Monday, June 30, 2014

Endless Night: Player's Intro

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Player’s Intro
[If this adventure is being used as part of an ongoing campaign (God help you, your players will never trust you again), this backstory can be dropped in over the course of a few preceding adventures.  Otherwise, simply give the players the background before starting the adventure.]

Old, dilapidated Azimuth House, home to generations of the eccentric Creighton family.  Rumor has it that they had a touch of the Fey in them.  Their ancestral forbears built their mansion at a place where they could commune with the Otherworld.  When the last of them passed, treasure seekers relentlessly raided the house to no avail.  They were looking in the wrong place.  The Creightons took it with them, into the Otherworld.

During the day, the estate is ruined and empty, but after sundown under full moons, people say they can see spirits reveling inside.  Of course, those who enter and attempt to join the party find the house deserted.  But if one was to enact the proper incantation while inside the house under those conditions, perhaps then one could interact with the spirits within.  However, there are few tales of the Fey showing mere mortals a good time without cost.

Your group has, by odd circumstances, come into possession of a spell that can allow entry to the Otherworld, and they know of Azimuth House’s legend.  The promise of enormous riches is too great a temptation to adventure.  In the once ornate Entrance hall, the spell is enacted.  The veil between the worlds parts and the ruined mansion becomes new again.  The sounds of celebration can be heard. 

Friday, June 27, 2014

Endless Night: Introduction

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Adventure Introduction
I had a copy of Castle Amber back in the day.  I got to use it once, but only briefly and in a cursory manner.  The format was rather intriguing with the gigantic mansion, coupled with the portals to other lands, which made for a massive adventure setting.  I’ve since regretted losing it.  This is not a recreation, but certainly it was inspired by it.  The basic idea for this adventure was simply a haunted house that the adventurers would be attempting to exorcise, exorcise with extreme prejudice. 

The manor house in peril here is, of course, a faux Downton Abbey (Highclere Castle).  The layout is misleading at best, as the house is in the Astral Plane.  Landscapes within are highly influenced by whoever is there and not limited by the physicality of the actual house.  If nothing else, you can use the floorplan for your own haunted house, as it presented in a fairly realistic way.

While the house is only a physically desiccated ruin, once the characters enact the entry spell, they are effectively trapped inside.  They are transported into the idealized, dream-like house that exists in the Astral Plane.  I’m reluctant to recommend that players use their regular characters here, as attrition may be high and wild changes may occur to them within.  Have replacement characters ready to go before starting, because anyone killed out, reappears in the real world and will be inaccessible. 

This adventure is, I think, suitable for Fantasy Core (Medieval-ish setting), Pulp Fantasy Core (1930’s), and Cyber-Pulp Fantasy Core (near future).  There will be anachronistic elements to the house, regardless of the background setting.  Heck, mix and match characters from totally different eras and settings.  The party should definitely have a couple of members who can interact with the supernatural (Wizard, Paladin, Occultist, Oriental Shaman, Hoodoo, or even a Celestial Enforcer).  A few characters with high Will Saves are also preferred.

Thursday, June 26, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault Monsters

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Mummy Mice
HD 1/2, Hp 1, AC 11
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit, 1 dam + DC 12 Will Sv or stun 1 rd
Aversion to fire

Sand Golem
HD 8, Hp 40, AC 17* Magic to hit, Always last in Initiative
Fort +3, Ref +2, Will +3
Melee: Fist +10 to hit, 1d10+2 + DC 12 Fort Sv or blinded 1 rd (by sand)
Immunity to magical spell attacks

Large Pile of Bones
HD 6, Hp 30, AC 15
Fort +6, Ref +2, Will +2
Melee: Claw x 12 attacks (up to 4 per target), +6 to hit, 1d6

Mummy Cat
HD ½, Hp 2, AC 14
Fort +2, Ref +4, Will +1
Melee: Claws +4 to hit, 1d4 + DC 18 Will Sv or stun 1 rd + Bite on natural 17, 1d3 additional damage
Aversion to fire

Mummy Bull
HD 5d8+15, Hp 37 hp, AC 13* Magic or fire to hit
Fort +7, Ref +4, Will +1
Melee: Gore +7 to hit, 1d8+9 + DC 12 Will Sv or Energy Drain 1 negative Hp
Charge: Requires 1 rd to get up to speed and space to run, may effect up to 2 adjacent targets.  +5 to hit, 2d8+9 + DC 12 Will Sv or Energy Drain 1 negative Hp + DC 12 Ref Sv or Knocked Back 20’ and stunned 1 rd.
Aversion to fire

Mummy Toad
HD ¼, Hp 1, AC 15
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit, 1 dam + DC 12 Will Sv or stun 1 rd
Hop Charge: +0 to hit, 1 dam + DC 12 Will Sv or stun 1 rd + DC 12 Ref Sv or Toad has hopped on to target, will automatically cause damage next rd unless removed
Aversion to fire

Mummy Crocodile
HD 3d8+9, Hp 22, AC 15* Magic or fire to hit  
Fort +6, Ref +4, Will +2
Melee: Bite +6 to hit, 1d8+6 + DC 12 Will Sv or Energy Drain 1 negative Hp
(Once it has successfully bitten a victim, it will attempt to grapple the next rd, DC 18 Str or Escape Artist to break.  The victim will take automatic damage and need to make a DC 12 Fort Sv to avoid drowning.  However, the Croc cannot attack anyone else while engaged in the act.  It will release the victim if successfully hit.) 
Stealth (in water) +3
Aversion to fire

Mummy Bombardier Beetle
HD 1, Hp 4, AC 16
Fort +2, Ref +0, Will +0
Melee: Bite +2 to hit, 1d4+1 + DC 12 Will Sv or stun 1 rd
Ranged: Acid Spray when killed by physical weapons (10’ area, to up 3 adjacent targets) DC 12 Fort Sv or 1d4+2 acid damage
Aversion to fire

Mummy Scorpion
HD ½, Hp 4, AC 14
Fort +4, Ref +0, Will +0
Melee: Claws +2, 1d4 + DC 12 Will Sv or stun 1 rd + Sting on natural 16, DC 18 Fort Sv or unconscious 1 turn, all stats and skills at 0 bonus for 1 day

Senet (Giant Mummy), Full Strength
HD 12, Hp 102, AC 17* Magic or fire to hit, Always last in Initiative
Fort +12, Ref +3, Will +4
Melee: Slam +11 to hit 1d6+10 + DC 18 Will Sv or Energy Drain 2d4 negative Hp
Despair: Upon first sight, DC 18 Will Sv or be paralyzed with fear for 1d4 rounds. 
Aversion to fire

Senet (Giant Mummy), if Ka destroyed
HD 6, Hp 55, AC 14* Magic or fire to hit, Always last in Initiative
Fort +6, Ref +0, Will +2
Melee: Slam +8 to hit 1d6+5 + DC 18 Will Sv or Energy Drain 1d4 negative Hp
Aversion to fire

[Bonus: My original sketch for Goth Hallow.]




Wednesday, June 25, 2014

Fantasy Core RPG Adventure: Goth Hallow-Monster Stats

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Monster Stats

Ghoul
HD 2, Hp 13, AC 14 or Armored AC 16 (shredded chainmail)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn
(Will usually stop fighting to drag off anyone paralyzed.)

Skeleton
HD 1, Hp 4, AC 13 
Fort +2, Ref +0, Will +0
Melee: Claw +1 to hit 1d6

Zombie
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

Barrow Wight
HD 4d12, Hp 26, AC 15* Magic or Silver to hit
Fort +1, Ref +2, Will +5
Melee: Slam +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1d4 negative Hp  

Pile of Bones
HD 4, Hp 12, AC 13
Fort +4, Ref +1, Will +1
Melee: Claw x 3 attacks, +4 to hit, 1d6

Spectral Hound
HD 3, Hp 12, AC 14* Magic to hit
Fort +2, Ref +1, Will +4
Melee: Bite +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1 negative Hp
Howl: Fear attack, DC 12 Will Sv or flee 1d4 rds, once per encounter

King Markus (Advanced Skeleton)
HD 6, Hp 39, AC 16* Magic to hit (wearing battered chainmail)
Fort +2, Ref +5, Will +5
Melee: Sword +8 to hit, 1d8+2 (see below)
Fear Aura: Upon first sight, DC 12 Will Sv or flee 1d4 rds
Weakness: Holy Water will also stun Markus for 1 rd, in addition to damage

All of these items radiate magic.
Sword of Undead Smitting: 1d8 longsword, +2 to hit and damage, causes max damage against undead, Paladins can also add ½ level to damage.
Scepter of Healing: 4 charges, restores all hp to someone who has lost at least ½ with a touch, can bring those below 0 hp back to 1 hp (if within 1 turn of going below 0), ends any other inflicted effects, such as paralysis, poisoning, and blindness, scepter might be rechargeable. 
Crown of Soul Jar: Wearer is immune to energy draining (negative Hp) effects.
Mystic Hammer: Can break any normal, inanimate object or hold fast anything nailed with it.

Tuesday, June 24, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault 2

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


4. Servants’ Chamber (0 XP)
The characters hear a multitude of screaming voices before entering the chamber.  It is bare pit but for piles of bones lying in it.  This is the mass grave of the tomb workers, who were killed and dumped here after construction was complete.  It is 10’ down and the room is about 20’ square. 

The bottom is a Large Pile of Bones like in the Burial Chamber, but bigger.  Anyone in the pit will take up to 4 hits every rd they are in it.  Attempting to traverse the pit without going into it, will attract 4 Flying Skeletons (same as regular Skeletons) per person, who will try to force them into the Pile.       


5. Cat Chamber (0 XP)
Here we find murals and statues celebrating the greatness that is the Cat.  There are also a multitude of 20 Mummy Cats in the chamber.  As the characters enter, they will hear a “Meow.”  This will be joined a chorus of other “Meows,” before they attack en mass.  As with the mice, the cats will shy away from fire bearers.  Note that if any of the cats are set on fire, they may run off into the Library and ignite an inferno.


6. Library (0 XP)
Here we find a large number of papyrus scrolls heaped on shelves and piled on the floor.  A Detect Magic spell can point the group to a spell scroll (6th level, DC 18 to cast) with the following spells.

Antimagic Field: Negates magic within 10 ft. Encounter. (Will Sv)
Chain Lightning: 10 + Spellcheck electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 4 + Spellcheck damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Create Undead: Creates 1 ghoul or wight.  Can control 1/level.  Ceremony spell.  Forbidden spell.
Dispel Magic, Greater: As dispel magic, but +20 on check. (Caster Check)

However, anyone bringing fire (like a torch or a flaming cat) into the room has a 1 in 4 chance per rd of setting off a fire.  The first rd, is a small fire that can be extinguished quickly, but if let go, it gets bigger.  By the next rd, DC 12 Fort Sv against smoke or knocked out.  Next rd DC 18.  The fire engulfs the room by the next rd, essentially incinerating anything inside.  The next rd, it moves into the Cat Chamber in the same progression.  (It will stop, more or less, at the stairs.)


7. Bull Rush (1 XP)
The stairs in the Cat Chamber go up.  At the top of the stairs, the group will hear the challenging snort of the Mummy Bull, standing at the top of the stairs at the end of the hallway.  It charges right into the group and will try to knock them back down the stairs, which causes 1d6 falling damage.  (If there’s a fire going on there, 2d6 in additional fire damage, 1d6/rd continuing until extinguished).  It will then retreat to make another charge at the group.


8. Antechamber (1 XP)
This sunken chamber is flooded in 2 ft deep in brackish, dirty water.  There is a small set of steps leading up to mural showing a giant pharaoh-ish human accepting the praise of bowing worshippers.  There’s no apparent sign of a door though, though the wall radiates magic. 

There are 4 columns before the steps that all have a metal lever inlaid in them.  The first pull of a lever unleashes the rain of 20 Mummy Frogs from the ceiling.  The second and third pulls unlock the metal bars of the underwater tunnels that lead to the side chambers which each house a Mummy Crocodile.  These will attempt sneak up on the characters underwater before attacking.  The fourth pulled lever opens the wall into the Royal Chamber.  (Pulling all four levers simultaneously just opens the wall without the creatures, or releases them all at once.  Your call.)        


9. Royal Chamber (3 XP)
Here is the opulent, extravagant Royal Chamber of Senet, filled with all of the riches and treasures he intended to take into the afterlife. . . except it’s already been stripped.  Right now it’s mostly bare with broken furniture, broken statues, shattered vases, torn fabric, and defiled images of a giant pharaoh.  No wonder he’s pissed. 

The only treasure left is above.  The 15’ high ceiling shows a model of the universe overhead with gems and pearls embedded within.  The sun pearl is the most valuable at 500 gp.  There are 10 other valuable gems representing the planets and stars at 10 to 100 gp apiece.  It takes one round to pry out each, assuming the players can figure out how to get up there (the original tomb robbers didn’t).  When the pearl is lifted, it awakens Senet.   

The small open side chamber to the right contains only one unbroken sealed metal urn on a podium.  It should be noted that this passage is too small for Senet to enter, at least not without some effort.  Opening the urn unleashes the Mummy Beetle, which will immediately attack the opener.   Inside, waiting for someone to investigate, is a Mummy Scorpion. (If the players are sick of mummies at this point, wait till they meet Senet.)      

At the bottom of the urn is a small black stone statue.  If it is handled, that awakens Senet.  This statue is his Ka, or spirit statue.  Breaking it will require some heavy blunt instrument or a large stone (AC 18 to break), alternately it will smash instantly under Markus’ hammer.  Senet immediately loses about half of his abilities.  (If the statue is broken in combat with Senet, reduce his current Hp by half.)  If Senet is killed, without the statue being broken, he reforms in 1 day and will search out whoever has it.

The side chamber to the left is barred, vertically and horizontally.  A large sarcophagus can be seen inside.  If Senet is activated via the Ka or the pearl, there will be a loud crashing sound and a roar as the sarcophagus lid flies off.  Senet, a 9’ tall Giant Mummy, will then pull the entire barring structure loose from the wall and enter the chamber in the next turn.  If the characters somehow get into this side chamber first and push off the lid (it’ll require at least 3 people), they’ll have 1 rd of surprise on him and another rd as he gets up.  (After he’s up, Senet’s Despair aura will take effect.) 

If Samantha is helping the group, she’ll tell them to destroy the Ka statue after it is found to hurt Senet, or tell them to find it if they’re foolishly woken him up first.  Further, if a character is completely energy drained, Samantha steps into the body and reanimates it (10 new negative Hp) to continue fighting, as long as the character still has positive Hp.  She will depart at the end of the battle and the character will still be dead however.  If the characters didn’t help Samantha and really need some help, Markus can also fill in this role.


Afterward
At Senet’s destruction, the undead army above will collapse back into death.  The group will be unmolested when leaving the burial areas.  A military unit will be at the temple when the characters come out.  “Welcome to the party!  You’re a little late!”  The party can also collect their reward for the signet rings.  Any other ramifications are left up to you, depending on how you’re running this. 

Monday, June 23, 2014

Sports Journal 6-23-14

We’ve lost the country. 

I’m listening to Rush Limbaugh wax poetic about watching his first soccer match.  Suddenly the beauty, the artistry, the skill, and the athleticism of the world’s national sport has made itself apparent to him from watching the US vs. Portugal World Cup match.  This is akin to Walter Cronkite reporting the Tet Offensive during the Vietnam War as a major US defeat, when in fact, its outcome was the complete destruction of the Viet Cong as a fighting force.  But the greater damage was done just by the reporting.  

In other words, he’s been comprised.  

Like all male folly, from Adam on, it was his wife that lead him to this downfall and got him to watch.  In his usual dimwitted comprehension of pop culture, Rush is convinced that the US dramatically lost the match.  It was a draw, which means that both sides lost, as well as the audience.  Soccer, like war, a senseless act, where there’s no guarantee of a winner, only losers. 

To repeat myself: soccer is not a sport in this country, it’s an agenda, and an Anti-American one.  I’m convinced much of the international popularity of this sport is due to the fact that the rest of the world is better at it than we are.  That’s because ALL OF OUR SPORTS ARE BETTER THAN SOCCER.  All of our best athletes and attention go into those other sports.  Even with just our marginal athletes, we’re still competitive against the world’s best. 

It’s a poor man’s sport, regardless of the value of certain players and English Premier League franchises.  All you need is a ball and something to mark the field and the goals.  It fits in well with the abject poverty and heavy-handed wealth control of socialism in the rest of the world.  Soccer is the sport of economic despair for the masses.  If it is becoming more popular here, that’s why.

If you’re a fan, you only think you enjoy soccer.  Because nothing happens and it happens at such a slow pace, you’re hypnotically convinced that near misses on the goal are exciting and that actual goals are orgasmic releases.  It’s marketing.  It’s social media.  It’s constant media hype.  You can’t get away from it.  That’s why we’re all thinking about it, certainly not because it’s a great sport comparable to our football, which most sports fans here hold up as the standard for excitement. 

Until the day comes when the US team ever plays a home game against the Mexican team on this soil (it’s never home game for the US against the Mexicans), I will NOT take this sport seriously, and I will continue to ridicule the fools who do.

Update 6-26-14:
Somebody agrees with me, Ann Coulter

Friday, June 20, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault 1

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Vault of the Vile Emperor



[Note: I think this map is from Wikipedia.]

1. The Golden Doors (0 or 1 XP)



At the end of the stairs are a set of large ornate golden doors standing.  It is pure gold laminate over stone doors.  They are very tarnished with age, but incredibly valuable, if you can figure out how to move them as they are very heavy.  A molten lead seal has been put on all the seams, and they are barred on the inside.

A warning is scribed in several languages on the doors.  Mostly in ancient dead languages, but at least one will be readable.  “Here lies Lord Senet.  Emperor of the known world.  First child of the evil one.  Sealed for eternity for his crimes against the living.  Let him rest and rot forever.” 

The seals can be cracked without too much effort (especially if using Markus’ hammer).  The 9’ tall doors, together with the bar, cannot be moved by normal strength alone.  There is a small notch at the top of the door where the wires were holding up the bar before being dropped in place.  If she is available, Samatha can help move the bar on the inside.  She says, “Be careful,” after opening them.  Otherwise, there is enough wire at the top to allow someone to pull on it and pull the bar out of place.  (Roll some dice, tell the players they were successful in however they want to get them open.  Don’t waste too much time on the damn doors.  Award 1 XP if the players come up with something clever and do so quickly.)

2. The Pit (0 XP)
The first 10’ of the entrance is a collapsing flagstone trap (DC 18 to detect), which activates on the first person stepping on it.  It drops 10’ into a sand pit and attracts the attention of Ten Mummified Mice.  (Like our culture deep fries everything, ancient Egyptians mummified everything.)  Note that any mummified creature will be adverse to fire or fire bearers, at least temporarily (1 rd).  The sand is also a trap.  The next rd, the victim must make a DC 12 Ref Sv each rd or become stuck in the sand, requiring help to exit.  The flagstone resets itself in four rounds if not stopped.

3. The Game Room (1 XP)


[Note: This image is from a booklet from the travelling Tutankhamen relics exhibit.  It was cool.]

Down another flight of stairs, which ends in an open, rectangular chamber.  Stepping inside causes the room to seemingly expand and changes the floor into a game board.  (Technically, this is an illusion, however the effects of the room still exist regardless.)  The characters will be standing on Square 1.  A small pyramid with numbered sides drops in front of them (yes, 1d4) and rolls itself.  The group may move the number of squares indicated by the roll.  The object here is to move off the board.  I highly suspect this will end up becoming more complicated in practice.

--Characters must move with roll.  (The pyramid appears and rolls itself.)  It is a DC 19 Will Sv to resist.  (Roll, but don’t let the players know what the DC is.)  They will have 1 rd to act freely in between rolls.
--Follow the directions on the squares.
--Characters may move into another square outside of their roll, but only with a DC 19 Will save.  (Roll, but don’t let the players know what the DC is.) 
--After the characters have rolled twice, the Sand Golem will appear in Square 1.  Roll for its move.  He can be attacked at a distance or if it is in an adjacent square, though it is magic to hit and immune to spells.  If the Golem enters the same square as the party, it attacks. 
--On Squares 5, 10, 15, 20, 25, are fire traps.  3d6 fire damage coming from the floor, ½ with DC 12 Ref Sv.
--On Squares 6, 12, 18, 24 are lightning traps.  3d6 damage coming from the ceiling, ½ with DC 12 Ref Sv.

Defeating the Golem or moving anybody off the board to the other side ends the game and the illusion.  (I’d suggest having the traps and square directions only be active once, especially if the party lands on Square 27 and gets transported back to Square 1.  If you want to make this much longer and be more tense, have each character roll their movement individually and require all them exit in order to end the game and leave the room.  Have the Golem restart, perhaps in a random square, if it is defeated.)  

Thursday, June 19, 2014

Fantasy Core RPG Adventure: Goth Hallow-Burial Chamber 2

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


4. Hall of Bones (1 XP for finding and returning heart)


In a pillared chamber with a small altar, stands this incredible sight.  The curved walls of the room are completely filled with stacked bones and skulls.

Professor Wickum is cowering in a corner.  He fearfully points at the wall of bones and says, “They… they killed everyone… and then they went through… through the bones.”  If he is challenged or questioned, Wickum will keep pointing at the bones and will say that there is a terrible evil inside and that they should stay away.   

Samantha’s heart is still beating and bloody inside of Wickum’s backpack, forming a pool of blood beside him.  If he is found out, Senet’s booming voice comes out, “Fools, do not disturb the rest of Emperor Senet!”  Wickum’s human-like appearance turns into a Ghoul and attacks the party.

If the heart is taken back to the Ritual chamber, Samantha will acknowledge it.  She’ll ask for it to be put back inside her and then for all of their bodies to be incinerated.  This action will make Samantha a useful ally of the party later.


The top of a passage is just visible above and behind the bone wall.  The bone wall, in spite of its appearance, can be battered down into a passage fairly easily in about 4 rds.  However, the breakage will cause a Pile of Bones undead creature to form.  It is stationary and only attacks those within range.   

5. Antechamber (0 XP)


All around the walls skeletons and corpses of tomb robbers have been nailed to the wall.  They are all obviously very old.  They are still thrashing about, but are harmless. 

Hanging on a peg on the wall is a large key.  Removing it causes a menacing set of growls to come out of the dark passage leading out of the room.  Two undead Spectral hounds the size of Irish wolf hounds appear.  They will actively work to block anyone from going down the passage.

(Again optionally, weakened Zombies may move into the room at some point.)

6. Burial Chamber of the Skeleton King (2 XP)


The passage to this chamber is about 20’ long.  The heavy, oaken doors at the end are locked.  They are inscribed in an old tongue with the words, “The final resting place of King Markus.”  Without the key from the Antechamber, they are DC 12 to pick.  Battering them down will require some ingenuity and effort on the part of the players and also the door can’t be re-locked at that point.  (Don’t drag it out.  Let them find a way in.) 

Inside, there is a massive sarcophagus with relief carving of a battle on its side filling most of the room, but the top has been pushed open.  The Markus the Skeleton King sits on a stone throne against the far wall, which has a large crack running down it.  “Who disturbs the old king?”  He holds a glowing sword in one hand, a scepter in the other, and wears a large crown on his head.  “I shall deal with you as I have the other trespassers to my tomb.”  He nods at a hammer and 10 large nails beside him.

When defeated, Markus will lay his Sword of Undead Smitting, his Scepter of Healing, and his Crown of Soul Jar at the characters’ feet.  All of these items will radiate magic if detected for.  (The hammer also radiates magic, though it’s too small to be a worthwhile weapon.)  “You are worthy,” He will point at the large crack in the wall, “A great evil has awoken that must be put down.”  And with that, Markus collapses into a pile of bones.       

A set of golden doors can be seen through the crack, gleaming down a short corridor.  The crumbling wall can easily be torn down to allow passage within two turns, or 1 rd if tapped with Markus’ hammer.  For the last time, weakened Zombies may again attack the party.  If they locked the door after fighting Markus, the group will hear them trying to batter down the door, which will occur within a turn.  Ten will storm in, with more coming behind them in a turn.  However, by the time the group finally enters the vault, constables and even the militia should be combating the undead above, thus circumventing further attacks from the rear.   

The door to this room can be totally blocked with the stone sarcophagus lid (taking about 4 people to move it).  Depending on how you are playing this, the characters should be able to rest here (either a turn or a full 8 hours or rest) before continuing on.  If characters have lost significant negative Hp by energy draining, allowing a full rest may be a good idea. 

Wednesday, June 18, 2014

Fantasy Core RPG Adventure: Goth Hallow-Burial Chamber 1

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Burial Chamber of the Skeleton King




1. The Cave-In (1 XP)



This area was an unfinished crypt for the burial mound.  It’s 20’ down from the cave-in and ends in a 2’ standing pool of stagnant water along with debris from above.

Immediately after someone has hit the water, an Armored Ghoul rises up and attacks from surprise (DC 18 to detect).  Another one will rise up when the next person drops in (DC 12 to detect).  As soon as everyone is at the bottom, Zombies from above will start dropping in, one at a time.  It’s a DC 18 Ref Sv to avoid them (DC 12 after the first one) or take 1d10 damage and will be pinned underwater (next rd, DC 12 Str Check to get loose and DC 12 Fort Sv each rd or drowned).  Zombies that hit bottom will be stunned for 1 rd and will also be reduced to 1 Hp.  A total of six will be coming down this way, so it’s imperative for the characters to make it out of this chamber quickly. 

As soon as the group vacates, Ghouls from above (slightly smarter) will start clamoring down the rope, one at a time.  The characters may wish to cut that rope, as a Ghoul will be coming down every 2 rds, for a total of four.   The passage goes upward and on to dry ground.
          
2. Passageway (0 XP)



Large stones line the walls and support a stone roof.  Graffiti from various ages line the walls.  Most unintelligible, but a few are in known tongues.  Of course, all they say is the equivalent of, “Kilroy was here.”

Two dead guards that are now Armored ghouls hunt in the corridor.  They’ll be in front of the boulder-filled passage that used to be the entrance to the tomb.  They’ll be attracted to any fighting in the passage, like the Ghouls following the characters into the passageway. 

3. The Ritual (2 XP)


There is a burial chamber across from the former entrance.  Inside are four stone sarcophagi.  All of them are closed for now and contain a Barrow Wight.  Disturbing any of the lids will awaken all of them, and require at least two people to move.      

The center of the room is a little more eye-catching.  A bloody pentagram has crudely painted onto the floor, along with various paraphernalia of a magic ceremony.  The blood came from the four young bodies that were part of the ceremony.  One has been disemboweled, one beheaded, one cleaved in twain, and one girl’s body has been staked out in the center, her chest cracked open.  This is where the ceremony took place that awakened all the dead of Goth Hallow. 

These are the students that the characters were sent to find.  However, all of them are wearing their signet rings.  If any of the bodies are disturbed, the party will hear a faint girl’s voice calling out.  “Where’s my heart!  Where’s my heart!”  The next rd, the voice becomes more insistent, along with random items moving around the chamber.  The next rd, the voice is screaming, everyone must make a DC 12 Ref Sv or take 1d6 damage from flying debris.  The next rd, DC 18 Ref Sv or 1d8 damage, and by this time, the Wights have woken up and are moving aside their sarcophagi lids and will attack the next rd (and the poltergeist attack stops). 

The Wights won’t leave the chamber if the characters leave the room.  If the party stays and defeats them, the girl’s voice returns, asking for her heart, sobbing.  At this point, the party can try to interact with the spirit.  She’s nearly incoherent, but can identify herself as Samantha, that she was a student, and that their professor, Wickum, was killed by creatures in the tombs, and then he...  At which point she breaks down and asks for her heart again, before fading off.   

(Optionally, upon exiting the chamber, the group runs into 10 weakened Zombies (1 Hp each).  They were massing for an attack.  It can be implied that there are more behind this group.  This can be used to move the group along.) 

Tuesday, June 17, 2014

Fantasy Core RPG Adventure: Goth Hallow-Temple and Mausoleum

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Sign of Peace Temple (0 XP)


[Note: I think this map is from Wikipedia.]

A small moat surrounds a massive three level, terraced hill, with a Greek-style temple at the top of it.  A quaint bridge crosses the water and a long series of steps goes straight up the mound to the temple.  There are many graves and small mausoleums on each level of the terraced mound.  Some of the graves have been disturbed and some of the mausoleums are open.  (I’m assuming again that the characters will not be interested in petty grave robbing either here or in the crypt area.  Also, if you’re looking to expand the conflict in this adventure, you can have the characters fighting their way up the hill.)

The main front doors of the temple are wide open, smashed.  There is a great statue and rows of shattered pews before it.  Everything inside has been wrecked and broken.  Four Ghouls, who were priests, are there and attack the party on sight.  One of them is dressed obviously as a head priest and has a large key on a chain around his neck.  There are two locked doors to either side of the statue that require the key (otherwise DC 12 lock). 

Meanwhile, the dead have started rising from the cemetery and are massing outside the chamber.  They are noticeable within 4 rds after entry and will rush in to attack the next rd.  Ten Skeletons come in first, with Five Zombies following.  However, there is comfortably an undead army who will be following them (think cinematically here, rather than tactically). 

The rear chamber is also trashed and has a set of large vault doors down to the crypt, currently standing open.  Here are one more Priest Ghoul and one Armored Ghoul, guarding the entrance.  The Skeleton and Zombie force will be following in 3 rds.    


The Crypt Mausoleum (0 XP)



The vault doors can be barred from the inside or out.  The bar is on the landing to the stairs going down.  20’ below is a chamber lit by magical lights.  The chamber walls are filled with crypts, stacked upon each other in two’s.  At the far end of the chamber, there is a small altar with a slumped over priest on it.  Behind the altar is a large heavy curtain, which covers the cave-in area. 

The body is another Ghoul, which activates as soon as it is disturbed or someone comes near it.  As soon as that happens, a constant scrapping noise can be heard coming from the inside of the crypts.  1 rd later, Zombies start breaking out at a rate of 1d2/rd (up to 10 total).  After this occurs, pounding can be heard on the outer doors, which will be constant.  The doors should shatter with loud clang of the bar as soon as the characters look behind the curtain.  3 rds later, ten Skeletons enter the room (with more undead to follow).     

On the other side of the curtain is a ruined set of crypts that have collapsed into a large hole.  The hole is currently covered by a cloth with a religious symbol painted on it.  There is an assembly over the hole which was used to secure a rope and winch.  The rope attached has been cut, but there’s more rope nearby.  It’ll take 2 rds to secure a new assembly.  It’s a 20’ drop into the dark below and there’s standing water there.  It will take 1 rd to rappel down, but the characters can only safely go one at a time.  Falling down will cause 2d6 damage and a DC 12 Fort Sv or they will be rendered stunned for 1 rd.

Monday, June 16, 2014

Fantasy Core RPG Adventure: Goth Hallow-Cemetery and Temple Grounds

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Goth Hallow Cemetery and Temple

The Temple Grounds (0 XP)



Party’s horses are suddenly spooked as they near the cemetery.  Off to the side of the road in a ditch, there is a dead horse and rider.  They appear to be dead from several bloody wounds.  The rider has a message, but it’s too bloody to read. 

The party comes to the walled cemetery and can see the hill and the temple upon it.  At the gates is a food deliveryman (Mel) on a wagon at the front gate.  He got there at daybreak and nobody has shown up to let him in for two hours.  He’s quite agitated.  Mel didn’t see the dead rider and doesn’t know anything about what’s going on, he just wants to sell his goods.  (Note: the deliveryman will not join the party in breaking into Goth Hallow, but he will return to town and alert the constables, and eventually the town militia is mobilized.)

The gate is not only locked but also sealed and has a holy symbol jammed into it.  No one is at the guardhouse.  The 10’ walls are fairly easily scalable.  The entry log inside the guardhouse contains Wickum’s and his apprentices’ names written in it as the last visitors.  Inside, there are holy symbols painted on the insides of the cemetery walls.

The whole place at first seems totally deserted.  It’s very quiet and idyllic with trees lining a path to the hill.  A couple of guard dogs go running by, whimpering and barking.  Later, the main path continues towards the hill and a discreet side path forks off behind the screen of trees.

The Living Compound (0 XP)

[This is primarily a looting encounter.  It’s entirely expendable.] 

A couple of saddled horses are running around free as the characters enter the area.  There is a courtyard garden with a small shrine and three surrounding buildings.  This is where the groundskeepers, priests, and guards lived.  They’re all now Ghouls.  They won’t come out into the sun, but will attack anyone entering a building.   

The Groundskeepers’ Quarters—a simple barracks and tool shed.  There are four Ghouls inside in hiding and will attempt attack from surprise (DC 12 to detect).  There are a couple of places later where a pick or sledgehammer will come in handy.

The Priests’ quarters—a two-story building.  The lower floor has the priest’s rooms and a scribing room.  The top floor has a library and the Head Priest’s room.  There are two Ghouls hiding in the lower level.  The Head Priest’s room has a cabinet with 4 Holy Water vials (2d4+3 damage to undead) and 4 Healing Potions (heals 2d4 Hp).  They are all labeled.  There’s also a locked (DC 18 lock) and hidden (DC 12 to find) vault with 200 gp inside.  (If this adventure is part of an ongoing campaign, this stolen gold should eventually bring the party some form of trouble.  There’s some small amount of wealth scattered around everyone’s personal effects, but I’m assuming that experienced characters would not care about such petty thievery.)

The Guards’ barracks and Stable—another simple barracks.  There are two Armored Ghouls inside.  They are not hiding and will attack immediately.  There is a private room for the commander.  Inside, out on a shelf, are a couple more Healing potions, a +1 Dagger, and a quiver of 20 +1 Arrows, slung to the side.  Chain mail suits and other normal weapons can be found with the other troops’ effects.  The stables are currently empty.    

Friday, June 13, 2014

Fantasy Core RPG Adventure: Goth Hallow-History

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)

Adventure Index

History
Goth Hallow is an exclusive noble cemetery and crypt with its own temple.  It is located in an idyllic countryside, well away from the urban area.  The temple there is well endowed and is kept guarded to keep away would be treasure hunters from the graves.

However, the crypt beneath the temple was always known to have been excavated on shaky ground.  A stress fracture in the chamber finally opened up into a minor cave-in.  Not surprisingly, a cave was discovered underneath which appeared to be part of old burial tomb.  As the temple prided itself as a well paid for restful peace for deceased nobles, discretion was taken and only a single scholar from outside the cemetery was brought in to investigate.  Professor Wickum and four of his choicest students, along with several guards were lowered into the pit.  

Within an hour, the guards, who were now undead, attempted to clamor up the rope.  The priests had been prepared for this possibility and fought them off.  The head priest warded the hole to keep any undead inside and another discreet call went out, this time for adventurers.  

This graveyard is actually much older than the Goth Hallow attendants suspect.  In fact, the whole temple and cemetery are built on top of the giant burial mound, as well as an even more ancient underground burial vault.    

The vile Emperor, Senet, is thought more mythic than real several centuries removed from his rule.  His history was set mostly by his detractors, but fairly accurate in describing his cruelty and greed.  When his magicks were no longer able to sustain him, Senet was no longer fit to rule.  He built his burial vault and filled it with treasure and goods for the afterlife and became undead to guard his possessions for eternity.  

What Senet did not prepare for was his political rivals succeeding him immediately upon his “un-death.”  As a former emperor he was considered divine and his rivals respected that and placed him in his own vault.  However, they placed his mummified corpse in a hidden arcane cage to keep him in.  Then they stripped the halls of virtually all the treasure and fled while the cage’s strong magic held him (which have since long faded).  Senet’s furious spirit is able to wander around the tomb, but cannot interact with anything, other than through faint whispers.

Old King Markus came to power long after Senet and his civilization had passed from memory into legend.  The land Markus had chosen for his gravesite was already considered ill omened before the digging began.  A multitude of accidental deaths, hauntings, and other unnerving incidents occurred before they reached the sealed vault doors inscribed with dire pictographic warnings.  Superstition won out over curiosity.  Work was hastily finished and Markus was laid to rest.  Later, his prince sons would be placed in another chamber and eventually an ossuary created for other noble dead.  

The tomb fell into disuse.  The priests’ yearly consecration ceremonies would cease and the tomb buried over.  However, the unhallowed ground would not let these spirits rest easy.  Would-be tomb robbers would find that out the hard way.  Not one who met the old king would live to tell the tale, so Senet’s doors remained shut.  Centuries later and oblivious to history, Goth Hallow cemetery was constructed over this overly quiet, scenic patch of land.
  
In the present, the professor and his group had been attacked by the princes, now barrow wights.  Professor Wickum and the guards were energy drained.  Senet’s spirit, aware of and observing the conflict, was able to enter into the professor, as he was still a living body, but without a soul.  Senet was then able to command the wights and take the students prisoner.  He sent the newly undead guards to attempt to take the crypt, but was not surprised that they were repulsed.  

As the hole was warded over, Senet decided to take a more dramatic step to destroy the interlopers above his tomb.  Senet had Wickum sacrifice the prisoners to unhallow all of the grounds and awaken the multitudes of dead in the cemetery.  That night, undead swarmed and killed everyone at the temple, however the grounds were well warded and at least kept them in.  Senet (Wickum) waits outside the Markus’ chamber.  The old king is unwillingly Senet’s thrall too, but is spiritually chained to his burial chamber and cannot leave it.  The vile emperor has his pawns ready to repel any future invasion of his domain.  

Thursday, June 12, 2014

Fantasy Core RPG Adventure: Goth Hallow-Setup

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


This was written a while back as a sample adventure for a previous attempt at creating a set of D&D-ish rules. I like the concept of different types of tombs built on top of each other.  It’s extremely linear though.  It could work well as a tournament-like module or for a single evening’s entertainment.  Encounters can be easily dropped out for time constraints or switched out for replay-ability.

For this adventure, I’d suggest a party of five or six, fourth and fifth level characters that the players aren’t too attached to.  This adventure is something of a deathtrap, getting worse as it goes along.  They should also be carrying some magic weapons. 

Setup

An old tomb has been discovered beneath a temple crypt.  A scholar and his students were brought in to investigate the tomb with an armed escort.  Undead creatures attempted to exit the hole shortly thereafter.  They were beaten back, and the tomb was magically sealed over.

The party has been hired as mercenaries, expert undead hunters, or professional treasure hunters to investigate.  There is a 100 GP reward for each the four lost students (or at least returning their signet rings), as they were children of nobility.  Remuneration for any treasure or artifacts that may be found below can be negotiated afterward.  The temple and the noble families wish discretion and speed in resolving this matter.  At the moment, no one else knows about the find.  

Wednesday, June 11, 2014

Sports Journal 6-8-2014

Weekend Meal: A Blake Shelton BBQ Chicken Pizza from Pizza Hut.  While I typically only like pepperoni on my pizza and most people have an adverse reaction to even the thought of putting barbeque and chicken on a pizza, this is one alternate topping I really like.  Unlike the Parmesan pizzas, this creation from Pizza Hut was very tasty.  Obviously, country singer, Blake Shelton’s, input was critical.  One warning, this pizza did not reheat well, microwave or oven.  Try to eat the whole thing hot out of the box.

F1 The Canadian GP
It’s an unassuming track in an unassuming country that somehow often produces dramatic results.  From a last turn wall that collects champions to a race retirement attributed to . . .  a beaver, in golf terms, Circuit Gilles Villeneuve is a hazard.  The greatest race I ever saw was Jensen Button’s rainy 2011 Canadian GP, running last to first, and passing for the lead on the final lap.  (The Kurt Busch-Ricky Craven duel at Darlington is a close second.  The Kurt Busch Indy-Charlotte Double documentary ran after this race.  Kind of interesting, but not terribly informative.)  The announcers kept bringing up that Button race, though today’s race was bright and sunny. 

This race’s main drama would seem to be whether it would be Rosberg or Hamilton winning it for Mercedes and would their inter-team feud lead to handbags and a slap-fight at dawn.  I know the F1 media loves these fratricidal team affairs, but I’m over them.  One-car teams would do nothing but increase the level of competition (or at least separate sponsors for the cars, like other series).  How about letting constructors go ahead and supply other teams with chassis’s (like up to four)?  Teams already let out their engines to other teams.  Let the points accumulated by these teams contribute to the Constructor’s championship.

There were the usual wrecks and retirements at this high-attrition track.  What was unexpected was the two Mercedes cars also having problems.  Running way out front, both cars had an issue with their Energy Return Systems overheating (the brakes charging their batteries like a hybrid car) that dropped their speed by 20 mph.  Hamilton then lost his brakes and was forced to pull in.  Rosberg gingerly held his lead for most of the rest of the race.  It took the competition that long to finally catch up to him, even with him being hobbled. 

Rookie, Red Bull driver Ricciardo would make a strong pass to take the lead.  Behind him, Perez, who had been in second, started dropping.  Massa would plow into his tires, attempting a pass on the last lap.  Both would careen into the tire barrier, violently.  Perez was blamed for the incident for blocking.  I say that’s a bit questionable.  Jenson Button would come from mid-pack to finish fourth.  Awesome.

The announcers were thrilled for Daniel Ricciardo.  He is well-liked on the paddock.  They said the Aussie always has a smile on his face.  On the top step of the podium, he had an ear to ear grin that never stopped.  This is a popular, feel-good win.  Ricciardo’s got this Joe Dimaggio blue collar look to him that’s hard to dislike.     


Tennis
I turned on the TV Saturday morning to watch the Ladies Final, since Maria Sharapova was in it.  Before the picture actually came on the screen, I immediately heard a woman making a screaming grunt.  That killed it for me.  Even with the sound off, I couldn’t watch.  Somebody has got to muzzle these players.

Hockey
Given how the Stanley Cup is going (3-0 Kings at the moment), I probably should have watched this instead of the baseball game on Saturday.  I managed to miss all of the exciting scoring in regulation (Kings came back from being down by two goals to the Rangers twice), but did see the overtime.  The first one was actually quite exciting, but as the minutes wound down without a winner, dread of another OT period set in. 

The second OT was about what you’d expect from a bunch of exhausted players.  Even the L.A. fans were almost too tired to continue cheering.  The end came so quickly and unexpectedly, I didn’t see it, even while watching closely.  The Kings won it on a deflection from a blue line shot.  HD does not help the game broadcast with moments that fast.  You could just barely see it on slowed down replay.  Hockey has a problem there.  The sport doesn’t translate to the dominate medium well.  Perhaps somebody could bring back the glowing, streaking puck effect.    

Baseball
I said I wouldn’t be complaining about my reception anymore.  So I picked up the Royals vs. Yankees game in the 4th inning when my Fox reception came back after going out shortly after the first pitch, but I’m not complaining.  I was able to listen to the Tigers vs. Red Sox game on the radio, which was the game I really wanted anyway.  I didn’t get to hear the end of it, but the Tigers seemed to have things well in hand.  There wasn’t much point in listening to the Fox broadcast while the other game was on the radio.  From what I was watching, it was a non-stop tribute to Derek Jeter and endless replays of a successfully challenged pick-off call.  The Royals won it 6-3 off of the Yankees’ questionable bullpen.

On Sunday, the Rangers lost to the Indians 3-2.  One of those Ranger runs was off of a wild pitch.  Not good.  During the game, the second baseman, who’s name I didn’t even know, was injured.  This was the guy replacing the injured Profar, taking the place of Ian Kinsler (now on the Tigers).  Meanwhile at first base, was another replacement, who was taking the place of the injured Triple A guy, who taking the place of an injured Mitch Moreland, who was taking the place of an injured Prince Fielder.  I know Darvish, Beltre, Choo, and Andrus on the current roster.  That’s about it.  I wonder if Eric or Matt in the broadcast booth will be called upon to play a position?

After that depressing game, I flipped over to the El Paso Chihuahuas game in progress.  The game started an hour after the Ranger game, but I’d only missed half of it.  I was there for the exciting part of the game, Tim Haggerty looking at the clock and wondering if the team was going to be able to make their flight in two hours, given the game’s glacial pace.  He started looking up PCL rules for curfews and suspended games.  The dogs would go up 10-7 late.  I think both teams may have decided that neither wanted to have to continue the game on a later date, so things sped up a bit.  A bit after 5:00, my time, the game finished.  The team charged off the field.  Tim gave a professional, but very efficient game recap, which closed with, “I’ve got a flight to catch in less than an hour.  I’m outta here.”  Such are the perils of a nearly 4 hour, 9 inning game.

Tuesday, June 10, 2014

Sports Journal 6-1-2014

I’m listening to 1380 KHEY El Paso to the Rangers game on Sunday.  I got to hear my first double video review, as two different elements of the same play were challenged by both managers.  For one heart-stopping minute, I thought they were about to take an extra commercial break to deal with it.  Oh God, if challenges came with an automatic commercial breaks, baseball is over!  Nobody, not even me, will sit through a five-hour game. 

(Meanwhile, in the Dodgers/Pirates game on Saturday, there was an unsuccessful challenge by the Pirates early in the game.  Later, there was another disputed call, that probably needed to be overturned, which lead to a big inning, that couldn’t be challenged because they were wrong on their first one.  I thought the purpose of this challenge crap was to make sure they got the calls right?) 

KHEY has had their up’s and down’s doing Ranger games.  This season, they’ve stopped broadcasting the pre-game for some reason.  They’ve joined games late and in progress for no reason (including the first game of the season).  Today, they carried the game on time, but a half-hour later, went back to Foxsports talk. 

I listened for a while, hoping they’d change back.  After a while, I had to turn it off though.  Two idiot hosts, that I hadn’t heard before, were explaining the fineries of the Donald Sterling situation to a Black caller.  The caller had said that he didn’t agree with the old man, but that his grandfather had fought in WWII to protect Free Speech pretty much regardless of content.  The hosts had to explain that Sterling wasn’t going to prison for what he said, therefore we have Free Speech.  If he’s punished to speaking his mind, that’s just a consequence of not being politically correct.  “So if I say something wrong, I deserve to lose my house?” asked the caller.  This is an important topic, but not as important as the game didn’t get to listen to.  Thanks, KHEY.

Not to be outdone, KROD powered down about an hour and half before sundown.  This meant I only got to listen to about an inning of the El Paso Chihuahuas game, instead the usual 2/3 that I usually get in this situation.  Thanks, KROD.

KVIA still broadcasting black.  That’s okay.  I wasn’t going to watch the two crummy Indycar road races this weekend anyway.  Screw you, KVIA.

Well, I did get to see the NASCAR race at Dover.  Two red flags later, it was like an all day affair.  Dover, in spite of whatever similarities to Bristol, seldom produces great races.  The strongest car has a habit of driving off into the sunset, unchallenged, with most of the field going laps down in the process.  This was Fox’s and my last race of the season (unless KVIA comes back on).  At least I'll be missing the Pocono races, thank goodness.  All I can do now is wait for next year and hope next year is better with KTSM (NBC) picking up the races.  The highlight of the race was Michael Waltrip's gridwalk when he asked Dale for hug.  (Comedic pause) "Okay, sure."      

A couple of notes from Saturday.  While I was laid up in bed listening to some really terrible reception of the Rangers getting pounded by the Nationals, I couldn’t help but notice that Eric Nadel and Matt Hicks were chatting with each other during the game.  The Rangers radio call is a little strange in format.  It’s not a true two-man booth.  Essentially, Eric calls most of the game, with Matt chipping in a few comments and taking over for a couple of innings.  For this blowout, they were interacting with each other like a regular two-man operation.  Frankly, I don’t know why they don’t do it all the time.  Keep in mind, I love both of these guys, both if I’ve got one complaint, it’s their lack of interaction.  If you’ve got two people there, why not have a conversation?

Foxsports must have been gagging to death during the two blowout games they were broadcasting Saturday night.  I wonder how close we’re getting to NOT seeing anymore over-the-air regular season baseball?  I wonder how bad the World Series ratings are going to be, even if it’s the Yankees/Red Sox vs. the Dodgers, if there’s no national over-the-air baseball anymore?  Though the media world has changed a lot since the 80’s, I still think the two are connected (along with teams like the Braves and others getting daily national broadcasts of their games on cable). 

Finally, I think I’m going to have to put a moratorium on complaining about my continuing inability to watch and listen to sports broadcasts.  Though it’s frankly not my fault by and large, if this is getting tedious to write, I can only imagine what it’s like to read it.  That said, this may necessarily severely limit my future sports writing, until/unless I go ahead and get cable and an Internet connection at home.