Wednesday, May 7, 2014

Fantasy Core Adventure: Zombie Manor Second Level

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


Encounters Continued

01.          Bedroom: A finely upholstered chamber, mostly ruined, with a large, canopied bed.  Upon the bed is a mass of bones, which untangles itself into 3 Skeletons, 1 rd after being disturbed.  (Anyone suggesting that the skeletons were engaged in some kind of unnatural act is a deviant, but correct.)
02.          Wardrobe: Filled with racks of ruined clothing of all sorts and 3 Skeletons hiding among them.
03.          Bath: Contains a tub and fixtures.  If three or more enter or a scuffle breaks out, the entire floor collapses into #11, causing 1d6 falling dam to everyone inside.
04.          The Vault: Has a heavy, but currently open door, which can be locked from the inside.  3 Mini-Skeletons drop from the ceiling on anyone entering (or wait for everyone to enter), DC 18 to Detect.  There are 3 large chests inside, each with a DC 12 lock.  2 are empty, which can be determined by shaking it.  The third contains a Mini-Skeleton, which attacks like a jack-in-the-box.  Something can be heard rattling inside this one if shaken. 
05.          The Balcony: 4 Skeleton Archers hide here and may attack anyone entering the Courtyard.  They will also investigate any loud noises on the second floor.
06.          Storeroom: The room is flooded with a 1’ of brackish, standing water.  There are the ruined remains of boxes and barrels floating there.  A black cloak floats in the water.  
07.          The Well: The hole continues further down, but is no longer passable past here.  The room is in 1’ of standing water.  A black cloak (this one’s magic is ruined from the acid) and an Ivory Tusk seemingly float in the water, but they are actually inside a Stun Cube.  It automatically surprise attacks anyone coming down the well that reaches for the items, but it can be discerned if approached from #23 (DC 18 to Detect).  An altercation here draws the Ice Troll from #25 in 4 rds.  This may draw the other Ice Troll from #27 if the fight goes badly for the first.  The tusk doesn’t radiate magic.  The end has been bitten off.
08.          Chamber: Again, a 1’ of standing water.  A blue-skinned, tall, scrawny Ice Troll nests here and is sleeping on the debris.  If a fight lasts 4 rds in #24, it will awaken and investigate.
09.          Storeroom: Again, a 1’ of standing water.  Here is where the trolls keep their booty.  This includes a couple of barrels of pickled fish, a fresh dead body hanging from the ceiling, and a bunch of spoiled trail rations.
10.          Workroom: Again, a 1’ of standing water.  Another Ice Troll is here eating his latest victim (one of the thieves).  The other one may call for him if reduced to half hp.  There is a pile of bones in the corner.  It does not turn into a skeleton, but if searched the Ruby end of the tusk is there (and it radiates magic).
11.          Tunnel: Again, a 1’ of standing water.  This leads back up the surface outside the manor.  (Going back up through the manor, the group should run into whatever zombies are left.)

Resolution

The party is rewarded for the Tusk only if the ruby is with it and for each cloak.  They are not allowed to keep them, unless they want to surrender the reward for them.  The wizard will not be happy with the condition of his artifact, but he and the marshal will think highly enough of the group to recommend them for other jobs if they stay in the area.

Tuesday, May 6, 2014

Fantasy Core Adventure: Zombie Manor First Level

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




Encounter Areas

01.          The Gatehouse: The large front gate doors are broken open.  An iron barred portcullis closes off the inner doorway, but the bars are bent enough to allow a single person at a time through.  There is light from above from the murder holes.  This area is submerged in brackish, foot deep water.
02.          The Courtyard: About half of the yard is also flooded.  A lone Zombie staggers near the Well.  He is wearing a black cloak and is one of the gang.  He also seems fairly oblivious to the party, unless provoked in some way.  Zombies in the Foyer (first), then the Stables, the Latrine, the skeleton archers on the Balcony, and finally the West Tower may be activated in order if he is attacked or if the party enters any of the doors in the Courtyard.  It is recommended that they come out in staggered (1 rd a piece), disorganized waves.  Only the Foyer zombies will pursue the group inside the manor.  (Yeah this adventure isn’t called Zombie Manor for nothing.  Why do you think the locals are afraid of it?) 
03.          The Stables: This structure is ruined and rickety.  Hiding inside are 3 Zombies.  These may attack when provoked or if action begins in the Courtyard.
04.          The Well: This is large enough to pass one person at a time and leads to #24, 20’ below.
05.          The Latrine: This is the common bathroom with waste going to a cesspool 10’ below and draining into the swamp.  3 Zombies are inside miming the act of using the facilities.  The party will catch them by surprise if they aren’t activated from action in the Courtyard.
06.          Barracks: This room is entirely wrecked.  There is a Zombie stuck (head first on the inside) halfway through the barred window.  It is wearing modern dress.  (Another thief, who tried to use the keep as a hideout.)  It reacts to the party, but is harmless unless molested.  There is a pouch hanging around his neck that jingles with the sounds of 10 gp and a jewel worth 50.
07.          Storeroom: The door is wedged partway open.  Forcing it, collapses the ceiling (DC 12 trap detection).  2d6 dam to the opener and 1d6 dam to anyone nearby.  DC 12 Ref Sv to avoid.  The noise will attract attention.       
08.          The Foyer: The double doors are smashed open.  There are 6 Zombies inside.  They are wearing outfits ranging from modern to ancient.  They will shamble outside if the Courtyard zombie is attacked.
09.          The Armory: The room only has empty racks and 2 Zombies standing guard.
10.          Bath: There are tubs and fixtures inside.  If three or more people enter or a scuffle starts inside, the entire floor collapses into a 10’ deep sinkhole, causing 1d6 falling dam to everyone inside.  This noise will attract attention.
11.          Servant’s Quarters: A simple bedroom and bunk beds, ruined.  2 Zombies are inside, miming sleeping.
12.          Lounge: 4 Zombies are here, seated on the ruined furniture, miming polite conversation.  This group also investigates any altercation or loud noise that occurs on the first floor.
13.          Inner Courtyard: The outer wall is broken here.  The top is open to the sky.  There are the remains of a garden and a dead tree.  Beyond the outer wall is a slow-moving, mossy river gently lapping against it.  A rowboat is docked there with a bedroll, a collapsible 10’ pole (in 2 5’ sections), and a backpack with 3 oil flasks and 2 torches under the seat.  A crocodile briefly surfaces, but quickly ducks back under the water if anyone gets near the water.  (Just a warning shot there.)  There is a stuck door, which must be forced open (DC 12 Str check), which leads down to #23.
14.          The Castellan’s Hall: In what was a tasteful study, a purple cloaked figure (the Castellan skeleton) sits in a high-backed chair in front of a fireplace with 2 dog skeletons.  He and the dogs rise to attack anyone entering, but will not pursue outside the room.  Likewise, the zombies will not enter.
15.          Kitchen: The typical contents of a kitchen, but covered in a perpetual fungus and slime.  DC 12 Fort Sv or sickened for 1 turn.
16.          West Tower: The bottom floor is sunken.  Entering drops a person into 3’ of slimy water.  There are 3 Zombies inside under the water.  (DC 18 to Detect or they attack from surprise.)  They will move to block the gatehouse if the Foyer zombies enter the Courtyard and the group tries to leave.
17.          East Tower: The bottom floor is flooded.  Thick vines from above dangle all over.  On the second floor is a mass tangle of vines.  The eviscerated body of another black cloak member is buried under the vines.  As soon as the body is disturbed, the Killer Vine attacks.

Sports Journal 5-4-14

It was Free Comic Book Day on Saturday.  It always tears me up inside as I internally debate whether I should go or not.  Whenever I’ve gone out to get something, I always come back feeling dumb and holding a bunch of crap.  It’s never worth the even the minimal effort it takes to go out.  When I don’t go, I feel ashamed and lazy for not getting out when I had an excuse to do so.  I felt especially bad this weekend not going, as it was Chamber of Commerce-like weather outside.  Was it a missed opportunity or avoiding a waste of time (which I did anyway staying at home)?  The only solution seems to be making sure that I somehow avoid noticing Free Comic Book Day until after it’s over.

I kept another annual tradition as I missed viewing the Kentucky Derby.  I inexplicably do this every year.  Before, it was because I wasn’t getting NBC over the air.  This year I had no excuse.  The one time I went to a horse-racing track I enjoyed it.  This was probably entirely due to my betting of a 12-1 shot on the nose in the last race of the day that paid off and brought me back to even money.  I liked the one Dick Francis novel I read.  Granted, I assumed it was a murder mystery at the horse racing track and was quite confused when nobody had been killed by the end.  Still not enough motivation to the watch the big race though, so no commentary. 

Chihuahuas
I think I have to offer an apology.  I think KROD is running a pregame before most of the games.  It’s their regular sportstalk show, but they are talking about the team in depth, in addition to other sports.  I knew that Steve Kaplowitz was a baseball fan, but his commentary has proven to be positively enthusiastic concerning the team.  The station seems to be committed running remote broadcasts before weekend home games.  I’m impressed.  I’d be curious to hear Kappy co-host a game or maybe fill in if ever needed. 

The game Wednesday last week was a Kid’s Day at the ballpark, or as they call it, “Baseball and Education” (something like that).  It was a day game, so even while I was at work, I was able to hear most of the game over the radio.  The Diablos would typically do one day game a year during the week at Cohen Stadium where they’d do the same thing.  You could tell it was a bunch of kids there, because they were screaming like kids for most of the game.  It was cute to listen to.  To contrast, the dog’s game sounded more like a regular game and crowd.  Tim mentioned that he could see a parade of businessmen walking around downtown past the ballpark.  Seems like some of them were playing hooky.  Day baseball is, of course, an acceptable excuse for missing work.   

Tim was joined in the booth for, not one, but two guests.  Both were essentially travelling ballpark writers, which sounds like a heck of a profession.  The first guest had little competition from the on-field action, but the second one came on during the thick of the drama.  Tim actually skipped a commercial break during a pitching change to be able to talk to him with some continuity.  You certainly can’t schedule the game play.  Upshot, both guests liked the ballpark.  I’ve also noticed that Chad Middleton, at the station doing scoring updates, has been engaging Tim with a little on-air conversation.  Not quite a co-host since he’s not at the ballpark, but I think some between innings banter is good for the broadcast to break up the monologue a little.

The game proved to be exciting, especially at the end as the dogs nearly managed to come back in the bottom of the 9th.  But, the Sacramento Surfing Bears, err Grizzlies, would prevail 6-5.  Men and children left the ballpark in tears that day.  Such is baseball.    

I can’t get that Surfing Bear image out of my head.  I can clearly see the bear-suited mascot now and hear the commentary.  “What’s Cowabunga up to now?  He’s sneaking up behind the umpire.  Oh my goodness!  Cowabunga just pants the umpire!  Cowabunga what have you done?  The umpire is pulling up his pants with one hand and ejecting Cowabunga with the other!  Cowabunga’s pleading his case to the ump and trying to get the fans involved.  It’s to no avail.  The umpire has firmly ejected Cowabunga.  Poor Cowabunga.  He walks off the field hanging his head.  Don’t fret kids.  We all know how much Cowabunga loves baseball.  I suspect he’ll be back later.”  And there he is next inning in sunglasses and an overcoat sitting in the front row taunting the umpire, who somehow doesn’t quite seem to recognize him.       


I’ve been urged to copyright this concept, but I don’t want to be associated with it if it actually happens.


Meanwhile, Sunday night after a dog win, Cody Decker from team, who plays every position except hot dog vendor, did the sports report for Channel 9.  If he wasn’t the fan favorite before after his gallant entry into El Paso, he is now.  Cody kept up the edgy wardrobe with a striped suit, sunglasses indoors at night, and a bowtie.  He totally won me over with the Corey Hart 80’s reference to the sunglasses and the Dr. Who reference (“Bowties are cool.”)  Cody has actual acting credentials, so he was quite relaxed, competent, and amusingly charming during the broadcast.  They even liked him enough to let him to the weather recap.  It was hinted that he may become a recurring fixture on the weekend news.  Since Stetsons and fezzes are also cool by the Doctor’s reckoning, I can hardly wait to see what Cody wears next.

What a game on Monday night!  The dogs go down 6-3 early and come back on a grand slam home run by Tommy Medica.  I tune back in later in the bottom of the 9th.  The dogs are back down by two runs, have two outs, bases loaded, and two strikes on the batter, Jake Lemmerman.  Boom!  Another grand slam home run!  Cue the crowd going crazy.  I suspect this will be the signature stadium opening game that people will remember.  Between this game and Cody Decker appearances, general interest in the team should continue to rise.  

MLB
I was watching a some of a Red Sox broadcast on the MLB Network on Friday at work.  They had a little behind-the-scenes segment at the ballpark.  One of the announcers was showing his office at the ballpark.  He’d got it as part of his contract negotiations.  Ahem.  Wait for it.  Yeah, the other announcer in booth didn’t have his own office at Fenway.  A small amount of good-natured contention ensued. 

The announcer (you know, as often as the MLB Network shows Red Sox and Yankees games, I should know these guy’s names) then mentioned that he had people over in his office during the playoffs last year, watching the games.  The ballpark reporter then chirped in, “I don’t remember being invited to that.”  Then the other announcer, “Say, neither do I.”  I hope these guys didn’t carpool to work.    

Boxing
The big fight between Mayweather and Maidana ended with the audience laboring and beaten.  The mixed decision for Mayweather brought the fight to an unglamorous, though not unanticipated, ending which dropped the viewers straight to the canvas and sent them crawling to the exits or flipping channels immediately. 

It started off so promisingly.  Maidana got two national anthems before coming out.  Mayweather called, and raised him by coming out with circus performers and Justin Bieber.  (I don’t even want to know what these two have in common with one another.)  There were about 100 people in the ring before the fight.  Between all the thugs, the clowns, and some guy wearing a Dia de los Muertos mask holding an American flag, it looked like a scene right out of a Democratic National Convention.   

The first round featured Maidana going at Mayweather like a berserker, forcing him into the ropes.  Near the end of round, we see the pattern that will dominate the rest of the fight: Maidana burying his head into Mayweather while on the ropes, the ref breaking it up, Maidana burying his head into Mayweather again.  Except for a few good punches, that was the whole damn fight.  I didn’t even pay to see this and I’m cursing it.  The crowd would alternate between singing something in Spanish and chanting “U.S.A.!” to amuse themselves in the meantime.   

Mayweather fought like he was afraid of getting hit, which makes his vocational choice rather odd.  He got in some good punches.  They look good, but didn’t seem to have any effect.  The longer his undefeated streak goes, the more defensive he seems to be getting. 

Maidana looked good there for most of the first round.  What he seemed to want to do was bring his opponent to the ground and use his wrestling skills to quickly end the fight.  Oh, wait.  This wasn’t an MMA bout.  Didn’t matter.  Maidana was so winded after the first round, his cardio would not hold up during a UFC match anyway.  The dirty hits also didn’t help his cause.  I’m still wondering if the referee saw him try to put a knee in Mayweather’s face during a clinch or not.  The ref was pretty winded from having to break them up about 10,000 times every round.


Wow.  That was great.  Let’s do this every Saturday.  Or never again.  (Maybe in July.  I have co-workers foolishly going out to see a fight in person again then.) 

Monday, May 5, 2014

Fantasy Core Adventure: Zombie Manor

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

[This is a little test adventure I made up for Fantasy Core a while back.  It originally used a map I got out of a Dungeon Magazine.  I’ve gone ahead and made own version of the map for posting.  I think this would work best as something of a “chase” encounter.  After the characters walk in, they are hit with an increasing swarm of zombies and standing their ground likely becomes untenable.  They’ll have to run around, being chased, hopefully whittling down or throwing off their pursuers.  If the characters are having too easy a time, throw in more zombies.  If they’re about to be overwhelmed, have some of the zombies back off and watch, and throw them at the characters later.  The zombies and skeletons are not determined pursuers or very observant.]


This is an adventure for four or five, first and second level characters. 

Setup
Three days ago, the Black Hood gang stole a valuable artifact from a local wizard.  They did not make a clean get-away and just made it out of town with a posse on their heels.  Ten miles out, the four-member gang dodged into an abandoned manor house in the swamp.  “Zombie Manor,” as it has been nicknamed, is old, deserted, and regarded as haunted.  The gang wasn’t from the area and didn’t know of the place’s reputation.  The posse was reluctant to pursue the gang inside and decided instead to wait them out.  Finally, the wizard posted a bounty for anyone willing to retrieve his artifact.  The town marshal has also increased the bounty for evidence of the gang’s presumed demise.  So far, none of the locals have taken them up on the challenge.

The artifact in question is an ivory elephant tusk with a large ruby implanted on the blunt end.  It radiates magic, but the wizard will neither name the item, nor detail its function.  The Black Hood gang is well known for their trademark black cloaks, which may be magical as well.  The bounty for the artifact is 100 gp.  The bounty for the four thieves, dead or alive (likely dead), is 25 gp each.  Bringing back their black cloaks would be sufficient evidence.  There is no information about the manor in town apart from wild speculation and rumors.

The characters are from out of town and looking for work.  After registering with the marshal for the bounty, they are escorted to the keep and to the rangers watching the site.  The only thing they have to tell the characters is that, “When you get inside, you’re on your own.”

XP
3 XP for recovering the artifact and the four cloaks
2 XP for recovering less than that
2 XP for defeating the two Ice Trolls
1 XP for clearing the Courtyard (either killing everything or escaping the mob and getting into the house

NASCAR Journal 5-4-14

I was quite confused that Fox was showing Talledega qualifying on Saturday.  I was confused to the point that I actually forgot about it until it had been on for about a half hour.  Did NASCAR want to showcase their new qualifying format?  No, the whole thing was just additional promotion for Fox’s new 24 series.  If it’s only going to be 12 episodes, how’s it going to add up to 24? 

If it was supposed to show the excitement and drama of the new format, the broadcast failed.  I showed up late and was flipping between this hockey, but I doubt I could have figured out the new format anyway.  There was some rules confusion on the part of the officials during one of the sessions, so I wasn’t alone.  Superspeedway qualifying is probably a different animal than at other tracks, but still, drivers were using their brakes during laps to let packs catch up with them.  In the mess at the finish line, somebody won the pole, though it wasn’t obvious who, because it was by speed and not an actual race.  The pole winner, Brian Scott, emphasized that their team cars on track had good teamwork together and a solid game plan for qualifying.  Isn’t that what we all tune into qualifying for?            

Now that I’ve sort of seen it, I can live without seeing this new format again.  All it did was distract me from watching a great hockey match.  (The Bruins came from two goals down in the Third Period and won against the Canadiens.  Players were literally fighting each other before the opening face-off.  I still don’t understand why the Canadians have a “C” and an “H” in their logo.  They’re from Montreal, not Halifax.  I’ve almost forgotten that I used to watch baseball games on Saturday afternoon.  No wonder I’m feeling depressed.)  Strategy and teamwork during a race is one thing.  During qualifying, it’s overkill.

The weather was beautiful in Talledega over the weekend.  The stands were full Saturday and Sunday.  I missed most of the pre-race on Sunday, but did catch Michael Waltrip asking the drivers what they talked about while waiting around for the driver introductions.  Junior was talking about the fight Saturday, which I unfortunately watched as well.  It is admittedly cool watching the drivers hanging out with each other before the race.

We’re going back to pack racing here at the superspeedway.  With rules and car changes, it’s hard to predict what you’ll get at Talledega and Daytona.  It wasn’t the usual constant car shuffling packs though.  Drivers ran three-wide and 10 deep, but held their positions much of the time.  The ending was a massive letdown.  There was a wreck in the field right before the leader took the white flag.  Instead of going to caution right then or just letting them race all the way for the final lap, NASCAR dithered and threw the yellow/checkers more than halfway through the lap.  Denny Hamlin was handed the win.  NASCAR’s whimsical rules enforcement and the audience lose.

Well, no comments about the commercials so far, there’s a reason for that.  I needed a separate section for them.  I was challenged to put some hard data behind my complaints about constant commercial interruption.  The race started at 11:21 am MST and ended at 2:38 pm MST for a total of 3 hours, 17 minutes.  My calculated commercial time during that period was 1 hour, 2 minutes. 

I’ll break that down for you.  8 minutes Side-by-Side coverage (2 of which were under caution).  22 minutes of commercials while under caution.  32 minutes of commercials under green flag racing.  There were 3 cautions during commercial, one of which Fox did break away from to go back to the race for a large wreck.     

Broken down by hour.  1st hour partial (39 minutes), 13 minutes of commercial;  2nd hour, 21 minutes of commercial; 3rd hour, 24 minutes of commercial; 4th hour partial (38 minutes), 4 minutes of commercial.  If you enjoyed the end of the race (up until the last lap), now you know why.


This was the worst way to watch a race ever.  There were three baseball games on the radio and a hockey game going on at the same time, and there I was sitting there counting commercials.  I can’t tell you how happy I was when the race ended, regardless of how.  I’m not doing this again.  From now on, just trust me when I say there’s a bunch of commercials on during a race.  

Friday, May 2, 2014

Artifacts: Military Life

My dad served as an Army engineer in the mid-60's.  He was stationed in South Korea.  Here's a few shots from his scrapbook.


Celebrating his 21st birthday


Blue Lancer Valley
 Captured
 His office as company clerk (since he could type)

 First snowfall
 Horsing around
 Just made E4
 His locker
 Qualified to operate this tractor
 Preparing for an inspection
 Scenes from a village
 RA Troop
Was sent home with this "Notice of Return."  I don't think was an official document.  And a "Honey Bucket" was something used for defecation purposes. 
Last look at Korea

Thursday, May 1, 2014

Fantasy Core Adventure: Diamond Temple Part 4

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



Encounter 14: Cell
This room functions as a crude cistern with a smelly hole at one end.  It also functions as a cell.  Currently there are 2 captives chained up inside.  Both are unarmed and unarmored and frightened, as they’ve been told they’re going to be sacrificed to a horned god today.  The chains are the same as in the Gargoyle room #11.  These can also function as replacement characters. 

Fighter (Drew)
HD 1, Hp 6, AC 11 (none)
Fort +3, Ref +1, Will +0
Melee: +2 to hit, add +1 to damage

Drew is a recently recruited cultist who was caught trying to steal from the cult, but won’t admit to it.  He’ll just say they caught him while he was out hunting.  Perhaps he helps the party for a part of the cut.  Perhaps he goes along with the party and sells them out at a bad moment to get back in the cult’s good graces.  It’s up to you.

Thief (Shamus)
HD 2, Hp 5 (badly beaten, 9 hp fully healed), AC 12 (none, +2 Dex)        
Fort +0, Ref +5, Will +1  
Saving Throws: A thief never takes full damage from a failed save, only 1/2 damage (if applicable). If a successful save gives 1/2 damage, the thief takes no damage.

Melee: +2 to hit
Ranged: +4 to hit

Surprise Attack: Unsuspecting, Stealth roll + Attack roll, max damage + 2
Knockout: Unsuspecting, Stealth roll + Attack roll, DC 12 Fort Sv or KO 1 turn
Sneak Attack: In combat, Stealth roll + Attack roll, max damage

+4 Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items)
+4 Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets
+2 Acrobatics (Balancing, jumping), Climb
+4 Fast Talk, Haggle, Disguise, Intimidate (Psychologically)
+3 Charm
+2 Intimidate (Physically)
Note: Lacking Thieves Tools, so is unable to Disarm Traps or Pick Locks

Shamus broke into the temple via the exit inside the temple room, looking for the diamond.  He’ll need little convincing to go after it, in return for a cut of the profit.


Encounter 15: The Temple




The characters will be able to hear chanting from outside the room.  The large doors to the chamber are partly open.  They can carefully sneak up to the doors and peek inside without a Stealth check.  They’ll be able to see 20 black hooded Acolytes bowing and chanting.  Rodney Maxwell is standing on a podium, wearing a crown with the Gargoyle’s horn stuck on it.  He has his back to the doors, chanting with this arms upraised.  And there it is, the fist-sized eponymous Diamond.  It’s implanted in the wall that Rodney is chanting to, and set in the middle of a complex looking magical diagram.  There’s also a set of red curtains beside the diagram.

Okay, the characters can plan what they want to do next without any interference, for a turn.  If they enter wearing black hoods, no one will notice for up to 1 turn, as long as they are acting like the other Acolytes.  Not acting like the others, will result in immediate discovery.  It’s a DC 12 Stealth check to sneak in otherwise, but they’ll have to keep rolling it every rd they’re inside. 

There’s no telling what kind of hair-brained scheme the players will cook up, so I’m not even going to try to account for them.  The Acolytes and Rodney will move to attack en mass any intruders without any subtly.  If the Gargoyle was freed, he will charge in and attack Rodney at some point.  Also, Drew the fighter may change sides.  Rodney will try to escape if he’s seriously hurt or most of the Acolytes are gone.  There’s a ladder behind the red curtains that goes to the surface in 2 rds.  It ends in a hatch that’s magically hidden on the outside.  Rodney will duck behind the curtains and scale the ladder in a panic.   

Twenty Acolytes
HD 1, Hp 2, AC 10
Fort +0, Ref +0, Will +2
Melee: Club +0 to hit, 1d6

Cult Priest-Wizard (Rodney Maxwell)
HD 3, Hp 18, AC 12 (none)
Fort +1, Ref +3, Will +6
Melee: Staff of Striking DC 14 Ref Sv or 2d6 damage (11 charges, command word “Strike,” requires a wizard to use)

Spells: Spellcheck +5, Save against DC 14, up to 3 failed Spellchecks/encounter
DC 13 to cast
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.
DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.


Afterward
The Diamond can be easily pried out.  If Rodney was killed in the temple, he’ll momentarily come back to life with the removal of it.  “You fools, that was the capstone for. . . gurgle,” then he expires for good.  Nothing immediately bad happens however.  Perhaps there’s some clues in his books.  Rodney’s key to his strongbox is also on his person.  


The characters will need Rodney’s staff to collect the bounty.  If a wizard in the group wants to keep it, it’ll be 50 GP off the 100 GP bounty.  The Diamond is clearly worth a lot more than 100 GP, but the group may find some complications in owning it which will be left up to you.  If the Gargoyle survives and Rodney is killed, it runs off again.  Perhaps the group will meet him again someday.