Friday, June 27, 2014

Endless Night: Introduction

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



Adventure Introduction
I had a copy of Castle Amber back in the day.  I got to use it once, but only briefly and in a cursory manner.  The format was rather intriguing with the gigantic mansion, coupled with the portals to other lands, which made for a massive adventure setting.  I’ve since regretted losing it.  This is not a recreation, but certainly it was inspired by it.  The basic idea for this adventure was simply a haunted house that the adventurers would be attempting to exorcise, exorcise with extreme prejudice. 

The manor house in peril here is, of course, a faux Downton Abbey (Highclere Castle).  The layout is misleading at best, as the house is in the Astral Plane.  Landscapes within are highly influenced by whoever is there and not limited by the physicality of the actual house.  If nothing else, you can use the floorplan for your own haunted house, as it presented in a fairly realistic way.

While the house is only a physically desiccated ruin, once the characters enact the entry spell, they are effectively trapped inside.  They are transported into the idealized, dream-like house that exists in the Astral Plane.  I’m reluctant to recommend that players use their regular characters here, as attrition may be high and wild changes may occur to them within.  Have replacement characters ready to go before starting, because anyone killed out, reappears in the real world and will be inaccessible. 

This adventure is, I think, suitable for Fantasy Core (Medieval-ish setting), Pulp Fantasy Core (1930’s), and Cyber-Pulp Fantasy Core (near future).  There will be anachronistic elements to the house, regardless of the background setting.  Heck, mix and match characters from totally different eras and settings.  The party should definitely have a couple of members who can interact with the supernatural (Wizard, Paladin, Occultist, Oriental Shaman, Hoodoo, or even a Celestial Enforcer).  A few characters with high Will Saves are also preferred.

Thursday, June 26, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault Monsters

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


Mummy Mice
HD 1/2, Hp 1, AC 11
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit, 1 dam + DC 12 Will Sv or stun 1 rd
Aversion to fire

Sand Golem
HD 8, Hp 40, AC 17* Magic to hit, Always last in Initiative
Fort +3, Ref +2, Will +3
Melee: Fist +10 to hit, 1d10+2 + DC 12 Fort Sv or blinded 1 rd (by sand)
Immunity to magical spell attacks

Large Pile of Bones
HD 6, Hp 30, AC 15
Fort +6, Ref +2, Will +2
Melee: Claw x 12 attacks (up to 4 per target), +6 to hit, 1d6

Mummy Cat
HD ½, Hp 2, AC 14
Fort +2, Ref +4, Will +1
Melee: Claws +4 to hit, 1d4 + DC 18 Will Sv or stun 1 rd + Bite on natural 17, 1d3 additional damage
Aversion to fire

Mummy Bull
HD 5d8+15, Hp 37 hp, AC 13* Magic or fire to hit
Fort +7, Ref +4, Will +1
Melee: Gore +7 to hit, 1d8+9 + DC 12 Will Sv or Energy Drain 1 negative Hp
Charge: Requires 1 rd to get up to speed and space to run, may effect up to 2 adjacent targets.  +5 to hit, 2d8+9 + DC 12 Will Sv or Energy Drain 1 negative Hp + DC 12 Ref Sv or Knocked Back 20’ and stunned 1 rd.
Aversion to fire

Mummy Toad
HD ¼, Hp 1, AC 15
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit, 1 dam + DC 12 Will Sv or stun 1 rd
Hop Charge: +0 to hit, 1 dam + DC 12 Will Sv or stun 1 rd + DC 12 Ref Sv or Toad has hopped on to target, will automatically cause damage next rd unless removed
Aversion to fire

Mummy Crocodile
HD 3d8+9, Hp 22, AC 15* Magic or fire to hit  
Fort +6, Ref +4, Will +2
Melee: Bite +6 to hit, 1d8+6 + DC 12 Will Sv or Energy Drain 1 negative Hp
(Once it has successfully bitten a victim, it will attempt to grapple the next rd, DC 18 Str or Escape Artist to break.  The victim will take automatic damage and need to make a DC 12 Fort Sv to avoid drowning.  However, the Croc cannot attack anyone else while engaged in the act.  It will release the victim if successfully hit.) 
Stealth (in water) +3
Aversion to fire

Mummy Bombardier Beetle
HD 1, Hp 4, AC 16
Fort +2, Ref +0, Will +0
Melee: Bite +2 to hit, 1d4+1 + DC 12 Will Sv or stun 1 rd
Ranged: Acid Spray when killed by physical weapons (10’ area, to up 3 adjacent targets) DC 12 Fort Sv or 1d4+2 acid damage
Aversion to fire

Mummy Scorpion
HD ½, Hp 4, AC 14
Fort +4, Ref +0, Will +0
Melee: Claws +2, 1d4 + DC 12 Will Sv or stun 1 rd + Sting on natural 16, DC 18 Fort Sv or unconscious 1 turn, all stats and skills at 0 bonus for 1 day

Senet (Giant Mummy), Full Strength
HD 12, Hp 102, AC 17* Magic or fire to hit, Always last in Initiative
Fort +12, Ref +3, Will +4
Melee: Slam +11 to hit 1d6+10 + DC 18 Will Sv or Energy Drain 2d4 negative Hp
Despair: Upon first sight, DC 18 Will Sv or be paralyzed with fear for 1d4 rounds. 
Aversion to fire

Senet (Giant Mummy), if Ka destroyed
HD 6, Hp 55, AC 14* Magic or fire to hit, Always last in Initiative
Fort +6, Ref +0, Will +2
Melee: Slam +8 to hit 1d6+5 + DC 18 Will Sv or Energy Drain 1d4 negative Hp
Aversion to fire

[Bonus: My original sketch for Goth Hallow.]




Wednesday, June 25, 2014

Fantasy Core RPG Adventure: Goth Hallow-Monster Stats

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


Monster Stats

Ghoul
HD 2, Hp 13, AC 14 or Armored AC 16 (shredded chainmail)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn
(Will usually stop fighting to drag off anyone paralyzed.)

Skeleton
HD 1, Hp 4, AC 13 
Fort +2, Ref +0, Will +0
Melee: Claw +1 to hit 1d6

Zombie
HD 2+3, Hp 11, AC 11, Always strike last in rd.        
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1

Barrow Wight
HD 4d12, Hp 26, AC 15* Magic or Silver to hit
Fort +1, Ref +2, Will +5
Melee: Slam +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1d4 negative Hp  

Pile of Bones
HD 4, Hp 12, AC 13
Fort +4, Ref +1, Will +1
Melee: Claw x 3 attacks, +4 to hit, 1d6

Spectral Hound
HD 3, Hp 12, AC 14* Magic to hit
Fort +2, Ref +1, Will +4
Melee: Bite +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1 negative Hp
Howl: Fear attack, DC 12 Will Sv or flee 1d4 rds, once per encounter

King Markus (Advanced Skeleton)
HD 6, Hp 39, AC 16* Magic to hit (wearing battered chainmail)
Fort +2, Ref +5, Will +5
Melee: Sword +8 to hit, 1d8+2 (see below)
Fear Aura: Upon first sight, DC 12 Will Sv or flee 1d4 rds
Weakness: Holy Water will also stun Markus for 1 rd, in addition to damage

All of these items radiate magic.
Sword of Undead Smitting: 1d8 longsword, +2 to hit and damage, causes max damage against undead, Paladins can also add ½ level to damage.
Scepter of Healing: 4 charges, restores all hp to someone who has lost at least ½ with a touch, can bring those below 0 hp back to 1 hp (if within 1 turn of going below 0), ends any other inflicted effects, such as paralysis, poisoning, and blindness, scepter might be rechargeable. 
Crown of Soul Jar: Wearer is immune to energy draining (negative Hp) effects.
Mystic Hammer: Can break any normal, inanimate object or hold fast anything nailed with it.

Tuesday, June 24, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault 2

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


4. Servants’ Chamber (0 XP)
The characters hear a multitude of screaming voices before entering the chamber.  It is bare pit but for piles of bones lying in it.  This is the mass grave of the tomb workers, who were killed and dumped here after construction was complete.  It is 10’ down and the room is about 20’ square. 

The bottom is a Large Pile of Bones like in the Burial Chamber, but bigger.  Anyone in the pit will take up to 4 hits every rd they are in it.  Attempting to traverse the pit without going into it, will attract 4 Flying Skeletons (same as regular Skeletons) per person, who will try to force them into the Pile.       


5. Cat Chamber (0 XP)
Here we find murals and statues celebrating the greatness that is the Cat.  There are also a multitude of 20 Mummy Cats in the chamber.  As the characters enter, they will hear a “Meow.”  This will be joined a chorus of other “Meows,” before they attack en mass.  As with the mice, the cats will shy away from fire bearers.  Note that if any of the cats are set on fire, they may run off into the Library and ignite an inferno.


6. Library (0 XP)
Here we find a large number of papyrus scrolls heaped on shelves and piled on the floor.  A Detect Magic spell can point the group to a spell scroll (6th level, DC 18 to cast) with the following spells.

Antimagic Field: Negates magic within 10 ft. Encounter. (Will Sv)
Chain Lightning: 10 + Spellcheck electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 4 + Spellcheck damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Create Undead: Creates 1 ghoul or wight.  Can control 1/level.  Ceremony spell.  Forbidden spell.
Dispel Magic, Greater: As dispel magic, but +20 on check. (Caster Check)

However, anyone bringing fire (like a torch or a flaming cat) into the room has a 1 in 4 chance per rd of setting off a fire.  The first rd, is a small fire that can be extinguished quickly, but if let go, it gets bigger.  By the next rd, DC 12 Fort Sv against smoke or knocked out.  Next rd DC 18.  The fire engulfs the room by the next rd, essentially incinerating anything inside.  The next rd, it moves into the Cat Chamber in the same progression.  (It will stop, more or less, at the stairs.)


7. Bull Rush (1 XP)
The stairs in the Cat Chamber go up.  At the top of the stairs, the group will hear the challenging snort of the Mummy Bull, standing at the top of the stairs at the end of the hallway.  It charges right into the group and will try to knock them back down the stairs, which causes 1d6 falling damage.  (If there’s a fire going on there, 2d6 in additional fire damage, 1d6/rd continuing until extinguished).  It will then retreat to make another charge at the group.


8. Antechamber (1 XP)
This sunken chamber is flooded in 2 ft deep in brackish, dirty water.  There is a small set of steps leading up to mural showing a giant pharaoh-ish human accepting the praise of bowing worshippers.  There’s no apparent sign of a door though, though the wall radiates magic. 

There are 4 columns before the steps that all have a metal lever inlaid in them.  The first pull of a lever unleashes the rain of 20 Mummy Frogs from the ceiling.  The second and third pulls unlock the metal bars of the underwater tunnels that lead to the side chambers which each house a Mummy Crocodile.  These will attempt sneak up on the characters underwater before attacking.  The fourth pulled lever opens the wall into the Royal Chamber.  (Pulling all four levers simultaneously just opens the wall without the creatures, or releases them all at once.  Your call.)        


9. Royal Chamber (3 XP)
Here is the opulent, extravagant Royal Chamber of Senet, filled with all of the riches and treasures he intended to take into the afterlife. . . except it’s already been stripped.  Right now it’s mostly bare with broken furniture, broken statues, shattered vases, torn fabric, and defiled images of a giant pharaoh.  No wonder he’s pissed. 

The only treasure left is above.  The 15’ high ceiling shows a model of the universe overhead with gems and pearls embedded within.  The sun pearl is the most valuable at 500 gp.  There are 10 other valuable gems representing the planets and stars at 10 to 100 gp apiece.  It takes one round to pry out each, assuming the players can figure out how to get up there (the original tomb robbers didn’t).  When the pearl is lifted, it awakens Senet.   

The small open side chamber to the right contains only one unbroken sealed metal urn on a podium.  It should be noted that this passage is too small for Senet to enter, at least not without some effort.  Opening the urn unleashes the Mummy Beetle, which will immediately attack the opener.   Inside, waiting for someone to investigate, is a Mummy Scorpion. (If the players are sick of mummies at this point, wait till they meet Senet.)      

At the bottom of the urn is a small black stone statue.  If it is handled, that awakens Senet.  This statue is his Ka, or spirit statue.  Breaking it will require some heavy blunt instrument or a large stone (AC 18 to break), alternately it will smash instantly under Markus’ hammer.  Senet immediately loses about half of his abilities.  (If the statue is broken in combat with Senet, reduce his current Hp by half.)  If Senet is killed, without the statue being broken, he reforms in 1 day and will search out whoever has it.

The side chamber to the left is barred, vertically and horizontally.  A large sarcophagus can be seen inside.  If Senet is activated via the Ka or the pearl, there will be a loud crashing sound and a roar as the sarcophagus lid flies off.  Senet, a 9’ tall Giant Mummy, will then pull the entire barring structure loose from the wall and enter the chamber in the next turn.  If the characters somehow get into this side chamber first and push off the lid (it’ll require at least 3 people), they’ll have 1 rd of surprise on him and another rd as he gets up.  (After he’s up, Senet’s Despair aura will take effect.) 

If Samantha is helping the group, she’ll tell them to destroy the Ka statue after it is found to hurt Senet, or tell them to find it if they’re foolishly woken him up first.  Further, if a character is completely energy drained, Samantha steps into the body and reanimates it (10 new negative Hp) to continue fighting, as long as the character still has positive Hp.  She will depart at the end of the battle and the character will still be dead however.  If the characters didn’t help Samantha and really need some help, Markus can also fill in this role.


Afterward
At Senet’s destruction, the undead army above will collapse back into death.  The group will be unmolested when leaving the burial areas.  A military unit will be at the temple when the characters come out.  “Welcome to the party!  You’re a little late!”  The party can also collect their reward for the signet rings.  Any other ramifications are left up to you, depending on how you’re running this. 

Monday, June 23, 2014

Sports Journal 6-23-14

We’ve lost the country. 

I’m listening to Rush Limbaugh wax poetic about watching his first soccer match.  Suddenly the beauty, the artistry, the skill, and the athleticism of the world’s national sport has made itself apparent to him from watching the US vs. Portugal World Cup match.  This is akin to Walter Cronkite reporting the Tet Offensive during the Vietnam War as a major US defeat, when in fact, its outcome was the complete destruction of the Viet Cong as a fighting force.  But the greater damage was done just by the reporting.  

In other words, he’s been comprised.  

Like all male folly, from Adam on, it was his wife that lead him to this downfall and got him to watch.  In his usual dimwitted comprehension of pop culture, Rush is convinced that the US dramatically lost the match.  It was a draw, which means that both sides lost, as well as the audience.  Soccer, like war, a senseless act, where there’s no guarantee of a winner, only losers. 

To repeat myself: soccer is not a sport in this country, it’s an agenda, and an Anti-American one.  I’m convinced much of the international popularity of this sport is due to the fact that the rest of the world is better at it than we are.  That’s because ALL OF OUR SPORTS ARE BETTER THAN SOCCER.  All of our best athletes and attention go into those other sports.  Even with just our marginal athletes, we’re still competitive against the world’s best. 

It’s a poor man’s sport, regardless of the value of certain players and English Premier League franchises.  All you need is a ball and something to mark the field and the goals.  It fits in well with the abject poverty and heavy-handed wealth control of socialism in the rest of the world.  Soccer is the sport of economic despair for the masses.  If it is becoming more popular here, that’s why.

If you’re a fan, you only think you enjoy soccer.  Because nothing happens and it happens at such a slow pace, you’re hypnotically convinced that near misses on the goal are exciting and that actual goals are orgasmic releases.  It’s marketing.  It’s social media.  It’s constant media hype.  You can’t get away from it.  That’s why we’re all thinking about it, certainly not because it’s a great sport comparable to our football, which most sports fans here hold up as the standard for excitement. 

Until the day comes when the US team ever plays a home game against the Mexican team on this soil (it’s never home game for the US against the Mexicans), I will NOT take this sport seriously, and I will continue to ridicule the fools who do.

Update 6-26-14:
Somebody agrees with me, Ann Coulter

Friday, June 20, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault 1

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


Vault of the Vile Emperor



[Note: I think this map is from Wikipedia.]

1. The Golden Doors (0 or 1 XP)



At the end of the stairs are a set of large ornate golden doors standing.  It is pure gold laminate over stone doors.  They are very tarnished with age, but incredibly valuable, if you can figure out how to move them as they are very heavy.  A molten lead seal has been put on all the seams, and they are barred on the inside.

A warning is scribed in several languages on the doors.  Mostly in ancient dead languages, but at least one will be readable.  “Here lies Lord Senet.  Emperor of the known world.  First child of the evil one.  Sealed for eternity for his crimes against the living.  Let him rest and rot forever.” 

The seals can be cracked without too much effort (especially if using Markus’ hammer).  The 9’ tall doors, together with the bar, cannot be moved by normal strength alone.  There is a small notch at the top of the door where the wires were holding up the bar before being dropped in place.  If she is available, Samatha can help move the bar on the inside.  She says, “Be careful,” after opening them.  Otherwise, there is enough wire at the top to allow someone to pull on it and pull the bar out of place.  (Roll some dice, tell the players they were successful in however they want to get them open.  Don’t waste too much time on the damn doors.  Award 1 XP if the players come up with something clever and do so quickly.)

2. The Pit (0 XP)
The first 10’ of the entrance is a collapsing flagstone trap (DC 18 to detect), which activates on the first person stepping on it.  It drops 10’ into a sand pit and attracts the attention of Ten Mummified Mice.  (Like our culture deep fries everything, ancient Egyptians mummified everything.)  Note that any mummified creature will be adverse to fire or fire bearers, at least temporarily (1 rd).  The sand is also a trap.  The next rd, the victim must make a DC 12 Ref Sv each rd or become stuck in the sand, requiring help to exit.  The flagstone resets itself in four rounds if not stopped.

3. The Game Room (1 XP)


[Note: This image is from a booklet from the travelling Tutankhamen relics exhibit.  It was cool.]

Down another flight of stairs, which ends in an open, rectangular chamber.  Stepping inside causes the room to seemingly expand and changes the floor into a game board.  (Technically, this is an illusion, however the effects of the room still exist regardless.)  The characters will be standing on Square 1.  A small pyramid with numbered sides drops in front of them (yes, 1d4) and rolls itself.  The group may move the number of squares indicated by the roll.  The object here is to move off the board.  I highly suspect this will end up becoming more complicated in practice.

--Characters must move with roll.  (The pyramid appears and rolls itself.)  It is a DC 19 Will Sv to resist.  (Roll, but don’t let the players know what the DC is.)  They will have 1 rd to act freely in between rolls.
--Follow the directions on the squares.
--Characters may move into another square outside of their roll, but only with a DC 19 Will save.  (Roll, but don’t let the players know what the DC is.) 
--After the characters have rolled twice, the Sand Golem will appear in Square 1.  Roll for its move.  He can be attacked at a distance or if it is in an adjacent square, though it is magic to hit and immune to spells.  If the Golem enters the same square as the party, it attacks. 
--On Squares 5, 10, 15, 20, 25, are fire traps.  3d6 fire damage coming from the floor, ½ with DC 12 Ref Sv.
--On Squares 6, 12, 18, 24 are lightning traps.  3d6 damage coming from the ceiling, ½ with DC 12 Ref Sv.

Defeating the Golem or moving anybody off the board to the other side ends the game and the illusion.  (I’d suggest having the traps and square directions only be active once, especially if the party lands on Square 27 and gets transported back to Square 1.  If you want to make this much longer and be more tense, have each character roll their movement individually and require all them exit in order to end the game and leave the room.  Have the Golem restart, perhaps in a random square, if it is defeated.)  

Thursday, June 19, 2014

Fantasy Core RPG Adventure: Goth Hallow-Burial Chamber 2

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


4. Hall of Bones (1 XP for finding and returning heart)


In a pillared chamber with a small altar, stands this incredible sight.  The curved walls of the room are completely filled with stacked bones and skulls.

Professor Wickum is cowering in a corner.  He fearfully points at the wall of bones and says, “They… they killed everyone… and then they went through… through the bones.”  If he is challenged or questioned, Wickum will keep pointing at the bones and will say that there is a terrible evil inside and that they should stay away.   

Samantha’s heart is still beating and bloody inside of Wickum’s backpack, forming a pool of blood beside him.  If he is found out, Senet’s booming voice comes out, “Fools, do not disturb the rest of Emperor Senet!”  Wickum’s human-like appearance turns into a Ghoul and attacks the party.

If the heart is taken back to the Ritual chamber, Samantha will acknowledge it.  She’ll ask for it to be put back inside her and then for all of their bodies to be incinerated.  This action will make Samantha a useful ally of the party later.


The top of a passage is just visible above and behind the bone wall.  The bone wall, in spite of its appearance, can be battered down into a passage fairly easily in about 4 rds.  However, the breakage will cause a Pile of Bones undead creature to form.  It is stationary and only attacks those within range.   

5. Antechamber (0 XP)


All around the walls skeletons and corpses of tomb robbers have been nailed to the wall.  They are all obviously very old.  They are still thrashing about, but are harmless. 

Hanging on a peg on the wall is a large key.  Removing it causes a menacing set of growls to come out of the dark passage leading out of the room.  Two undead Spectral hounds the size of Irish wolf hounds appear.  They will actively work to block anyone from going down the passage.

(Again optionally, weakened Zombies may move into the room at some point.)

6. Burial Chamber of the Skeleton King (2 XP)


The passage to this chamber is about 20’ long.  The heavy, oaken doors at the end are locked.  They are inscribed in an old tongue with the words, “The final resting place of King Markus.”  Without the key from the Antechamber, they are DC 12 to pick.  Battering them down will require some ingenuity and effort on the part of the players and also the door can’t be re-locked at that point.  (Don’t drag it out.  Let them find a way in.) 

Inside, there is a massive sarcophagus with relief carving of a battle on its side filling most of the room, but the top has been pushed open.  The Markus the Skeleton King sits on a stone throne against the far wall, which has a large crack running down it.  “Who disturbs the old king?”  He holds a glowing sword in one hand, a scepter in the other, and wears a large crown on his head.  “I shall deal with you as I have the other trespassers to my tomb.”  He nods at a hammer and 10 large nails beside him.

When defeated, Markus will lay his Sword of Undead Smitting, his Scepter of Healing, and his Crown of Soul Jar at the characters’ feet.  All of these items will radiate magic if detected for.  (The hammer also radiates magic, though it’s too small to be a worthwhile weapon.)  “You are worthy,” He will point at the large crack in the wall, “A great evil has awoken that must be put down.”  And with that, Markus collapses into a pile of bones.       

A set of golden doors can be seen through the crack, gleaming down a short corridor.  The crumbling wall can easily be torn down to allow passage within two turns, or 1 rd if tapped with Markus’ hammer.  For the last time, weakened Zombies may again attack the party.  If they locked the door after fighting Markus, the group will hear them trying to batter down the door, which will occur within a turn.  Ten will storm in, with more coming behind them in a turn.  However, by the time the group finally enters the vault, constables and even the militia should be combating the undead above, thus circumventing further attacks from the rear.   

The door to this room can be totally blocked with the stone sarcophagus lid (taking about 4 people to move it).  Depending on how you are playing this, the characters should be able to rest here (either a turn or a full 8 hours or rest) before continuing on.  If characters have lost significant negative Hp by energy draining, allowing a full rest may be a good idea.