Monday, February 29, 2016

NMSU Aggies vs Maine Black Bears Baseball 2-27-16 Game 1

After 9+ hours of baseball this weekend, writing out this recap is the last thing I wanted to do Sunday night.  The good news is that thinking about baseball really will your mind off of your problems without adding any more.  I’m afraid to stop, so let’s keep going.  I’m also too sore and tired to do anything else, and the longer I wait, the more indecipherable my scribbled notes and messed up scorecards will get.

This warm, bright sunny weekend made it almost impossible to stay indoors, especially if you’re feeling depressed and have nothing else to do.  Cue a Saturday double-header with the New Mexico State Aggies.  For $5, you can’t beat the price.  It was another good crowd for the game, who also felt compelled to enjoy the weather.  I chose a lousy obstructed view seat, but it was close to the field and gave a good straight view of home plate.  I pretended I was at Fenway and started working on a New England accent.  I can see what they should have done when they put in the new seating, which would have avoided putting a pole in the way of such prime seats, but it’s too late now.






The seat turned out to be great as 10 minutes later two extremely fashionable and glamorous young women sat down nearby.  I found myself sketching them between innings and wishing I had had more time and something better to draw on.  This is another reason I’m glad I don’t have smart phone.  For situations like this, I’d be sitting on both hands trying to stop myself from taking pictures.  If they saw me drawing them, I could proclaim, “I’m an artist.”  Yeah, looking at my etchings, I question that claim too, but it’d work.  Anyway, the girls seemed to be studying the day’s program, perhaps scouting future boyfriends.  Bull Durham-esque groupies?  Actually, I have no idea why they were there.  They didn’t seem that into the game or rooting for any particular player.  They also brought a sack of What-A-Burger hamburgers and fries, which was almost as attractive on my empty belly.  When they got up and left in the fifth, I gave them a round of applause just for showing up (which coincided with a good pitch, timing is everything).

The rest of the crowd was a fairly diverse mix: attractive young women, some handsome young men, kids, married couples, older men and women.  There was a grandfather explaining the game to his little granddaughter.  Some very tall and pretty girls from the NMSU Volleyball team were in attendance.  There was a kid wearing a very cool red and black camo NMSU shirt.  I’ve seen that design before, but not in a store unfortunately.  One of the cuter sights I saw was a very large gentleman cradling an itty bitty baby over his shoulder.  The crowd was maybe a bit smaller than last weekend, but seemed way more into it and animated.  The Visitor’s section was nearly bare of fans for the Black Bears.  They apparently don’t travel as well as Towson did. 

Crowd chatter mentioned that there was a White Sox scout there for the Friday night game.  I saw a fellow with a Yankee hat and a very sharp-looking Yankee’s polo shirt that even I wanted to wear (not a Yankee fan).  I figured him for a scout.  As I found out during the radio broadcast the next day, there were actually 12 scouts at the game.  They were all sitting in one section, up and behind me, so I never saw them.  No offense to the ladies, but I was in the wrong seat.  I would have loved to been listening in on those conversations (as long as it was baseball-related). 

This time I brought a tiny mp3 player with a radio to the game.  After some fiddling, I heard the familiar, friendly tones of Adam Young . . . calling the Women’s basketball game which was going on at the same time at the next door Pan-Am Center.  They announced the final score over the PA later (along with the Men’s game, which was out of town and being broadcast on another station).  I missed a good overtime game with the girls there, and both teams were victorious and looking forward to the post-season.  But I wasn’t about to try and absorb two games at once, like I often do at home, while attending a live event. The radio was turned off. 

The team started the game with another enthusiastic circle and an “Aggie Up” cheer.  I think this is a new tradition (oxymoron), and I like it.  The team worked up its own chatter from the dugout for the early part of the game.  From crowd chatter, I gathered that the Aggies lost the Friday night game 3-1.  I also confirmed that I wasn’t the only one disappointed with the players’ walk-up music.  #33 Joe Koerper’s John Cena theme was the only really likeable one.  At least the between innings music was pretty good.  I haven’t heard Stacey’s Mom Has Got It Going On in ages.  This time for keeping a scorecard, I waited until the players actually came to bat before I started writing them in.  The announced line up before the game wasn’t correct last time, forcing me to make a bunch of corrections.  Annoyingly, the guy sitting next to me was keeping better track of the game in his head than I was on paper.    

I thought the stadium needed a new scoreboard last weekend.  Now I’m convinced of it.  This time there was direct sunlight reflecting off it as there weren’t any clouds, and it was basically unreadable.  I gave up on trying to keep up with the hitter’s count.  On that note, both teams were giving it to the home plate umpire from the bench and it got loud.  The crowd also joined in at times.  Seemed like a dangerous way to live, especially for the players, but the ump just ignored them.  
 
 

The game summary is fairly simple.  The Aggies scored 7 runs in the first two innings and Maine never recovered.  NMSU jammed the bases the hard way with three hit batsmen (four total for game) and that added up to several runs.  A couple of times I actually said, “Ouch!” out loud.  While they didn’t score or even really threaten again, the Black Bears could only generate a couple of solo home runs for the rest of the game.  One of the homers came after a double play wiped the bases.  Aggie fielding only committed one error and when combined with good pitching, they were really able to put a lid on them after getting a big lead. 

In the Aggie fourth, I list a Caught Stealing for #22 Botello.  It was a little more complicated than that.  #30 Joe Koerper was actually Picked Off first, but during the lengthy rundown, Botello attempted to take home from third and was thrown out.  Without the radio call, there was no way I was going to track everybody who touched the ball.  One of the stranger things of the game was how the Aggies got the hits in that inning and another in the sixth.  They were infield hits off of check swings.  The Black Bears weren’t able to field these little dribblers that didn’t even make it to the mound.  Eventually, the Aggies tried bunting for base hits, but Maine caught on at that point and started playing up.  

My player of the game has to be #27 John Arel of the Black Bears.  Listed at 6’7” 275 lbs, Arel looked even bigger out on the mound next to his teammates.  This monstrous reliever came into the game in the second inning after things had already gotten out of control.  For 7 2/3 innings, all he did was blank Aggie batters, including 9 strikeouts.  He was the epitome of having a good game in a losing effort.  For the Aggies, I give it to #22 Austin Botello.  He had three hits, two RBI’s, and a stolen base.  #7 Daniel Johnson had yet another great play in center in the fourth.  He is definitely a plus defender.   


Fantasy Ireland Adventure: Keeper Hill-Otherworld Elf Warrior

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


KEEPER HILL BONUS MATERIAL

The Otherworld Elf Warrior
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Spell Level Limit
1st
+1
+0
+2
+2
1
2nd
+2
+0
+3
+3
2
3rd
+3
+1
+3
+3
3
4th
+4
+1
+4
+4
4
5th
+5
+1
+4
+4
5
6th
+6
+2
+5
+5
6
7th
+7
+2
+5
+5
7
8th
+8
+2
+6
+6
8
9th
+9
+3
+6
+6
9
10th
+10
+3
+7
+7
10

Description: Don’t let their delicate fey looks and willowy form fool you.  A troop of low-level Elf Warriors slinging magic and wielding magic weapons should make any potential foe think twice.  Mid-level warriors are a force by themselves.  A high-level Elf warrior?  Almost too frightening to contemplate.  They are unnaturally brave because of their pride and capabilities.
Hit Die: d6.
Prime Ability: Int, Dex, and Wis.
Subprime Abilities: Str and Con.
Weapon and Armor Proficiency: Elves are proficient with light one-handed melee weapons (short sword, rapier, mace, etc), any ranged weapon (except longbow and heavy crossbows), and with light armor, but not shields.  Magical Elven chain mail, Elven longswords, and Elven longbows are the preferred, as they have no ability qualifications.
Standard Gear: +1 Elvish Longsword, +1 Elvish Longbow, +1 Elvish Chain Mail, pack, 3 days rations, waterskin, 2 useful items.

Crack Shot: Elvish Warriors add ½ level to their bow damage. An Elf Warrior may make a successful bow attack into a melee fight without making a Called Shot.
Mounted Archery: A mounted Elf Warrior may make a ranged bow attack with their full BAB.  Elvish cavalry may be mounted on fine horses and Unicorns (if chaste maidens) and there is a flying corps mounted on hippogriffs and Pegasus. 

Detection: An Elf Warrior may detect ambushes and traps adding (Int + Wis bonuses)/2 + ½ level to the attempt. This does not apply to trapped items.
Find: (Int + Wis bonuses)/2 + ½ level to the attempt. Secret Doors and hidden items.
Stealth: An Elf Warrior may sneak and hide adding (Dex + Int bonuses)/2 + ½ level to attempts.
Track: An Elf Warrior adds (Int + Wis bonuses)/2 + ½ level to the attempt.
First Aid: An Elf Warrior may apply first aid to heal the wounded.
Infravision: All Elves have the ability to see in the dark.
Immunities: All Elves are immune to sleep, charm, and paralysis effects. They may also move freely between the Otherworld and the mortal world, without suffering any adverse effects.

Elvish Spells
Elves may cast most spells on the Wizard list, all of the spells on the Druid list, and can cast the Gypsy Curse spell (from the NPC draft doc).  Elves will not cast Forbidden spells that Summon Monsters or have anything to do with the undead.  They can cast Ceremony spells as a Wizard, but will never use a sacrificial victim or blood activate them.  10th Level spells are the Epic Level spells mentioned with the Witch class (from the NPC draft doc), such as various magically created natural disasters.  They are more plot devices than game mechanics.  For the Elves, these spells are the equivalent of WMD’s.  They are for deterrence, rather than whimsical, everyday use.  Further, use of such spells seriously depletes their already deteriorating magical realm.

An Elf Warrior will typically know all of the given spells of the highest level they can cast.  Upon gaining new level, an Elf Warrior goes into an extensive apprenticeship to learn that level’s spells. 

Spellcasting
Elves may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.)  With 3 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell level that they can cast.  A spellcaster must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is immediately suspended until the caster has had 1 turn of rest.  A Saving Throw against a spell has a DC of 12 + ½ caster level.

Spellcasting Beyond 10th Level
10th level Elves may spend 10 XP to gain a +1 to their Spellchecks, up to +5 total for their level bonus.  Their total level bonus can be up to +15.  As if this class isn’t already total overkill. 

Magic Item Crafting
A 5th level Master Elvish Craftsman is able to create magic weapons, magic items, and magic armor.  The time would vary, but figure about a week per item.  Elves will not sell their magical goods to anyone, but could give them to those that have been designated “Elf Friends,” those who have done a great service to the Elves.  They are not above “gifting” or even selling cursed magical items (especially ones that break upon first use in combat) to people they have a grudge against.  Elvish magic items often automatically break or work in detrimental ways when handled by Formorians.

The Otherworld
The Fey Realms are magically hidden from the outside mortal world.  They range in size from a large tree, or a grove, or a glen (usually a single fey or small clan), or entire forest cities, underwater cities, or even entire islands.  These realms are all connected, but only a Fey could travel between them.

Still, the Fey will whimsically or purposefully open their portals to enter the mortal world; a midsummer night's party or a warband seeking vengeance.  Mortals are occasionally invited inside for any probable reason.  Interlopers are shoo'ed away.  Invaders are destroyed without mercy.  The magical world is likewise potentially deadly to mortals.  They may stay no longer than a week, before being unable to leave.  Disintegration upon setting foot back in the mortal world is the normal price.

Elvish Physiology
Living in the magic-infused Otherworld has made the Elves immortal.  This adaption has made them unable to tolerate living in the real (or mundane) world.  The young can only visit for no longer than a day.  Older Elves cannot endure direct sunlight and can only visit at night.  The elders cannot leave the Otherworld at all.

Elves are male and female and could theoretically reproduce biologically.  Unfortunately, their environment has also rendered them almost sterile.  An Elvish baby is so rare as to defy any common metaphor for the event.  They can reproduce with humans, producing Half-Elf Changelings, but their offspring are fully mortal and only produce human grandchildren.     

Racial Relations
Elves have a haughty disdain for everybody.  When you’re as old and powerful as they are (were), it’s hard not to look down at everyone else.  Though they’ve fought wars versus Dwarves and Humans, they bear them no racial animosity.  They are not so pleasant to the Formorians due to the presence of their own kind (Drow) amongst them. 

Elves view their current, sad state as one that was more self-inflicted than forced upon them.  Individual Elves can fall in love with humans and form deep friendships with those of other races, but they know it will be fleeting as they are immortal.  Elves do hate, however.  They will seek revenge on individuals who have wronged them in the slightest fashion.

Elves are amused by the short lives and memories of humanity.  While the Elves remember the old wars well, most humans only know the stories and those as myths.  The appearance of a full Elf in a human community produces awe and adulation rather than fear and alarm.

[God help me.  I must have been chugging cold medicine when I wrote this.  This class is for NPC use only!  DO NOT even think about letting Players roll up one of these game-breakers, “Just for fun.”]

Friday, February 26, 2016

Fantasy Ireland Adventure: Keeper Hill- Lord Sogore and Lord Haz

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


KEEPER HILL BONUS MATERIAL

Major Formorian Lords
It would seem like too much of a tease to mention Sogore without providing some stats.  He would not be appearing in this adventure, and it would take a huge crisis or opportunity to get him to personally appear in such a backwater colony as Keeper Hill.  Also included here is his major rival in Parliament, and his older brother to boot, Lord Haz.  Both are descendants of the great Formorian Lord Balor, so they are essentially big, one-eyed monsters.  Of course, these creatures will nearly always be surrounded by impressive humanoid warrior bodyguards, spellcasters, and minor Formorian lords.

As a sidebar, the difference between the minor Formorian lords and the major ones, besides wealth and power, depends on which house of Parliament they sit in.  Sogore and Haz are in the more prestigious House of Nobles, while Billy and the minor lords in the adventure all sit in the Chamber of Rabble.  Both Houses’ consent are required to pass laws and make policy, so there are alliances between members of both.  Take note that no Formorian has dared to take the actual title of “King,” except to their own subjects, since their retreat into the Underworld. 

Lord Sogore (FC)
HD 10, Hp 80, AC 15, (Natural), Tentacles AC 14, hp 10 each        
Fort +3, Ref +3, Will +10
Flight ability

Melee: 8 x Tentacles +10 to hit 1d8 plus DC 12 Ref Sv or held.  Automatic 1d8 crushing damage per tentacle.  DC 18 Str or Escape Artist to get free.  Up to 4 tentacles may attack the same opponent
Or Bite +8 to hit 2d6 (If two tentacles grapple the same opponent, they bring them in for automatic Bite damage, but foregoing any other attacks that rd.)

Ranged: Hypno Spit +8 to hit, DC 18 Fort Sv or rendered unconscious 1 turn.  Victim will be highly susceptible to suggestion in that state.  Roll again, DC 18 Will Sv, or they will become another pawn of Sogore.  May be used once per encounter/turn.  

[Note: Based on the Tentacled Eye from the Advanced Edition Companion.]

Lord Sogore (5e)
HD 6 (d8) + 18, Hp 66, AC 15 (Natural)
Str +2, Dex +3, Con +3, Int +1, Wis +0, Cha -1
Arcana +3, Insight +4, Perception +2, Stealth +5
Truesight 120 ft., Passive Perception 12
Keen Sight: Sogore has advantage on Wisdom (Perception) checks that rely on sight.
Weird Insight: Sogore targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against his Wisdom (Insight) check. If Sogore wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Flight ability

Melee: 2 x Claw +4 to hit, 6 (1d6+3) slashing
Ranged: Rotting Gaze. Sogore targets one creature he can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

[Note: Based on the Nothic creature, which was likely inspired by the mythic Balor.]

Lord Haz (FC)
HD 10, Hp 80, AC 19, (Natural), Central Eye-Called Shot DC 12, hp 15; Eye Stalks-Called Shot DC 18, hp 11 each   
Fort +7, Ref +3, Will +5
Flight ability

Melee: 2 x Tentacles +12 to hit 1d8+2 plus DC 12 Fort Sv Poison, immediate unconsciousness, death in 1 + Con bonus days.
Ranged: Eye Blasts, one may be used each rd, but only once per encounter/turn, the Sv DC is 17 for each
Central Eye-Petrifying Gaze Will Sv or turned to stone, 1 opponent
4 x Eye Stalks-Laser Ref Sv 9 dam + Stun 1 rd, Acid Ref Sv 9 dam + -1 to worn non-magical Armor, Fire Ref Sv ½ dam, 11 dam + 1d6 continuing until put out, Lightning Ref Sv ½ dam, 11 dam + Stun 1 rd + Knocked Down, Cold Ref Sv ½ dam,  13 dam + Stun 1 rd + dropped to last in Init. 

Lord Haz (5e)
HD 6 (d8) + 12, Hp 60, AC 14 (Natural)
Str -1, Dex +2, Con +2, Int +1, Wis +2, Cha +0
Perception +6
Condition Immunities: prone
Darkvision 120 ft., Passive Perception 16
Flight ability
Spell Reflection: If Haz makes a successful saving throw against a spell, or a spell attack misses it, he can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Melee: Bite +1 to hit, 2 (1d6 - 1) piercing
Ranged: Eye Rays. Haz shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray: The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
Paralyzing Ray: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray: The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Haz is visible to the target, ending the
effect on itself on a success.
Wounding Ray: The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

[Note: The 5e version is based on the Spectator.  The FC one’s inspiration is fairly obvious.]


Thursday, February 25, 2016

Fantasy Ireland Adventure: Keeper Hill-Long Walk/Crypt/Afterward/Design Notes

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Long Walk
1 XP for finding the Secret Door. 

14) This passage was reserved for the king.  It perhaps gave him time to think about things on his way to and from his throne room where he would hold court.  Of more importance to the Characters is the secret passage to the treasure crypt.  This corridor is well and recently travelled.  The layer of dust covering the floor is clearly showing lots of footprints.  (No Tracking skill required to notice this.  A Ranger would identify the prints as human-ish and as several individuals, but with a shambling gait to their step.) 

The prints all seem to congregate about half-way down the corridor, which should be a clue.  The Secret Door only requires a DC 12 Search to find if being actively searched for.  The inner door has a DC 12 lock on it or could be popped by a Knock spell. 


The Noble Crypt
2 XP for defeating this encounter
2 XP for killing the Mummy.  (3 XP if this is the final Mummy to be defeated.)

15) This was a crypt built for a few honored ancestors.  Of the 8 tombs here, only 3 of the Mummies have survived the ages.  The rest of the remains have crumbled to dust.  The Mummy left in this chamber, Claver, is hiding in his tomb, marked (x).  When found, he will call out for help and 5 Wraiths will rise out of their tombs (or fewer, depending on if they’ve already been called by Braygan).  If Claver is killed, the Wraiths will return to their tombs.  Killing Claver endows anyone in the area with a permanent 1 HD increase in hp (either roll for it or add half + 1).     


Afterward
Given the possible permutations of this scenario, there’s no telling what happened to all the NPC’s and who’s running Keeper Hill in the end.  If Billy and Sam are still alive, they’re in charge for now, but (assuming the undead have been cleared out) they’re seriously weakened and will be challenged for the spoils of the Noble Level.  If neither or only one of them is around, it’ll be a free for all.  Sid, if still around, will be on top of that.  Lord Sogore will somehow think that he is due something and want a piece of the action.  Formorians fighting in en mass will inevitably cause problems for the human residents of Tipperary County.  Will the Dwarves make a move on the hill?  If the undead are gone, they’d consider it, but they still need to drain the water out of the mines to make it worthwhile.  Did Hobgoblin Captain Sarn somehow make it to the end?  Bless his heart.  Advance him 3 HD and have him join the Character group.    

Did someone other than Billy end up with Nim’s locket?  That will have repercussions, especially if his secret affair has been exposed.  Is Mara around?  There’s still treasure in the vault where she’s set up shop.  Did Apollos escape?  The Elves will still be looking for him.  Were the Elves all massacred?  There will be a reckoning.  What about all the riches in this level?  As soon as word gets out, everyone will swarming this place for a share.    

As for the Characters, their main problem may be, “How do we get out of this dungeon?”  If there aren’t any friendly Formorian lords left, they’re going to have to negotiate with the Goblins and Grimlocks for an exit via the Dark Road.  The Dwarf exit might be an option.  Mara will certainly be willing to help them (though not show them her vault).    


Design Notes
Stone Grave Design Notes.  Okay, so right after I wrote this, I decided to clean up what I had written about the previous, failed version of this adventure, Keeper Hill.  In looking things over, I suddenly had an idea about how to make this adventure finally work and ran with it.  While using the same maps and many of the same monsters, Stone Grave and this adventure are very different.  I, at least, consider them to be different enough to be separate adventures, though I don’t know if I’d want to run the same group of players through both (not without telling them up front about the similarities and making allowances for their familiarity).

It’s still not a murder mystery (darn it), but I think this turned out to be way more complex NPC interaction-wise than I’d thought it would be.  I’m happy that Keeper Hill is bit of a twist on the standard dungeon crawl.  

Enjoy.

Wednesday, February 24, 2016

Fantasy Ireland Adventure: Keeper Hill-King’s Quarters/Jeweled Garden

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


King’s Quarters
12) Thane (King) Braygan was called an “old money-grubbing Dwarf bastard” by his friends.  His main concern during the undead invasion was the protection of his riches and the mine’s wealth.  He ended up killing himself as the situation on the noble level became hopeless, and he became a powerful haunting spirit. 
   
The king’s apartment was pretty opulent in regards to space and furnishing.  The outer room is a lounge for entertaining a small number of guests.  There’s a private office in the corner.  The bedroom features of large bed and separate His and Hers bathrooms.  (The king was unwed before the end.)  There’s no treasure in this room, though the curtains (again, there’s no windows, it’s just for show), the rugs, the bedding, and the furniture would be worth at least 1000 gp.  However, attempting to make off with anything will not draw the King’s wrath.  His spirit is elsewhere. 


Jeweled Garden
2 XP for defeating the garden’s guardians.

13) A Zen rock garden, but with gems.  There’s sparkling gems scattered amongst the larger rocks.  There’s 500 gems of 100 gp each value.  Looking closer at the gravel, there’s another 5000 gp scattered on the ground.  There’s also a bench in the chamber, where one can sit and mediate, presumably on how rich you’ve just become.  There is also a skeleton lying in the middle of the field.  It is holding a +1 Dagger in one hand and a rod in the other.  There is also a key on a gold chain around his neck.  This is a Control rod for the Golem in the Treasury and a key to the vault.  There are duplicates, but were lost with the Dwarves who escaped Keeper Hill. 

Mara could identify both items (she won’t), but hasn’t taken them for a reason (she will if given an opportunity).  If she’s with the group, she’ll be shouting at everyone to not take anything.  Of course, the rest of the NPC’s will be lining their pockets.  Here’s where the alliance may break down.  The conflicting claims and greed by the Formorians, Elves, and Dwarves (depending on who’s present) will result in some pushing and shoving.  

The good news is that everyone’s going to have bigger problems in a moment.  Mara will be readying her magic wands.  Thane Braygan’s spirit will appear as a giant entity before the group and begin violently cursing them in a thunderous voice as thieves and robbers.  He will attack as an Advanced Poltergeist.  Worse, unless he is defeated and then the area is Consecrated or he is outright Exorcised, Braygan will reform and return in 1 turn so long as there any valuables in the chamber. 

Hold it, it gets worse.  His voice has woken the dead.  The 5 Wraiths from the Private Crypt will arrive in 2 rds.  (If they have already been dealt with by the group, good for them.)  Retreating from the Garden will call off all undead attacks here.  If two or more Wraiths are dissipated, the rest will retreat back to the Crypt. 

Now the fun begins.  Whatever vendettas there are in the group are probably going to start playing out.  Formorian fratricide, righteous Dwarf ownership, Elvish pride will all potentially be on the block.  Apollos flees with a handful of gold.  Mara grabs the rod and the key and disappears.  Then Braygan reforms and attacks again.  Mara or someone else remaining might say the area is haunted and has to be consecrated to permanently dispel him.  The Characters may be the only ones left standing or perhaps running away. 

Advanced Poltergeist (FC)
HD 4 (d10) +30, Hp 52, AC 14* (Natural, magic to hit)
Fort +1, Ref +1, Will –4
Melee: Slam +5 to hit 1d8+4 plus DC 12 Ref Sv or Trampled for an additional 1d8+4 damage and Knocked Down.
Fight ability

Advanced Poltergeist (5e)
HD 12 (d10) +24, Hp 90, AC 15 (Natural)
Str +2, Dex +5, Con +2, Int +0, Wis +0, Cha -2
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Darkvision
Passive Perception 10
Flight Ability
Intangible: Can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Melee: 2 x Slam +8 to hit, 14 (2d8+5) bludgeoning
Whirlwind (Recharge 4–6). Each creature in the Poltergeist’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

[Note: These are the modified stats for an Air Elemental.]

The Golem Control Rod
The user must be holding it in front of the Golem.  It requires a FC: DC 12 Will Sv/5e: DC 10 Wis check to operate.  The user will then have control of the Golem for 1 turn and will have to concentrate to get it to act.  The Golem will then go dormant for 1 rd.  From there, it can either be commanded with another control check, or it will remain dormant.  If it’s still in the Vault, it will automatically attack any intruders. 

Tuesday, February 23, 2016

Daytona 500 2016

Jeff Gordon.  I could sum up in two words why I saw watching this race.  Jeff Gordon.  I probably would have watched anyway, but seeing one of my favorite drivers in the new role of broadcaster was the only real attraction for me.  I even stayed out the NASCAR picker at work this year.  Spending two minutes every Friday picking a driver had gotten to be more work than I was willing to put into it.   

The Daytona event started two weeks ago with the Sprint Unlimited.  The race was messy and didn’t matter.  I was just interested in hearing Jeff’s commentary.  (I was also at work at the time and wasn’t giving the race my full attention.)  I knew Jeff had spent quite a bit of time in front of the camera, off the racetrack, so I wasn’t surprised that he could speak well.  I also wasn’t surprised that he knew a lot about racing.  But you never know how these elements will come together.  In this case, it worked pretty well.  Jeff spoke racing with an easy, casual confidence, just what you want from your color analyst.  My only concern was his stamina.  Yes, it does take some fortitude to keep up your attention and enthusiasm when calling a sporting event.  Even with a short race, Jeff seemed a bit winded by the end, his concentration wavering and voice flagging.  The ladies at work, who are still involved in the picker, even liked his commentary, and they HATED him as a driver.  As one of them put it, “He kicked Michael Waltrip out of the booth and steps over DW’s jawing.” 

I didn’t see qualifying, where Jeff’s successor in the #24 car, Chase Elliot, was given the ceremonial pole award.  Ceremonial?  Go back the last couple of years and see who’s won it and ask yourself if it wasn’t rather fortuitous.  This was supposed to be Tony Stewart’s pole, but with his injury, they had to give it to next most deserving party.  Unlike the NFL’s game rigging, I don’t get worked up about this particular fix.  Whoever wins the pole is unlikely to win the race anyway (Trevor Bayne accepted). 

The next preliminary was Jeff’s Pre-Daytona party.  Fox has done this for the last couple of years.  Jeff had even hosted it before with Danica (I posted about it somewhere, which I can’t easily find).  I referred to the experience as “putting the word ‘awkward’ through its paces.”  This time, with his name on show’s title, Jeff seemed less uptight and scripted, and other times he seemed a lot less confident.  It’s a work in progress.  His co-host, lovely Holly McGrath, did much of the heavy lifting.  The best part of the show was Katie Nolan’s appearance, doing a comedy skit with Jeff.  I understand she has her own show on FS1, a network which is the Cable equivalent of a Flying Dutchman sighting.  
  

Confusingly, this event was also a launch party for the Sports Illustrated Swimsuit Edition.  I shouldn’t complain about pretty girls, but swimsuit issue hasn’t done anything for me since Stacey Williams retired (and they never put her on the damn cover).

  

Well, actually they did do a pictorial with Alex Morgan.


But, she doesn’t even have to be in a swimsuit to look good.  (If I keep this up, I’ll be renaming the blog, “JDH417’s Alex Morgan Shrine.”)

Anyway back on topic, the pre-race started with a montage of great Daytona 500 moments.  There were at least two Wood Brothers clips in there, which is ironic since they didn’t receive one of NASCAR’s new coveted charters.  All I can say about the now 40 car field is that at least they got rid of the “Start and Parks.”  Jeff and the rest of the panel got off on a good foot, with me at least, by speaking to a recovering Tony Stewart over the phone.  It was a bit sad to hear him.  He could only lie down or stand, not sit up.  Then they suddenly cut him off without explanation.  Thankfully, Fox brought Tony back later to comment on the race and allow him a little dignity.   The panel was divided on whether Tony would be back to race at Daytona next season. 

Jeff (during the party) and DW (during the pre-race) both gave quick tours of the refurbishments at the racetrack this year.  The new stadium-like facility attracted a full house for the race.  Obviously the best part about being there was not having to put up with the TV commercials.  (On the other hand, what if all of the new video boards at the track are actually just there to show commercials?)  It looked like there was also a bigger gap between the stands and the catch fence now.  That’s definitely a good idea.  Can we get rid of the restrictor plates now?

Indy and Daytona’s signature races are a lot alike.  Same size track.  Same race length.  And you can sum them up in one word.  Indy is heartbreak.  Daytona is frustration.  Just ask the drivers.  I noticed Chase Elliot looked a bit uptight during the driver introductions, in spite of winning the pole and the Xfinity race the day before.  He ended up being the first accident.  Look for him to bounce back later in the season.  His new #24 Napa car looks good.  Junior’s #88 Nationwide car is the best looking ride he’s had since he’s been at Hendricks.  I may be looking for little die casts at the store. 

I should mention the dominate feature of the race, and any NASCAR race on TV: the commercials.  I liked Greg Biffle’s KFC ad for Nashville Hot chicken.  I had a co-worker who tried it.  He described the sauce as “red motor oil,” and that it, “came out both ends seven hours later.”  Fox hit a new low in commercial interruptions as Mike Joy actually said before a break, “Here’s a new Junior commercial.”  Promoting commercials.  It was just desserts when later in the race after said commercial, they came back to show Junior spinning through the infield.  Meanwhile, Phil Kessel puts it into a wide-open net to give the Penguins a 3 – 1 lead over the Sabers in the second period.  Like I was watching the commercials while NBC was showing two hockey games during the race.  On a more disturbing note, as I flipped past Azteca America, I noticed their soccer coverage was going “picture-in-picture” with a commercial.  The one thing I liked about soccer (other than Alex Morgan), continuous coverage, seems to be in jeopardy.        

Dad came by to watch the end of the race.  He wanted to see it and I was glad to have him over, though this meant I had to stop what I was doing: flipping between the race and the hockey, while listening to the Aggie baseball game on the radio.  While I walked next door to get a couple of 5 Guys burgers, I took my portable radio with me to keep up with the game.  I don’t really have many notes on the race itself.  I was distracted, and it didn’t do much to get my attention.  I wasn’t even really listening to Jeff, which was why I had tuned in.   In spite of a few wrecks, by halfway through the race, the entire field was still on track.  The promotions of the new stadium mentioned that they now had more comfortable seats throughout the grandstand.  For a good race, seats are seldom in use by the standing, cheering fans.  For this race, I couldn’t help but notice, they seemed to be mostly seated.  There was no Big One.  There wasn’t even much in the way of the three-wide racing that the Daytona 500 is famous for.  The multiple large crashes during the Unlimited weren’t a harbinger.    

By the end of the race, the cars did start going three-wide.  With the impending possibility of a major crash, Mike Joy spent what seemed like 15 minutes explaining NASCAR’s new “Overtime” rules.  I’ve had Schedule D of Form 1040 explained to me more clearly.  I turned to dad, “Did you get all of that?”  “Not a word,” he said.  This probably painful procedure was thankfully unnecessary.   Toyota dominated the front runners.  I had watched the Kyle Busch championship special on NBC Saturday.  With his championship, Joe Gibbs Racing and Toyota made it clear that they had just one reserved spot left in trophy case.  They wanted a Harley J. Earl trophy with a Daytona 500 win.  Clearly, the organization was focused.  Matt Kenseth lead going into the final lap.  By turn four, Denny Hamlin made his move on his teammate.  Kenseth made a remarkable save to keep his car out of the wall.  This left Hamlin and Martin Truex going for the checkered flag, battling side-by-side.  Denny would win it by a nose, the closest finish in 500 history.  The audience was relieved that this broadcast hadn’t been a complete waste of their time.   

 

What happened next was a complete disaster.  Julianna White was not in attendance in Victory Lane.  Whoever won didn’t matter.  (No offense to the other Sprint Cup girl.)  Look, Sprint is leaving as NASCAR’s title sponsor after this year.  I’ve only got a precious few opportunities left to see her.  Heck, her little advertising segment in the Sprint Unlimited was the highlight of the race (and she almost sold me a cell phone).  I doubt Alex Morgan is going to be new trophy girl next year.  Who knows, the next sponsor may want bare-chested firemen in the background.  At least Julianna didn’t have to wear that uncomfortable firesuit and likely slipped into something more casual to watch the end of the race.


Ahem.