My dad has taken up painting in his retirement. Here are a few of his works. You're never too old to discover your creative streak.
Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Wednesday, December 30, 2015
Tuesday, December 29, 2015
Artifacts: A Junior Fan
I apologize for the scan quality. I did it in a rush and no longer own the magazine. Remember these days of carefree optimism about NASCAR? Dale Jr. was in the 8 car with his Bud sponsorship and all was right with the world. (And I’m not even that big of a Junior fan.) What the hell went wrong! I could probably fill up several posts (and probably have) trying to fruitlessly answer that question. I can just barely watch the races anymore.
But the real questions here are two-fold. One, do you think this girl got a new car with a new color scheme and 88 decals? Two, where do I meet hot, insane sports chicks like this? I’m sure I could fake enthusiasm in NASCAR and Junior (have to scrub out pretty much all my NASCAR posts before she saw them), in exchange for my genuine interest for this girl.
Monday, December 28, 2015
Review of Star Wars: The Force Awakens
This is a bit late, and you’ve probably all seen it by now,
but let’s sum up our feelings. If you’ve
seen the first three films, you’ve functionally seen this movie. If you haven’t seen those films, you’d
certainly enjoy this, since those original films were pretty awesome. If you’re wondering how somebody hasn’t seen
the original three, I offer this. During
the scene where we see Darth Vader’s helmet, a little girl sitting in front of
me at movie asked one of her parents, “Who’s that?” No, really.
That actually happened. Any
Disney marketing executive reading this right now may be considering committing
ritual suicide. “What! Somebody doesn’t know who Darth Vader is,
after all the toys and commercials! I
must kill myself out of shame!”
I saw this a week after it had been out. I stayed away from every Internet
review. The people at work who’d seen it
wouldn’t say anything about it. A friend
said he didn’t want to spoil it for me.
As established above, given that I’d already seen this movie, I’m not
sure what there was to spoil. I
earnestly kept waiting for something
to happen that would surprise me. Some
twist in motivation. Some unexpected
action. Anything! Perhaps even this review is nothing more than
what would be expected of such a film.
Congratulations JJ Abrams.
This was the second best Star Wars fan film ever. (IMPS is still number one, even
uncompleted.) You’ve very accurately
aped the movies you loved as child.
Please don’t tell me that this film was just to establish the new
trilogy with some familiarity and that the next films will be really
ground-breaking and original. Remember
what happened the last time an overhyped Star Wars film made a bad first
impression? Phantom Menace basically wrecked the next two films in terms of
enthusiasm. At least you’ve successfully
lowered expectations for the next film to where you could do something
different and have it be welcomed.
Congratulations Disney.
After one of the most obnoxiously pervasive advertising campaigns of all
time, you lured a bunch of people in to see your movie, and it made a bunch of
money. All I’d heard about this movie
was the hype and how much money it had made.
The greater the promotion, the less the substance. That nobody said it was good, pretty much
tipped me off as to what to expect. At
least you still have your Marvel films to redeem yourselves with.
Lack of originality is my main complaint. After that, the story was not well
constructed, especially in the final act.
There’s a couple of dangling points that I suspect will be cleared up as
a Director’s Cut. What did I like? The film was well done for what it was, a
copy. The new Lightspeed effect was
cool. (Han explaining how they were
going to penetrate the Starkiller’s defense shield was a line right out of Star
Trek. Don’t mix your franchises, JJ.) The girl, Rey, had a very nice English
accent. Your star also looked like she
needed a bath and a change of clothes for the entire film. Shouldn’t you
have cleaned her up at some point? If
you wanted her to look unattractive, you succeeded. I just don’t know why. Thanks for having her meet Luke at the end
and not just teasing it for the next film.
That did actually surprise me a bit.
Suggestions? More Poe. He was genuinely cool. At least he had a cool name, unlike Snoak,
which sounds like a name for an elf character in a Prep and Landing cartoon. Finn
for a black guy? And couldn’t you have
gotten Donald Glover for the part? At
least he would have made something of it, more than just an ethno-casting
call. (That was a really pleasant surprise
for me to see him in The Martian.) Can we get like two minutes of backstory on
the galactic situation? I wasn’t sure
what was going on. Was the story that
weak, or do I have to read a bunch of novels, which may be de-cannonized at
anytime, in order to get it?
Well, it was as good a film as a fanboy and a corporate
marketing department could possibly make.
At least they haven’t irreparably damaged the franchise to this point. The video games based on this movie should be
good. Certainly some of the space-action
scenes were designed for that. Enjoy all
the action figures and other collectibles.
There should be plenty of them, and you can always make up your own
stories with them.
Southland Adventure: Stone Grave-Afterward/Design Notes
STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
Afterward
Let’s see, the Characters should now be in the possession of
a large, but somewhat hard to transport treasure trove and maybe some
information for further adventures. Now,
all they have to do is figure out how to get it out of Stone Grave. The possible permutations for further
adventures will be left in your hands.
In the meantime, the undead giant spiders and their zombies
may have taken over the Work Level. The
Grimlocks may have made a decision to try and hold the level as well and may
want to go further. The Humanoids may
have allied again and acquired some magic to combat the Gargoyles. They’ll be coming in force. What if a Humanoid shaman attempts to create
some undead troops in Stone Grave and inadvertently raises the spirits of the
multitude of ancient dead miners into Spectres and Wraiths? Lastly, certainly if one group of adventurers
found this place, you can bet they won’t be the last and it’s unlikely that
they’re coming to help.
Design Notes
Lord, what a cluster-f*** this project was. Unfortunately, it probably shows. It all started years ago with this unlikely
to be original idea of “What if somebody put a mega-dungeon inside Ayers Rock?” “Wait,” you’re saying, “This adventure
doesn’t take place inside Ayers Rock.” Yeah,
I know.
From that germ of an idea, the entire Southland setting grew
like an ugly patch of weeds over time.
Ironically, Ayers Rock got used for another idea, but nearby Mount Conner
was an even better locale for a mega-dungeon. . . which still didn’t get
made. The Southland project became too
big to attempt to put a massive dungeon into at that time.
But I still had the notes and the idea of putting a dungeon
into a mesa-like mountain. In the course
of working on Fantasy Ireland, I came upon Keeper Hill, which completely fit the bill. I added a whole background story about an
underground Dwarf settlement destroyed by Elvish necromantic magic, with some Humanoid
inhabitants/squatters added. However,
the Ireland
setting didn’t have anything to do with raiding dungeons and killing non-humans
indiscriminately for their loot. That
kind of stuff would start an inter-species war there. It had to be something different. Then I had this thought: What about putting a
murder mystery inside a dungeon?
Two fruitless years later, I discovered that wasn’t a good
idea by virtue of never being able to make it work. Oh sure, it might work for you and your
players and your NPC’s in your long-running sandbox campaign, but doing it cold
turned into a creative death march.
Frighteningly, I still have the notes for this idea. I also now have the maps. It could still regurgitate into my creative
life.
The only good thing about that rabbit hole was that I
stat’ed out all the monsters and rough drafted maps in the process of going
nowhere. I had to finish it somehow, since
most of the damn work was already done. Or
as Arthur C. Clarke wrote in his journal about working on 2001: A Space Odyssey, “Now have everything, except plot.” Finally,
I ended up back where I began and put the thing back in the Southland. Much of the encounters and monsters stayed
the same, but now they were simply there to be massacred.
Eventually, I figured out I was doing a martial version of Tomb of Horrors. I’m not sure how this sucker is going to play
out other than potentially very lethally for the Characters if they aren’t
played with some brains. This adventure
should get frustrating given the lack of replenishment (and likely any rest)
and treasure, but with plenty of monsters.
There are several places where some helpful circumstances can be used to
keep the Characters from being annihilated, but it’s only a stay of execution
without some clever play.
Oh, if you could have seen the original plans for this
place. Nine levels. Birdmen roosting in the open air amphitheater
on top. Half-flooded crypt at the
bottom. Place was stuffed full of
undead. I don’t even have the notes for
it anymore. Many of the features are in
this version, but scaled down or changed dramatically. For example, the Work Level was originally a
giant storage area with one un-killable monster relentlessly tracking and
toying with the party, who would presumably be running around desperately
looking for an exit. Well, that’s the
way these things often go when they spend too much time baking in the oven.
Thursday, December 24, 2015
Southland Adventure: Stone Grave-Jeweled Garden/Private Crypt
STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
Jeweled Garden
15) A Zen rock garden, but with gems. There’s sparkling gems scattered amongst the
larger rocks. There’s 500 gems of 10 gp
each value. Looking closer at the
gravel, there’s another 1000 gp scattered on the ground. There’s also a bench in the chamber, where
one can sit and mediate, presumably on how rich you’ve just become.
It’ll take at least an hour for four people to gather
everything (you can adjust the time based on that and the number of people
involved). In that period of time, you
can bet the 7 Wights from the opera
house will be making their way back to their crypts (if they haven’t already
been dealt with). The Characters will
have no trouble hearing them coming as they will still be singing. Unless they are being very quiet, the Wights
will come to investigate. Otherwise, the
Characters will have an opportunity of seeing the Wights open the Secret Door
to the Crypt.
The Long Walk
1 XP for finding the Secret Door.
16) This passage was reserved for the king. It perhaps gave him time to think about
things on his way to and from his throne room where he would hold court. Of more importance to the Characters is the
secret passage to the treasure crypt.
Unlike the rest of the level, this corridor is well and recently
travelled. The layer of dust covering
the floor is clearly showing footprints.
(No Tracking skill required to notice this. A Ranger would identify the prints as
human-ish and as several individuals, but with a strange loping gait to their
step.)
The prints stop half-way down the corridor, which should be
a clue. The Secret Door only requires a
DC 12 Search to find if being actively searched for. The inner door is more of a problem. It cannot be physically forced. Only the king’s key will unlock it. Magically, it would require a DC 18 Dispel
Magic and then a Knock spell to open.
The Private Crypt
3 XP for defeating all foes (including those summoned)
17) This was a crypt built for a few honored ancestors. Wow, talk about vanity. A survival bunker with a room for people who
were already dead. Of course the
Catastrophe and the magic shield have reanimated them into the undead (you
shouldn’t be surprised by this anymore).
Being ancient and well-preserved corpses buried in sarcophagi, they
became Wights and a Mummy. They were let
out by the king after everyone else in the level was dead (or undead). Each of the chambers contains jewels and
crowns and such up to 1000 gp in value.
The current occupants in this chamber varies. Nothing happens until the characters remove
one of the heavy stone lids off a tomb, which will begin the fight. The Mummy,
whose sarcophagus (x) is much more ornate than the others, will always be
present. (The old high priest Claver was
always a bit anti-social.) If the
characters haven’t been to the opera house and if the Mummy is defeated, he
will call out and summon the 7 Wights from
there, who will arrive in 3 rds.
Otherwise, he’ll summon every corporeal undead creature left on the
level and the King’s Ghost. If the
characters have already killed everything on the level, then they’ve already
earned their victory and the Mummy whimpers as he dies (technically, dies again).
Lesser Mummy (FC)
HD 8 (d12),
Hp 55, AC 18* (Natural, Magic or Fire to hit)
Fort
+4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+4 + Mummy Rot DC 12
Fort Sv or victim
loses another 1d6+4 hp and will be unable to heal normally. Magical healing will be necessary to stop the
rotting effect.
Despair: At the mere sight of a Mummy,
the viewer must succeed on a DC 18 Will Sv or be paralyzed with fear for 1d4
rounds. (Certain classes, such as
Paladins, are immune.)
Vulnerable: Fire causes x 2 damage
Mummy (5e)
HD 9d8 + 18, Hp 58, AC 11* (Natural, Magic to hit)
Str +3, Dex −1, Con +2, Int −2, Wis +0, Cha +1
Saving Throws: Wis
+2
Damage Vulnerabilities: fire
Passive Perception 10
Multiattack: The Mummy can use its Dreadful Glare and make one attack with its rotting fist.
Melee: Rotting Fist. +5
to hit 10 (2d6 + 3) bludgeoning plus 10 (3d6)
necrotic
damage. If the target is a creature, it must succeed on a DC 12 Constitution
saving throw or be cursed with mummy rot. The cursed target can’t regain hit
points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that
elapse. If the curse reduces the
target’s hit point maximum to 0, the
target
dies, and its body turns to dust. The curse lasts until removed by the remove
curse spell or other magic.
Ranged: Dreadful Glare. The
mummy targets one creature it can see
within
60 feet of it. If the target can see the mummy, it must succeed on a DC 11
Wisdom saving throw against this magic or become frightened until the end of
the mummy’s next turn.
Wednesday, December 23, 2015
Southland Adventure: Stone Grave-King's Quaters
STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
King’s Quarters
1 XP for either defeating the king or alternately leaving
the chamber without having fought him.
14) The king’s apartment was pretty opulent in regards to
space and furnishing. The outer room is
a lounge for entertaining a small number of guests. There’s a private office in the corner. The bedroom features a large bed and separate
His and Hers bathrooms. (The king was
unwed before the end.) There’s no
treasure in this room, though the curtains (again, there’s no windows, it’s
just for show), the rugs, the bedding, and the furniture would be worth at
least 1000 gp to a collector.
The first and last king of Stone Grave, Braygan, killed
himself as the situation on the Noble Level became hopeless. He also ended up volunteering himself as the
first meal for his people in the process.
(It’s debatable whether he meant to do that or not.) The manner of his death and subsequent
disposal of his corpse has created a haunting ghost.
As nothing lives on this level, Braygan has actually had
little opportunity haunt anything. (It’s
true. What kind of ghost would scare a
bunch of ghouls?) That being the case,
the king is actually somewhat amiable, never having gotten into the habit of
haunting the living. Braygan, obviously
a ghost, will be lounging on a couch reading if the Characters enter. He will be gracious, if not apologetic, for
the lack of food and drink to entertain with (and surprisingly able to speak
the Characters’ language thanks to being a spirit). He’ll ask about the outside world, with
interest, and even the group’s adventures so far in Stone Grave. If there are any attractive females in the
group, he might be considered downright lecherous in his attention. The king prominently wears has a large key on
a chain around his neck. If asked about
it. He’ll cheerfully tell them it’s for
the crypt and that, “I let my friends in the crypt out long ago.”
This encounter could go downhill for the Characters in any
number of ways. Any mention of killing
the Wights in the opera house will enrage him.
Females, not liking his attention, he will consider, “Playing hard to
get,” and he’ll enjoy it, right up until swords are drawn. Obviously, trying to kill him or strip his
quarters will also bring his wrath.
Braygan has little useful information, being a bit senile and dead. Rude interrogation will also precipitate an
attack. Otherwise, when the conversation
has lulled, the king will dismiss himself for nap, telling the Characters they
can “Let themselves out, as the staff has long since disappeared.”
Ghost (FC)
HD 10 (d12), Hp 60, AC 13* (Magic to hit)
Fort +0, Ref +0, Will +10
Melee: Life Draining Touch +10 to hit, DC 18 Will Sv
or lose 1d8 Negative Hp
Can become invisible and intangible at will (0 BAB to attack
when invisible), but the Ghost cannot attack in those forms.
Possession: When visible, the Ghost may attempt to move
into a person and take them over. DC 18
Will Sv or controlled for 1d4 rds.
Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic
spell attacks on the host will affect the Ghost instead (use Ghost stats), but
any other type of attack damages the host (use host stats). This attack may be attempted on a person once
per encounter.
Ranged:
Fright: On
initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds. (Paladins are immune.)
Moan Scare: When
visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4
rds. (Paladins are immune.)
Ghost (5e)
HD 10d8, Hp 45, AC 11 (Natural)
Str −2, Dex +1, Con +0, Int +0, Wis +1, Cha +3
Damage Resistances: acid, fire, lightning, thunder;
bludgeoning,
piercing,
and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Darkvision
Ethereal Sight: The
ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane,
and vice versa.
Etherealness: The
ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is
visible on the Material Plane while it is in the Border Ethereal, and vice
versa, yet it can’t affect or be affected by anything on the other plane.
Incorporeal
Movement: The ghost can move through other creatures and objects
as if they were difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Passive
Perception 11
Melee: Withering Touch +5
to hit 17 (4d6 + 3) necrotic
Ranged:
Horrifying Visage: Each
non-undead creature within 60 feet of the ghost that can see it must succeed on
a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat
the saving throw at the end of each of its turns, ending the frightened
condition on itself on a success. If a target’s saving throw is successful or
the effect ends for it, the target is immune to this ghost’s Horrifying Visage
for the next 24 hours. The aging effect can be reversed with a greater restoration
spell, but only within 24 hours of it occurring.
Possession (Recharge 6): One
humanoid that the ghost can see within 5 feet of it must succeed on a DC 13
Charisma saving throw or be possessed by the ghost; the ghost then disappears, and
the target is incapacitated and loses control of its body. The ghost now controls
the body but doesn’t deprive the target of awareness. The ghost can’t be
targeted by any attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being
charmed and frightened. It otherwise uses the possessed target’s statistics,
but doesn’t gain access to the target’s knowledge, class features, or
proficiencies.
The
possession lasts until the body drops to 0 hit points, the ghost ends it as a
bonus action, or the ghost is turned or forced out by an effect like the dispel
evil and good spell. When the possession ends, the ghost reappears in an
unoccupied space within 5 feet of the body. The target is immune to this ghost’s
Possession for 24 hours after succeeding on the saving throw or after the
possession ends.
Tuesday, December 22, 2015
Southland Adventure: Stone Grave-Noble Apts/Chief Enchanter's Qtrs
STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
Noble Apartments
12) These are pretty nice apartments for what are
essentially caves underground. The small
room in the rear is the bathroom, which actually had running water. There is nice furniture, rugs, and curtains
(no actual windows) furnishing each room.
They’d be worth about 400 gp in total to a collector. In addition, each apartment has at least 500
gp in rings, jewels, and gems in jewelry boxes or out on the dresser.
Now if you attempt to take any of this stuff, you get to
meet the spirits haunting these apartments.
Poltergeists are intangible and invisible at all times, but do assume a
physical presence when attacking. They
will reform in a turn if destroyed, if they are not exorcised.
Poltergeist (FC)
HD 1, Hp 8, AC 10* (Magic to hit)
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to
hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv
or panic 1d4 rds. (Paladins are
immune.)
Always Invisible and Intangible (0 Bonuses to
attack)
Poltergeist (5e)
HD 5d6, Hp 17, AC 17 (natural armor)
Str +1, Dex +2, Con +0, Int
−5, Wis −3, Cha −5
Saving Throws: Dex +4
Blindsight
60 ft. (blind beyond this radius)
Passive
Perception 7
Fly
50 ft.
Melee: Object +3 to hit 5 (1d8 + 1) bludgeoning.
Chief Enchanter’s
Quarters
1 XP for defeating the poltergeist.
13) This apartment is obviously different than the
others. It filled with arcane trappings
as it was a wizard’s quarters. There’s
barely room for a bed amongst all the paraphernalia. After searching for at least a turn by a
wizard, three main treasure items can be found.
A curiously new-looking cloak is hanging on a peg inside the
room. It is an Invisibility Cloak. The
command word to activate it is inscribed in Ancient inside the hood. (The word is “cloaking.”) The wearer is eponymously rendered
invisible. If remaining motionless, they
cannot be seen. If moving, add +10 to
their Stealth check. If attacking, they
become visible, but will be able to surprise their opponent.
There are also a half dozen spell scrolls here stored on a
shelf: Two each of Fireball, Lightning,
and Daylight. In 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.)
The real treasure here is the Enchanter’s spellbook. It contains all 0 through 4th level spells, along with Cloudkill,
Permanency, Chain Lightning, Greater Dispel Magic, and Undeath to Death. Desperate Wizards may attempt to temporarily
learn new spells in the following manner in FC rules, if they are
level-qualified to cast them. They may
learn a new spell with an hour of study.
If used and the Spellcheck fails, they must make a DC 12 Will Sv or
permanently lose 1 point of Wis. Whether the spell succeeds or fails, they
would have to study it again before attempting further casting.
Of course, it’s not that simple. As soon as the Characters try to leave with
any of these goodies, the door slams shut and will not open for anything (DC 16
Dispel Magic and a Knock spell to open).
One rd later, the spirit of the old wizard (Poltergeist) attacks.
[Poltergeists are intangible and invisible at all times, but
do assume a physical presence when attacking.
They will reform in a turn if destroyed, if they are not exorcised.]
Advanced Poltergeist
(FC)
HD 4
(d10) +30, Hp 52, AC 14* (Natural, magic to hit)
Fort
+1, Ref +1, Will –4
Melee:
Slam +5 to hit 1d8+4 plus DC 12 Ref Sv or Trampled for an additional 1d8+4
damage and Knocked Down.
Fight ability
Advanced Poltergeist
(5e)
HD 8 (d10), Hp 40, AC 15 (Natural)
Str +2, Dex +5, Con +2, Int +0, Wis
+0, Cha -2
Damage Resistances: bludgeoning, piercing and slashing from
nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Darkvision
Passive Perception 10
Flight Ability
Intangible: Can enter a hostile creature’s space and stop
there. It can move through a space as narrow as 1 inch wide without squeezing.
Melee: 2 x Slam +8 to hit, 14 (2d8+5) bludgeoning
Whirlwind
(Recharge 4–6). Each creature in the Poltergeist’s space must make a DC 13
Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning
damage and is flung up 20 feet away in a random direction and knocked prone. If
a thrown target strikes an object, such as a wall or floor, the target takes 3
(1d6) bludgeoning damage for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn’t flung away or knocked prone.
[Note: These are the modified stats for an Air Elemental.]
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