Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, June 2, 2022

Memorial Day Weekend 2022 Part 3

Part 2

 5-29-22 Race Day

I look forward to this day all year, though there have been horrible disappointments (a couple of times I missed Indy because of broadcasting issues).  However, I felt really busy all day.  I made little to no effort at recapping anything.  (I barely watched some of the races.)  I feel like I’m gradually phasing out the blogging compared to my more maniacal blogging of all sporting events I was watching in previous years.    


 

Indy 500

It was such a relief tuning into this years’ Indy 500 and seeing blue skies.  Weather can definitely ruin your racing.  There was an enormous crowd having a good time at IMS, which was great to see.  I was over at dad’s apartment to watch.  I saw the opening ceremonies at my apartment and the first lap before going to see him.  I noticed Steve Aoki briefly doing the music while the drivers were introduced.  I think he was also doing a show at the Snake Pit on the infield during the race.

 

For lunch, I talked to some guy in India to order a Papa John’s pizza.  I thought I heard him say $17 for a large pepperoni, but thankfully it was only $10 at the shop.  Regardless, it was really good. 

 

I’ll just cut to the chase in describing the race.  Scott Dixon was leading late and looked like the driver to beat, but got caught for speeding on final pit stop.  (I thought they had pit lane limiters on Indy cars so you couldn’t speed.)  Jimmie Johnson, an Indy 500 rookie, led a lap with his fuel strategy.  Unfortunately, he crashed a few laps later with six to go.  This messed up his teammate, Marcus Ericsson, who was cruising to the win.  The race was red flagged.  The crowd approved of the decision.

 

The restart began with two laps left.  The announcers were the most excited they had been for the entire race.  The crowd roared as Mexican, Pato O’Ward, made a serious challenge on the final lap.  Ericsson weaved all over the width of the track to break up the draft behind him.  A crash late behind them froze the field and Ericsson held on for the win.  Ericsson’s extremely hot girlfriend got look on as one of the Indy princesses impulsively planted a giant lipstick mark on his cheek as he drank the milk. 


 

F1 Monaco

Gone are the days of me waking up at 6:30am to watch this live.  This race started just before Indy finished.  (The red flag caused Indy to run late.)  Since this race was on delay, they cut right to the race without a prerace.  (Thanks to the NBC Indy people for not spoiling the results.)  However, it was raining in Monaco.  At other F1 tracks, these conditions can lead to a great race.  At Monaco, it’s still a slot car track.  The cars had on their grooved rain tires, err . . . I mean, tyres.  They did a rolling start under caution to begin the race.

 

I went ahead and went home.  Dad could probably take a nap without the F1 race on (though he might get to sleep faster).  After I got home and put the leftover pizza in the fridge, I went to Paleta Bar next door for a delayed dessert.  I hadn’t been there in a while, because it’s expensive and has upset my stomach the last few times.  (Also, a weed shop opened next door.  The addicts are lined up outside all of the time.) 

 

I picked the “New Mexico United” ice cream bar (named after Albuquerque’s soccer team).  It was flavored with cookies and cream with bananas, then dipped in chocolate and covered in almonds.  It was delicious, but afterward, I was full for the rest of the day (with a slight bellyache).    

 

I called my friend, Ron, to see how he was doing with his cold.  We ended up on the phone most of the afternoon.  The MLB.TV free game was the Padres and the Pirates.  The video wasn’t blocked, so we were able to watch, which we appreciated.   MacKenzie Gore pitched seven scoreless innings for the Padres, but bullpen coughed up the lead.  Trent Grisham won it in the tenth, 4-2, with a two-run homer after two bunt attempts.  

 

I missed the homer.  My computer and the TV where I had the F1 race on aren’t in the same room.  I kept shuttling back-and-forth, while chatting with Ron on the phone.  (Not to mention, I had a couple of Twitch streams up with girls, ahem.)  I did see the end of the race.  The track had dried and the top four cars on each other’s bumpers.  Since it was F1 at Monaco, nobody could pass.  Sergio “Checo” Perez won.  No doubt Mexico was happy.  They came close to also taking Indy on the same day. 

 

From seeing the start, I knew the two Ferraris were in front of Checo, but didn’t see how he’d gotten in front (since I was getting ice cream and watching baseball).  From reading up later, Ferrari had messed up their pitstops and called both cars in at the same time to change to slick tires, err . . . tyres.  The race was going to run long because of the rain, but instead, they switched to making it a timed race.  I have seen timed car races before, and ones that even changed from laps to timed during the race.  But, I’ve never seen F1 do that.  One of the best races I ever saw was Jenson Button winning the 2011 Canadian GP in the rain, a race that went way over time.



Coca-Cola 600

The early end to F1 allowed everyone to see the start of NASCAR’s Charlotte race.  (Nice coordination between the three networks today.)  This event was the usual cluster-f it is every year.  I told Ron the best betting on this race is over/under 10 cars on the lead lap by the end. 

 

Play-by-play on a race this long is problematical.  I’ll just hit a few highlights.  Chase Elliot was doing well and won Stage 1.  Late in Stage 2, he spun through the infield.  It was too early for a victory celebration, Chase.  This accident happened in side-by-side commercial.  This happened at least four or five times today between this race and Indy.  They never broke from commercial, though.  The Big One happened right after.  Ryan Blaney spun in front of the field and took out 12 cars.  By halfway, 10 cars were out (including three of my favorites, Chase, Ryan, and William Byron), but only one car off the lead lap.

 

Meanwhile, the Chihuahuas were playing the Space Cowboys on the radio.  (I can’t believe I just wrote that sentence.)  The pups were down by 10 in the sixth, but had a 6-run inning later to make a game of it.  They got within 2 runs late, but finally fell 17-14. 

 

Late in the race, Chris Buescher had a rolling crash through the infield and ended up on his lid.  He met the same fate of nearly every front runner or challenger for the lead in this race—a crash.  By the end, there were 17 cars left on the lead lap.  (I should have taken the over.) 

 

Kyle Larson, who seemed poised for the win, though he’d had a race full of setbacks, got taken out with other frontrunner, Ross Chastain, after Austin Dillon spun, when the leaders all tried going four-wide.  In the second Overtime, Denny Hamlin won it.  Hours ago, he’d actually been the pole-sitter and hadn’t been anywhere near the front since.  I think everyone, especially the drivers, were good and tired of this race by the time it was over. 

Part 4

Saturday, September 28, 2019

New Comics Review: Rolled & Told #7 March 2019 and Adventure Finders-The Edge of Empire #1

I haven’t been a total snob only buying old comics (here and here).  I did pick up a couple of new comics.

Rolled & Told #7 March 2019


This is a bit of a cheat; it’s not a comic book.  Actually, this was first (and only) thing I bought when I went to the new Zia ComicsRolled & Told is a 5e D&D magazine in a comic book format.  It’s twice the price of a typical comic ($8), but it is 64 pages (but there’s some blank filler pages in the back).  It has a thick cover on it, so it can be abused at the gametable.    


They sold the issues bagged, so I couldn’t look at it until I bought it.  Inside, I was pleased with the cheery artwork featuring their iconic characters.  The art was spread throughout and well done.  There were two adventures inside.  Each featured comic pages to go with them.  There were also three general gaming articles. 

Unfortunately, here’s where I have to be honest.  Actually reading the issue was a disappointment.  The adventures were little delves and not that great.  They left me really wanting.  Expanding them yourself might be difficult, because they are pretty self-contained.  Given the size format, they’d have to devote the entire issue to a Dungeon Magazine-sized adventure, so it’s an editorial choice.  Some new monsters and magic items were included.  The articles were of little interest.  You can go to their website and get copies of their maps and see some articles for yourself. 


(That said, the reason I actually went back to the store after my first visit, when I had declared I was done with them, was because I was looking for another issue of this.  They didn’t have the one I was looking for and that’s how ended up buying some comic books instead.)


Adventure Finders-The Edge of Empire #1


One thing that surprised me on the comic book shelves was how many were fantasy-inspired.  There was Conan, Red Sonja, some licensed D&D and Pathfinder comics, and a Critical Role comic.  There were a couple of independent titles as well.  This one caught my eye immediately.  Of course, I was only judging by the cover, since it was bagged. 



I was delighted that the artwork inside was even better.  It could perhaps be described as a manga that was Euro-comics inspired.  It doesn’t look like Nausiccaa, but it reminded me of it in style.  Pretty panographic pictures fill the issue.  It’s a good thing visually, but story-wise that makes this very decompressed.  Not a whole lot happens towards advancing the story.  On the other hand, this $4 comic had a recap page and a roster of characters page at the end and everything in between was story.  Marvel and DC will not give you this many pages of story in a 32 page comic.


I can’t tell you much about the characters or the story, because I couldn’t really figure out much of what was going on.  The recap was no help.  The little bit of story just gave a hint of the characters and set the stage of very large caravan moving out.  There was quite a bit of action at the end though.  The slightly disturbing image of a naked Gnoll, who shows up to help defend the caravan, seemed a bit unnecessary.  No naughty bits were shown, but either give him a loincloth or a bunch of thick fur down there.  (No, I’m not posting a picture of that.)   


So, I kind of liked it.  Given that it’s an independent one-man comic production, who knows when the next issue comes out.  I’m not holding my breath, but I’ll keep an eye out for it.

Monday, February 29, 2016

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.