Thursday, March 31, 2016

Dark Continent Redux: Native Forces

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Native Forces
These are the standard natives.  (There are non-standard natives, as we’ll see later.)  “Friendly” or hostile natives would have the same stats.  In combat against foes they outnumber, they will try to work together to encircle and flank enemies, using stealth and poison dart sniping.  They’ll want to take captives.  Against equal numbers or obviously dangerous foes (like the Characters), they would want to wear them down if possible and look for a weak point.  Unfortunately for the natives, if lead by a King or Witch Doctor, tactics often degenerate into a frontal assault.  Witch Doctors generally stick close to their Kings and act as they direct them.  Generally, only Veteran Warriors and the Chief Witch Doctor will engage in field operations.  

Veteran Native Warrior
+1 Str, Con, Dex, Wis
HD 3 (d8), Hp 15, AC 12 (Leather Shield)
Fort +4, Ref +4, Will +2
Melee: Short Spear +4 to hit 1d8+1 or Club 1d6+1 or KO
Ranged: Short Bow +4 to hit 1d6, M, (20 arrows) or Blowgun 1+Poison DC 12 Fort Sv or KO 1 hr, S (5 darts and Poison dosages)
Track, Stealth, Detection +3 (DC 15 to Detect)
First Aid Skill

Elder Native Warrior
(or a Chief of a minor tribe)
+2 Str, Con, +1 Dex, Wis
HD 5 (d8), Hp 30, AC 12 (Leather Shield)
Fort +6, Ref +5, Will +2
Melee: Short Spear +7 to hit 1d8+2 or Club 1d6+2 or KO
Ranged: Short Bow +6 to hit 1d6, M, (20 arrows) or Blowgun 1+Poison DC 12 Fort Sv or KO 1 hr, S (5 darts and Poison dosages)
Track, Stealth, Detection +4 (DC 16 to Detect)
First Aid Skill

Native Warrior King
+3 Str, Con, +2 Dex, Wis, +1 Int
HD 7 (d8), Hp 49, AC 14 (Leather Shield and +1 Protection Talisman)
Fort +8, Ref +7, Will +4
Melee: +1 Magic Short Spear +10 to hit 1d8+3 (not subject to breakage)
Ranged: Short Bow +9 to hit 1d6, M (20 arrows)
Track +6, Stealth +7 (DC 19 to Detect), Detection +6
First Aid Skill
(Kings will usually have heirloom magical items passed down for generations.  A tribe would make every effort to recover these items if lost.)

Native Chief Witch Doctor
(See the Witch Doctor NPC class)
+3 Int, Wis, +1 Dex
HD 5 (d6), Hp 20, AC 12 (+1 Protection Talisman)
Fort +1, Ref +2, Will +7
Melee: None
Ranged: Cursing Wand DC 12 Will Sv or lose all ability and class bonuses for encounter, S, 3 x Charges, can be recharged with 1 turn ceremony.
(Witch Doctors will usually have heirloom magical items, passed down for generations.  A tribe would make every effort to recover these items if lost.)

First Aid Skill
Magical Healing: They may fully heal all hp damage 3 x a day, including themselves and those below 0 hp, but not yet dead.
Identify Poison (DC 12) and treat poisoning (DC 18), Int Bonus + ½ level
Other Witch Doctor Abilities are listed with the Class description.

Poison
● Native Witch Doctors can brew 4 doses of sleeping poison (DC 12 Skill Check) in one hr with an Int Bonus + ½ level check and proper materials (50 gp stun at least).  Roll for the actual effectiveness when used. 
Sleep Poison: DC 12 Fort Sv or Knocked Out 1 hr when used.  Other effects, such as hallucinations, can be created.  Witch Doctors can also identify poison (DC 12) and treat poisoning (DC 18), Int Bonus + ½ level

Spell Check +6, Save Against DC 15, up to 3 failed Spellchecks/encounter

1ST-LEVEL WIZARD SPELLS (DC 11 to cast)* Note lower DC.
Burning Hands: 10 fire damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close Range.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 5 turns. (Will Sv)
Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
Magic Missile: 10 impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.

2ND-LEVEL WIZARD SPELLS (DC 12 to cast)* Note lower DC.
Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. (Will Sv)
Darkness: 20-ft. radius of supernatural shadow. 5 turns.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Rope Trick: As many as eight creatures hide in extradimensional space. 5 turns.

3RD-LEVEL WIZARD SPELLS (DC 13 to cast)* Note lower DC.
Daylight: 60-ft. radius of bright light. 5 turns. 
Fireball: 12 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns. Disrupted by any hit.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Encounter.

Wednesday, March 30, 2016

Batman vs. Superman Movie Review

Or is it Superman vs. Batman?  Whatever, it’s barely worth a post.  I wouldn’t bother writing a review of a movie I didn’t like but to resolve my anger and to perhaps warn others.  If this review seems a bit half-assed and ill thought out, consider it appropriately inspired given the source material.  The person I saw this with thought the movie was okay, but really enjoyed my “Sheldon-like” commentary afterward.  Regrettably, I don’t have a transcript of that rant.  At best, this movie met my low expectations.  It could have been worse.  By the way, Batman and Superman actually first met on the Superman radio show from the 40’s, and not in the comic books.    

In spite of numerous callbacks to various classic comic book scenes, the first two hours of this superhero movie were apparently written by somebody who hates comic books, or perhaps thought them too juvenile to be entertaining for adults.  Doing a 9-11-ish riff at the beginning (still TOO SOON), put me in a bad mood to begin with.  Though the movie is PG-13, I don’t know how you can expect kids to sit through the majority of this film.  Trying to a make a superhero movie that somehow fits into something like the real world, just doesn’t work.  The more “real” you try to make it, the more absurd it becomes because the audience is forced to question more and more of the premise.     

In the last 45 minutes, you get most of the action you went to the film for.  Frustratingly, you also get some small doses of humor and humanity with it.  If you’d gotten more of that during those first two endless hours, you’d have given a damn about the big fight scene.  If there’d been none of it, you could have called it an artistic choice (a bad one, but a genuine one).  By sticking in at the end, they waffled and irritatingly showed that they could have made a more enjoyable film.  I shouldn’t sell the end of the movie short.  Without it, this movie wouldn’t have just been unwatchable, it might have ended the whole superhero movie genre.  (Not immediately, but a lot sooner than it otherwise would have.)  This movie wasn’t bad by superhero movie standards, it was bad by any movie standard, irritating fanboys and the regular public alike.

For the first movie meeting between Batman and Superman, I wouldn’t have chosen a mash up of The Dark Knight Returns and The Death of Superman, much less have the centerpiece of the movie be these two heroes fighting each other.  I also wouldn’t have thrown in Wonder Woman, cameos of a future Justice League, and ominous, confusing warnings about the future.  For people who thought Wonder Woman was the best thing in the movie, I question what movie they were watching.  Perhaps they were watching classic Lynda Carter Wonder Woman clips on their phone during the first two hours of the movie and were confused.  She wasn’t in the movie enough or established well enough to be a factor.  And just to nitpick a bit, Batman’s elaborate plan for stealing Lex’s Kryptonite was to chase the delivery truck in his car?  And when he does actually succeed in stealing it from Lexcorp (which apparently involved just storming the building), they don’t show it?       

What made this movie look even worse to me was what happened on the following Monday night.  Unlike Batman vs Superman, I had eagerly been anticipating the Supergirl/Flash team up, and it did not disappoint.  I was smiling for the entire hour.  They didn’t fight.  They had fun.  There were laughs.  It was good to see Barry in something like a mentoring role (hopefully meaning that he’s learned something from his own mistakes).  They fought a couple of villains (with a pleasant surprise of an ending).  Everyone had a good time.  I know there’s a difference between a weekly TV show and a major motion picture, but you could at least take away that the characters were likeable.  Personally, I’ve gritted my teeth through several Supergirl episodes (as I am clearly not in the targeted audience for this show), but I keep coming back, mostly because she’s such a sweet character.  By contrast, I watch The Originals at least partially to see Klaus, who’s a terrible person, but fascinating and strongly motivated.  Confused and poorly motivated could describe myself and the heroes in Batman vs. Superman.  Not worth watching.          
  
Look, the Avengers was more than just a big fight scene at end.  People liked and cared about the characters.  Heck, even the villain was rather charming.  In BvS, nobody is likeable, even Alfred is just functional (and probably intentionally made up to look like Robert Downy Jr.).  You don’t care about any of the characters, and they’re not even interesting.  We can only hope that the producers fully learn this lesson before making their Justice League movie, and especially the planned solo movies.  In summary, everyone wanted to see Batman and Superman together in a movie.  What everyone got, from when the movie’s title was presented till the movie debuted, was Batman and Superman together in a movie presented in almost the worst possible way.  In other words, it was Hideki Anno and End of Evangelion all over again, just on a much larger scale. 

(I’m worried about Jason Momoa as Aquaman.  I liked him in Stargate: Atlantis.  I’m afraid he’s going to get drown making a bad movie about a stupid character.  What a terrible way to go.  Can we have him play Lobo instead?  He already looks like him.  I had suggestions for Aquaman and the Justice League that have gone unheeded.  Heck, let’s just make a campy Superfriends movie instead.  At least, it’ll be funny.  Come on, Legion of Doom hanging out in the swamp, Wendy, Marvin, Wonder Dog, and the Wonder Twins, the whole nine yards.  Tell me you’re not smiling over the possibility of an Adam West-like Batman teaming up with a Christopher Reeves-like Superman and Lynda Carter-esqe Wonder Woman.)      

Dark Continent Redux: The Native Warrior (NPC Class)

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Native Warrior (NPC Class)
Level
Bonus Attack Base
Fort Save
Ref Save
Will Save
1st
+1
+2
+2
+0
2nd
+2
+3
+3
+0
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
5th
+5
+4
+4
+1
6th
+6
+5
+5
+2
7th
+7
+5
+5
+2
8th
+8
+6
+6
+2
Description: From the jungles and the Savannah, Native Warriors are barbarians from warm climates.  Lacking mounts, they specialize in long-distance running.  Warriors sharpen their combat skills hunting large game, such as lions.  They are very adept at teamwork and setting ambushes.  As slavery in endemic in these areas, Warriors are also skilled at taking captives.  8th level example: Shaka Zulu.
Hit Die: d8.
Prime Abilities: Str, Con, Wis, and Dex.
Weapon and Armor Proficiency: The Native Warrior is proficient with only clubs, daggers, javelins, short spears (equivalent to Short Swords, but will break when max damage is scored), blowguns (1 damage + poison DC 12 Fort Sv or out 1 hr), and short bows. They may use light leather shields (+1 to AC), but will not use any armor.

Knockout
A Warrior using a blunt melee weapon may opt to try to KO unaware human-ish foes of equal of less HD instead of inflicting damage with a Surprise Attack. With a successful attack, the victim must make a DC 12 Fort save to remain conscious, otherwise they are out for 1 turn. The KO attack can be tried on an opponent once per encounter (Cf. Thief). 

In combat against an opponent who is at or below 5 hp, a Warrior with a blunt melee weapon may also attempt to KO them instead of causing damage.  The same conditions apply as against an unaware opponent.

Poison
All Native Warriors are skilled in the safe use of poison.  Generally poison is used to weaken enemies or large game, sniping at them.  It takes 1 rd to apply a poison and must be used within a turn/encounter. 
Sleep Poison: DC 12 Fort Sv or Knocked Out 1 hr when used.  Other effects, such as hallucinations, can be created. 

Detection: A Native Warrior may detect ambushes and traps adding (Int + Wis bonuses)/2 + ½ level to the attempt. This does not apply to trapped items.
Stealth: A Native Warrior may sneak and hide adding (Dex + Int + Wis bonuses)/3 + ½ level to attempts.
Track: A Native Warrior adds (Int + Wis bonuses)/2 + ½ level to the attempt. Assume DC 12 for a fresh trail by someone not trying to hide, DC 18 on an old trail or by someone covering their tracks.
First Aid: A Native Warrior knows how to apply first aid to heal the wounded.
Running: Native Warriors are skilled at long distance running.  They may run for 3 hours before needing to make a Fort Sv


[This class is if you want fully formed NPC’s joining or fighting the Characters.    Players might also want to try out this class, though more likely as a temporary replacement Character.  7th level Native Warriors would be kings of their tribe, while 8th level Warriors would be High-Kings and suzerains of several tribes in the area, taking tribute from them.  Currently, there are no High-Kings in Africannes.  Kurtz had them all killed as none would take orders from him.  He is now their defacto High-King.  If the Players are interested in the native side of things, restoring a High-King to leadership would be a very political side-quest and could produce a valuable ally (or a more dangerous foe).] 

Tuesday, March 29, 2016

2016 Baseball Preview Special

It’s going to be the Houston Astros this year.  Glad we got that out of the way.  “How?” you may ask.  The Royals came into 2015 on a mission after coming so close to a championship in 2014.  After what the Royals did to the Astros on their way to winning the World Series last year, it’s hard to imagine how angry they are.  The young talent on the Astros will blossom as the season goes on.  Using their stockpile of minor league talent, management will make a couple of shrewd trades for pitching that will put them over the top.

Don’t like that pick.  How about this one?  This will finally be the Texas Rangers’ year.  Their injury bug behind them, the Rangers’ pitching staff will be awesome with Darvish and Hamels.  The team’s mix of seasoned veterans and up and coming new talent will prove relentless against their opponents.  Even Josh Hamilton will have a good year (not sure in what capacity, but it will involve getting lots of hits). 

I might be a bit biased.  You can take or leave my picks and the following analysis for what it’s worth: nothing.  But keep in mind, last year’s Lindy’s baseball preview issue managed to correctly pick two of the 10 playoff teams.  Two.  They didn’t even bother picking a World Series champ.  I’ll be quickly breaking down what will be unlikely to actually happen this year in the MLB, division by division.

AL East
Somebody’s going to make into the playoffs here, but we won’t have any winners.  The Blue Jays’ awesome offense will be undone by their mediocre pitching.  There’s also a chance that that Tulo’s injury bug is contagious.  The Red Sox got David Price which will insure that they’ve cornered the market on players that will prove disappointing.  Did anyone in management notice his 0-7 playoff starting record?  Small sample?  Just a fluke?  I watched him with the Tigers.  I think his skills are already in the decline, much less seven years from now, which is how long his contract is.  They’ve got a great bullpen, but the Yankees likely don’t have the starting pitching to get to them and their hitters are going to break down.  The Rays have pitching, but no hitting.  The Orioles have hitting, but no pitching.  

AL Central
The Indians and the Twins have some awesome young talent ready to take over, but not this year.  If the White Sox keep sucking, they can look forward to getting plenty of good, young talent too, via the draft.  I think everyone has given up on the Tigers by now.  For whatever reason, management just couldn’t put a bullpen together, and now their great starting pitching and hitting have been lost to injuries and free agency.  The Royals are still the team to beat.  Look for them to make a big trade at the deadline to help them with the playoffs.  This trade will deplete their farm system and blow their budget, probably wrecking the franchise for the next 10 years.  It’ll be worth it, if they can win another World Series this year.  The Royals at least made my Spring Training.  I saw El Paso Chihuahuas fan favorite, Cody Decker, with the team during a game.  He hit a double and made a good play a first.  The Royals announcers liked him as well.

AL West
I’ve already discussed the Rangers and Astros.  I really think either of these two could win it all.  The Rangers are the smarter pick, and I think they’ll win the division.  Though the Astros have terrible uniforms and a terrible stadium (which makes their hitters pull-happy and prone to striking out), they’re mad and youthful, much like last year’s Royals.  The Mariners and Angels are going to waste their abundance of talent again this year, because they don’t have the right pieces to make a good team.   The A’s don’t even merit discussion. 

NL East
It’s going to be the Mets.  Make whatever argument you want for the Nationals with Harper, Scherzer, and Strasburg, but New York has four #1 starters, possibly five if Zach Wheeler comes up to potential.  I think the Mets will be able to acquire some more hitting, and the Nationals will continue to be toxic in the clubhouse, because they won’t be able to win as a team.  (Think teamwork is overrated?  Remember who the current champs are.)  The Marlins at least have some good players to watch.  The Phillies are bad and are rebuilding.  The Braves are bad.  Since they’re about to get a new stadium next year, they won’t have to put a quality product on the field for a while.

NL Central
We can skip over the Reds and Brewers for now and likely a couple of years to come.  The rest of the division is harder to predict.  The Cubs are loaded with talent and should run away with the division.  The problem is that they’re an American League team playing in the National.  Schwarber is going to have to play a position to be in the lineup every day, and he’s likely to be a defensive liability.  Likewise, much of the rest of their youthful bombers are going to be striking out too much going for home runs.  That strategy works better when you have nine batters, not eight and a pitcher.  The Pirates are so solid, but they just seem to be lacking that one extra star they need to win this tough division.  With free agency subtractions, it’d be easy to count the Cardinals out this year, but don’t.  They’re organizationally strong and still have plenty of good pieces.  I’ll pick the Cubs with reservations.    

NL West
I was going to pick the Giants thanks to their offseason pitching acquisitions and Matt Cain’s return (and not because it’s an even year).  Spring Training results are changing my mind.  At best if they’re in the playoffs, they can’t even use Cueto on the road (he’s been heckled off the mound twice by opposing fans).  On the plus side, the Giants are so good at developing talent, if they’re bad, they won’t be bad for long.  The Rockies are going to be terrible (sigh).  The Padres made a splash in trades last offseason, which turned into a belly flop.  Unfortunately, they’ll probably be dealing the consequences of that dealing-making for a couple of seasons.  They don’t have massive, deep pockets like the Dodgers, to quickly rebound from bad front office decisions.  Losing Greinke will like hurt the team in wins, but in actuality, they need to lose even more cancerous players to win a World Series.  They’ve probably got the right manager in place for when they start filling in vacancies with home-grown, team-oriented players.  Which all paradoxically leads me to picking the Diamondbacks to win the division.  Greinke will help them into the playoffs, along with Goldschmidt and their other good players.  Will Greinke finally become a team leader, like he should have already become?  Is he just looking for his next big contract?  I don’t trust him yet.  (The Royals trading him actually lead to their success.  That’s the most value he’s had to any franchise.)  Look for La Russa to make a big move if the D-Backs are in contention.

So, Astros over Royals in the AL championship, and Mets over Diamondbacks in the NL.  The Astros somehow grit their way past the Mets to win it all.  (Alternately, Rangers over Cubs, which would also be interesting.)  I’m fully anticipating these picks to be good for nothing but comedy material later in the season.  If I’m right, I’ll never let anyone forget about it.  In the meantime, we can all watch and enjoy the season unfold.

Dark Continent Redux: Colonial Forces

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Colonial Forces
Military forces in the Commonwealth’s Africannes colony are much like those in the Southland.  Up until Kurtz’s rebellion, the troops here had been stretched fairly thin and not done much fighting in quite some time.  Certainly they had never been seriously threatened.  With the start of hostilities, the troops were badly shocked, but still fairly confident.  As time has gone on, the situation has gotten much worse, especially in the Interior.  Native forces have been using potent magic, and powerful monsters are suddenly appearing.  It is no longer safe to leave the forts and settlements in the Interior, except in well-armed parties.  Travel has been choked down to only river traffic and well-travelled trails.

The Commonwealth troops in Africannes favor ranged combat generally.  Only the officers are mounted (usually only around fortifications and on the Savannah, as horses don’t fare well in jungles) and use metal breastplate armor, which is only worn when expecting combat.  Militia troops are only used for guarding settlements, not field operations. 

Arcane and Divine Specialists are essentially drafted Wizards and Paladins, with the consent of the Wizard Council and the Circle of Elders.  They are treated as junior officers, but have no subordinates themselves.  They usually stick close to the command staff and are used judiciously for fire support and healing respectively.  The sample Specialists are those typically used for field operations.  Higher and lower level Specialists are generally only present at forts and settlements for defense.  (High level Wizards are never formal military personnel and are only under the command of civilian leadership.)  

[In all honesty, I should have thought to include Arcane and Divine Specialists in the Southland setting.  Oops.] 

Enlisted Soldier
+1 Str, Con, Dex
HD 1 (d10), Hp 7, AC 14 (Leather, Light Wooden Shield)
Fort +3, Ref +1, Will +0
Melee: Longsword +2 to hit 1d8+1
Ranged: Longbow +2 to hit 1d8, L (20 arrows)

Sergeant
+2 Str, Con, +1 Dex, Int
HD 3 (d10), Hp 21, AC 14 (Leather, Light Wooden Shield)
Fort +5, Ref +2, Will +1
Melee: Longsword +5 to hit 1d8+2
Ranged: Longbow +4 to hit 1d8, L (20 arrows)

Lieutenant (Fighter with horsemanship skills)
+2 Str, Con, +1 Dex, Int, Wis, Cha
HD 5 (d10), Hp 35, AC 17 (Breastplate, Light Steel Shield)
Fort +6, Ref +2, Will +2
Melee: Spear (Lance) +7 to hit 1d8+2, Reach, Long Sword +7 to hit 1d8+2
Ranged: Longbow +6 to hit 1d8, L (20 arrows)
Cavalry Skills:
Charge: Max damage + Stun, breaks Lance on max damage
Mounted Archery Skill

Captain (Knight)
+2 Str, +2 Con, +1 Dex, +2 Int, +2 Wis, +1 Cha
HD 6 (d10, Knight), Hp 42, AC 17 (Breastplate, Light Steel Shield)
Fort +7, Ref +3, Will +4
Melee: 2 attacks/rd, Long Sword +8 to hit 1d8+2
Ranged: Longbow +7 to hit 1d8, L (20 arrows)
Charge: Lance +8 to hit 1d8+2, Reach, Max damage + Stun, breaks Lance on max damage
Mounted Archery Skill

Arcane Specialist (Combat Wizard)
+3 Int, +2 Dex, +1 Wis
HD 5 (d6), Hp 25, AC 14 (Leather)
Fort +1, Ref +3, Will +5
Melee: Rapier +4 to hit 1d6+2
Ranged: Light Crossbow +4 to hit 1d8, M (10 bolts)

Spellcheck +6, Save Against DC 15, 3 failed Spellchecks/encounter

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Alarm: Wards an area for 10 hours.  (Caster Check to disarm.)
Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
Magic Missile: 10 impact damage + Knocked down. (Ref Sv all damage) Short range.
Magic Weapon: Weapon gains +1 bonus as a magic weapon.  Encounter.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)
True Strike: +10 on your or another’s next attack roll.

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Invisibility: Subject is invisible for 5 rds or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Scare: Panics targeted creatures of less than 6 HD.  All non-allies in immediate area.  5 turns. (Will Sv)
See Invisibility: Reveals invisible creatures or objects. Encounter.

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 5 rds.  Line of sight, through 1 wall.
Daylight: 60-ft. radius of bright light. 5 turns. 
Dispel Magic: Cancels magical spells and effects. Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the Spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Fireball: 12 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns. Disrupted by any hit.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Encounter.
Hold Person: Paralyzes one humanoid for 5 rds. (Will Sv) Disrupted by any hit.
Lightning Bolt: 12 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

Divine Specialist (Combat Paladin)
+4 Wis, +3 Str, Con, Cha, +1 Dex
HD 5 (d10), Hp 35, AC 17 (Breastplate and Light Steel Shield)
Fort +7, Ref +2, Will +8
Melee: +8 Longsword 1d8+3
Ranged: +6 Heavy Crossbow 1d10, L (10 bolts)

First Aid skill
Healing x4 day
Smite: Max melee damage vs. spellcasters, undead, and demons.

Militia Soldier (Infantry)
+1 Str, Con
HD 1 (d8), Hp 5, AC 11 (Light Wooden Shield)
Fort +3, Ref +0, Will +0
Melee: Spear +2 to hit 1d8+1

Militia Soldier (Archer)
+1 Str, Dex
HD 1 (d8), Hp 4, AC 11 (None)
Fort +2, Ref +1, Will +0
Melee: Dagger +1 to hit 1d4
Ranged: Short Bow +2 to hit 1d6, M (20 arrows)

Militia Sergeant
+1 Str, Con, Int
HD 3 (d8), Hp 15, AC 13 (Leather and Light Wooden Shield)
Fort +4, Ref +1, Will +1
Melee: Longsword +4 to hit 1d8+1
Ranged: Longbow +3 to hit 1d8, L (20 arrows)

Monday, March 28, 2016

NMSU Aggies vs Chicago State Cougars Baseball 3-26-16

Ah, another beautiful day here in the desert Southwest.  I’m not gonna lie.  If the weather hadn’t been so amicable this spring, I wouldn’t be going to all these games.  It seems almost criminal to stay inside on the weekends this March.  While we’re being spoiled, I’m going to enjoy it.  It was fairly warm and sunny, but occasional gusts of cold wind would get your attention.  The wind increased during the game, but wasn’t a factor for the most part.    

After three Aggie Softball losses last weekend, I needed a win in the worst way.  Today’s game for the baseball team was a conference match, and with big wins on Thursday and Friday, the Aggies were going for a sweep against Chicago State.  As a pulled into the complex parking lot and drove past the softball stadium, I saw softball pitcher Kayla Green outside and in uniform.  The team was there practicing while the boys were playing.  I could catch glimpses of activity through the tree screen between the stadiums.  I admit that I was kind of hoping that they’d put in an appearance at the game after practice, but I didn’t see them.

This rare Saturday rubber game was scheduled to give everyone Easter off.  As such, the Easter Bunny himself was in attendance.  EB was everywhere.  He (well, it was a big pink bunny and it’s difficult to say anything about the person inside, but we’re going with the male pronoun anyway) was greeting fans at the entrance.  He was dancing in the Aggie dugout.  He was throwing out the first pitch, not well, but I doubt anyone would throw a strike in that outfit.  He was working the aisles during the game.  He had a dance party with the kids in the sixth.  That big, furry costume must have been murder on the occupant in the heat, though at other times when a blast cold wind blew through, it seemed like a very practical fashion choice.

The crowd filled out nicely as the game started, with an announced attendance over 500.  There were several families with kids.  Plenty of good-looking young women were there as usual, including some I’d noticed before.  They must be attached to the players somehow.  Some majestic blondes were seated in the Visitors section, but I think they were Aggie fans.  There was a very attractive Punk/Goth-ish girl who, perhaps somewhat strangely, was carrying a large Victoria’s Secret handbag.  (My heart really wasn’t into the girl-watching today, regardless of the attendance, so I don’t have much to say here.)    

I was initially seated behind home plate.  In front of me were a mom and a little girl with a pink glove and a fellow in a wheelchair with a cowboy hat.  He had a professional scorebook and was using ink.  There was also a single crimson seat which I assume had some significance.  Myself and a mother with two kids next to me were also evicted from said seats in the second.  Oops, they were reserved for season ticket holders.  I had never even noticed there were actual seat numbers printed on the ticket until today.  (I doubt anybody else has either.)  No problem.  There were plenty of other seats.  This turned out to be a good move.  I was in the sun and getting cooked where I was, so I found the shade.             

Adam Young was out sick for the radio broadcast.  Sorry I wasn’t able to hear him, but the veteran voice of Jeff Matthews, who’d done the game in El Paso, was there.  William Peck was name I heard as the analyst, who’d chip in with some comments.  The PA and the radio gave out different Aggie lineups pregame, and I chose the wrong one to initially list on my scorecard.  Lucky I decided to use pencil this time.  (Also lucky that the game was tidy enough that I could actually fill out the whole thing for a change.)    

I noticed Chicago State’s road uniforms were a virtual copy of the Chicago White Sox’s.  They must be from the South side of town.  The broadcast said they’d spent all but two games this season on the road.  Much like Maine, bad early spring weather at home had them out on the road a lot every year.  They also seemed undermanned.  Once, while they were in the field, I looked into their dugout and only saw a couple players and some coaches on the rail.  Maybe the rest were sitting on the bench?  They were mostly quiet during the game in any case.

Finally, for the anthem, I noticed the flag was at half-mast.  I guess this was for the massacre in Belgium.  It feels like the flag has been displayed at half-mast every other week this year.  Also in attendance were some low-flying birds checking out the game in the early innings.  I kept waiting for a Randy Johnson-esqe bird explosion in front of home plate, but the birds had apparently seen that highlight and stayed away.  Play ball!




#24 Marcel Renteria started the game for the Aggies on the mound.  Throwing in the low 90’s, the broadcast mentioned that he lead the conference in strikeouts looking, which he did on cue to the first batter.  He had his own little cheering section encouraging him in Spanish.  Renteria had a pretty good game, scattering a handful of hits over his six innings with seven strikeouts.  Of the two runs allowed, one was on a delayed steal of home.  The other was an error caused by the old fake-to-third-throw-to-first move where the throw accidentally sailed over the head of the 6’5” first baseman.  This move is not only a balk in the MLB, but it never works and is a waste of everyone’s time.  Please NCAA, make this move illegal. 

In the bottom of the first, #7 Daniel Johnson scored the game’s first run by getting a single, stealing second, stealing third on a double steal, and finally scoring on a wild pitch.  The Cougars would tie the score in the second with a delayed double steal of home.  They threatened again in the fourth with the bases loaded, but a double play started by #4 Brent Sakurai ended the inning.  He must do those turnaround jump throws often in practice for the shortstop to be that ready for them.  #18 Greg Popylisen drove in #33 Joe Koerper in the bottom of the frame to put the Aggies back up, but the afore mentioned bad pickoff throw allowed Chicago State to tie the score again.      

In the fifth, DJ just cleared the right centerfield wall for a line drive home run, probably into the wind, to put the Aggies up for good for the day.  While it was just one run, it felt bigger.  In the sixth, #22 Austin Botello hit one off the batter’s eye for a triple.  Any place else in the outfield, it would have been a home run.  He was digging for an inside-the-park home run anyway, but held at third.  That was a good move, as the Aggies would then hit three doubles and drive in three runs.   #10 Trey Stine’s RBI double was bit of a gift, as the Cougar left fielder lost his fly ball in some combination of wind and sun and it landed nowhere near him.  In the seventh, the Aggies would load the bases off of the reliever.  (His identity is still in question. #50 Ortega was announced but wasn’t on the program, but the broadcasters identified him as #20 Arteaga, in spite of his shirt number).  He’d unload two of the bases off of wild pitches, pretty much putting the game away.  The Easter Bunny was up front trying to clap for the rally, but his furry paws muffled the sound (which was as funny to watch as it sounds). 

#30 Tyler Erwin came in in the seventh with two on and finished out the game without allowing a run.  He also had a cheering section of several attractive young women in the home section.  I assume he’s pretty popular.  For the eighth, the Cougars moved the right fielder #44 Zach Thomas to the mound to pitch.  Like I said, they seemed shorthanded, but the broadcasters said he’d pitched before.  His first warm up pitch took out the backup catcher, but Thomas worked a quick inning.   Final score 8-2 Aggies in a crisp two hours and 45 minutes.

The umps must have done a decent job, as the complaints were generally few.  “Come on Blue!  Put some thought into it!” was the loudest comment.  There was an Easter egg hunt in the outfield after the game, but I’d gotten hungry and didn’t stay to watch the surely amusing merriment.  Parents and kids milled around the “kiss and cry” area waiting to get on field.  A very quiet Chicago State team unfortunately had to leave the stadium out the front gate for some reason, going through that crowd.  I genuinely felt bad for them.  They’d had long three days in Las Cruces

My players of the game are #24 Marcel Renteria for his starting pitching, #7 Daniel Johnson for going three for four with two runs scored and an RBI from a home run, and #4 Brent Sakurai for two great defensive plays.  I may be being dragged to see Batman vs. Superman Sunday, but I have a feeling this game will beat it in entertainment value.  (I’ve got two movie passes.  We could probably see Deadpool for free instead.  Damn it!)



Dark Continent Redux: Character Setup/Ref Setup

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Character Setup
The Characters are a group of veteran adventurers.  For the purposes of this adventure, the Characters might owe somebody in authority big time.  Or maybe things have gotten kind of “hot” for them in their home stomping grounds and they need a “vacation” far away.  Maybe the group’s reputation and accomplishments proceeds them, and this possible big score for wealth and power naturally falls into their laps.  In any case, the group has no direct ties to the people involved and is basically totally ignorant of the situation in the Africannes colony.  Their recruiters need outsiders for this job, because no one in the colony or people in the Commonwealth associated with it could ever believe that the famous Kurtz could ever be a traitor.

Their meeting is in an upscale hotel room.  Present are a very serious Commonwealth General, his aide (played by Harrison Ford), and a man in noble clothing, though not Commonwealth fashion.  The unnamed General does all the talking.  As the Character group has already volunteered for the trip, they’re given fairly sparse information, which will be filled in more after they get there.  They are being sent to the jungle colony to assassinate an insane wizard named Kurtz.  He’s gone native and started a rebellion.  Discretion must be used.  Kurtz is revered as a hero.  Currently, he’s thought to be fighting the rebellion, that he’s leading it would be devastating to morale.  Of course, few would believe that he’s a traitor anyway.   

“Your mission must be kept a secret.  Your lives and mine are in jeopardy if this knowledge gets out,” the General pauses, “The Emperor doesn’t know.  The government doesn’t know.  This operation is technically. . .” the General looks directly at the Characters, “It’s treason, but it’s the only way.  Kurtz is too well connected and . . .  After what he’s done, and, God help us, whatever he’s planning, he has to be stopped.”  The nobleman finally speaks and betrays an unidentified foreign accent, “Stopped by any means necessary.”  The General nods to him, “This gentleman represents . . . various interests.  They agree with this operation and are bankrolling it in return for considerations after Kurtz is eliminated.  They will be your very generous benefactors, should you succeed.”

There will be a couple contacts along the way that know the truth and will be available to help.  As the group goes further inland, their contacts will direct them their next contact.   The group will be given Interior travel documents showing that that they are incorporated as a mercenary company, a common enough profession in the area.  They will be given equipment and some small amount of seed money.  Their transport and accommodations will be paid for in advance. 

Upon successful completion, the Characters will be given their own title and land in the colony, or gold remuneration of equal value.  Any treasure recovered along the way belongs to the group, but remember that time is of the essence.  The more chaos that this rebellion foments, the harder it’s going to be to get to Kurtz.  “Upon your arrival at the colony, you’ll be met by a representative of . . .” the General nods at the nobleman, “. . . a representative of the group.  He’ll be expecting you.  Good luck.”  The nobleman adds, “For all of us.” 

Ref Setup
The theme of this adventure is psychological discomfort (that, and copious amounts of bloodshed).  This should be directed perhaps more at the Players than their Characters.  Starting right at the opening introduction, the Characters are in over their heads.  As they go along, there will be moments of deep ambiguity and doubt.  By the end, if you’re doing it right, they should be numb to it.  Their goal should crystallize into one monomaniacal objective: Kill Kurtz

This adventure may seem something like a “railroad” to the players.  Well, there’s only one main river to travel on for much of the adventure.  Straying from it should be almost certain death. The Players will hopefully be smart enough to ally with the Colonials in the areas under their control.  Otherwise, they’ll be fighting both sides from the beginning.

I should mention the money thing in this adventure.  There are places where I vaguely refer to treasure without being specific.  There are several reasons for this.  There’s no XP to be earned for accumulating wealth in this adventure.  The Characters are going to be on the move continuously and without horses, so there’s nowhere to put it.  Completing the adventure will not be contingent on their funds, and they’re not going to be able to buy their way through it either.  Let the Players have pretty much whatever gear and supplies they want and don’t let them worry about their bank balance or any bean counting.  If they kill Kurtz and stop the native uprising and stay in Africannes, they’re set for a very wealthy life and will never have to pay for a meal in a colonial restaurant when they eat out.  

This adventure would be for perhaps 4 to 6 Characters, averaging 6th level, and there should be magic-users in the group.  For fewer Characters, adjust the level upwards.  Paladins would also be very useful.  (Again, their Smite works on anything demonically tainted.)  There should also have some magical weapons in group. 

It would be good if the Characters gained a level by the time they reach the Serpent Men’s temple.  Be free and easy handing out XP, even beyond what’s listed.  If the group loses members, you should allow NPC’s to join them as Characters, perhaps as mercenaries (rolling up a new Character), Commonwealth officers separated from their unit, native chiefs helping their cause, even one of Kurtz’s Demon Host allies could change sides.  At certain points in the adventure, low-level troops may be joining the group as allies.  Let the Players direct them, within reason.     

Metal armor and jungles don’t mix.  Essentially, leather and Elvish chain mail are the only types that will not cause undue stress to the wearer.  Likewise, heavy steel shields and tower shields aren’t practical.  This doesn’t mean the Characters will be defenseless.  Warrior types could pawn their armor before the trip and invest in magical protection.  Items could also be available in armories at Home Station in colony.  If nothing else, an opportunity to hand out some magical goods occurs early in the adventure. 

[For Ref’s who like environmental effects, this is for you.  Otherwise, just ignore this.]  For characters not acclimatized to the jungle (at least a week), they must make a DC 12 Fort Sv each day they are active (walking long distances for example).  Failing that Save, they can still function, but all of their Bonuses and Skills go to 0.  A day’s rest will cure this condition.  Without that rest, DC 18 Fort Sv the next day.  Success means you’re still in the same condition.  Failing it, you’re incapacitated and must rest two days to fully recover.  Also, traveling in metal armor automatically zero’s out your Bonuses within an hour and forces the DC 18 incapacitation save. 


Friday, March 25, 2016

NMSU Aggies vs Missouri Tigers Softball 3-20-16


I was back at the ballpark on a bright sunny afternoon, all of the previous night’s discomforts forgotten.  I had my boss Ron in tow for this one, having intrigued him about the sport.  Today’s game was on Aggievision, so there were people manning cameras around stadium.  They were probably happy that there was only a light breeze, as they were all exposed up on raised platforms.  Walking up to the stadium, we had no trouble seeing the team.  They were dressed in neon pink tops.  It was for cancer awareness and also to remember Lori Paulson, who was an assistant coach for the football team, who had died recently.  I’d read an interview with her last year.  She was beloved by the team and was their honorary captain.

Inside, the crowd was a bit smaller than yesterday, but not bad.  I saw a dapper-looking Adam Young heading up to the pressbox to call the game, dressed for TV.  There was actually an attractive woman in the stands this time, in short shorts and a tank top no less.  She was carrying a large camera, so I’m guessing she was working.  She was getting mine and Ron’s attention.  I, at least, felt guilty, like I was cheating on the players.  This is a problem I don’t have watching baseball.  We were seated at bit higher up than I was yesterday, but still next to the opposing dugout, so that we could see the Aggie dugout.  You could also see through the tree screen into the baseball field. 

We were near the knot of senior citizens, who were the regulars.  They were the smart ones who brought stadium seats with them.  One lady was keeping a scorecard, so it wasn’t just me being weird.  There were some young men behind us.  One of them was talking to an older lady regular, hoping to get an introduction to #3 Victoria Castro.  These fans picked up where they left on the ump in the last game, but quieted down as the game went on.  Perhaps he was calling a better game.  Perhaps, the game was close and they didn’t want to irritate him.  The Aggies’ cute trainer was bringing the ump a drink between innings.  Maybe that helped. 

There was a little Missouri fan kid in full team gear who was strapped into a very complex-looking stroller or an orthopedic device.  He was keeping his parents busy as he kept rolling himself around.  I think I saw one of the Tiger players on deck say “hi” to him as he rolled up to the fence.  Other kids were busy trying to corral foul balls as the PA said that anyone bringing a ball to the pressbox would get a prize.  I think it was just an Aggie cup, but it was something, and they wanted the balls back.  Even the Missouri fan kids were going after the balls.  A less successful promotion was the “Guess the Song.”  It took the full between innings intermission for somebody to identify a Mariah Carey song from the 90’s.  It was an extremely sad moment in pop culture knowledge history.


In this game, I finally noticed that #9 Tatum Reedy, the catcher, wasn’t calling the game.  The Aggie pitchers were getting their signs from the dugout.  They then consulted a list on their arm (like a quarterback’s playlist) to know what pitch to throw.  One of the directives seemed to be to pitch around yesterday’s bombers, #51 Sami Fagan and #7 Natalie Fleming, who were walked four times.  I could hardly tell the difference between any of the pitches, though Kayla seemed to be mixing in an offspeed that was catching the batters off guard.  I only noticed it, because the pitch was so different than anyone else’s.  Meanwhile, Ron noticed that the pitching rubber was getting cleaned by the ump every inning, and it was then immediately covered over by the next pitcher at the start of the inning.






















Missouri never had a big inning in the game, but managed to scratch out five runs, one at a time, over five innings.  The Aggies certainly had their chances, but squandered all but one of them, leaving 13 runners stranded.  Aggies lose 5-1.  My player of the game for the Tigers would again be #14 Paige Lowary.  She was brought into the game in the second with the bases loaded and got out of it unscratched.  From there, even with a couple more bases loaded situations, she only gave up one run.  I thought #14 Kayla Green for the Aggies had a good effort in relief, giving up one run, but keeping the score close.  The Aggie defense really rallied for the game with only one error.  #33 Lucy Mendoza was introduced as the shortstop for the day, as #18 Rachel Rodriguez was moved over to second.  Being a local girl, Lucy got a big hand from the crowd.  The Aggie infield had had a rough outing the previous day and I think this move helped.

There were some noteworthy plays.  In the fifth, the Tigers again moved an outfielder into the infield against the Aggies’ swinging bunters.  This time the batters both managed to get infield hits.  Don’t ask me how.  There was a close play at first in the seventh.  The section where I was was occluded from a good view of the play causing Aggie fans to complain.  A Missouri fan with a better view spoke up, “Let me help you all.  She was safe.”  The defensive play in the game came later as #3 Victoria Castro threw out a runner at home.  Another Missouri fan became uncharacteristically upset after the call and screamed at the ump.  Generally, the Tiger fans seemed fairly content over the weekend otherwise. 
  
Again the Aggie girls thanked their opponents at the end of the game.  It was still sweet.  The game clocked in at a reasonable two and ½ hours, but thankfully it wasn’t hotter.  I noticed one Missouri fan kid took an Aggie poster with him, a nice little keepsake to remember the trip by. 

Ron and I went to nearby Scholotzsky’s for dinner.  I devoured a small pepperoni pizza.  On the one hand, it wasn’t great for a pizza, but was tasty for what it was, a pizza made in a sandwich shop.  We loitered around for a while as Ron may have not been eager to get home.  While we were there Kayla, Victoria, a couple other players, and a coach walked in.  Kayla had walked in first and I gave her a smile and small round of the applause.  As I was wearing an Aggie shirt and hat and was obviously a fan, she smiled back.  I kept wanting to go over to their table and offer to buy them ice cream (like its Little League or something and it’s probably an NCAA booster violation) and chat about the game for a minute, but my shyness overcame me.  At least they didn’t seem too upset about the weekend and will hopefully be in good spirits for conference play later in the week.  In spite of some light sunburn and disappointing results, I enjoyed seeing the girls playing again.  Ron found them pretty endearing as well and wanted to come back sometime.  Hopefully, that’ll work out for the both of us.