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Squall - probably of Scandinavian origin; akin to Old Norse skval: useless chatter (Merriam-Webster)
It's my goal to have the LONGEST blog pages around. Kind of.

Thursday, August 26, 2010

Thieves' World - Beggar's Revenge


If you are just picking this up, I suggest reading the previous posts first!
Prelude : Characters : Act I : Act II : Act III : Act IV : Prince and Steel : Festival : Kadakithis & HellHounds : Sikkintairs & Portals : The Swans : Stepsons vs. Jubal : Roxane


Beggar's Revenge

12th of Sperraz, Ilsday
After a few unnaturally quiet days, Gagino opens up his shop in the Bazaar and takes stock of the potential prospects for the day. There has been a noticeable, steady increase of Moruth’s beggars around the Bazaar, and business has been steadily dropping off. After a few minutes of self-deliberation, he decides to take the day off from business, and heads off for a drink or two at Marta’s with his friends.

At Marta’s, Gagino joins Modig and Jack, who are already wolfing down their breakfasts. Malkar has been missing since the attack on Roxane, and his absence is the top discussion. Lisle saunters in and subtly delivers a message to Modig. The note is from Gastov and inquires about Malkar’s recent activities; there is also an offer of some work. Modig and the group discuss the note and the prospect of a job. When breakfast is finished, the Group finds themselves on their way to the Happy Beaver to talk with Gastov.

At the Beaver, the Group and Gastov talk about the offer for work in the Maze. Gastov has a friend who owns a place in the Maze called The Dead Dog Tavern. His name is Jackson, and he’s having problems with some beggars and local riffraff causing problems that normally Jubal’s protection would have taken care of. Since Jubal’s protection is gone, the Group is going to go and see what they can do to help.

With Modig leading the way, the Group navigates the Maze to the Dead Dog. They drink the only good mead in the Maze with Jackson, who proves to be a surly man who’s definitely come to age in the Maze. Jackson has known Gastov for a few years during their business together and is glad to have an offer of protection from him. Over the drinks, Jackson talks of the toughs coming in and causing problems. The Dead Dog is a local place that attracts the weaker elements of the Maze, and Jubal’s protection was useful in this regard. Another new occurance is that there has been a significant increase of beggars in the area. The Group asks if there is a place they can stay, but Jackson doesn’t rent rooms; however, there is a building down the street that some beggars are squatting in. Maybe they can kill two birds with one stone by clearing out the beggars.

They go scout the building; their efforts reveal one door and a very small opening that might be a window, but it is more of a “murder hole”. The Group decides to press the attack since they have the element of surprise. They spread out, Gagino at the murder hole, Jack at the front door, and Modig coming down through the roof. Jack rushes in and springs a trap on the door, getting shot with poisoned darts. His strong constitution proves stronger than the poison. The room has six people inside. For appearing as beggars, they seem to be well armed. Jack rushes in and starts swinging at them, meanwhile Gagino starts playing a raucous tune on his mandolin, summoning a creature to aid them. Modig climbs along the roof, pulls a few loose boards away and drops into the building from the roof above. One of the beggars moves to block up the murder hole, and the rest focus on Jack. Gagino’s summoned monster is a hellhound, and it attacks the man trying to block the murder hole. Modig finally makes it through the roof and drops in to aid in the battle. It ends fairly quickly, but two of the beggars end up getting away. The Group searches the space, and finds a stash of weapons: poor crossbows and cheap swords. Hidden in a corner, there’s a strongbox with the beggar’s cache, a dozen or so shabooza – all in padpols.

The Group sets up defensive preparations for the building. Gagino goes to purchase a mallet and some nails, and is severely overcharged due to his upscale manner of dress. Gagino is steamed about the expensive tools, and takes it out on the repair he’s making. The building is livable, still not nice, but livable. They finish their repair tasks and go try the Dead Dog Tavern for a meal.

Trying to relax in the Maze after eating a surprisingly poor dinner at the Dead Dog, the Group hears some noise outside and they prepare for an attack. Someone tries the door, setting off the trap that Modig had reset. The door remains closed, and the Group hears ‘Ok, light it up’. Men outside the building with torches are attempting to set the ramshackle building on fire. Not as easy as it could be, as the building’s exterior of adobe is still decently intact. More men with crossbows have set up positions around the building on rooftops. Some flames catch and Gagino battles the minor flames fairly successfully. Jack sprints outside to attack anyone he can get to, which are only the torchbearers trying to start the building on fire. Modig attacks the crossbowmen, surrounding them on the rooftops, killing a few, and the rest run away. The attackers now fended off, the Group focuses their efforts on quashing the last fire. This attack and new damage to the building sparks a discussion on what to do with the building now, whether to fix it or move their Maze base somewhere else. They’ll decide tomorrow; right now they need some sleep, even if the building smells of charred wood.

13th of Sperraz
The Group decides to repair the building and stay where they are, but this time will have Gagino find better materials for better prices. Malkar shows up at Marta’s, and Kalima finds him there; both of them are not sure where the rest of the Group is. Malkar suggests that Gastov at the Happy Beaver might know something. Gastov fills them in on the job in the Maze, and the two of them go into the Maze to look for the others.

The rest of the Group is waiting in the Maze, near the beggar building looking out for more beggars and the toughs that should be around. Gagino takes his leave to open his shop in the Bazaar, and to run down some supplies. Jack goes with Gagino to take a bath, to return in a few hours. Malkar and Kalima manage to find their way to the Dead Dog, and has little problem finding their friends. Malkar and Modig seek and find the gang that they were hired to deal with and they watch what they suspect is the gang’s headquarters all morning. The gang leaves in the early afternoon, and Modig follows them around. Modig watches as the gang visits a few places, and when they start approaching the Dead Dog tavern, Modig slips away to inform the Group of the gang’s approach. As the gang nears the tavern, the Group prepares for confrontation.

The gang is made up of five tough-looking older men; they could easily be ex-Hawkmasks. The Group tells them that the Dead Dog is under their protection now. The gang recognizes the characters from their reputation around the area, and decides to leave without further incident.

“That was too easy”, says Modig. The group agrees and decides to remain in the area just in case there is any further trouble. The Group sets up watch over the Dead Dog and starts cleaning up the scorched building. Kalima fashions a crude hammock out of a length of rope. She’s slept better, but it is better than the floor. The others decide the hammock is a good idea, and decide to get some more rope or actual hammocks the next day.

14th of Sperraz
Early in the morning, Jack is outside the building when two young urchins approach him selling baked goods, and services. Jack recognizes Gabe and Jilly; they also recognize Jack from a few months ago. Jilly sells them the baked goods and Gabe works for them in the building cleaning up the fire damage and soot, after rushing off to find some decent cleaning supplies. The Group continues to stay outside of the Dead Dog and notices the beggars are all watching them. Gabe gets paid for his day of work, and goes home. The Group tries their luck with dinner at the Dead Dog again. The results are the same: they need to find a more pleasant source of food in the Maze. When they return, Kalima’s makeshift hammock has been cut to bits; the few items in the building are broken or tossed around. And to top it off, there is a fresh leaving of human waste in the center of the room. The Group believes that the beggars are responsible for this vandalism, as there are suspiciously very few beggars around.

15th of Sperraz
Gabe and Jilly meet the group at the door for more breakfast goodies and work. The Group buys more baked goods for breakfast and sends Gabe out for supplies: Hammocks, canvas and other items for their headquarters in the Maze. They tell him to go to Gagino in the Bazaar, and he’ll set everything up. The Group makes sure that there is always one of them in the building to keep the beggars from vandalizing it again. During the watch on the Dead Dog, one of the gang members visits the tavern; it looks like a peaceful enough visit, as nothing happens. On his return, Gabe tells the group about an attack on Gagino’s tent. Yesterday, the first thing in the morning, Gagino’s tent was attacked by a group of beggars: the tent sides were cut, and a few items were stolen. The tent is okay, as fellow Bazaar residents helped with repairs. The Group discusses the event with surprise, and is becoming very wary of the beggars around them.

Gabe informs the Group that the beggars are organizing a different kind of attack against Gagino in the Bazaar. The beggars are uncomfortably close to the tent and are keeping customers away from shopping with Gagino. Halfway throughout the day, the beggars increase their actions by spreading to the neighboring tents. Gagino’s neighboring merchants threaten the beggars with guards, but as soon as they are moved away, others slink in to take their places. Gagino starts playing his mandolin nonchalantly, and summons a couple of wolves to attack the beggars. The two wolves attack four of the beggars, killing one and chasing the other 3 off. Gagino releases the wolves as soon as the beggars run away. A guard comes rushing to the scene and starts asking everyone what happened. Since the dead beggar is directly in front of Gagino’s tent, the Guard starts with Gagino. Gagino slips the man a couple of shabooza, and relates that the beggars were a problem, and that something happened that took care of them. The Guard does some additional questioning, but leaves fairly quickly.

In the Maze, the rest of the Group keeps watch over their building and the tavern. They discuss a plan to fake leaving in the morning, to see if the gang of toughs leaves the Dead Dog alone or not. Additionally, the beggars have become a little more brazen: they begin throwing odd bits of whatever they can find at the Group members whenever they are within range. The beggars scamper and scurry off quickly after a throw, and it isn’t worth the Group’s time to chase after them, annoying as the pithy attacks are.

16th of Sperraz
The Group continues with their plan to make it look like they are leaving. After the show of them leaving is orchestrated, Malkar and Modig sneak back to see if the Gang stays away from The Dead Dog Tavern. They set up watch near their building, but watch from separate hidden locations.

Meanwhile, at Gagino’s tent in the Bazaar, the beggars continue to keep business away with their presence and pushy nature towards potential customers. Kalima stalks down a beggar and tries to get to the reason to why the beggars are focusing their efforts them. The beggar replies with “You attacked us first!” and scrambles away without any more words.

At dusk, a beggar approaches with a note, informing the Group of a chance to meet with Moruth, the Beggar King of Downwind. Kalima sends an owl to Malkar and Modig, informing them of the meet-up. Malkar and Modig tie a return note to the owl with “wait for us” and start out for the Bazaar, vacating their post. When they get there Kalima is finishing up some spellcasting, in preparation for the confrontation with Moruth as it could easily get dangerous. One spell is Zone of Truth, so that they can make sure that Moruth is honest with them; other spells are for the protection of the Group.

Entering Downwind, they are greeted with a barrage of items being thrown at them: rocks, pottery shards, dirt clods, sticks of wood and whatever else that can be found handy. The Group doesn’t retaliate, but lower their heads for protection and continue on. Eventually, one item that is thrown at them is a piece of white cloth tied to a stick. Kalima picks it up and holds it above their heads. The assault dies off and they see a man step out from an alley. He tells them to follow him to Mama Beecho’s place. The building they arrive at is “nice” by Maze standards, and “amazing” by Downwind standards. They enter into a single room tavern, with a curtain down the middle. The tables are low to the ground, as they are meant for cushions or pillows, of which there are none visible. Their guide motions at the curtain and hastily leaves the building.

Entering the side of the room hidden with the curtain, the Group sees a lone man sitting at another low table; it seems all the cushions have been appropriated for this table. Jack recognizes the Beggar King, Moruth. Moruth smiles a jagged smile, and waves at the table, inviting them to sit down. There are cups for drink, rags soaked with Opah, and little else. As soon as they sit, a young man comes in and starts pouring what must pass for wine in Downwind into all of the cups. Moruth encourages the Group to drink, and inhale the Opah provided. The group drinks shallowly, but doesn’t partake in the Opah.

Moruth quickly gets down to business, and makes three offers for a truce. The first offer is that the Group leaves town – permanently. Second, Moruth wants any member of the Group to come to the aid of any beggar in trouble, be it from the hand of a guard or a citizen. The third and final offer is a single payment of 1,000 shabooza. The Group tells Moruth that they need time to answer him, and he gives them until sunset tomorrow. With the offers that have been made, and Moruth’s hospitality assumedly slighted, the Group is hasty to leave. At least leaving Downwind is easier than it was entering and who would have thought the stenches of the far Westside would be a welcome odor?

After some drinks at Marta’s, the Group comes up with two counteroffers, and they write them in a letter to Moruth. First offer is a one-time payment of 500 sh and assistance to any beggar in legitimate trouble on the street in the Westside or the Bazaar. The second offer is one of an alliance of the Group and the beggars for defense against any Hawkmask oppression, and the beggars will also get the Maze building back. Happy with their progress with the beggars, the Group goes to their respective homes for the night.

17th of Sperraz
In the Bazaar, a beggar shows up at Gagino’s test and Gagino hands her a sealed note for Moruth, along with a few padpols. Around midday, Moruth sends an answer and declines both of their offers. Not wanting to leave town or pay the 1000 shabooza, the Group decides to start helping the beggars around town. They start in the bazaar, which keeps Jack busy everywhere he goes. Now that they are on watch for it, beggars seem to be getting pushed around or roughed up on every corner. The Group can hardly walk more than a few blocks without intervening on a beggar’s behalf.

A scribe approaches Gagino offering his services. The two men seem to hit it off and they start discussing jobs and future plans.

Meanwhile, Malkar shows up at the Happy Beaver to talk to Gastov about Jackson and the Dead Dog Tavern. Gastov sees him enter, and jumps off of his usual bar stool in a wild rush. Gastov attacks him screaming “You sonuva froggin’ whore! Jackson is dead, and the Dead Dog is burned to the ground!” Gastov pounds wildly on Malkar and Malkar is spitting out apologies between hits. He quickly escapes Gastov and retreats from the Happy Beaver, wondering where he’s going to stay now. He wanders down to the WideWay and sees the crowds gathered, all looking at the sea; on the horizon, there are dozens of sails that can be made out, maybe more. That many ships can’t be good for Sanctuary. Word is spreading through town quickly as the others join Malkar on the WideWay. Kalima says her goodbyes to the Group and heads for her temple to inform them of the ships; but the Temple has already heard the news. The city is starting to set up defenses, as it appears to be an attack. The Temple suggests to Kalima that she go to the Promise of Heaven where other mages are gathering.

At the docks, Modig has a lengthy discussion with Hakeem about the ships. Hakeem doesn’t have much information, he’s never seen these sails or ship configurations before. Modig decides he needs to get some rest; tomorrow looks like it’s going to be a big day. He makes it back to his apartment for the first time in a week and finds it ransacked, including one of the Group stashes of money hidden under a floorboard.

Jack wanders around the WideWay and ends up at the docks, stopping to talk to any Stepson he encounters in the area. Everyone is preparing for the worst, an invasion of some sort. The Palace is setting up magical wards and defenses and bringing all soldiers and guards in to guard the Palace. Seems the Rankens are going to let the common folk of Sanctuary fend for themselves.

At the end of the day, The Group still needs to remedy the beggar situation, and after a day of helping the beggars, they find that it is a full time job and not worth it. They decide to make the payment to Moruth, only to find out that after their counteroffer, the payout has been increased to 1250 shabooza. The Group digs into their shared treasury to pay off the beggars. Maybe now they will get some peace, although with the ships on the Horizon, maybe the beggars were the least of their problems.

Friday, June 25, 2010

GameStorm 12 - Pictures



Somehow I temporarily lost the pictures I took at GameStorm 12 this year - specifically during the Savage Worlds Hellride adventure.

So, here's a re-post of the adventure, and the pictures will follow.
Savage Worlds RPG
Hellride - Hellforce One

This game was a sequel from last year, although I didn't play it. The genre is modern. There is a gate to another world, which seems to be high fantasy - Demons, Gorgons, Dragons, etc. So, there are high-powered monsters, but we also have missiles, tanks, fully automatic guns, grenades, and gate magic to transport across the worlds. I played the medic, and took a gambling quirk. We were recruited for a mission to the other world, due to Air Force One being attacked by demon-looking creatures, which then disappeared. The President and about 40 other passengers were on board. We got a tank requisitioned, some guns, ammo, and a gate 'Go Back Box'. Simple. Find the President, activate box, bickety-bam, we're home.

We gate over, and the first thing I do is lay out a betting pool for what would break first on the assault vehicle. We look around and see a big column of light that is obvious enough for us to see it a few dozen miles away; we figure that's where we're going.

First thing we run into is a stampeding herd of creatures - which turned out to be Gorgons - thousands of them. We manage to duck into a cave (vehicle and all) while they pass. In the cave, an interested pack of rats emerge. The commander got a claymore mine positioned in time, however. After the Gorgons go by, and the rat bits are cleaned off the windshield, we're ready to go.

We drive into a canyon, and notice figures on the rim of the cliffs above us. We watch them, and after a few miles, they start tossing rocks down at the vehicle - one lucky hit, but no damage. We use the turreted machine gun to suppress further attacks. We round a corner and see a crudely built rock wall; we come to a stop. Rocks come down, and we decide to go for the rock wall - which is more like a long pile of rocks than a wall. The vehicle struggles through the pile - the loose rocks aren't a problem, though they do slow down progress. On the other side, there are 5 creatures standing there, with what looks like war paint. One of them is obviously the chief. Surprisingly, they speak a broken English. They are wanting us to leave; we tell them we are looking for our Chief. They are concerned that we are here for 'gems'. We convince them we have no interest in these gems, and that we need to get to the column of light in the distance. They decide to trust us and show us a short cut towards the column of light.

Driving at a creeping pace uphill towards the light, we get to the plateau where the light is coming from. The scene: Air Force One is hovering about 30' off of the ground, and there are actually 5 beams of light that make up the column. The 5 beams form a pentagram, where each point has a small ritual of dancing and spell casting - apparently keeping the magical 'threads' intact. In addition to the five groups, there is a massive Demon-looking thing, and he's flanked by two important looking smaller guys - all three of them seem to be in the middle of supporting a spell, as well. Behind these three, is a regiment of Arabs, which we're none-to-keen on seeing.

Pour on the attack! Our first shot is a LAW missile into one of the five dancing groups (I voted for the big, nasty, ugly demon-looking guy, but was out-voted) and the group goes down. So does the magical thread. The plane rocks ominously in the sky, but stays where it is, just not as stable as before. Then the vehicle starts going, we track a path around the plane, aiming to run down each group at the base of each thread. During the whole loop, various other monsters jump the vehicle, and we manage to brush them off with gunfire and grenades. The Arabs split up and start setting up rocket launchers and the Big Demon decides to fly up in the air. Meanwhile, our gate expert is starting counter spells for the threads. The Demon comes down and throws a cone of flames on the vehicle, barely scorching it; one of the Arabs manages to get a missile off, it hits but the impact was low. The gate expert manages to work the spell so that he can swing the plane around, trying to hit the flying Demon with Air Force One! The second LAW missile is targeted on the big Demon, with a direct hit. This crushes the morale of the monsters running around attacking us, and we can concentrate on the missile launchers still being set up. The plane drops to the ground, hopefully not injuring anyone inside. The Arab groups are dealt with, and we get a few prisoners to 'question'. A few minutes later, we board the plane, get the vehicle against the plane, and make it back to Earth with a mostly-intact Air Force One. Casualties are surprisingly low for our side. After the excitement of returning, we are invited to the White House for a huge highfalutin reception.

Oh, and the driver won the bet - the windshield wipers were the first thing to break.

Overall, I really like the Savage Worlds system; I bought the 'Explorers Edition' for $10 - cheapest RPG I've bought so far!

No, on to the pictures, the GM had some killer props. This was the final scene, with airforce one in the center of the scene.


The airplane was cool, and the armored vehicle worked great, too!


The armored truck was a force to be reckoned with, we were mowing down opponents with it. I giant, steerable bowling ball. hehehe.

Still running down demons.


Here's where our gate expert starts swinging the plane as a weapon.
The wings are starting to rip off.

The plane is unusable, but we're gating back to Earth, not flying.

Thursday, June 17, 2010

R.I.P. Colin


Our oldest dog was put down a few weeks back, I wanted to post something with pictures, so we spent time going through old pictures and scanning them. So, here's a memory lane of photos:

A very young Colin.

A very young Colin, probably focused on a toy (tennis ball most likely)

Colin and Daisy.

He loved playing fetch! His rapt attention on the Frisbee..

He was smart always figured it out. The Frisbee was too big for him, but he figured a way to carry it anyway.

And he loved the snow!


Older, more mature Colin.

Of course, with his beloved Tennis Ball.

Treats! Prairie Dog pose.

A trick we taught him - to balance stuff on his muzzle.

What's that boy? Timmy fall down a well?


Waiting for another throw.

TWO Tennis balls nearby!

Colin, Daisy and Grendel on their matching couch.

Colin and Grendel after enjoying the snow.

Colin will be missed.

Monday, June 7, 2010

New front door

We ordered a new door, and finally got it installed. Our favorite contractor (Jerry) installed it while I was out of town on business. Meran is super pleased with it.
It's an Atruim Entry / Patio Door.

The key is that the side lights open and are screened so we can have airflow without opening the door. We are looking for a working screen door / storm door solution for the door itself, but right now, that's not a priority. And, the entryway to the house is soooo much brighter, since everything is full-light.

The down side, is the size of our opening was such that the door we ended up with is a 32" door, instead of a 36" door. We are planning on ordering another one, and move this door to another spot in the house. In a year or so, we'll see.

Now on to the pictures!

Walking up to the house, some finish work is done, but we still need to paint the porch.


Looking through the plants on the porch.


Closer view.

Inside view. the interior trim work is being painted, then installed. The white is just primer, so we can paint it whatever color we want. and the linoleum is going to be swapped out with some nice slate tile.

That's it. Short post, huh?

Wednesday, May 26, 2010

Review - Alesis DM10 drum module

I've had this sucker for over a month now, and I think I have enough data to compose a review, and I do this after finding out something that is super annoying. But, we'll get to that.

First, a quick review for the impatient. This is, IMHO, the best module for it's price on the market today. Alesis could probably charge 50% more (and maybe more) and it would still be a good price. With extra purchasable 'sound sets', the DM10 is also expandable without having to go the full VST / Laptop / computer route, this isn't the first module to allow uploads (I have heard the ddrum modules did), but it is the first in recent years, and is definitely a feature that is unique in the current market. The triggering and editing capabilities are excellent and easy to learn. A few minor annoyances aside, I am very, very happy with this module.

The fuller, longer version for the detail gluttons:
The DM10 module is the newest offering from Alesis for their e-drums set. A full kit runs about $1000 (US) for the 'Studio' and about $1500 for the 'Pro' kit. Personally, if I were buying a full kit, I'd get the 'Studio' kit.

Since I built my own e-drums using acoustic shells, and I already own a bunch of e-cymbals, I only wanted to purchase the module. Cost $639, plus the mounting hardware of $40. (purchased from RMC Audio)

Comparison vs. Roland (functionality & price)
Functionally, it compares in between the Roland TD-9 and the TD-12. It has some high-end features which makes it a better module than the TD-9, but there are features that the TD-12 have that the DM10 doesn't, so I rate it in-between for functionality. But for cost, it is LESS than the TD-9, making it a great deal.

Comparison vs. Yamaha (functionality & price)
If you're a Yamaha edrummer, it's got a lot of the features of the DTXtreme III (layering comes to mind) and completely out classes the DTXPress IV. I think the only thing that the DTXtreme III has on it is on-board sampling (which even Roland TD-20 doesn't have!). The DM10 is definitely better than the DTXPress, but not quite the level of the Extreme.

After that, the DM10 is a very good module for low/mid-entry level e-drummers, it's just slightly short of the other companies top-end offerings, making it a great deal. For expereinced e-drummers, if you are used to a top-of the line modules, this may not do what you want, but it is cheaper, so if you are looking for the mondo kit and one more module, maybe this would be a good second / add-on module.

My experiences with it:
The good:
excellent editing capabilities - I get excellent dynamic response from my drum pads after tweaking the module a bit, and once I learned some settings, I could apply them across all my pads to get good response from all of them.

Lot's of inputs - The DM10 has 11 stereo inputs that an industrious user could use and configure 22 single-input pads. the 12th input is the hi-hat, and it is not stereo, only mono.

Hi-hat dynamics - This was the primary reason I bought this module, I wanted a newer module with excellent hi-hat reaction and definition. I can get about 5-6 different levels of 'openness' that I can hear. Maybe there are more, but I can't hear the difference. I can get a foot chik, and a splash.

3-zone ride feature - this takes 2 inputs (2 stereo cables) but you get a ride that has a bow, bell, edge crash and choke functionality.

Built-in kits - 100 pre-programmed kits out of the box. This thing sounds really quite good. Even kit 001, Fusion, is decent and I find myself using a lot of the default kits. You can modify these kits, too, if you want. But there are a lot of room to customize, read on.

Editable kits - the DM10 gives you 100 more kits to edit to your hearts content, what is better, you can copy a pre-programmed kit, and make changes to it, leaving the default kit alone, and allowing some significant tweak room to make your perfect kit.

Third party kits - the DM10 is going to soon feature down-loadable sound sets. These are specific kits that are made for the DM10 from companies like ToonTrack, FXPansion and others. These sound sets will allow you to replace the default sounds with a purchased 'high definition sound set'. Alesis hasn't quite gotten these out yet - to my current disappointment - but they are planning to have some for purchase soon.

Expandability - The DM10 has a unique feature to allow access to 35 additional customized sounds via MIDI. And this could be user-custom sounds, not just stock sounds. So, with my Trigger IO, I could build a monster kit with this option.

The Bad:
Single Zone hi-hat. tip and shank - is that really too much to ask for?

One choke-able crash - for some reason, only the input #7 for a crash cymbal allows choke. True, the ride allows choke, but only when configured as a 3-zone. I have a second crash that I cannot configure to choke, and I am slightly disappointed in that.

MIDI note editing - I just found this out, I was testing the DM10 into VST - I own Steven Slate Drums and I wanted to check out the DM10's MIDI capability / functionality. I found the that the hi-hat and Ride MIDI notes cannot be edited - and the manual confirms this. I found this super annoying, and while I am resourceful and can get around this in at least 3 different ways, the easiest way is to edit the note in the module. Why would Alesis hard-code MIDI note numbers for certain inputs? It baffles me.

That's my review, and as usual, I was long-winded. Maybe you'll find this useful, I hope so. If there are questions you have, feel free to post them, and I will answer them as best I can.
Tschuss!