Showing posts with label Fantasy Core. Show all posts
Showing posts with label Fantasy Core. Show all posts

Friday, June 10, 2016

Now what?

Perhaps I should have mentioned that Dark Continent Redux was going to be my last RPG project.  I was working RPG stuff daily for months.  The only thing that got me to the end was knowing that there was one.  I'd love to say that I have infinite wells of creativity to draw on and that RPG's are my life, but I'm done with this stuff for now for lack ideas and motivation.  Not to mention, I don't know how I could top Dark Continent.

Do I have any regrets?  Yes.  Endless Night was supposed to be a much bigger haunted house with a murder mystery and magical portholes to other lands.  However, the Azimuth House was easily the best map (first floor, second floor) I did, and I generally like the adventure as is.  I like the concept of trying to colonize a monster-filled Fantasy Australia, but my Southland setting, I'm a little skeptical of, but I can't put my finger on why.  Stone Grave, on the other hand, which the entire setting was based on, I outright apologize for.  Not only was it not the 10 level mega-dungeon I had envisioned, what I finally ended up with wasn't very good.  Pulp Fantasy Core, for all my enthusiasm, never really got off the ground, which is too bad, since I really wanted to roll up that Buckaroo Banzai character.  

I love the Fantasy Ireland setting.  I'm still not entirely sure if it's a good RPG setting.  I'd at least like to think that the Keeper Hill adventure somewhat redeemed Stone Grave.  Played correctly, it's something like a heist gone wrong with NPC's and Characters at each others' throats.  D&D is such a mish-mash of mythology, it's always tempting to make a setting with a single, coherent one.  Unfortunately, D&D is its own mythology at this point.  You have to take out and ignore so much game material, it's almost not worth it.

There was one thing I sort of left on the table.  I never wanted to make a Monster Manual, but I did want to do a listing of humanoids and demi-humans with a coherent mythology to go with them.  Unfortunately, this goes back to what I just mentioned about mythology.  It might have been nice to go with Fantasy Ireland, but even then, it didn't entirely fit into it.  Further, these creatures are so similar stat-wise, that all you're doing is putting pointless backstory to them.  Then I started thinking about doing full table levels for these creatures, and it suddenly wasn't worth the effort.  All that came out of that was the Otherworld Elf (again, don't use that as a playable Character class) and the Gnome, which were the only classes that are different enough to make them interesting. 

I am proud of some of my game material.  Fantasy Core itself, while highly not perfect, I think goes in the right direction for a fantasy RPG.  It's not far off from 5e, so I feel somewhat vindicated in producing it.  I truly doubt there will be any future revolutionary developments in tabletop RPG's for gamers.  There is, however, a wide-open opportunity for creating an RPG-like party and family game for non-gamers, and that will require revolutionary thinking.

I don't know what brought on Expedition to the Doomed Peaks, but it has my favorite encounter, the completely self-referential One of Each room.  The Jianghu setting, played correctly, would be an awesome challenge for the Players as they would be essentially trying to keep their honor and integrity in a highly partisan environment.  Cyber-Pulp was just a random idea I had that went completely out control in a good way.  The main good thing that came out of Pulp Fantasy Core was that it laid the groundwork for it.  What started as just a simple notion of adapting Heart of Darkness and Apocalypse Now also went completely off the rails.  Dark Continent turned out way better than I expected.  Lastly, the thing I did with most of the adventures and settings was that I explicitly stated the theme of them, like Mystery in the Southland, Personal Honor in the Jianghu, or Psychological Discomfort in Dark Continent.  If a specific setting or adventure will tell you that up front, and you stick with it while running it, it should be a more rewarding experience for everyone involved.            

I don't plan on doing any more RPG stuff, unless I'm actively playing, which I'm not right now.  I'll likely go with 5e or some other published RPG then.  I'll still be making various sports posts and maybe other stuff.  So this isn't a sign-off for now.

J.

Thursday, June 9, 2016

Dark Continent Redux: Conclusion

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


Conclusion
Assuming the characters are victorious, they will be heading back to civilization, likely Inner Station.  They will not be molested by any natives on the way back, other than a message from Satha, if he survived.  Perhaps congratulations and an offer of permanent alliance, or perhaps a taunt and a challenge.  The rebellion is over for the moment in any case. 

The group will be credited with helping to end the war and hailed as heroes by the colonists.  They will have a full honors military escort back to Home Station.  Kurtz will also be honored.  The official story will be that he gave his life to end the threat.  The Governor will invite the group to a state dinner with the Baron.  They are promoted to the honorary rank of Captain (inactive, of course, but who knows if they’ll be called upon again to active service) and given medals of valor.  After dinner, with the Baron advising him, the Governor will then offer the Characters apportioned fiefs on a map or gold bars in payment for their service to the Commonwealth. 

The final sad duty for the group (1 XP), as suggested by the Baron, will be meeting with the Intended (assuming she wasn’t at the temple).  With Kurtz’s death, she’ll be leaving this Dark Continent behind.  She will ask about Kurtz’s final fate and his last words.  As from Heart of Darkness:               

“His last word--to live with,” she murmured.  “Don't you understand I loved him--I loved him--I loved him!”
                            
I pulled myself together and spoke slowly.  “The last word he pronounced was--your name.”
        
The End

Wednesday, June 8, 2016

Dark Continent Redux: The Pit Monster

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


The Pit Monster
If the Characters stay to fight the creature, award 1 XP.

Cue Blue Oyster Cult’s Godzilla.  The entire island shakes violently.  With a terrible scream, a monstrous claw will appear at the lip of the pit, then another, then a giant bestial head appears.  Roll for Terror for the Characters (see stats below).  The monster will fully emerge the next rd, the inside of the temple just containing him.         

The remaining Characters may wish to stay and fight or run like hell.  (If the Intended is there, I hope somebody thinks to save her.  1 XP for doing so.)  They will be virtually gnats compared to the monster, so it’s not going to attack them.  At the next rd, a couple more players enter the game.

Arc Light!  Call in the airstrike!  Hellion rips the top off the temple and lets loose with a blast of dragonfire.  With a bright flash of light, Satha teleports in and lets loose with a chomp.  [You just knew that I didn’t stat out these creatures for nothing.]  These two have been waiting for the Characters to draw out this creature.  They could sense it, and Africannes isn’t big enough for three giant monsters to coexist.  If there are Players without a Character (or if the Characters flat out run away), give them Hellion’s and Satha’s stats to play with and let the giant monster rumble begin.

Meanwhile, the Inner Temple will be shattered in the conflict and crash down in pieces.    If any of the giant monsters are beaten, their death throes will cause them to fall into the pit.  If possible, they’ll try to drag one of the others into the pit with them.  (If the Pit Monsters somehow wins the fight, he’ll go down with the island.)  The island will violently shudder again and then the entire sanctuary begins to sink and water begins to flood in.  (The Zombies the Pteradons, and the Raptor in the forest can either be active or not, depending on if you wish to make an escape difficult.) 

Within 2 turns, the entire Temple grounds become a lake.  The causeway will be broken, but will still be passable until then.  The entire island will be shaking violently as it all starts to sink into the river.  The bridge link will be snapped, but will still be standing and can be reached by grapple lines for another 2 turns before it is destroyed.  2 turns later, the entire island disappears in a whirlpool beneath the waters.  Hopefully, the Characters will be watching the destruction from a safe distance or can hitch a ride out with Hellion or Satha. 

Pit Monster
HD 12 (d12), Hp 120, AC 19 (Natural)
Fort +13, Ref +8, Will +9
Melee: Bite +18 to hit 4d6+8 and 2 Claws +13 to hit 2d8+4
Ranged: Breath Weapon-Radiation 4d10 + DC 18 Fort Sv or lose –1 AC and -1 to Con Bonus (and also Fort Sv).  20’ area of effect, DC 16 Save for ½ damage and no after effect, M range.  It may be used once per encounter automatically, DC 12 for a second time.  DC 18 for a third time.  Requires 1 turn of rest to use again.  Breath weapon is a full attack, cannot make melee attacks that rd. 
Terror: For the Characters, DC 18 Will Sv or flee for 2d4 rds.  Paladins are immune and the creature is demonic for Smite purposes.
Regeneration: 5 hp/rd, but will die if brought below 0.
Description: A giant tyrannosaurs-like creature, but with fully formed arms and hands and lacking a tail.

Tuesday, June 7, 2016

Dark Continent Redux: Kurtz

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


Kurtz
+4 Int, +4 Wis, +4 Dex
HD 10+ (d6 Wizard), Hp 52, AC 20 (Shield spell, blocks all Magic Missiles, +2 Serpent Man skin cape), Enhanced Init +4
Fort +3, Ref +7, Will +11
Melee: +4 magic Two-Handed Sword +9 to hit 2d6+4 + DC 12 Fort Sv or Stunned 2 rds.  (This sword has no ability requirements.)
Ranged: None

Spellcheck +10, Save Against DC 17, 3 Failures/encounter
(Kurtz has +2 to his Spellcheck from his magic research and experience.  He has a wider spell selection, but these are his favorites.)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Magic Missile: 14 impact damage + Knocked down. (Ref Sv all damage) Short range.

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 14 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Scare: Panics targeted creatures of less than 6 HD.  All in immediate area.  10 turns. (Will Sv)

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 16 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) M 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, 10 turns. Disrupted by any hit

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)
Invisibility, Greater: 10 rds. Subject can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells, disrupted by any hit.  Encounter.

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Dominate Person: Controls humanoid telepathically. 10 turns. (Will Sv)

6TH-LEVEL WIZARD SPELLS (DC 19 to cast)
Chain Lightning: 20 electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 14 electrical damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.

7TH-LEVEL WIZARD SPELLS (DC 20 to cast)
Finger of Death: Magically kills one subject. Must be of lower level or HD than caster. Forbidden spell. (Will Sv) Medium range.  (Victim is dead dead, below -10 hp.)

Monday, June 6, 2016

Dark Continent Redux: The Inner Temple

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




The Inner Temple
Award 2 XP for clearing out the chamber.

There are four open towers at the corners and a central tower in the center.  As mentioned earlier, the Pteranodons nest in that center tower, but they’re going to clear out as the Fireballs start flying around.  The Inner Temple is a high-vaulted chamber, well ventilated and lit by open windows under the roof overhang.  (Again, the temple not a defensive structure.)  It’s about 50’ from the roof to the floor of the Temple.

The inside of the Temple is dominated by a large steaming, black pit, which appears to be bottomless.  In fact, the whole chamber is as steamy as a jungle.  The floor is covered in small, egg-like pods.  (Sure, you can say it’s like something out of Alien.  The temptation to put Face-Muggers in the pods is tremendous, but I’m going to resist.  If you’d like to stat them out, be my guest.)  Surrounding the walls of the chamber are two levels of open terraces, upon which rest a multitude of hibernating Serpent Men.  They stand upright against the wall in individual chambers with clear crystal doors.  (Yes, the temple is a big Sleestack hibernation chamber.  They can’t be woken up without a blood ritual, so the characters are okay there.)

“You just don’t understand.  Nobody understands what Kurtz is trying to do here!”  The Fool from the Asylum in Home Station is here.  He steps out of the shadows and addresses the Characters before the pit.  “He’s like a God, man!  You’re just ants to him.  How can you or anybody really understand what he’s trying to do here?”  If any of the Serpent Men Wizards retreated inside here, they will be dead at The Fool’s feet.  “Man, I recognize who he is.  I’m just here to see it all manifest according to his divine will and to worship him.”  Malevolently, he adds, “You should all be worshiping him!”    
        
At this point, 4 Trolls shamble out of the shadows from the corners of the chamber and attack.  The Fool will go on rambling and taunting until he is attacked, at which point he joins the battle.  His last words (before the Characters gleefully throttle the life out of him, if you’re playing him correctly), will be, “He’s coming.” and point to the pit.  Allowing the Characters a short rest at this point would be sporting, perhaps they could even find a couple more healing potions and spell scrolls.  Or you could be a bastard and spring Kurtz on them immediately.     

Troll (x4)
HD 6 (d10), Hp 60, AC 14* (Natural, see below)
Fort +11, Ref +4, Will +3
Melee: 2 x Claws +9 to hit, 1d6+6, if both Claws hit the same opponent then add Bite 1d6
Regeneration: 3 hp/rd.  Trolls will not regenerate at 0 or less hp unless they rest for 1 turn.  Only fire (which they will run from), acid, and magic damage is permanent (does not regenerate or heal).
Infravision
(As established in the Cyberpulp setting, Trolls were created as guardians for the hibernating Serpent Men.)


Kurtz and the Final Battle
Award 3 XP for killing Kurtz.  (His stats follow in the next section.)

Activity in the pit increases with frightening tenor.  The ground shakes and low rumbles fill the air.  With a thunderous crash and a sudden rush of steam, rising out of the pit is the man himself, Kurtz.  He’s wearing a cape of Serpent Man skins, but bare-chested beneath it.  His eyes are glazed over, in insanity or enlightenment, take your pick.  He’ll fly over the group, not regarding them at all.  If the Characters have the Intended’s engagement ring and show it to him that will get Kurtz’s attention.  Otherwise, until he actually takes a hit, he won’t even acknowledge them.  Kurtz will gracefully float to the ground and question the person who hit him, “Who sent you, errand-boy?” 

Doesn’t matter what their answer is, Kurtz will cast Finger of Death on the Character.  (It’s 50/50 it’ll work.  I’d make the suggestion that he should only try it once given the odds, since he’s still only got 3 spell failures in the encounter.).  He’ll then start in on the other Characters.  From there, he goes all out to kill the Characters.  He’ll certainly go Invisible at some point.  Kurtz will not draw his sword, unless he’s out of spells.  If the group somehow kills him too quickly, his last words will be, “I’m coming back to kill you.  Just wait here.”  Activate a clone of Kurtz from one of the hibernation chambers 1 turn later.  He’ll lack the cape and sword, but will otherwise have the same stats.  Repeat as necessary to achieve a satisfactory resolution.  (No, don’t do that.  It would be cruel.)       

Upon Kurtz’s death (or the clone’s death), his eyes and personality will return to normality and he’ll shout, “The horror!  The horror!”  (If his Intended was captured earlier in the adventure, he’ll motion to another hibernation chamber.  It will open and reveal her sleeping form.  “My beloved,” he’ll whisper.)  At which point, Kurtz stumbles into the black pit.


Hold on.  We’re not done yet. 

Friday, June 3, 2016

Dark Continent Redux: The Temple Grounds/The Sanctuary

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



The Temple Grounds
In spite of all of the stone walls and towers, the Infinite Temple is not a defensive structure.  Everything is open and unbarred, except for the Inner Temple.  The outer walls and towers of the Temple are unmanned.  Unfortunately, the Sanctuary is not.  The grounds in front of the Sanctuary are wide-open, close-cut grass.  In other words, a killing ground.

The Sanctuary
Award 2 XP for this encounter.

Bas-reliefs cover the outside of the Sanctuary walls, celebrating the long-lost Serpent Men culture.  Four open towers stand over the courtyard.  There are two open pits that were once reflecting pools, 5’ deep.  There is a very steep stairway that leads between two giant stone Serpent Men statues.  At the top of the Inner Temple stairs are heavy oak doors, reinforced with steel strips.  There’s no lock on the door, however they are Arcane Locked.  It is DC 16 Dispel Magic or a Knock Spell to open.  If the Players’ Characters cannot manage this (they’re a bunch of losers, destroy them without mercy), they could conceivably climb up the face of the temple and rappel down through one of the many open windows that let air and light into the Inner Temple.         

The two entrance side towers of the Sanctuary and the two entrance towers of the Inner Temple are manned by Serpent Men.  Each contains 1 Wizard, 1 Noble, and 2 Warriors.  (Here’s where allowing the party to have some extra fodder troops will come in handy.)  The Wizards and their guards will rain down spells and bolts on anyone in the open.  The dry pools could provide some cover.  The Wizards will be targeting the Characters and any other colonists.  Their guards will be firing at any supporting troops.  (I’d suggest having the guards in each tower focus their fire on one target at a time.)  They will be attempting to keep the party out of the Inner Temple.  If the Characters get inside, they will pursue. 

The towers are essentially open, so the Serpent Men aren’t getting any cover.  Also, their Wizards will be limited to their Medium Range spells from the towers, which have a higher DC (though the Characters will also have that issue firing from the ground).  While the Characters will be out in the open, it’s not inconceivable that with a distraction, someone stealthy could flank them or climb up a tower and surprise them (not to mention, searching around the outer walls and attacking from them from the rear).  The Wizards will attempt to run to the Inner Temple if they’re out of spells from too many bad rolls or if confronted with melee combat.  Their guards will cover their escape.

Serpent Man Wizard (x4)
HD 10 (d8), Hp 20 (physically weak), AC 18 (Natural)
Fort +3, Ref +7, Will +7
Melee: Will not engage in melee
Ranged: None, only uses spells

Spells: Spellcheck +8, Save Against DC 17, allowed 3 Failures in turn/encounter.  Listed spells are just their typical combat spells.

1st LEVEL WIZARD SPELLS (DC 13 to Cast)
Magic Missile: 12 impact damage + Knocked down, Ref Sv all damage, S

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 12 acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.

3rd LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 14 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.
Lightning Bolt: 14 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Ice Blast: Hail deals 16 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) Medium range.

6th LEVEL WIZARD SPELLS (DC 18 to cast)
Chain Lightning: 18 electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 12 damage + Stun 1 rd.  Ref Sv ½ damage, M

Serpent Man Warrior (x8)
HD 2, Hp 11, AC 16 (Natural)
Fort +3, Ref +4, Will +4
Melee: Spear +4 to hit 1d8+3
Ranged: Light Crossbow +3 to hit 1d8, M

Serpent Man Noble (x4)
HD 4, Hp 22, AC 16 (Natural)
Fort +4, Ref +5, Will +5
Melee: Long Sword +6 to hit 1d8+3
Ranged: Light Crossbow +5 to hit 1d8, M

Thursday, June 2, 2016

Dark Continent Redux: The Infinite Temple

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


The Infinite Temple




General Description
With the island finally visible, the bridge now clearly extends to it.  The raised temple will be clearly visible as it dominates the island.  The model for this is roughly Angkor Wat in Cambodia.  The rectangular temple complex consists of an outer wall, a large moat, an enclosed forest, an inner wall, the sanctuary, and the central five-towered temple.  The sanctuary and temple are on terraced ground, commanding the landscape.   

[Reminder: Award 3 XP to the group for making it to the island.  As long as it probably took to get to this far, it might have slipped your mind.]

The Outer Temple Grounds
Award 1 XP for making it down the path.

The outer earthen wall is not defensive, but simply keeps in the moat.  There is an open sandstone causeway that crosses the moat.  This leads to another open entrance in the inner retaining wall, and then a straight path into the forest and to the sanctuary. 

The causeway and the road are lined with the hanging bodies of natives killed in a ritualistic manner.  They are strung from ropes held up by poles, like macabre telephone lines.  All of the trees in the forest have several bodies hanging from them.  The smell of rotting flesh is nearly overwhelming.  The dead here are being “ripened” for an undead army of Zombies.  A few here and there will have fallen to the ground and will rise to attack trespassers. 

There are groups of harmless herd animals roaming the inner forest.  They are kept there as a food supply for a Raptor.  A flock of Pterandaons, that lives in the central Sanctuary tower, hunts around the island as well.

The party is safe on the island until they cross the causeway over the moat.  They will immediately become aware of the dead in the trees (visually and from the smell).  The Players will almost certainly guess what’s coming next.  Zombies will start stumbling towards them as soon as they hit the path, 2 per rd up to 20 for the entire path.  The first Zombie they see will be their old friend ”Toothless.”  Other Zombies will have a white dot on their foreheads, like Toothless.  His tribe got their reward for selling out the group.  Most of the Zombies should come from behind them, so the Characters could outrun them. 

About halfway down the path, 4 Pteranodons from the central temple tower will notice them and attack.  They will be mostly just harassing the party.  If the party leaves the path, they’ll regret it.  10 Zombies will immediately attempt to surround them.  If they breakout, the Raptor will start to stalk them.  It will attack as the Characters reach the Temple.  The Zombies, the Raptor, and the Pteranodons will not pursue into the Temple grounds. 

Also halfway down the path, there is one standalone building off by the right side of the road.  (To the left, is a ruined building.)  The large, heavy wooden doors are open and can be blocked closed to keep out the Zombies.  After an hour, the undead will disperse from the door, though they’ll regain their interest when the Characters leave.

It is obviously a library.  There are rows of bookshelves with large numbers of scrolls stacked on the shelves.  A search through the building will find the campsite of Kurtz’s expedition and yield supplies (there’s enough for a least a last meal for the group), healing potions (8 x full healing), and any other common gear (if the Players ask).  Kurtz left behind some useful magic spells as well (3 x Fireball, 3 x Lightening).  There are many more spell scrolls on the shelves, but they are written in the Serpent Men’s tongue.  They’d require translation.  It seems to be related to the Ancient language from the Southland.  Magic scrolls will radiate magic.  Characters can grab however many they can carry.   

(FC rules: Scrolls are single use spells.  A Wizard adds +10 to their Spellcheck, but still must roll for it.  By the way, creating a spell scroll requires 5 + spell level XP and a Permanency spell cast on it.  This is why magic scrolls aren’t lying around everywhere.)  

Zombie (up to x20 and x10)                     
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                    
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd

Pteranodon (x4)
HD 5, Hp 27, AC 15 (Natural)
Fort +5, Ref +7, Will +5
Melee: Bite +5 to hit 1d6+3
Dive (Charge): +9 to hit 2d6+6, can perform this maneuver once every 2 rds
(These creatures prefer to kill their prey on the ground and then carry them off to their nest.)

Deinonychus (Raptor)
HD 4+2, Hp 34, AC 16 (Natural)
Fort +8, Ref +6, Will +2
Melee: Talons +6 to hit 2d6+4
Pounce: (with Stealth check) 2 x Foreclaws +1 to hit 1d3+2 and bite +1 to hit 2d4+2, once per encounter
Stealth +4 (DC 16 to Detect)
Tracking +4

Wednesday, June 1, 2016

Dark Continent Redux: The Cathedral

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






The Cathedral
2 XP for destroying the red crystal here. 


Essentially Notre Dame, a giant Gothic cathedral.  This time there’s no Demon Host guarding the building and no force fields.  The building itself is just barely standing.  The left tower has fallen.  The central part of the building, including the roof, has nearly fallen in on itself.
  
Only the basilica is in fairly good shape.  The stained glass windows amazingly still stand and glow red.  Upon the altar in front of the windows sits a glowing red crystal.  It sits under a magically hardened glass bell jar.  (AC 10* magic to hit, 5 hp)  The altar area has been extensively desecrated with graffiti to honor Kurtz.  There are small statues of him and the Demon Host watching over the congregation in pews.  Said parishioners are piles of dead native bodies. 

[I hate PC-like disclaimers, but I feel obliged to say that I am a Christian and that this depiction is only for gaming purposes.  I also apologize for using the desecrated cathedral motif as it is painfully cliché.  Simply, as a famous Paris landmark, it’s appropriate in this setting.]     

The Characters will find their entry into the building unopposed.  The front doors are open, as is much of the roof.  Upon finding the basilica, the bell in the tower starts ringing.  A large group of undead will disengage themselves from the mass of bodies to protect the altar: 20 Skeletons, 1 Giant Skeleton, 10 Zombies, and 1 Giant Zombie.  By this point, the Characters should go through these creatures like a hot knife through butter.  What they’re going to find however is that their magic isn’t working.  All their spells, magic weapons and armor, and even Smiting isn’t working.  (They won’t work in the immediate vicinity of the outside of the building either.  Shattering the stained glass windows and entering there will also bring out the undead and start the bell ringing.)  Keep mentioning that the bell is ringing during combat

If they can take out the red crystal, the undead will de-animate and stop attacking, but as mentioned, it is protected against attack and there’s no easy access to getting a melee strike in as long as there’s a mass of bodies in front of it.  Destruction of the crystal will cause a blinding flash.  The undead will all immediately drop.  The entire building will shake and the stained glass windows will shatter.  After 2 rds of progressively worse rumbling, the entire Cathedral collapses.  (Hopefully everyone got the hint, otherwise they’re dead and buried.)  Outside, the river island will be vaguely visible (though not enterable).  If this is the final altar, the island will be completely visible and can be entered.     

Skeleton (x20)             
HD 1, Hp 4, AC 12 (Natural)      
Fort +2, Ref +0, Will +0                     
Melee: Short Sword +1 to hit, 1d6
Ranged: Short Bow +1 to hit, 1d6

Large Skeleton
HD 6 (d12), Hp 39, AC 14 (Natural)
Fort +2, Ref +5, Will +5
Melee: Claw +8 to hit 1d6+6

Zombie (x10)                         
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                    
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd        

Large Zombie
HD 8 (d12+3), Hp 55, AC 15 (Natural)
Fort +2, Ref +0, Will +6
Melee: Slam +9 to hit 1d8+9

I might forlornly hope that the group will retreat and come up with a new assault plan once they find out their magic isn’t working, because I think this will otherwise be a bloodbath (mostly the Characters’ blood).  If the group retreats from the basilica, the bell stops ringing.  This might be a clue.  (If a Native Witch Doctor is with the group, he could suggest it.)  Simply, the ringing bell in the tower is creating an anti-magic field in the Cathedral. 

This revelation should motivate them to investigate the bell tower, where the bells are.  The stairs are creaky and shaky, but an option.  The outside of the tower can be scaled.  If they can fly, that’s also an option.  At the top are the bells and the tower’s two inhabitants: a hunchback Ogre, Hunch, and a Gargoyle, Stony.  Hunch is nearly deaf and will be taking a nap (tired from ringing the bell), so even the slightest care should allow the Characters to sneak up on him.  Stony is perched on top, looking for flying intruders.

The Characters need to make the most of whatever advantage they have because once Hunch is awake, he’s going to try to ring the bells.  Not only will the anti-magic field come into effect (I hope nobody’s outside flying, the drop will kill them, and remember that the Gargoyle can only be hit by magic), the sonic effect requires a DC 12 Fort Sv or Stunned 1 rd and deafened for 1 turn.  Stony will not ring the bell or wake Hunch or pursue beyond the bell tower, but it will help him if he’s attacked. 

(By the way, Hunch is not a Demon Host.  He came with the building (as did Stony) and was impressed into service by Kurtz as the bell ringer.  Perhaps he might not necessarily be hostile to the Characters if approached correctly.  Maybe he’s even a potential ally.  It’s up to you.)     

Gargoyle “Stony”
HD 4+19, Hp 37, AC 16* (Magic to hit)
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4 melee 1d6+1 
Or Gore (Charge attack, requires 1 rd run) +4 to hit 1d6+3 + Stun 1 rd
Freeze in statue form, does have a magical aura
Flight ability

Ogre “Hunch”
HD 4d8+11, Hp 29, AC 16 (Hide Armor)
Fort +6, Ref +0, Will +1
Melee: Greatclub +8 to hit 2d8+7
Ranged: Large Spear +1 to hit 1d12

Tuesday, May 31, 2016

Dark Continent Redux: The Prison

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




The Prison
2 XP for destroying the red crystal here. 


[Here’s the original layout image.]


Essentially the BastilleEntry is made via a drawbridge.  The building is made up of eight close-packed towers, around 24 m (80 ft) high.  Six of the towers form the outer courtyard and are filled with prison cells.  The other two towers have a separate drawbridge and courtyard and are there for the jailers and the armory.  Beneath the inner courtyard is the dungeon, which features the worst conditions in the prison, filled with slimes and oozes.

The good news is that currently the prison is almost devoid of inhabitants.  The infamous dungeon has collapsed into the giant cesspool beneath the prison.  The bad news is that a collection of disgusting slime-based creatures now rule the structure.  A darkened force field covers the top of the castle, preventing flying in or scaling over the walls (and to protect the sunlight-averse creatures inhabiting the prison).  The drawbridge is invitingly open. 

Unfortunately guarding the drawbridge are the prison’s only sentient occupants.  Tarpit and Mucus of the Demon Host will fling their special bodily fluids down on the group as they pass between them.  The interior of the towers are ruined and blocked up.  Only the interior parapets between the towers are passable.  If members of the party manage to climb, fly up to them, or effectively attack them at range, they will disengage and move to another tower to continue their attack at an inopportune moment for the Characters.  In any case, they’ll stick to the towers or the offices.

Mucus
HD 5 (d8), Hp 40, AC 10* (*See Below)
Fort +8, Ref +1, Will +1
Melee: Acid Slime Punch +9 to hit 2d6 + -1 AC to worn non-magical armor.
Ranged: Fling Mucus +5 to hit 2d6 + DC 12 Fort Sv or sickened 2 rds, M.
Special Defense: Any non-magical melee weapon scoring damage on a hit is covered in acid and will break on its next hit.
Special Weakness: If Mucus takes 10 or more points of damage from one attack, he collapses into a slimy puddle.  He’ll reform in 2 rds.  If other materials, such as sand, water, oil, etc. are mixed into the puddle, he’ll be permanently disrupted.

Tarpit
HD 5 (d8), Hp 40, AC 10 (See Below), Slow-Last in Init
Fort +4, Ref +1, Will +1
Melee: Sticky Slam +5 to hit 2d6 + DC 12 Str check or stuck to ground (can still attack those in reach and defend).  Requires another Str check or help to get loose. 
Ranged: Fling Hot Tar +5 to hit 2d6, M
Special Defense: Sticky Body-On any melee hit on Tarpit, the weapon will stick to him.  It is a DC 12 Str check to pull it out.
Special Weakness: Every other rd, Tarpit must stop attacking and shake his internal furnace.  If his fire goes out, he solidifies.  If the furnace hit on a Called Shot and 10 points of damage is taken, he’ll explode in 2 rds for 3d6 damage to everyone in S range, covering everything in hot tar.
Description: A slow, waddling, pot-bellied tar-covered man.  His belly glows with an internal fire.

The Outer Courtyard is covered by a blanket of Yellow Mold.  The Characters will have to make their own path or go around it.  The buildings in the courtyard are completely ruined. 

Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 12 Fort Save or take 1d6 damage.  Those failing will need to make a DC 18 Fort Save next rd or fall unconscious for 1 turn. Fire destroys Yellow Mold, and sunlight renders it dormant. 

The three-story Office structure can be reached via a precarious set of stone stairs in the Outer Courtyard.  The security door at the top has been broken down.  Just inside the darkened entrance is a large hole in the floor and a steep drop to the bottom (DC 12 Ref Sv or fall 3d6 dam + Stun 1 rd).  The offices are all ruined and on a very shaky foundation.  The internal stairs have crumbled away, so access to the lower floors will require a rope and climbing.  The roof is missing, allowing the Demon Host (and the Characters) to gain easy overhead access.  Any combat on the second or third floors will potentially collapse the floor beneath the combatants.  Roll 1d10 each rd, on a 1, it collapses.  (DC 18 Ref Sv or 3d6/3rd floor or 2d6/2nd floor damage + Stun 1 rd).  The top floors at least give a good look at the contents of the Inner Courtyard.

The bottom floor is a slimy, wet mess.  An Ochre Jelly hangs from the ceiling, looking to drop on the unwary.  Meanwhile, a Gray Ooze will attack from the floor.  A black puddle surrounds the open exit door to the Inner Courtyard.  Of course, it’s actually a Black Pudding awaiting someone dumb enough to step in it.        

Ochre Jelly
HD 6 (d10), Hp 40, AC 10* (magic weapons strike as normal, slashing weapons do no damage, but split the Jelly in half, each with half hp, up to 4 separate Jellies)
Fort +8, Ref –3, Will –3
Melee: Slam +5 to hit 2d4+3 + DC 12 Ref Sv or grappled -1 to worn non-magical Armor (1d6 acid damage if not wearing armor), next rd, automatic acid damage, until scraped off (1d4 damage to victim from scraping) 
Stealth +5 (Camouflage) Hanging from ceiling
Bane: Will retreat from fire and magic attacks

Gray Ooze
HD 3 (d10), Hp 15, AC 10* (magic weapons strike as normal, wooden weapons dissolve on contact, metal weapons break on a 1 in 4 upon contact)
Fort +6, Ref –4, Will –4
Melee: Slam +3 to hit 1d6+1 + DC 12 Ref Sv or -1 to worn non-magical Armor (1d6 acid damage if not wearing armor)
Stealth: +5 Camouflage among stones
Bane: Will retreat from fire and magic attacks

Black Pudding
HD 10 (d10), Hp 50, AC 10* (magic weapons strike as normal, any other type of weapon dissolves or breaks on contact)
Fort +9, Ref –2, Will –2
Melee: Slam +8 to hit 2d6+4 + DC 18 Ref Sv or -1 to worn non-magical Armor (2d6 acid damage if not wearing armor)
Ranged: Acid Spit +8 to hit 2d6 + DC 18 Ref Sv or -1 to worn non-magical Armor, S
Stealth +5 in darkness
Bane: Will retreat from fire and magic attacks

The Inner Courtyard is a pool of Green Slime in which the skeletons of a multitude of bodies can be seen floating.  The altar stands in the center of the pool with the glowing red crystal in it.  Basically invisible to distant observation, the altar platform is encased within a Gelatinous Cube.  The Cube will need to be dealt with before the altar crystal can be destroyed.  (Shooting at the crystal, after the Cube is killed, would be an AC 12 target shooting, assuming the shooter isn’t in combat.)

Taking the red crystal off the altar (which shatters it), or just smashing it, will cause a blinding flash.  The force field overhead will disappear.  Assuming its daytime, the sunlight will promptly destroy the Green Slime and Yellow Mold of the prison.  Outside, the river island will be vaguely visible (though not enterable).  If this is the final altar, the island will be completely visible and can be entered.     

Green Slime
A flesh-eating slime.  It automatically dissolves wood and organic items touching it in 2 rds.  Non-magical metal items are corroded on 3 rds.  In either case, it must be scraped or washed off immediately to avoid ruining the item.  On exposed flesh, it does 1d6 damage each rd until scraped or washed off.  Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. It does not harm stone.

Gelatinous Cube
HD 4 (d10), Hp 20, AC 10 (Natural)
Fort +9, Ref –4, Will –4
Melee: Slam +4 to hit 1d6 + DC 12 Fort Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).
Stealth +5 (Cubes are nearly transparent)
Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 18 Fort Sv or stunned.
Bane: Will retreat from fire and magic attacks

Monday, May 30, 2016

Dark Continent Redux: The Opera House Part 2

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



The Opera House Part 2


No, it’s not going to be that easy, for the Players or the Ref.  Here’s where you all get to work on your improvisation skills.  Dead bodies aren’t the only patrons of the arts here.  There are 12 Spectres haunting the building.  (There could be more or less, depending on your tolerances.)  They were here at the end for Hemisphere and haven’t moved on to the afterlife.  The appearance of the Characters will draw them out for some interaction. 

They aren’t exactly “friendly” as they are annoying.  If the Characters ignore or irritate the Spectres, they will surely attack.  If they play along, the Spectres will eventually become bored of the Characters’ company and leave them alone, or perhaps become fast friends with them.  (A good place to hand out some 1 XP role-playing awards.)  The Players’ job will be to avoid fighting.  The Ref’s job will be to provoke the Players into combat.  (You’ll know you’re playing this out correctly if the Players say in exasperation, “Screw this!  I draw my sword!”) 

I’d hate to limit your creativity, but here’s some example Spectres.  Use what you want, as there’s more than 12 listed here.         

William the Usher (Entrance): Will want to see the Characters’ tickets and insist on escorting them to their seats.  If the Characters exit the auditorium and attempt to re-enter, he’ll tell they’re not allowed to go back in, unless they’ve had their hand stamped.  (This does not happen at real Opera Houses.)

Leslie in Concessions (Entrance): Will insist on selling the Characters popcorn, soda, and Good & Plenty boxes.  (This does not happen at real Opera Houses.)


The Marx Brothers (Grand Stairway): Groucho will sarcastically and cruelly comment on the Characters.  Chico will attempt to fast-talk them into buying scalped tickets and Opera memorabilia.  Harpo, the quiet one, will be honking a horn and attempting to pick the Characters’ pockets.





Mrs. Claypool (Grand Stairway): This overweight aristocrat woman will probably be being pestered by the Marx Brothers, but she’ll also insist on telling the Characters about the latest in scandalous society news.







Max the Director (Stage): Of course, he’s a tyrant and a petty dictator.  He’ll be shouting at the Characters, telling them what to do and how to do it.









Statler & Waldorf the season ticket holders (Private Box): Yes, right next to the stage where everyone can hear them, are these two notorious hecklers.  I’m sure the Characters will give them plenty of material.  Somehow, they’ll even know about all their past failures and bloopers.  [Remember, only go after the Characters, not the actual Players themselves.  As much abuse as you should be heaping on them in this encounter, don’t make it personal.]

Biff and Buffy the bored opera fans (Common Seats): Drool, very drool.  Quite sure that the production the Characters are about to be involved in will be a disaster.  Their performance in their last adventure was much better, even though that was also dreadful.

Leopold the Conductor (Orchestra Pit): This madman will hysterically be giving silent instructions to the Characters with his baton, expecting to be obeyed.









Anna the Diva (Stage): Well, at least a good-looking, talented Spectre.  Anna will start singing to the Characters, praising them and their prowess and declaring her endless love for them.  She’ll expect them to return the favor in praise and song.



Pavarotti the Baritone (Stage): His booming voice will command everyone’s attention.  He will make threatening, yet beautiful, song at the Characters.  After a prelude, he’ll want to mock duel with them.  If engaged, he’ll take a mortal blow immediately and begin his death song.  If not acted with, he’ll attack for real. 


Scott the Supporting Cast Member (Stage): Neglected and forgotten amongst the stars of the show, Scott will insist on rehearsing a scene with the Characters in a needy, jealous manner.  He’s really sure that he’s just as good as the stars are, he just needs some more practice. 

The Extras (Backstage): These human props, living scenery, are waiting for their cue to rush on stage to make the stars look good by comparison.  They are filled with gossip about the other actors and the director and anyone else involved in the production. 

Raye the Set Designer (Backstage): Iconoclastic and cutting edge, Raye is a visionary (as she’ll tell you) and paints pictures before the audience using the performers as her medium.  In the meantime, she’s got some painting and set building that needs to be done, by the Characters.  She’ll give them plenty of over-the-shoulder instruction.

Ben the Custodian (Backstage): Somebody has to clean up the mess.  He’ll start to tell you all of his troubles, personal, financial, and medical, whether you want to hear it or not. 

Spectre (x12 ?)
HD 7 (d12), Hp 45, AC 15 (Can be hit by normal weapons)
Fort +2, Ref +5, Will +7
Melee: Energy Drain Touch +6 melee 1d8 + DC 12 Will Sv or lose 1d4 Negative Hp
Incorporeal: When not attacking, Spectres may pass through walls and doors.  They do not disappear and cannot fly.
Sunlight Powerlessness: Spectres are powerless in natural sunlight, including Daylight spells and Divine Light.  They will seek to flee from it.  

[Spectres are an odd case of undead.  They are the spirits of those killed who have refused to surrender their existence in the mortal world.  They are undead who manifest by their sheer will to continue living beyond death.  Normally, this involves death in a mystical place under tragic circumstances.  Unlike similar undead, such as Ghosts, Spectres actually have a physical form with which they interact with the real world, though it takes a concentrated effort for them to do so.  Their motivations and what will cause them to take their final rest are all completely individual.]

Meanwhile, here are the poor beleaguered, pestered Characters, just trying to figure out how to end this encounter.  This would be a terrible time for a sneak attack (especially given that the Characters will be heckled the whole time).  Threadman and Shadow Controller of the Demon Host are here and watching the group from the shadows.  They know they’re overmatched in a straight-up fight, so they’re going for assassination. 

Two specific events will trigger their attack.  One, getting up on stage.  SC will start sniping at the Characters from the Boxes, while Threadman will be backstage.  He’ll be activating Trapdoors (DC 12 Ref Sv or 2d6 damage) and dropping Sandbags (DC 12 Ref Sv or 2d6 damage) on every Character on stage, one at a time.  Two, when the party figures out that they need to destroy the smaller chandeliers before they can destroy the big one.  Once again, the Demon Hosts will be sniping, harassing, and trying to move and hide before the Characters can get to them.  If it’s down to the Grand Chandelier, they’ll both make a frontal assault to try and stop them.            

Threadman
HD 5 (d6), Hp 30, AC 14, Enhanced Init +4
Fort +4, Ref +5, Will +1
Melee: Electro-Whip +5 to hit 1d6 + Stun 1 rd
Ranged: Electro-Thread +9 to hit thread wraps itself around opponent 2d6 + Stun 1 rd.  Medium range (If from Surprise, the thread will be unnoticed and the attack can be delayed.)  If the thread is not immediately cut, Threadman will jump to higher ground and the next rd, will attempt to hang and choke the victim, DC 18 Fort Sv or pass out 1 turn.     
Stealth: +7 (DC 19 to Detect)
Description: Unarmed man in loose fitting clothing.  He’ll try to keep to the edge of combat and hit people from Surprise.

Shadow Controller
HD 5 (d8), Hp 40, AC 14, Enhanced Init +4
Fort +4, Ref +5, Will +1
Melee: Poisoned Dagger +5 to hit 1d4 + DC 12 Will Sv or victim is mind-controlled.  Victim is controlled until they make the save or until after the encounter is over.  SC may control 1 person at a time. (4 Poison doses)
Ranged: Light Crossbow +9 to hit 1d8 + Poison DC 12 Will Sv or victim is mind-controlled.  Victim is controlled they make the save or until after the encounter is over. M range.  SC may control 1 person at a time.  (20 Poisoned Darts)
Stealth: +7 (DC 19 to Detect)
Special Defense: SC can jump into a shadow on his turn and reappear in any other shadow the next turn (usually behind his attackers).  SC can also create 2d4 illusion duplicates of himself once per encounter.
Description: A creepy-looking hooded man.

[Oh, Lord.  This is the dangerous encounter I’ve ever written, for everyone involved.  Please forgive me.]