Friday, May 31, 2013

Expedition to the Doomed Peaks--Monsters-Demons


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

Monster Index


Demons


Hisser
Leathery skinned humanoid with forked tongue and red eyes.

HD 2, Hp 12, AC 15
Fort +5, Ref +1, Will +1
Melee: Burning Touch +2 to hit 1d6
Ranged: At-will Fireball spell 3d6 (DC 12 Ref Sv)

Immune to fire attacks.


Overbiter
Big pink, muscular creature that’s nearly all mouth.

HD 4, Hp 29, AC 16
Fort +6, Ref +0, Will +1
Melee: Bite +4 to hit 2d8


Ghost Biter
Same as an Overbiter, but invisible.

HD 4, Hp 29, AC 16
Fort +6, Ref +0, Will +1
Melee: Bite +4 to hit 2d8

Invisible, DC 18 to detect ambush, 0 BAB to hit, unless the creature is somehow visibly tagged (spell, paint, etc).


Floater
A big red armored floating creature with one big eye and a big smiling mouth full of razor sharp teeth.

HD 7, Hp 45, AC 18 (Eye AC 14 Called Shot)
Fort +7, Ref +7, Will +7
Melee: Bite +7 to hit 3d8
Ranged: Energy Blast +7 to hit 4d6 (DC 12 Ref Sv ½ damage)


Resurrector
8’ tall gold skinned, big headed, near skeletal being.

HD 8, Hp 50, AC 13* (Magic or plasma to hit)
Fort +11, Ref +4, Will +3
Melee: Claw +9 to hit 1d6+6
Ranged: Energy Blast +8 to hit 4d8 (DC 12 Ref Sv ½ damage)

Can Regen all lost hp with DC 18 Fort Sv, takes full rd.
Can Respawn dead creatures in area immediately, takes full rd.


Arch Baron
10’ tall red skinned goat man with horns, furry legs, and cloven hooves.

HD 10, Hp 70, AC 18* (Magic or plasma to hit)
Fort +10, Ref +3, Will +10
Melee: Slap +10 to hit 1d10+5 + Stun 1 rd (knockback)
Ranged: Energy Blast +10 to hit 3d6 x 2 (DC 18 Ref Sv ½ dam)


Frogdemoth
Giant 12’ tall, fat evil-looking frog.

HD 12, Hp 90, AC 20* (Magic or plasma to hit) Always strike last in rd.
Fort +14, Ref 0, Will +12
Two Attacks/rd Melee Bite and Acid Spit/Tongue Shot
Melee: Bite +12 to hit 1d10+10
Ranged: Acid Spit +10 to hit 5d8 (DC 18 Ref Sv ½ dam), will also dissolve any non-magical armor it hits (shields go first, then other armor, one layer at a time)
Tongue Shot +10 to hit (DC 18 Str check or Escape Artist to break), AC 14, 10 hp, Swallow next rd.

Memorial Day Weekend Sports Journal Part 4


Sunday, 5-26-2013 Continued

I discovered last week that 1380 KHEY, another El Paso sports radio station, was carrying Rangers games. I usually have trouble getting that station, so I’d never noticed. Apparently they are more committed to broadcasting their team than KROD is to the Dodgers. So, here I am listening to the Rangers play the Mariners before the NASCAR race. Profar has hit a home run in the 1st. So far, he’s done well since the team brought him up. I just wish that it hadn’t taken Ian Kinsler getting injured for that to happen. I’d rather they were both playing. On the other side, Iwakuma pitched a fairly impressive game at eight innings and two runs, but no decision.

Unfortunately, I’ve missed the pre-race at Charlotte. I say “unfortunately,” because I was looking forward to Michael Waltrip’s grid walk. No, really. It’s so hilariously awkward, it’s like performance art. It’s almost avant garde. You have to enjoy these precious few moments of entertainment in between constant commercial interruptions.

Back at the ballpark the game has gone into extra innings (which is why I missed the pre-race). In the 11th, AJ Pierzynski drove in Elvis Andrus to take the lead. In the bottom, Joe Nathan’s first pitch to Raul Ibanez goes straight over the fence to re-tie it. Remember what I was saying about KHEY’s commitment to the Rangers? Forget that. They just suddenly switched over to the Fox Sportstalk feed, without finishing the game!

I switch over to KROD and am truly surprised that ESPN’s Sunday Night baseball is on, instead of the NBA playoffs. Even I wouldn’t have scheduled that. The Braves and the Mets are playing, but I’m admittedly listening more for an update of the Rangers game. The Mets score one run in the 4th. That’s all the scoring I hear during the game. The signal cuts out a couple of innings later after sundown. I never get an update.

I finally have the race on and am watching (though the sound is off, so I can listen to the ballgame). We’re 100 laps in with about 15 or so cars a lap or more down. There was an extended red flag for a broken cable from one of Fox’s overhead cameras. I’m sure this has gone over well with NASCAR, Kyle Busch and Marcos Ambrose, who’s cars were damaged, and the injured fans. So Fox Sports NASCAR coverage isn’t just directly boring with all their commercials, they’re potentially deadly to spectators, who aren’t even watching TV.

Okay, I was watching Stargate SG-1 for two hours. Did I miss anything? OMG! The race is still going on and it’s not even close to over. Wait, am I getting some criticism here? In my defense, I saw two really good episodes of SG-1. What did I really miss in the race anyway? A bunch of commercials? A bunch of cautions? A lengthy red flag stop? The slow and steady attrition of the field?

Can you blame me for being a little apathetic at this point? Survivor NASCAR. The Endless Race. The Race That Would Not End. Is anybody still on the lead lap? The Ranger game cut off. The Braves-Mets game cut off. My sentences being cut off. All my plans in ruins. My weekend unraveled. My vain, foolish blogging my undoing.

Five and half hours later, Kevin Harvick brings it home, or should I say, survives best. Somebody had to win. 5-Hour Energy drink is shows up as a sponsor at the end. How appropriate. NASCAR should really consider changing the Memorial Day race to something like Martinsville, something a lot shorter with more action. Having the longest, and often most boring, race on the schedule following the glamour of Monaco and drama of Indy, just isn’t working.

I missed the Victory Lane celebration. There was a Mexican soccer league championship on another station. It’s raining and they’re doing penalty kicks. Actually it’s pretty dramatic. A goalie actually stops one of the kicks. On another, the player slipped as he was kicking. America’ wins it. Half the crowd goes crazy. The team is out on the field celebrating. The coach is ruining his suit in the rain, but doesn’t care. The engraver is out on the field, in the rain, putting Americas’ name on the trophy. It’s all ended in tears for Cruz Azul, literally. (I’m not going soft on soccer. It still sucks.)

Mets, 4-2 over the Braves. Mariners over the Rangers 4-3 (damn it). Thank you local news sports ticker. (And Whitney Burbank, just for being inspirationally beautiful, as my motivation has hit low ebb.)

Well, it’s been a long day. Time to . . . Hey, is that Buckaroo Banzai coming on? It won’t end until 1:00 am. Sigh. Let me get comfortable.

Continued.

Thursday, May 30, 2013

Expedition to the Doomed Peaks--Monsters-Zombies


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index


MONSTER INDEX
Demons
Undead
Bots and Brain Lasher


Zombies

Slammer
HD 2+3, Hp 11, AC 11, Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1


Chainsaw
HD 2+3, Hp 16, AC 17 (Ceramic armor AC +6), Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Chainsaw +2 to hit 2d8 (The battery will drain after 2d6 encounters)


Gunner
HD 2+3, Hp 11, AC 13 (Kevlar Shield AC +2) Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Shock Rod +2 to hit DC 18 Fort Sv or stun 1d4 rds (The battery will drain after 2d6 encounters)
Ranged: Pistol 0 to hit (+2 with laser sight) 2d6 (10 shot magazine)


Shotgunner
HD 2+3, Hp 11, AC 15 (Kevlar AC +4) Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Vibro-Knife +2 to hit 1d10 (The battery will drain after 2d6 encounters and become a regular dagger)
Ranged: Shotgun 0 to hit 2d10 (10 shells)


Chaingunner
HD 2+3, Hp 16, AC 15 (Kevlar AC +4) Always strike last in rd.
Fort +0, Ref –1, Will +3
Ranged: Chaingun 0 to hit 2d8 x 2 (drum, 10 bursts)


Plasmagunner
HD 2+3, Hp 16, AC 17 (Ceramic AC +6) Always strike last in rd.
Fort +0, Ref –1, Will +3
Ranged: Plasma gun 0 to hit 3d6 x 2 (glowing, blue cell, 10 bursts)

Memorial Day Weekend Sports Journal Part 3


Sunday, 5-26-2013 Continued

“In my Indiana home,” Jim Nabors is on hand belting out the tradition. Even ESPN, who is to sports what a tapeworm is to digestion, can’t spoil the moment. It’s bigger than they are. I missed the entire pre-race as the F1 race ran a half-hour long, and then I went out and got lunch to take over to my parents’ place. No loss there, though Lindsay Czarniak is an infinite upgrade over Brent Musburger. Another hometown hero, Ed Carpenter, sits on pole and leads the first lap. There was more passing on that first lap than the entire Monaco race.

The current Indy car is the open-wheel equivalent of the Grand Am Daytona Prototype. That is to say, the ugliest in class. That said, the spec car at least produces close, competitive racing. There were a record number of leaders and lead changes, which made for an interesting race.

The thing is, as you get to know the drivers, you can’t help but get involved in their stories during the race and become disappointed as the inevitable attrition occurs. JR Hildebrand, hard luck loser from two years ago, crashing in the opening laps. Takuma Sato, leading the series in points going into the race, spinning out. AJ Allmendinger leading in his first Indycar race, cutting a tire. Ed Carpenter, the only owner/driver in the field, falling back after being on pole. Still, AJ and Ed did get in the top. Not bad.

The hard tension of the waning laps, waiting to see which storyline is going to get the happy ending. Like in Highlander, “There can only be one.” The crowd, already standing near the end, roars for the Indy denied Tony Kanaan, perhaps also cheering all the drivers for a great race as well. Lauren Bohlander (now Kanaan, former IRL web show hostess) appears on wife cam, an upgrade in every way over Ashley Judd. (Thank you, Dario, for divorcing her and getting her out of our lives too.) Zanardi is there. They tell his story of him rubbing his gold medals over Tony’s car. Even the weather held off to watch, as the sun finally broke through the overcast. A late caution cut short the drama, but allowed a deserving TK a couple of extra parade laps to receive the adulation of the crowd.

It was probably for the best that the race ended under caution. The potential tension and inevitable heartbreak would have been unbearable. The moment in Victory Lane, the kisses, the wreath, the milk, would have happened regardless of the winner, but who didn’t get choked up as Tony pulled out the good luck charm from his pocket and held it up the camera. He’d given it to little girl facing dangerous surgery nine years ago. She’d sent it back to him this year, hoping it’d bring him luck too.

Okay, immediately after that, we join the White Sox-Marlins game in progress. 30 teams in the league, and I get to see the two worst (Marlins and Astros) this weekend. And it’s not like the White Sox and Cubs are that great either.

Several runs have already been scored early. Sanabia is on the mound for the Marlins. It was unfortunate that he found out that the spitball is illegal, since he clearly needed it today. He’s also apparently pretty scrappy. A few years ago during a bench clearing brawl, Sanabia jumped on Adam Dunn’s back. Dunn stood up and said, “Somebody get this guy off me before I kill him.” Sanabia’s own teammates obliged and saved him.

Almost dropped off in the 6th inning. It didn’t help that all the scoring stopped when I started watching. I couldn’t keep my eyes open. My head tipped back and I got off half of a snore, before suddenly coming back awake. Things aren’t looking good for being attentive during the Coca-Cola 600.

Good to see Juan Pierre out there with the Marlins. He’s apparently committed to playing, “As long as somebody wants me.” Juan’s a gamer. I remember seeing him back when he was with the Rockies.

One time in the 9th inning of a close game, the Rockies catcher was injured on a play at the plate. He was the backup, as the starting catcher had been pinch hit for. The emergency catcher had also been used earlier. Manager Don Baylor went out on the field and asked for a volunteer. Juan said he’d played catcher in Little League, and so he put on the “tools of ignorance” and went behind the plate. I’d like to say this story had a positive ending, but the closer on the mound specialized in throwing the splitter. You can guess what happened. The first 90+ mph pitch in the dirt went right to the backstop. The runner on Third scored and won the game. Gotta appreciate the effort though.

Another time, he made an error late that extended the game. He stood out there, clearly moping. The next inning, he ended up scoring the winning run. He ran past home plate and slammed his helmet down in anger, right before his teammates mobbed him.

You can tell I was watching a great game by the way I’m telling stories about other games. Addison Reed, who’s a pretty good closer from what I’ve seen, locked down a 5-3 White Sox win. OMG! The game took two and half hours! Did they forget to play a couple of innings?

Continued.

Wednesday, May 29, 2013

Expedition to the Doomed Peaks--Level Four-Part 2


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 4: COMMAND DECK
Part Two


8-Briefing Room 1-Dangers of Halon Meeting (1 XP if the characters convince the Android to willingly join them): An Android inside is giving a Halon X safety lecture to a room full of desiccated corpses. Ted2 will be pleased to see that the characters (presumably wearing Envirosuits) have suitably taken precautions against the gas and ask if they have any questions (in the Alien Language). The Android is susceptible to a Control Wand, but would also be willing to join the party if properly motivated (namely he’s into ship safety, DC 12 Charm or some other influencing attempt). If convinced, Ted2 could be used as a replacement character. Currently, he is unarmed.


9-Briefing Room 2-Death to All Organics Meeting (1 XP): Here the Spider Bot clan is plotting their eventual takeover the ship. The lecturer is describing (in chattering machine talk) the weak points for various creatures on board using a slide show projector. There are 7 Spider Bots in the room and their attention is completely on the screen. The characters will either have the drop on them, or (more intelligently) leave them alone. (On any return trip to the ship, the characters will have to deal with more of these creatures.)


10-Briefing Room 3 (0 XP): This room is empty or make up your own encounter.


11-Briefing Room 4-One of Each Meeting (1 XP): Inside we find a Slammer Zombie giving a lecture to a bunch of other monsters. He is using a pointer at a video screen showing footage of the characters gunning down and killing a bunch of monsters. “This is what I’m talking about people, a lack of teamwork. We have got to do better!” he sees the characters come in, “Oh crap.” The obligatory fight begins, the lecturer exhorts the group to remember what he told them about working as a group. (They don’t of course. Hopefully the players take out their pent up aggression from this level and the last out on them.) Inside the room is a Slammer Zombie, a Gunner Zombie, a Shotgunner Zombie, a Chaingunner Zombie, a Chainsaw Zombie, a Plasma Gunner Zombie, a Hisser, an Overbiter, a Stalker, and a Ghost Biter. [This is my favorite encounter, by the way.]


12-Bathrooms (0 XP): A Slammer Zombie has been stuffed, head first into the toilet. He’s struggling to get out.


13-Flight Control-The Fish Tank Room (0 XP): This room apparently filled with water, though it has a strange reddish hue. There are bodies floating in it, along with other debris, such as 6 glowing Plasma Cells and 1,000 GP in diamonds scattered on the floor. The door is, of course, stuck. It can be forced with a Knock spell, or a DC 18 Str check (up to 3 people with +1 Str bonuses may try it together), or some player-inspired plan. On any successful attempt, the entire transparent wall will start to give, but the door won’t open. If another attempt is made (whether successful or not), the entire wall comes down.

3d10 Damage if standing next to wall. Even if you’re standing well away from it, you’re going to take collateral damage, 1d10. No save. The next rd, you discover that it wasn’t filled with water, it was a weak acid. Again, those next to the wall get it worse, 2d8 damage, whatever non-magical armor you’re wearing is reduced by 1 (including Android AC), any non-magical organic items are now ruined. To those further away, 1d8 damage. And the next rd, the Security Bot arrives.


14-Command Bridge (3 XP): This area is under security lockdown. Clear, impenetrable walls have sealed the bridge from the rest of the deck. They cannot be opened from the outside. The bridge is clear of gas and the inside can be seen clearly. The Frogdemoth squats over captain’s chair, seemingly oblivious. The other stations can be seen, along with the Command Elevator (make sure to mention that elevator).

Daylight is visible (or perhaps nighttime darkness) in this chamber. There is a large clear bubble 15’ overhead that has been shattered that is letting in natural light and air. It’s not a very big object, so it hasn’t been seen by anyone viewing the mountain or hasn’t been found by anyone climbing it. There is a brackish mess of shallow water on the bridge that is stagnant rainwater that has fallen in.

Whenever the party finally gets inside, the Frogdemoth swivels around to face them, and he laughs. The characters will get in the first shot. Then, he fires a Tongue Shot at someone (like the Brain Lasher if he’s there). If it hits, the victim has 1 chance to either break free (DC 18) by Str or the Escape Artist skill. Until it’s the Frog’s turn again, the tongue may be attacked and if depleted, the character is freed (the tongue regenerates immediately for the next attack). But when it’s the Frog’s turn, the victim is dragged into his maw, and is dead, goodbye.

For subsequent rds, the Frogdemoth makes two attacks per rd, either an Acid Spit and a Bite, or an Acid Spit and a Tongue Shot. (I’d recommend rolling 1d4 and using the Tongue on every 1.) Remember that the Acid dissolves non-magical armor in layers, in addition to hp damage. For example, first shot ruins the Kevlar shield, the next, ruins the Ceramic armor, the next ruins the Envirosuit.

Androids can be commanded or if being played as a character to act as a suicide bomber. The Android must grapple the Frog (Melee attack plus a DC 12 Str feat @ +9). It then must hold on for 1 rd (DC 18 Str feat) as the Frog attempts to shake him off. (Other suicidal characters may pitch in to try and stop it from shaking the Android off.) The Android explodes the next rd.

If the Frogdemoth is killed, he may attempt a death speech, where he will begin reciting details about the survivors’ mother’s anatomies and sexual habits. The characters should know what do to get him to shut up, permanently.


Afterward and Escape

If the players come up with any way of escaping through the broken bubble over the bridge, let them go. They’ll be able to work their way back down the mountain fairly easily, and they’ll know where to go to get in from the top for a return trip. Alternately, they could go back down through the ship and escape back through the bottom, which is now open. However, they’ll have to fight their way through, but at least everything killed at this point, stays dead. You’ll want to come up with some hard numbers for the monsters for any return trip. Of course, there’ll probably meet some more adventurers (or even humanoids, like Orcs) on the way through the ship on any return, and surely some of them will have figured out how the guns work.

Memorial Day Weekend Sports Journal Part 2


Sunday, 5-26-2013

Oh my God! It’s 6:30 Sunday morning on a three-day weekend and I’m awake. Why? Why God, why? Oh wait, I know. It’s so I can watch the F1 race at Monaco . . . in Spanish on Univision (Uni Mas specifically). “Nico Rosberg! Nico Rosberg en primer position’! Gooooooooool!”

I’m slightly incoherent from waking up two and half hours early and from the events of yesterday. I seem to remember some nine-hour baseball game where the teams kept changing uniforms every three hours. Tomorrow, I may have similar recollections about today’s races.

No grid walk with Peter Windsor before the race, though Cameron Diaz was there. Frankly, I’d rather see Windsor or even Michael Waltrip (more on that later). The pre-race views of the track are breathtaking. Most of the balconies overlooking the track are filled with spectators. The stands are full. The harbor is stacked with yachts with parties on deck. Prince Albert is in the royal box and along with a very pretty Princess Charlene.

So far, the only thing I’ve gotten from the commentary is a shout out to Juan Pablo Montoya and “Viva Mexico,” when the two Mexican drivers in the field were shown. David Hasselhoff! We have David Hasselhoff in the house! Is Kitt there as the Safety Car?

Felipe Massa of Ferrari, already having a bad race, has a massive shunt into the barrier at Ste. Devote bringing out said Safety Car. (Thought I didn’t know anything about F1, didn’t you?) It was an extended clean up, as Massa, in a neck brace, made a rather forlorn figure atop the barrier. The commentators started talking about soccer.

Back to racing. Sergio Perez, one of the Mexican drivers, passes my favorite F1 driver, Jenson Button for 6th. “Gooooooooool!” Seriously, every move the kid makes brings out a round of cheers from the broadcast booth. Pablo Maldonado is pushed into a wreck by Chilton bad enough to bring out a red flag for track repairs. Then another wreck. Kitt is getting a workout. Right out of the tunnel, Grosjean ran up the back of Ricciardo. (Okay, I don’t know who these guys are.)

“No! No! No!,” shouted the announcers as Perez made an ill advised move on Kimi Raikkonen into Nouvelle Chicane and his race ended a few laps later. The announcers snickering at Button’s expense has also ended as he gets his place back. Forgotten during the race, polesitter Nico Rosberg, finishes in the same position, virtually unmolested through the entire affair. It was his hometown race, having been raised there.

I have to say it. In spite of the partisan call and the lack of an interesting race, that was the best race coverage ever. Two and half hours without a single commercial interruption. Inconceivable. The rest of the racing coverage today is going to pale considerably in comparison.

Continued.

Tuesday, May 28, 2013

Expedition to the Doomed Peaks--Level Four-Part 1


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 4: COMMAND DECK
Part One

Player Map

Ref Map



The good news is that this level is actually well lit. The bad news is that it’s filled with a hazy, poisonous gas. It’s not totally obscuring the view, but you can’t see clearly more than 30’ away. The ship control rooms and the bridge, all have transparent walls, allowing a view of the inside. These walls are essentially impenetrable to weapons fire, and have to be entered via door. The doors here are conventional and open to the inside. It should also be noted that many of the rooms on this level are an exercise in curiosity (or greed) killing the cat.

There is no safe place here for an extended rest with the gas present. The group, assuming they’re wearing Envirosuits, will have a 5-minute warning whenever their air is running out to get back below.

There is only 1 Wandering Monster on this level, but it’s important. The Security Bot is essentially a floating trashcan with a pair of tentacle arms and turret head. The Bot makes a peculiar humming noise, so the characters will hear it coming (or going). If defeated, the Security Bot will fall over and a Keycard to the CE (Bridge Elevator) will pop out of its chest with a ding (and then issue a self-destruct warning once it’s been pulled).

Roll 1d6 each time the characters exit a room (not when they first enter the level though) or anytime the characters make a ruckus. On a 1, the Security Bot appears. If not drawn to a fight, 50% chance that the Bot is moving away from the characters on its usual patrol circuit, but they see it and hear it.


1-Entry (0 XP): Once again, the level map is on the outside of the elevator. This level is filled with Halon X (essentially a Halon, mustard gas combination, a side effect of the Halon is that no fire can be started on this level). Entering this level without an Envirosuit is potentially lethal. First rd, DC 12 Fort Sv or knocked unconscious, next rd, DC 18, next rd, you’re dead. We’ll assume for the rest of this level description that the players figure out that characters need to be in Envirosuits. The taunting voice returns and tells the group that now they should pray to be killed quickly, because if they survive to meet him, they’ll end up as a meal. The voice may also offer clues if players get stuck, just to move things along.


2-Communications (1 XP if the Brain Lasher joins the group): The group can see someone seated at a console doing something, but can only see him from behind. Inside, they find a Brain Lasher slurping coffee and trying to work with the computer. Freud promptly does a spit take, and then in an attempt at being commanding, demands that, “Lesser species, you will now escort me from this insane facility at once.”

How this creature got here is up to you. Perhaps he’s related to the similar creature from the original adventure. Anyway, Freud’s stuck here and is willing to work with the group to get out. Consider a DC 12 Charm or some other influence attempt to get him to join the group, if they’re promising to help him out. He’s not going to want to fight, but will if prodded, possessing the weakest willed member with the biggest gun to turn on the group. He also doesn’t have anything on him worth taking. If the attempt fails, Freud will dismiss the group and continue working.

The Lasher is an insufferable bore and should be played as such. (By the way, he’s immune to the Halon X gas.) If with the group, he will offer prudent advice in such a way that it’s unlikely to be followed. He does know about the Security Bot and other level features. He is an overly cautious fighter, but capable. If present at the showdown with the Frogdemoth, Freud may take one or two shots at it (depending on his relationship with the group), but since the area is free of the ship’s force fields, he will try to Plane Shift and escape (and make a perfect a target for the Frog when he does).


3-Nav-Terrarium Room (0 XP): It’s a jungle in there. It’s filled with vines, plants, and flowers. Entering the room, it’s also filled with 6 Plant Zombies, who attack from surprise from around the room (DC 18 to detect). They’re essentially camouflaged Slammer Zombies, but on any hit, the victim must make a DC 12 Fort Sv or be infected with a nasty virus. On failing the save, the victim’s ability stats all go to 0. 1 turn later they fall unconscious. They can be healed with a Healspray, Paladin healing, or a Paladin heal disease spell. Otherwise, they’ll recover with a day’s rest. The Zombies are all tethered to the plant growth via vines. If cut (AC 10, Hp 1), they immediately fall dead.

However, a new vine will immediately attack upon the death of a Zombie. DC 12 Ref Sv to dodge, otherwise the victim is bound and takes 1d8 damage each rd. DC 18 Str check to break free or Escape Artist skill. Can be cut easily (AC 10, Hp 1), but another vine attacks immediately. There’s nothing of value in the room.


4-Bathrooms (0 XP): There is a Plant Zombie hanging over a toilet with an attached vine going up overhead into the vent (the plants have gotten into the ductwork of this level). He attacks like a marionette. Cutting the vine releases a vicious slimy Bathroom Mold culture from the ceiling upon everyone inside. DC 12 Ref Sv to avoid. DC 18 Fort Sv if hit. On failing the save, the victim’s ability stats all go to 0. 1 turn later they fall unconscious. They can be healed with a Healspray, Paladin healing, or a Paladin heal disease spell. Otherwise, they’ll recover with a day’s rest. (It’s related to the Terrarium Room virus.)


5-Refreshment/Rest (1 XP): There are vending machines here with tasty snacks to be had inside. Unless you break into them, in which case you discover there’s a pissed off Spider Bot inside. Spider Bots will then break out and attack from the other three machines. There is a med kit in the Rest Area with 2 Healsprays.


6-Warp Control-The Fingerpainting Room (0 XP): Much of the transparent walls have been covered over from the inside with multi-colored paint, crudely applied by hand, totally obscuring the inside. The door to the room is stuck and will have to be forced open. Inside, we find the tragic results of a warp field accident. The entire room and everything in it has been hideously twisted into a variety of bazaar shapes. The fingerpainting is actually a person, who has been smeared across the transparent wall. Unfortunately, there are several other people inside who have also been horrifically disfigured. Even worse, a couple of them, melded into the machinery, appear to be alive somehow and screaming for help.

Everybody entering the room needs to make a DC 18 Will Sv, or they go temporarily mad (1 turn) and will run screaming from the room. (Paladins are immune.) What a terrible time this would be to run into the Security Bot. (Especially since the characters will simply keep running.) There is nothing of value in this room.


7-Bathrooms (0 XP): A Slammer Zombie is meticulously applying makeup in the mirror, oblivious to the characters.

Memorial Day Weekend Sports Journal Part 1


Saturday, 5-25-13

Welcome to Sports-a-poolza 2013. Here I will document my shameful lack of useful activity over this three-day weekend by doing nothing but watching baseball and racing. (I’ll only be watching the NBA if Lebron James’ mom holds me hostage and makes me.) Yes, I’ve got several more productive things I could be doing, like putting together this Oriental Setting I’ve been working on. I’m sure I’ll rue this colossal waste of time about three weeks from now, when I run out of prepared RPG game material. But for now, it’s all about sports indulgence.

We’re already off to a good start. After work Friday night, I saw a few glamorously claustrophobic minutes of the F1 practice in Monaco. Then listened to the Rangers easily best the Mariners, at least until the M’s made a game of it in the 9th and Nathan had to come in and save it. A win nonetheless.

First up this weekend is a round of the Lucas Oil Off Road Racing series. It features a bunch of trucks with really good shock absorbers racing around an over-sized dirt bike track. I don’t write about these guys, but pound for pound (or RPM for RPM) it’s probably the most entertaining racing out there. You’ve got trucks on a dirt track, racing close and hard, hitting each other, making big jumps, drifting through turns, and occasionally flipping and rolling. The racing is competitive and the drivers have strong personalities. The races are short and keep your interest and generally aren’t constantly interrupted by commercial breaks (unlike some other series).

They only seem to race once a month, so that’s likely why they fly under the radar. CBS seems committed to them (though on delay), so somebody other than me is watching. My main complaint about the coverage is the loss of Keli Snyder as a pit reporter. Just getting a couple of glimpses of her was worth turning in for. (Don’t tell Kelli Stavast about this.)

And as sure as I sit here praising off-road racing, the races today sucked. I’ll blame the Las Vegas track for this, though I’m hardly an authoritative expert. This was just a palette cleanser anyway.

Well, I’ve got a half-hour until the ballgame. Let’s watch that really important UEFA Champions League final match. Okay, what I’m seeing here is a bunch of guys jogging around a field kicking a ball. The crowd at Wembly Stadium is engaging in nonsensical cheering and incoherent chanting. It’s like a Nazi rally without the parade. I’ll say one nice thing about soccer, at least it’s commercial-free during the match, unlike some other sports.

And speaking of those other sports, I’m saved. There’s a NASCAR Nationwide race on. Wait, didn’t I swear that I was going to stop watching Nationwide racing? Well, this is an emergency. The cars are better looking than the Cup series anyway.

They’re in Charlotte, and there’s a bunch of Cup drivers in the field and . . . Yawn. Oops, nodded off. Oh, it’s lap 6. Commercial. Flip. Still nil-nil in the championship match. Flip. Still driving around in circles under green. Commercial. Flip. Still nil-nil. And I’m going mad. Oh thank God, time for baseball! (And never do that again.)

“The most important things in life are good friends and a good bullpen. Not necessarily in that order.” Good advice from Reds’ manager Dusty Baker. Welcome to Great American Ballpark in Cincinnati with the Cubs and the Reds getting ready to play.

Wait, I have to relate this story from the newspaper first. Marlins pitcher, Alex Sanabia didn’t know that spitballs were illegal in the game. Yeah, that’s right. You’ve got to use Vaseline like everybody else. Oh, Bayern Munich and Kyle Busch “won,” for whatever that’s worth. Whatever.

What did we learn during the Reds-Cubs game? The Reds were founding members of the National League in the 1870’s, but were kicked out for selling beer on Sundays in the 1880’s. They were later brought back in in the 1890’s however. It was that kind of game. Len and JD were having a good time calling the game, but the crowd was generally listless, perhaps owing to Reds pitcher Homer Bailey’s excruciatingly deliberate delivery.

We did have the amazing mystery of the foul ball man. A ball boy caught a foul grounder and flipped it to a fan standing nearby. The fan then took the ball and started walking up the grandstand steps. And kept walking. The camera continued to follow his progress as Bailey was in no hurry to continue the game between pitches. “Is he taking his ball and going home?” asked Len and JD. Finally at the top, near the concourse, he found his seat and gave the ball to probably his wife. The burning question is how long was he down there waiting? Or, was he just really fortunate?

Three and a half hours later, the Reds won 5-3. The crowd didn’t get into it until the 9th with two outs, after Aroldis Chapman threw a 100-mph pitch at Scott Hairston’s head. Hairston also had words with the ump, who called him out on a couple of questionable pitches. Who could blame the ump for wanting to finally end the game?

Noooo! The Fox regional game for me is the A’s vs. the Astros. Come on! I wanted to see that Dodger-Cardinal game, not this zero-interest match up. I’m very disappointed, and I’m sure I’m not the only one (my dad for example).

So here we are in Houston. Yeah, there’s that train on the outfield wall. Those short, pull-happy fair poles down the lines. That hill in the outfield, instead of a wall, with the flagpole in the field of play. And there are the Astros, wearing the worst shade of orange possible. For 40 minutes in the top of the 2nd, the A’s proceed to take batting practice. The pitching coach went out, and I can imagine how that went. “Now, now son. It’s a learning experience. You keep your composure out here and someday you’ll make it onto a Major League team.”

In more interesting baseball news, the Giants beat the Rockies on a Run-off inside-the-park home run in extra innings by Angel Pagan. Cool.

The crowd in Houston is actually more involved and vocal than the Cincy crowd. Yes, they’re rooting for the Astros, and the Cincinnati crowd was a full house. I like Bo Porter and Reid Ryan running the Astros. They gave good, upbeat interviews. Nice night for Matt Dominguez with three homers. Certainly I really liked that hot, busty blonde behind home plate. I think the Astros have some real positives to build on. For now though, they lost 11-5 in another three and half hour game. Props with Mitch Williams and Rich Waltz for doing their best calling a game with very little to work with.

I have immediately joined the Ranger-Mariner game on the radio, already in progress. Matt Hicks is relating an interesting tale about getting hit by foul balls while broadcasting. Once in the back of the head by a ricochet after ducking to avoid the ball, and another while in El Paso, getting hit inside the press box in the ribs. He went down the next day and got the ball signed by the player.

Felix Hernandez was strangely not the story tonight and got lifted half way through the game. The Rangers scored some runs and won 5-2. I hope that wasn’t too detailed for you. My reception for most of the game was actually pretty bad, thus limiting my comprehension of it. At least this game only went three hours and 15 minutes.

And so ends day one of my three-day weekend. I’m exhausted. Tomorrow’s sports schedule is actually busier. This may not have been a brilliant idea.

Continued.

Friday, May 24, 2013

Expedition to the Doomed Peaks--Level Three-Part 2


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 3: COMPUTER OPERATIONS
Part Two


5-Chief Programmer’s Office (0 XP): Door is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. Inside, a half-naked, sexy girl, an Orc, and a little flying Pixie are gathered around the conference table, while a small dragon is curled up in the corner. They are all arguing in the Alien Language, but will stop when interrupted and acknowledge the characters. Each of them will have different attitudes towards the characters and try to engage them. They will tell the group that they must go on a mystical quest to prove their worthiness before they can go to the next level.

They are, of course, hologram illusions. DC 18 Wis Sv to disbelieve them (don’t roll unless the players say to). If it’s demonstrated that they’re illusions, they disappear. If the characters are all fooled, the Voice in the head returns and laughs at them, and then the illusions disappear (but try to keep the gag going for a few rds). A Keycard for the Master Switch is lying out on table. There’s nothing else of value in the room, except for some collectibles of Alien pop culture.


6-Central Processing Unit (1 XP): The CPU is a massive piece of equipment with a myriad of flashing, sparkling lights. A Keycard for the Master Switch lies on the floor at the far end of the room. Moving towards it, there will be a slight crackling noise from the computer. Actually taking the Keycard, unleashes the Lightning Poltergeist, 1d10 damage to everyone in the room. Anyone in an Envirosut is safe. This is a Trap Room, there’s nothing here the characters can fight against. Shooting or unplugging the machine does no good. If they run flat out of the room, the characters will be hit one more time, otherwise they are hit every rd they are inside.


7-Lounge (0 to 1 XP depending on how it’s played): Last chance for possible replacement Adventurers are found here. God knows how they got here. It can also be empty if an Adventurer encounter isn’t desired. The vending machines in there can be broken into for some unhealthy snacks, if the characters are desperate for them. There’s even coffee and a coffee maker. 4 doses of Gen-Booster are on top of the cabinet. They are just Int boosters though. There are also 3 Heal Sprays in a Med Kit.


8-Switching Units (0 XP): These units produce a low, steady hum, as the lights on the front pulse in unison. There is also a pulsing spot of light overhead that isn’t part of the lighting structure. This is a Wraith, who will swoop down and attack as soon as it is noticed. There is nothing of value in this room.


9-Facilities (1 XP if the characters get the Android to voluntarily join them): This area is well lit. In one of the stalls is a nervous Android sitting on the toilet. Sam1 is hiding from his insane brothers. He can be controlled by a Control Wand. If properly approached, Sam1 might be persuaded (in the Alien Language) to join even without being controlled (DC 18 Charm or some other influencing attempt likely focusing on getting revenge on the other Androids, can be used as a possible replacement character if successful). If attacked, he will simply run and hide elsewhere. He is unarmed.


10-Test Bench Area (2 XP): Entry to this room is at the south end. This place is a disaster area of random computer equipment in various stages of repair. There are 3 sonic screwdrivers lying around if the characters are searching and have seen one before. There are also 2 Heal Sprays in the area (for minor cuts). There is one person laboring away on a machine at the center of the room. A Keycard for the Master Switch is lying on table before him. Any attempt to engage the person or grab the Keycard reveals that it is actually a Ghost. Any person grabbing a Keycard will be an immediate target for possession by the Ghost, who then fling the Keycard further back into the room. It will be actively trying to keep the Keycard away from the characters.


11-Long Term Stores (0 XP): This room is ominously dark. The machines here are simply steel cabinets without any lights on them. After they’ve been inside for 1 rd, the characters will suddenly notice that the shadows on the wall from their lights are moving and seemingly dancing on their own. 4 Shadows will leap off the wall and attack. They will then leap back into the shadows and try to attack from surprise. There’s nothing of value inside.


12-Maintenance Area (1 XP): This place is filled with stacks to Mag reel tapes, punch cards, floppy disks, and antiquated storage devices. There are also 4 dead bodies inside, one of which has a Keycard to the Master Switch hanging around his neck. If the characters start to get the Keycard, the body will rise off the floor and begin dancing like a puppet on a string, and then be flung at the characters. Other items in the room will start flying at the group. This is the work of a Poltergeist haunting the room. The body with the Keycard won’t be tossed around again (the other bodies should be). If the characters wish to grab the Keycard and run, that’s a good strategy.


13-Programmers’ Consoles (0 XP): These areas have a clear, impenetrable wall on the outside. There is nothing interesting in them, but they are safe zones. Any insane Androids will stand in front the wall and look in at the characters, but will run off if the characters exit.


[I was out on family business Thurday and  forgot to put up a note that I wasn't going to be able to post.  Sorry about that.  I'll also be out on Monday for the holiday, but should be right back Tuesday.]

Wednesday, May 22, 2013

Expedition to the Doomed Peaks--Level Three-Part 1


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 3: COMPUTER OPERATIONS
Part One

Player Map

Ref Map



The main lights are off on this level, but all of the computer equipment has filled the level with small, flashing, multi-colored lights. The flooring is clear over the pathway leading to the Master Switching Unit, revealing pulsing, flickering fiber optic cables. Unless otherwise indicated, doors on this level open automatically when approached. The level is filled with computers and electronics equipment, none of which the Medieval character group will be able to figure out or use.


1-Entry (2 XP): Once again, the level map is on the outside of the shaft. The taunting voice returns. This time he sounds a little pissed. “You’re not getting any farther than this. Prepare to die!”

After the characters enter, they become the quarry of 4 insane Androids with plasma guns. Because of the visual riot of flashing lights, it is DC 18 to detect the ambush. They are stationed around the four corners of the main chamber. They will attack one at a time, in a harassing manner, trying to pick the characters off, running to a new location, while another android attacks. It should be made difficult for the characters to figure out how many droids they are being attacked by.

Any naturally rolled miss of 5 or less with a firearm hits a computer bank and shorts it out. There will be 1d6 electrical damage to everyone in the area of the shot. Androids will be stunned for 1 rd. The Androids can also be stunned for 1 rd by a Control Wand once each, but not controlled. They will self-destruct at 5 hp or less and will try to kill as many as possible in the attempt. They carry 3 Plasma Cells with them. They won’t pursue anyone ducking into a room.


2-Master Switching Unit (1 XP for the players figuring out for themselves that they need to gather Keycards, 3 XP for defeating the Arch Baron): This artifact is hard to miss in the room. It is a large column going up to the ceiling and filled with blinking lights. There are 4 glowing Keycard slots protruding out of it at chest level, also hard to miss. If the characters don’t get the hint, the Voice in the head may taunt them with a more obvious hint.

If the 4 Keycards found on the level are placed into the slots, all the power in the room goes out and everything goes dark. The pillar lowers from the ceiling with the Arch Baron demon right on top of it. It reaches the floor in 1 rd, and then the demon attacks. Upon his death, the Exit Elevator opens with a ding.


3-CE Command Elevator (1 XP if the players figure out for themselves that they need to come back to this level to get into the bridge): In the Alien Language, this elevator is labeled, “To Bridge.” There is a glowing cardslot on the outside requiring the Security Bot keycard from the Command Deck level. No other card will work.


4-Exit Elevator (1 XP if the players put on the Envirosuits before going up to the next level for the first time): The cardslot on the outside is not glowing. Surrounding the elevator are six dead bodies wearing Envirosuits. 4 have fully loaded pistols with laser sights, 1 has fully loaded shotgun, and the other has a fully loaded chaingun. Their suits are all fully functional as well. (These guys were all massacred by the Androids before they could confront the Frogdemoth, by the way.)

Tuesday, May 21, 2013

Expedition to the Doomed Peaks--Level Two-Part 4

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index


LEVEL 2: CREW DECK
Part Four


16-Survival Chamber: Water bottles and rations piled up inside. There’s a large number of opened and eaten packages. In the bathroom is a charred Hisser corpse standing over the toilet. He’s holding a match. In the toilet, among the (ahem) voluminous debris is a 1,000 gp diamond.


17-Thieves Vault: 10,000 gp in jewels and precious gems is in a small vault in the closet. It is DC 18 to safecrack (Pick Lock) by a thief. Alternately, the only other thing that could probably crack it would be a shot from a Plasma Rifle. Roll on the Corridor Table immediately if that’s tried.


18-Pet: A small cat is the sole occupant of this room. If fed and cared for, it will follow the characters around and warn them of any traps or approaching monsters. It will run from any fight and reappear afterward.


19-Hoarder: Room is completely packed with items. One of each from the Random Items Table, but will take 5 turns to find them. Roll twice on the Corridor Table when exiting.


20-Fire Room: The Living Room door is the hot to the touch and fused shut. The other door will open to reveal an extensively fire damaged Sleeping and Bath area. In the Living Area, there’s a plasma fire raging from a busted conduit, 1d12 damage each rd, unless wearing an Envirosuit. There’s clear evidence of an explosion in the kitchen, with a crater where the Food Master was. Embedded in the ceiling is a 1,000 gp diamond that will take three rds to dislodge.


21-Gas Room: There’s a powerful bad smell in this apartment, DC 12 Fort Sv or stunned 1 rd (puking), unless wearing Envirosuit with the air supply on. In the bathroom, it’s worse, DC 18 Fort Sv or stunned 1 rd. There on the toilet is a dead Overbiter in (ahem) repose. He’s holding a newspad, which says (in the Alien Language) “Beware the Resurrector!”


22-Dumb Zombies: Here we find several Slammer Zombies in embarrassing situations. One has his head in the oven. Two are helplessly floating in the Sleep Field, unable to get out. One is hugging the toilet. One is masturbating in front of the Holovision. One has slipped in the tub and keeps slipping when he tries to get out. One is trapped in the closet with a steamer trunk on top of him. One is endlessly looking at itself, primping in the dresser mirror. None will attack. Painted on the wall is a rough map of the level. The Casino and the Captain’s Cabin are highlighted with red “x’s.”


23-Poker Game: Low lights are on. 3 Slammer Zombies are playing an intense game of poker. One character may join in with a 100 gp stake, otherwise the Zombies won’t notice the group. There are 1000 gp in diamonds in the kitty. Play out a hand or two as you want. You can even just roll dice, high score wins. While the Zombies are happy to take the character’s money, the first time the character wins a hand, the Zombies get up and call him a no-good cheater (in the Alien Language) and attack. An Overbiter suddenly charges out of the closet after the fight starts.


24-Viewing Party: Lights and Holovision are on. 4 Slammer Zombies are gathered around it on the couches. They are laughing and talking and eating snacks. They are watching some sort of sporting event. They will ask the group if they are Purple fans (in the Alien Language). If the characters say they are, they are invited to watch and eat. The characters may leave at any time. Otherwise, they attack immediately.


25-Adventurers’ Room (0 to 1 XP depending on how it is played, the group should be much better armed than the Adventurers by this point): Again, possible replacement characters or some other encounter with Adventurers. If an Adventurer encounter isn’t desired, then the room is empty.

Baseball Journal: Replay


Meanwhile, the MLB is again contemplating enhanced replays because of a couple of blown calls (one of which was replayed, and the other was a rules issue). The game just doesn’t move slowly enough. The pace of the game doesn't scare off enough sports fans from trying baseball. Something must be done!

My main issue is that whatever system MLB comes up with will almost certainly be badly implemented, will slow down the game, and still won’t get calls right. How do I know this? Three letters: NFL. Look, I’d like the calls to be right all the time too, but one of the few speedy aspects of baseball is the immediacy of an umpire’s call on a play.

What needs to be set up needs to be real-time where possible. We could have an electronic strike zone right now calling balls and strikes instantly, though unfortunately this was an item specifically excluded from replay talk. I’m slightly encouraged that the line-calling system they’re thinking of using is the same one that’s used in tennis. It’s quick and accurate and could be used real-time.

Safe or out calls are probably not going to be real-time at this point (maybe in the near future), much less trapped balls. I am against some prissy, flag-throwing procedure for the manager on close plays, if for no other reason than the inevitable gamesmanship that will follow. No, all questionable plays should be reviewed just to be fair, and it needs to be quick. I’m going to completely disregard the possibility of all the calls being made correctly, just correct the obvious bad ones. I think that’s the best system we can hope for.

Monday, May 20, 2013

Expedition to the Doomed Peaks--Level Two-Part 3


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 2: CREW DECK
Part Three



Crew Apartments (All of the numbered encounters are 0 XP, except for the last one): These generally work about the same as the Residence apartments, only being smaller and one level. If the group is starting to acquire too much crap gear, roll instead on the Random Zombie Gear Table. Here are some suggestions for the occupied apartments. You can also use the Corridor Table to roll for occupants for other rooms (0 to 1 XP). Use the Random Items Table for any searches for those rooms. For a mega-dungeon, you’ll want to fill the map with more planned encounters.


8-Surprise: The door opens as soon as a character steps in front of it and an Overbiter attacks. There is also one hiding in the closet.


9-Orgy: 2d4 Slammer Zombies having sex in a working Sleep Field. Characters will have the drop on them for 1 rd, until they shut off the field and attack.


10-Hot Room: Heating controls out of control. DC 18 Fort Sv each rd or 1d6 damage, unless wearing an Envirosuit. Inside, the Holovision is showing a live feed of the Computer Center level. Describe various specific parts of the level for each rd watching.


11-Cold Room: Cooling controls out of control. DC 18 Fort Sv each rd or 1d6 damage, unless wearing an Envirosuit. DC 12 Ref Sv to walk across icy floor. 5 Plasma cells are embedded in ice in kitchen.


12-Flooded Room: Will see a puddle of water at the door. Door is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. If the lock or door is forced, the door collapses and releases a flood, causing 1d10 damage and knocking everyone down and washing them down the hall. Roll twice on the Corridor Table.


13-Fog Room: There’s virtually no visibility inside from a thick water vapor. What a terrible place for the group to encounter 2 Ghost Biters. DC 18 to detect the ambush. They can attack and retreat at will with no penalty as there’s no way to see them until they’re attacking. If one is killed, the other will stop attacking and shadow the group outside and attack at a bad moment.


14-Stuffed: There are 20 Slammer Zombies packed inside. They will pursue into the corridor. There are 3 Plasma cells inside and 2 Healsprays.


15-Makeshift Armory: Door is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. Inside, jackpot! 6 pistols (all with laser sights), 10 clips, 3 shotguns, 40 shells, 4 Vibro Knives, 4 Shock Rods, 1 Plasma Gun, 5 Cells, 2 Kevlar armor vests (+4 AC), 1 Ceramic armor suit (+6 AC).

Baseball Journal

3-17-13

The kid’s sign read, “Don’t show me on TV! I’m skipping school to be here.” I saw some good baseball this week, but frankly, this was the highlight. It occurred during Friday’s Mets-Cubs game. I finally got to see that Matt Harvey guy that commentators have been talking about. I only got to see him for a couple of innings. Him and the team were a bit shaky early as the Cubs scored twice, but that was all as the Mets went on to victory.

Ranger relief pitching is also looking a little shaky. I listened to them on the radio get a couple of wins almost in spite of their pitching. Last Saturday, I was only able to get the bottom of the 9th with the Rangers leading the hapless Astros by five runs. I assumed I’d be listening for five minutes. Four runs and 20 minutes later, I’m listening to Nathan squeeze out a save. I got to hear him pitch again when the Rangers game went into extras against the A’s. Moreland hit a two-run homer to take the lead. Nathan came out and gave up a run and got into all sorts of trouble before closing it out.

The highly anticipated Darvish-Verlander match up turned into an episode of extended batting practice for the Rangers and the Tigers. (Though the next night’s game was a pitchers’ duel.) Matt Cain and the Giants visiting Jhoulys Chacin (I love that name) and the Rockies was not expected to be a low-scoring affair and it wasn’t. And in a completely irrelevant game, I saw the White Sox at the Twins on Wednesday. I wasn’t expecting much out of the Sox’s Dylan Axelrod after they mentioned his seven appearances, 0-3 record. He kept getting ruffed up in this game, but somehow kept dodging knockout blows. The Twins proved even sadder than the Sox in the end and were crushed.

[Okay this post is just MLB mad-libs. I think I just wanted to mention that sign and Jhoulys Chacin. This is what I get for taking a week off from baseball blogging.]


3-18-13

I’m still trying to process Saturday’s Rays-Orioles game. First, I was expecting to see our regionally designated Angels-White Sox game. Fox is apparently committed to showing Angel games, because the Halos paid a lot of money to relevant this season whether they win or not. However, I guess my local station’s program director got sick of showing a sub-500 team every week. That’s WGN’s niche.

Second, I’m informed that the Ray’s starting pitcher is Roberto Hernandez. But shortly after that introduction, I’m informed that he used to be Indians pitcher Fausto Carmona (and a woman! Just kidding). After the way he pitched, maybe he should consider changing names again and going into Witness Protection. The Ray’s defense could’ve used some anonymity as well. After digging themselves into a hole, the Rays did make a run at it, but Orioles kept scoring. Apparently this was well in keeping with the previous night’s game where the Rays almost coughed up a double-digit lead late.

In the top of the 9th, I finally reached peak confusion. Jim Johnson, who’s only blown one save in something like 35 chances, and the Orioles, who’ve had a 109 game winning streak when leading after seven innings, proceeded to blow the save and completely self-destruct to the tune of six runs. In the bottom of the 9th, I was not fooled however, as I correctly identified Sam Fuld making a great catch in Left Field, and not Kelly Johnson as Dick Stockton reported.

It was much less of a surprise listening to the end of the Dodgers-Braves game. Kenley Jansen came in in the 8th inning leading 1-0, and left the game losing 3-1. Par for the course. Charley Steiner and Rick Monday were beside themselves calling the game for the Dodgers.


3-19-13

Through four scoreless innings, the biggest event of Sunday’s Mets-Cubs game was Len and JD eating pizza. Well, if you’re a pizza fanatic, such as myself, it is. They were comparing the Chicago-style deep-dish and the New York-style thin crust sold at the ballpark and . . . I’ll stop and start over.

It was a beautiful day in Chicago as bright, happy fans filled the friendly confines of Wrigley Field, such as this one attractive couple in the bleachers that they showed eating some delicious-looking slices of the New York Style pizza . . . Stop. Take Three.

(I’m just not getting enough pizza in my life.)

“When our starters hit, we win,” noted Anthony Rizzo recently and unfortunately, incorrectly, in the case of today’s game, a 4-3 loss. Travis Wood had pretty good stuff for the Cubs out on the mound, but his 5th inning two-run home run was the highlight. He totally got all of it and put in out on Waveland Avenue for the ballhawks. Well, actually the highlight was a guy at the back of the bleachers jumping up to catch the ball, spilling his wife’s beer on her, and then her pouring the rest of the beer on him. Frankly, the other events of the game were trivial by comparison.

I have only two questions following this game. One, when am I going to get some decent pizza? Two, why was there a drum and bagpipe corps on one of Wrigleyville Rooftops? Yeah, really. Kilts and everything.

“And the hits keep on coming,” said Matt Hicks. “This has been a war tonight,” said Eric Nadel. I’ll say that Sunday night’s Ranger-Tiger game was like a heavyweight bout. Both sides were trading knockout punches over the course of the 3 hour, 46 minute, eight and a half inning game.

Miguel Cabrera simply refused to make an out. He had a single, two solo home runs, one three-run homer, and an intentional walk to load the bases (which Prince Fielder cashed in with a bases clearing double). I think his hits all came with two strikes. Of course what the Tigers are asking themselves is, “How did we lose?” Well, David Murphy’s three-run homer was the back-breaker in the Rangers’ 11 – 8 win, but really, it was just two good teams, fighting hard for a win. It could have gone either way. Who knows what happens the next time these teams meet. (July 12th, mark your calendars.)

I’d like to issue a special “thank you” to my local ESPN Radio affiliate, KROD. All during the game, they broke for commercial every 15 minutes, whether the game did or not. Thankfully, later in the night, I was able to flip over to the Rangers broadcast out of Amarillo. Now, if this screw up had happened during Sunday night football, somebody would have ran down to the station to fix it and likely somebody would have been fired Monday morning. But since this is baseball, they just let it go. Nice job, KROD.

Friday, May 17, 2013

Expedition to the Doomed Peaks--Level Two-Part 2

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 2: CREW DECK
Part Two


5-Library (0 XP): A somewhat antiquated concept, but there are a couple hundred books on the selves. They’re all in the Alien Language of course. They’re sectioned into a hodge-podge of subjects. The Occult/Religion section has been seriously disturbed and the books are lying on the floor. One of them is open to a page describing the Floater demon, along with a picture. Another is open to a page describing the Arch Baron and a picture. And one more is describing the characteristics of the Frogdemoth with a picture.

Each of these books also contains a high-level spell of 6th level. Chain Lightning (DC 18 to cast, 1d12 per ½ level damage (max 5). RS ½ dam). Contingency (DC 18 to cast, sets trigger condition for another spell. Permanent, but only 1 at time). Flesh to Stone (DC 18 to cast, turns subject creature into statue. Permanent. WS, CC to dispel, Reverse spell provided (Stone to Flesh) automatically dispels it). (See #2 Captain’s Quarters for the note on spellcasting.)


6-Casino (1 XP if the players play along with the concept): This room is locked via a glowing keycard slot and can’t be forced. It can only be opened with the captain’s card. Inside it’s brightly lit with fairly low-key music in the background. The characters are locked in after entering, though that won’t be apparent unless try to leave. There are 3 visible Androids in the room. They can be controlled with a Control Wand.

A waitress Android will come up and offer to take their coats and ask if they would like a drink (in the Alien Language of course). If any characters indulge in more than two drinks, their BAB will be at 0 for 1 turn while they’re drunk. A pit-boss Android behind bars in the treasury room will get their attention and tell them that they’ll need at least 1000 gp stake to play. They might have to pawn off weapons or armor to make it. (Or control the boss and make him give you a 1000 in chips.)

Finally, there is a snooty French-sounding (even in the Alien Language) dealer Android, who will ask them if they want to play or just watch. From here, you can be creative. Depending on your knowledge of various casino games, you might want the characters playing craps, blackjack, roulette, something else, or something you make up yourself. Failing that, just roll dice, high score wins. The characters will need to bet before each play. (Controlling the dealer here, probably won’t be worthwhile, since the games are chance, and you can’t tell really tell him to lose. If controlled, he will say, “Monsieur, one must play in order to win.”)

The group doubles their wager with each win, and they lose everything wagered on a loss. If the characters can win three times in a row or even win by “going all in” with at least 5000 in chips, the dealer will announce, “Monsieur has broken the bank.” Immediately the lights go out and all the androids shut down. The front doors open, as well as the treasury room door. They can recover their goods and 1,000 gp in diamonds as well.

If the characters have a bad run and lose everything, the dealer will announce, “Monsieur is bankrupt.” Everything still happens, but an armored plate drops down on the treasury room and will prove impervious to harm.


7-Exit Elevator (3 XP): There’s a keycard slot on the outside, but it’s not glowing. When the characters successfully exit the casino, they notice a bright a golden glow outside in the central hub. Resurrector stands in front of the open elevator doors. His first act is to resurrect any dead monsters in the immediate area. (If the central hub has been the site of a major battle, bring up those. Otherwise, bring out a Mixed Bag gang.) If the monsters get seriously thinned out, have Resurrector bring back at least half of the fallen. Likewise, remember that he can completely heal himself. I’d recommend only doing these tricks 1 time a piece.

Resurrector’s death will accomplish two things. One, the elevator shaft will be clear and the characters will gain access to the next level. Two, its death will keep the dead on the ship from respawning. If the characters make a return trip to the spaceship, go ahead and work out exactly how many Zombies, Hissers, other monsters, and weapons and ammo are on the first two levels.

Thursday, May 16, 2013

Expedition to the Doomed Peaks--Level Two-Part 1

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 2: CREW DECK
Part One

Player Map

Ref Map


Though the urge to explore may be irresistible, the characters will be wise to escape here as quickly as possible. Many of the keyed encounters aren’t that dangerous, but the wandering encounters are can be extremely resource draining. Monsters in rooms don’t respawn, but the wandering creature gangs do.


1-Entry (1 XP): This level is all in the dark, except where indicated. The doors are closed, unless otherwise stated. The map of the level is posted on the outside of the elevator as before. The taunting voice-in-the-head invites the characters to get comfortable and to explore to their heart’s content. But if they wish to leave, they’re going to have to win the game.

A single Hisser lopes into the area, but somewhere behind him, the characters can plainly hear a multitude of them, hissing and tossing fireballs. The scout does not initially see the group, and they can easily escape him if they want. The remainder of the gang appears 2 rds later. There are 10 Hissers total in the gang. Consider these guys the welcome wagon.


Corridor Table (0 XP to 1 XP depending on the encounter): Roll once per turn or when exiting a room. You should vary how any encounters take place. For example, monsters could be charging directly at the characters, moving away from them, just standing around, fighting each other, making out with each other, or perhaps even they’re friendly (and invite the characters join in).

01-50 No activity
51-55 1 Security Android, armed with Vibro Knife and Shotgun (20 extra shells, will self-destruct if at 5 hp or less) (1 XP)
56-60 1d4 Hissers (0 XP)
61-65 Hisser Gang (10 Hissers, 1 scouting ahead) (1 XP)
66-70 1d4 Overbiters (0 XP)
71-75 1d4 Ghost Biters (0 XP)
76-80 1d4 Hissers, 1 Overbiter (0 XP)
81-90 Zombie Gang (Roll once on the Random Zombie table) (0 XP)
91-00 Mixed Bag (1d4 Hissers, 1d6 Slammer Zombies, 1 Overbiter) (1 XP)


2-Captain’s Quarters (0 XP): This room is locked, but can be forced if the touch plate is broken and something metal or electrical is put inside to short it out, or the sonic screwdriver is used on the plate, or use a Knock spell. Inside is a Plasma Gunner Zombie. He is the captain and dressed as such. As the group enters, they will find him seated at the Computer Desk. As his back is to the characters, they won’t be able to see that he’s a zombie initially. He will spin and fire on the characters. He’ll try to escape and stalk the characters outside.

On the desk is an occult book open to a picture of the Resurrector, but its characteristics page has been torn out. Marking the place in the book is the keycard to the casino. Also found in the book is a 7th level spell Banishment (DC 19 to cast, Banishes 2 HD/level of extraplanar creatures. WS.) On the computer screen is a view of the bridge. The Frogdemoth himself squats on the captain’s chair. He will turn to the camera and the voice in the characters’ heads suddenly says, “Why, hello there,” and then laugh. The video feed goes out.

(Spellcasting Note: Normally it takes a day of training and practice to learn a new spell. Presumably the characters aren’t going to have that opportunity, nor can they wait. A wizard can roughly try to memorize the spell with 1 turn of concentration. If they cast it and the Spell Check fails, the wizard is knocked out for a 1 hour. The spell will have to be re-memorized before every attempted use.)


3-Spa (0 XP): The room is well lit, but is enveloped in a steamy fog. It also has an extremely damp floor requiring a DC 12 Ref Sv to avoid falling. 4 Hissers are inside enjoying the steam bath, though they can’t be initially seen. They will attack from surprise, DC 18 to detect the ambush.


4-Ruined Game Room (1 XP): The door is standing open. The room is completely burned out. The reason for this is the 8 Hissers inside. There are 4 on either side of the room and they will try to catch the party in a crossfire after they enter.

Wednesday, May 15, 2013

Expedition to the Doomed Peaks--Level One-Part 5

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 1: RESIDENTIAL DECK
Part Five


Alien Language: The characters will need some magical help to completely understand or converse in it. Characters knowing more than language and/or having a +1 Int bonus may learn simple words @ DC 12/word (DC 18 otherwise).


Control Wand: The device is labeled in the Alien Language as an Android Control Wand. A Control Wand (always on) will immobilize the nearest Android if prominently displayed to them and make them susceptible to orders. (It will say in the Alien Language, “Awaiting your orders.”) Commands must be given in the Alien language, though it can be simple, pidgin language with hand signs and pointing. They are reasonably bright and will follow commands fairly accurately.

If no commands are given within 2 rds, the Android resumes its previous activity. It may be released from service by leaving the area and not giving it orders to follow, the Android then resumes its previous programming.


Equipment: Generally just requires pressing a button to turn it on or off, a DC 12 Int check. If there is a possibility of harm, it occurs on a failed attempt of a natural 5 or less. Feel free to add more items and embellish on their operation.


Armor: Archaic armor (like what the characters are wearing) provide no protection against any type of firearm. If the armor is magic, the magic bonus will provide protection, but not the armor itself. The Kevlar armor and shields found aboard will be effective against firearms, but not plasma rifles. Ceramic armor and Envirosuits will also work against plasma blasts. Kevlar armor and Envirosuits may be worn by wizards and thieves without penalty.


Firing a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 12 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they expend a shot doing so, and they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. A used/recovered weapon will have 5 shots in it, which the will be clearly visibly displayed to the character. Firing a gun is BAB + Dex bonus.

Firearms may be enchanted by the Magic Weapon spell so they can be used against creatures requiring magic to hit. However, this ability will only last for 1 encounter. Plasma weapons will effect anything, even without enchantment.


Reloading a gun: Characters will need to have observed someone else doing to it to have a chance of figuring it out. DC 18 Int check. Helpers with +3 or +4 Int bonuses add +1 to the attempt, up to +4. One attempt can be made per turn. Failure on a natural 5 or less means the character has shot themselves (roll damage). When one character figures it out, they can show others how without a roll. Each type of gun requires a separate check, but after figuring out any type, add +1 to attempts at figuring out others. Assume any found clip is full.

Tuesday, May 14, 2013

Expedition to the Doomed Peaks--Level One-Part 4

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 1: RESIDENTIAL DECK
Part Four


Random Zombie Respawn
(Roll 1d3 = number of times to roll on table, max 20 Zombies)

01-50 Slammer Zombie (1d10)
51-75 Gunner Zombie (1d6) 1 will have a laser sight
76-90 Shotgunner Zombie (1d4)
91-00 Chaingunner Zombie (1)


Zombie Random Gear

01-50 Nothing
51-60 Pistol with full clip
61-70 1d4 Clips
71-80 1d10 shotgun shells
81-90 Healspray (labeled in the alien language, application heals all hp damage and any diseases)
91-00 Vibro Knife (the battery will drain after 2d6 encounters, and becomes a regular dagger. The battery life counter is displayed on the knob. It automatically turns on when unsheathed and shuts off if ungripped.)


Random Items Found

01-25 Nothing obviously useful
26-30 Weapon: roll 1d6, 1-2 Vibro Knife, 3-4 Shockrod, 5-6 Pistol with 1 full clip
31-35 Healspray
35-40 Gen-booster (These are labeled but in the alien language. There is one for each ability stat. An application boosts a stat to +4 bonus for the day and wears off with extended sleep. There is a warning to only take 1 per day, otherwise there’s no effect.)
41-45 Fire Extinguisher (extinguishes fires, will stun 1 rd if fired at an opponent, 4 shots)
46-50 Backpack (very tough and lightweight with a high carrying capacity)
51-60 Flashlight (illuminates area pointed at, assume unlimited charges)
61-65 Lantern (illuminates area, assume unlimited charges)
66-70 IR Goggles (can see in dark and heat signatures, assume unlimited charges)
71-75 Sonic Screwdriver (can unscrew or open closed items, assume unlimited charges)
76-80 Laser Torch (can cut through items, too slow to use as a weapon, charge would be good for cutting 1 man-sized hole through an inner wall)
81-85 Dried survival food package and water bottle (equal to 1 meal)
86-90 Envirosuit (+1 to AC, other armor may be worn over it. Works against gunfire and plasma blasts, resists normal fire, cold, gas, electric shock, (this is spelled out on the warranty tag on the suit) and 1 hr air supply. DC 12 to activate air supply, which is labeled, when the air starts to run out, there is an audio 5-minute warning. Requires a 1 turn recharge in clean air to resume operation.)
91-95 Jewels (100 x 1d4 gp value)
96-00 Roll twice

Note: On this level and the next, characters can possibly acquire a whole bunch of the stuff. On this list, only the lantern, Envirosuit, and fire extinguisher would be considered bulky. The rest are fairly small. Use some common sense about what characters can carry. Jewels, diamonds, and other valuables aren’t big, but do take up space in quantity. Pistols, Vibro Knives, and Shock Rods are one-handed weapons. The shotgun, chaingun, chainsaw, and plasma rifle are two-handed, though they can slung over the shoulder. Ammo is fairly small, except in quantity.

The group may want to cache extra gear and especially treasure in a spot they think might be secure. Unless some other adventurers come along, the monsters inside should leave it alone. Going back to get it could be dangerous. Encourage the players to stay light and keep all the ammo with them.

Monday, May 13, 2013

Expedition to the Doomed Peaks--Level One-Part 3


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 1: RESIDENTIAL DECK
Part Three

8-Empty Room (1 XP if they figure out how to use the symbol): This is curious. The apartment is devoid of any furniture, any random items, and the lights are on. The characters’ noses will start bleeding 1 rd after entry (1 hp), then their ears next rd and every rd on the lower floor (2 hp), then they start crying bloody tears if they go upstairs (3 hp each rd). Anyone wearing an Envirosuit is immune to these effects. In the upstairs Bath 2, an arcane symbol has been drawn on the mirror in blood along with fingerprints burned in where it was touched. On the floor of the bathroom is a deceased Zombie (roll for random gear) with its fingers burned off.

A wizard may copy this symbol down in 2 rds. If the symbol is drawn in blood on parchment (the characters should have plenty of that flowing out at this point), it can be used to stun undead or demons for 1 rd if prominently displayed (works once per page). If drawn on a melee weapon, it will cause x 2 damage on the first hit against undead or demons. The symbol may be re-copied by a wizard onto the weapon (in 1 hp of blood), but will take 2 rds and can’t be done in direct combat.


9-Doctor’s Room (1 XP): This place is a mess as the entire lower level has been turned into some kind of disaster triage for the wounded. There are 12 corpses inside that become Slammer Zombies in 2 rds after entry. There are also 7 Healsprays spread around the area. Upstairs, in the Master Bedroom, the blood-soaked doctor can be found in the Anti-Grav field area. It’s been turned off and he’s hung himself inside it. He doesn’t turn into a zombie, but an examination of his body reveals a full set of 6 Gen Boosters (+4 Bonus to a stat for the day, see description in Random Items Table).


10-Wealthy Room (1 XP): This is a really nice apartment. The furniture and décor are tasteful and elegant. This apartment is also unspoiled, except for some curious large burn marks on the walls and furniture. Those marks come from a security android armed with a plasma rifle (also carries 2 glowing, blue cells for the gun), who’s been guarding the place. The group will have about 2 rds before the android investigates from the Master Bedroom. He will use hit and run tactics and not pursue outside the apartment.

Any search of the bedrooms will reveal 1d4 jewels @ 1d4 x 100 gp each. This room is also filled with fine art in the form of paintings (12 @ 1d8 x 100 gp each), large rugs (4 @ 1d4 x 100 gp each), and sculptures (3 @ 1d6 x 1000 gp each). The problem with all of these will be transporting them. The sculptures in particular are heavy and somewhat fragile. A search of the Master Bathroom will reveal 6 doses of hallucinogenic drugs, which are unlabelled, unlike other pharmaceuticals found on the ship. Application will essentially incapacitate the user for 1 hr. There is also an Android Control Wand floating in the Anti-grav field. Any character stepping into the field will be more-or-less trapped there until they are pulled out.


11-Adventurers Room (0 to 2 XP depending on how it is played): This encounter is going to be left somewhat ambiguous. Depending on how well the party is doing, this is where they can find replacement characters or maybe an extra character. Alternately, it could be a nasty fight scene. Or, the adventurers could all be found dead, which case they will respawn and attack. In any case, the adventurers have barricaded themselves in against attacks. They do not have any advanced weapons. If an Adventurer encounter isn’t desired at this point, the next two levels also have them listed.


12-Vampire Nest (2 XP): If the characters are having a hard time and the players are getting frustrated (or whenever you want to move the game along faster), go ahead and have the voice in the head give the characters directions to this room. Alternately, it could be the one room with a blinking touch pad and stands out.

Five Stalkers lay dormant in this room. They are scattered around the room, but attacking one, or making a bunch of noise, activates all of them. They don’t all attack immediately, they’ll hide and pick their openings. One of them wears the remnants of a white officer’s uniform and has the elevator keycard around its neck. The nest of the officer stalker contains 10 jewels (worth 1d10 x 100 gp each) and 5 glowing plasma cells.

Friday, May 10, 2013

Expedition to the Doomed Peaks--Level One-Part 2

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 1: RESIDENTIAL DECK
Part Two




All Residence Rooms: There is a touch pad beside each door on the outside and the inside. If it’s glowing, then the door is shut, and it can be opened by simply touching the outside pad. If the inner pad is touched, it can be shut again. Doors slide open to the side, not opening in or out. If the pad is dark, then the door is open and cannot be shut. (All the doors on ship work as such unless otherwise stated.) The lights are off inside the rooms and the bath and kitchen facilities do not function, unless otherwise stated.

The inside of any apartment is generally a complete wreck. Characters can roll on the Random Items Found table if they are searching. Figure 4 characters may completely search 1 room in 1 turn.


E-Unnumbered Rooms (0 XP): The Ref may fill these spaces as they want. Otherwise, these rooms are open 50% of the time. They are unoccupied 50% of the time. If occupied, 50% of the time it is a Stalker nest (1 inside). Otherwise, roll once on the Zombie Respawn table. The disposition of any monsters is left to your imagination. (Hey, maybe they’re friendly.) In all cases, roll on the Random Items Found table for each room searched.


4-The Game Room (0 XP): The door is initially closed, but will automatically open if approached. Outside Zombies won’t enter this room. The second floor is accessed via the stairs outside (the other Game Room is the same). This room is filled with many video game-like devices. They are all functioning and lighting up the otherwise dark room with flashing, strobing, multi-colored lights. There is also strange music and sound effects of battle going on from the games. Some are sitdown models and others are standup models.

About half of the machines are occupied by Gamer Zombies. They will keep playing regardless of the character activity unless disturbed, in which case they will say, “Dude, wait your turn,” in the alien language, and continue playing. There is also an attractive female-looking android who will approach the characters and offer beverages and snacks in a flirtatious manner (in the alien language). The food and drink taste fine, but it is unhealthy junk, which may have dire effects on the characters later in life. She can be controlled by a Control Wand.

Characters wishing to give the games a shot must make a DC 18 Int check, others with a +1 Int bonus may help and add +1 to the roll, up to +4. Successfully playing for a turn will give the character a +1 bonus to figuring out any technology on board. However, they must also roll a DC 12 Will Sv, or they will want to keep playing and will have to be physically dragged away. (This is a relatively safe room for the group if they wish to shelter here.)


5-The Last Stand (2 XP): This Game Room was the obvious site of a major battle. The door is wide open and outside Zombies won’t enter. There are bullet holes and burn marks all over. Everything inside has been trashed. The second floor has mostly collapsed into a large pile of debris in the center of the room. A balcony of sorts now overlooks the first floor. Immediately upon entry, 4 Gunner Zombies will start attacking. The next rd, a Machine Gunner Zombie crawls out of the debris. Next, 3 Shotgunner Zombies charge from the rear of the room. Finally, a Plasma Gunner Zombie opens up from the balcony.

Besides the Zombies’ gear, a search of the area (which will take 3 turns/4 characters because of the debris) will yield 5 pistols, 7 magazines, 1 shotgun, 20 shells, 1 machine gun drum, and 2 plasma cells.


6-Robo Homicide (1 XP): A well-dressed Valet robot greets the characters in the Alien language when the door is opened. He offers to take their coats and to pour them drinks. He also has a Control Wand imbedded in his chest, which occasionally issues a spark. He will escort the characters around the apartment, asking if they need help. Upstairs, the family members are found beheaded and tossed into functioning sleep fields. There is also a decapitated android in the Master Bath, whose head is still shouting out warnings about the other android. The Valet will whip out a Vibro Knife and attack as soon as the other android is found. The headless android rises and attacks the next rd, also with a Vibro Knife (@ 0 BAB). This one will self-destruct if reduced to 5 hp or less with an audio warning. The head will shout out a warning. If the Control Wand is removed from the chest of the Valet, both androids shutdown. The Wand may be used on other Androids.


7-Party Room (1 XP): Here we have a complete disaster area. The whole apartment is filled with spoiled beer-ish fluids, rotten food, and half-naked Zombies. There are 6 Slammers who activate 1 rd after entry. A pant-less, fat Zombie wearing a pair of pistols and a cowboy-ish hat waddles out the next rd (he attacks with pistols twice per rd). The stairs going up have a curious trail of body parts littered upon them. In front of the Bath 2 is a single armored Zombie surrounded by body parts, upon seeing the players he will activate his (wait for it) CHAINSAW! And proceed to attack the characters.