part II)]
System: Legend of the 5 Rings & Legend of the Burning Sands - 6 Players (Characters are drawn from both L5R & LBS)
Comments: This was an interesting module to play through with some very interesting characters both in history and cultural mix. Once again though as in many L5R modules it draws too much on the players knowing the social customs of their particular clans and tribes which can bog down the game if only one player knows the details, unless the GM dispences with them (like ours did.) Either "cheat sheet" needs to be provided or it needs to be clearly stated that the cultural issues do not affect the game. I make a promise to myself to play one L5R game every year at ICON and I enjoyed this one most of all as it introduced more than just normal Rokugany cultures into the mix. I played one of the "gypsy" tribe characters - can't remember her name.

Saturday AM Competitive
PIETY
By Russel Goldman and rpg group
Inquisition Case File no. DX 57113//PT1108, Transmission date: 5.333.815.M41
Greetings Acolytes,
I regret that I will not be able to see you off as you depart for your first Inquisitorial investigation. Nevertheless, I have total confidence in your ability to uncover the truth behind the inexplicable disappearance of Lord and Lady Kelewan Maechenko and the gruesome murder of their four guards.
This investigation will tax you all to your limits, especially given that the planet Piety, despite its name, is a treacherous hive of scum and villainy – An over-industrialised cesspit in which billions of Imperial Citizens are crammed into vast cities. Be careful of the population, trust no-one and be sure to maintain your cover at all times – It is utterly imperative that none know of the inquisition’s involvement in this matter!
Inquisitor Olianthe Rathbone
++ Thought for the day: It is better to die for the Emperor than to live for yourself! ++
++End Transmission++

System: Dark Heresy (Warhammer 40K RPG) - 6 players
Comments: This was an interesting module to play and is a very interesting system that I most certainly could get familiar with quite happily. I have a little but limited knowledge of the WH40K universe though so it was very helpful to have a player at the table who knew more but other tables might not have fared as well. There needed to be more of a cheat sheet with the universe concepts. As the module was put together out of an existing campaign it was amusing to see who got who's characters from the orginal group and comparing the character reactions to the situation. I played a character very similar to Jack from Chronicles of Riddick - uncouth, ill-mannered but only because she doesn't know any better. It was great fun.

Saturday PM Competitive
ARIADNE'S NECKLACE
By Donald Mullany
Alphatia is a super-power, an Magocracy that spanned thousands of worlds, many different outer planes and the World of Mystara for thousands of years. Destroyed by a cataclysmic Immortal-level event on the Outer World of Mystara, the Immortals rushed to save what they could of the enormous continent and its people and transported it to the Hollow World where they struggled to rescue the doomed culture. The end result is the biggest artefact in the Hollow World, the super-powerful Alphatian Empire, the new policemen of the Hollow World.
Even so, every colonial power needs colonies, and colonies require a colonial office. In typical Alphatian efficiency, one was created and staffed with the youngest and the brightest. That is where the PC’s enter the picture. Flexible, resourceful and fully prepared for all the strangeness of the Hollow World, they boldly go where few men have been before, solving problems few have encountered. It will be your task to follow the mysteries and problems to whatever resolution is the best possible for the Empire. Naturally, if you can help out some of your colonies along the way, well… even better.
This is a 5 player Module based in 3rd Eds D20 system, although light in Rules Calls. The Module rewards Role-Playing and is character-driven. This Module allows you to enter a level of Meta-Game and modify other Players characters choices, expelling those not friendly to your faction or recruiting those that are from the linked Modules ‘stable’. The ‘ensemble’ nature of the linked Modules allows you as a party, to more efficiently manage the tasks before you and should provide some fresh insights into Role-Playing… or destroy yourselves and the whole world if your choices are not wise.
This is the first, linked Module 1 in the Ariadne’s Symphony Series

System: D20 Lite – 5 Players
Comments: I do so love Donald's modules and I was not disappointed here. The concept of being able to swap out other characters was interesting and while we did not utilise it much did have the potential for a very interesting outcome. This is a highly intense role-playing game with very little if any combat so not one for the hack 'n slashers. I started the game as a socilite named Mara (she was assassinated early in the game) and ended it as a half-man/half-vulture named Grakk - cue lots of Flaps like head bobbing. Enormous amounts of fun

Sunday Morning Competitive
ARIADNE'S DIADEM
By Donald Mullany
Alphatia is a super-power, a Magocracy that spanned thousands of worlds, many different outer planes and the World of Mystara for thousands of years. Destroyed by a cataclysmic Immortal-level event on the Outer World of Mystara, the Immortals rushed to save what they could of the enormous continent and its people and transported it to the Hollow World where they struggled to rescue the doomed culture. The end result is the biggest artefact in the Hollow World, the super-powerful Alphatian Empire, the new policemen of the Hollow World.
Even so, every colonial power needs colonies, and colonies require a colonial office. In typical Alphatian efficiency, one was created and staffed with the youngest and the brightest. That is where the PC’s enter the picture. Flexible, resourceful and fully prepared for all the strangeness of the Hollow World, they boldly go where few men have been before, solving problems few have encountered. It will be your task to follow the mysteries and problems to whatever resolution is the best possible for the Empire. Naturally, if you can help out some of your colonies along the way, well… even better.
This is a 5 player Module based in 3rd Eds D20 system, although light in Rules Calls. The Module rewards Role-Playing and is character-driven. This Module allows you to enter a level of Meta-Game and modify other Players characters choices, expelling those not friendly to your faction or recruiting those that are from the linked Modules ‘stable’. The ‘ensemble’ nature of the linked Modules allows you as a party, to more efficiently manage the tasks before you and should provide some fresh insights into Role-Playing… or destroy yourselves and the whole world if your choices are not wise.
This is the linked, Second Module in the Ariadne’s Symphony Series.

System: D20 Lite - 5 Players
Comments: Yes, I played the 2nd linked module - after the great fun had in the first one, how could I not? While this one does continue the story line it also moves in a new direction too and is definitely an Epic module fitting the epic level characters. Our table used the swap outs only right at the start to get the party we wanted and then went forth to sort out the great evil invasion. I got to play Grakk again and it was epically awesome!

I did form up a team with members from all 4 major roleplaying cities in South Africa: Johannesburg, Pretoria, Cape Town and Durban and we placed 4th out of 5 full teams which is not bad for a team with 3 players who are not used to con-gaming.

Vittorio did his usual comedy skit before prize giving which was awesome and the dinner was well worth staying for (as always.)

I will be there again next year and will likely again be killing myself playing so much in one weekend BUT you know what? I wouldn't change it for the world.
 

This entry was originally posted at http://magependragon.dreamwidth.org/1215.html. Please comment there using OpenID.

Progress: Exchequered

  • 20th Sep, 2009 at 11:13 PM
knitting

Exchequered
Originally uploaded by magependragon
Now on row 114 but have been battling to find time to knit on it even though I do enjoy doing so. I am thinking some serious series watching and knitting time needs to be scheduled during my detox next weekend (I have a 4 day long weekend as I took Friday off.)

Ravelry Link: http://www.ravelry.com/projects/magependragon/exchequered
Pattern Link: http://knitty.com/ISSUEspring06/PATTexchequered.html
chocolate
Source Rhodes Food Group
Serves: 4-6

Ingredients
1 can Rhodes Country Kitchen Tomato, Onion and Garlic
400g new potatoes, cooked and sliced (about 1cm)
125g bacon or chorizo sausage, chopped
1 red, yellow or green pepper, sliced
90g chedder cheese, grated
handful of chopped parsley
6 large free-range eggs
1 tbsp (15ml) olive oil
1 onion, chopped

Method
Preheat oven to 180C
Heat olive oil in frying pan and saute onions and pepper for about 5 min. until soft.
Add chopped bacon or chorizo sausage and fry for 3 min.
Add sliced potatoes.
Whisk eggs and chopped parsley in a bowl until fluffy and season with salt and pepper.
Add egg mixture to the tomato and potatoes and fold through.
Sprinkle grated cheese evenly on top.
Place the whole pan (if it is oven proof) into the preheated oven, or empty the ingredients into a greased ovenproof casserole dish and bake for 20 min. until the omelette is golden brown and firmly set.
Slice and serve warm as a delicious brunch dish or serve cold with a green salad nd crusty bread for lunch or an easy supper. Also great to fill lunch boxes or pack into a picnic basket.

My Notes
I put the mixture into a greased microwave oven safe dish and cooked it on high for 10 minutes instead of using the oven and it came out just fine.

Originally posted on magependragon.vox.com

Tags:

On Vox: Soft serve berry and bananas

  • 20th Sep, 2009 at 7:37 PM
chocolate

Source: HealthyFood Healthy You
Serves: 4-6

Dress it up for a dinner party or have it for brunch - this is the perfect summer dessert. The kids will love it too!

Ingredients
4 bananas, frozen overnight
300g fresh or frozen raspberries
2 cups (500ml) plain fat free yoghurt
1/4 cup (60ml) fresh blueberries
1 tablespoon (15ml) toasted almond flakes

Method

  1. In a blender, blitz bananas to break up
  2. Add 1 cup (250ml) yoghurt to moisten and blend
  3. Stir to loosen slightly
  4. Add raspberries and remaining 1 cup (250ml) yoghurt and blend till smooth (stir it if it needs loosening)
  5. Scoop out into glasses
  6. Serve sprinkled with extra berries and toasted almond flakes
Handy Hints
  1. Add less raspberries of you prefer the sweeter flavour from the bananas
  2. Use vanilla flavoured fat free yoghurt for extra flavour and sweetness
  3. Use any chopped seasonal soft fruit or berries as a topping instead of fresh blueberries
  4. Freeze it overnight. Remove from freezer 15 minutes before serving to soften slightly and serve as a berry ice cream
  5. Substitute raspberries with frozen mixed berries

Originally posted on magependragon.vox.com

Tags:

chocolate

Source: GI Lean Lifestyle Recipes
Serves: 4

Ingredients
80g pearl barley, uncooked
1000ml vegetable stock
250g tomatoes, canned
100g baby marrows, sliced
150g red onion, chopped
100g corn kernels
200g carrots, chopped, cubed
400g split peas, cooked
fresh parsley, chopped

Method

  1. Place pearl barley in a large saucepan and add vegetable stock
  2. Bring to the boil and simmer for 10 minutes.
  3. Add the rest of the vegetables and bring to the boil again and simmer for 15 minutes.
  4. Add the split peas and heat thoroughly.
  5. Sprinkle parsley over the hot soup and serve immediately.

Originally posted on magependragon.vox.com

Tags:

On Vox: Homemade Minestrone Soup

  • 20th Sep, 2009 at 3:26 PM
chocolate

Source: GI Lean Lifestyle Recipes
Serves: 4

Ingredients
300g carrots, cubed
150g celery, chopped
200g tomatoes, canned
150g red onion, chopped
250g cabbage, chopped
100g patty pans, diced
5ml garlic
625ml vegetable stock
100g corn kernels
100g baby marrows, sliced
400g butter beans, canned and rinsed
250ml pasta, uncooked

Method

  1. In a pot combine all ingredients except corn, baby marrow, butter beans and pasta
  2. Bring to the boil and reduce heat.
  3. Simmer for 15-20 minutes.
  4. Add the corn, baby marrow, butter beans and pasta.
  5. Simmer for about 10-15 minutes until the vegetables are tender and the pasta is cooked.

Originally posted on magependragon.vox.com

Tags:

chocolate

Source: GI Lean Lifestyle Recipes
Serves: 1

Ingredients
10ml Olive oil
100g onion, chopped
400g butternut, raw and cubed
5ml fresh root ginger, grated
250ml vegetable stock
250ml fat-free milk
400g butter beans, canned and rinsed
season with salt and pepper

Method

  1. Heat the olive oil in a pan and saute the onions until they are softened.
  2. Add butternut and ginger and stir-fry for minutes.
  3. Add vegetable stock, milk and salt and pepper and bring to the boil and simmer for 30 minutes.
  4. Let the mixture cool, and then liquidise.
  5. Reheat and serve hot.

Originally posted on magependragon.vox.com

Tags:

On Vox: Zesty lemon meringue mess recipe

  • 6th Sep, 2009 at 8:37 PM
chocolate

Source: Cook Yourself Thin

Lemon meringue pie is a British classic and rightly so. Apart from looking stunning with all that swirling cloud on top, it combines contrasting flavours and textures. Although this recipe omits the pastry, you will find that the crunch of the meringue, the softness of the cream and the sharp ouch of the lemon is all that this dessert needs.

Serves 6
Nutritional Information: 266 calories per serving

Ready in 2 hours 35 minutes

Ingredients

The meringue

  • 2 free-range egg whites
  • 115g caster sugar

The lemon curd

  • 2 level tablespoons cornflour
  • 100g golden caster sugar
  • Juice of 5 lemons and the zest of 2
  • 2 free-range egg yolks
The last bit of white fluff
  • 120ml whipping cream

Method: How to cook zesty lemon meringue mess

1. Preheat a conventional over to 120ºC or a fan-assisted one to 100ºC.

2. First, make the meringue by whipping the egg whites with a handheld whisk until quite stiff, then gradually whisk in the sugar, a tablespoon at a time.

3. Once you are satisfied that you have a feminine and glossy-looking mixture, dollop six blobs onto a baking tray lined with greaseproof paper and pop into the oven for two hours.

4. To make the lemon curd, put the cornflour, sugar, lemon juice (strain this in with a sieve to prevent lumps later) and the lemon zest into a small saucepan over a medium heat.

5. Stir for roughly seven minutes until thickened.

6. Take the pan off the heat for five minutes in order to cool slightly. Beat in the egg yolks with a balloon whisk until combined and set aside.

7. Whip the cream with a handheld whisk until soft but not stiff.

8. To assemble, roughly crunch up the meringue so that you have a mixture of different-sized chunks and textures.

9. Gently fold most of the lemon curd, followed by all the cream (this is important to create the ripple effect) into the meringue before dividing the mess up.

10. Finish off by running the remaining curd in swirly whirlies over the mixture in the bowls. You could garnish with some lemon zest or a spot of mint to smarten it up a notch.

Harry's Tips

1. Meringues keep really well for a couple of days in an airtight container or tin if you wanted to make them ahead of time.

2. If you don't fancy making the meringue, you can always buy it and save yourself the hassle, but make sure that you spend the money on good-quality bought meringue as opposed to that white chalk that sets your teeth on edge.

3. If you're pregnant (or feeding a baby, or if you're an elderly person), then do note that this recipe contains raw eggs.


Originally posted on magependragon.vox.com

Progress: Exchequered

  • 18th Aug, 2009 at 3:39 PM
knitting

Exchequered
Originally uploaded by magependragon
I have finally finished the 102 row chart and now can continue to just knit the scarf to the desired length. Part of me wonders about reversing the pattern and knitting back down the chart again once I have had enough of the basic cheque but we'll see how that goes. I am still loving the scarf and how it is knitting up though - really soft and lovely - and the colours do seem to go so well together too.

Ravelry Link: http://www.ravelry.com/projects/magependragon/exchequered
Pattern Link: http://knitty.com/ISSUEspring06/PATTexchequered.html

System Summary: DnD 4e

  • 10th Aug, 2009 at 9:33 AM
nanowrimo2009

System: Dungeons and Dragons 4th Edition (DnD 4e)

Publisher: Wizards of the Coast

Settings available:

Default - Points of Light:

The default setting is a rather generic Tolkienesque high fantasy setting, called Points of Light, working that each settlement is isolated with little knowledge and communication beyond its own immediate area. There is little formal structure and it is up to Dungeons Masters (DMs) to shape and mold the details at their convenience for their campaign. All extra material released is optional but can be included in this setting including details from the other two settings, allowing for a rich tapestry of varying adventures, populations and campaigns.

Forgotten Realms (Faerun):

The Realms encompasses both one fantasy world and all fantasy worlds. Whatever you look for in fantasy can be found on Faerun, the setting of the Forgotten Realms game. Dragons fly the night skies, valiant heroes seek fame and fortune, the gods themselves speak through their pious servants, and mysterious wizards hunt the secrets of magics lost in time. Legends and faerie tales come alive here, whether in the noble kingdom of Cormyr, the desolate wastes of Anauroch, or the mysterious forested glades of Cormanthor. Discover all the wonder, awe, magic, and majesty that D&D promises for fantasy games and so much more!

Eberron

Eberron was created by Keith Baker and developed by Bill Slavicsek and James Wyatt in a new way to address a new breed of roleplayer. The world of Eberron is ravaged by centuries of war that have only recently ended. While nations scheme and merchants bicker, priceless secrets from the past lie buried and lost in the devastation, waiting to be tracked down by intrepid scholars and rediscovered by audacious adventurers. In a magic-punk world where halflings ride dinosaurs and elementals power cross-country transport (flying-ships and the lightening rail), the Draconic Prophecy continues to play out - who will be chosen by the dragons?

What rocks about the system

  • Simple, pick-up-and-play. Barring extensive character back stories, it is quick to throw a character together and even quicker to level up when the time comes.
  • Wizards of the Coast, makers of Dungeons and Dragons, do periodically release extra material (both free and subscription) that allow DM's to build around as either focal points or points of interest, this extra material simply serves as "optional extras" for the DM and nothing is required in the default setting. There is also resources available for players to fine tune their characters.
  • The additional settings are supplemented by a large range of novels, for those who need their fix away from the table.
  • The system is based around adventuring with a focus on tactical combat.
  • Access to the global community via free RPGA membership which has rewards from DMs and helps players find games in their areas.

What sucks about the system

  • Not everyone enjoys dungeon crawls and many games tend to up as one.
  • There is also a rather rigid structure to the game which many people do find limiting, although with 34 playable races and 37 classes the choices at start could also be too wide for some new players.
  • Rule books are very expensive and not always so easy to find at the local gaming shops.

What you need to play it, e.g which dice, money, brains, beauty, whatever.

  • a set of gaming dice (i.e. 1d4, 1d6, 1d8, 1d10, 1d12, 1d20 and 1d100) - players often have multiples of the ones for weapon damage (d4, d6, d8) to make rolling quicker at higher levels
  • Access to the Character Builder is useful for managing character sheets - but you can play with manual sheets (and most of the DM's have access anyway)
  • Imagination
  • Time - games tend to run upwards of 4hrs (particularly if played on a Friday or Saturday night.)
  • The books are handy but not required by players as most DM's have a set and will loan. They are expensive.
[Article Notes: Requested for CLAWmarks August 2009 - published. Compiled with assitance from [info]phaezen and [info]xenaroth (no credit on printed article though.)]

Campaign Report: Scales of War

  • 10th Aug, 2009 at 9:23 AM
nanowrimo2009

Adventure Path: Scales of War

Adventure: Rescue at Rivenroar (written by David Noonan, Wizards of the Coast)

System: DnD 4e (RPGA rules - allowed most books including PHB2)

Character level: Start 1st, ended 3rd.

Dungeon Mistress: Yvette Wray

Players: David Muller, Karl Silbernagl, Jason Esselaar, Gabi Burchell, Brent Bernade

Characters: Eberk Stonehewn - Dwarven Druid, Francois - Human Fighter, Solisis - Eladrin Swordmage, Elrika - Human Cleric, Gallindan - Half-Elf (Human/Eladrin) Warlock(Star Pact)/Cleric (Raven Queen)

This was my first time running anything, hence the decision to run something written by some one else. The adventure path modules are interlinked and meant to play as a full campaign making running your first campaign easier for the new DM. Wizards have now also set up a tutorial section with even more advice on how to run these modules and thus enable more people to take leap to the other side of the DM screen. It was my intent when I started this to run the full set of adventures but time barely allowed for us to finish the first adventure - 5 very long sessions and a lot of short cuts in between vacations, birthdays, exams, movie premieres and other activities.

 

Adventure blurb:
The town of Brindol has experienced a time of peace after the tumultuous war with the goblins of the Red Hand. The town has rebuilt and even constructed a memorial dedicated to the champions who freed the Elsir Vale from the grip of fear and tyranny. But now several citizens of the town have gone missing, and relics of the war have been stolen, leading many to wonder if Brindol will ever find peace. The PCs must discover what has happened to these unfortunate townsfolk and bring them back alive -- if possible.

I appealed for players and somehow ended up with 4 GM's at the table and one new player. Unfortunately, Gabi couldn't stay with us due to varsity commitments and the guys did miss their cleric healer at times.

The adventure starts in a bar in Brindol with a raid of hobgoblins and supposedly lots of fire. Having 4 PC right by the door (the cleric was further in the bar by a warm fire) tends to prevent the bad guys getting very far in and a dwarf defending the bar means this fight has only one winner. Any fire started was immediately extinguished by Chill Wind so burning the bar to the ground did not happen and the fight ended almost prematurely.

This was the theme of many things to come in fact as the party, even when whittled down to 4 and me failing to adjust the challenge rating of the encounters in the dungeon. They were very successful in the end, rescuing all the trapped prisoners and retrieving the lost artifacts after defeating the lich. However, they did not catch Sinruth who they discovered to be the leader of The New Red Hand and so the adventure can continue (and if fact does as the modules have been produced.)

Some memorable moments:

In the one room of the dungeon, the party encountered a pair of Magma Claws (lava creatures) this resulted in much yelling to Eberk the druid to "just keep blowing them hard" - Chill wind is particularly useful in slowing these creatures down.

Solisis having grown tired of being used as a pin-cushion, went and fought with one of the two gnome lurkers, having dispatched the first one he went in search of the second one, avoiding the chained and diseased woman he walked into the shadowy corner and promptly got eviscerated.

The party walk down the stairs into a room and see glowing tiles in the floor but don't really notice the two needlefang drake swarms lurking on the other side of the room. Francois steps into the room. the swarms get a surprise round and the unlucky fighter gets seriously pwned, dropping before anyone could do anything.

[Article notes: Requested for CLAWmarks August 2009 - not published]

Article: WWDDGD Reportback

  • 10th Aug, 2009 at 9:14 AM
nanowrimo2009

Worldwide
Game Day

By Yvette Wray

So far this year, two of these events have been organised and run with some amount of success. The third event is scheduled for September and everyone is welcome (as always.)

These game days are show cases for new skills being brought into the Dungeons & Dragon 4th Edition rule set and the games played are modules as provided by Wizards of the Coast. All of these events are RPGA sanctioned events and all players who attend are issued free membership.

Player Handbook 2 - 21st March

Hastily put together at the last minute, it still managed to attract 12 players on the day so 3 tables could be run.

The provided adventure, One Dark Night in Weeping Briar, show cased the gnome and drow races as well as the barbarian and invoker classes. The blurb suggested it should take 2-3 hours to run and level 11 characters were provided. It took longer to play through, about 4-5 hours, and not just because each table had to drop a character. Wizards got their timing a bit off and level 11 is a bit high to dump a new player into from the get go.

Saying that though, the completely new have-never-played-an-rpg-before players did admirably and from what I heard also had a lot of fun, which is what this was all about anyway.

Monsters Manual 2 - 23rd May

A venue change at the last minute caused a little confussion but the day was once again a success with 12 players pitching and 3 tables being run.

The provided adventure, Journey Through the Silver Caves, show cased new and old monsters, included a differently styled skill check encounter and came with pre-generated 5 level characters. We played through in about 4hrs and the players had very little difficulty with the characters they were playing - 5th level being far easier to understand than 11th when it comes to powers available.

Players had fun and the DM's did too. It was great to see new faces playing alongside the old hands.

Dungeons Masters Guide 2 - 19 September

This event has already been scheduled and looks to be a lot of fun. It will also run differently to the previous events so that it better show cases the new additions in the DMG2.

From the Wizards of the Coast blurb:
This time, we're trying something really different to celebrate Dungeon Master's Guide 2. We're going to let you contribute to the adventure! The Game Day kit for the DMG 2 event contains material to let groups design their own encounters and swap DMs to play each other's adventures. This is the perfect opportunity to take a stab at designing your first encounter, as we provide a step-by-step guide for your group to use the resources provided to challenge other players at the event.
RPGA Cape Town would like to thank the players for attending, the DM's for running the games and the CLAWs committee for assisting with venues and promotion of the events.

[Article Notes: requested for CLAWmarks August 2009 - not published]

DragonFire21

  • 6th Aug, 2009 at 10:53 AM
dragonfire21

Dragonfire21 August 7-10 @ UCT http://www.dragonfire.za.net


Happening this weekend - see the site for details!